zone: stop enumnick from taking priority over assign/unassign/slaughter

Fixes #1709
Ref #1652
develop
lethosor 2020-11-15 22:18:54 -05:00
parent 8319d71dff
commit 0b886399fe
No known key found for this signature in database
GPG Key ID: 76A269552F4F58C1
2 changed files with 5 additions and 5 deletions

@ -39,6 +39,7 @@ changelog.txt uses a syntax similar to RST, with a few special sequences:
- `buildingplan`: no longer erroneously matches items to buildings while the game is paused - `buildingplan`: no longer erroneously matches items to buildings while the game is paused
- `dwarfmonitor`: fixed a crash when opening the ``prefs`` screen if units have vague preferences - `dwarfmonitor`: fixed a crash when opening the ``prefs`` screen if units have vague preferences
- `embark-assistant`: fixed an issue causing incursion resource matching (e.g. sand/clay) to skip some tiles if those resources were provided only through incursions - `embark-assistant`: fixed an issue causing incursion resource matching (e.g. sand/clay) to skip some tiles if those resources were provided only through incursions
- `zone`: fixed an issue causing the ``enumnick`` subcommand to run when attempting to run ``assign``, ``unassign``, or ``slaughter``
## Misc Improvements ## Misc Improvements
- `buildingplan`: all buildings, furniture, and constructions are now supported (except for instruments) - `buildingplan`: all buildings, furniture, and constructions are now supported (except for instruments)

@ -1493,7 +1493,7 @@ command_result df_zone (color_ostream &out, vector <string> & parameters)
bool cagezone_assign = false; bool cagezone_assign = false;
bool nick_set = false; bool nick_set = false;
string target_nick; string target_nick;
bool enum_nick = true; bool enum_nick = false;
string enum_prefix; string enum_prefix;
bool verbose = false; bool verbose = false;
@ -1552,8 +1552,7 @@ command_result df_zone (color_ostream &out, vector <string> & parameters)
return CR_OK; return CR_OK;
} else { } else {
out.color(COLOR_BLUE); out.color(COLOR_BLUE);
out << "Current building unset (no building under" out << "Current building unset (no building under cursor)." << endl;
"cursor)." << endl;
out.reset_color(); out.reset_color();
return CR_OK; return CR_OK;