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refactor: optimize debug system, remove redundant code & tests
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@@ -3,12 +3,9 @@ use crate::constants::{MapTile, BOARD_CELL_SIZE, CELL_SIZE};
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use crate::entity::direction::Direction;
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use crate::entity::graph::{Graph, Node, TraversalFlags};
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use crate::map::parser::MapTileParser;
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use crate::map::render::MapRenderer;
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use crate::systems::movement::NodeId;
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use crate::texture::sprite::SpriteAtlas;
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use bevy_ecs::resource::Resource;
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use glam::{IVec2, Vec2};
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use sdl2::render::{Canvas, RenderTarget};
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use std::collections::{HashMap, VecDeque};
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use tracing::debug;
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@@ -165,20 +162,6 @@ impl Map {
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})
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}
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/// Renders a debug visualization with cursor-based highlighting.
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///
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/// This function provides interactive debugging by highlighting the nearest node
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/// to the cursor, showing its ID, and highlighting its connections.
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pub fn debug_render_with_cursor<T: RenderTarget>(
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&self,
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canvas: &mut Canvas<T>,
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text_renderer: &mut crate::texture::text::TextTexture,
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atlas: &mut SpriteAtlas,
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cursor_pos: glam::Vec2,
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) -> GameResult<()> {
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MapRenderer::debug_render_with_cursor(&self.graph, canvas, text_renderer, atlas, cursor_pos)
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}
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/// Builds the house structure in the graph.
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fn build_house(
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graph: &mut Graph,
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