Merge pull request #9706 from reaperrr/block-height

Add Height property to BlocksProjectiles
This commit is contained in:
atlimit8
2015-10-29 23:51:14 -05:00
8 changed files with 29 additions and 4 deletions

View File

@@ -13,10 +13,11 @@ using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
// TODO: Add functionality like a customizable Height that is compared to projectile altitude
[Desc("This actor blocks bullets and missiles with 'Blockable' property.")]
public class BlocksProjectilesInfo : UpgradableTraitInfo
{
public readonly WDist Height = WDist.FromCells(1);
public override object Create(ActorInitializer init) { return new BlocksProjectiles(init.Self, this); }
}
@@ -27,8 +28,11 @@ namespace OpenRA.Mods.Common.Traits
public static bool AnyBlockingActorAt(World world, WPos pos)
{
var dat = world.Map.DistanceAboveTerrain(pos);
return world.ActorMap.GetActorsAt(world.Map.CellContaining(pos))
.Any(a => a.TraitsImplementing<BlocksProjectiles>().Any(Exts.IsTraitEnabled));
.Any(a => a.TraitsImplementing<BlocksProjectiles>()
.Where(t => t.Info.Height.Length >= dat.Length)
.Any(Exts.IsTraitEnabled));
}
}
}

View File

@@ -27,12 +27,14 @@ namespace OpenRA.Mods.Common.Traits
readonly DeveloperMode devMode;
readonly HealthInfo healthInfo;
readonly BlocksProjectilesInfo blockInfo;
Lazy<AttackBase> attack;
Lazy<BodyOrientation> coords;
public CombatDebugOverlay(Actor self)
{
healthInfo = self.Info.TraitInfoOrDefault<HealthInfo>();
blockInfo = self.Info.TraitInfoOrDefault<BlocksProjectilesInfo>();
attack = Exts.Lazy(() => self.TraitOrDefault<AttackBase>());
coords = Exts.Lazy(() => self.Trait<BodyOrientation>());
@@ -48,11 +50,23 @@ namespace OpenRA.Mods.Common.Traits
if (healthInfo != null)
wr.DrawRangeCircle(self.CenterPosition, healthInfo.Radius, Color.Red);
var wlr = Game.Renderer.WorldLineRenderer;
if (blockInfo != null)
{
var hc = Color.Orange;
var height = new WVec(0, 0, blockInfo.Height.Length);
var ha = wr.ScreenPosition(self.CenterPosition);
var hb = wr.ScreenPosition(self.CenterPosition + height);
wlr.DrawLine(ha, hb, hc);
wr.DrawTargetMarker(hc, ha);
wr.DrawTargetMarker(hc, hb);
}
// No armaments to draw
if (attack.Value == null)
return;
var wlr = Game.Renderer.WorldLineRenderer;
var c = Color.White;
// Fire ports on garrisonable structures