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mirror of https://github.com/vcmi/vcmi.git synced 2025-07-15 01:24:45 +02:00

Merge pull request #2827 from Laserlicht/select_instead_path

This commit is contained in:
Nordsoft91
2023-09-15 20:28:51 +02:00
committed by GitHub
2 changed files with 15 additions and 4 deletions

View File

@ -535,12 +535,20 @@ void AdventureMapInterface::onTileLeftClicked(const int3 &mapPos)
LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero)); LOCPLINT->moveHero(currentHero, LOCPLINT->localState->getPath(currentHero));
return; return;
} }
else
{
if(GH.isKeyboardCtrlDown()) //normal click behaviour (as no hero selected)
{
if(canSelect)
LOCPLINT->localState->setSelection(static_cast<const CArmedInstance*>(topBlocking));
}
else //remove old path and find a new one if we clicked on accessible tile else //remove old path and find a new one if we clicked on accessible tile
{ {
LOCPLINT->localState->setPath(currentHero, mapPos); LOCPLINT->localState->setPath(currentHero, mapPos);
onHeroChanged(currentHero); onHeroChanged(currentHero);
} }
} }
}
} //end of hero is selected "case" } //end of hero is selected "case"
else else
{ {
@ -611,7 +619,7 @@ void AdventureMapInterface::onTileHovered(const int3 &mapPos)
} }
} }
if(LOCPLINT->localState->getCurrentArmy()->ID == Obj::TOWN) if(LOCPLINT->localState->getCurrentArmy()->ID == Obj::TOWN || GH.isKeyboardCtrlDown())
{ {
if(objAtTile) if(objAtTile)
{ {

View File

@ -29,6 +29,9 @@ Some of H3 mechanics can't be straight considered as bug, but default VCMI behav
# List of extended game functionality # List of extended game functionality
## Adventure map
- [LCtrl] + LClick – perform a normal click (same as no hero is selected). This make it possible to select other hero instead of changing path of current hero.
## Quick Army Management ## Quick Army Management
- [LShift] + LClick – splits a half units from the selected stack into an empty slot. - [LShift] + LClick – splits a half units from the selected stack into an empty slot.