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Cleanup prints and testing stuff
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Data/Missions.rte/Activities/DecisionDay.lua

Lines changed: 0 additions & 38 deletions
Original file line numberDiff line numberDiff line change
@@ -355,23 +355,6 @@ function DecisionDay:StartActivity(isNewGame)
355355
else
356356
self:ResumeLoadedGame();
357357
end
358-
359-
--[[
360-
self.messageTimer:SetSimTimeLimitMS(1000);
361-
for _, bunkerRegionData in pairs(self.bunkerRegions) do
362-
bunkerRegionData.captureLimit = 60;
363-
end
364-
--]]
365-
366-
--[[
367-
self.currentStage = self.stages.attackFrontBunker;
368-
369-
self.aiData.internalReinforcementsEnabled = true;
370-
self.internalReinforcementsData[self.bunkerIds.frontBunker].enabled = true;
371-
372-
self.bunkerRegions["Front Bunker Operations"].enabled = true;
373-
self.bunkerRegions["Front Bunker Small Vault"].enabled = true;
374-
--]]
375358
end
376359

377360
function DecisionDay:OnSave()
@@ -655,22 +638,16 @@ function DecisionDay:SetTableValueByKey(tableToSetValueFor, keyToLoad)
655638

656639
if existingValueType == "number" then
657640
tableToSetValueFor[tableKey] = self:LoadNumber(keyToLoad);
658-
--print("Key " .. tableKey .." had value " ..tostring(existingValue) .. " and now has value ".. tostring(tableToSetValueFor[tableKey]))
659641
elseif existingValueType == "string" then
660642
tableToSetValueFor[tableKey] = self:LoadString(keyToLoad);
661-
--print("Key " .. tableKey .." had value " ..tostring(existingValue) .. " and now has value ".. tostring(tableToSetValueFor[tableKey]))
662643
elseif existingValueType == "boolean" then
663644
tableToSetValueFor[tableKey] = self:LoadNumber(keyToLoad) ~= 0;
664-
--print("Key " .. tableKey .." had value " ..tostring(existingValue) .. " and now has value ".. tostring(tableToSetValueFor[tableKey]))
665645
elseif existingValueType == "table" then
666646
print("Loading Error: Tables are not supported, use . for subkeys!")
667647
elseif existingValueType == "userdata" then
668648
if existingValue.ElapsedSimTimeMS ~= nil then
669-
--local existinglimit = existingValue:GetSimTimeLimitMS();
670-
--local existingelapsed = existingValue.ElapsedSimTimeMS;
671649
tableToSetValueFor[tableKey]:SetSimTimeLimitMS(self:LoadNumber(keyToLoad .. ".SimTimeLimitMS"));
672650
tableToSetValueFor[tableKey].ElapsedSimTimeMS = self:LoadNumber(keyToLoad .. ".ElapsedSimTimeMS");
673-
--print("Key " .. tableKey .." had SimTimeLimitMS " ..tostring(existinglimit) .. " and ElapsedSimTimeMS "..tostring(existingelapsed) .. " and now has SimTimeLimitMS ".. tostring(tableToSetValueFor[tableKey]:GetSimTimeLimitMS()) .. " and ElapsedSimTimeMS " .. tostring(tableToSetValueFor[tableKey].ElapsedSimTimeMS));
674651
else
675652
print("Loading Error: The only supported userdata type is Timer!");
676653
end
@@ -1567,7 +1544,6 @@ function DecisionDay:UpdateAIInternalReinforcements(forceInstantSpawning)
15671544
if self.internalReinforcementsData[bunkerId].enabled then
15681545
local maxNumberOfInternalReinforcementsToCreate = math.ceil(self.difficultyRatio * 2 * bunkerId * RangeRand(0.5, 1.5));
15691546
local maxFundsForInternalReinforcements = math.ceil(self.difficultyRatio * 350 * bunkerId * RangeRand(0.75, 1.25));
1570-
print("Time to try making internal reinforcements. Bunker "..tostring(bunkerId)..": max number - "..tostring(maxNumberOfInternalReinforcementsToCreate)..", max funds - "..tostring(maxFundsForInternalReinforcements))
15711547
if self.internalReinforcementsData[bunkerId].enabled and #self.aiData.enemiesInsideBunkers[bunkerId] > 0 then
15721548
table.insert(self.aiData.internalReinforcementPositionsCalculationCoroutines, coroutine.create(self.CalculateInternalReinforcementPositionsToEnemyTargets));
15731549
coroutine.resume(self.aiData.internalReinforcementPositionsCalculationCoroutines[#self.aiData.internalReinforcementPositionsCalculationCoroutines], self, bunkerId, maxNumberOfInternalReinforcementsToCreate, maxFundsForInternalReinforcements);
@@ -1616,7 +1592,6 @@ function DecisionDay:UpdateAIDecisions()
16161592
--end
16171593
end
16181594
end
1619-
print("decisions for " .. bunkerRegionName)
16201595
if self.aiData.internalReinforcementsEnabled and bunkerRegionData.internalReinforcementsArea and self.internalReinforcementsData[bunkerRegionData.bunkerId].enabled then
16211596
local internalReinforcementPositionsToEnemyTargets = {};
16221597
for box in bunkerRegionData.internalReinforcementsArea.Boxes do
@@ -1630,7 +1605,6 @@ function DecisionDay:UpdateAIDecisions()
16301605
end
16311606
end
16321607
end
1633-
print("Making reinforcements for " .. bunkerRegionName)
16341608
self:CreateInternalReinforcements(math.random() < self.difficultyRatio * 0.75 and "CQB" or "Light", internalReinforcementPositionsToEnemyTargets, nil, 450 * self.difficultyRatio);
16351609
end
16361610

@@ -1680,10 +1654,8 @@ function DecisionDay:UpdateAIDecisions()
16801654
if self.aiData.attackTarget ~= nil then
16811655
actor:AddAISceneWaypoint(self.aiData.attackTarget);
16821656
actor.AIMode = Actor.AIMODE_GOTO;
1683-
print("Sending ai attack actor " .. actor.PresetName .. " at pos "..tostring(actor.Pos) .. " to recapture bunker region "..bunkerRegionForAIToRecapture.bunkerRegionName);
16841657
else
16851658
actor.AIMode = Actor.AIMODE_BRAINHUNT;
1686-
print("No attack target, so sending ai attack actor " .. actor.PresetName .. " at pos "..tostring(actor.Pos) .. " to hunt brains");
16871659
end
16881660
end
16891661
end
@@ -1937,14 +1909,11 @@ function DecisionDay:DoAIExternalSpawns()
19371909
if self.aiData.attackTarget ~= nil then
19381910
actor:AddAISceneWaypoint(self.aiData.attackTarget);
19391911
actor.AIMode = Actor.AIMODE_GOTO;
1940-
print("Newly spawned ai external actor being sent to attack target at "..tostring(self.aiData.attackTarget));
19411912
else
19421913
actor.AIMode = Actor.AIMODE_BRAINHUNT;
1943-
print("Newly spawned ai external actor being sent to hunt brains");
19441914
end
19451915
end
19461916
end
1947-
print("Spawned "..tostring(numberOfActorsSpawned) .. " attackers. AI funds remaining: "..tostring(self:GetTeamFunds(self.aiTeam)))
19481917

19491918
self.aiData.externalSpawnTimer:Reset();
19501919
end
@@ -2020,7 +1989,6 @@ function DecisionDay:UpdateBrainDefenderSpawning()
20201989
if self.aiData.brainDefenderReplenishTimer:IsPastSimTimeLimit() then
20211990
if self.aiData.brainDefendersRemaining < self.aiData.brainDefendersTotal and self.bunkerRegions["Main Bunker Barracks"].ownerTeam == self.aiTeam then
20221991
self.aiData.brainDefendersRemaining = self.aiData.brainDefendersRemaining + 1;
2023-
print("Replenished 1 brain defender. Available defender count is now "..tostring(self.aiData.brainDefendersRemaining));
20241992
end
20251993
self.aiData.brainDefenderReplenishTimer:Reset();
20261994
end
@@ -2059,7 +2027,6 @@ function DecisionDay:UpdateBrainDefenderSpawning()
20592027
end
20602028
end
20612029
self.aiData.brainDefendersRemaining = self.aiData.brainDefendersRemaining - self:CreateInternalReinforcements(infantryType, internalReinforcementPositionsToEnemyTargets);
2062-
print("Spawned brain defenders, available defender count is now "..tostring(self.aiData.brainDefendersRemaining));
20632030
infantryType = "Heavy";
20642031
if self.aiData.brainDefendersRemaining <= 0 then
20652032
break;
@@ -2256,7 +2223,6 @@ end
22562223

22572224
function DecisionDay:CalculateInternalReinforcementPositionsToEnemyTargets(bunkerId, maxNumberOfInternalReinforcementsToCreate, maxFundsForInternalReinforcements)
22582225
local enemiesToTarget = {};
2259-
print("Start time, organizing "..tostring(maxNumberOfInternalReinforcementsToCreate).. " reinforcements");
22602226
for i = 1, maxNumberOfInternalReinforcementsToCreate do
22612227
if enemiesToTarget[i] == nil then
22622228
enemiesToTarget[i] = self.aiData.enemiesInsideBunkers[bunkerId][math.random(1, #self.aiData.enemiesInsideBunkers[bunkerId])];
@@ -2275,7 +2241,6 @@ function DecisionDay:CalculateInternalReinforcementPositionsToEnemyTargets(bunke
22752241
local pathLengthFromClosestInternalReinforcementPositionToEnemy = SceneMan.SceneWidth * SceneMan.SceneHeight;
22762242
local enemyToTargetPos = enemyToTarget.Pos;
22772243
for _, internalReinforcementPosition in pairs(self.internalReinforcementsData[bunkerId].positions) do
2278-
print("Calculating path from internalReinforcementPosition at " .. tostring(internalReinforcementPosition) .. " to enemy target at "..tostring(enemyToTargetPos)..". Shortest distance magnitude is "..tostring(SceneMan:ShortestDistance(internalReinforcementPosition, enemyToTargetPos, false).Magnitude));
22792244
local pathLengthFromInternalReinforcementPositionToEnemy = SceneMan.Scene:CalculatePath(internalReinforcementPosition, enemyToTargetPos, false, GetPathFindingDefaultDigStrength(), self.aiTeam);
22802245
if pathLengthFromInternalReinforcementPositionToEnemy < pathLengthFromClosestInternalReinforcementPositionToEnemy then
22812246
internalReinforcementPositionForEnemy = internalReinforcementPosition;
@@ -2323,8 +2288,6 @@ function DecisionDay:CreateInternalReinforcements(loadout, internalReinforcement
23232288
MovableMan:AddParticle(doorParticle);
23242289
self.internalReinforcementsData.doorsAndActorsToSpawn[doorParticle] = {};
23252290

2326-
print("Internal reinforcement position "..tostring(internalReinforcementPosition).." has "..tostring(#enemyTargetsForPosition).." enemy targets!")
2327-
23282291
local numberOfInternalReinforcementsToCreateAtPosition = math.min(#enemyTargetsForPosition, 5);
23292292
if numberOfInternalReinforcementsToCreateAtPosition == 1 and math.random() < (self.difficultyRatio * 0.5) then
23302293
numberOfInternalReinforcementsToCreateAtPosition = 2;
@@ -2349,7 +2312,6 @@ function DecisionDay:CreateInternalReinforcements(loadout, internalReinforcement
23492312
local leftmostSpawnOffset = 20;
23502313
internalReinforcement.Pos.X = internalReinforcement.Pos.X - leftmostSpawnOffset + ((i - 1) * ((leftmostSpawnOffset * 2) / (numberOfInternalReinforcementsToCreateAtPosition - 1)));
23512314
end
2352-
print("Creating internal reinforcement "..internalReinforcement.PresetName.." who costs "..tostring(internalReinforcement:GetTotalValue(self.aiTeamTech, 1)).. " at "..tostring(internalReinforcement.Pos))
23532315
if internalReinforcement:IsInGroup("Actors - Turrets") then
23542316
internalReinforcement.AIMode = Actor.AIMODE_SENTRY;
23552317
else

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