132 lines
4.1 KiB
C#
132 lines
4.1 KiB
C#
#region Copyright & License Information
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/*
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* Copyright 2007-2016 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.Collections.Generic;
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using System.Drawing;
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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.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 : IPostRender, INotifyDamage, INotifyCreated
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{
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readonly DeveloperMode devMode;
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readonly HealthInfo healthInfo;
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IBlocksProjectiles[] allBlockers;
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Lazy<AttackBase> attack;
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Lazy<BodyOrientation> coords;
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public CombatDebugOverlay(Actor self)
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{
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healthInfo = self.Info.TraitInfoOrDefault<HealthInfo>();
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attack = Exts.Lazy(() => self.TraitOrDefault<AttackBase>());
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coords = Exts.Lazy(() => self.Trait<BodyOrientation>());
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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 Created(Actor self)
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{
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allBlockers = self.TraitsImplementing<IBlocksProjectiles>().ToArray();
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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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var wcr = Game.Renderer.WorldRgbaColorRenderer;
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var iz = 1 / wr.Viewport.Zoom;
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if (healthInfo != null)
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healthInfo.Shape.DrawCombatOverlay(wr, wcr, self);
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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.ScreenPosition(self.CenterPosition);
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var hb = wr.ScreenPosition(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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// No armaments to draw
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if (attack.Value == null)
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return;
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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.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.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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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.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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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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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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if (healthInfo == null)
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return;
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var maxHP = healthInfo.HP > 0 ? healthInfo.HP : 1;
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var damageText = "{0} ({1}%)".F(-e.Damage, e.Damage * 100 / 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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