diff --git a/OpenRA.Mods.Common/Traits/BotModules/BaseBuilderBotModule.cs b/OpenRA.Mods.Common/Traits/BotModules/BaseBuilderBotModule.cs index 320f998315..2330f839b3 100644 --- a/OpenRA.Mods.Common/Traits/BotModules/BaseBuilderBotModule.cs +++ b/OpenRA.Mods.Common/Traits/BotModules/BaseBuilderBotModule.cs @@ -243,7 +243,7 @@ namespace OpenRA.Mods.Common.Traits if (!possibleRallyPoints.Any()) { - AIUtils.BotDebug("Bot Bug: No possible rallypoint near {0}", producer.Location); + AIUtils.BotDebug("{0} has no possible rallypoint near {1}", producer.Owner, producer.Location); return producer.Location; } diff --git a/OpenRA.Mods.Common/Traits/BotModules/BotModuleLogic/BaseBuilderQueueManager.cs b/OpenRA.Mods.Common/Traits/BotModules/BotModuleLogic/BaseBuilderQueueManager.cs index bc9589dba3..637d564fd1 100644 --- a/OpenRA.Mods.Common/Traits/BotModules/BotModuleLogic/BaseBuilderQueueManager.cs +++ b/OpenRA.Mods.Common/Traits/BotModules/BotModuleLogic/BaseBuilderQueueManager.cs @@ -164,7 +164,7 @@ namespace OpenRA.Mods.Common.Traits if (location == null) { - AIUtils.BotDebug("AI: {0} has nowhere to place {1}".F(player, currentBuilding.Item)); + AIUtils.BotDebug("{0} has nowhere to place {1}".F(player, currentBuilding.Item)); bot.QueueOrder(Order.CancelProduction(queue.Actor, currentBuilding.Item, 1)); failCount += failCount; @@ -235,7 +235,7 @@ namespace OpenRA.Mods.Common.Traits { if (power != null && power.TraitInfos().Where(i => i.EnabledByDefault).Sum(p => p.Amount) > 0) { - AIUtils.BotDebug("AI: {0} decided to build {1}: Priority override (low power)", queue.Actor.Owner, power.Name); + AIUtils.BotDebug("{0} decided to build {1}: Priority override (low power)", queue.Actor.Owner, power.Name); return power; } } @@ -246,7 +246,7 @@ namespace OpenRA.Mods.Common.Traits var refinery = GetProducibleBuilding(baseBuilder.Info.RefineryTypes, buildableThings); if (refinery != null && HasSufficientPowerForActor(refinery)) { - AIUtils.BotDebug("AI: {0} decided to build {1}: Priority override (refinery)", queue.Actor.Owner, refinery.Name); + AIUtils.BotDebug("{0} decided to build {1}: Priority override (refinery)", queue.Actor.Owner, refinery.Name); return refinery; } @@ -263,7 +263,7 @@ namespace OpenRA.Mods.Common.Traits var production = GetProducibleBuilding(baseBuilder.Info.ProductionTypes, buildableThings); if (production != null && HasSufficientPowerForActor(production)) { - AIUtils.BotDebug("AI: {0} decided to build {1}: Priority override (production)", queue.Actor.Owner, production.Name); + AIUtils.BotDebug("{0} decided to build {1}: Priority override (production)", queue.Actor.Owner, production.Name); return production; } @@ -282,7 +282,7 @@ namespace OpenRA.Mods.Common.Traits var navalproduction = GetProducibleBuilding(baseBuilder.Info.NavalProductionTypes, buildableThings); if (navalproduction != null && HasSufficientPowerForActor(navalproduction)) { - AIUtils.BotDebug("AI: {0} decided to build {1}: Priority override (navalproduction)", queue.Actor.Owner, navalproduction.Name); + AIUtils.BotDebug("{0} decided to build {1}: Priority override (navalproduction)", queue.Actor.Owner, navalproduction.Name); return navalproduction; } @@ -299,7 +299,7 @@ namespace OpenRA.Mods.Common.Traits var silo = GetProducibleBuilding(baseBuilder.Info.SiloTypes, buildableThings); if (silo != null && HasSufficientPowerForActor(silo)) { - AIUtils.BotDebug("AI: {0} decided to build {1}: Priority override (silo)", queue.Actor.Owner, silo.Name); + AIUtils.BotDebug("{0} decided to build {1}: Priority override (silo)", queue.Actor.Owner, silo.Name); return silo; } diff --git a/OpenRA.Mods.Common/Traits/BotModules/BuildingRepairBotModule.cs b/OpenRA.Mods.Common/Traits/BotModules/BuildingRepairBotModule.cs index 87b183ed52..c174439c25 100644 --- a/OpenRA.Mods.Common/Traits/BotModules/BuildingRepairBotModule.cs +++ b/OpenRA.Mods.Common/Traits/BotModules/BuildingRepairBotModule.cs @@ -37,8 +37,8 @@ namespace OpenRA.Mods.Common.Traits { if (e.DamageState > DamageState.Light && e.PreviousDamageState <= DamageState.Light && !rb.RepairActive) { - AIUtils.BotDebug("Bot noticed damage {0} {1}->{2}, repairing.", - self, e.PreviousDamageState, e.DamageState); + AIUtils.BotDebug("{0} noticed damage {1} {2}->{3}, repairing.", + self.Owner, self, e.PreviousDamageState, e.DamageState); bot.QueueOrder(new Order("RepairBuilding", self.Owner.PlayerActor, Target.FromActor(self), false)); } } diff --git a/OpenRA.Mods.Common/Traits/BotModules/SupportPowerBotModule.cs b/OpenRA.Mods.Common/Traits/BotModules/SupportPowerBotModule.cs index 5f9812fe3f..bcb370ce84 100644 --- a/OpenRA.Mods.Common/Traits/BotModules/SupportPowerBotModule.cs +++ b/OpenRA.Mods.Common/Traits/BotModules/SupportPowerBotModule.cs @@ -84,14 +84,14 @@ namespace OpenRA.Mods.Common.Traits var powerDecision = powerDecisions[sp.Info.OrderName]; if (powerDecision == null) { - AIUtils.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", sp.Info.OrderName); + AIUtils.BotDebug("FindAttackLocationToSupportPower, {0} couldn't find powerDecision for {1}", player.PlayerName, sp.Info.OrderName); continue; } var attackLocation = FindCoarseAttackLocationToSupportPower(sp); if (attackLocation == null) { - AIUtils.BotDebug("AI: {1} can't find suitable coarse attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, player.PlayerName); + AIUtils.BotDebug("{1} can't find suitable coarse attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, player.PlayerName); waitingPowers[sp] += powerDecision.GetNextScanTime(world); continue; @@ -101,14 +101,14 @@ namespace OpenRA.Mods.Common.Traits attackLocation = FindFineAttackLocationToSupportPower(sp, (CPos)attackLocation); if (attackLocation == null) { - AIUtils.BotDebug("AI: {1} can't find suitable final attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, player.PlayerName); + AIUtils.BotDebug("{1} can't find suitable final attack location for support power {0}. Delaying rescan.", sp.Info.OrderName, player.PlayerName); waitingPowers[sp] += powerDecision.GetNextScanTime(world); continue; } // Valid target found, delay by a few ticks to avoid rescanning before power fires via order - AIUtils.BotDebug("AI: {2} found new target location {0} for support power {1}.", attackLocation, sp.Info.OrderName, player.PlayerName); + AIUtils.BotDebug("{2} found new target location {0} for support power {1}.", attackLocation, sp.Info.OrderName, player.PlayerName); waitingPowers[sp] += 10; bot.QueueOrder(new Order(sp.Key, supportPowerManager.Self, Target.FromCell(world, attackLocation.Value), false) { SuppressVisualFeedback = true }); } @@ -130,7 +130,7 @@ namespace OpenRA.Mods.Common.Traits var powerDecision = powerDecisions[readyPower.Info.OrderName]; if (powerDecision == null) { - AIUtils.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", readyPower.Info.OrderName); + AIUtils.BotDebug("FindAttackLocationToSupportPower, {0} couldn't find powerDecision for {1}", player.PlayerName, readyPower.Info.OrderName); return null; } @@ -170,7 +170,7 @@ namespace OpenRA.Mods.Common.Traits var powerDecision = powerDecisions[readyPower.Info.OrderName]; if (powerDecision == null) { - AIUtils.BotDebug("Bot Bug: FindAttackLocationToSupportPower, couldn't find powerDecision for {0}", readyPower.Info.OrderName); + AIUtils.BotDebug("FindAttackLocationToSupportPower, {0} couldn't find powerDecision for {1}", player.PlayerName, readyPower.Info.OrderName); return null; } diff --git a/OpenRA.Mods.Common/Traits/BotModules/UnitBuilderBotModule.cs b/OpenRA.Mods.Common/Traits/BotModules/UnitBuilderBotModule.cs index 010e30affd..3ce7151abf 100644 --- a/OpenRA.Mods.Common/Traits/BotModules/UnitBuilderBotModule.cs +++ b/OpenRA.Mods.Common/Traits/BotModules/UnitBuilderBotModule.cs @@ -155,7 +155,7 @@ namespace OpenRA.Mods.Common.Traits if (queue != null) { bot.QueueOrder(Order.StartProduction(queue.Actor, name, 1)); - AIUtils.BotDebug("AI: {0} decided to build {1} (external request)", queue.Actor.Owner, name); + AIUtils.BotDebug("{0} decided to build {1} (external request)", queue.Actor.Owner, name); } }