111 lines
3.3 KiB
C#
111 lines
3.3 KiB
C#
#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;
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using System.Drawing;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Effects;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Mods.RA.Effects;
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using OpenRA.Mods.RA.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.RA
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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 : IPostRender, INotifyDamage
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{
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Lazy<AttackBase> attack;
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Lazy<IBodyOrientation> coords;
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Lazy<Health> health;
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DeveloperMode devMode;
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public CombatDebugOverlay(Actor self)
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{
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attack = Exts.Lazy(() => self.TraitOrDefault<AttackBase>());
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coords = Exts.Lazy(() => self.Trait<IBodyOrientation>());
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health = Exts.Lazy(() => self.TraitOrDefault<Health>());
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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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}
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public void RenderAfterWorld(WorldRenderer wr, Actor self)
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{
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if (devMode == null || !devMode.ShowCombatGeometry)
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return;
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if (health.Value != null)
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wr.DrawRangeCircle(self.CenterPosition, health.Value.Info.Radius, Color.Red);
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// No armaments to draw
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if (attack.Value == null)
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return;
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var wlr = Game.Renderer.WorldLineRenderer;
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var c = Color.White;
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// Fire ports on garrisonable structures
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var garrison = attack.Value 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.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.ScreenPosition(pos);
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var a = wr.ScreenPosition(pos + da * 224 / da.Length);
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var b = wr.ScreenPosition(pos + db * 224 / db.Length);
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wlr.DrawLine(o, a, c, c);
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wlr.DrawLine(o, b, c, c);
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}
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return;
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}
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foreach (var a in attack.Value.Armaments)
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{
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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.ScreenPosition(muzzle);
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var sd = wr.ScreenPosition(muzzle + dirOffset);
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wlr.DrawLine(sm, sd, c, c);
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wr.DrawTargetMarker(c, sm);
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}
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}
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}
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public void Damaged(Actor self, AttackInfo e)
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{
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if (devMode == null || !devMode.ShowCombatGeometry || e.Damage == 0)
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return;
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var health = self.TraitOrDefault<Health>();
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if (health == null)
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return;
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var damageText = "{0} ({1}%)".F(-e.Damage, e.Damage * 100 / health.MaxHP);
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self.World.AddFrameEndTask(w => w.Add(new FloatingText(self.CenterPosition, e.Attacker.Owner.Color.RGB, damageText, 30)));
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}
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}
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}
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