make selection box sub-tile aware

This commit is contained in:
2026-08-14 22:44:18 +02:00
parent 1cf7c264c1
commit a1c567715e
13 changed files with 232 additions and 125 deletions

View File

@@ -4,6 +4,7 @@
#include <cmath>
#include "EntityAdmin.h"
#include "SelectionBox.h"
#include "PositionComponent.h"
#include "DebrisComponent.h"
#include "ShipIdentityComponent.h"
@@ -82,45 +83,29 @@ entt::entity debrisAtWorldPos(EntityAdmin& admin, QVector2D worldPos)
return bestDebris;
}
std::vector<entt::entity> debrisInBox(EntityAdmin& admin, QPoint tileA, QPoint tileB)
std::vector<entt::entity> debrisInBox(EntityAdmin& admin, const QRectF& worldBox)
{
const int minX = std::min(tileA.x(), tileB.x());
const int maxX = std::max(tileA.x(), tileB.x());
const int minY = std::min(tileA.y(), tileB.y());
const int maxY = std::max(tileA.y(), tileB.y());
std::vector<entt::entity> result;
admin.forEach<DebrisComponent, PositionComponent>(
[&](entt::entity entity, const DebrisComponent& /*sd*/, const PositionComponent& pos)
{
const int tileX = static_cast<int>(std::floor(pos.value.x()));
const int tileY = static_cast<int>(std::floor(pos.value.y()));
if (tileX >= minX && tileX <= maxX && tileY >= minY && tileY <= maxY)
{
result.push_back(entity);
}
if (boxCoversPoint(worldBox, pos.value)) { result.push_back(entity); }
});
return result;
}
std::vector<entt::entity> actorsInBox(EntityAdmin& admin, QPoint tileA, QPoint tileB)
std::vector<entt::entity> actorsInBox(EntityAdmin& admin, const QRectF& worldBox)
{
const int minX = std::min(tileA.x(), tileB.x());
const int maxX = std::max(tileA.x(), tileB.x());
const int minY = std::min(tileA.y(), tileB.y());
const int maxY = std::max(tileA.y(), tileB.y());
std::vector<entt::entity> result;
// Stations: included when any occupied body cell lies in the box.
// Stations occupy whole tiles: included when the box overlaps any occupied cell.
admin.forEach<StationBodyComponent, HealthComponent>(
[&](entt::entity entity, const StationBodyComponent& sb, const HealthComponent& h)
{
if (h.hp <= 0.0f) { return; }
for (const QPoint& cell : sb.bodyCells)
{
if (cell.x() >= minX && cell.x() <= maxX
&& cell.y() >= minY && cell.y() <= maxY)
if (boxCoversTile(worldBox, cell))
{
result.push_back(entity);
return;
@@ -128,19 +113,15 @@ std::vector<entt::entity> actorsInBox(EntityAdmin& admin, QPoint tileA, QPoint t
}
});
// Ships: included when the floored position tile lies in the box. Requiring
// ShipIdentityComponent excludes the HQ proxy and any station bodies.
// Ships have a position rather than a footprint: included when the box contains
// that position. Requiring ShipIdentityComponent excludes the HQ proxy and any
// station bodies.
admin.forEach<ShipIdentityComponent, PositionComponent, HealthComponent>(
[&](entt::entity entity, const ShipIdentityComponent& /*id*/,
const PositionComponent& pos, const HealthComponent& h)
{
if (h.hp <= 0.0f) { return; }
const int tileX = static_cast<int>(std::floor(pos.value.x()));
const int tileY = static_cast<int>(std::floor(pos.value.y()));
if (tileX >= minX && tileX <= maxX && tileY >= minY && tileY <= maxY)
{
result.push_back(entity);
}
if (boxCoversPoint(worldBox, pos.value)) { result.push_back(entity); }
});
return result;

View File

@@ -3,6 +3,7 @@
#include <vector>
#include <QPoint>
#include <QRectF>
#include <QVector2D>
#include "entt/entity/entity.hpp"
@@ -16,13 +17,13 @@ entt::entity entityAtWorldPos(EntityAdmin& admin, QVector2D worldPos);
// after actors: entityAtWorldPos never returns debris (debris has no HealthComponent).
entt::entity debrisAtWorldPos(EntityAdmin& admin, QVector2D worldPos);
// Returns every piece of debris whose position falls within the inclusive tile rectangle
// spanned by tileA and tileB, in any corner order (REQ-UI-DEBRIS-MULTI-SELECT).
std::vector<entt::entity> debrisInBox(EntityAdmin& admin, QPoint tileA, QPoint tileB);
// Returns every piece of debris the selection box covers — that is, whose position it
// contains, per boxCoversPoint (REQ-UI-DEBRIS-MULTI-SELECT). `worldBox` is in world
// coordinates and normalized; it is not snapped to tiles.
std::vector<entt::entity> debrisInBox(EntityAdmin& admin, const QRectF& worldBox);
// Returns every living actor (ship or defence station, player or enemy) that falls
// within the inclusive tile rectangle spanned by tileA and tileB, in any corner order
// (REQ-UI-MULTI-SELECT, REQ-UI-ENTITY-CLICK-SELECT). A ship is included when its floored
// position tile lies in the box; a station is included when any of its body cells does.
// Dead actors (hp <= 0) and the HQ proxy are excluded.
std::vector<entt::entity> actorsInBox(EntityAdmin& admin, QPoint tileA, QPoint tileB);
// Returns every living actor (ship or defence station, player or enemy) the selection
// box covers (REQ-UI-MULTI-SELECT, REQ-UI-ENTITY-CLICK-SELECT): a ship when the box
// contains its position, a station when the box overlaps any of its body cells — the
// two rules of SelectionBox.h. Dead actors (hp <= 0) and the HQ proxy are excluded.
std::vector<entt::entity> actorsInBox(EntityAdmin& admin, const QRectF& worldBox);

View File

@@ -5,6 +5,7 @@
#include "PortGeometry.h"
#include "ProductionRules.h"
#include "SelectionBox.h"
#include "SurfaceMask.h"
#include "Item.h"
@@ -185,22 +186,13 @@ getSiteSplitterInfo(const FactoryState& state, const GameConfig& config, Buildin
std::vector<BuildingId> buildingsInBox(const FactoryState& state,
QPoint cornerA, QPoint cornerB)
const QRectF& worldBox)
{
const int x0 = std::min(cornerA.x(), cornerB.x());
const int y0 = std::min(cornerA.y(), cornerB.y());
const int x1 = std::max(cornerA.x(), cornerB.x());
const int y1 = std::max(cornerA.y(), cornerB.y());
const auto covers = [&](const std::vector<QPoint>& bodyCells)
{
for (const QPoint& cell : bodyCells)
{
if (cell.x() >= x0 && cell.x() <= x1
&& cell.y() >= y0 && cell.y() <= y1)
{
return true;
}
if (boxCoversTile(worldBox, cell)) { return true; }
}
return false;
};

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@@ -3,6 +3,7 @@
#include <vector>
#include <QPoint>
#include <QRectF>
#include <QVector2D>
#include "Building.h"
@@ -71,11 +72,12 @@ std::optional<BeltSystem::SplitterInfo> getSiteSplitterInfo(const FactoryState&
const GameConfig& config,
BuildingId id);
// Ids of all buildings and construction sites whose footprint intersects the tile
// box spanned by the two (unordered) corner tiles (REQ-UI-MULTI-SELECT,
// REQ-BLD-DECONSTRUCT-BOX).
// Ids of all buildings and construction sites the selection box covers — those with
// a body cell the box overlaps, per boxCoversTile (REQ-UI-MULTI-SELECT,
// REQ-BLD-DECONSTRUCT-BOX). `worldBox` is in world coordinates and normalized; it is
// not snapped to tiles.
std::vector<BuildingId> buildingsInBox(const FactoryState& state,
QPoint cornerA, QPoint cornerB);
const QRectF& worldBox);
// Every tunnel entry and exit, built or still a construction site, indexed by its
// single-cell tile. Shared by the placement preview and the selection highlight.