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author | Tor Andersson <tor@ccxvii.net> | 2021-10-07 12:26:22 +0200 |
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committer | Tor Andersson <tor@ccxvii.net> | 2022-11-16 19:19:39 +0100 |
commit | 085451a3e6805c803f6279d8136ff55a9ca0a6a4 (patch) | |
tree | 8e929dc825c7ec612ba76fbd2383a13755f19a36 | |
parent | 472dc404209a80e07a5ca67e395cf56f9e6dbf94 (diff) | |
download | crusader-rex-085451a3e6805c803f6279d8136ff55a9ca0a6a4.tar.gz |
crusader: Remove combat debug logging.
-rw-r--r-- | rules.js | 36 |
1 files changed, 0 insertions, 36 deletions
@@ -917,7 +917,6 @@ function can_muster_anywhere() { function lift_siege(where) { if (is_under_siege(where) && !is_contested_town(where)) { log("Siege lifted in " + where + "."); - console.log("SIEGE LIFTED IN", where); for (let b in BLOCKS) if (is_block_in_castle_in(b, where)) remove_from_array(game.castle, b); @@ -1316,7 +1315,6 @@ function end_player_turn() { // EVENTS function goto_event_card(event) { - console.log("EVENT", event); switch (event) { case 'assassins': goto_assassins(); break; case 'guide': goto_guide(); break; @@ -1518,7 +1516,6 @@ function move_block(who, from, to) { // 6.56 Main Attack relief force by Player 2 arrives one round later than normal let relief_delay = 0; if (game.active === game.p2 && besieged_player(to) === game.p2) { - console.log("DELAYED RELIEF BY P2", who, from, to); relief_delay = 1; } @@ -2151,8 +2148,6 @@ states.combat_phase = { } function start_combat() { - console.log("START COMBAT"); - game.flash = ""; log(""); log("Battle in " + game.where + "."); @@ -2166,7 +2161,6 @@ function start_combat() { if (is_castle_town(game.where)) { if (!is_under_siege(game.where)) { - console.log("START SIEGE"); log("~ Combat Deployment ~"); game.castle_owner = enemy(game.attacker[game.where]); game.active = game.castle_owner; @@ -2176,13 +2170,11 @@ function start_combat() { game.castle_owner = besieged_player(game.where); if (!game.attacker[game.where]) game.attacker[game.where] = enemy(game.castle_owner); - console.log("CONTINUE SIEGE", game.attacker[game.where]); log("Existing siege continues."); game.is_existing_siege = 1; next_combat_round(); } } else { - console.log("START NON-SIEGE"); game.castle_owner = null; next_combat_round(); } @@ -2191,8 +2183,6 @@ function start_combat() { function end_combat() { log("~ Combat Ends ~"); - console.log("END COMBAT IN", game.where); - lift_siege(game.where); if (game.jihad === game.where) @@ -2255,7 +2245,6 @@ states.combat_deployment = { log(game.active + " withdraw " + n + " blocks."); game.active = game.attacker[game.where]; if (count_enemy_in_field_and_reserve(game.where) === 0) { - console.log("DEFENDER REFUSED FIELD BATTLE"); return goto_regroup(); } next_combat_round(); @@ -2272,7 +2261,6 @@ function print_retreat_summary() { function goto_regroup() { lift_siege(game.where); - console.log("REGROUP", game.active); if (!is_under_siege(game.where)) clear_reserves(); // no siege battle, reserves arrive before regroup reset_road_limits(); @@ -2342,7 +2330,6 @@ states.regroup_to = { // COMBAT ROUND function next_combat_round() { - console.log("NEXT COMBAT ROUND"); print_retreat_summary(); if (game.jihad === game.where && game.combat_round === 1) game.jihad = null; @@ -2401,12 +2388,10 @@ function goto_combat_round(new_combat_round) { game.active = besieging_player(game.where); if (count_friendly_in_field_excluding_reserves(game.where) === 0) { log("Combat round skipped because main attack regrouped away."); - console.log("MAIN ATTACK REGROUPED AWAY, SKIP ROUND 1"); game.combat_round = 2; } } - console.log("COMBAT ROUND", game.combat_round); log("~ Combat Round " + game.combat_round + " ~"); if (game.combat_round === 2) @@ -2420,17 +2405,14 @@ function goto_combat_round(new_combat_round) { if (is_under_siege(game.where)) { if (!was_contested) { log("Relief forces arrive!"); - console.log("RELIEF FORCE ARRIVED"); if (game.storming.length > 0) { log("Storming canceled by arriving relief force."); - console.log("STORMING CANCELED"); game.halfhit = null; game.storming.length = 0; } let old_attacker = game.attacker[game.where]; game.attacker[game.where] = besieged_player(game.where); if (old_attacker !== game.attacker[game.where]) { - console.log("NEW ATTACKER IS", game.attacker[game.where]); log(game.attacker[game.where] + " are now the attacker."); } } @@ -2485,7 +2467,6 @@ states.declare_storm = { next: function () { clear_undo(); let n = game.storming.length; - console.log("STORM DECLARATION", n); if (n === 0) { game.flash = game.active + " decline to storm."; if (game.jihad === game.where) @@ -2546,7 +2527,6 @@ states.declare_sally = { next: function () { clear_undo(); let n = game.sallying.length; - console.log("SALLY DECLARATION", n); if (n === 0) { game.flash = game.active + " decline to sally."; log(game.active + " decline to sally."); @@ -2554,7 +2534,6 @@ states.declare_sally = { if (is_contested_battle_field()) { if (!game.was_contested) { log(game.active + " are now the attacker."); - console.log("NEW ATTACKER IS", game.active); game.attacker[game.where] = game.active; } goto_field_battle(); @@ -2584,7 +2563,6 @@ function sally_with_block(who) { // RETREAT AFTER COMBAT function goto_retreat_after_combat() { - console.log("RETREAT AFTER COMBAT"); reset_moved_for_combat(); // withdraw all sallying blocks to castle. @@ -2633,7 +2611,6 @@ states.retreat = { eliminate_block(b); print_summary(game.active + " retreat:"); game.active = enemy(game.active); - console.log("ATTACKER RETREATED FROM THE FIELD"); goto_regroup(); }, block: function (who) { @@ -2680,7 +2657,6 @@ states.retreat_to = { // SIEGE ATTRITION function goto_siege_attrition() { - console.log("SIEGE ATTRITION"); log("~ Siege Attrition ~"); game.active = besieged_player(game.where); game.state = 'siege_attrition'; @@ -2791,10 +2767,7 @@ function resume_field_battle() { game.active = game.attacker[game.where]; - console.log("FIELD BATTLE ATTACKER=", game.attacker[game.where]); - if (is_friendly_field(game.where)) { - console.log("FIELD BATTLE WON BY ATTACKER", game.active); print_retreat_summary(); log("Field battle won by " + game.active + "."); game.show_field = 0; @@ -2803,7 +2776,6 @@ function resume_field_battle() { if (is_enemy_field(game.where)) { game.active = enemy(game.active); - console.log("FIELD BATTLE WON BY DEFENDER", game.active); print_retreat_summary(); log("Field battle won by " + game.active + "."); game.show_field = 0; @@ -2811,14 +2783,12 @@ function resume_field_battle() { } if (is_enemy_battle_field()) { - console.log("ATTACKER ELIMINATED", game.active); print_retreat_summary(); log("Attacking main force was eliminated."); return next_combat_round(); } if (is_friendly_battle_field()) { - console.log("DEFENDER ELIMINATED, SWAP ATTACKER/DEFENDER", game.active); print_retreat_summary(); log("Defending main force was eliminated."); log(game.active + " are now the defender."); @@ -2878,7 +2848,6 @@ states.field_battle = { function goto_siege_battle() { game.attacker[game.where] = besieging_player(game.where); - console.log("SIEGE BATTLE", game.attacker[game.where]); game.show_castle = 1; resume_siege_battle(); } @@ -2887,13 +2856,11 @@ function resume_siege_battle() { game.active = game.attacker[game.where]; if (is_friendly_town(game.where)) { - console.log("SIEGE BATTLE WON BY ATTACKER", game.active); log("Siege battle won by " + game.active + "."); return goto_regroup(); } if (is_enemy_town(game.where)) { - console.log("SIEGE BATTLE WON BY DEFENDER", enemy(game.active)); game.active = enemy(game.active); game.halfhit = null; log("Siege battle won by " + game.active + "."); @@ -2901,7 +2868,6 @@ function resume_siege_battle() { } if (game.storming.length === 0) { - console.log("SIEGE BATTLE WON BY DEFENDER", enemy(game.active)); game.halfhit = null; log("Storming repulsed."); return next_combat_round(); @@ -3315,7 +3281,6 @@ states.draw_phase = { game.location[game.who] = where; if (type === 'turcopoles' || type === 'outremers' || type === 'emirs' || type === 'nomads') { - console.log("DRAW", type, where, game.who, is_home_seat(where, game.who)); if (is_home_seat(where, game.who)) game.steps[game.who] = block_max_steps(game.who); else @@ -3368,7 +3333,6 @@ function goto_winter_siege_attrition() { log(game.active + " winter campaign in " + game.winter_campaign + "."); game.where = game.winter_campaign; - console.log("WINTER SIEGE ATTRITION"); game.active = besieged_player(game.where); game.state = 'winter_siege_attrition'; game.attrition_list = []; |