105 lines
5.0 KiB
C#
105 lines
5.0 KiB
C#
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);
|
|
}
|
|
}
|
|
}
|