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Update PriorityEvaluator.cpp
Scores for all sorts of visitable and pickable objects are now unified in order to prevent AI from ignoring nearby valuables.
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@ -1431,7 +1431,9 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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return 0;
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if (evaluationContext.isArmyUpgrade)
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return 0;
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if (evaluationContext.enemyHeroDangerRatio > 0 && arriveNextWeek)
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if ((evaluationContext.enemyHeroDangerRatio > 0 && arriveNextWeek) || evaluationContext.enemyHeroDangerRatio > 1)
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return 0;
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if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
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return 0;
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score += evaluationContext.strategicalValue * 1000;
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score += evaluationContext.goldReward;
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@ -1442,11 +1444,10 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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score -= evaluationContext.armyInvolvement * evaluationContext.armyLossPersentage;
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if (score > 0)
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{
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score = 1000;
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score *= evaluationContext.closestWayRatio;
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score /= (1 + evaluationContext.enemyHeroDangerRatio);
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if (evaluationContext.movementCost > 0)
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score /= evaluationContext.movementCost;
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score *= (maxWillingToLose - evaluationContext.armyLossPersentage);
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}
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break;
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}
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