Fast Micro AI: remove debug output

This commit is contained in:
mattsc 2014-05-04 13:10:04 -07:00
parent 6ab1c1e315
commit 6cfbe69784
2 changed files with 0 additions and 18 deletions

View file

@ -10,7 +10,6 @@ function ca_fast_combat:evaluation(ai, cfg, self)
end
if (not self.data.fast_combat_units) or (not self.data.fast_combat_units[1]) then
--print('Reusing unit table')
self.data.fast_combat_units = wesnoth.get_units { side = wesnoth.current.side }
if (not self.data.fast_combat_units[1]) then return 0 end
@ -24,11 +23,9 @@ function ca_fast_combat:evaluation(ai, cfg, self)
local aggression = ai.get_aggression()
if (aggression > 1) then aggression = 1 end
--print('aggression', aggression)
for i = #self.data.fast_combat_units,1,-1 do
local unit = self.data.fast_combat_units[i]
--print('Considering unit ' .. i .. ': ' .. unit.id)
if (unit.attacks_left > 0) and (H.get_child(unit.__cfg, 'attack')) then
local attacks = AH.get_attacks({ unit }, { include_occupied = cfg.include_occupied_attack_hexes })
@ -42,7 +39,6 @@ function ca_fast_combat:evaluation(ai, cfg, self)
{ own_value_weight = 1.0 - aggression },
self.data.fast_cache
)
--print(unit.id, target.id, rating)
if (rating > 0) and (rating > max_rating) then
max_rating, best_target, best_dst = rating, target, attack.dst

View file

@ -28,7 +28,6 @@ function ca_fast_move:execution(ai, cfg, self)
local village_value = ai.get_village_value()
if (village_value > 0) then
local villages = wesnoth.get_villages()
--print('#villages', #villages)
-- Eliminate villages owned by a side that is not an enemy
for i = #villages,1,-1 do
@ -37,7 +36,6 @@ function ca_fast_move:execution(ai, cfg, self)
table.remove(villages, i)
end
end
--print('#villages up for grabs', #villages)
-- Add rating that is sum of inverse distances from all other villages
for i = 1,#villages-1 do
@ -66,10 +64,8 @@ function ca_fast_move:execution(ai, cfg, self)
-- Now we figure out how many villages we want to go for
local max_villages = math.floor(#units / 4. * village_value)
--print('max_villages', max_villages)
local villages_to_get = math.min(max_villages, #villages)
--print('villages_to_get', villages_to_get)
for _ = 1,villages_to_get do
-- Sort villages by rating (highest rating last, because that makes table.remove faster)
@ -91,7 +87,6 @@ function ca_fast_move:execution(ai, cfg, self)
end
end
end
--print('Time after setting up village goals:', wesnoth.get_time_stamp() - start_time)
-- Now add enemy leaders to the goals
local enemy_leaders =
@ -99,7 +94,6 @@ function ca_fast_move:execution(ai, cfg, self)
{ "filter_side", { { "enemy_of", { side = wesnoth.current.side } } } },
canrecruit = 'yes'
}
--print('#enemy_leaders', #enemy_leaders)
-- Sort enemy leaders by distance to AI leader
if leader then
@ -114,7 +108,6 @@ function ca_fast_move:execution(ai, cfg, self)
local goal = { x = enemy_leader.x, y = enemy_leader.y }
table.insert(goals, goal)
end
--print('Time after setting up enemy leader goals:', wesnoth.get_time_stamp() - start_time)
-- Putting information about all the units into the goals
-- This is a one-time expense up front, but generally not too bad
@ -126,7 +119,6 @@ function ca_fast_move:execution(ai, cfg, self)
end
table.sort(goal, function(a, b) return (a.dist < b.dist) end)
end
--print('Time after adding unit info into goals:', wesnoth.get_time_stamp() - start_time)
local keep_moving, next_goal = true, 0
while keep_moving do
@ -150,12 +142,10 @@ function ca_fast_move:execution(ai, cfg, self)
end
if (unit_info.cost < unit_info.dist * move_cost_factor) then
--print('Efficient move found:', units[unit_info.i_unit].x, units[unit_info.i_unit].y, goal.x, goal.y)
best_unit_info = unit_info
break
elseif (unit_info.cost < 1000) then
--print('No efficient move found:', units[unit_info.i_unit].x, units[unit_info.i_unit].y, goal.x, goal.y)
local rating = - unit_info.cost
if (rating > max_rating) then
max_rating, best_unit_info = rating, unit_info
@ -196,7 +186,6 @@ function ca_fast_move:execution(ai, cfg, self)
end
if best_hex then
--print('Doing move:', unit.x, unit.y, best_hex[1], best_hex[2], goal.x, goal.y)
local dx, dy = goal.x - best_hex[1], goal.y - best_hex[2]
local r = math.sqrt(dx * dx + dy * dy)
@ -216,12 +205,10 @@ function ca_fast_move:execution(ai, cfg, self)
-- Finally, if this was a village, remove the goal (we only do one unit per village
if goal.is_village then
--print('Removing goal (only one unit per village):', goal.x, goal.y)
table.remove(goals, next_goal)
next_goal = next_goal - 1
end
else
--print('Removing goal (no more unit can get there):', goal.x, goal.y)
table.remove(goals, next_goal)
next_goal = next_goal - 1
end
@ -233,7 +220,6 @@ function ca_fast_move:execution(ai, cfg, self)
end
end
end
--print('Overall time:', wesnoth.get_time_stamp() - start_time)
end
return ca_fast_move