make non monkeyspeed users as fast as monkeyspeed for moving

This commit is contained in:
Jrc13245
2026-01-26 15:20:38 -05:00
parent d3d0fff206
commit d825c3536c
2 changed files with 47 additions and 11 deletions
+24 -5
View File
@@ -2171,9 +2171,29 @@ function CleveRoids.IsPlayerMoving()
return (MonkeySpeed.m_fSpeed or 0) > 0
end
-- Fallback: use continuously tracked position data from OnUpdate
-- Core.lua tracks position at ~10 Hz, storing _currentPlayerPos and _previousPlayerPos
-- This is more accurate than the old method which only updated on macro execution
-- Fallback: use continuously tracked position history from OnUpdate
-- Core.lua tracks position at ~100 Hz with 4-sample history (matches MonkeySpeed's 0.01s).
-- Movement is detected if ANY consecutive pair of samples shows movement.
-- This gives instant start-of-movement detection (first sample shows delta).
local history = CleveRoids._positionHistory
if history and table.getn(history) >= 2 then
-- Check all consecutive pairs in history - moving if ANY shows movement
-- This detects start-of-movement immediately when first delta appears
for i = 2, table.getn(history) do
local prev = history[i - 1]
local curr = history[i]
local dx = curr.x - prev.x
local dy = curr.y - prev.y
local dist = math.sqrt(dx * dx + dy * dy)
if dist > 0.001 then
return true -- Any movement in recent history = moving
end
end
return false -- No movement in any recent sample = stopped
end
-- Legacy fallback for code that might not have history yet
local current = CleveRoids._currentPlayerPos
local previous = CleveRoids._previousPlayerPos
@@ -2181,11 +2201,10 @@ function CleveRoids.IsPlayerMoving()
local dx = current.x - previous.x
local dy = current.y - previous.y
local dist = math.sqrt(dx * dx + dy * dy)
-- Moving if distance > small threshold (account for floating point)
return dist > 0.001
end
-- Not enough data yet (first 0.2s after login) - assume not moving
-- Not enough data yet (first 0.15s after login) - assume not moving
return false
end
+23 -6
View File
@@ -3576,10 +3576,11 @@ function CleveRoids.OnUpdate(self)
-- =========================================================================
-- CONTINUOUS POSITION TRACKING (for [moving] fallback without MonkeySpeed)
-- =========================================================================
-- Track player position at ~10 Hz for accurate movement detection.
-- This runs every frame but only updates storage at the tracking interval.
-- Track player position at ~100 Hz with 4-sample history for snappy movement detection.
-- Matches MonkeySpeed's 0.01s detection interval for similar responsiveness.
-- This provides instant start-of-movement detection and quick stop detection.
-- Without this, [moving] only updates when macros execute (stale data).
local posTrackInterval = 0.1 -- 100ms between position samples
local posTrackInterval = 0.01 -- 10ms between position samples (100 Hz, matches MonkeySpeed)
local lastPosTime = CleveRoids._positionTrackTime or 0
if (time - lastPosTime) >= posTrackInterval then
@@ -3588,9 +3589,25 @@ function CleveRoids.OnUpdate(self)
if UnitPosition then
local x, y = UnitPosition("player")
if x and y then
-- Shift current to previous, store new current
CleveRoids._previousPlayerPos = CleveRoids._currentPlayerPos
CleveRoids._currentPlayerPos = { x = x, y = y, time = time }
-- Initialize history buffer if needed
if not CleveRoids._positionHistory then
CleveRoids._positionHistory = {}
end
-- Add new sample to history
local history = CleveRoids._positionHistory
table.insert(history, { x = x, y = y, time = time })
-- Keep only last 4 samples (40ms window at 10ms intervals)
while table.getn(history) > 4 do
table.remove(history, 1)
end
-- Also maintain legacy vars for any code that uses them directly
if table.getn(history) >= 2 then
CleveRoids._previousPlayerPos = history[table.getn(history) - 1]
CleveRoids._currentPlayerPos = history[table.getn(history)]
end
end
end
end