Radius overlay#1946
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morganchristiansson wants to merge 9 commits into
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Jun 15, 2026
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| // Draw at all 9 toroidal copies (canonical ± 1 map dimension). | ||
| // Using all copies guarantees the ring is continuous across the seam | ||
| // regardless of viewport position — the renderer clips off-screen pixels. | ||
| for(int dw : {-w, 0, w}) | ||
| { | ||
| for(int dh : {-h, 0, h}) | ||
| { | ||
| const MapPoint copyPt = MakeMapPoint(Position(basePt.x + dw, basePt.y + dh), mapSize); | ||
| const auto alt = world.GetNode(copyPt).altitude; | ||
| const DrawPoint scr = GetNodePos(copyPt) - DrawPoint(0, HEIGHT_FACTOR * alt) - offset; | ||
| Window::DrawRectangle(Rect(scr - DrawPoint(2, 2), Extent(5, 5)), BORDER_COLOR); | ||
| } | ||
| } |
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| @@ -132,16 +132,14 @@ void nofHunter::HandleDerivedEvent(unsigned /*id*/) | |||
| void nofHunter::TryStartHunting() | |||
| { | |||
| // Find animals in a square around building (actually should be circle, but animals are moving anyway) | |||
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Uhm hunters look for animals in a SQUARE?
Should fix to be circle? Kinda out of scope but can include or do separate PR. Cause right now the range outline doesn't match what game uses.
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Add tooltip and overlay for building ranges