Display fire ports in the combat debug overlay.
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@@ -23,13 +23,15 @@ namespace OpenRA.Mods.RA
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public class CombatDebugOverlay : IPostRender
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{
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Lazy<IEnumerable<Armament>> armaments;
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Lazy<AttackBase> attack;
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Lazy<IBodyOrientation> coords;
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Lazy<Health> health;
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DeveloperMode devMode;
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public CombatDebugOverlay(Actor self)
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{
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armaments = Lazy.New(() => self.TraitsImplementing<Armament>());
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attack = Lazy.New(() => self.TraitOrDefault<AttackBase>());
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coords = Lazy.New(() => self.Trait<IBodyOrientation>());
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health = Lazy.New(() => self.TraitOrDefault<Health>());
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var localPlayer = self.World.LocalPlayer;
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@@ -44,10 +46,35 @@ namespace OpenRA.Mods.RA
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if (health.Value != null)
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wr.DrawRangeCircle(self.CenterPosition, health.Value.Info.Radius, Color.Red);
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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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foreach (var a in armaments.Value)
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// Fire ports on garrisonable structures
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var garrison = attack.Value as AttackGarrisoned;
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if (garrison != null)
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{
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var bodyOrientation = coords.Value.QuantizeOrientation(self, self.Orientation);
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foreach (var p in garrison.Ports)
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{
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var pos = self.CenterPosition + coords.Value.LocalToWorld(p.Offset.Rotate(bodyOrientation));
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var da = coords.Value.LocalToWorld(new WVec(224, 0, 0).Rotate(WRot.FromYaw(p.Yaw + p.Cone)).Rotate(bodyOrientation));
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var db = coords.Value.LocalToWorld(new WVec(224, 0, 0).Rotate(WRot.FromYaw(p.Yaw - p.Cone)).Rotate(bodyOrientation));
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var o = wr.ScreenPosition(pos);
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var a = wr.ScreenPosition(pos + da * 224 / da.Length);
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var b = wr.ScreenPosition(pos + db * 224 / db.Length);
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wlr.DrawLine(o, a, c, c);
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wlr.DrawLine(o, b, c, c);
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}
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return;
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}
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foreach (var a in attack.Value.Armaments)
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{
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foreach (var b in a.Barrels)
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{
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