Comments (5)
Offset is only incorrect if width is > height
from factorio-stdlib.
Narrowed it down, Current solution, but not sure how much I like it.
--- Converts an entity and its selection_box to the area around it
-- @tparam LuaEntity entity to convert to an area
-- @treturn LuaBoundingBox
function Area.to_selection_area(entity)
fail_if_missing(entity, "missing entity argument")
local pos = entity.position
local bb = entity.prototype.selection_box
if entity.direction ~= defines.direction.north then
return Area.rotate(Area.offset(bb, pos))
end
return Area.offset(bb, pos)
end
from factorio-stdlib.
Okay - I think I understand the issue here. The prototype definition is returning the generic bounding box, which apparently is defined for the N-S placement of the entity. Other directions result in the area being rotated 90 degrees, so that's what your check is doing. My only question is: Does the game ever return the direction as south (S-N orientation) and if so, then that should also be checked in your if statement, as N-S and S-N are isomorphic and should not result in rotation.
from factorio-stdlib.
Will be adjusting this some more tonight.
from factorio-stdlib.
Ok finally had to time check some 8 way rotations. will have the final fix pushed shortly :)
from factorio-stdlib.
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from factorio-stdlib.