Fix projected world coordinate calculation for Lua API.

This commit is contained in:
Paul Chote
2015-06-22 22:07:48 +01:00
parent f05b71ada2
commit 41fa77d12a
3 changed files with 53 additions and 13 deletions

View File

@@ -64,16 +64,26 @@ namespace OpenRA.Mods.Common.Scripting
return actors.ToArray();
}
[Desc("Returns the location of the top-left corner of the map.")]
[Desc("Returns the location of the top-left corner of the map (assuming zero terrain height).")]
public WPos TopLeft
{
get { return new WPos(Context.World.Map.Bounds.Left * 1024, Context.World.Map.Bounds.Top * 1024, 0); }
get
{
// HACK: This api method abuses the coordinate system, and should be removed
// in favour of proper actor queries. See #8549.
return Context.World.Map.ProjectedTopLeft;
}
}
[Desc("Returns the location of the bottom-right corner of the map.")]
[Desc("Returns the location of the bottom-right corner of the map (assuming zero terrain height).")]
public WPos BottomRight
{
get { return new WPos(Context.World.Map.Bounds.Right * 1024, Context.World.Map.Bounds.Bottom * 1024, 0); }
get
{
// HACK: This api method abuses the coordinate system, and should be removed
// in favour of proper actor queries. See #8549.
return Context.World.Map.ProjectedBottomRight;
}
}
[Desc("Returns a random cell inside the visible region of the map.")]