Add a debug visualization for muzzle positions.
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62
OpenRA.Mods.RA/DebugMuzzlePositions.cs
Executable file
62
OpenRA.Mods.RA/DebugMuzzlePositions.cs
Executable file
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#region Copyright & License Information
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/*
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* Copyright 2007-2011 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System;
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.FileFormats;
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using OpenRA.GameRules;
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using OpenRA.Graphics;
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using OpenRA.Mods.RA.Render;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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{
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public class DebugMuzzlePositionsInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new DebugFiringOffsets(init.self); }
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}
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public class DebugFiringOffsets : IPostRender
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{
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Lazy<IEnumerable<Armament>> armaments;
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public DebugFiringOffsets(Actor self)
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{
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armaments = Lazy.New(() => self.TraitsImplementing<Armament>()
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.Where(a => a.Info.OffsetModel == CoordinateModel.World));
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}
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public void RenderAfterWorld(WorldRenderer wr, Actor self)
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{
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if (self.World.LocalPlayer == null || !self.World.LocalPlayer.PlayerActor.Trait<DeveloperMode>().ShowMuzzles)
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return;
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var wlr = Game.Renderer.WorldLineRenderer;
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var c = Color.White;
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foreach (var a in armaments.Value)
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foreach (var b in a.Barrels)
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{
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var muzzle = self.CenterPosition + a.MuzzleOffset(self, b);
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var dirOffset = new WVec(0,-224,0).Rotate(a.MuzzleOrientation(self, b));
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var sm = wr.ScreenPosition(muzzle);
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var sd = wr.ScreenPosition(muzzle + dirOffset);
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wlr.DrawLine(sm, sd, c, c);
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wlr.DrawLine(sm + new float2(-1, -1), sm + new float2(-1, 1), c, c);
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wlr.DrawLine(sm + new float2(-1, 1), sm + new float2(1, 1), c, c);
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wlr.DrawLine(sm + new float2(1, 1), sm + new float2(1, -1), c, c);
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wlr.DrawLine(sm + new float2(1, -1), sm + new float2(-1, -1), c, c);
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}
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}
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}
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}
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