Initial commit: OpenRA game engine
Fork from OpenRA/OpenRA with one-click launch script (start-ra.cmd) Co-Authored-By: Claude Opus 4.5 <noreply@anthropic.com>
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OpenRA.Mods.Common/Commands/DebugVisualizationCommands.cs
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OpenRA.Mods.Common/Commands/DebugVisualizationCommands.cs
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#region Copyright & License Information
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/*
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* Copyright (c) The OpenRA Developers and Contributors
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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 OpenRA.Graphics;
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using OpenRA.Mods.Common.Traits;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Commands
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{
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[TraitLocation(SystemActors.World)]
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[IncludeStaticFluentReferences(typeof(DebugVisualizationCommands))]
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[Desc("Enables visualization commands via the chatbox. Attach this to the world actor.")]
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public class DebugVisualizationCommandsInfo : TraitInfo<DebugVisualizationCommands> { }
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public class DebugVisualizationCommands : IChatCommand, IWorldLoaded
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{
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[FluentReference]
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const string CombatGeometryDescription = "description-combat-geometry";
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[FluentReference]
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const string RenderGeometryDescription = "description-render-geometry";
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[FluentReference]
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const string ScreenMapOverlayDescription = "description-screen-map-overlay";
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[FluentReference]
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const string DepthBufferDescription = "description-depth-buffer";
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[FluentReference]
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const string ActorTagsOverlayDescripition = "description-actor-tags-overlay";
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readonly IDictionary<string, (string Description, Action<DebugVisualizations, DeveloperMode> Handler)> commandHandlers =
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new Dictionary<string, (string Description, Action<DebugVisualizations, DeveloperMode> Handler)>
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{
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{ "combat-geometry", (CombatGeometryDescription, CombatGeometry) },
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{ "render-geometry", (RenderGeometryDescription, RenderGeometry) },
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{ "screen-map", (ScreenMapOverlayDescription, ScreenMap) },
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{ "depth-buffer", (DepthBufferDescription, DepthBuffer) },
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{ "actor-tags", (ActorTagsOverlayDescripition, ActorTags) },
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};
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DebugVisualizations debugVis;
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DeveloperMode devMode;
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public void WorldLoaded(World w, WorldRenderer wr)
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{
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var world = w;
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debugVis = world.WorldActor.TraitOrDefault<DebugVisualizations>();
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if (world.LocalPlayer != null)
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devMode = world.LocalPlayer.PlayerActor.Trait<DeveloperMode>();
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if (debugVis == null)
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return;
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var console = world.WorldActor.Trait<ChatCommands>();
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var help = world.WorldActor.Trait<HelpCommand>();
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foreach (var command in commandHandlers)
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{
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if (command.Key == "depth-buffer" && !w.Map.Grid.EnableDepthBuffer)
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continue;
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console.RegisterCommand(command.Key, this);
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help.RegisterHelp(command.Key, command.Value.Description);
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}
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}
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static void CombatGeometry(DebugVisualizations debugVis, DeveloperMode devMode)
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{
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debugVis.CombatGeometry ^= true;
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}
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static void RenderGeometry(DebugVisualizations debugVis, DeveloperMode devMode)
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{
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debugVis.RenderGeometry ^= true;
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}
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static void ScreenMap(DebugVisualizations debugVis, DeveloperMode devMode)
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{
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if (devMode == null || devMode.Enabled)
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debugVis.ScreenMap ^= true;
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}
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static void DepthBuffer(DebugVisualizations debugVis, DeveloperMode devMode)
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{
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debugVis.DepthBuffer ^= true;
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}
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static void ActorTags(DebugVisualizations debugVis, DeveloperMode devMode)
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{
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debugVis.ActorTags ^= true;
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}
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public void InvokeCommand(string name, string arg)
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{
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if (commandHandlers.TryGetValue(name, out var command))
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command.Handler(debugVis, devMode);
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}
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}
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}
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