diff --git a/OpenRA.Game/Map/Map.cs b/OpenRA.Game/Map/Map.cs index f4258685f9..ec29884e5c 100644 --- a/OpenRA.Game/Map/Map.cs +++ b/OpenRA.Game/Map/Map.cs @@ -764,7 +764,7 @@ namespace OpenRA // - ax + by adds (a - b) * 512 + 512 to u // - ax + by adds (a + b) * 512 + 512 to v var z = MapHeight.Value.Contains(cell) ? 512 * MapHeight.Value[cell] : 0; - return new WPos(512 * (cell.X - cell.Y), 512 * (cell.X + cell.Y + 1), z); + return new WPos(512 * (cell.X - cell.Y + 1), 512 * (cell.X + cell.Y + 1), z); } public WPos CenterOfSubCell(CPos cell, SubCell subCell) @@ -783,10 +783,13 @@ namespace OpenRA // Convert from world position to diamond cell position: // (a) Subtract (512, 512) to move the rotation center to the middle of the corner cell // (b) Rotate axes by -pi/4 - // (c) Add (512, 512) to move back to the center of the cell - // (d) Divide by 1024 to find final cell coords + // (c) Divide through by sqrt(2) to bring us to an equivalent world pos aligned with u,v axes + // (d) Apply an offset so that the integer division by 1024 rounds in the right direction: + // (i) u is always positive, so add 512 (which then partially cancels the -1024 term from the rotation) + // (ii) v can be negative, so we need to be careful about rounding directions. We add 512 *away from 0* (negative if y > x). + // (e) Divide by 1024 to bring into cell coords. var u = (pos.Y + pos.X - 512) / 1024; - var v = (pos.Y - pos.X - 512) / 1024; + var v = (pos.Y - pos.X + (pos.Y > pos.X ? 512 : -512)) / 1024; return new CPos(u, v); }