| 198 | } |
| 199 | |
| 200 | void DrawItemPathfinding(int itemNumber) |
| 201 | { |
| 202 | constexpr auto MAX_DRAW_STEPS = 100; |
| 203 | constexpr auto ROOT_NODE_RADIUS = 64.0f; |
| 204 | constexpr auto INTERMEDIATE_NODE_RADIUS = 32.0f; |
| 205 | |
| 206 | if (itemNumber < 0 || itemNumber >= g_Level.Items.size()) |
| 207 | return; |
| 208 | |
| 209 | auto& item = g_Level.Items[itemNumber]; |
| 210 | if (!item.IsCreature()) |
| 211 | return; |
| 212 | |
| 213 | auto* creature = GetCreatureInfo(&item); |
| 214 | const auto& LOT = creature->LOT; |
| 215 | |
| 216 | // Green box: current box (where creature is). |
| 217 | if (item.BoxNumber != NO_VALUE) |
| 218 | DrawBox(item.BoxNumber, Vector3(0, 1, 0)); |
| 219 | |
| 220 | // Blue box: TargetBox (pathfinding destination). |
| 221 | if (LOT.TargetBox != NO_VALUE) |
| 222 | DrawBox(LOT.TargetBox, Vector3(0, 0, 1)); |
| 223 | |
| 224 | // Cyan box: RequiredBox (if different from TargetBox). |
| 225 | if (LOT.RequiredBox != NO_VALUE && LOT.RequiredBox != LOT.TargetBox) |
| 226 | DrawBox(LOT.RequiredBox, Vector3(0, 1, 1)); |
| 227 | |
| 228 | if (item.BoxNumber == NO_VALUE || LOT.TargetBox == NO_VALUE) |
| 229 | return; |
| 230 | |
| 231 | // Draw creature's own node. |
| 232 | auto source = item.Pose.Position.ToVector3(); |
| 233 | source.y -= CLICK(1); |
| 234 | DrawDebugSphere(source, ROOT_NODE_RADIUS, Vector4::One, RendererDebugPage::PathfindingStats, false); |
| 235 | DrawDebugString(item.Name, source, Vector4::One, RendererDebugPage::PathfindingStats); |
| 236 | |
| 237 | // If target is not bound to enemy, indicate it. |
| 238 | auto target = LOT.Target.ToVector3(); |
| 239 | bool drawName = creature->Enemy != nullptr && Vector3i::Distance(creature->Enemy->Pose.Position, LOT.Target) <= BLOCK(1); |
| 240 | target.y -= ROOT_NODE_RADIUS; |
| 241 | |
| 242 | // Draw target node. |
| 243 | DrawDebugSphere(target, ROOT_NODE_RADIUS, Vector4::One, RendererDebugPage::PathfindingStats, false); |
| 244 | DrawDebugString(drawName ? creature->Enemy->Name : "< PENDING >", target, Vector4::One, RendererDebugPage::PathfindingStats); |
| 245 | |
| 246 | // If creature got a penalty for accessing bad box, remember it for further indication. |
| 247 | int blinkingBox = NO_VALUE; |
| 248 | for (auto& badBox : LOT.BadBoxes) |
| 249 | { |
| 250 | int cooldownLimit = g_GameFlow->GetSettings()->Pathfinding.CollisionPenaltyCooldown * FPS; |
| 251 | if (badBox.BoxNumber != NO_VALUE && badBox.Count < -(cooldownLimit / 2)) |
| 252 | { |
| 253 | blinkingBox = badBox.BoxNumber; |
| 254 | break; |
| 255 | } |
| 256 | } |
| 257 |
no test coverage detected