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https://github.com/wesnoth/wesnoth
synced 2025-04-23 23:52:02 +00:00
Catch a few more missed logging newlines
Mostly with a space before the trailing newline.
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@ -151,7 +151,7 @@ void aspect_attacks_base::do_attack_analysis(const map_location& loc,
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const std::size_t max_positions = 1000;
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if(result.size() > max_positions && !cur_analysis.movements.empty()) {
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LOG_AI << "cut analysis short with number of positions\n";
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LOG_AI << "cut analysis short with number of positions";
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return;
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}
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@ -226,20 +226,20 @@ void recruitment::execute() {
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for (const unit_map::const_iterator& leader : leaders) {
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const map_location& keep = leader->get_location();
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if (!is_allowed_unit(*leader)) {
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LOG_AI_RECRUITMENT << "Leader " << leader->name() << " is not allowed recruiter. \n";
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LOG_AI_RECRUITMENT << "Leader " << leader->name() << " is not allowed recruiter.";
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continue;
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}
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if (!resources::gameboard->map().is_keep(keep)) {
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LOG_AI_RECRUITMENT << "Leader " << leader->name() << " is not on keep. \n";
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LOG_AI_RECRUITMENT << "Leader " << leader->name() << " is not on keep.";
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continue;
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}
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if (pathfind::find_vacant_castle(*leader) == map_location::null_location()) {
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LOG_AI_RECRUITMENT << "Leader " << leader->name() << " has no free hexes \n";
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LOG_AI_RECRUITMENT << "Leader " << leader->name() << " has no free hexes";
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continue;
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}
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int cheapest_unit_cost = get_cheapest_unit_cost_for_leader(leader);
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if (current_team().gold() < cheapest_unit_cost && cheapest_unit_cost > 0) {
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LOG_AI_RECRUITMENT << "Leader " << leader->name() << " recruits are too expensive. \n";
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LOG_AI_RECRUITMENT << "Leader " << leader->name() << " recruits are too expensive.";
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continue;
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}
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@ -301,12 +301,12 @@ void recruitment::execute() {
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}
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if (leader_data.empty()) {
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LOG_AI_RECRUITMENT << "No leader available for recruiting. \n";
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LOG_AI_RECRUITMENT << "No leader available for recruiting.";
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return; // This CA is going to be blacklisted for this turn.
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}
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if (global_recruits.empty()) {
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LOG_AI_RECRUITMENT << "All leaders have empty recruitment lists. \n";
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LOG_AI_RECRUITMENT << "All leaders have empty recruitment lists.";
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return; // This CA is going to be blacklisted for this turn.
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}
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@ -1546,7 +1546,7 @@ void recruitment::update_state() {
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int spend_all_gold = get_recruitment_save_gold()["spend_all_gold"].to_int(-1);
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if (spend_all_gold > 0 && current_team().gold() >= spend_all_gold) {
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state_ = SPEND_ALL_GOLD;
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LOG_AI_RECRUITMENT << "Changed state_ to SPEND_ALL_GOLD. \n";
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LOG_AI_RECRUITMENT << "Changed state_ to SPEND_ALL_GOLD.";
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return;
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}
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double ratio = get_unit_ratio();
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@ -94,7 +94,7 @@ void manager::add_event_handler_from_wml(const config& handler, game_lua_kernel&
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<< " with the following actions:\n"
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<< args.debug();
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} else {
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LOG_EH << "Content of failed event:\n" << handler.debug() << "\n";
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LOG_EH << "Content of failed event:\n" << handler.debug();
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}
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}
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@ -311,7 +311,7 @@ void create_engine::init_generated_level_data()
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try {
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if(!cur_lev->generate_whole_scenario())
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{
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DBG_MP << "** replacing map ** \n";
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DBG_MP << "** replacing map **";
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config data = cur_lev->data();
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@ -321,7 +321,7 @@ void create_engine::init_generated_level_data()
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} else { //scenario generation
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DBG_MP << "** replacing scenario ** \n";
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DBG_MP << "** replacing scenario **";
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config data = generator_->create_scenario();
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@ -489,7 +489,7 @@ void set_language(const std::string& language, const std::vector<std::string>* /
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{
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// why should we need alternates? which languages we support should only be related
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// to which languages we ship with and not which the os supports
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LOG_G << "setting language to '" << language << "' \n";
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LOG_G << "setting language to '" << language << "'";
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std::scoped_lock lock(get_mutex());
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get_manager().set_language(language);
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}
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@ -762,18 +762,18 @@ static void convert_old_saves_1_11_0(config& cfg)
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// if replay and snapshot are empty we've got a start of scenario save and don't want replay_start either
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if(replay.empty() && snapshot.empty()) {
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LOG_RG << "removing replay_start \n";
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LOG_RG << "removing replay_start";
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cfg.clear_children("replay_start");
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}
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// remove empty replay or snapshot so type of save can be detected more easily
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if(replay.empty()) {
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LOG_RG << "removing replay \n";
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LOG_RG << "removing replay";
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cfg.clear_children("replay");
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}
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if(snapshot.empty()) {
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LOG_RG << "removing snapshot \n";
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LOG_RG << "removing snapshot";
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cfg.clear_children("snapshot");
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}
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}
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@ -4184,7 +4184,7 @@ static int intf_debug_ai(lua_State *L)
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config cfg = ai::configuration::get_default_ai_parameters();
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lua_engine = new ai::engine_lua(ai_context, cfg);
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LOG_LUA << "Created new dummy lua-engine for debug_ai(). \n";
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LOG_LUA << "Created new dummy lua-engine for debug_ai().";
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//and add the dummy engine as a component
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//to the manager, so we could use it later
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@ -169,7 +169,7 @@ void plugins_manager::play_slice(const plugins_context & ctxt)
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for (std::size_t idx = 0; idx < size(); ++idx)
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{
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DBG_PLG << "play_slice[" << idx << "] ... \n";
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DBG_PLG << "play_slice[" << idx << "] ...";
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if (plugins_[idx].thread && plugins_[idx].thread->is_running()) {
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DBG_PLG << "is running...";
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if (!*local) { //check playing_ before each call to be sure that we should still continue
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@ -1032,7 +1032,7 @@ std::string team::get_side_highlight_pango(int side)
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void team::log_recruitable() const
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{
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LOG_NG << "Adding recruitable units: \n";
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LOG_NG << "Adding recruitable units:";
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for(const std::string& recruit : info_.can_recruit) {
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LOG_NG << recruit;
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}
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