More work on cleaning up debug trace logs. Added getDisplayName() overrides to the Ability & NextGamePhase interrupts so that there's now more contextual info in the output log. You'll now see what game phase is being added/resolved on the stack, and instead of a generic 'StackAbility' entry, it'll tell you what source it's coming from.
Also deleted a few debug output traces that were truly uninformative.
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@@ -71,6 +71,7 @@ class NextGamePhase: public Interruptible {
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bool extraDamagePhase();
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void Render();
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virtual ostream& toString(ostream& out) const;
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virtual const string getDisplayName() const;
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NextGamePhase(int id);
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};
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@@ -112,6 +113,7 @@ class StackAbility: public Interruptible {
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int resolve();
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void Render();
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virtual ostream& toString(ostream& out) const;
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virtual const string getDisplayName() const;
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StackAbility(int id, MTGAbility * _ability);
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};
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