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Create functions.js
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var is_server=0;
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var character={
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x:0, real_x:0,
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y:0, real_y:0,
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map:"main",
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base:{h: 8, v: 7, vn: 2},
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processor:true,
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}
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var smart={
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moving:false,
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map:"main",x:0,y:0,
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on_done:function(){},
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plot:null,
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edge:20, // getting 20px close to the target is enough
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baby_edge:80, // start treading lightly when 60px close to the target or starting point
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try_exact_spot: false,
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use_town:false,
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prune:{
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smooth:true,
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map:true,
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},
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flags:{}
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};
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function game_log(x)
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{
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console.log("[MGL]: "+x);
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}
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var queue=[],visited={},start=0,best=null;
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var moves=[[0,15],[0,-15],[15,0],[-15,0]];
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var baby_steps=[[0,5],[0,-5],[5,0],[-5,0]];
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// baby_steps is a new logic, used just around the target or starting point, to get out of tough spots [08/03/19]
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function plot(index)
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{
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if(index==-1) return;
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plot(queue[index].i); // Recursively back-tracks the path we came from
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smart.plot.push(queue[index]);
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}
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function qpush(node)
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{
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// If we haven't visited this location, adds the location to the queue
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if(smart.prune.map && smart.flags.map && node.map!=smart.map) return;
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if(visited[node.map+"-"+node.x+"-"+node.y]) return;
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if(!node.i) node.i=start; // set the index, to aid the plot function
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queue.push(node);
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visited[node.map+"-"+node.x+"-"+node.y]=true;
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}
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function smooth_path()
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{
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var i=0,j;
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while(i<smart.plot.length)
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{
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// Assume the path ahead is [i] [i+1] [i+2] - This routine checks whether [i+1] could be skipped
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// The resulting path is smooth rather than rectangular and bumpy
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// Try adding "function smooth_path(){}" or "smart.prune.smooth=false;" to your Code
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// [06/07/18]: (!smart.plot[i+2] || !smart.plot[i+2].transport) - without this condition, in "winterland", move(-160,-660), smart_move("main") fails
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while(i+2<smart.plot.length && smart.plot[i].map==smart.plot[i+1].map && smart.plot[i].map==smart.plot[i+1].map && (!smart.plot[i+2] || !smart.plot[i+2].transport) &&
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can_move({map:smart.plot[i].map,x:smart.plot[i].x,y:smart.plot[i].y,going_x:smart.plot[i+2].x,going_y:smart.plot[i+2].y,base:character.base}))
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smart.plot.splice(i+1,1);
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i++;
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}
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}
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function bfs()
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{
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var timer=new Date(),result=null,optimal=true;
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while(start<queue.length)
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{
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var current=queue[start];
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// game_log(current.x+" "+current.y);
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var map=G.maps[current.map];
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var c_moves=moves,qlist=[];
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if(current.map==smart.map)
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{
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var c_dist=abs(current.x-smart.x)+abs(current.y-smart.y);
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var s_dist=abs(current.x-smart.start_x)+abs(current.y-smart.start_y);
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smart.flags.map=true;
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if(c_dist<smart.baby_edge || s_dist<smart.baby_edge) c_moves=baby_steps;
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if(c_dist<smart.edge)
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{
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result=start;
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break;
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}
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else if(best===null || abs(current.x-smart.x)+abs(current.y-smart.y)<abs(queue[best].x-smart.x)+abs(queue[best].y-smart.y))
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{
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best=start;
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}
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}
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else if(current.map!=smart.map)
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{
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if(smart.prune.map && smart.flags.map) {start++; continue;}
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map.doors.forEach(function(door){
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// if(simple_distance({x:map.spawns[door[6]][0],y:map.spawns[door[6]][1]},{x:current.x,y:current.y})<30)
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if(smart.map!="bank" && door[4]=="bank" && !G.maps[current.map].mount || door[8]=="complicated") return; // manually patch the bank shortcut
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if(is_door_close(current.map,door,current.x,current.y) && can_use_door(current.map,door,current.x,current.y))
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qlist.push({map:door[4],x:G.maps[door[4]].spawns[door[5]||0][0],y:G.maps[door[4]].spawns[door[5]||0][1],transport:true,s:door[5]||0});
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});
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map.npcs.forEach(function(npc){
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if(npc.id=="transporter" && simple_distance({x:npc.position[0],y:npc.position[1]},{x:current.x,y:current.y})<75)
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{
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for(var place in G.npcs.transporter.places)
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{
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qlist.push({map:place,x:G.maps[place].spawns[G.npcs.transporter.places[place]][0],y:G.maps[place].spawns[G.npcs.transporter.places[place]][1],transport:true,s:G.npcs.transporter.places[place]});
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}
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}
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});
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}
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if(smart.use_town) qpush({map:current.map,x:map.spawns[0][0],y:map.spawns[0][1],town:true}); // "town"
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shuffle(c_moves);
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c_moves.forEach(function(m){
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var new_x=current.x+m[0],new_y=current.y+m[1];
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// game_log(new_x+" "+new_y);
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// utilise can_move - game itself uses can_move too - smart_move is slow as can_move checks all the lines at each step
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if(can_move({map:current.map,x:current.x,y:current.y,going_x:new_x,going_y:new_y,base:character.base}))
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qpush({map:current.map,x:new_x,y:new_y});
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});
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qlist.forEach(function(q){qpush(q);}); // So regular move's are priotised
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start++;
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}
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if(result===null)
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{
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result=best,optimal=false;
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game_log("Path not found!","#CF575F");
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smart.moving=false;
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smart.success=false;
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}
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else
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{
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plot(result);
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if(1) // [08/03/19] - to attempt and move to the actual coordinates
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{
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var last=smart.plot[smart.plot.length-1]; if(!last) last={map:character.map,x:character.real_x,y:character.real_y};
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if(smart.x!=last.x || smart.y!=last.y)
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{
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smart.try_exact_spot=true;
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smart.plot.push({map:last.map,x:smart.x,y:smart.y});
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}
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}
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smart.found=true;
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if(smart.prune.smooth) smooth_path();
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if(optimal) game_log("Path found!","#C882D1");
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else game_log("Path found~","#C882D1");
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// game_log(queue.length);
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smart.moving=false;
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smart.success=true;
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}
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}
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function start_pathfinding()
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{
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smart.try_exact_spot=false;
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smart.searching=true;
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smart.start_x=character.real_x;
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smart.start_y=character.real_y;
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queue=[],visited={},start=0,best=null;
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qpush({x:character.real_x,y:character.real_y,map:character.map,i:-1});
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game_log("Searching for a path...","#89D4A2");
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bfs();
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}
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function continue_pathfinding()
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{
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bfs();
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}
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function smart_move_logic()
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{
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if(!smart.moving) return;
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if(!smart.searching && !smart.found)
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{
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start_pathfinding();
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}
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else if(!smart.found)
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{
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continue_pathfinding();
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}
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else if(!character.moving && can_walk(character) && !is_transporting(character))
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{
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if(!smart.plot.length)
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{
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smart.moving=false;
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smart.on_done(true);
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return;
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}
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var current=smart.plot[0];
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smart.plot.splice(0,1);
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// game_log(JSON.stringify(current));
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if(current.town)
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{
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use("town");
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}
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else if(current.transport)
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{
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parent.socket.emit("transport",{to:current.map,s:current.s});
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// use("transporter",current.map);
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}
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else if(character.map==current.map && (smart.try_exact_spot && !smart.plot.length || can_move_to(current.x,current.y)))
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{
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// game_log("S "+current.x+" "+current.y);
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move(current.x,current.y);
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}
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else
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{
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game_log("Lost the path...","#CF5B5B");
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smart_move({map:smart.map,x:smart.x,y:smart.y},smart.on_done);
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}
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}
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}
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