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attempt to show shipyard dialog only when a hero is selected
fixes regression from a4e8255cbcfbb288c7bf9524d6763901a761e418
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54537fc02c
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612b5e2746
@ -1587,6 +1587,7 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
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bool canSelect = topBlocking && topBlocking->ID == Obj::HERO && topBlocking->tempOwner == LOCPLINT->playerID;
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canSelect |= topBlocking && topBlocking->ID == Obj::TOWN && LOCPLINT->cb->getPlayerRelations(LOCPLINT->playerID, topBlocking->tempOwner);
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bool isHero = false;
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if(selection->ID != Obj::HERO) //hero is not selected (presumably town)
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{
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assert(!terrain.currentPath); //path can be active only when hero is selected
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@ -1597,6 +1598,8 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
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}
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else if(const CGHeroInstance * currentHero = curHero()) //hero is selected
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{
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isHero = true;
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const CGPathNode *pn = LOCPLINT->cb->getPathsInfo(currentHero)->getPathInfo(mapPos);
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if(currentHero == topBlocking) //clicked selected hero
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{
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@ -1638,7 +1641,8 @@ void CAdvMapInt::tileLClicked(const int3 &mapPos)
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throw std::runtime_error("Nothing is selected...");
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}
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if(const IShipyard *shipyard = ourInaccessibleShipyard(topBlocking))
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const auto shipyard = ourInaccessibleShipyard(topBlocking);
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if(isHero && shipyard != nullptr)
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{
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LOCPLINT->showShipyardDialogOrProblemPopup(shipyard);
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}
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