using Content.Client.GameObjects.EntitySystems.AI;
using JetBrains.Annotations;
using Robust.Client.Interfaces.Console;
using Robust.Shared.GameObjects.Systems;
namespace Content.Client.Commands
{
///
/// This is used to handle the tooltips above AI mobs
///
[UsedImplicitly]
internal sealed class DebugAiCommand : IConsoleCommand
{
// ReSharper disable once StringLiteralTypo
public string Command => "debugai";
public string Description => "Handles all tooltip debugging above AI mobs";
public string Help => "debugai [hide/paths/thonk]";
public bool Execute(IDebugConsole console, params string[] args)
{
#if DEBUG
if (args.Length < 1)
{
return true;
}
var anyAction = false;
var debugSystem = EntitySystem.Get();
foreach (var arg in args)
{
switch (arg)
{
case "hide":
debugSystem.Disable();
anyAction = true;
break;
// This will show the pathfinding numbers above the mob's head
case "paths":
debugSystem.ToggleTooltip(AiDebugMode.Paths);
anyAction = true;
break;
// Shows stats on what the AI was thinking.
case "thonk":
debugSystem.ToggleTooltip(AiDebugMode.Thonk);
anyAction = true;
break;
default:
continue;
}
}
return !anyAction;
#else
return true;
#endif
}
}
}