gameRootPanel = nil gameMapPanel = nil gameMainRightPanel = nil gameRightPanel = nil gameRightExtraPanel = nil gameLeftPanel = nil gameLeftExtraPanel = nil gameSelectedPanel = nil panelsList = {} panelsRadioGroup = nil gameTopPanel = nil gameBottomStatsBarPanel = nil gameBottomPanel = nil showTopMenuButton = nil logoutButton = nil logOutMainButton = nil mouseGrabberWidget = nil countWindow = nil logoutWindow = nil exitWindow = nil bottomSplitter = nil -- timestamp of the last manual keyboard walk, refreshed by game_walk and read -- by consumers (e.g. game_bot) to pause automation while the player walks; -- defined here so it is always present whenever this module is loaded lastManualWalk = 0 limitedZoom = false currentViewMode = 0 leftIncreaseSidePanels = nil leftDecreaseSidePanels = nil rightIncreaseSidePanels = nil rightDecreaseSidePanels = nil gameBottomActionPanel = nil gameLeftActionPanel = nil gameRightActionPanel = nil gameBottomLockPanel = nil gameRightLockPanel = nil gameLeftLockPanel = nil hookedMenuOptions = {} focusReason = {} local lastStopAction = 0 local mobileConfig = { mobileWidthJoystick = 0, mobileWidthShortcuts = 0, mobileHeightJoystick = 0, mobileHeightShortcuts = 0 } local isExtendedViewActive = false -- Default width of the side panels declared on 'GameSidePanel' (gameinterface.otui). local SIDE_PANEL_WIDTH = 176 -- Exposed as a module function so modules.client_options can keep the top bar -- arrows in sync with the side panel options, both when they are applied from -- the saved settings and when they are toggled. function updateSidePanelButtons() if not (leftIncreaseSidePanels and leftDecreaseSidePanels and rightIncreaseSidePanels and rightDecreaseSidePanels) then return end leftIncreaseSidePanels:setEnabled(not modules.client_options.getOption('showLeftExtraPanel')) if g_platform.isMobile() then leftDecreaseSidePanels:setEnabled(false) else leftDecreaseSidePanels:setEnabled( modules.client_options.getOption('showLeftPanel') or modules.client_options.getOption('showLeftExtraPanel')) end rightIncreaseSidePanels:setEnabled(not modules.client_options.getOption('showRightExtraPanel')) rightDecreaseSidePanels:setEnabled(modules.client_options.getOption('showRightExtraPanel')) end -- Single entry point used by the client_options side panel options and by the -- top bar arrows. Keeping it here guarantees that showing/hiding a panel also -- relocates its mini windows and refreshes the arrow states. function setSidePanelVisible(panel, visible) if not panel then return end if not visible then -- windows parked in a hidden panel are unreachable, move them back movePanel(panel) end panel:setOn(visible) panel:setVisible(visible) panel:setWidth(visible and SIDE_PANEL_WIDTH or 0) updateSidePanelButtons() if modules.game_actionbar and modules.game_actionbar.updateVisibleWidgetsExternal then addEvent(function() modules.game_actionbar.updateVisibleWidgetsExternal() end) end end -- Called by client_options once every persisted option has been applied, so the -- top bar arrows reflect the saved panel state from the start instead of only -- being synced after the first game. updateStretchShrink() is intentionally not -- called here: it applies an incremental margin offset and is already run from -- init()/onGeometryChange. function onOptionsLoaded() updateSidePanelButtons() end local function applyMobileMargins() if g_platform.isMobile() then gameRightPanel:setMarginBottom(mobileConfig.mobileHeightShortcuts) gameLeftPanel:setMarginBottom(mobileConfig.mobileHeightJoystick) end end function init() g_ui.importStyle('styles/countwindow') g_ui.importStyle('styles/countStashWindow') connect(g_game, { onGameStart = onGameStart, onGameEnd = onGameEnd, onLoginAdvice = onLoginAdvice }, true) -- Call load AFTER game window has been created and -- resized to a stable state, otherwise the saved -- settings can get overridden by false onGeometryChange -- events if g_app.hasUpdater() then connect(g_app, { onUpdateFinished = load, }) else connect(g_app, { onRun = load, }) end connect(g_app, { onExit = save }) gameRootPanel = g_ui.displayUI('gameinterface') gameRootPanel:hide() gameRootPanel:lower() gameRootPanel.onGeometryChange = updateStretchShrink mouseGrabberWidget = gameRootPanel:getChildById('mouseGrabber') mouseGrabberWidget.onMouseRelease = onMouseGrabberRelease bottomSplitter = gameRootPanel:getChildById('bottomSplitter') gameMapPanel = gameRootPanel:getChildById('gameMapPanel') gameMainRightPanel = gameRootPanel:getChildById('gameMainRightPanel') gameRightPanel = gameRootPanel:getChildById('gameRightPanel') gameRightExtraPanel = gameRootPanel:getChildById('gameRightExtraPanel') gameLeftExtraPanel = gameRootPanel:getChildById('gameLeftExtraPanel') gameLeftPanel = gameRootPanel:getChildById('gameLeftPanel') gameBottomPanel = gameRootPanel:getChildById('gameBottomPanel') gameTopPanel = gameRootPanel:getChildById('gameTopPanel') gameBottomStatsBarPanel = gameRootPanel:getChildById('gameBottomStatsBarPanel') leftIncreaseSidePanels = gameRootPanel:getChildById('leftIncreaseSidePanels') leftDecreaseSidePanels = gameRootPanel:getChildById('leftDecreaseSidePanels') rightIncreaseSidePanels = gameRootPanel:getChildById('rightIncreaseSidePanels') rightDecreaseSidePanels = gameRootPanel:getChildById('rightDecreaseSidePanels') gameBottomActionPanel = gameRootPanel:getChildById('gameBottomActionPanel') gameRightActionPanel = gameRootPanel:getChildById('gameRightActionPanel') gameLeftActionPanel = gameRootPanel:getChildById('gameLeftActionPanel') gameBottomLockPanel = gameRootPanel:recursiveGetChildById('bottomLock') gameRightLockPanel = gameRootPanel:recursiveGetChildById('rightLock') gameLeftLockPanel = gameRootPanel:recursiveGetChildById('leftLock') updateSidePanelButtons() applyMobileMargins() panelsList = { { panel = gameRightPanel, checkbox = gameRootPanel:getChildById('gameSelectRightColumn') }, { panel = gameRightExtraPanel, checkbox = gameRootPanel:getChildById('gameSelectRightExtraColumn') }, { panel = gameLeftPanel, checkbox = gameRootPanel:getChildById('gameSelectLeftColumn') }, { panel = gameLeftExtraPanel, checkbox = gameRootPanel:getChildById('gameSelectLeftExtraColumn') } } panelsRadioGroup = UIRadioGroup.create() for k, v in pairs(panelsList) do panelsRadioGroup:addWidget(v.checkbox) connect(v.checkbox, { onCheckChange = onSelectPanel }) end panelsRadioGroup:selectWidget(panelsList[1].checkbox) logoutButton = modules.client_topmenu.addTopRightToggleButton('logoutButton', tr('Exit'), '/images/topbuttons/logout', tryLogout, true) gameMapPanel.onClick = toggleInternalFocus gameRightPanel.onClick = toggleInternalFocus gameRightExtraPanel.onClick = toggleInternalFocus gameLeftExtraPanel.onClick = toggleInternalFocus gameLeftPanel.onClick = toggleInternalFocus gameBottomPanel.onClick = toggleInternalFocus showTopMenuButton = gameMapPanel:getChildById('showTopMenuButton') showTopMenuButton.onClick = function() modules.client_topmenu.toggle() end bindKeys() if g_game.isOnline() then show() end StatsBar.init() end function bindKeys() gameRootPanel:setAutoRepeatDelay(50) g_keyboard.bindKeyPress('Ctrl+=', function() gameMapPanel:zoomIn() end, gameRootPanel) g_keyboard.bindKeyPress('Ctrl+-', function() gameMapPanel:zoomOut() end, gameRootPanel) Keybind.new("Movement", "Stop All Actions", "Escape", "", true) Keybind.bind("Movement", "Stop All Actions", { { type = KEY_PRESS, callback = function() if lastStopAction + 50 > g_clock.millis() then return end lastStopAction = g_clock.millis() g_game.cancelAttackAndFollow() end, } }, gameRootPanel) Keybind.new("Misc", "Logout", "Ctrl+L", "Ctrl+Q") Keybind.bind("Misc", "Logout", { { type = KEY_PRESS, callback = function() tryLogout(false) end, } }, gameRootPanel) Keybind.new("UI", "Clear All Texts", "Ctrl+W", "") Keybind.bind("UI", "Clear All Texts", { { type = KEY_DOWN, callback = function() g_map.cleanTexts() modules.game_textmessage.clearMessages() end, } }, gameRootPanel) g_keyboard.bindKeyDown('Ctrl+.', nextViewMode, gameRootPanel) end function terminate() StatsBar.terminate() hide() if g_app.hasUpdater() then disconnect(g_app, { onUpdateFinished = load, }) else disconnect(g_app, { onRun = load, }) end disconnect(g_app, { onExit = save, }) hookedMenuOptions = {} disconnect(g_game, { onGameStart = onGameStart, onGameEnd = onGameEnd, onLoginAdvice = onLoginAdvice }) for k, v in pairs(panelsList) do disconnect(v.checkbox, { onCheckChange = onSelectPanel }) end logoutButton:destroy() gameRootPanel:destroy() Keybind.delete("Movement", "Stop All Actions") Keybind.delete("Misc", "Logout") Keybind.delete("UI", "Clear All Texts") end function onGameStart() show() updateSidePanelButtons() applyMobileMargins() end function onGameEnd() hide() end function show() connect(g_app, { onClose = tryExit }) modules.client_background.hide() gameRootPanel:show() gameRootPanel:focus() gameMapPanel:followCreature(g_game.getLocalPlayer()) updateStretchShrink() logoutButton:setTooltip(tr('Logout')) if g_platform.isMobile() then mobileConfig.mobileWidthJoystick = modules.game_joystick.getPanel():getWidth() mobileConfig.mobileWidthShortcuts = modules.game_shortcuts.getPanel():getWidth() mobileConfig.mobileHeightJoystick = modules.game_joystick.getPanel():getHeight() mobileConfig.mobileHeightShortcuts = modules.game_shortcuts.getPanel():getHeight() end setupViewMode(0) if g_platform.isMobile() or g_gameConfig.isExtendedViewUI() then setupViewMode(1) setupViewMode(2) end addEvent(function() if not limitedZoom or g_game.isGM() then gameMapPanel:setMaxZoomOut(513) gameMapPanel:setLimitVisibleRange(false) else gameMapPanel:setMaxZoomOut(11) gameMapPanel:setLimitVisibleRange(true) end -- OT-MMO: arrancar con la vista lo mas abierta posible; UIMap la recorta al rango que manda el servidor gameMapPanel:setZoom(15) end) end function hide() setupViewMode(0) disconnect(g_app, { onClose = tryExit }) logoutButton:setTooltip(tr('Exit')) if logoutWindow then logoutWindow:destroy() logoutWindow = nil end if exitWindow then exitWindow:destroy() exitWindow = nil end if countWindow then countWindow:destroy() countWindow = nil end gameRootPanel:hide() modules.client_background.show() end function save() local settings = {} settings.splitterMarginBottom = bottomSplitter:getMarginBottom() g_settings.setNode('game_interface', settings) end function load() local settings = g_settings.getNode('game_interface') if settings then if settings.splitterMarginBottom then bottomSplitter:setMarginBottom(settings.splitterMarginBottom) end end end function onLoginAdvice(message) displayInfoBox(tr('For Your Information'), message) end function forceExit() g_game.cancelLogin() scheduleEvent(exit, 10) return true end function tryExit() if exitWindow then return true end local exitFunc = function() g_game.safeLogout() forceExit() end local logoutFunc = function() g_game.safeLogout() exitWindow:destroy() exitWindow = nil end local cancelFunc = function() exitWindow:destroy() exitWindow = nil end exitWindow = displayGeneralBox(tr('Exit'), tr( 'If you shut down the program, your character might stay in the game.\nClick on \'Logout\' to ensure that you character leaves the game properly.\nClick on \'Exit\' if you want to exit the program without logging out your character.'), { { text = tr('Cancel'), callback = cancelFunc }, { text = tr('Logout'), callback = logoutFunc }, { text = tr('Force Exit'), callback = exitFunc }, anchor = AnchorHorizontalCenter }, logoutFunc, cancelFunc) return true end function tryLogout(prompt) if type(prompt) ~= 'boolean' then prompt = true end if not g_game.isOnline() then exit() return end if logoutWindow then return end local msg, yesCallback if not g_game.isConnectionOk() then msg = 'Your connection is failing, if you logout now your character will be still online, do you want to force logout?' yesCallback = function() g_game.forceLogout() if logoutWindow then logoutWindow:destroy() logoutWindow = nil end end else msg = 'Are you sure you want to logout?' yesCallback = function() g_game.safeLogout() if logoutWindow then logoutWindow:destroy() logoutWindow = nil end end end local noCallback = function() logoutWindow:destroy() logoutWindow = nil end if prompt then logoutWindow = displayGeneralBox(tr('Logout'), tr(msg), { { text = tr('No'), callback = noCallback }, { text = tr('Yes'), callback = yesCallback }, anchor = AnchorHorizontalCenter }, yesCallback, noCallback) else yesCallback() end end function updateStretchShrink() if modules.client_options.getOption('dontStretchShrink') and not alternativeView then gameMapPanel:setVisibleDimension({ width = 15, height = 11 }) -- Set gameMapPanel size to height = 11 * 32 + 2 bottomSplitter:setMarginBottom(bottomSplitter:getMarginBottom() + (gameMapPanel:getHeight() - 32 * 11) - 10) end -- Update action bar layout when window geometry changes if modules.game_actionbar and modules.game_actionbar.updateVisibleWidgetsExternal then addEvent(function() modules.game_actionbar.updateVisibleWidgetsExternal() end) end end function onMouseGrabberRelease(self, mousePosition, mouseButton) if selectedThing == nil then return false end if mouseButton == MouseLeftButton then local clickedWidget = gameRootPanel:recursiveGetChildByPos(mousePosition, false) if clickedWidget then if selectedType == 'use' then onUseWith(clickedWidget, mousePosition) elseif selectedType == 'trade' then onTradeWith(clickedWidget, mousePosition) end end end selectedThing = nil -- Restore cursor if modules.client_options and modules.client_options.getOption('nativeCursor') then g_window.restoreMouseCursor() else g_mouse.popCursor('target') end self:ungrabMouse() return true end function onUseWith(clickedWidget, mousePosition) if clickedWidget:getClassName() == 'UIGameMap' then local tile = clickedWidget:getTile(mousePosition) if tile then if selectedThing:isFluidContainer() or selectedThing:isMultiUse() then g_game.useWith(selectedThing, tile:getTopMultiUseThing()) else g_game.useWith(selectedThing, tile:getTopUseThing()) end end elseif clickedWidget:getClassName() == 'UIItem' and not clickedWidget:isVirtual() then g_game.useWith(selectedThing, clickedWidget:getItem()) elseif clickedWidget:getClassName() == 'UICreatureButton' then local creature = clickedWidget:getCreature() if creature then g_game.useWith(selectedThing, creature) end end end function onTradeWith(clickedWidget, mousePosition) if clickedWidget:getClassName() == 'UIGameMap' then local tile = clickedWidget:getTile(mousePosition) if tile then g_game.requestTrade(selectedThing, tile:getTopCreature()) end elseif clickedWidget:getClassName() == 'UICreatureButton' then local creature = clickedWidget:getCreature() if creature then g_game.requestTrade(selectedThing, creature) end end end function startUseWith(thing) if not thing then return end if g_ui.isMouseGrabbed() then if selectedThing then selectedThing = thing selectedType = 'use' end return end selectedType = 'use' selectedThing = thing mouseGrabberWidget:grabMouse() -- 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 end function startTradeWith(thing) if not thing then return end if g_ui.isMouseGrabbed() then if selectedThing then selectedThing = thing selectedType = 'trade' end return end selectedType = 'trade' selectedThing = thing mouseGrabberWidget:grabMouse() -- 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 end function isMenuHookCategoryEmpty(category) if category then for _, opt in pairs(category) do if opt then return false end end end return true end function addMenuHook(category, name, callback, condition, shortcut) if not hookedMenuOptions[category] then hookedMenuOptions[category] = {} end hookedMenuOptions[category][name] = { callback = callback, condition = condition, shortcut = shortcut } end function removeMenuHook(category, name) if not name then hookedMenuOptions[category] = {} else hookedMenuOptions[category][name] = nil end end function createThingMenu(menuPosition, lookThing, useThing, creatureThing) if not g_game.isOnline() then return end local menu = g_ui.createWidget('PopupMenu') menu:setGameMenu(true) local classic = modules.client_options.getOption('classicControl') local smartLeftClick = modules.client_options.getOption('smartLeftClick') local mobile = g_platform.isMobile() local shortcut = nil if not classic and not mobile and not smartLeftClick then shortcut = '(Shift)' else shortcut = nil end if lookThing then menu:addOption(tr('Look'), function() g_game.look(lookThing) end, shortcut) local clientVersion = g_game.getClientVersion() local canInspect = lookThing:isItem() and not lookThing:isNotMoveable() and lookThing:isPickupable() if clientVersion >= 1281 and modules.game_inspect and (lookThing:isCreature() or canInspect) then menu:addOption(tr('Inspect'), function() if lookThing:isCreature() then g_game.inspectCharacter(lookThing:getId(), InspectCreaturesTypes.INSPECT_CREATURE) elseif canInspect then local pos = lookThing:getPosition() if pos and pos.x and pos.y and pos.z then g_game.inspectionNormalObject(pos) else g_game.inspectionObject(InspectObjectTypes.INSPECT_CYCLOPEDIA, lookThing:getId()) end end end, shortcut) end if clientVersion >= 1310 and canInspect and modules.game_cyclopedia and lookThing:getCyclopediaType() > 0 then menu:addOption(tr('Cyclopedia'), function() modules.game_cyclopedia.Cyclopedia.openItem(lookThing:getId()) end, shortcut) end if clientVersion >= 1511 and modules.game_proficiency and lookThing:getProficiencyId() > 0 then menu:addOption(tr("Weapon Proficiency"), function() modules.game_proficiency.requestOpenWindow(lookThing) end, shortcut) end end if not classic and not mobile then shortcut = '(Ctrl)' else shortcut = nil end if useThing then if useThing:isContainer() then if useThing:getParentContainer() then menu:addOption(tr('Open'), function() g_game.open(useThing, useThing:getParentContainer()) end, shortcut) menu:addOption(tr('Open in new window'), function() g_game.open(useThing) end) else menu:addOption(tr('Open'), function() g_game.open(useThing) end, shortcut) end else if useThing:isMultiUse() then menu:addOption(tr('Use with ...'), function() startUseWith(useThing) end, shortcut) else menu:addOption(tr('Use'), function() g_game.use(useThing) end, shortcut) end end if useThing:isRotateable() then menu:addOption(tr('Rotate'), function() g_game.rotate(useThing) end) end local onWrapItem = function() g_game.wrap(useThing) end if useThing:isWrapable() then menu:addOption(tr('Wrap'), onWrapItem) end if useThing:isUnwrapable() then menu:addOption(tr('Unwrap'), onWrapItem) end if g_game.getFeature(GameBrowseField) and useThing and useThing:getPosition() and useThing:getPosition().x ~= 0xffff then menu:addOption(tr('Browse Field'), function() g_game.browseField(useThing:getPosition()) end) end if useThing:isLyingCorpse() and g_game.getFeature(GameThingQuickLoot) and modules.game_quickloot and useThing:getPosition().x ~= 0xffff then menu.addOption(menu, tr("Loot corpse"), function() g_game.sendQuickLoot(1, useThing) end) end end -- OT-MMO: sin el «Trade with ...» de Tibia; el intercambio se abre con clic derecho sobre el jugador (game_intercambio) if lookThing then local parentContainer = lookThing:getParentContainer() if parentContainer and parentContainer:hasParent() then menu:addOption(tr('Move up'), function() g_game.moveToParentContainer(lookThing, lookThing:getCount()) end) end end if creatureThing then local localPlayer = g_game.getLocalPlayer() menu:addSeparator() if creatureThing:isLocalPlayer() then menu:addOption(tr(g_game.getClientVersion() >= 1000 and "Customise Character" or "Set Outfit"), function() g_game.requestOutfit() end) if g_game.getFeature(GamePrey) and modules.game_prey then menu:addOption(tr('Prey Dialog'), function() modules.game_prey.show() end) end if g_game.getFeature(GamePlayerMounts) then if not localPlayer:isMounted() then menu:addOption(tr('Mount'), function() localPlayer:mount() end) else menu:addOption(tr('Dismount'), function() localPlayer:dismount() end) end end if creatureThing:isPartyMember() then if creatureThing:isPartyLeader() then if creatureThing:isPartySharedExperienceActive() then menu:addOption(tr('Disable Shared Experience'), function() g_game.partyShareExperience(false) end) else menu:addOption(tr('Enable Shared Experience'), function() g_game.partyShareExperience(true) end) end end menu:addOption(tr('Leave Party'), function() g_game.partyLeave() end) end else local localPosition = localPlayer:getPosition() if not classic and not mobile then shortcut = '(Alt)' else shortcut = nil end if creatureThing:getPosition().z == localPosition.z then local tienda = modules.game_tiendas and modules.game_tiendas.tiendaDe(creatureThing) if tienda then menu:addOption('Ver tienda: ' .. tienda.titulo, function() modules.game_tiendas.ver(tienda.id) end) menu:addSeparator() end if creatureThing:isNpc() then menu:addOption(tr('Talk'), function() g_game.talk("hi") end) end if g_game.getAttackingCreature() ~= creatureThing then menu:addOption(tr('Attack'), function() g_game.attack(creatureThing) end, shortcut) else menu:addOption(tr('Stop Attack'), function() g_game.cancelAttack() end, shortcut) end if g_game.getFollowingCreature() ~= creatureThing then menu:addOption(tr('Follow'), function() g_game.follow(creatureThing) end) else menu:addOption(tr('Stop Follow'), function() g_game.cancelFollow() end) end end if creatureThing:isPlayer() then menu:addSeparator() local creatureName = creatureThing:getName() if modules.game_intercambio then menu:addOption('Intercambiar con ' .. creatureName, function() modules.game_intercambio.invitar(creatureName) end) end menu:addOption(tr('Message to %s', creatureName), function() g_game.openPrivateChannel(creatureName) end) if modules.game_console.getOwnPrivateTab() then menu:addOption(tr('Invite to private chat'), function() g_game.inviteToOwnChannel(creatureName) end) menu:addOption(tr('Exclude from private chat'), function() g_game.excludeFromOwnChannel(creatureName) end) -- [TODO] must be removed after message's popup labels been implemented end if not localPlayer:hasVip(creatureName) then menu:addOption(tr('Add to VIP list'), function() g_game.addVip(creatureName) end) end if modules.game_console.isIgnored(creatureName) then menu:addOption(tr('Unignore') .. ' ' .. creatureName, function() modules.game_console.removeIgnoredPlayer(creatureName) end) else menu:addOption(tr('Ignore') .. ' ' .. creatureName, function() modules.game_console.addIgnoredPlayer(creatureName) end) end local localPlayerShield = localPlayer:getShield() local creatureShield = creatureThing:getShield() if localPlayerShield == ShieldNone or localPlayerShield == ShieldWhiteBlue then if creatureShield == ShieldWhiteYellow then menu:addOption(tr('Join %s\'s Party', creatureThing:getName()), function() g_game.partyJoin(creatureThing:getId()) end) else menu:addOption(tr('Invite to Party'), function() g_game.partyInvite(creatureThing:getId()) end) end elseif localPlayerShield == ShieldWhiteYellow then if creatureShield == ShieldWhiteBlue then menu:addOption(tr('Revoke %s\'s Invitation', creatureThing:getName()), function() g_game.partyRevokeInvitation(creatureThing:getId()) end) end elseif localPlayerShield == ShieldYellow or localPlayerShield == ShieldYellowSharedExp or localPlayerShield == ShieldYellowNoSharedExpBlink or localPlayerShield == ShieldYellowNoSharedExp then if creatureShield == ShieldWhiteBlue then menu:addOption(tr('Revoke %s\'s Invitation', creatureThing:getName()), function() g_game.partyRevokeInvitation(creatureThing:getId()) end) elseif creatureShield == ShieldBlue or creatureShield == ShieldBlueSharedExp or creatureShield == ShieldBlueNoSharedExpBlink or creatureShield == ShieldBlueNoSharedExp then menu:addOption(tr('Pass Leadership to %s', creatureThing:getName()), function() g_game.partyPassLeadership(creatureThing:getId()) end) else menu:addOption(tr('Invite to Party'), function() g_game.partyInvite(creatureThing:getId()) end) end end end end if modules.game_ruleviolation.hasWindowAccess() and creatureThing:isPlayer() then menu:addSeparator() menu:addOption(tr('Rule Violation'), function() modules.game_ruleviolation.show(creatureThing:getName()) end) end menu:addSeparator() menu:addOption(tr('Copy Name'), function() g_window.setClipboardText(creatureThing:getName()) end) end -- hooked menu options for _, category in pairs(hookedMenuOptions) do if not isMenuHookCategoryEmpty(category) then menu:addSeparator() for name, opt in pairs(category) do if opt and opt.condition(menuPosition, lookThing, useThing, creatureThing) then menu:addOption(name, function() opt.callback(menuPosition, lookThing, useThing, creatureThing) end, opt.shortcut) end end end end if modules.game_bot and useThing and useThing:isItem() then menu:addSeparator() local useThingId = useThing:getId() menu:addOption("ID: " .. useThingId, function() g_window.setClipboardText(useThingId) end) end if g_game.getFeature(GameThingQuickLoot) and modules.game_quickloot and lookThing and not lookThing:isCreature() and lookThing:isPickupable() then local quickLoot = modules.game_quickloot.QuickLoot menu.addSeparator(menu) if lookThing:isContainer() then menu.addOption(menu, tr("Manage Loot Containers"), function() quickLoot.toggle() end) end local lootExists = quickLoot.lootExists(lookThing:getId()) local optionText = lootExists and "Remove from" or "Add to" local actionFunction = lootExists and quickLoot.removeLootList or quickLoot.addLootList menu.addOption(menu, tr(optionText .. " loot list"), function() actionFunction(lookThing:getId()) end) end if g_game.getClientVersion() >= 1410 then if lookThing and not lookThing:isCreature() and not lookThing:isNotMoveable() and lookThing:isPickupable() then local player = g_game.getLocalPlayer() if player and player:isSupplyStashAvailable() then local itemTier = lookThing:getTier() or 0 if itemTier <= 0 then menu:addSeparator() menu:addOption(tr("Stow"), function() stashItem(lookThing) end) menu:addOption(tr("Stow all items of this type"), function() g_game.stashStowItem(lookThing:getPosition(), lookThing:getId(), 0, lookThing:getStackPos(), 2) end) local isContainer = lookThing:isContainer() if isContainer then menu:addOption(tr('Stow container\'s content'), function() g_game.stashStowItem(lookThing:getPosition(), lookThing:getId(), 0, lookThing:getStackPos(), 1) end) end end end end end menu:display(menuPosition) end function processMouseAction(menuPosition, mouseButton, autoWalkPos, lookThing, useThing, creatureThing, attackCreature) local keyboardModifiers = g_keyboard.getModifiers() local smartLeftClick = modules.client_options.getOption('smartLeftClick') local classicControls = modules.client_options.getOption('classicControl') -- Classic controls: right-click on NPC says "hi" if creatureThing and creatureThing:isNpc() and mouseButton == MouseRightButton and keyboardModifiers == KeyboardNoModifier then -- In classic controls, always allow NPC interaction -- In non-classic controls, check the talkOnRightClick option if classicControls or modules.client_options.getOption('talkOnRightClick') then local player = g_game.getLocalPlayer() if player then local playerPos = player:getPosition() local npcPos = creatureThing:getPosition() if playerPos.z == npcPos.z then local dist = math.max(math.abs(playerPos.x - npcPos.x), math.abs(playerPos.y - npcPos.y)) if dist <= 3 then g_game.talk("hi") return true end end end end end if g_platform.isMobile() then if mouseButton == MouseRightButton then createThingMenu(menuPosition, lookThing, useThing, creatureThing) return true end local shortcut = modules.game_shortcuts.getShortcut() if shortcut == "look" then if lookThing then modules.game_shortcuts.resetShortcuts() g_game.look(lookThing) return true end return true elseif shortcut == "use" then if useThing then modules.game_shortcuts.resetShortcuts() if useThing:isContainer() then if useThing:getParentContainer() then g_game.open(useThing, useThing:getParentContainer()) else g_game.open(useThing) end return true elseif useThing:isMultiUse() then startUseWith(useThing) return true else g_game.use(useThing) return true end end return true elseif shortcut == "attack" then if attackCreature and attackCreature ~= player then modules.game_shortcuts.resetShortcuts() g_game.attack(attackCreature) return true elseif creatureThing and creatureThing ~= player and autoWalkPos and creatureThing:getPosition().z == autoWalkPos.z then modules.game_shortcuts.resetShortcuts() g_game.attack(creatureThing) return true end return true elseif shortcut == "follow" then if attackCreature and attackCreature ~= player then modules.game_shortcuts.resetShortcuts() g_game.follow(attackCreature) return true elseif creatureThing and creatureThing ~= player and autoWalkPos and creatureThing:getPosition().z == autoWalkPos.z then modules.game_shortcuts.resetShortcuts() g_game.follow(creatureThing) return true end return true elseif not autoWalkPos and useThing then createThingMenu(menuPosition, lookThing, useThing, creatureThing) return true end elseif not modules.client_options.getOption('classicControl') then local smartLeftClick = modules.client_options.getOption('smartLeftClick') if smartLeftClick and mouseButton == MouseLeftButton and keyboardModifiers == KeyboardNoModifier then local player = g_game.getLocalPlayer() -- Handle NPCs first - they should not be attacked if creatureThing and creatureThing:isNpc() then local playerPos = player:getPosition() local npcPos = creatureThing:getPosition() if playerPos.z == npcPos.z then local dist = math.max(math.abs(playerPos.x - npcPos.x), math.abs(playerPos.y - npcPos.y)) if dist <= 3 then g_game.talk("hi") return true end end end -- Handle creature attacks (but not NPCs) if attackCreature and attackCreature ~= player and not attackCreature:isNpc() then g_game.attack(attackCreature) return true elseif creatureThing and creatureThing ~= player and not creatureThing:isNpc() and autoWalkPos and creatureThing:getPosition().z == autoWalkPos.z then g_game.attack(creatureThing) return true elseif useThing then -- Handle interactive items first, without looking at them if useThing:isUsable() then -- Only use the item, don't look at it if useThing:isContainer() then if useThing:getParentContainer() then g_game.open(useThing, useThing:getParentContainer()) else g_game.open(useThing) end return true elseif useThing:isMultiUse() then startUseWith(useThing) return true else g_game.use(useThing) return true end end -- Standard handling for other usable items -- For containers (including corpses), only execute quicklooting with Smart Left-Click -- Exception: If container has a parent container, open it instead of quicklooting if useThing:isContainer() or useThing:isLyingCorpse() then -- Prioritize containers/corpses even if there are creatures on the same tile if useThing:getParentContainer() then -- For containers inside other containers, we want to open them, not quickloot g_game.open(useThing, useThing:getParentContainer()) return true elseif useThing:isPickupable() then -- For pickupable containers like quivers, backpacks, etc., open them instead of quicklooting g_game.open(useThing) return true elseif g_game.getFeature(GameThingQuickLoot) and modules.game_quickloot then -- For containers in the world (not inside another container), quickloot g_game.sendQuickLoot(1, useThing) return true end elseif useThing:isMultiUse() then startUseWith(useThing) return true else local useResult = g_game.use(useThing) if useResult ~= nil then return true end end -- If we couldn't use the item through any of the above methods, -- but it's pickupable, try to pick it up (like in Classic Control mode) if useThing:isPickupable() then g_game.move(useThing, useThing:getPosition(), 1) return true end -- If we couldn't use or pick up the item, try to walk to its position if possible local position = useThing:getPosition() if position and position.x ~= 0 and autoWalkPos then local player = g_game.getLocalPlayer() player:autoWalk(autoWalkPos) return true end return true end -- Only look at things if no usable item was found if lookThing and lookThing ~= useThing then local lookPosition = lookThing:getPosition() local lookTile = nil if lookPosition and lookPosition.x ~= 0 then lookTile = g_map.getTile(lookPosition) end -- For walkable tiles, we want to walk if lookTile and lookTile:isWalkable() and autoWalkPos then local player = g_game.getLocalPlayer() player:autoWalk(autoWalkPos) return true else -- Only look at the thing if we haven't used it already g_game.look(lookThing) return true end end if autoWalkPos then local player = g_game.getLocalPlayer() player:autoWalk(autoWalkPos) return true end end if keyboardModifiers == KeyboardNoModifier and mouseButton == MouseRightButton then createThingMenu(menuPosition, lookThing, useThing, creatureThing) return true elseif lookThing and keyboardModifiers == KeyboardShiftModifier and (mouseButton == MouseLeftButton or mouseButton == MouseRightButton) then g_game.look(lookThing) return true elseif useThing and g_keyboard.isPrimaryModifierOnly(keyboardModifiers) and (mouseButton == MouseLeftButton or mouseButton == MouseRightButton) then local smartLeftClick = modules.client_options.getOption('smartLeftClick') if smartLeftClick then local player = g_game.getLocalPlayer() -- For containers in the world, Ctrl+Left Click opens them even if there's a creature if (useThing:isContainer() or useThing:isLyingCorpse()) and not useThing:getParentContainer() then g_game.open(useThing) return true else createThingMenu(menuPosition, lookThing, useThing, creatureThing) return true end else if useThing:isContainer() then if useThing:getParentContainer() then g_game.open(useThing, useThing:getParentContainer()) else g_game.open(useThing) end return true elseif useThing:isMultiUse() then startUseWith(useThing) return true else g_game.use(useThing) return true end end return true elseif useThing and useThing:isContainer() and g_keyboard.isPrimaryShiftModifierOnly(keyboardModifiers) and (mouseButton == MouseLeftButton or mouseButton == MouseRightButton) then g_game.open(useThing) return true elseif attackCreature and not attackCreature:isNpc() and g_keyboard.isAltPressed() and (mouseButton == MouseLeftButton or mouseButton == MouseRightButton) then g_game.attack(attackCreature) return true elseif creatureThing and not creatureThing:isNpc() and autoWalkPos and creatureThing:getPosition().z == autoWalkPos.z and g_keyboard.isAltPressed() and (mouseButton == MouseLeftButton or mouseButton == MouseRightButton) then g_game.attack(creatureThing) return true end -- classic control else local lootControlMode = modules.client_options.getOption('lootControlMode') local player = g_game.getLocalPlayer() -- ############################### -- ### MODE 0: LOOT RIGHT CLICK ## -- ############################### if lootControlMode == 0 then -- Right click with no modifiers: main loot functionality if mouseButton == MouseRightButton and keyboardModifiers == KeyboardNoModifier then -- Handle NPCs first - they should not be attacked if creatureThing and creatureThing:isNpc() then local playerPos = player:getPosition() local npcPos = creatureThing:getPosition() if playerPos.z == npcPos.z then local dist = math.max(math.abs(playerPos.x - npcPos.x), math.abs(playerPos.y - npcPos.y)) if dist <= 3 then g_game.talk("hi") return true end end end -- Handle creature attacks (match Smart Left-Click behavior) if attackCreature and attackCreature ~= player then g_game.attack(attackCreature) return true elseif creatureThing and creatureThing ~= player and autoWalkPos and creatureThing:getPosition().z == autoWalkPos.z then g_game.attack(creatureThing) return true elseif useThing then -- For containers/corpses if useThing:isContainer() or useThing:isLyingCorpse() then -- For containers inside other containers, we want to open them if useThing:getParentContainer() then g_game.open(useThing, useThing:getParentContainer()) return true elseif useThing:isPickupable() then -- For pickupable containers like quivers, backpacks, etc., open them instead of quicklooting g_game.open(useThing) return true elseif table.find({ 3497, 3498, 3499, 3500, 3502, 12902 }, useThing:getId()) then -- For depot chests, lockers, depot boxes, inbox, etc., always open them g_game.open(useThing) return true elseif g_game.getFeature(GameThingQuickLoot) and modules.game_quickloot then -- For containers in the world, quickloot g_game.sendQuickLoot(1, useThing) return true else g_game.open(useThing) return true end elseif useThing:isMultiUse() then startUseWith(useThing) return true else g_game.use(useThing) return true end end -- Handle pickupable items if no container/corpse was handled if lookThing and not lookThing:isCreature() and lookThing:isPickupable() then g_game.move(lookThing, lookThing:getPosition(), 1) return true end end -- SHIFT+Right click: opens containers without quicklooting if mouseButton == MouseRightButton and keyboardModifiers == KeyboardShiftModifier then if useThing then if useThing:isContainer() or useThing:isLyingCorpse() then if useThing:getParentContainer() then g_game.open(useThing, useThing:getParentContainer()) else g_game.open(useThing) end return true elseif useThing:isMultiUse() then startUseWith(useThing) return true else g_game.use(useThing) return true end end end -- ################################# -- ### MODE 1: LOOT SHIFT+RIGHT ### -- ################################# elseif lootControlMode == 1 then -- Right click with no modifiers: use or open containers if mouseButton == MouseRightButton and keyboardModifiers == KeyboardNoModifier then -- Handle NPCs first - they should not be attacked if creatureThing and creatureThing:isNpc() then local playerPos = player:getPosition() local npcPos = creatureThing:getPosition() if playerPos.z == npcPos.z then local dist = math.max(math.abs(playerPos.x - npcPos.x), math.abs(playerPos.y - npcPos.y)) if dist <= 3 then g_game.talk("hi") return true end end end -- Handle creature attacks if attackCreature and attackCreature ~= player then g_game.attack(attackCreature) return true elseif creatureThing and creatureThing ~= player and autoWalkPos and creatureThing:getPosition().z == autoWalkPos.z then g_game.attack(creatureThing) return true elseif useThing then -- For containers if useThing:isContainer() or useThing:isLyingCorpse() then if useThing:getParentContainer() then g_game.open(useThing, useThing:getParentContainer()) else g_game.open(useThing) end return true elseif useThing:isMultiUse() then startUseWith(useThing) return true else g_game.use(useThing) return true end end end -- SHIFT+Right click: quickloot on containers if mouseButton == MouseRightButton and keyboardModifiers == KeyboardShiftModifier then if useThing and (useThing:isContainer() or useThing:isLyingCorpse()) then if g_game.getFeature(GameThingQuickLoot) and modules.game_quickloot then g_game.sendQuickLoot(1, useThing) return true end end -- Handle pickupable items if lookThing and not lookThing:isCreature() and lookThing:isPickupable() then g_game.move(lookThing, lookThing:getPosition(), 1) return true end end -- ############################# -- ### MODE 2: LOOT LEFT ### -- ############################# elseif lootControlMode == 2 then -- Left click with no modifiers: ONLY for loot functionality if mouseButton == MouseLeftButton and keyboardModifiers == KeyboardNoModifier then -- ONLY for quicklooting and picking up items, NOT for attacking if useThing then -- ONLY quickloot containers/corpses in the game world if (useThing:isContainer() or useThing:isLyingCorpse()) and not useThing:getParentContainer() then -- Only handle containers that are in the game world (not in inventory) if table.find({ 3497, 3498, 3499, 3500, 3502, 12902 }, useThing:getId()) then -- For depot chests, lockers, depot boxes, inbox, etc., always open them g_game.open(useThing) return true elseif g_game.getFeature(GameThingQuickLoot) and modules.game_quickloot then g_game.sendQuickLoot(1, useThing) return true else g_game.open(useThing) return true end end end -- Handle pickupable items in the game world if lookThing and not lookThing:isCreature() and lookThing:isPickupable() then g_game.move(lookThing, lookThing:getPosition(), 1) return true end end -- Right click for Loot: Left mode - use items instead of showing context menu if mouseButton == MouseRightButton and keyboardModifiers == KeyboardNoModifier then -- Handle NPCs first - they should not be attacked if creatureThing and creatureThing:isNpc() then local playerPos = player:getPosition() local npcPos = creatureThing:getPosition() if playerPos.z == npcPos.z then local dist = math.max(math.abs(playerPos.x - npcPos.x), math.abs(playerPos.y - npcPos.y)) if dist <= 3 then g_game.talk("hi") return true end end end -- Handle creature attacks if attackCreature and attackCreature ~= player then g_game.attack(attackCreature) return true elseif creatureThing and creatureThing ~= player and autoWalkPos and creatureThing:getPosition().z == autoWalkPos.z then g_game.attack(creatureThing) return true -- Use the item if it's a container in inventory or use other items elseif useThing then if useThing:isContainer() or useThing:isLyingCorpse() then if useThing:getParentContainer() then g_game.open(useThing, useThing:getParentContainer()) return true else g_game.open(useThing) return true end elseif useThing:isMultiUse() then startUseWith(useThing) return true else g_game.use(useThing) return true end end -- Only show context menu when no usable item is present if not useThing then createThingMenu(menuPosition, lookThing, useThing, creatureThing) return true end end end -- Common key combinations for all Classic Control modes if useThing and useThing:isContainer() and g_keyboard.isPrimaryShiftModifierOnly(keyboardModifiers) and (mouseButton == MouseLeftButton or mouseButton == MouseRightButton) then g_game.open(useThing) return true elseif lookThing and keyboardModifiers == KeyboardShiftModifier and (mouseButton == MouseLeftButton or mouseButton == MouseRightButton) then g_game.look(lookThing) return true elseif lookThing and ((g_mouse.isPressed(MouseLeftButton) and mouseButton == MouseRightButton) or (g_mouse.isPressed(MouseRightButton) and mouseButton == MouseLeftButton)) then g_game.look(lookThing) return true elseif useThing and g_keyboard.isPrimaryModifierOnly(keyboardModifiers) and (mouseButton == MouseLeftButton or mouseButton == MouseRightButton) then createThingMenu(menuPosition, lookThing, useThing, creatureThing) return true elseif attackCreature and not attackCreature:isNpc() and g_keyboard.isAltPressed() and (mouseButton == MouseLeftButton or mouseButton == MouseRightButton) then g_game.attack(attackCreature) return true elseif creatureThing and not creatureThing:isNpc() and autoWalkPos and creatureThing:getPosition().z == autoWalkPos.z and g_keyboard.isAltPressed() and (mouseButton == MouseLeftButton or mouseButton == MouseRightButton) then g_game.attack(creatureThing) return true end end local player = g_game.getLocalPlayer() player:stopAutoWalk() if autoWalkPos and keyboardModifiers == KeyboardNoModifier and mouseButton == MouseLeftButton then -- In Classic Control with Loot: Left option, we want to avoid walking when trying to loot local classicControl = modules.client_options.getOption('classicControl') local lootControlMode = modules.client_options.getOption('lootControlMode') if classicControl and lootControlMode == 2 then -- Check if there's a corpse or item we should be looting instead of walking -- If not, proceed with autowalk local isCorpseOrContainer = useThing and (useThing:isContainer() or useThing:isLyingCorpse()) if not isCorpseOrContainer and not (lookThing and not lookThing:isCreature() and lookThing:isPickupable()) then player:autoWalk(autoWalkPos) if g_game.isAttacking() and g_game.getChaseMode() == ChaseOpponent then g_game.setChaseMode(DontChase) end end else player:autoWalk(autoWalkPos) if g_game.isAttacking() and g_game.getChaseMode() == ChaseOpponent then g_game.setChaseMode(DontChase) end end return true end return false end local function handleItemInteraction(item, widget, callback) local count = item:getCount() widget.hotkeyBlock = modules.game_hotkeys.createHotkeyBlock("stackable_item_dialog") local itembox = widget:getChildById('item') local scrollbar = widget:getChildById('countScrollBar') itembox:setItemId(item:getId()) itembox:setItemCount(count) scrollbar:setMaximum(count) scrollbar:setMinimum(1) scrollbar:setValue(count) local spinbox = widget:getChildById('spinBox') spinbox:setMaximum(count) spinbox:setMinimum(0) spinbox:setValue(0) spinbox:hideButtons() spinbox:focus() spinbox.firstEdit = true local spinBoxValueChange = function(self, value) spinbox.firstEdit = false scrollbar:setValue(value) end spinbox.onValueChange = spinBoxValueChange local check = function() if spinbox.firstEdit then spinbox:setValue(spinbox:getMaximum()) spinbox.firstEdit = false end end g_keyboard.bindKeyPress('Up', function() check() spinbox:upSpin() end, spinbox) g_keyboard.bindKeyPress('Down', function() check() spinbox:downSpin() end, spinbox) g_keyboard.bindKeyPress('Right', function() check() spinbox:upSpin() end, spinbox) g_keyboard.bindKeyPress('Left', function() check() spinbox:downSpin() end, spinbox) g_keyboard.bindKeyPress('PageUp', function() check() spinbox:setValue(spinbox:getValue() + 10) end, spinbox) g_keyboard.bindKeyPress('PageDown', function() check() spinbox:setValue(spinbox:getValue() - 10) end, spinbox) scrollbar.onValueChange = function(self, value) itembox:setItemCount(value) spinbox.onValueChange = nil spinbox:setValue(value) spinbox.onValueChange = spinBoxValueChange end local okButton = widget:getChildById('buttonOk') local moveFunc = function() callback(itembox:getItemCount()) okButton:getParent():destroy() widget = nil end local cancelButton = widget:getChildById('buttonCancel') local cancelFunc = function() cancelButton:getParent():destroy() countWindow = nil widget = nil end widget.onEnter = moveFunc widget.onEscape = cancelFunc okButton.onClick = moveFunc cancelButton.onClick = cancelFunc end function stashItem(item) local count = item:getCount() if count == 1 then g_game.stashStowItem(item:getPosition(), item:getId(), count, item:getStackPos(), 0) return end if countWindow then if countWindow:isDestroyed() then countWindow = nil else return end end countWindow = g_ui.createWidget('CountStashWindow', rootWidget) handleItemInteraction(item, countWindow, function(amount) g_game.stashStowItem(item:getPosition(), item:getId(), amount, item:getStackPos(), 0) countWindow = nil end) end function moveStackableItem(item, toPos) if countWindow then if countWindow:isDestroyed() then countWindow = nil else return end end if g_keyboard.isShiftPressed() then g_game.move(item, toPos, 1) return elseif g_keyboard.isCtrlPressed() ~= modules.client_options.getOption('moveStack') then g_game.move(item, toPos, item:getCount()) return end countWindow = g_ui.createWidget('CountWindow', rootWidget) handleItemInteraction(item, countWindow, function(count) g_game.move(item, toPos, count) countWindow = nil end) end function onSelectPanel(self, checked) if checked then for k, v in pairs(panelsList) do if v.checkbox == self then gameSelectedPanel = v.panel break end end end end function getRootPanel() return gameRootPanel end function getMapPanel() return gameMapPanel end function getRightPanel() return gameRightPanel end function getMainRightPanel() return gameMainRightPanel end function getLeftPanel() return gameLeftPanel end function getRightExtraPanel() return gameRightExtraPanel end function getLeftExtraPanel() return gameLeftExtraPanel end function getSelectedPanel() return gameSelectedPanel end function getBottomPanel() return gameBottomPanel end function getShowTopMenuButton() return showTopMenuButton end function getGameTopStatsBar() return gameTopPanel end function getGameBottomStatsBar() return gameBottomStatsBarPanel end function getGameMapPanel() return gameMapPanel end function getBottomActionPanel() return gameBottomActionPanel end function getLeftActionPanel() return gameLeftActionPanel end function getRightActionPanel() return gameRightActionPanel end function getBottomLockPanel() return gameBottomLockPanel end function getRightLockPanel() return gameRightLockPanel end function getLeftLockPanel() return gameLeftLockPanel end function getBottomSplitter() return bottomSplitter end function findContentPanelAvailable(child, minContentHeight) if gameSelectedPanel and gameSelectedPanel:isVisible() and gameSelectedPanel:fits(child, minContentHeight, 0) >= 0 then return gameSelectedPanel end for k, v in pairs(panelsList) do if v.panel ~= gameSelectedPanel and v.panel:isVisible() and v.panel:fits(child, minContentHeight, 0) >= 0 then return v.panel end end return gameSelectedPanel end function nextViewMode() setupViewMode((currentViewMode + 1) % 3) end function setupViewMode(mode) if mode == currentViewMode then return end updateSidePanelButtons() if currentViewMode == 2 then gameMapPanel:addAnchor(AnchorLeft, 'gameLeftPanel', AnchorRight) gameMapPanel:addAnchor(AnchorRight, 'gameRightPanel', AnchorLeft) gameMapPanel:addAnchor(AnchorBottom, 'bottomSplitter', AnchorTop) gameMapPanel:addAnchor(AnchorTop, 'gameTopPanel', AnchorBottom) gameRootPanel:addAnchor(AnchorTop, 'parent', AnchorTop) gameLeftPanel:setOn(modules.client_options.getOption('showLeftPanel')) gameRightExtraPanel:setOn(modules.client_options.getOption('showRightExtraPanel')) gameLeftExtraPanel:setOn(modules.client_options.getOption('showLeftExtraPanel')) gameLeftPanel:setImageColor('white') gameRightPanel:setImageColor('white') gameRightExtraPanel:setImageColor('white') gameLeftExtraPanel:setImageColor('white') gameLeftPanel:setMarginTop(0) gameRightPanel:setMarginTop(0) gameRightExtraPanel:setMarginTop(0) gameLeftExtraPanel:setMarginTop(0) gameBottomPanel:setImageColor('white') end if mode == 0 then gameMapPanel:setKeepAspectRatio(true) gameMapPanel:setLimitVisibleRange(false) gameMapPanel:setZoom(11) gameMapPanel:setVisibleDimension({ width = 15, height = 11 }) elseif mode == 1 then gameMapPanel:setKeepAspectRatio(false) gameMapPanel:setLimitVisibleRange(true) gameMapPanel:setZoom(11) gameMapPanel:setVisibleDimension({ width = 15, height = 11 }) elseif mode == 2 then local limit = limitedZoom and not g_game.isGM() gameMapPanel:setLimitVisibleRange(limit) gameMapPanel:setZoom(11) gameMapPanel:setVisibleDimension({ width = 15, height = 11 }) gameMapPanel:fill('parent') gameRootPanel:fill('parent') gameLeftPanel:setImageColor('alpha') gameRightPanel:setImageColor('alpha') gameRightExtraPanel:setImageColor('alpha') gameLeftExtraPanel:setImageColor('alpha') gameLeftPanel:setOn(true) gameLeftPanel:setVisible(true) gameRightPanel:setOn(true) gameRightExtraPanel:setOn(false) gameRightExtraPanel:setVisible(false) gameLeftExtraPanel:setOn(false) gameLeftExtraPanel:setVisible(false) gameMapPanel:setOn(true) gameBottomPanel:setImageColor('#ffffff88') end applyMobileMargins() currentViewMode = mode applyExtendedViewLayout(mode == 2) end function limitZoom() limitedZoom = true end function updateStatsBar(dimension, placement) StatsBar.updateStatsBarOption(dimension, placement) end function onIncreaseLeftPanels() if not modules.client_options.getOption('showLeftPanel') then modules.client_options.setOption('showLeftPanel', true) elseif not modules.client_options.getOption('showLeftExtraPanel') then modules.client_options.setOption('showLeftExtraPanel', true) end -- setOption is a no-op when the value is unchanged, so resync explicitly updateSidePanelButtons() end -- Exposed as a module function so the side panel options can relocate the mini -- windows of a panel that is being hidden. function movePanel(mainpanel) for _, widget in pairs(mainpanel:getChildren()) do if widget then local panel = modules.game_interface.findContentPanelAvailable(widget, widget:getMinimumHeight()) if panel then if not panel:hasChild(widget) then widget:close() panel:addChild(widget) else print("Error: Attempt to add a widget that already exists in the target panel") end else print("Warning: No suitable panel found for widget, unable to move") end end end end function onDecreaseLeftPanels() if modules.client_options.getOption('showLeftExtraPanel') then modules.client_options.setOption('showLeftExtraPanel', false) elseif not g_platform.isMobile() and modules.client_options.getOption('showLeftPanel') then modules.client_options.setOption('showLeftPanel', false) end -- setOption is a no-op when the value is unchanged, so resync explicitly updateSidePanelButtons() end function onIncreaseRightPanels() modules.client_options.setOption('showRightExtraPanel', true) updateSidePanelButtons() end function onDecreaseRightPanels() modules.client_options.setOption('showRightExtraPanel', false) updateSidePanelButtons() end function setupOptionsMainButton() if logOutMainButton then return end logOutMainButton = modules.game_mainpanel.addSpecialToggleButton('logoutButton', tr('Exit'), '/images/options/button_logout', tryLogout) end function checkAndOpenLeftPanel() if not modules.client_options.getOption('showLeftPanel') then modules.client_options.setOption('showLeftPanel', true) end end function applyExtendedViewLayout(extendedView) if extendedView == isExtendedViewActive then return end isExtendedViewActive = extendedView local buttons = { leftIncreaseSidePanels, rightIncreaseSidePanels, rightDecreaseSidePanels, leftDecreaseSidePanels } if extendedView then for _, btn in ipairs(buttons) do btn:hide() end if not g_platform.isMobile() then gameBottomPanel:breakAnchors() gameBottomPanel:bindRectToParent() gameBottomPanel:setDraggable(true) else gameBottomPanel:setWidth(g_window.getWidth() - mobileConfig.mobileWidthJoystick - mobileConfig.mobileWidthShortcuts) gameBottomPanel:setPosition({ x = mobileConfig.mobileWidthJoystick, y = gameBottomPanel:getY() }) end gameBottomPanel:getChildById('rightResizeBorder'):setMaximum(gameBottomPanel:getWidth()) gameBottomPanel:getChildById('bottomResizeBorder'):enable() gameBottomPanel:getChildById('rightResizeBorder'):enable() gameMainRightPanel:setHeight(0) gameMainRightPanel:setImageColor('alpha') gameBottomPanel:addAnchor(AnchorTop, 'gameBottomActionPanel', AnchorBottom) gameBottomPanel:addAnchor(AnchorBottom, 'parent', AnchorBottom) gameLeftActionPanel:setImageSource(nil) gameRightActionPanel:setImageSource(nil) gameLeftActionPanel:setBorderWidthRight(0) gameRightActionPanel:setBorderWidthLeft(0) else -- Reset to normal view gameMainRightPanel:setHeight(200) gameMainRightPanel:setMarginTop(0) gameMainRightPanel:setImageColor('white') gameLeftActionPanel:setImageSource('/images/ui/actionbar/actionbar_background-light') gameRightActionPanel:setImageSource('/images/ui/actionbar/actionbar_background-light') gameLeftActionPanel:setBorderWidthRight(1) gameRightActionPanel:setBorderWidthLeft(1) for _, btn in ipairs(buttons) do btn:setMarginTop(0) btn:show() end -- Reset bottom panel gameBottomPanel:setDraggable(false) -- Set anchors if not g_platform.isMobile() then gameBottomPanel:breakAnchors() gameBottomPanel:addAnchor(AnchorLeft, 'gameLeftExtraPanel', AnchorRight) gameBottomPanel:addAnchor(AnchorRight, 'gameRightExtraPanel', AnchorLeft) gameBottomPanel:addAnchor(AnchorTop, 'gameBottomCooldownPanel', AnchorBottom) gameBottomPanel:addAnchor(AnchorBottom, 'parent', AnchorBottom) end gameBottomPanel:getChildById('bottomResizeBorder'):disable() gameBottomPanel:getChildById('rightResizeBorder'):disable() -- Move children back to gameMainRightPanel local children = gameRightPanel:getChildren() for _, child in ipairs(children) do if child.moveOnlyToMain then child:setParent(gameMainRightPanel) end end end if extendedView and not g_platform.isMobile() then layoutFloatingHud() end addEvent(function() modules.game_console.setExtendedView(extendedView) modules.game_minimap.extendedView(extendedView) modules.game_healthinfo.extendedView(extendedView) modules.game_inventory.extendedView(extendedView) modules.client_topmenu.extendedView(extendedView) modules.game_mainpanel.toggleExtendedViewButtons(extendedView) end) end -- OT-MMO: HUD flotante. El mundo ocupa la pantalla; la barra de habilidades va centrada abajo -- con el ancho de 10 botones y el chat flota abajo a la izquierda (se puede arrastrar). local HUD_BAR_WIDTH = 10 * 46 + 8 -- 10 botones de 46 px y el margen del contenedor (las flechas de Tibia van ocultas) local HUD_CHAT_SIZE = { width = 400, height = 170 } -- 31-oct: en el modo COMPACTO del HUD (OtmmoHud, ventana baja o estrecha) el chat es más pequeño; sigue desvaneciéndose -- cuando no se usa. local HUD_CHAT_SIZE_COMPACTO = { width = 360, height = 136 } function layoutFloatingHud() bottomSplitter:hide() -- la división fija de la vista clásica no tiene sentido sobre el mapa gameBottomActionPanel:breakAnchors() gameBottomActionPanel:addAnchor(AnchorBottom, 'parent', AnchorBottom) gameBottomActionPanel:addAnchor(AnchorHorizontalCenter, 'parent', AnchorHorizontalCenter) gameBottomActionPanel:setWidth(HUD_BAR_WIDTH) gameBottomActionPanel:setMarginBottom(10) gameBottomActionPanel:setMarginRight(0) gameBottomPanel:breakAnchors() gameBottomPanel:addAnchor(AnchorLeft, 'parent', AnchorLeft) gameBottomPanel:addAnchor(AnchorBottom, 'parent', AnchorBottom) gameBottomPanel:setMarginLeft(10) gameBottomPanel:setMarginBottom(10) OtmmoHud.alCambiar('chat', function(e) local t = e.compacto and HUD_CHAT_SIZE_COMPACTO or HUD_CHAT_SIZE -- nunca debajo de las barras de habilidades centradas (408, 468 o las dos lado a lado, 940): en ventanas -- estrechas el chat se estrecha local barra = e.compacto and 408 or (e.ancha and 940 or 468) local ancho = math.max(240, math.min(t.width, math.floor((e.ancho - barra) / 2) - 18)) gameBottomPanel:setSize({ width = ancho, height = t.height }) end) startChatFade() scheduleEvent(hideDevButtons, 500) -- algunos módulos crean su botón al entrar al juego end -- OT-MMO: botones de desarrollo o duplicados que un jugador no necesita. Siguen sus atajos -- (Ctrl+T terminal, Ctrl+Alt+U editor OTUI). local HIDDEN_TOP_BUTTONS = { 'terminalButton', 'debugInfoButton', 'otuiEditorButton', 'healthMana', 'controButtons' } function hideDevButtons() for _, id in ipairs(HIDDEN_TOP_BUTTONS) do local button = rootWidget:recursiveGetChildById(id) if button then button:hide() end end end -- OT-MMO: el chat se desvanece cuando no se usa (como en WoW). Se enciende con el ratón encima, -- con texto escrito en la caja o al llegar un mensaje; tras CHAT_IDLE_MS sin uso baja a CHAT_IDLE_OPACITY. local CHAT_IDLE_OPACITY = 0 -- invisible del todo; el ratón encima o un mensaje lo vuelven a mostrar local CHAT_IDLE_MS = 6000 local chatLastActive = 0 local chatCheckEvent, chatAnimEvent = nil, nil local function animateChatOpacity(target) removeEvent(chatAnimEvent) local function step() local current = gameBottomPanel:getOpacity() if math.abs(target - current) < 0.04 then gameBottomPanel:setOpacity(target) return end gameBottomPanel:setOpacity(current + (target - current) * 0.3) chatAnimEvent = scheduleEvent(step, 30) end step() end function wakeChat() chatLastActive = g_clock.millis() if gameBottomPanel and gameBottomPanel:getOpacity() < 1 then animateChatOpacity(1) end end local function chatInUse() local edit = modules.game_console.consoleTextEdit return gameBottomPanel:containsPoint(g_window.getMousePosition()) or (edit and (edit:getText() ~= '' or edit:isVisible())) end function startChatFade() if not modules.game_console.otmmoWakeHooked then -- Cada mensaje nuevo despierta el chat (las llamadas internas del módulo pasan por esta tabla). local addTabText = modules.game_console.addTabText modules.game_console.addTabText = function(...) wakeChat() return addTabText(...) end modules.game_console.otmmoWakeHooked = true end wakeChat() removeEvent(chatCheckEvent) -- ponytail: un sondeo cada 400 ms; barato y sin depender de eventos de hover de cada hijo del chat. chatCheckEvent = cycleEvent(function() if not g_game.isOnline() then return end if chatInUse() then wakeChat() elseif g_clock.millis() - chatLastActive > CHAT_IDLE_MS and gameBottomPanel:getOpacity() > CHAT_IDLE_OPACITY then animateChatOpacity(CHAT_IDLE_OPACITY) end end, 400) end function toggleInternalFocus() for reason, _ in pairs(focusReason) do if reason == 'bosscooldown' then modules.game_analyser.toggleBossCDFocus(false) end end end function isInternalLocked() if not focusReason or table.empty(focusReason) then return false end return true end function toggleFocus(value, reason) if not reason then reason = '' end if not value then getBottomPanel():focus() if not reason then reason = '' end focusReason[reason] = nil else focusReason[reason] = true end if not value and #focusReason ~= 0 then return end gameRightPanel:setFocusable(value) gameLeftPanel:setFocusable(value) gameRightExtraPanel:setFocusable(value) gameLeftExtraPanel:setFocusable(value) end