2019-10-02 03:38:52 +02:00

192 lines
5.0 KiB
Lua

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