149 lines
4.9 KiB
C#
149 lines
4.9 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2019 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, either version 3 of
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* the License, or (at your option) any later version. For more
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* information, see COPYING.
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*/
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#endregion
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using System;
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using System.Linq;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Primitives;
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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 fireports, muzzle offsets, and hit areas in developer mode.")]
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public class CombatDebugOverlayInfo : ITraitInfo
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{
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public object Create(ActorInitializer init) { return new CombatDebugOverlay(init.Self); }
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}
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public class CombatDebugOverlay : IRenderAboveWorld, INotifyDamage, INotifyCreated
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{
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static readonly WVec TargetPosHLine = new WVec(0, 128, 0);
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static readonly WVec TargetPosVLine = new WVec(128, 0, 0);
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readonly DebugVisualizations debugVis;
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readonly IHealthInfo healthInfo;
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readonly Lazy<BodyOrientation> coords;
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HitShape[] shapes;
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IBlocksProjectiles[] allBlockers;
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public CombatDebugOverlay(Actor self)
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{
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healthInfo = self.Info.TraitInfoOrDefault<IHealthInfo>();
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coords = Exts.Lazy(self.Trait<BodyOrientation>);
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debugVis = self.World.WorldActor.TraitOrDefault<DebugVisualizations>();
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}
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void INotifyCreated.Created(Actor self)
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{
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shapes = self.TraitsImplementing<HitShape>().ToArray();
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allBlockers = self.TraitsImplementing<IBlocksProjectiles>().ToArray();
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}
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void IRenderAboveWorld.RenderAboveWorld(Actor self, WorldRenderer wr)
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{
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if (debugVis == null || !debugVis.CombatGeometry)
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return;
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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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var iz = 1 / wr.Viewport.Zoom;
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var blockers = allBlockers.Where(Exts.IsTraitEnabled).ToList();
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if (blockers.Count > 0)
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{
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var hc = Color.Orange;
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var height = new WVec(0, 0, blockers.Max(b => b.BlockingHeight.Length));
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var ha = wr.Screen3DPosition(self.CenterPosition);
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var hb = wr.Screen3DPosition(self.CenterPosition + height);
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wcr.DrawLine(ha, hb, iz, hc);
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TargetLineRenderable.DrawTargetMarker(wr, hc, ha);
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TargetLineRenderable.DrawTargetMarker(wr, hc, hb);
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}
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var activeShapes = shapes.Where(Exts.IsTraitEnabled);
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foreach (var s in activeShapes)
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s.Info.Type.DrawCombatOverlay(wr, wcr, self);
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var tc = Color.Lime;
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var positions = Target.FromActor(self).Positions;
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foreach (var p in positions)
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{
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var center = wr.Screen3DPosition(p);
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TargetLineRenderable.DrawTargetMarker(wr, tc, center);
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wcr.DrawLine(wr.Screen3DPosition(p - TargetPosHLine), wr.Screen3DPosition(p + TargetPosHLine), iz, tc);
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wcr.DrawLine(wr.Screen3DPosition(p - TargetPosVLine), wr.Screen3DPosition(p + TargetPosVLine), iz, tc);
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}
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foreach (var attack in self.TraitsImplementing<AttackBase>().Where(x => !x.IsTraitDisabled))
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DrawArmaments(self, attack, wr, wcr, iz);
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}
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void DrawArmaments(Actor self, AttackBase attack, WorldRenderer wr, RgbaColorRenderer wcr, float iz)
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{
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var c = Color.White;
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// Fire ports on garrisonable structures
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var garrison = attack 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.Info.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.Screen3DPosition(pos);
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var a = wr.Screen3DPosition(pos + da * 224 / da.Length);
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var b = wr.Screen3DPosition(pos + db * 224 / db.Length);
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wcr.DrawLine(o, a, iz, c);
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wcr.DrawLine(o, b, iz, c);
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}
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return;
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}
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foreach (var a in attack.Armaments)
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{
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if (a.IsTraitDisabled)
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continue;
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foreach (var b in a.Barrels)
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{
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var muzzle = self.CenterPosition + a.MuzzleOffset(self, b);
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var dirOffset = new WVec(0, -224, 0).Rotate(a.MuzzleOrientation(self, b));
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var sm = wr.Screen3DPosition(muzzle);
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var sd = wr.Screen3DPosition(muzzle + dirOffset);
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wcr.DrawLine(sm, sd, iz, c);
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TargetLineRenderable.DrawTargetMarker(wr, c, sm);
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}
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}
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}
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void INotifyDamage.Damaged(Actor self, AttackInfo e)
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{
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if (debugVis == null || !debugVis.CombatGeometry || e.Damage.Value == 0)
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return;
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if (healthInfo == null)
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return;
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var maxHP = healthInfo.MaxHP > 0 ? healthInfo.MaxHP : 1;
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var damageText = "{0} ({1}%)".F(-e.Damage.Value, e.Damage.Value * 100 / maxHP);
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self.World.AddFrameEndTask(w => w.Add(new FloatingText(self.CenterPosition, e.Attacker.Owner.Color, damageText, 30)));
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}
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}
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}
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