function UIMap:onDragEnter(mousePos) local tile = self:getTile(mousePos) if not tile then return false end local thing = tile:getTopMoveThing() if not thing then return false end self.currentDragThing = thing setTargetCursor() return true end function UIMap:onDragLeave(widget, mousePos) self.currentDragThing = nil restoreCursor() return true end function UIMap:onDrop(widget, mousePos) if not widget or not widget.currentDragThing then return false end local pos = self:getPosition(mousePos) local count = 1 -- todo make a window for it Game.move(widget.currentDragThing, pos, count) return true end function UIMap:onMouseRelease(mousePosition, mouseButton) local tile = self:getTile(mousePosition) if tile and Game.processMouseAction(mousePosition, mouseButton, nil, tile:getTopLookThing(), tile:getTopUseThing(), tile:getTopCreature(), tile:getTopMultiUseThing()) then return true end return false end