diff --git a/data/ai/micro_ais/cas/ca_fast_combat.lua b/data/ai/micro_ais/cas/ca_fast_combat.lua index 5227073289d..68ac2496b83 100644 --- a/data/ai/micro_ais/cas/ca_fast_combat.lua +++ b/data/ai/micro_ais/cas/ca_fast_combat.lua @@ -10,7 +10,6 @@ function ca_fast_combat:evaluation(ai, cfg, self) end if (not self.data.fast_combat_units) or (not self.data.fast_combat_units[1]) then - --print('Reusing unit table') self.data.fast_combat_units = wesnoth.get_units { side = wesnoth.current.side } if (not self.data.fast_combat_units[1]) then return 0 end @@ -24,11 +23,9 @@ function ca_fast_combat:evaluation(ai, cfg, self) local aggression = ai.get_aggression() if (aggression > 1) then aggression = 1 end - --print('aggression', aggression) for i = #self.data.fast_combat_units,1,-1 do local unit = self.data.fast_combat_units[i] - --print('Considering unit ' .. i .. ': ' .. unit.id) if (unit.attacks_left > 0) and (H.get_child(unit.__cfg, 'attack')) then local attacks = AH.get_attacks({ unit }, { include_occupied = cfg.include_occupied_attack_hexes }) @@ -42,7 +39,6 @@ function ca_fast_combat:evaluation(ai, cfg, self) { own_value_weight = 1.0 - aggression }, self.data.fast_cache ) - --print(unit.id, target.id, rating) if (rating > 0) and (rating > max_rating) then max_rating, best_target, best_dst = rating, target, attack.dst diff --git a/data/ai/micro_ais/cas/ca_fast_move.lua b/data/ai/micro_ais/cas/ca_fast_move.lua index 70d4849654b..8715bacfd7d 100644 --- a/data/ai/micro_ais/cas/ca_fast_move.lua +++ b/data/ai/micro_ais/cas/ca_fast_move.lua @@ -28,7 +28,6 @@ function ca_fast_move:execution(ai, cfg, self) local village_value = ai.get_village_value() if (village_value > 0) then local villages = wesnoth.get_villages() - --print('#villages', #villages) -- Eliminate villages owned by a side that is not an enemy for i = #villages,1,-1 do @@ -37,7 +36,6 @@ function ca_fast_move:execution(ai, cfg, self) table.remove(villages, i) end end - --print('#villages up for grabs', #villages) -- Add rating that is sum of inverse distances from all other villages for i = 1,#villages-1 do @@ -66,10 +64,8 @@ function ca_fast_move:execution(ai, cfg, self) -- Now we figure out how many villages we want to go for local max_villages = math.floor(#units / 4. * village_value) - --print('max_villages', max_villages) local villages_to_get = math.min(max_villages, #villages) - --print('villages_to_get', villages_to_get) for _ = 1,villages_to_get do -- Sort villages by rating (highest rating last, because that makes table.remove faster) @@ -91,7 +87,6 @@ function ca_fast_move:execution(ai, cfg, self) end end end - --print('Time after setting up village goals:', wesnoth.get_time_stamp() - start_time) -- Now add enemy leaders to the goals local enemy_leaders = @@ -99,7 +94,6 @@ function ca_fast_move:execution(ai, cfg, self) { "filter_side", { { "enemy_of", { side = wesnoth.current.side } } } }, canrecruit = 'yes' } - --print('#enemy_leaders', #enemy_leaders) -- Sort enemy leaders by distance to AI leader if leader then @@ -114,7 +108,6 @@ function ca_fast_move:execution(ai, cfg, self) local goal = { x = enemy_leader.x, y = enemy_leader.y } table.insert(goals, goal) end - --print('Time after setting up enemy leader goals:', wesnoth.get_time_stamp() - start_time) -- Putting information about all the units into the goals -- This is a one-time expense up front, but generally not too bad @@ -126,7 +119,6 @@ function ca_fast_move:execution(ai, cfg, self) end table.sort(goal, function(a, b) return (a.dist < b.dist) end) end - --print('Time after adding unit info into goals:', wesnoth.get_time_stamp() - start_time) local keep_moving, next_goal = true, 0 while keep_moving do @@ -150,12 +142,10 @@ function ca_fast_move:execution(ai, cfg, self) end if (unit_info.cost < unit_info.dist * move_cost_factor) then - --print('Efficient move found:', units[unit_info.i_unit].x, units[unit_info.i_unit].y, goal.x, goal.y) best_unit_info = unit_info break elseif (unit_info.cost < 1000) then - --print('No efficient move found:', units[unit_info.i_unit].x, units[unit_info.i_unit].y, goal.x, goal.y) local rating = - unit_info.cost if (rating > max_rating) then max_rating, best_unit_info = rating, unit_info @@ -196,7 +186,6 @@ function ca_fast_move:execution(ai, cfg, self) end if best_hex then - --print('Doing move:', unit.x, unit.y, best_hex[1], best_hex[2], goal.x, goal.y) local dx, dy = goal.x - best_hex[1], goal.y - best_hex[2] local r = math.sqrt(dx * dx + dy * dy) @@ -216,12 +205,10 @@ function ca_fast_move:execution(ai, cfg, self) -- Finally, if this was a village, remove the goal (we only do one unit per village if goal.is_village then - --print('Removing goal (only one unit per village):', goal.x, goal.y) table.remove(goals, next_goal) next_goal = next_goal - 1 end else - --print('Removing goal (no more unit can get there):', goal.x, goal.y) table.remove(goals, next_goal) next_goal = next_goal - 1 end @@ -233,7 +220,6 @@ function ca_fast_move:execution(ai, cfg, self) end end end - --print('Overall time:', wesnoth.get_time_stamp() - start_time) end return ca_fast_move