UIGameMap = extends(UIMap, "UIGameMap") function UIGameMap.create() local gameMap = UIGameMap.internalCreate() gameMap:setKeepAspectRatio(true) gameMap:setVisibleDimension({width = 15, height = 11}) gameMap:setDrawLights(true) gameMap.markedThing = nil gameMap.blockNextRelease = 0 gameMap:updateMarkedCreature() return gameMap end function UIGameMap:onDestroy() if self.updateMarkedCreatureEvent then removeEvent(self.updateMarkedCreatureEvent) end end function UIGameMap:markThing(thing, color) if self.markedThing == thing then return end if self.markedThing then self.markedThing:setMarked('') end self.markedThing = thing if self.markedThing and g_settings.getBoolean('highlightThingsUnderCursor') then self.markedThing:setMarked(color) end end function UIGameMap:onDragEnter(mousePos) local tile = self:getTile(mousePos) if not tile then return false end local thing = tile:getTopMoveThing() if not thing then return false end self.currentDragThing = thing g_mouse.pushCursor('target') self.allowNextRelease = false return true end function UIGameMap:onDragLeave(droppedWidget, mousePos) self.currentDragThing = nil self.hoveredWho = nil g_mouse.popCursor('target') return true end function UIGameMap:onDrop(widget, mousePos) if not self:canAcceptDrop(widget, mousePos) then return false end local tile = self:getTile(mousePos) if not tile then return false end local thing = widget.currentDragThing local toPos = tile:getPosition() local thingPos = thing:getPosition() if thingPos.x == toPos.x and thingPos.y == toPos.y and thingPos.z == toPos.z then return false end if thing:isItem() and thing:getCount() > 1 then modules.game_interface.moveStackableItem(thing, toPos) else g_game.move(thing, toPos, 1) end return true end function UIGameMap:onMouseMove(mousePos, mouseMoved) self.mousePos = mousePos return false end function UIGameMap:onDragMove(mousePos, mouseMoved) self.mousePos = mousePos return false end function UIGameMap:updateMarkedCreature() self.updateMarkedCreatureEvent = scheduleEvent(function() self:updateMarkedCreature() end, 100) if self.mousePos and g_game.isOnline() then self.markingMouseRelease = true self:onMouseRelease(self.mousePos, MouseRightButton) self.markingMouseRelease = false end end function UIGameMap:onMousePress() if not self:isDragging() and self.blockNextRelease < g_clock.millis() then self.allowNextRelease = true self.markingMouseRelease = false end end function UIGameMap:blockNextMouseRelease(postAction) self.allowNextRelease = false if postAction then self.blockNextRelease = g_clock.millis() + 150 else self.blockNextRelease = g_clock.millis() + 250 end end function UIGameMap:onMouseRelease(mousePosition, mouseButton) if not self.allowNextRelease and not self.markingMouseRelease then return true end local autoWalkPos = self:getPosition(mousePosition) local positionOffset = self:getPositionOffset(mousePosition) -- happens when clicking outside of map boundaries if not autoWalkPos then if self.markingMouseRelease then self:markThing(nil) end return false end local localPlayerPos = g_game.getLocalPlayer():getPosition() if autoWalkPos.z ~= localPlayerPos.z then local dz = autoWalkPos.z - localPlayerPos.z autoWalkPos.x = autoWalkPos.x + dz autoWalkPos.y = autoWalkPos.y + dz autoWalkPos.z = localPlayerPos.z end local lookThing local useThing local creatureThing local multiUseThing local attackCreature local tile = self:getTile(mousePosition) if tile then lookThing = tile:getTopLookThingEx(positionOffset) useThing = tile:getTopUseThing() creatureThing = tile:getTopCreatureEx(positionOffset) end local autoWalkTile = g_map.getTile(autoWalkPos) if autoWalkTile then attackCreature = autoWalkTile:getTopCreatureEx(positionOffset) end if self.markingMouseRelease then if attackCreature then self:markThing(attackCreature, 'yellow') elseif creatureThing then self:markThing(creatureThing, 'yellow') elseif useThing and not useThing:isGround() then self:markThing(useThing, 'yellow') elseif lookThing and not lookThing:isGround() then self:markThing(lookThing, 'yellow') else self:markThing(nil, '') end return end local ret = modules.game_interface.processMouseAction(mousePosition, mouseButton, autoWalkPos, lookThing, useThing, creatureThing, attackCreature, self.markingMouseRelease) if ret then self.allowNextRelease = false end return ret end function UIGameMap:canAcceptDrop(widget, mousePos) if not widget or not widget.currentDragThing then return false end local children = rootWidget:recursiveGetChildrenByPos(mousePos) for i=1,#children do local child = children[i] if child == self then return true elseif not child:isPhantom() then return false end end error('Widget ' .. self:getId() .. ' not in drop list.') return false end