remove FP sillyness from FindUnits & friends
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@@ -28,8 +28,8 @@ namespace OpenRA
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IOccupySpace OccupiesSpace;
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IHasLocation HasLocation;
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Lazy<IMove> Move;
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public Cached<RectangleF> Bounds;
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public Cached<RectangleF> ExtendedBounds;
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public Cached<Rectangle> Bounds;
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public Cached<Rectangle> ExtendedBounds;
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public int2 Location
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{ get {
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@@ -76,12 +76,12 @@ namespace OpenRA
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{
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var si = Info.Traits.GetOrDefault<SelectableInfo>();
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if (si != null && si.Bounds != null)
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return new float2(si.Bounds[0], si.Bounds[1]);
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return new int2(si.Bounds[0], si.Bounds[1]);
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// auto size from render
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var firstSprite = TraitsImplementing<IRender>().SelectMany(ApplyIRender).FirstOrDefault();
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if (firstSprite.Sprite == null) return float2.Zero;
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return firstSprite.Sprite.size * firstSprite.Scale;
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if (firstSprite.Sprite == null) return int2.Zero;
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return (firstSprite.Sprite.size * firstSprite.Scale).ToInt2();
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});
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ApplyIRender = x => x.Render(this);
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@@ -104,7 +104,7 @@ namespace OpenRA
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get { return currentActivity == null; }
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}
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OpenRA.FileFormats.Lazy<float2> Size;
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OpenRA.FileFormats.Lazy<int2> Size;
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// note: these delegates are cached to avoid massive allocation.
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Func<IRender, IEnumerable<Renderable>> ApplyIRender;
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@@ -120,24 +120,27 @@ namespace OpenRA
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// vertically to altitude = 0 to support FindUnitsInCircle queries
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// When false, the bounding box is given for the actor
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// at its current altitude
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RectangleF CalculateBounds(bool useAltitude)
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Rectangle CalculateBounds(bool useAltitude)
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{
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var size = Size.Value;
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var loc = CenterLocation - 0.5f * size;
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var loc = CenterLocation - size / 2;
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var si = Info.Traits.GetOrDefault<SelectableInfo>();
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if (si != null && si.Bounds != null && si.Bounds.Length > 2)
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loc += new float2(si.Bounds[2], si.Bounds[3]);
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{
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loc.X += si.Bounds[2];
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loc.Y += si.Bounds[3];
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}
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var move = Move.Value;
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if (move != null)
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{
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loc -= new float2(0, move.Altitude);
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loc.Y -= move.Altitude;
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if (useAltitude)
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size = new float2(size.X, size.Y + move.Altitude);
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size = new int2(size.X, size.Y + move.Altitude);
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}
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return new RectangleF(loc.X, loc.Y, size.X, size.Y);
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return new Rectangle(loc.X, loc.Y, size.X, size.Y);
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}
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public bool IsInWorld { get; internal set; }
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