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Defender should not run off for troop-delivery
Fixed a rare case in which a town-defender could become an indirect part of a troop-delivery-task by doing a sub-task like capturing a shipyard that takes less than 1 turn but leaves him out in the open.
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@ -1401,6 +1401,8 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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{
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if (evaluationContext.turn > 0)
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return 0;
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if (evaluationContext.movementCost >= 1)
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return 0;
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if(evaluationContext.conquestValue > 0)
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score = evaluationContext.armyInvolvement;
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if (vstd::isAlmostZero(score) || (evaluationContext.enemyHeroDangerRatio > 1 && (evaluationContext.turn > 0 || evaluationContext.isExchange) && !ai->cb->getTownsInfo().empty()))
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