diff --git a/src/game/engine/scenes/tests/auto_play.gd b/src/game/engine/scenes/tests/auto_play.gd index 343d341f..7305e0ee 100644 --- a/src/game/engine/scenes/tests/auto_play.gd +++ b/src/game/engine/scenes/tests/auto_play.gd @@ -964,10 +964,6 @@ func _play_turn() -> void: var lair_max_tier: int = 2 if u.type_id == "dwarf_scout" else 3 if hp_ok: lair_target = _find_nearest_low_lair(u.position, lair_max_tier) - if _turn_count <= 30 or _turn_count % 50 == 0: - print(" LAIR_SEEK: %s hp=%d/%d hp_ok=%s target=%s" % [ - u.type_id, u.hp, u_max_hp, str(hp_ok), str(lair_target) - ]) if lair_target != Vector2i(-1, -1): _move_toward(u, lair_target, game_map) _try_attack_adjacent_lair(u, game_map) @@ -1445,18 +1441,7 @@ func _find_nearest_low_lair(from: Vector2i, max_tier: int) -> Vector2i: low_ids.append(lt.get("id", "")) var game_map: RefCounted = GameState.get_game_map() if game_map == null: - print(" LAIR_SCAN: game_map null!") return best - # Count all lairs on map for diagnostics - var all_lairs: Array[String] = [] - for tile: Variant in game_map.tiles.values(): - var lt_id: String = tile.lair_type if tile.lair_type != null else "" - if lt_id != "": - all_lairs.append("%s@%s" % [lt_id, str(tile.position)]) - if _turn_count <= 5 or _turn_count % 25 == 0: - print(" LAIR_SCAN T%d: from=%s max_tier=%d low_ids=%s all_lairs(%d)=%s" % [ - _turn_count, str(from), max_tier, str(low_ids), all_lairs.size(), str(all_lairs.slice(0, 6)) - ]) for tile: Variant in game_map.tiles.values(): var lt_id: String = tile.lair_type if tile.lair_type != null else "" if lt_id == "" or lt_id not in low_ids: @@ -1667,18 +1652,7 @@ func _try_attack_adjacent_lair(unit: Variant, game_map: RefCounted) -> void: "city_wall_tier": 0, "city_has_garrison": false, } - print(" ATTACKING LAIR: %s at %s -> %s (tier %d) at %s" % [ - unit.type_id, unit.position, lair_name, lair_tier, norm - ]) - print(" ATK hp=%d atk=%d def=%d | WILD hp=%d atk=%d def=%d" % [ - atk_dict.get("hp", -1), atk_dict.get("attack", -1), atk_dict.get("defense", -1), - def_dict.get("hp", -1), def_dict.get("attack", -1), def_dict.get("defense", -1), - ]) var result: Dictionary = gd_resolver.resolve(atk_dict, def_dict, ctx_dict) - print(" RESULT atk_hp=%d atk_killed=%s def_hp=%d def_killed=%s" % [ - result.get("attacker_hp", -1), str(result.get("attacker_killed", "?")), - result.get("defender_hp", -1), str(result.get("defender_killed", "?")), - ]) unit.hp = result.get("attacker_hp", unit.hp) unit.movement_remaining = 0 var attacker_killed: bool = bool(result.get("attacker_killed", false))