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