Clicking a hill or a tall block selects the tile behind it
In a slanted map view, high ground is drawn higher up on the screen, so the plain way of turning a click into a tile hits the flat tile behind it. Here is how to test each height level in turn, how to choose between several hits, and why the sides of a tower count too.
Why this works
A click is a line of sight, not a point on the ground. Raised ground hides what lies behind it, so you must ask at each height which tile the line would touch, and the nearest hit is what the player sees and means.
When not to use it
Skip it on a flat map; the plain conversion is enough and cheaper. On very tall or steep terrain with smooth slopes, test against the real surface instead of stepping through whole levels.
In the full entry
- What to build, step by step
- Starting values and the reason for each
- 3 common mistakes and the fix
- 34 lines of example code with 4 checks that pass
- How your AI shows you that it works
Say this to your AI
Use the Spielerando entry "Clicking a hill or a tall block selects the tile behind it" (read_entry strategy-pick-tile-on-raised-ground) in my game. Build it step by step, and show me how you checked that it works.Or skip this and connect the MCP: your AI then finds all of this by itself.Connect the MCP