Hello All,
I posted the following in the Module Forum, but maybe this is a better place. And again please forgive my ignorance … After looking at the code again, is there a way to traverse the lastRangeRect in the LOS_Thread code to determine which, if any, Hexes or Hexsides are crossed by that “line”. If I am reading the code correctly, the Rectangle that constitutes the range (assuming snap to grid) once the mouse button is released, should be traversable? I know, that is not a word, but is there existing code I could hack, or does someone know of a way to do this?
Thanks,
Spencer
[i]Hello,
I am new here, so please bear with me. If this is not the right place, forum, etc… I have been trying to leverage both the LOS_Thread code and expanding upon the attackwizard from The Devil’s Cauldron which enhances the terrain features of a map to determine the following. From a source point S to an end point E, has some code already been published that determines all of the hex and hexsides that a line passes through AFTER the target has been selected. One drawback of the LOS_Thread is that it stores EVERY hex the mouse crosses during the drag events, so along the way if a player moves here and there all hexes get added to the list. What I would like are just those hexes and hexsides that are traversed between points S and E assuming we are snapping to the hex centers. Hence code like the following is great but not quite there. Anyone know of such a thing, I am sure it has been done?
Regards,
Spencer
String location = this.map.localizedLocationName(this.arrow);
if ((!this.checkList.contains(location)) && (!location.equals(this.anchorLocation))) {
this.checkList.add(location); // this adds every hex crossed, even if not in the line once targeted, this is a List<>
this.lastLocation = location;
}[/i]