diff --git a/AI/Nullkiller/Analyzers/ObjectClusterizer.cpp b/AI/Nullkiller/Analyzers/ObjectClusterizer.cpp index 5b9e0a12b..c6ed3cc91 100644 --- a/AI/Nullkiller/Analyzers/ObjectClusterizer.cpp +++ b/AI/Nullkiller/Analyzers/ObjectClusterizer.cpp @@ -505,7 +505,7 @@ void ObjectClusterizer::clusterizeObject( else if (priority <= 0) continue; - bool interestingObject = path.turn() <= 2 || priority > 0.5f; + bool interestingObject = path.turn() <= 2 || priority > ai->settings->isUseFuzzy() ? 0.5f : 0; if(interestingObject) { diff --git a/AI/Nullkiller/Behaviors/RecruitHeroBehavior.cpp b/AI/Nullkiller/Behaviors/RecruitHeroBehavior.cpp index 16c19ed62..fd87347a6 100644 --- a/AI/Nullkiller/Behaviors/RecruitHeroBehavior.cpp +++ b/AI/Nullkiller/Behaviors/RecruitHeroBehavior.cpp @@ -124,6 +124,7 @@ Goals::TGoalVec RecruitHeroBehavior::decompose(const Nullkiller * ai) const { if (ai->cb->getHeroesInfo().size() == 0 || treasureSourcesCount > ai->cb->getHeroesInfo().size() * 5 + || bestHeroToHire->getArmyCost() > GameConstants::HERO_GOLD_COST / 2.0 || (ai->getFreeResources()[EGameResID::GOLD] > 10000 && !ai->buildAnalyzer->isGoldPressureHigh() && haveCapitol) || (ai->getFreeResources()[EGameResID::GOLD] > 30000 && !ai->buildAnalyzer->isGoldPressureHigh())) {