remove some debug printout forgotten in 9b79b5b844

This was SVN commit r16123.
This commit is contained in:
mimo 2015-01-07 21:55:21 +00:00
parent 9b79b5b844
commit bdb1145f63

View File

@ -182,7 +182,7 @@ m.HQ.prototype.init = function(gameState, queues, deserializing)
let nobase = new m.BaseManager(gameState, this.Config);
nobase.init(gameState);
nobase.accessIndex = 0;
this.baseManagers.push(nobase); // baseManager[0] will deal with unit/structure witout bases
this.baseManagers.push(nobase); // baseManagers[0] will deal with unit/structure without base
var ccEnts = gameState.getOwnStructures().filter(API3.Filters.byClass("CivCentre"));
for (let cc of ccEnts.values())
{
@ -204,28 +204,16 @@ m.HQ.prototype.init = function(gameState, queues, deserializing)
let pos = gameState.ai.accessibility.gamePosToMapPos(ent.position());
let index = pos[0] + pos[1]*gameState.ai.accessibility.width;
let land = gameState.ai.accessibility.landPassMap[index];
if (land > 1 && !this.landRegions[land])
API3.warn("entity " + ent.genericName() + " in a not allowed land region " + land);
if (land > 1 && !this.landRegions[land])
this.landRegions[land] = true;
let sea = gameState.ai.accessibility.navalPassMap[index];
if (sea > 1 && !this.navalRegions[sea])
API3.warn("entity " + ent.genericName() + " in a not allowed sea region " + sea);
if (sea > 1 && !this.navalRegions[sea])
this.navalRegions[sea] = true;
}
// if garrisoned units inside, ungarrison them except if a ship in which case we make a transport
if (ent.isGarrisonHolder() && ent.garrisoned().length)
{
API3.warn(">>>>>>>>>>>>>>>> ent " + ent.id() + " name " + ent.genericName());
m.dumpEntity(ent);
API3.warn(" garrisoned " + uneval(ent.garrisoned()));
if (!ent.hasClass("Ship"))
for (let id of ent.garrisoned())
ent.unload(id);
else
warn(" ship garrisoned >>> create a transport");
}
// if garrisoned units inside, ungarrison them except if a ship in which case we will make a transport
if (ent.isGarrisonHolder() && ent.garrisoned().length && !ent.hasClass("Ship"))
for (let id of ent.garrisoned())
ent.unload(id);
// do not affect merchant ship immediately to trade as they may-be useful for transport
if (ent.hasClass("Trader") && !ent.hasClass("Ship"))
this.tradeManager.assignTrader(ent);
@ -923,7 +911,7 @@ m.HQ.prototype.findEconomicCCLocation = function(gameState, template, resource,
}
if (norm == 0)
continue;
/* rototo if (minDist > 170000 && !this.navalMap) // Reject if too far from any allied cc (-> not connected)
if (minDist > 170000 && !this.navalMap) // Reject if too far from any allied cc (-> not connected)
{
norm = 0;
continue;
@ -939,7 +927,7 @@ m.HQ.prototype.findEconomicCCLocation = function(gameState, template, resource,
}
else
norm *= 0.5;
} */
}
for (var dp of dpList)
{
@ -2092,8 +2080,6 @@ m.HQ.prototype.update = function(gameState, queues, events)
this.navalManager.update(gameState, queues, events);
var rototo = false;
if (rototo)
if (this.Config.difficulty > 0)
this.attackManager.update(gameState, queues, events);