#region Copyright & License Information /* * Copyright 2007-2011 The OpenRA Developers (see AUTHORS) * This file is part of OpenRA, which is free software. It is made * available to you under the terms of the GNU General Public License * as published by the Free Software Foundation. For more information, * see COPYING. */ #endregion using System; using System.Drawing; using OpenRA.Graphics; using OpenRA.Traits; namespace OpenRA.Mods.RA { public class CombatDebugOverlayInfo : ITraitInfo { public object Create(ActorInitializer init) { return new CombatDebugOverlay(init.self); } } public class CombatDebugOverlay : IPostRender { Lazy attack; Lazy coords; Lazy health; DeveloperMode devMode; public CombatDebugOverlay(Actor self) { attack = Exts.Lazy(() => self.TraitOrDefault()); coords = Exts.Lazy(() => self.Trait()); health = Exts.Lazy(() => self.TraitOrDefault()); var localPlayer = self.World.LocalPlayer; devMode = localPlayer != null ? localPlayer.PlayerActor.Trait() : null; } public void RenderAfterWorld(WorldRenderer wr, Actor self) { if (devMode == null || !devMode.ShowCombatGeometry) return; 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; // 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) { var muzzle = self.CenterPosition + a.MuzzleOffset(self, b); var dirOffset = new WVec(0, -224, 0).Rotate(a.MuzzleOrientation(self, b)); var sm = wr.ScreenPosition(muzzle); var sd = wr.ScreenPosition(muzzle + dirOffset); wlr.DrawLine(sm, sd, c, c); wr.DrawTargetMarker(c, sm); } } } } }