disable bot debug by default
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@@ -38,6 +38,7 @@ namespace OpenRA.GameRules
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public class DebugSettings
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{
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public bool BotDebug = false;
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public bool PerfGraph = false;
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public bool RecordSyncReports = true;
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public float LongTickThreshold = 0.001f;
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@@ -94,6 +94,12 @@ namespace OpenRA.Mods.RA
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BuildState bstate = BuildState.WaitForFeedback;
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BuildState dstate = BuildState.WaitForFeedback;
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public static void BotDebug(string s, params object[] args)
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{
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if (Game.Settings.Debug.BotDebug)
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Game.Debug(s, args);
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}
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/* called by the host's player creation code */
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public void Activate(Player p)
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{
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@@ -135,11 +141,11 @@ namespace OpenRA.Mods.RA
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if (best != null)
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{
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Game.Debug("AI: Need more power, so {0} is best choice.".F(best.Name));
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BotDebug("AI: Need more power, so {0} is best choice.", best.Name);
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return best;
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}
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else
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Game.Debug("AI: Need more power, but can't build anything that produces it.");
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BotDebug("AI: Need more power, but can't build anything that produces it.");
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}
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var myBuildings = p.World.Queries.OwnedBy[p].WithTrait<Building>()
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@@ -268,7 +274,7 @@ namespace OpenRA.Mods.RA
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foreach (var a in newUnits)
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{
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Game.Debug("AI: Found a newly built unit");
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BotDebug("AI: Found a newly built unit");
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unitsHangingAroundTheBase.Add(a);
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activeUnits.Add(a);
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}
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@@ -277,7 +283,7 @@ namespace OpenRA.Mods.RA
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// (don't bother leaving any behind for defense.)
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if (unitsHangingAroundTheBase.Count > 8)
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{
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Game.Debug("Launch an attack.");
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BotDebug("Launch an attack.");
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var attackTarget = ChooseEnemyTarget();
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if (attackTarget == null)
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@@ -353,7 +359,7 @@ namespace OpenRA.Mods.RA
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world.IssueOrder(new Order("DeployTransform", mcv));
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}
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else
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Game.Debug("AI: Can't find the MCV.");
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BotDebug("AI: Can't find the MCV.");
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}
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//Build a random unit of the given type. Not going to be needed once there is actual AI...
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@@ -414,7 +420,7 @@ namespace OpenRA.Mods.RA
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}
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else
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{
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Game.Debug("AI: Starting production of {0}".F(item.Name));
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BotDebug("AI: Starting production of {0}".F(item.Name));
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bstate = BuildState.WaitForProduction;
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world.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
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}
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@@ -435,7 +441,7 @@ namespace OpenRA.Mods.RA
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var location = ChooseBuildLocation(currentBuilding);
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if (location == null)
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{
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Game.Debug("AI: Nowhere to place {0}".F(currentBuilding.Item));
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BotDebug("AI: Nowhere to place {0}".F(currentBuilding.Item));
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world.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item, 1));
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}
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else
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@@ -476,7 +482,7 @@ namespace OpenRA.Mods.RA
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}
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else
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{
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Game.Debug("AI: Starting production of {0}".F(item.Name));
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BotDebug("AI: Starting production of {0}".F(item.Name));
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dstate = BuildState.WaitForProduction;
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world.IssueOrder(Order.StartProduction(queue.self, item.Name, 1));
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}
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@@ -497,7 +503,7 @@ namespace OpenRA.Mods.RA
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var location = ChooseBuildLocation(currentBuilding);
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if (location == null)
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{
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Game.Debug("AI: Nowhere to place {0}".F(currentBuilding.Item));
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BotDebug("AI: Nowhere to place {0}".F(currentBuilding.Item));
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world.IssueOrder(Order.CancelProduction(queue.self, currentBuilding.Item, 1));
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}
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else
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