From 865d1042823c5a7647b6617629ee645736c18907 Mon Sep 17 00:00:00 2001 From: Hachem_Muche <Hachem_Muche@stanfordalumni.org> Date: Mon, 28 Sep 2015 21:48:31 -0700 Subject: [PATCH] Remove Debugging code. --- .../engine/interface/GameTargeting.lua | 2 -- game/modules/tome/class/interface/Archery.lua | 23 ------------------- game/modules/tome/dialogs/CharacterSheet.lua | 2 -- 3 files changed, 27 deletions(-) diff --git a/game/engines/default/engine/interface/GameTargeting.lua b/game/engines/default/engine/interface/GameTargeting.lua index 5c65ad48fe..bfcf7d5e9c 100644 --- a/game/engines/default/engine/interface/GameTargeting.lua +++ b/game/engines/default/engine/interface/GameTargeting.lua @@ -186,8 +186,6 @@ function _M:targetSetupKey() local accept = function() self:targetMode(false, false) self.tooltip_x, self.tooltip_y = nil, nil end self.targetmode_key = engine.KeyBind.new() --- self.targetmode_key:addCommands{ _SPACE=accept, } - self.targetmode_key:addCommands{ _SPACE=accept, [{"_SPACE","ctrl"}]=accept, [{"_RETURN","ctrl"}]=accept, [{"_KP_ENTER","ctrl"}]=accept } if engine.interface and engine.interface.PlayerHotkeys then diff --git a/game/modules/tome/class/interface/Archery.lua b/game/modules/tome/class/interface/Archery.lua index 44c2d982d0..4dee85fcae 100644 --- a/game/modules/tome/class/interface/Archery.lua +++ b/game/modules/tome/class/interface/Archery.lua @@ -27,13 +27,6 @@ local Talents = require "engine.interface.ActorTalents" --- Interface to add ToME archery combat system module(..., package.seeall, class.make) --- just for debugging -function _M:getArcheryWeapons(type, quickset) - local weaps = {} - weaps.main, weaps.ammo, weaps.off, weaps.psi = _M.hasArcheryWeapon(self, type, quickset) - return weaps -end - -- Typical Archery Sequence: -- targets = archeryAcquireTargets(tg, params) to create a list of target spots for projectiles -- This checks that the actor can shoot, gets the target (blocking until the target is selected) @@ -75,7 +68,6 @@ end function _M:archeryAcquireTargets(tg, params) params = params or {} local weapon, ammo, offweapon, pf_weapon = self:hasArcheryWeapon(params.type) ---game.log("#GREY# -- [archeryAcquireTargets] (%s)--weapon:%12s, ammo:%12s, offweapon:%12s, pf_weapon:%12s", self.name, weapon and weapon.name, ammo and ammo.name, offweapon and offweapon.name, pf_weapon and pf_weapon.name) -- Awesome, we can shoot from our offhand! if not weapon and offweapon then weapon, offweapon = offweapon, nil end -- treat offweapon as primary if not weapon and not pf_weapon then @@ -195,8 +187,6 @@ function _M:archeryAcquireTargets(tg, params) local targets = {} -- populate the targets table for a weapon using ammo and resources as required local runfire = function(weapon, targets, realweapon) ---print("runfire tg:") ---table.print(tg, "+++") -- Note: if shooters with built-in infinite ammo are reintroduced, handle it here by specifying ammo to use -- calculate the range for the current weapon local weapon_range = math.min(tg.range or 40, math.max(weapon.range or 6, self:attr("archery_range_override") or 1)) @@ -261,20 +251,16 @@ function _M:archeryAcquireTargets(tg, params) -- note: because talent resources are deducted in Actor:postUseTalent, which is called after this, shot resource costs will not prevent talent usage local any = 0 if weaponC and not offweaponC then ---game.log("#GREY# runfire main weapon") runfire(weaponC, targets, weapon) any = any + #targets elseif weaponC and offweaponC then targets = {main={}, off={}, dual=true} ---game.log("#GREY# runfire main weapon") runfire(weaponC, targets.main, weapon) ---game.log("#GREY# runfire off weapon") runfire(offweaponC, targets.off, offweapon) any = any + #targets.main + #targets.off end if pf_weaponC then targets.psi = {} ---game.log("#GREY# runfire psi weapon") runfire(pf_weaponC, targets.psi, pf_weapon) any = any + #targets.psi end @@ -634,9 +620,6 @@ function _M:archeryShoot(targets, talent, tg, params) return nil end local weapon, ammo, offweapon, pf_weapon = self:hasArcheryWeapon(params.type) ---game.log("#GREY# -- [archeryShoot] (%s) -- weapon:%12s, ammo:%12s, offweapon:%12s, pf_weapon:%12s", self.name, weapon, ammo, offweapon, pf_weapon) ---print("[archeryShoot] targets:") ---table.print(targets) if not weapon and not pf_weapon then game.logPlayer(self, "You must wield a ranged weapon (%s)!", ammo) return nil @@ -669,13 +652,10 @@ function _M:archeryShoot(targets, talent, tg, params) tg.speed = (tg.speed or 10) + (ammo.travel_speed or 0) + (weapon.travel_speed or 0) + (self.combat and self.combat.travel_speed or 0) tg.type = tg.type or weapon.tg_type or tg.archery.ammo.tg_type or "bolt" tg.display = tg.display or targets[i].display or self:archeryDefaultProjectileVisual(realweapon, ammo) ---game.log("Archery Bonus(%s): %f%%, %d", weapon.talented, self:combatTrainingPercentInc(weapon), self:combatTrainingDamage(weapon)) tg.archery.use_psi_archery = self:attr("use_psi_combat") or weapon.use_psi_archery print("[ARCHERY SHOOT dofire] Shooting weapon:", realweapon and realweapon.name, "to:", targets[i].x, targets[i].y) if realweapon.on_archery_trigger then realweapon.on_archery_trigger(realweapon, self, tg, params, targets[i], talent) end -- resources must be handled by the weapon function ---print("dofire: projectile creation:", tg) ---table.print(tg, "---") -- hook to trigger as each archery projectile is created local hd = {"Combat:archeryFire", tg=tg, archery = tg.archery, weapon=weapon, realweapon = realweapon, ammo=ammo} self:triggerHook(hd) @@ -684,17 +664,14 @@ function _M:archeryShoot(targets, talent, tg, params) end if weapon and not offweapon and not targets.dual then ---game.log("#GREY# ---- [archeryShoot]firing main weapon") dofire(weaponC, targets, weapon) elseif weapon and offweapon and targets.dual then ---game.log("#GREY# ---- [archeryShoot]firing main and off weapons") dofire(weaponC, targets.main, weapon) dofire(offweaponC, targets.off, offweapon) else print("[SHOOT] error, mismatch between dual weapon/dual targets") end if pf_weapon and targets.psi then ---game.log("#GREY# ---- [archeryShoot]psi weapon") local combat = table.clone(pf_weaponC) combat.use_psi_archery = true -- psionic focus weapons always use psi combat dofire(combat, targets.psi, pf_weapon) diff --git a/game/modules/tome/dialogs/CharacterSheet.lua b/game/modules/tome/dialogs/CharacterSheet.lua index 2c0b776429..ec3b91579b 100644 --- a/game/modules/tome/dialogs/CharacterSheet.lua +++ b/game/modules/tome/dialogs/CharacterSheet.lua @@ -875,8 +875,6 @@ The amount of %s automatically gained or lost each turn.]]):format(res_def.name, local text2 = (combat.obj and combat.obj.slot_forbid == "OFFHAND" and "Two-Handed, " or "")..(weap_type and weap_type or "") s:drawColorStringBlended(self.font, (text or "Weapon")..(weap_type and " ("..text2..")" or "")..":", w, h, 255, 255, 255, true) h = h + self.font_h ---game.log("#GREY#Actor(test) to compare: %s, atk:%s/%s, dmg:%s/%s, apr:%s/%s, crit:%s/%s, apseed:%s/%s, range:%s/%s, mspeed:%s/%s", actor == actor_to_compare, combat.atk, combatc.atk, combat.dmg, combatc.dmg, combat.apr, combatc.apr, combat.crit, combatc.crit, combat.aspeed, combatc.aspeed, combat.range, combatc.range, combat.mspeed, combatc.mspeed) - text = compare_fields(player, actor_to_compare, function(actor, ...) return actor == actor_to_compare and combatc.atk or combat.atk -- GitLab