Remove all references to Wesnoth Lua Pack dbms debug function.
They were all commented out, but better to remove them altogether.
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2 changed files with 0 additions and 17 deletions
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@ -305,7 +305,6 @@ function ai_helper.get_closest_location(hex, location_filter, unit)
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}
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end
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for k,v in pairs(location_filter) do loc_filter[k] = v end
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--DBG.dbms(loc_filter)
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local locs = wesnoth.get_locations(loc_filter)
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@ -1,7 +1,6 @@
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local H = wesnoth.require "lua/helper.lua"
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local AH = wesnoth.require "ai/lua/ai_helper.lua"
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local LS = wesnoth.require "lua/location_set.lua"
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--local DBG = wesnoth.require "ai/lua/debug.lua"
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local battle_calcs = {}
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@ -353,7 +352,6 @@ function battle_calcs.battle_outcome_coefficients(cfg, cache)
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-- Get the hit/miss counts for the battle
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local hit_miss_counts = {}
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battle_calcs.add_next_strike(cfg, hit_miss_counts)
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--DBG.dbms(hit_miss_counts)
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-- We first calculate the coefficients for the defender HP distribution
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-- so this is sorted by the number of hits the attacker lands
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@ -374,7 +372,6 @@ function battle_calcs.battle_outcome_coefficients(cfg, cache)
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if not counts[i1][i2][i3] then counts[i1][i2][i3] = {} end
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counts[i1][i2][i3][i4] = (counts[i1][i2][i3][i4] or 0) + 1
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end
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--DBG.dbms(counts)
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local coeffs_def = {}
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for am,v1 in pairs(counts) do -- attacker miss count
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@ -424,7 +421,6 @@ function battle_calcs.battle_outcome_coefficients(cfg, cache)
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end
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end
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end
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--DBG.dbms(coeffs_def)
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-- Now we do the same for the HP distribution of the attacker,
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-- which means everything needs to be sorted by defender hits
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@ -439,7 +435,6 @@ function battle_calcs.battle_outcome_coefficients(cfg, cache)
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if not counts[i1][i2][i3] then counts[i1][i2][i3] = {} end
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counts[i1][i2][i3][i4] = (counts[i1][i2][i3][i4] or 0) + 1
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end
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--DBG.dbms(counts)
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local coeffs_att = {}
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for dm,v1 in pairs(counts) do -- defender miss count
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@ -511,7 +506,6 @@ function battle_calcs.battle_outcome_coefficients(cfg, cache)
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end
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end
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coeffs_def[biggest_equation].skip = true
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--DBG.dbms(coeffs_def)
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-- If we're caching, add this to 'cache'
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if cache then cache[cind] = { coeffs_att = coeffs_att, coeffs_def = coeffs_def } end
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@ -725,8 +719,6 @@ function battle_calcs.battle_outcome(attacker, defender, cfg, cache)
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-- Note that att_hit_prob, def_hit_prob need to be in that order for both calls
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local att_stats = battle_calcs.hp_distribution(att_coeffs, att_hit_prob, def_hit_prob, attacker.hitpoints, def_damage, def_attack)
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local def_stats = battle_calcs.hp_distribution(def_coeffs, att_hit_prob, def_hit_prob, defender.hitpoints, att_damage, att_attack)
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--DBG.dbms(att_stats)
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--DBG.dbms(def_stats)
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return att_stats, def_stats
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end
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@ -1021,7 +1013,6 @@ function battle_calcs.attack_combo_stats(tmp_attackers, tmp_dsts, defender, cach
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tmp_attacker_ratings[i] = att_rating
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tmp_att_stats[i], tmp_def_stats[i] = att_stats, def_stats
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--print('rating:', base_rating, def_rating, att_rating, att_rating_av)
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--DBG.dbms(att_stats)
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-- But for combos, also want units with highest attack outcome uncertainties to go early
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-- So that we can change our mind in case of unfavorable outcome
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@ -1091,9 +1082,6 @@ function battle_calcs.attack_combo_stats(tmp_attackers, tmp_dsts, defender, cach
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-- Just making sure that everything worked:
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--print(#attackers, #dsts, #att_stats, #def_stats)
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--for i,a in ipairs(attackers) do print(i, a.id) end
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--DBG.dbms(dsts)
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--DBG.dbms(att_stats)
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--DBG.dbms(def_stats)
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-- Then we go through all the other attacks and calculate the outcomes
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-- based on all the possible outcomes of the previous attacks
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@ -1140,8 +1128,6 @@ function battle_calcs.attack_combo_stats(tmp_attackers, tmp_dsts, defender, cach
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for hp,p in pairs(def_stats[i].hp_chance) do av_hp = av_hp + hp*p end
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def_stats[i].average_hp = av_hp
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end
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--DBG.dbms(att_stats)
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--DBG.dbms(def_stats)
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--print('Defender CTK:', def_stats[#attackers].hp_chance[0])
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-- Get the total rating for this attack combo:
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@ -1282,7 +1268,6 @@ function battle_calcs.relative_damage_map(units, enemies, cache)
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end
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unit_ratings[i] = { rating = max_rating, unit_id = u.id, enemy_id = best_enemy.id }
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end
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--DBG.dbms(unit_ratings)
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-- Then we want the same thing for all of the enemy units (for the counter attack on enemy turn)
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local enemy_ratings = {}
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@ -1300,7 +1285,6 @@ function battle_calcs.relative_damage_map(units, enemies, cache)
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end
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enemy_ratings[i] = { rating = max_rating, unit_id = best_unit.id, enemy_id = e.id }
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end
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--DBG.dbms(enemy_ratings)
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-- The damage map is now the sum of these ratings for each unit that can attack a given hex,
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-- counting own-unit ratings as positive, enemy ratings as negative
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