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:
159
OpenRA.Mods.Common/Traits/World/HierarchicalPathFinderOverlay.cs
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159
OpenRA.Mods.Common/Traits/World/HierarchicalPathFinderOverlay.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 System.Globalization;
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using System.Linq;
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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(HierarchicalPathFinderOverlay))]
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[Desc("Renders a debug overlay showing the abstract graph of the hierarchical pathfinder. Attach this to the world actor.")]
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public class HierarchicalPathFinderOverlayInfo : TraitInfo, Requires<PathFinderInfo>
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{
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public readonly string Font = "TinyBold";
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public readonly Color GroundLayerColor = Color.DarkOrange;
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public readonly Color CustomLayerColor = Color.Blue;
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public readonly Color GroundToCustomLayerColor = Color.Purple;
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public readonly Color AbstractNodeColor = Color.Red;
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public override object Create(ActorInitializer init) { return new HierarchicalPathFinderOverlay(this); }
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}
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public class HierarchicalPathFinderOverlay : IRenderAnnotations, IWorldLoaded, IChatCommand
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{
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const string CommandName = "hpf";
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[FluentReference]
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const string CommandDescription = "description-hpf-debug-overlay";
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readonly HierarchicalPathFinderOverlayInfo info;
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readonly SpriteFont font;
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public bool Enabled { get; private set; }
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/// <summary>
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/// The Locomotor selected in the UI which the overlay will display.
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/// If null, will show the overlays for the currently selected units.
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/// </summary>
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public Locomotor Locomotor { get; set; }
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/// <summary>
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/// The blocking check selected in the UI which the overlay will display.
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/// </summary>
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public BlockedByActor Check { get; set; } = BlockedByActor.Immovable;
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public HierarchicalPathFinderOverlay(HierarchicalPathFinderOverlayInfo info)
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{
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this.info = info;
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font = Game.Renderer.Fonts[info.Font];
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}
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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 ^= true;
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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 pathFinder = self.Trait<PathFinder>();
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var visibleRegion = wr.Viewport.AllVisibleCells;
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var locomotors = Locomotor == null
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? self.World.Selection.Actors
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.Where(a => !a.Disposed)
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.Select(a => a.TraitOrDefault<Mobile>()?.Locomotor)
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.Where(l => l != null)
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.Distinct()
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: [Locomotor];
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foreach (var locomotor in locomotors)
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{
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var (abstractGraph, abstractDomains) = pathFinder.GetOverlayDataForLocomotor(locomotor, Check);
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// Locomotor doesn't allow movement, nothing to display.
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if (abstractGraph == null || abstractDomains == null)
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continue;
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foreach (var connectionsFromOneNode in abstractGraph)
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{
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var nodeCell = connectionsFromOneNode.Key;
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var srcUv = (PPos)nodeCell.ToMPos(self.World.Map);
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foreach (var cost in connectionsFromOneNode.Value)
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{
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var destUv = (PPos)cost.Destination.ToMPos(self.World.Map);
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if (!visibleRegion.Contains(destUv) && !visibleRegion.Contains(srcUv))
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continue;
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var connection = new WPos[]
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{
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self.World.Map.CenterOfSubCell(cost.Destination, SubCell.FullCell),
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self.World.Map.CenterOfSubCell(nodeCell, SubCell.FullCell),
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};
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// Connections on the ground layer given in ground color.
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// Connections on any custom layers given in custom color.
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// Connections that allow a transition between layers given in transition color.
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Color lineColor;
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if (nodeCell.Layer == 0 && cost.Destination.Layer == 0)
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lineColor = info.GroundLayerColor;
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else if (nodeCell.Layer == cost.Destination.Layer)
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lineColor = info.CustomLayerColor;
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else
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lineColor = info.GroundToCustomLayerColor;
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yield return new TargetLineRenderable(connection, lineColor, 1, 2);
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var centerCell = new CPos(
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(cost.Destination.X + nodeCell.X) / 2,
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(cost.Destination.Y + nodeCell.Y) / 2);
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var centerPos = self.World.Map.CenterOfSubCell(centerCell, SubCell.FullCell);
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yield return new TextAnnotationRenderable(font, centerPos, 0, lineColor, cost.Cost.ToString(NumberFormatInfo.CurrentInfo));
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}
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}
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foreach (var domainForCell in abstractDomains)
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{
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var nodeCell = domainForCell.Key;
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var srcUv = (PPos)nodeCell.ToMPos(self.World.Map);
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if (!visibleRegion.Contains(srcUv))
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continue;
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// Show the abstract cell and its domain index.
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var nodePos = self.World.Map.CenterOfSubCell(nodeCell, SubCell.FullCell);
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yield return new TextAnnotationRenderable(
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font, nodePos, 0, info.AbstractNodeColor, $"{domainForCell.Value}: {nodeCell}");
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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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