Follow-up Comment #6, bug #9649 (project wesnoth):
The problem of simply use the last highlighted hex (as you wanted) was that
it kill a behavior that i liked:
When you highlight an empty hex adjacent to several enemies, and then you
move you mouse on these enemies, you just see the red arrow turn around your
empty destination and pointing the highlighted enemy. If we use the
highlighting of these other hexes, we will lost the chosen empty
destination.
The last committed system will now work as you want (I think), and keep the
behavior that I liked (which I consider as the normal case)
PS: FYI, the previous system with difference when highlighting enemies was
partially caused by the very crude code used by the prototype : I used the
last highlighted hex, but when you point an enemy to attack him (and thus
highlighting him), the last highlighted hex become precisely this enemy. So,
by don't registering enemy highlighting, I can use the previous one. It was
dumb, so now the code really have a "previous" hex (and a previous empty
hex).
Thanks again for your report, it really helps to improve this, feel free to
drop feedback here when this version will be released.
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