Files
OpenRA/OpenRA.Mods.Common/Traits/CombatDebugOverlay.cs
2021-03-07 13:00:52 +00:00

146 lines
4.8 KiB
C#

#region Copyright & License Information
/*
* Copyright 2007-2020 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.Collections.Generic;
using System.Linq;
using OpenRA.Graphics;
using OpenRA.Mods.Common.Effects;
using OpenRA.Mods.Common.Graphics;
using OpenRA.Primitives;
using OpenRA.Traits;
namespace OpenRA.Mods.Common.Traits
{
[Desc("Displays fireports, muzzle offsets, and hit areas in developer mode.")]
public class CombatDebugOverlayInfo : TraitInfo
{
public override object Create(ActorInitializer init) { return new CombatDebugOverlay(init.Self); }
}
public class CombatDebugOverlay : IRenderAnnotations, INotifyDamage, INotifyCreated
{
static readonly WVec TargetPosHLine = new WVec(0, 128, 0);
static readonly WVec TargetPosVLine = new WVec(128, 0, 0);
readonly DebugVisualizations debugVis;
readonly IHealthInfo healthInfo;
readonly Lazy<BodyOrientation> coords;
HitShape[] shapes;
IBlocksProjectiles[] allBlockers;
public CombatDebugOverlay(Actor self)
{
healthInfo = self.Info.TraitInfoOrDefault<IHealthInfo>();
coords = Exts.Lazy(self.Trait<BodyOrientation>);
debugVis = self.World.WorldActor.TraitOrDefault<DebugVisualizations>();
}
void INotifyCreated.Created(Actor self)
{
shapes = self.TraitsImplementing<HitShape>().ToArray();
allBlockers = self.TraitsImplementing<IBlocksProjectiles>().ToArray();
}
IEnumerable<IRenderable> IRenderAnnotations.RenderAnnotations(Actor self, WorldRenderer wr)
{
if (debugVis == null || !debugVis.CombatGeometry || self.World.FogObscures(self))
return Enumerable.Empty<IRenderable>();
return RenderAnnotations(self, wr);
}
IEnumerable<IRenderable> RenderAnnotations(Actor self, WorldRenderer wr)
{
var blockers = allBlockers.Where(Exts.IsTraitEnabled).ToList();
if (blockers.Count > 0)
{
var height = new WVec(0, 0, blockers.Max(b => b.BlockingHeight.Length));
yield return new LineAnnotationRenderable(self.CenterPosition, self.CenterPosition + height, 1, Color.Orange);
}
var activeShapes = shapes.Where(Exts.IsTraitEnabled);
foreach (var s in activeShapes)
foreach (var r in s.RenderDebugOverlay(self, wr))
yield return r;
var positions = Target.FromActor(self).Positions;
foreach (var p in positions)
{
yield return new LineAnnotationRenderable(p - TargetPosHLine, p + TargetPosHLine, 1, Color.Lime);
yield return new LineAnnotationRenderable(p - TargetPosVLine, p + TargetPosVLine, 1, Color.Lime);
}
foreach (var attack in self.TraitsImplementing<AttackBase>().Where(x => !x.IsTraitDisabled))
foreach (var r in RenderArmaments(self, attack))
yield return r;
}
bool IRenderAnnotations.SpatiallyPartitionable => true;
IEnumerable<IRenderable> RenderArmaments(Actor self, AttackBase attack)
{
// 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));
yield return new LineAnnotationRenderable(pos, pos + da * 224 / da.Length, 1, Color.White);
yield return new LineAnnotationRenderable(pos, pos + db * 224 / da.Length, 1, Color.White);
}
yield break;
}
foreach (var a in attack.Armaments)
{
if (a.IsTraitDisabled)
continue;
foreach (var b in a.Barrels)
{
var barrelEnd = new Barrel
{
Offset = b.Offset + new WVec(224, 0, 0),
Yaw = b.Yaw
};
var muzzle = self.CenterPosition + a.MuzzleOffset(self, b);
var endMuzzle = self.CenterPosition + a.MuzzleOffset(self, barrelEnd);
yield return new LineAnnotationRenderable(muzzle, endMuzzle, 1, Color.White);
}
}
}
void INotifyDamage.Damaged(Actor self, AttackInfo e)
{
if (debugVis == null || !debugVis.CombatGeometry || e.Damage.Value == 0)
return;
if (healthInfo == null)
return;
var maxHP = healthInfo.MaxHP > 0 ? healthInfo.MaxHP : 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, damageText, 30)));
}
}
}