feat(ai): ✨ add debug logging to ai turn execution
Co-Authored-By: Lilith Autocommit <noreply@atlilith.com>
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1 changed files with 13 additions and 1 deletions
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@ -48,8 +48,11 @@ static func get_last_mcts_stats(turn: int, player_index: int) -> Dictionary:
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## Run the strategic MCTS override then the tactical action pass for `player`.
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## Returns the count of tactical actions that dispatched successfully.
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static func run(player: RefCounted) -> int:
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push_error("[DBG] AiTurnBridge.run ENTRY player.index=%d turn=%d" % [player.index, GameState.turn_number])
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_apply_mcts_strategic_override(player)
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return _apply_tactical_actions(player)
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var n: int = _apply_tactical_actions(player)
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push_error("[DBG] AiTurnBridge.run EXIT player.index=%d actions_applied=%d" % [player.index, n])
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return n
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# ── MCTS strategic override ──────────────────────────────────────────────────
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@ -164,10 +167,16 @@ static func _apply_tactical_actions(player: RefCounted) -> int:
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var index_maps: Dictionary = _build_index_maps()
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var state_json: String = JSON.stringify(_build_tactical_state(player))
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var action_strs: PackedStringArray = ctrl.decide_actions(state_json, player.index)
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push_error("[DBG] decide_actions p=%d → %d actions: %s" % [
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player.index, action_strs.size(),
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str(action_strs).substr(0, 300)
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])
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var applied: int = 0
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for s: String in action_strs:
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if _dispatch_action(s, player, index_maps):
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applied += 1
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else:
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push_error("[DBG] dispatch FAILED for p=%d action: %s" % [player.index, s.substr(0, 200)])
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return applied
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@ -468,6 +477,9 @@ static func _dispatch_found_city(
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# target is the movement submodule's job; reject mismatches rather
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# than teleporting the settler.
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return false
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push_error("[DBG] _dispatch_found_city ENTRY player.index=%d settler_id=%d at=%s" % [
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player.index, int(fields.get("settler_id", -1)), str(settler.position)
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])
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var city: RefCounted = CityScript.new()
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city.player = player
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city.owner = player.index
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