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Update PriorityEvaluator.cpp
Allow defending in priority 2.
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@ -1408,6 +1408,8 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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}
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case 2: //Collect guarded stuff
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{
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if (evaluationContext.enemyHeroDangerRatio > 0.5 && !evaluationContext.isDefend)
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return 0;
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if (evaluationContext.buildingCost.marketValue() > 0)
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return 0;
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score += evaluationContext.strategicalValue * 1000;
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@ -1430,6 +1432,8 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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}
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case 3: //For buildings and buying army
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{
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if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
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return 0;
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score += evaluationContext.conquestValue * 1000;
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score += evaluationContext.strategicalValue * 1000;
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score += evaluationContext.goldReward;
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