diff --git a/OpenRA.Mods.RA/CombatDebugOverlay.cs b/OpenRA.Mods.RA/CombatDebugOverlay.cs index 103a032cf3..b8bb74d926 100644 --- a/OpenRA.Mods.RA/CombatDebugOverlay.cs +++ b/OpenRA.Mods.RA/CombatDebugOverlay.cs @@ -23,13 +23,15 @@ namespace OpenRA.Mods.RA public class CombatDebugOverlay : IPostRender { - Lazy> armaments; + Lazy attack; + Lazy coords; Lazy health; DeveloperMode devMode; public CombatDebugOverlay(Actor self) { - armaments = Lazy.New(() => self.TraitsImplementing()); + attack = Lazy.New(() => self.TraitOrDefault()); + coords = Lazy.New(() => self.Trait()); health = Lazy.New(() => self.TraitOrDefault()); var localPlayer = self.World.LocalPlayer; @@ -44,10 +46,35 @@ namespace OpenRA.Mods.RA if (health.Value != null) wr.DrawRangeCircle(self.CenterPosition, health.Value.Info.Radius, Color.Red); + // No armaments to draw + if (attack.Value == null) + return; + var wlr = Game.Renderer.WorldLineRenderer; var c = Color.White; - foreach (var a in armaments.Value) + // Fire ports on garrisonable structures + var garrison = attack.Value as AttackGarrisoned; + if (garrison != null) + { + var bodyOrientation = coords.Value.QuantizeOrientation(self, self.Orientation); + foreach (var p in garrison.Ports) + { + var pos = self.CenterPosition + coords.Value.LocalToWorld(p.Offset.Rotate(bodyOrientation)); + var da = coords.Value.LocalToWorld(new WVec(224, 0, 0).Rotate(WRot.FromYaw(p.Yaw + p.Cone)).Rotate(bodyOrientation)); + var db = coords.Value.LocalToWorld(new WVec(224, 0, 0).Rotate(WRot.FromYaw(p.Yaw - p.Cone)).Rotate(bodyOrientation)); + + var o = wr.ScreenPosition(pos); + var a = wr.ScreenPosition(pos + da * 224 / da.Length); + var b = wr.ScreenPosition(pos + db * 224 / db.Length); + wlr.DrawLine(o, a, c, c); + wlr.DrawLine(o, b, c, c); + } + + return; + } + + foreach (var a in attack.Value.Armaments) { foreach (var b in a.Barrels) {