using FarseerPhysics; using FarseerPhysics.Dynamics.Joints; using Microsoft.Xna.Framework; using Microsoft.Xna.Framework.Graphics; namespace Barotrauma { partial class EnemyAIController : AIController { public override void DebugDraw(SpriteBatch spriteBatch) { if (Character.IsDead) return; Vector2 pos = Character.WorldPosition; pos.Y = -pos.Y; if (SelectedAiTarget?.Entity != null) { GUI.DrawLine(spriteBatch, pos, new Vector2(SelectedAiTarget.WorldPosition.X, -SelectedAiTarget.WorldPosition.Y), Color.Red * 0.3f, 0, 5); if (wallTarget != null) { Vector2 wallTargetPos = wallTarget.Position; wallTargetPos.Y = -wallTargetPos.Y; GUI.DrawRectangle(spriteBatch, wallTargetPos - new Vector2(10.0f, 10.0f), new Vector2(20.0f, 20.0f), Color.Red, false); GUI.DrawLine(spriteBatch, pos, wallTargetPos, Color.Orange * 0.5f, 0, 5); } GUI.DrawString(spriteBatch, pos - Vector2.UnitY * 60.0f, $"{SelectedAiTarget.Entity.ToString()} ({targetValue.FormatZeroDecimal()})", Color.Red, Color.Black); } /*GUI.Font.DrawString(spriteBatch, targetValue.ToString(), pos - Vector2.UnitY * 80.0f, Color.Red); GUI.Font.DrawString(spriteBatch, "updatetargets: " + MathUtils.Round(updateTargetsTimer, 0.1f), pos - Vector2.UnitY * 100.0f, Color.Red); GUI.Font.DrawString(spriteBatch, "cooldown: " + MathUtils.Round(coolDownTimer, 0.1f), pos - Vector2.UnitY * 120.0f, Color.Red);*/ Color stateColor = Color.White; switch (State) { case AIState.Attack: stateColor = IsCoolDownRunning ? Color.Orange : Color.Red; break; case AIState.Escape: stateColor = Color.LightBlue; break; case AIState.Eat: stateColor = Color.Brown; break; case AIState.GoTo: stateColor = Color.Magenta; break; } GUI.DrawString(spriteBatch, pos - Vector2.UnitY * 80.0f, State.ToString(), stateColor, Color.Black); if (latchOntoAI != null) { foreach (Joint attachJoint in latchOntoAI.AttachJoints) { GUI.DrawLine(spriteBatch, ConvertUnits.ToDisplayUnits(new Vector2(attachJoint.WorldAnchorA.X, -attachJoint.WorldAnchorA.Y)), ConvertUnits.ToDisplayUnits(new Vector2(attachJoint.WorldAnchorB.X, -attachJoint.WorldAnchorB.Y)), Color.Orange * 0.6f, 0, 5); } if (latchOntoAI.WallAttachPos.HasValue) { GUI.DrawLine(spriteBatch, pos, ConvertUnits.ToDisplayUnits(new Vector2(latchOntoAI.WallAttachPos.Value.X, -latchOntoAI.WallAttachPos.Value.Y)), Color.Orange * 0.6f, 0, 3); } } GUI.DrawLine(spriteBatch, pos, pos + ConvertUnits.ToDisplayUnits(new Vector2(Steering.X, -Steering.Y)), Color.Blue, width: 3); if (steeringManager is IndoorsSteeringManager pathSteering) { var path = pathSteering.CurrentPath; if (path != null) { if (path.CurrentNode != null) { GUI.DrawLine(spriteBatch, pos, new Vector2(path.CurrentNode.DrawPosition.X, -path.CurrentNode.DrawPosition.Y), Color.DarkViolet, 0, 3); GUI.DrawString(spriteBatch, pos - new Vector2(0, 100), "Path cost: " + path.Cost.FormatZeroDecimal(), Color.White, Color.Black * 0.5f); } for (int i = 1; i < path.Nodes.Count; i++) { var previousNode = path.Nodes[i - 1]; var currentNode = path.Nodes[i]; GUI.DrawLine(spriteBatch, new Vector2(currentNode.DrawPosition.X, -currentNode.DrawPosition.Y), new Vector2(previousNode.DrawPosition.X, -previousNode.DrawPosition.Y), Color.Red * 0.5f, 0, 3); GUI.SmallFont.DrawString(spriteBatch, currentNode.ID.ToString(), new Vector2(currentNode.DrawPosition.X + 20, -currentNode.DrawPosition.Y - 20), Color.Red); } } } GUI.DrawLine(spriteBatch, pos, pos + ConvertUnits.ToDisplayUnits(new Vector2(Character.AnimController.TargetMovement.X, -Character.AnimController.TargetMovement.Y)), Color.SteelBlue, width: 2); GUI.DrawLine(spriteBatch, pos, pos + ConvertUnits.ToDisplayUnits(new Vector2(Steering.X, -Steering.Y)), Color.Blue, width: 3); } } }