* Engine namespace changes.
* Automated remove redundant using statements.
* Simplified Graphics namespace.
* Apparently the container system stores full type names in the map file.😞 This updates those names.
* API Changes to LocalizationManager.LoadCulture.
* Update submodule to v0.3.2
75 lines
2.7 KiB
C#
75 lines
2.7 KiB
C#
using Content.Client.GameObjects.EntitySystems.AI;
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using JetBrains.Annotations;
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using Robust.Shared.Console;
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using Robust.Shared.GameObjects;
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namespace Content.Client.Commands
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{
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[UsedImplicitly]
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internal sealed class DebugPathfindingCommand : IConsoleCommand
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{
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// ReSharper disable once StringLiteralTypo
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public string Command => "pathfinder";
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public string Description => "Toggles visibility of pathfinding debuggers.";
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public string Help => "pathfinder [hide/nodes/routes/graph/regioncache/regions]";
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public void Execute(IConsoleShell shell, string argStr, string[] args)
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{
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#if DEBUG
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if (args.Length < 1)
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{
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shell.RemoteExecuteCommand(argStr);
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return;
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}
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var anyAction = false;
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var debugSystem = EntitySystem.Get<ClientPathfindingDebugSystem>();
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foreach (var arg in args)
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{
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switch (arg)
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{
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case "hide":
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debugSystem.Disable();
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anyAction = true;
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break;
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// Shows all nodes on the closed list
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case "nodes":
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debugSystem.ToggleTooltip(PathfindingDebugMode.Nodes);
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anyAction = true;
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break;
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// Will show just the constructed route
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case "routes":
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debugSystem.ToggleTooltip(PathfindingDebugMode.Route);
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anyAction = true;
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break;
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// Shows all of the pathfinding chunks
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case "graph":
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debugSystem.ToggleTooltip(PathfindingDebugMode.Graph);
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anyAction = true;
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break;
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// Shows every time the cached reachable regions are hit (whether cached already or not)
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case "regioncache":
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debugSystem.ToggleTooltip(PathfindingDebugMode.CachedRegions);
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anyAction = true;
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break;
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// Shows all of the regions in each chunk
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case "regions":
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debugSystem.ToggleTooltip(PathfindingDebugMode.Regions);
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anyAction = true;
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break;
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default:
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continue;
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}
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}
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if(!anyAction)
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shell.RemoteExecuteCommand(argStr);
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#else
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shell.RemoteExecuteCommand(argStr);
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#endif
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}
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}
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}
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