@@ -355,23 +355,6 @@ function DecisionDay:StartActivity(isNewGame)
355355 else
356356 self :ResumeLoadedGame ();
357357 end
358-
359- --[[
360- self.messageTimer:SetSimTimeLimitMS(1000);
361- for _, bunkerRegionData in pairs(self.bunkerRegions) do
362- bunkerRegionData.captureLimit = 60;
363- end
364- --]]
365-
366- --[[
367- self.currentStage = self.stages.attackFrontBunker;
368-
369- self.aiData.internalReinforcementsEnabled = true;
370- self.internalReinforcementsData[self.bunkerIds.frontBunker].enabled = true;
371-
372- self.bunkerRegions["Front Bunker Operations"].enabled = true;
373- self.bunkerRegions["Front Bunker Small Vault"].enabled = true;
374- --]]
375358end
376359
377360function DecisionDay :OnSave ()
@@ -655,22 +638,16 @@ function DecisionDay:SetTableValueByKey(tableToSetValueFor, keyToLoad)
655638
656639 if existingValueType == " number" then
657640 tableToSetValueFor [tableKey ] = self :LoadNumber (keyToLoad );
658- -- print("Key " .. tableKey .." had value " ..tostring(existingValue) .. " and now has value ".. tostring(tableToSetValueFor[tableKey]))
659641 elseif existingValueType == " string" then
660642 tableToSetValueFor [tableKey ] = self :LoadString (keyToLoad );
661- -- print("Key " .. tableKey .." had value " ..tostring(existingValue) .. " and now has value ".. tostring(tableToSetValueFor[tableKey]))
662643 elseif existingValueType == " boolean" then
663644 tableToSetValueFor [tableKey ] = self :LoadNumber (keyToLoad ) ~= 0 ;
664- -- print("Key " .. tableKey .." had value " ..tostring(existingValue) .. " and now has value ".. tostring(tableToSetValueFor[tableKey]))
665645 elseif existingValueType == " table" then
666646 print (" Loading Error: Tables are not supported, use . for subkeys!" )
667647 elseif existingValueType == " userdata" then
668648 if existingValue .ElapsedSimTimeMS ~= nil then
669- -- local existinglimit = existingValue:GetSimTimeLimitMS();
670- -- local existingelapsed = existingValue.ElapsedSimTimeMS;
671649 tableToSetValueFor [tableKey ]:SetSimTimeLimitMS (self :LoadNumber (keyToLoad .. " .SimTimeLimitMS" ));
672650 tableToSetValueFor [tableKey ].ElapsedSimTimeMS = self :LoadNumber (keyToLoad .. " .ElapsedSimTimeMS" );
673- -- print("Key " .. tableKey .." had SimTimeLimitMS " ..tostring(existinglimit) .. " and ElapsedSimTimeMS "..tostring(existingelapsed) .. " and now has SimTimeLimitMS ".. tostring(tableToSetValueFor[tableKey]:GetSimTimeLimitMS()) .. " and ElapsedSimTimeMS " .. tostring(tableToSetValueFor[tableKey].ElapsedSimTimeMS));
674651 else
675652 print (" Loading Error: The only supported userdata type is Timer!" );
676653 end
@@ -1567,7 +1544,6 @@ function DecisionDay:UpdateAIInternalReinforcements(forceInstantSpawning)
15671544 if self .internalReinforcementsData [bunkerId ].enabled then
15681545 local maxNumberOfInternalReinforcementsToCreate = math.ceil (self .difficultyRatio * 2 * bunkerId * RangeRand (0.5 , 1.5 ));
15691546 local maxFundsForInternalReinforcements = math.ceil (self .difficultyRatio * 350 * bunkerId * RangeRand (0.75 , 1.25 ));
1570- print (" Time to try making internal reinforcements. Bunker " .. tostring (bunkerId ).. " : max number - " .. tostring (maxNumberOfInternalReinforcementsToCreate ).. " , max funds - " .. tostring (maxFundsForInternalReinforcements ))
15711547 if self .internalReinforcementsData [bunkerId ].enabled and # self .aiData .enemiesInsideBunkers [bunkerId ] > 0 then
15721548 table.insert (self .aiData .internalReinforcementPositionsCalculationCoroutines , coroutine.create (self .CalculateInternalReinforcementPositionsToEnemyTargets ));
15731549 coroutine.resume (self .aiData .internalReinforcementPositionsCalculationCoroutines [# self .aiData .internalReinforcementPositionsCalculationCoroutines ], self , bunkerId , maxNumberOfInternalReinforcementsToCreate , maxFundsForInternalReinforcements );
@@ -1616,7 +1592,6 @@ function DecisionDay:UpdateAIDecisions()
16161592 -- end
16171593 end
16181594 end
1619- print (" decisions for " .. bunkerRegionName )
16201595 if self .aiData .internalReinforcementsEnabled and bunkerRegionData .internalReinforcementsArea and self .internalReinforcementsData [bunkerRegionData .bunkerId ].enabled then
16211596 local internalReinforcementPositionsToEnemyTargets = {};
16221597 for box in bunkerRegionData .internalReinforcementsArea .Boxes do
@@ -1630,7 +1605,6 @@ function DecisionDay:UpdateAIDecisions()
16301605 end
16311606 end
16321607 end
1633- print (" Making reinforcements for " .. bunkerRegionName )
16341608 self :CreateInternalReinforcements (math.random () < self .difficultyRatio * 0.75 and " CQB" or " Light" , internalReinforcementPositionsToEnemyTargets , nil , 450 * self .difficultyRatio );
16351609 end
16361610
@@ -1680,10 +1654,8 @@ function DecisionDay:UpdateAIDecisions()
16801654 if self .aiData .attackTarget ~= nil then
16811655 actor :AddAISceneWaypoint (self .aiData .attackTarget );
16821656 actor .AIMode = Actor .AIMODE_GOTO ;
1683- print (" Sending ai attack actor " .. actor .PresetName .. " at pos " .. tostring (actor .Pos ) .. " to recapture bunker region " .. bunkerRegionForAIToRecapture .bunkerRegionName );
16841657 else
16851658 actor .AIMode = Actor .AIMODE_BRAINHUNT ;
1686- print (" No attack target, so sending ai attack actor " .. actor .PresetName .. " at pos " .. tostring (actor .Pos ) .. " to hunt brains" );
16871659 end
16881660 end
16891661 end
@@ -1937,14 +1909,11 @@ function DecisionDay:DoAIExternalSpawns()
19371909 if self .aiData .attackTarget ~= nil then
19381910 actor :AddAISceneWaypoint (self .aiData .attackTarget );
19391911 actor .AIMode = Actor .AIMODE_GOTO ;
1940- print (" Newly spawned ai external actor being sent to attack target at " .. tostring (self .aiData .attackTarget ));
19411912 else
19421913 actor .AIMode = Actor .AIMODE_BRAINHUNT ;
1943- print (" Newly spawned ai external actor being sent to hunt brains" );
19441914 end
19451915 end
19461916 end
1947- print (" Spawned " .. tostring (numberOfActorsSpawned ) .. " attackers. AI funds remaining: " .. tostring (self :GetTeamFunds (self .aiTeam )))
19481917
19491918 self .aiData .externalSpawnTimer :Reset ();
19501919 end
@@ -2020,7 +1989,6 @@ function DecisionDay:UpdateBrainDefenderSpawning()
20201989 if self .aiData .brainDefenderReplenishTimer :IsPastSimTimeLimit () then
20211990 if self .aiData .brainDefendersRemaining < self .aiData .brainDefendersTotal and self .bunkerRegions [" Main Bunker Barracks" ].ownerTeam == self .aiTeam then
20221991 self .aiData .brainDefendersRemaining = self .aiData .brainDefendersRemaining + 1 ;
2023- print (" Replenished 1 brain defender. Available defender count is now " .. tostring (self .aiData .brainDefendersRemaining ));
20241992 end
20251993 self .aiData .brainDefenderReplenishTimer :Reset ();
20261994 end
@@ -2059,7 +2027,6 @@ function DecisionDay:UpdateBrainDefenderSpawning()
20592027 end
20602028 end
20612029 self .aiData .brainDefendersRemaining = self .aiData .brainDefendersRemaining - self :CreateInternalReinforcements (infantryType , internalReinforcementPositionsToEnemyTargets );
2062- print (" Spawned brain defenders, available defender count is now " .. tostring (self .aiData .brainDefendersRemaining ));
20632030 infantryType = " Heavy" ;
20642031 if self .aiData .brainDefendersRemaining <= 0 then
20652032 break ;
@@ -2256,7 +2223,6 @@ end
22562223
22572224function DecisionDay :CalculateInternalReinforcementPositionsToEnemyTargets (bunkerId , maxNumberOfInternalReinforcementsToCreate , maxFundsForInternalReinforcements )
22582225 local enemiesToTarget = {};
2259- print (" Start time, organizing " .. tostring (maxNumberOfInternalReinforcementsToCreate ).. " reinforcements" );
22602226 for i = 1 , maxNumberOfInternalReinforcementsToCreate do
22612227 if enemiesToTarget [i ] == nil then
22622228 enemiesToTarget [i ] = self .aiData .enemiesInsideBunkers [bunkerId ][math.random (1 , # self .aiData .enemiesInsideBunkers [bunkerId ])];
@@ -2275,7 +2241,6 @@ function DecisionDay:CalculateInternalReinforcementPositionsToEnemyTargets(bunke
22752241 local pathLengthFromClosestInternalReinforcementPositionToEnemy = SceneMan .SceneWidth * SceneMan .SceneHeight ;
22762242 local enemyToTargetPos = enemyToTarget .Pos ;
22772243 for _ , internalReinforcementPosition in pairs (self .internalReinforcementsData [bunkerId ].positions ) do
2278- print (" Calculating path from internalReinforcementPosition at " .. tostring (internalReinforcementPosition ) .. " to enemy target at " .. tostring (enemyToTargetPos ).. " . Shortest distance magnitude is " .. tostring (SceneMan :ShortestDistance (internalReinforcementPosition , enemyToTargetPos , false ).Magnitude ));
22792244 local pathLengthFromInternalReinforcementPositionToEnemy = SceneMan .Scene :CalculatePath (internalReinforcementPosition , enemyToTargetPos , false , GetPathFindingDefaultDigStrength (), self .aiTeam );
22802245 if pathLengthFromInternalReinforcementPositionToEnemy < pathLengthFromClosestInternalReinforcementPositionToEnemy then
22812246 internalReinforcementPositionForEnemy = internalReinforcementPosition ;
@@ -2323,8 +2288,6 @@ function DecisionDay:CreateInternalReinforcements(loadout, internalReinforcement
23232288 MovableMan :AddParticle (doorParticle );
23242289 self .internalReinforcementsData .doorsAndActorsToSpawn [doorParticle ] = {};
23252290
2326- print (" Internal reinforcement position " .. tostring (internalReinforcementPosition ).. " has " .. tostring (# enemyTargetsForPosition ).. " enemy targets!" )
2327-
23282291 local numberOfInternalReinforcementsToCreateAtPosition = math.min (# enemyTargetsForPosition , 5 );
23292292 if numberOfInternalReinforcementsToCreateAtPosition == 1 and math.random () < (self .difficultyRatio * 0.5 ) then
23302293 numberOfInternalReinforcementsToCreateAtPosition = 2 ;
@@ -2349,7 +2312,6 @@ function DecisionDay:CreateInternalReinforcements(loadout, internalReinforcement
23492312 local leftmostSpawnOffset = 20 ;
23502313 internalReinforcement .Pos .X = internalReinforcement .Pos .X - leftmostSpawnOffset + ((i - 1 ) * ((leftmostSpawnOffset * 2 ) / (numberOfInternalReinforcementsToCreateAtPosition - 1 )));
23512314 end
2352- print (" Creating internal reinforcement " .. internalReinforcement .PresetName .. " who costs " .. tostring (internalReinforcement :GetTotalValue (self .aiTeamTech , 1 )).. " at " .. tostring (internalReinforcement .Pos ))
23532315 if internalReinforcement :IsInGroup (" Actors - Turrets" ) then
23542316 internalReinforcement .AIMode = Actor .AIMODE_SENTRY ;
23552317 else
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