Merge pull request #9706 from reaperrr/block-height
Add Height property to BlocksProjectiles
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@@ -13,10 +13,11 @@ using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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// TODO: Add functionality like a customizable Height that is compared to projectile altitude
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[Desc("This actor blocks bullets and missiles with 'Blockable' property.")]
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public class BlocksProjectilesInfo : UpgradableTraitInfo
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{
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public readonly WDist Height = WDist.FromCells(1);
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public override object Create(ActorInitializer init) { return new BlocksProjectiles(init.Self, this); }
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}
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@@ -27,8 +28,11 @@ namespace OpenRA.Mods.Common.Traits
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public static bool AnyBlockingActorAt(World world, WPos pos)
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{
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var dat = world.Map.DistanceAboveTerrain(pos);
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return world.ActorMap.GetActorsAt(world.Map.CellContaining(pos))
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.Any(a => a.TraitsImplementing<BlocksProjectiles>().Any(Exts.IsTraitEnabled));
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.Any(a => a.TraitsImplementing<BlocksProjectiles>()
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.Where(t => t.Info.Height.Length >= dat.Length)
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.Any(Exts.IsTraitEnabled));
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}
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}
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}
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@@ -27,12 +27,14 @@ namespace OpenRA.Mods.Common.Traits
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readonly DeveloperMode devMode;
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readonly HealthInfo healthInfo;
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readonly BlocksProjectilesInfo blockInfo;
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Lazy<AttackBase> attack;
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Lazy<BodyOrientation> coords;
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public CombatDebugOverlay(Actor self)
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{
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healthInfo = self.Info.TraitInfoOrDefault<HealthInfo>();
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blockInfo = self.Info.TraitInfoOrDefault<BlocksProjectilesInfo>();
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attack = Exts.Lazy(() => self.TraitOrDefault<AttackBase>());
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coords = Exts.Lazy(() => self.Trait<BodyOrientation>());
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@@ -48,11 +50,23 @@ namespace OpenRA.Mods.Common.Traits
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if (healthInfo != null)
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wr.DrawRangeCircle(self.CenterPosition, healthInfo.Radius, Color.Red);
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var wlr = Game.Renderer.WorldLineRenderer;
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if (blockInfo != null)
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{
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var hc = Color.Orange;
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var height = new WVec(0, 0, blockInfo.Height.Length);
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var ha = wr.ScreenPosition(self.CenterPosition);
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var hb = wr.ScreenPosition(self.CenterPosition + height);
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wlr.DrawLine(ha, hb, hc);
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wr.DrawTargetMarker(hc, ha);
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wr.DrawTargetMarker(hc, hb);
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}
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// No armaments to draw
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if (attack.Value == null)
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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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// Fire ports on garrisonable structures
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