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Update PriorityEvaluator.cpp

Prevent building more buildings when we are saving for our favorite building.
This commit is contained in:
Xilmi 2024-09-01 13:47:30 +02:00
parent 751f3b0e7d
commit 1ef5e8ab1b

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@ -1208,7 +1208,7 @@ public:
int32_t cost = bi.buildCost[EGameResID::GOLD];
evaluationContext.goldCost += cost;
evaluationContext.closestWayRatio = 1;
evaluationContext.buildingCost += bi.buildCost;
evaluationContext.buildingCost += bi.buildCostWithPrerequisites;
if (bi.id == BuildingID::MARKETPLACE || bi.dailyIncome[EGameResID::WOOD] > 0)
evaluationContext.isTradeBuilding = true;
@ -1503,6 +1503,9 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
{
if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
return 0;
//If we already have locked resources, we don't look at other buildings
if (ai->getLockedResources().marketValue() > 0)
return 0;
score += evaluationContext.conquestValue * 1000;
score += evaluationContext.strategicalValue * 1000;
score += evaluationContext.goldReward;