Introduce IMouseBounds and split/rework mouse rectangles.
The render bounds for an actor now include the area covered by bibs, shadows, and any other widgets. In many cases this area is much larger than we really want to consider for tooltips and mouse selection. An optional Margin is added to Selectable to support cases like infantry, where we want the mouse area of the actor to be larger than the drawn selection box.
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@@ -37,7 +37,8 @@ namespace OpenRA.Mods.Common.Orders
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{
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if (mi.Button == MouseButton.Left)
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{
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var underCursor = world.ScreenMap.ActorsAt(mi)
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var underCursor = world.ScreenMap.ActorsAtMouse(mi)
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.Select(a => a.Actor)
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.FirstOrDefault(a => a.Owner == world.LocalPlayer && a.TraitsImplementing<T>()
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.Any(Exts.IsTraitEnabled));
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@@ -59,7 +59,8 @@ namespace OpenRA.Mods.Common.Orders
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static IEnumerable<Actor> FriendlyGuardableUnits(World world, MouseInput mi)
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{
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return world.ScreenMap.ActorsAt(mi)
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return world.ScreenMap.ActorsAtMouse(mi)
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.Select(a => a.Actor)
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.Where(a => !a.IsDead &&
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a.AppearsFriendlyTo(world.LocalPlayer.PlayerActor) &&
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a.Info.HasTraitInfo<GuardableInfo>() &&
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@@ -32,7 +32,8 @@ namespace OpenRA.Mods.Common.Orders
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if (mi.Button != MouseButton.Left)
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yield break;
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var underCursor = world.ScreenMap.ActorsAt(mi)
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var underCursor = world.ScreenMap.ActorsAtMouse(mi)
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.Select(a => a.Actor)
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.FirstOrDefault(a => a.AppearsFriendlyTo(world.LocalPlayer.PlayerActor) && !world.FogObscures(a));
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if (underCursor == null)
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