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I had a slight issue with implementing Hexcasting compatibilty for Ambit and Range testing in that i couldnt cleanly get the casting position from CastingEnvironment

This PR's purpose is to add such a method and its base implementations to Hexcasting

This is a breaking change for those addons that make custom CastingEnvironment implementations

@object-Object
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Haven't reviewed this yet; just noting that we will not be merging large breaking changes until 1.21, and I think something like this counts.

@TechTastic
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Haven't reviewed this yet; just noting that we will not be merging large breaking changes until 1.21, and I think something like this counts.

Fair enough

@miyucomics
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Isn't there a mishap position method that works similarly? We could consolidate both and have it under getCastingPosition, for impeti and other sources that are not linked to a casting entity, and mishap particles would also spawn from there.

@object-Object
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Isn't there a mishap position method that works similarly? We could consolidate both and have it under getCastingPosition, for impeti and other sources that are not linked to a casting entity, and mishap particles would also spawn from there.

The mishap position and "caster position" aren't necessarily the same. For example, circles would likely set the caster position to the impetus, while the mishap position is currently the slate that triggered the mishap.

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3 participants