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Update PriorityEvaluator.cpp
Revert change that made AI too passive.
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@@ -1389,8 +1389,6 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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//score += evaluationContext.conquestValue * 1000;
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if(evaluationContext.conquestValue > 0 || (evaluationContext.defenseValue >= CGTownInstance::EFortLevel::CITADEL && evaluationContext.turn <= 1 && evaluationContext.threat > evaluationContext.armyInvolvement && evaluationContext.threatTurns <= 1))
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score = 1000;
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if (evaluationContext.isEnemy && evaluationContext.turn > 0 && !ai->cb->getTownsInfo().empty())
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return 0;
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if (score == 0 || (evaluationContext.enemyHeroDangerRatio > 1 && evaluationContext.turn > 0 && !ai->cb->getTownsInfo().empty()))
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return 0;
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if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
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