Display fire ports in the combat debug overlay.

This commit is contained in:
Paul Chote
2014-03-17 19:33:59 +13:00
parent 1878713866
commit 4555157ed2

View File

@@ -23,13 +23,15 @@ namespace OpenRA.Mods.RA
public class CombatDebugOverlay : IPostRender
{
Lazy<IEnumerable<Armament>> armaments;
Lazy<AttackBase> attack;
Lazy<IBodyOrientation> coords;
Lazy<Health> health;
DeveloperMode devMode;
public CombatDebugOverlay(Actor self)
{
armaments = Lazy.New(() => self.TraitsImplementing<Armament>());
attack = Lazy.New(() => self.TraitOrDefault<AttackBase>());
coords = Lazy.New(() => self.Trait<IBodyOrientation>());
health = Lazy.New(() => self.TraitOrDefault<Health>());
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)
{