Add RenderDebugState trait
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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\RenderSpritesEditorOnly.cs" />
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<Compile Include="Traits\Render\WithTurretedSpriteBody.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\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\RenderNameTag.cs" />
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<Compile Include="Traits\Render\RenderSprites.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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<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
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@@ -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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@@ -6,6 +6,7 @@
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ScriptTriggers:
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ScriptTriggers:
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UpgradeManager:
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UpgradeManager:
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Huntable:
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Huntable:
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RenderDebugState:
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^SpriteActor:
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^SpriteActor:
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BodyOrientation:
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BodyOrientation:
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@@ -6,6 +6,7 @@
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ScriptTriggers:
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ScriptTriggers:
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UpgradeManager:
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UpgradeManager:
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Huntable:
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Huntable:
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RenderDebugState:
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^SpriteActor:
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^SpriteActor:
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BodyOrientation:
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BodyOrientation:
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@@ -5,6 +5,7 @@
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ScriptTriggers:
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ScriptTriggers:
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UpgradeManager:
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UpgradeManager:
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Huntable:
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Huntable:
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RenderDebugState:
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^SpriteActor:
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^SpriteActor:
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BodyOrientation:
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BodyOrientation:
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@@ -6,6 +6,7 @@
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ScriptTriggers:
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ScriptTriggers:
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UpgradeManager:
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UpgradeManager:
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Huntable:
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Huntable:
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RenderDebugState:
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^SpriteActor:
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^SpriteActor:
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BodyOrientation:
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BodyOrientation:
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