Merge pull request #10078 from penev92/actorNameOverlay
Add an actor name overlay debug option
This commit is contained in:
@@ -24,6 +24,7 @@ namespace OpenRA.Traits
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public bool ShowCombatGeometry;
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public bool ShowDebugGeometry;
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public bool ShowDepthPreview;
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public bool ShowActorTags;
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public object Create(ActorInitializer init) { return new DeveloperMode(this); }
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}
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@@ -43,6 +44,7 @@ namespace OpenRA.Traits
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public bool ShowCombatGeometry;
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public bool ShowDebugGeometry;
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public bool ShowDepthPreview;
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public bool ShowActorTags;
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public bool EnableAll;
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@@ -58,6 +60,7 @@ namespace OpenRA.Traits
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ShowCombatGeometry = info.ShowCombatGeometry;
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ShowDebugGeometry = info.ShowDebugGeometry;
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ShowDepthPreview = info.ShowDepthPreview;
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ShowActorTags = info.ShowActorTags;
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}
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public void ResolveOrder(Actor self, Order order)
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@@ -178,6 +178,8 @@ namespace OpenRA.Mods.Common.AI
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return randomBaseBuilding != null ? randomBaseBuilding.Location : initialBaseCenter;
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}
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public bool IsEnabled;
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public List<Squad> Squads = new List<Squad>();
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public Player Player { get; private set; }
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readonly DomainIndex domainIndex;
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@@ -194,7 +196,6 @@ namespace OpenRA.Mods.Common.AI
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PowerManager playerPower;
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SupportPowerManager supportPowerMngr;
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PlayerResources playerResource;
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bool enabled;
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int ticks;
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BitArray resourceTypeIndices;
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@@ -204,7 +205,6 @@ namespace OpenRA.Mods.Common.AI
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Cache<Player, Enemy> aggro = new Cache<Player, Enemy>(_ => new Enemy());
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List<BaseBuilder> builders = new List<BaseBuilder>();
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List<Squad> squads = new List<Squad>();
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List<Actor> unitsHangingAroundTheBase = new List<Actor>();
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// Units that the ai already knows about. Any unit not on this list needs to be given a role.
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@@ -257,7 +257,7 @@ namespace OpenRA.Mods.Common.AI
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public void Activate(Player p)
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{
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Player = p;
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enabled = true;
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IsEnabled = true;
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playerPower = p.PlayerActor.Trait<PowerManager>();
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supportPowerMngr = p.PlayerActor.Trait<SupportPowerManager>();
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playerResource = p.PlayerActor.Trait<PlayerResources>();
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@@ -523,7 +523,7 @@ namespace OpenRA.Mods.Common.AI
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public void Tick(Actor self)
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{
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if (!enabled)
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if (!IsEnabled)
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return;
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ticks++;
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@@ -603,21 +603,21 @@ namespace OpenRA.Mods.Common.AI
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void CleanSquads()
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{
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squads.RemoveAll(s => !s.IsValid);
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foreach (var s in squads)
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Squads.RemoveAll(s => !s.IsValid);
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foreach (var s in Squads)
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s.Units.RemoveAll(unitCannotBeOrdered);
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}
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// Use of this function requires that one squad of this type. Hence it is a piece of shit
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Squad GetSquadOfType(SquadType type)
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{
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return squads.FirstOrDefault(s => s.Type == type);
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return Squads.FirstOrDefault(s => s.Type == type);
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}
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Squad RegisterNewSquad(SquadType type, Actor target = null)
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{
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var ret = new Squad(this, type, target);
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squads.Add(ret);
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Squads.Add(ret);
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return ret;
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}
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@@ -637,7 +637,7 @@ namespace OpenRA.Mods.Common.AI
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if (--attackForceTicks <= 0)
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{
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attackForceTicks = Info.AttackForceInterval;
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foreach (var s in squads)
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foreach (var s in Squads)
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s.Update();
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}
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@@ -1059,7 +1059,7 @@ namespace OpenRA.Mods.Common.AI
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public void Damaged(Actor self, AttackInfo e)
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{
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if (!enabled || e.Attacker == null)
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if (!IsEnabled || e.Attacker == null)
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return;
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if (e.Attacker.Owner.Stances[self.Owner] == Stance.Neutral)
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@@ -404,6 +404,7 @@
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<Compile Include="Traits\Render\RenderSpritesEditorOnly.cs" />
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<Compile Include="Traits\Render\WithTurretedSpriteBody.cs" />
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<Compile Include="Traits\Render\RenderUtils.cs" />
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<Compile Include="Traits\Render\RenderDebugState.cs" />
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<Compile Include="Traits\Render\RenderNameTag.cs" />
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<Compile Include="Traits\Render\RenderSprites.cs" />
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<Compile Include="Traits\Render\WithWallSpriteBody.cs" />
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101
OpenRA.Mods.Common/Traits/Render/RenderDebugState.cs
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101
OpenRA.Mods.Common/Traits/Render/RenderDebugState.cs
Normal file
@@ -0,0 +1,101 @@
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#region Copyright & License Information
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/*
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* Copyright 2007-2015 The OpenRA Developers (see AUTHORS)
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* This file is part of OpenRA, which is free software. It is made
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* available to you under the terms of the GNU General Public License
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* as published by the Free Software Foundation. For more information,
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* see COPYING.
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*/
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#endregion
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using System.Collections.Generic;
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using System.Drawing;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.AI;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[Desc("Displays the actor's type and ID above the actor.")]
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class RenderDebugStateInfo : ITraitInfo
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{
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public readonly string Font = "TinyBold";
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public object Create(ActorInitializer init) { return new RenderDebugState(init.Self, this); }
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}
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class RenderDebugState : INotifyAddedToWorld, INotifyOwnerChanged, IPostRenderSelection
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{
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readonly DeveloperMode devMode;
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readonly SpriteFont font;
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readonly Actor self;
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readonly WVec offset;
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readonly HackyAI ai;
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Color color;
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string tagString;
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public RenderDebugState(Actor self, RenderDebugStateInfo info)
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{
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var buildingInfo = self.Info.TraitInfoOrDefault<BuildingInfo>();
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var yOffset = buildingInfo == null ? 1 : buildingInfo.Dimensions.Y;
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offset = new WVec(0, 512 * yOffset, 0);
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this.self = self;
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color = GetColor();
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font = Game.Renderer.Fonts[info.Font];
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var localPlayer = self.World.LocalPlayer;
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devMode = localPlayer != null ? localPlayer.PlayerActor.Trait<DeveloperMode>() : null;
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ai = self.Owner.PlayerActor.TraitsImplementing<HackyAI>().FirstOrDefault(x => x.IsEnabled);
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}
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public void AddedToWorld(Actor self)
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{
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tagString = self.ToString();
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}
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public void OnOwnerChanged(Actor self, Player oldOwner, Player newOwner)
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{
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color = GetColor();
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}
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Color GetColor()
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{
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return self.EffectiveOwner != null ? self.EffectiveOwner.Owner.Color.RGB : self.Owner.Color.RGB;
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}
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public IEnumerable<IRenderable> RenderAfterWorld(WorldRenderer wr)
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{
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if (devMode == null || !devMode.ShowActorTags)
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yield break;
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yield return new TextRenderable(font, self.CenterPosition - offset, 0, color, tagString);
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// Get the actor's activity.
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var activity = self.GetCurrentActivity();
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if (activity != null)
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{
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var activityName = activity.GetType().ToString().Split('.').Last();
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yield return new TextRenderable(font, self.CenterPosition, 0, color, activityName);
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}
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// Get the AI squad that this actor belongs to.
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if (!self.Owner.IsBot)
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yield break;
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if (ai == null)
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yield break;
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var squads = ai.Squads;
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var squad = squads.FirstOrDefault(x => x.Units.Contains(self));
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if (squad == null)
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yield break;
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var aiSquadInfo = "{0}, {1}".F(squad.Type, squad.TargetActor);
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yield return new TextRenderable(font, self.CenterPosition + offset, 0, color, aiSquadInfo);
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}
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}
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}
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@@ -126,6 +126,13 @@ namespace OpenRA.Mods.Common.Widgets.Logic
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showAstarCostCheckbox.IsChecked = () => dbgOverlay != null ? dbgOverlay.Visible : false;
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showAstarCostCheckbox.OnClick = () => { if (dbgOverlay != null) dbgOverlay.Visible ^= true; };
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}
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var showActorTagsCheckbox = widget.GetOrNull<CheckboxWidget>("SHOW_ACTOR_TAGS");
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if (showActorTagsCheckbox != null)
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{
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showActorTagsCheckbox.IsChecked = () => devTrait.ShowActorTags;
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showActorTagsCheckbox.OnClick = () => devTrait.ShowActorTags ^= true;
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}
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}
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public void Order(World world, string order)
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@@ -116,3 +116,10 @@ Container@DEBUG_PANEL:
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Width: 200
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Font: Regular
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Text: Show Terrain Geometry
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Checkbox@SHOW_ACTOR_TAGS:
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X: 45
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Y: 335
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Height: 20
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Width: 200
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Font: Regular
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Text: Show Actor Tags
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@@ -6,6 +6,7 @@
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ScriptTriggers:
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UpgradeManager:
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Huntable:
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RenderDebugState:
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^SpriteActor:
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BodyOrientation:
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@@ -6,6 +6,7 @@
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ScriptTriggers:
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UpgradeManager:
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Huntable:
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RenderDebugState:
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^SpriteActor:
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BodyOrientation:
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@@ -121,3 +121,10 @@ Container@DEBUG_PANEL:
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Width: 200
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Font: Regular
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Text: Show Terrain Geometry
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Checkbox@SHOW_ACTOR_TAGS:
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X: 45
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Y: 335
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Height: 20
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Width: 200
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Font: Regular
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Text: Show Actor Tags
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@@ -5,6 +5,7 @@
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ScriptTriggers:
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UpgradeManager:
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Huntable:
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RenderDebugState:
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^SpriteActor:
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BodyOrientation:
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@@ -128,3 +128,10 @@ Container@DEBUG_PANEL:
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Width: 200
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Font: Regular
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Text: Show Terrain Geometry
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Checkbox@SHOW_ACTOR_TAGS:
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X: 45
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Y: 365
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Height: 20
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Width: 200
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Font: Regular
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Text: Show Actor Tags
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65
mods/ts/chrome/ingame-info.yaml
Normal file
65
mods/ts/chrome/ingame-info.yaml
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@@ -0,0 +1,65 @@
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Container@GAME_INFO_PANEL:
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X: (WINDOW_RIGHT - WIDTH) / 2
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Y: (WINDOW_BOTTOM - HEIGHT) / 2
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Width: 522
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Height: 485
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Logic: GameInfoLogic
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Visible: False
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Children:
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Background@BACKGROUND:
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Width: PARENT_RIGHT
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Height: PARENT_BOTTOM
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Background@BACKGROUND_NO_TABS:
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Y: 25
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Width: PARENT_RIGHT
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Height: PARENT_BOTTOM - 25
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Label@TITLE:
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Y: 20
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Width: PARENT_RIGHT
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Height: 25
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Align: Center
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Font: Bold
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Label@TITLE_NO_TABS:
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Y: 45
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Width: PARENT_RIGHT
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Height: 25
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Align: Center
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Font: Bold
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Container@TAB_CONTAINER:
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X: (PARENT_RIGHT - WIDTH) / 2
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Width: 360
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Height: 25
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Children:
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Button@BUTTON1:
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Y: 50
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Width: 120
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Height: 25
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Font: Bold
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Visible: False
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Button@BUTTON2:
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X: 120
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Y: 50
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Width: 120
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Height: 25
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Font: Bold
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Visible: False
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Button@BUTTON3:
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X: 240
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Y: 50
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Width: 120
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Height: 25
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Font: Bold
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Visible: False
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Container@STATS_PANEL:
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Y: 65
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Container@MAP_PANEL:
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Y: 65
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Width: PARENT_RIGHT
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Height: PARENT_BOTTOM
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Container@OBJECTIVES_PANEL:
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Y: 65
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Width: PARENT_RIGHT
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Container@DEBUG_PANEL:
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Y: 65
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Width: PARENT_RIGHT
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Height: PARENT_BOTTOM
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@@ -136,7 +136,7 @@ ChromeLayout:
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./mods/ra/chrome/ingame-diplomacy.yaml
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./mods/ra/chrome/ingame-fmvplayer.yaml
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./mods/ra/chrome/ingame-menu.yaml
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./mods/ra/chrome/ingame-info.yaml
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./mods/ts/chrome/ingame-info.yaml
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./mods/ra/chrome/ingame-infoscripterror.yaml
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./mods/ra/chrome/ingame-infobriefing.yaml
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./mods/ra/chrome/ingame-infoobjectives.yaml
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@@ -6,6 +6,7 @@
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ScriptTriggers:
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UpgradeManager:
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Huntable:
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RenderDebugState:
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^SpriteActor:
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BodyOrientation:
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