Allow specific alert status AI logging

Less clutter in the AI logs if, for example one is only interested in BLACK status decisions
This commit is contained in:
Asdow
2024-02-04 15:29:05 +02:00
parent 7ee8165e02
commit f249406ba0
4 changed files with 225 additions and 223 deletions
+3 -2
View File
@@ -286,14 +286,15 @@ STR16 wszAction[] = {
UINT32 guiAIStartCounter = 0, guiAILastCounter = 0; UINT32 guiAIStartCounter = 0, guiAILastCounter = 0;
//UINT8 gubAISelectedSoldier = NOBODY; //UINT8 gubAISelectedSoldier = NOBODY;
BOOLEAN gfLogsEnabled = TRUE; BOOLEAN gfLogsEnabled = TRUE;
bool gLogDecideActionRed = false;
void DebugAI( INT8 bMsgType, SOLDIERTYPE *pSoldier, STR szOutput, INT8 bAction ) void DebugAI( INT8 bMsgType, SOLDIERTYPE *pSoldier, STR szOutput, bool doLog, INT8 bAction)
{ {
FILE* DebugFile; FILE* DebugFile;
CHAR8 msg[1024]; CHAR8 msg[1024];
CHAR8 buf[1024]; CHAR8 buf[1024];
if (!gfLogsEnabled) if (!gfLogsEnabled || !doLog || pSoldier == nullptr)
return; return;
memset(buf, 0, 1024 * sizeof(char)); memset(buf, 0, 1024 * sizeof(char));
File diff suppressed because it is too large Load Diff
+1 -1
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@@ -33,7 +33,7 @@
#include "Text.h" #include "Text.h"
extern BOOLEAN gfHiddenInterrupt; extern BOOLEAN gfHiddenInterrupt;
extern void LogDecideInfo(SOLDIERTYPE *pSoldier); extern void LogDecideInfo(SOLDIERTYPE *pSoldier, bool doLog = true);
extern STR8 gStr8AlertStatus[]; extern STR8 gStr8AlertStatus[];
extern STR8 gStr8Attitude[]; extern STR8 gStr8Attitude[];
+1 -1
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@@ -182,7 +182,7 @@ BOOLEAN CanAutoBandage( BOOLEAN fDoFullCheck );
void DebugAI( STR szOutput ); void DebugAI( STR szOutput );
enum { AI_MSG_START, AI_MSG_DECIDE, AI_MSG_INFO, AI_MSG_TOPIC }; enum { AI_MSG_START, AI_MSG_DECIDE, AI_MSG_INFO, AI_MSG_TOPIC };
void DebugAI(INT8 bMsgType, SOLDIERTYPE *pSoldier, STR szOutput, INT8 bAction = -1); void DebugAI(INT8 bMsgType, SOLDIERTYPE *pSoldier, STR szOutput, bool doLog = true, INT8 bAction = -1);
void DebugQuestInfo(STR szOutput); void DebugQuestInfo(STR szOutput);
INT8 DecideAction(SOLDIERTYPE *pSoldier); INT8 DecideAction(SOLDIERTYPE *pSoldier);
INT8 DecideActionBlack(SOLDIERTYPE *pSoldier); INT8 DecideActionBlack(SOLDIERTYPE *pSoldier);