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>
This commit is contained in:
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OpenRA.Mods.Common/Traits/World/ActorMapOverlay.cs
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94
OpenRA.Mods.Common/Traits/World/ActorMapOverlay.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.Collections.Generic;
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using OpenRA.Graphics;
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using OpenRA.Mods.Common.Commands;
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using OpenRA.Mods.Common.Graphics;
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using OpenRA.Primitives;
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using OpenRA.Traits;
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namespace OpenRA.Mods.Common.Traits
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{
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[TraitLocation(SystemActors.World)]
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[IncludeStaticFluentReferences(typeof(ActorMapOverlay))]
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[Desc("Renders a debug overlay showing the actor influence map. Attach this to the world actor.")]
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public class ActorMapOverlayInfo : TraitInfo<ActorMapOverlay>, Requires<ActorMapInfo> { }
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public class ActorMapOverlay : IRenderAnnotations, IWorldLoaded, IChatCommand
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{
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const string CommandName = "actor-map";
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[FluentReference]
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const string CommandDescription = "description-actor-map-overlay";
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public bool Enabled;
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void IWorldLoaded.WorldLoaded(World w, WorldRenderer wr)
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{
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var console = w.WorldActor.TraitOrDefault<ChatCommands>();
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var help = w.WorldActor.TraitOrDefault<HelpCommand>();
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if (console == null || help == null)
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return;
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console.RegisterCommand(CommandName, this);
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help.RegisterHelp(CommandName, CommandDescription);
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}
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void IChatCommand.InvokeCommand(string name, string arg)
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{
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if (name == CommandName)
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Enabled = !Enabled;
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}
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IEnumerable<IRenderable> IRenderAnnotations.RenderAnnotations(Actor self, WorldRenderer wr)
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{
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if (!Enabled)
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yield break;
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var map = wr.World.Map;
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// Only get actors in actor map.
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// Cull to visible cells while we are at it.
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var actorsInBox = new HashSet<Actor>(100);
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foreach (var mpos in wr.Viewport.AllVisibleCells.CandidateMapCoords)
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actorsInBox.UnionWith(wr.World.ActorMap.GetActorsAt(mpos.ToCPos(map)));
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foreach (var actor in actorsInBox)
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{
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if (actor.OccupiesSpace is not IOccupySpace space)
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continue;
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foreach (var (cell, subCell) in space.OccupiedCells())
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{
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var pos = map.CenterOfSubCell(cell, subCell);
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var fullCell = subCell == SubCell.FullCell;
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Color color;
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color = fullCell ? Color.Red : wr.World.ActorMap.HasFreeSubCell(cell, false) ? Color.Yellow : Color.Orange;
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var ramp = map.Ramp[cell];
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var corners = map.Grid.Ramps[ramp].Corners;
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for (var i = 0; i < 4; i++)
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{
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var j = (i + 1) % 4;
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var start = pos + corners[i] / (fullCell ? 1 : 2);
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var end = pos + corners[j] / (fullCell ? 1 : 2);
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yield return new LineAnnotationRenderable(start, end, 2, color);
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}
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}
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}
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}
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bool IRenderAnnotations.SpatiallyPartitionable => false;
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}
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}
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