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