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Remove all echoes from scav_spawn_defs.lua (#3665)
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AntlerForce authored Sep 2, 2024
1 parent 5d2e151 commit 3ac828b
Showing 1 changed file with 0 additions and 17 deletions.
17 changes: 0 additions & 17 deletions luarules/configs/scav_spawn_defs.lua
Original file line number Diff line number Diff line change
Expand Up @@ -207,9 +207,6 @@ local tierConfiguration = { -- Double maxSquadSize for special squads
-- [6] = {minAnger = 61 + teamAngerEasementFB, maxAnger = 70 + teamAngerEasementFB},
-- [7] = {minAnger = 71 + teamAngerEasementFB, maxAnger = 80 + teamAngerEasementFB},
--}
-- for index, entry in pairs(fBusterConfig) do
-- Spring.Echo("Entry " .. index .. ": minAnger = " .. entry.minAnger .. ", maxAnger = " .. entry.maxAnger)
-- end

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Expand Down Expand Up @@ -1317,9 +1314,6 @@ for tier, _ in pairs(Turrets) do
(not ( Spring.GetModOptions().unit_restrictions_noair and turretInfo.type == "antiair")) and
(not ( Spring.GetModOptions().unit_restrictions_nonukes and turretInfo.type == "nuke")) and
(not (Spring.GetModOptions().unit_restrictions_nolrpc and turretInfo.type == "lrpc")) then
-- Spring.Echo("---")
-- Spring.Echo(turret)
-- Spring.Echo(UnitDefs[UnitDefNames[turret].id].name)
scavTurrets[turret] = {
minBossAnger = tierConfiguration[tier].minAnger,
spawnedPerWave = turretInfo.spawnedPerWave or 1,
Expand Down Expand Up @@ -1727,7 +1721,6 @@ local function addNewSquad(squadParams) -- params: {type = "basic", minAnger = 0
if not squadParams.maxAnger then squadParams.maxAnger = squadParams.minAnger + 100 end -- Eliminate squads 100% after they're introduced by default, can be overwritten
if squadParams.maxAnger >= 1000 then squadParams.maxAnger = 1000 end -- basically infinite, anger caps at 999
if not squadParams.weight then squadParams.weight = 1 end
Spring.Echo(squadParams)
for _ = 1,squadParams.weight do
table.insert(squadSpawnOptionsTable[squadParams.type], {minAnger = squadParams.minAnger, maxAnger = squadParams.maxAnger, units = squadParams.units, weight = squadParams.weight})
end
Expand All @@ -1742,7 +1735,6 @@ for tier, _ in pairs(LandUnitsList.Raid) do
for unitName, _ in pairs(LandUnitsList.Raid[tier]) do
if UnitDefNames[unitName] then
local unitWeight = LandUnitsList.Raid[tier][unitName]
-- Spring.Echo(unitName)
addNewSquad({ type = "basicLand", minAnger = tierConfiguration[tier].minAnger, units = { tierConfiguration[tier].maxSquadSize .. " " .. unitName}, weight = unitWeight, maxAnger = tierConfiguration[tier].maxAnger })
addNewSquad({ type = "specialLand", minAnger = tierConfiguration[tier].minAnger, units = { tierConfiguration[tier].maxSquadSize*2 .. " " .. unitName}, weight = unitWeight, maxAnger = tierConfiguration[tier].maxAnger })
end
Expand All @@ -1753,7 +1745,6 @@ for tier, _ in pairs(LandUnitsList.Assault) do
for unitName, _ in pairs(LandUnitsList.Assault[tier]) do
if UnitDefNames[unitName] then
local unitWeight = LandUnitsList.Assault[tier][unitName]
-- Spring.Echo(unitName)
if not scavBehaviours.BERSERK[UnitDefNames[unitName].id] then
scavBehaviours.BERSERK[UnitDefNames[unitName].id] = {distance = 2000, chance = 0.01}
end
Expand All @@ -1767,7 +1758,6 @@ for tier, _ in pairs(LandUnitsList.Support) do
for unitName, _ in pairs(LandUnitsList.Support[tier]) do
if UnitDefNames[unitName] then
local unitWeight = LandUnitsList.Support[tier][unitName]
-- Spring.Echo(unitName)
if not scavBehaviours.SKIRMISH[UnitDefNames[unitName].id] then
scavBehaviours.SKIRMISH[UnitDefNames[unitName].id] = {distance = 500, chance = 0.1}
scavBehaviours.COWARD[UnitDefNames[unitName].id] = {distance = 500, chance = 0.75}
Expand All @@ -1783,7 +1773,6 @@ for tier, _ in pairs(LandUnitsList.Healer) do
for unitName, _ in pairs(LandUnitsList.Healer[tier]) do
if UnitDefNames[unitName] then
local unitWeight = LandUnitsList.Healer[tier][unitName]
-- Spring.Echo(unitName)
if not scavBehaviours.HEALER[UnitDefNames[unitName].id] then
scavBehaviours.HEALER[UnitDefNames[unitName].id] = true
if not scavBehaviours.SKIRMISH[UnitDefNames[unitName].id] then
Expand All @@ -1804,7 +1793,6 @@ for tier, _ in pairs(SeaUnitsList.Raid) do
for unitName, _ in pairs(SeaUnitsList.Raid[tier]) do
if UnitDefNames[unitName] then
local unitWeight = SeaUnitsList.Raid[tier][unitName]
-- Spring.Echo(unitName)
addNewSquad({ type = "basicSea", minAnger = tierConfiguration[tier].minAnger, units = { math.ceil(tierConfiguration[tier].maxSquadSize*0.25) .. " " .. unitName}, weight = unitWeight, maxAnger = tierConfiguration[tier].maxAnger })
addNewSquad({ type = "specialSea", minAnger = tierConfiguration[tier].minAnger, units = { math.ceil(tierConfiguration[tier].maxSquadSize*0.5) .. " " .. unitName}, weight = unitWeight, maxAnger = tierConfiguration[tier].maxAnger })
end
Expand All @@ -1815,7 +1803,6 @@ for tier, _ in pairs(SeaUnitsList.Assault) do
for unitName, _ in pairs(SeaUnitsList.Assault[tier]) do
if UnitDefNames[unitName] then
local unitWeight = SeaUnitsList.Assault[tier][unitName]
-- Spring.Echo(unitName)
if not scavBehaviours.BERSERK[UnitDefNames[unitName].id] then
scavBehaviours.BERSERK[UnitDefNames[unitName].id] = {distance = 2000, chance = 0.01}
end
Expand All @@ -1829,7 +1816,6 @@ for tier, _ in pairs(SeaUnitsList.Support) do
for unitName, _ in pairs(SeaUnitsList.Support[tier]) do
if UnitDefNames[unitName] then
local unitWeight = SeaUnitsList.Support[tier][unitName]
-- Spring.Echo(unitName)
if not scavBehaviours.SKIRMISH[UnitDefNames[unitName].id] then
scavBehaviours.SKIRMISH[UnitDefNames[unitName].id] = {distance = 500, chance = 0.1}
scavBehaviours.COWARD[UnitDefNames[unitName].id] = {distance = 500, chance = 0.75}
Expand All @@ -1845,7 +1831,6 @@ for tier, _ in pairs(SeaUnitsList.Healer) do
for unitName, _ in pairs(SeaUnitsList.Healer[tier]) do
if UnitDefNames[unitName] then
local unitWeight = SeaUnitsList.Healer[tier][unitName]
-- Spring.Echo(unitName)
if not scavBehaviours.HEALER[UnitDefNames[unitName].id] then
scavBehaviours.HEALER[UnitDefNames[unitName].id] = true
if not scavBehaviours.SKIRMISH[UnitDefNames[unitName].id] then
Expand All @@ -1866,7 +1851,6 @@ for tier, _ in pairs(AirUnitsList.Land) do
for unitName, _ in pairs(AirUnitsList.Land[tier]) do
if UnitDefNames[unitName] then
local unitWeight = AirUnitsList.Land[tier][unitName]
-- Spring.Echo(unitName)
addNewSquad({ type = "basicAirLand", minAnger = tierConfiguration[tier].minAnger, units = { tierConfiguration[tier].maxSquadSize .. " " .. unitName}, weight = unitWeight, maxAnger = 1000 })
addNewSquad({ type = "specialAirLand", minAnger = tierConfiguration[tier].minAnger, units = { tierConfiguration[tier].maxSquadSize*2 .. " " .. unitName}, weight = unitWeight, maxAnger = 1000 })
end
Expand All @@ -1877,7 +1861,6 @@ for tier, _ in pairs(AirUnitsList.Sea) do
for unitName, _ in pairs(AirUnitsList.Sea[tier]) do
if UnitDefNames[unitName] then
local unitWeight = AirUnitsList.Sea[tier][unitName]
-- Spring.Echo(unitName)
addNewSquad({ type = "basicAirSea", minAnger = tierConfiguration[tier].minAnger, units = { tierConfiguration[tier].maxSquadSize .. " " .. unitName}, weight = unitWeight, maxAnger = 1000 })
addNewSquad({ type = "specialAirSea", minAnger = tierConfiguration[tier].minAnger, units = { tierConfiguration[tier].maxSquadSize*2 .. " " .. unitName}, weight = unitWeight, maxAnger = 1000 })
end
Expand Down

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