[Freeciv-Dev] (PR#6281) Improved logging in aiunit.c
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On Thu, 25 Sep 2003, Gregory Berkolaiko wrote:
> Attached is a patch to improve logging in ai_military_gothere, using new
> and better UNIT_LOG functions. If Per wasn't developing huge patches, I
> would recommend immediate inclusion.
Done the same throughout aiunit.c
Ready to go in. Per doesn't mind.
G.
Index: ai/aiunit.c
===================================================================
RCS file: /home/freeciv/CVS/freeciv/ai/aiunit.c,v
retrieving revision 1.290
diff -u -r1.290 aiunit.c
--- ai/aiunit.c 2003/09/23 18:57:39 1.290
+++ ai/aiunit.c 2003/09/25 16:23:47
@@ -1166,10 +1166,9 @@
}
if (aunit) {
- freelog(LOG_DEBUG, "%s#%d@(%d,%d) to meet charge %s#%d@(%d,%d)[body=%d]",
- unit_type(punit)->name, punit->id, punit->x, punit->y,
- unit_type(aunit)->name, aunit->id, aunit->x, aunit->y,
- aunit->ai.bodyguard);
+ UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "to meet charge %s#%d@(%d,%d){%d}",
+ unit_type(aunit)->name, aunit->id, aunit->x, aunit->y,
+ aunit->ai.bodyguard);
}
if (!same_pos(punit->x, punit->y, x, y)) {
@@ -1358,8 +1357,7 @@
if (!goto_is_sane(punit, dest_x, dest_y, TRUE)
|| (ferryboat && goto_is_sane(ferryboat, dest_x, dest_y, TRUE))) {
punit->ai.ferryboat = boatid;
- freelog(LOG_DEBUG, "%s: %d@(%d, %d): Looking for BOAT (id=%d).",
- pplayer->name, punit->id, punit->x, punit->y, boatid);
+ UNIT_LOG(LOG_DEBUG, punit, "Looking for boat[%d].", boatid);
if (boatid > 0 && !same_pos(x, y, bx, by)) {
/* Go to the boat */
/* FIXME: this can lose bodyguard */
@@ -1375,19 +1373,20 @@
|| ferryboat->ai.passenger == punit->id)) {
int boat_x, boat_y;
- freelog(LOG_DEBUG, "We have FOUND BOAT, %d ABOARD %d@(%d,%d)->(%d, %d).",
- punit->id, ferryboat->id, punit->x, punit->y, dest_x, dest_y);
+ UNIT_LOG(LOG_DEBUG, punit, "Found boat[%d], going (%d,%d)",
+ ferryboat->id, dest_x, dest_y);
handle_unit_activity_request(punit, ACTIVITY_SENTRY);
ferryboat->ai.passenger = punit->id;
/* Last ingredient: a beachhead. */
if (find_beachhead(punit, dest_x, dest_y, &boat_x, &boat_y)) {
+ UNIT_LOG(LOG_DEBUG, punit, "Found beachhead (%d,%d)", boat_x, boat_y);
set_goto_dest(ferryboat, boat_x, boat_y);
set_goto_dest(punit, dest_x, dest_y);
if (ground_unit_transporter_capacity(punit->x, punit->y, pplayer)
<= 0) {
/* FIXME: perhaps we should only require only two passengers */
- freelog(LOG_DEBUG, "All aboard!");
+ UNIT_LOG(LOG_DEBUG, ferryboat, "All aboard!");
unit_list_iterate(ptile->units, mypass) {
if (mypass->ai.ferryboat == ferryboat->id
&& punit->owner == mypass->owner) {
@@ -1435,8 +1434,9 @@
if (aunit->ai.charge != punit->id || punit->owner != aunit->owner) {
continue;
}
- freelog(LOG_DEBUG, "Bodyguard at (%d, %d) is adjacent to (%d, %d)",
- i, j, punit->x, punit->y);
+ UNIT_LOG(LOGLEVEL_BODYGUARD, punit,
+ "our bodyguard %s[%d] is next to us at (%d, %d)",
+ unit_type(aunit)->name, aunit->id, i, j);
/* FIXME: What is happening here? */
if (aunit->moves_left > 0) {
return 0;
@@ -1448,17 +1448,13 @@
}
/* end 'short leash' subroutine */
- freelog(LOG_DEBUG, "GOTHERE: %s#%d@(%d,%d)->(%d,%d)",
- unit_type(punit)->name, punit->id,
- punit->x, punit->y, dest_x, dest_y);
+ UNIT_LOG(LOG_DEBUG, punit, "Attempt to walk to (%d,%d)", dest_x, dest_y);
if (!ai_unit_goto(punit, dest_x, dest_y)) {
return -1; /* died */
}
/* liable to bump into someone that will kill us. Should avoid? */
} else {
- freelog(LOG_DEBUG, "%s#%d@(%d,%d) not moving -> (%d, %d)",
- unit_type(punit)->name, punit->id,
- punit->x, punit->y, dest_x, dest_y);
+ UNIT_LOG(LOG_DEBUG, punit, "Not moving");
}
/* Dead unit shouldn't reach this point */
@@ -1546,10 +1542,9 @@
} city_list_iterate_end;
}
- freelog(LOG_DEBUG, "%s: %s (%d@%d,%d) looking for charge; %d/%d",
- pplayer->name, unit_type(punit)->name, punit->id,
- punit->x, punit->y, best, best * 100 / toughness);
-
+ UNIT_LOG(LOGLEVEL_BODYGUARD, punit, "was looking for charge, best want %d",
+ best * 100 / toughness);
+
return ((best * 100) / toughness);
}
@@ -1704,17 +1699,16 @@
CHECK_UNIT(punit);
if (pcity) {
- freelog(LOG_DEBUG, "GOHOME (%d)(%d,%d)C(%d,%d)",
- punit->id,punit->x,punit->y,pcity->x,pcity->y);
+ UNIT_LOG(LOG_DEBUG, punit, "go home to %s(%d,%d)",
+ pcity->name, pcity->x, pcity->y);
if (same_pos(punit->x, punit->y, pcity->x, pcity->y)) {
- freelog(LOG_DEBUG, "INHOUSE. GOTO AI_NONE(%d)", punit->id);
+ UNIT_LOG(LOG_DEBUG, punit, "go home successful; role AI_NONE");
ai_unit_new_role(punit, AIUNIT_NONE, -1, -1);
/* aggro defense goes here -- Syela */
/* Attack anything that won't kill us */
(void) ai_military_rampage(punit, RAMPAGE_ANYTHING,
RAMPAGE_ANYTHING);
} else {
- UNIT_LOG(LOG_DEBUG, punit, "GOHOME");
(void) ai_unit_goto(punit, pcity->x, pcity->y);
}
}
@@ -2127,12 +2121,11 @@
/* END STEAM-ENGINES KLUGE */
if (punit->id != 0 && ferryboat && is_ground_unit(punit)) {
- freelog(LOG_DEBUG, "%s@(%d, %d) -> %s@(%d, %d) -> %s@(%d, %d)"
- " (go_by_boat=%d, move_time=%d, want=%d, best=%d)",
- unit_type(punit)->name, punit->x, punit->y,
- unit_type(ferryboat)->name, bx, by,
- acity->name, acity->x, acity->y,
- go_by_boat, move_time, want, best);
+ UNIT_LOG(LOG_DEBUG, punit, "in fstk with boat %s@(%d, %d) -> %s@(%d,
%d)"
+ " (go_by_boat=%d, move_time=%d, want=%d, best=%d)",
+ unit_type(ferryboat)->name, bx, by,
+ acity->name, acity->x, acity->y,
+ go_by_boat, move_time, want, best);
}
if (want > best && ai_fuzzy(pplayer, TRUE)) {
@@ -2546,8 +2539,7 @@
}
if (p != 0) {
- freelog(LOG_DEBUG, "%s#%d@(%d,%d), p=%d, n=%d",
- unit_name(punit->type), punit->id, punit->x, punit->y, p, n);
+ UNIT_LOG(LOG_DEBUG, punit, "in manage_ferryboat p=%d, n=%d", p, n);
if (is_goto_dest_set(punit) && punit->moves_left > 0 && n != 0) {
(void) ai_unit_gothere(punit);
} else if (n == 0 && !map_get_city(punit->x, punit->y)) { /* rest in a
city, for unhap */
@@ -2658,7 +2650,7 @@
to protect city from attack (and be opportunistic too)*/
if (ai_military_rampage(punit, RAMPAGE_ANYTHING,
RAMPAGE_FREE_CITY_OR_BETTER)) {
- freelog(LOG_DEBUG, "%s's %s(%d) at (%d, %d) recovering hit points.",
+ UNIT_LOG(LOGLEVEL_RECOVERY, punit, "recovering hit points.",
pplayer->name, unit_type(punit)->name, punit->id, punit->x,
punit->y);
} else {
@@ -2975,7 +2967,7 @@
return; /* sticks better to own units with this -- jk */
}
- freelog(LOG_DEBUG, "Barbarian leader needs to flee");
+ UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader needs to flee");
mindist = 1000000;
closest_unit = NULL;
@@ -3000,7 +2992,7 @@
/* Disappearance - 33% chance on coast, when older than barbarian life span
*/
if (is_at_coast(leader->x, leader->y) && leader->fuel == 0) {
if(myrand(3) == 0) {
- freelog(LOG_DEBUG, "Barbarian leader disappeared at %d %d", leader->x,
leader->y);
+ UNIT_LOG(LOG_DEBUG, leader, "barbarian leader disappearing...");
wipe_unit(leader);
return;
}
@@ -3008,7 +3000,7 @@
if (!closest_unit) {
handle_unit_activity_request(leader, ACTIVITY_IDLE);
- freelog(LOG_DEBUG, "Barbarian leader: No enemy.");
+ UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: no enemy.");
return;
}
@@ -3016,8 +3008,8 @@
do {
int last_x, last_y;
- freelog(LOG_DEBUG, "Barbarian leader: moves left: %d\n",
- leader->moves_left);
+ UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: moves left: %d.",
+ leader->moves_left);
square_iterate(leader->x, leader->y, 1, x, y) {
if (WARMAP_COST(x, y) > safest
@@ -3032,13 +3024,15 @@
}
square_iterate_end;
+ UNIT_LOG(LOG_DEBUG, leader, "Barbarian leader: fleeing to (%d,%d).",
+ safest_x, safest_y);
if (same_pos(leader->x, leader->y, safest_x, safest_y)) {
- freelog(LOG_DEBUG, "Barbarian leader reached the safest position.");
+ UNIT_LOG(LOG_DEBUG, leader,
+ "Barbarian leader: reached the safest position.");
handle_unit_activity_request(leader, ACTIVITY_IDLE);
return;
}
- freelog(LOG_DEBUG, "Fleeing to %d, %d.", safest_x, safest_y);
last_x = leader->x;
last_y = leader->y;
(void) ai_unit_goto(leader, safest_x, safest_y);
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