|
@@ -1584,6 +1584,7 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
|
|
|
bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
|
|
|
canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
|
|
|
|
|
|
+ bool isHero = false;
|
|
|
if(selection->ID != Obj::HERO) //hero is not selected (presumably town)
|
|
|
{
|
|
|
assert(!terrain.currentPath); //path can be active only when hero is selected
|
|
@@ -1594,6 +1595,8 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
|
|
|
}
|
|
|
else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
|
|
|
{
|
|
|
+ isHero = true;
|
|
|
+
|
|
|
const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);
|
|
|
if(currentHero == topBlocking) //clicked selected hero
|
|
|
{
|
|
@@ -1635,7 +1638,8 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
|
|
|
throw std::runtime_error("Nothing is selected...");
|
|
|
}
|
|
|
|
|
|
- if(const IShipyard *shipyard = ourInaccessibleShipyard(topBlocking))
|
|
|
+ const auto shipyard = ourInaccessibleShipyard(topBlocking);
|
|
|
+ if(isHero && shipyard != nullptr)
|
|
|
{
|
|
|
LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
|
|
|
}
|