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authorTor Andersson <tor@ccxvii.net>2021-10-07 12:26:22 +0200
committerTor Andersson <tor@ccxvii.net>2022-11-16 19:19:39 +0100
commit085451a3e6805c803f6279d8136ff55a9ca0a6a4 (patch)
tree8e929dc825c7ec612ba76fbd2383a13755f19a36 /rules.js
parent472dc404209a80e07a5ca67e395cf56f9e6dbf94 (diff)
downloadcrusader-rex-085451a3e6805c803f6279d8136ff55a9ca0a6a4.tar.gz
crusader: Remove combat debug logging.
Diffstat (limited to 'rules.js')
-rw-r--r--rules.js36
1 files changed, 0 insertions, 36 deletions
diff --git a/rules.js b/rules.js
index 93d6d22..345ef39 100644
--- a/rules.js
+++ b/rules.js
@@ -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 = [];