Remove stuff

This commit is contained in:
hondew 2022-02-20 10:15:07 -05:00
parent c39b0ff6d7
commit 50cb504d4c

View File

@ -295,9 +295,6 @@ enum {
DIG_DISPLAY_BONUS_BIG DIG_DISPLAY_BONUS_BIG
}; };
// DO NOT SUBMIT until committing in the 'DO NOT SUBMIT' state.
// Keep for posterity as more of an unabridged explanation.
// How ReelTime works // How ReelTime works
// ================== // ==================
// Entering ReelTime: // Entering ReelTime:
@ -1781,13 +1778,6 @@ static void DrawMachineBias(void)
if (sSlotMachine->reelTimeSpinsLeft == 0) if (sSlotMachine->reelTimeSpinsLeft == 0)
{ {
// DO NOT SUBMIT until deleting this!!! Test code to see effects of
// power bolts on ReelTime.
// if ((Random() % 100) < 30) {
// sSlotMachine->machineBias = BIAS_REELTIME;
// } else {
// sSlotMachine->machineBias = BIAS_POWER;
// }
if (!(sSlotMachine->machineBias & (BIAS_STRAIGHT_7 | BIAS_MIXED_7))) if (!(sSlotMachine->machineBias & (BIAS_STRAIGHT_7 | BIAS_MIXED_7)))
{ {
if (ShouldTrySpecialBias()) if (ShouldTrySpecialBias())
@ -2556,39 +2546,12 @@ static bool8 DecideStop_Bias_Reel2_Bet3(void)
// If you can line up the bias tag in the same row as reel 1 within 4 turns // If you can line up the bias tag in the same row as reel 1 within 4 turns
if (DecideStop_Bias_Reel2_Bet1or2()) if (DecideStop_Bias_Reel2_Bet1or2())
{ {
// DO NOT SUBMIT until cleaning up this long-winded musing on Game
// Freak's choices...
//
// QUESTION: Why is the 2-3 turn requirement in place?? That leaves out
// some potential middle row matches. E.g.,
// - Bias tag in top of reel 1 and it takes 1 turn to get it in the top
// of reel 2
// - Bias tag in bottom row of reel 1 and it takes 4 turns to get it in
// the bottom row of reel 2
// * In both cases above, it would have been possible to get the bias
// tag in the middle row of reel 2, but we aren't considering it...
// It'll just be matched in the same row instead
//
// The exact intent is a bit unclear. It could either be:
// 1. Skewing toward a diagonal match rather than a straight match with
// 2/5 probability.
// 2. A programming error: They meant to guard against scenarios where a
// match in the middle is impossible within 4 turns. E.g.,
// - Bias tag in top of reel 1 and it would take 5 turns to get it
// to match in the middle of reel 2
// - Bias tag in bottom of reel 1 and bias tag is currently in
// bottom of reel 2
// But if this were the case, you would expect the inequality to be
// sSlotMachine->reelExtraTurns[1] >= 1 ...
// * I'll give them the benefit of the doubt and assume it was (1).
// After all, the fact that they then check whether it's even
// possible to match in the middle makes (2) redundant.
//
// If bias tag is not in the middle row of reel 1 and it takes either // If bias tag is not in the middle row of reel 1 and it takes either
// 2 or 3 turns to get it in the same row for reel 2 // 2 or 3 turns to get it in the same row for reel 2
if (sSlotMachine->winnerRows[0] != 2 && sSlotMachine->reelExtraTurns[1] > 1 && sSlotMachine->reelExtraTurns[1] != 4) if (sSlotMachine->winnerRows[0] != 2 && sSlotMachine->reelExtraTurns[1] > 1 && sSlotMachine->reelExtraTurns[1] != 4)
{ {
// Try to match the bias tag in middle row of reel 2 within 4 turns // Try turning this into a diagonal match by lining up the bias tag
// in the middle row of reel 2 within 4 turns.
for (i = 0; i <= 4; i++) for (i = 0; i <= 4; i++)
{ {
if (GetTag(MIDDLE_REEL, 2 - i) == sSlotMachine->biasTag) if (GetTag(MIDDLE_REEL, 2 - i) == sSlotMachine->biasTag)