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79 changes: 79 additions & 0 deletions src/main/kotlin/com/lambda/module/modules/movement/AutoWalk.kt
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/*
* Copyright 2026 Lambda
*
* This program is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/

package com.lambda.module.modules.movement

import com.lambda.event.events.MovementEvent
import com.lambda.event.events.TickEvent
import com.lambda.event.listener.SafeListener.Companion.listen
import com.lambda.module.Module
import com.lambda.module.tag.ModuleTag
import com.lambda.util.Timer
import com.lambda.util.player.MovementUtils.update
import kotlin.time.DurationUnit
import kotlin.time.toDuration

class AutoWalk : Module(
name = "AutoWalk",
description = "Automatically makes your character walk forward",
tag = ModuleTag.MOVEMENT,
) {
val pause by setting("Enable Pause", false)
val pauseTime by setting("Pause Time", 0, 0..200, 5, unit = "ms") { pause }
val pauseInterval by setting("Pause Interval", 0, 0..5000, 100, unit = "ms") { pause }

var pauseTimer = Timer()
val pauseIntervalTimer = Timer()

var state = State.Walking

init {
listen<TickEvent.Pre> {
if (!pause) return@listen
when (state) {
State.Walking -> {
if (!pauseIntervalTimer.timePassed(pauseInterval.toDuration(DurationUnit.MILLISECONDS))) return@listen
pauseIntervalTimer.reset()
pauseTimer.reset()
state = State.Pausing
}
State.Pausing -> {
if (!pauseTimer.timePassed(pauseTime.toDuration(DurationUnit.MILLISECONDS))) return@listen
pauseTimer.reset()
pauseIntervalTimer.reset()
state = State.Walking
}
}
}

onEnable {
pauseTimer.reset()
pauseIntervalTimer.reset()
state = State.Walking
}

listen<MovementEvent.InputUpdate> { event ->
if (pause && state == State.Pausing) return@listen
event.input.update(forward = 1.0)
}
}

enum class State {
Walking,
Pausing
}
}