#region Copyright & License Information /* * Copyright 2007-2017 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, either version 3 of * the License, or (at your option) any later version. For more * information, see COPYING. */ #endregion using System; using System.Drawing; using System.Linq; using OpenRA.Graphics; using OpenRA.Mods.Common.Effects; using OpenRA.Traits; namespace OpenRA.Mods.Common.Traits { [Desc("Displays fireports, muzzle offsets, and hit areas in developer mode.")] public class CombatDebugOverlayInfo : ITraitInfo { public object Create(ActorInitializer init) { return new CombatDebugOverlay(init.Self); } } public class CombatDebugOverlay : IRenderAboveWorld, INotifyDamage, INotifyCreated { static readonly WVec TargetPosHLine = new WVec(0, 128, 0); static readonly WVec TargetPosVLine = new WVec(128, 0, 0); readonly DebugVisualizations debugVis; readonly HealthInfo healthInfo; readonly Lazy coords; HitShape[] shapes; IBlocksProjectiles[] allBlockers; public CombatDebugOverlay(Actor self) { healthInfo = self.Info.TraitInfoOrDefault(); coords = Exts.Lazy(self.Trait); debugVis = self.World.WorldActor.TraitOrDefault(); } void INotifyCreated.Created(Actor self) { shapes = self.TraitsImplementing().ToArray(); allBlockers = self.TraitsImplementing().ToArray(); } void IRenderAboveWorld.RenderAboveWorld(Actor self, WorldRenderer wr) { if (debugVis == null || !debugVis.CombatGeometry) return; var wcr = Game.Renderer.WorldRgbaColorRenderer; var iz = 1 / wr.Viewport.Zoom; var blockers = allBlockers.Where(Exts.IsTraitEnabled).ToList(); if (blockers.Count > 0) { var hc = Color.Orange; var height = new WVec(0, 0, blockers.Max(b => b.BlockingHeight.Length)); var ha = wr.Screen3DPosition(self.CenterPosition); var hb = wr.Screen3DPosition(self.CenterPosition + height); wcr.DrawLine(ha, hb, iz, hc); TargetLineRenderable.DrawTargetMarker(wr, hc, ha); TargetLineRenderable.DrawTargetMarker(wr, hc, hb); } var activeShapes = shapes.Where(Exts.IsTraitEnabled); foreach (var s in activeShapes) s.Info.Type.DrawCombatOverlay(wr, wcr, self); var tc = Color.Lime; var positions = Target.FromActor(self).Positions; foreach (var p in positions) { var center = wr.Screen3DPosition(p); TargetLineRenderable.DrawTargetMarker(wr, tc, center); wcr.DrawLine(wr.Screen3DPosition(p - TargetPosHLine), wr.Screen3DPosition(p + TargetPosHLine), iz, tc); wcr.DrawLine(wr.Screen3DPosition(p - TargetPosVLine), wr.Screen3DPosition(p + TargetPosVLine), iz, tc); } foreach (var attack in self.TraitsImplementing().Where(x => !x.IsTraitDisabled)) DrawArmaments(self, attack, wr, wcr, iz); } void DrawArmaments(Actor self, AttackBase attack, WorldRenderer wr, RgbaColorRenderer wcr, float iz) { var c = Color.White; // Fire ports on garrisonable structures var garrison = attack as AttackGarrisoned; if (garrison != null) { var bodyOrientation = coords.Value.QuantizeOrientation(self, self.Orientation); foreach (var p in garrison.Info.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.Screen3DPosition(pos); var a = wr.Screen3DPosition(pos + da * 224 / da.Length); var b = wr.Screen3DPosition(pos + db * 224 / db.Length); wcr.DrawLine(o, a, iz, c); wcr.DrawLine(o, b, iz, c); } return; } foreach (var a in attack.Armaments) { if (a.IsTraitDisabled) continue; 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.Screen3DPosition(muzzle); var sd = wr.Screen3DPosition(muzzle + dirOffset); wcr.DrawLine(sm, sd, iz, c); TargetLineRenderable.DrawTargetMarker(wr, c, sm); } } } void INotifyDamage.Damaged(Actor self, AttackInfo e) { if (debugVis == null || !debugVis.CombatGeometry || e.Damage.Value == 0) return; if (healthInfo == null) return; var maxHP = healthInfo.HP > 0 ? healthInfo.HP : 1; var damageText = "{0} ({1}%)".F(-e.Damage.Value, e.Damage.Value * 100 / maxHP); self.World.AddFrameEndTask(w => w.Add(new FloatingText(self.CenterPosition, e.Attacker.Owner.Color.RGB, damageText, 30))); } } }