UIGameMap = extends(UIMap, 'UIGameMap') -- A usable ground (for example sand 8770) must not hide a ladder placed on it. function UIGameMap.getUseThingForTile(tile) local thing = tile:getTopUseThing() if thing and thing:isGround() then for _, item in ipairs(tile:getItems()) do if item:getId() == 1948 then return item end end end return thing end function UIGameMap.create() local gameMap = UIGameMap.internalCreate() gameMap:setKeepAspectRatio(true) gameMap:setVisibleDimension({ width = 15, height = 11 }) gameMap:setDrawLights(true) return gameMap 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 if thing:isItem() and not thing:isNotMoveable() then UIDragIcon:display(thing) end self.currentDragThing = thing -- Use native cursor when enabled, otherwise use custom cursor if modules.client_options and modules.client_options.getOption('nativeCursor') then g_window.setSystemCursor('cross') else g_mouse.pushCursor('target') end self.allowNextRelease = false return true end function UIGameMap:onDragLeave(droppedWidget, mousePos) self.currentDragThing = nil self.hoveredWho = nil -- Restore cursor if modules.client_options and modules.client_options.getOption('nativeCursor') then g_window.restoreMouseCursor() else g_mouse.popCursor('target') end UIDragIcon:hide() 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 thingPos = thing:getPosition() if not thingPos then return false end local thingTile = thing:getTile() if thingPos.x ~= 65535 then if not thingTile then return false end if thingTile:getThingStackPos(thing) == -1 then return false end end local toPos = tile: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 UIDragIcon:hide() return true end function UIGameMap:onMousePress() if not self:isDragging() then self.allowNextRelease = true end end function UIGameMap:onMouseMove() g_tooltip.hide() g_tooltip.hideSpecial() return false end function UIGameMap:onMouseRelease(mousePosition, mouseButton) if not self.allowNextRelease then return true end local autoWalkPos = self:getPosition(mousePosition) -- happens when clicking outside of map boundaries if not autoWalkPos then 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:getTopLookThing() useThing = UIGameMap.getUseThingForTile(tile) creatureThing = tile:getTopCreature() end local autoWalkTile = g_map.getTile(autoWalkPos) if autoWalkTile then attackCreature = autoWalkTile:getTopCreature() end local ret = modules.game_interface.processMouseAction(mousePosition, mouseButton, autoWalkPos, lookThing, useThing, creatureThing, attackCreature) 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