Clean up the logging; use % formats instead of f-strings

This commit is contained in:
Eryn Wells 2022-05-07 08:53:58 -07:00
parent a1c1609908
commit 16b4b64099
3 changed files with 14 additions and 16 deletions

View file

@ -42,5 +42,9 @@ class MovePlayerAction(Action):
overlaps_another_entity = any(new_player_position == ent.position for ent in engine.entities if ent is not entity)
if position_is_in_bounds and position_is_walkable and not overlaps_another_entity:
LOG.info(f'Moving hero to {new_player_position} (in_bounds:{position_is_in_bounds} walkable:{position_is_walkable} overlaps:{overlaps_another_entity})')
LOG.info('Moving hero to %s (in_bounds:%s walkable:%s overlaps:%s)',
new_player_position,
position_is_in_bounds,
position_is_walkable,
overlaps_another_entity)
entity.position = new_player_position

View file

@ -51,7 +51,7 @@ class Engine:
else:
monster = Monster(monsters.Orc, position=random_start_position)
LOG.info(f'Spawning monster {monster}')
LOG.info('Spawning monster %s', monster)
self.entities.add(monster)
self.update_field_of_view()

View file

@ -107,8 +107,6 @@ class RoomsAndCorridorsGenerator(MapGenerator):
# Generate the rooms
rooms: List['RectangularRoom'] = []
# For nicer debug logging
indent = 0
room_attrname = f'{__class__.__name__}.room'
@ -116,7 +114,7 @@ class RoomsAndCorridorsGenerator(MapGenerator):
node_bounds = self.__rect_from_bsp_node(node)
if node.children:
LOG.debug(f'{" " * indent}{node_bounds}')
LOG.debug(node_bounds)
left_room: RectangularRoom = getattr(node.children[0], room_attrname)
right_room: RectangularRoom = getattr(node.children[1], room_attrname)
@ -124,8 +122,8 @@ class RoomsAndCorridorsGenerator(MapGenerator):
left_room_bounds = left_room.bounds
right_room_bounds = right_room.bounds
LOG.debug(f'{" " * indent} left:{node.children[0]}, {left_room_bounds}')
LOG.debug(f'{" " * indent}right:{node.children[1]}, {right_room_bounds}')
LOG.debug(' left: %s, %s', node.children[0], left_room_bounds)
LOG.debug('right: %s, %s', node.children[1], right_room_bounds)
start_point = left_room_bounds.midpoint
end_point = right_room_bounds.midpoint
@ -136,18 +134,16 @@ class RoomsAndCorridorsGenerator(MapGenerator):
else:
corner = Point(start_point.x, end_point.y)
LOG.debug(f'{" " * indent}Digging tunnel between {start_point} and {end_point} with corner {corner}')
LOG.debug(f'{" " * indent}`-> start:{left_room_bounds}')
LOG.debug(f'{" " * indent}`-> end:{right_room_bounds}')
LOG.debug('Digging a tunnel between %s and %s with corner %s', start_point, end_point, corner)
LOG.debug('|-> start: %s', left_room_bounds)
LOG.debug('`-> end: %s', right_room_bounds)
for x, y in tcod.los.bresenham(tuple(start_point), tuple(corner)).tolist():
tiles[x, y] = Floor
for x, y in tcod.los.bresenham(tuple(corner), tuple(end_point)).tolist():
tiles[x, y] = Floor
indent += 2
else:
LOG.debug(f'{" " * indent}{node_bounds} (room) {node}')
LOG.debug('%s (room) %s', node_bounds, node)
# Generate a room size between minimum_room_size and maximum_room_size. The minimum value is
# straight-forward, but the maximum value needs to be clamped between minimum_room_size and the size of
@ -160,7 +156,7 @@ class RoomsAndCorridorsGenerator(MapGenerator):
node.y + self.rng.randint(1, max(1, node.height - size.height - 1)))
bounds = Rect(origin, size)
LOG.debug(f'{" " * indent}`-> {bounds}')
LOG.debug('`-> %s', bounds)
room = RectangularRoom(bounds)
setattr(node, room_attrname, room)
@ -171,8 +167,6 @@ class RoomsAndCorridorsGenerator(MapGenerator):
elif random.random() < 0.5:
setattr(node.parent, room_attrname, room)
indent -= 2
# Pass up a random child room so that parent nodes can connect subtrees to each other.
parent = node.parent
if parent: