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Block revisit object shortcut if no visit is possible
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@ -79,7 +79,7 @@ std::vector<AdventureMapShortcutState> AdventureMapShortcuts::getShortcuts()
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{ EShortcut::ADVENTURE_DIG_GRAIL, optionHeroSelected(), [this]() { this->digGrail(); } },
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{ EShortcut::ADVENTURE_VIEW_PUZZLE, optionSidePanelActive(),[this]() { this->viewPuzzleMap(); } },
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{ EShortcut::GAME_RESTART_GAME, optionInMapView(), [this]() { this->restartGame(); } },
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{ EShortcut::ADVENTURE_VISIT_OBJECT, optionHeroSelected(), [this]() { this->visitObject(); } },
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{ EShortcut::ADVENTURE_VISIT_OBJECT, optionCanVisitObject(), [this]() { this->visitObject(); } },
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{ EShortcut::ADVENTURE_VIEW_SELECTED, optionInMapView(), [this]() { this->openObject(); } },
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{ EShortcut::GAME_OPEN_MARKETPLACE, optionInMapView(), [this]() { this->showMarketplace(); } },
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{ EShortcut::ADVENTURE_ZOOM_IN, optionSidePanelActive(),[this]() { this->zoom(+1); } },
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@ -422,6 +422,18 @@ bool AdventureMapShortcuts::optionHeroAwake()
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return optionInMapView() && hero && !LOCPLINT->localState->isHeroSleeping(hero);
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}
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bool AdventureMapShortcuts::optionCanVisitObject()
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{
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if (!optionHeroSelected())
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return false;
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auto * hero = LOCPLINT->localState->getCurrentHero();
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auto objects = LOCPLINT->cb->getVisitableObjs(hero->visitablePos());
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assert(vstd::contains(objects,hero));
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return objects.size() > 1; // there is object other than our hero
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}
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bool AdventureMapShortcuts::optionHeroSelected()
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{
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return optionInMapView() && LOCPLINT->localState->getCurrentHero() != nullptr;
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@ -77,6 +77,7 @@ public:
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bool optionHeroSelected();
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bool optionHeroCanMove();
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bool optionHasNextHero();
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bool optionCanVisitObject();
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bool optionSpellcasting();
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bool optionInMapView();
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bool optionInWorldView();
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