145 lines
4.8 KiB
C#
145 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
|
|
if (attack is AttackGarrisoned garrison)
|
|
{
|
|
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)));
|
|
}
|
|
}
|
|
}
|