Add utility AI (#806)

Co-authored-by: Pieter-Jan Briers <pieterjan.briers@gmail.com>
Co-authored-by: Metal Gear Sloth <metalgearsloth@gmail.com>
Co-authored-by: Pieter-Jan Briers <pieterjan.briers+git@gmail.com>
This commit is contained in:
metalgearsloth
2020-06-18 22:52:44 +10:00
committed by GitHub
parent 9b8cedf6c6
commit 5391d3c72a
211 changed files with 10335 additions and 527 deletions

View File

@@ -0,0 +1,61 @@
using Content.Client.GameObjects.EntitySystems.AI;
using JetBrains.Annotations;
using Robust.Client.Interfaces.Console;
using Robust.Client.Player;
using Robust.Shared.GameObjects.Systems;
using Robust.Shared.Interfaces.GameObjects;
using Robust.Shared.IoC;
namespace Content.Client.Commands
{
/// <summary>
/// This is used to handle the tooltips above AI mobs
/// </summary>
[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<ClientAiDebugSystem>();
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;
#endif
return true;
}
}
}