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Update PriorityEvaluator.cpp

Fix an issue that caused AI to take their hero's attributes into consideration twice when calculating how much army they think they'll lose.

Fixed an issue where offensive defending didn't take into consideration whether the hero would actually be strong enough to beat the enemy hero it was trying to dispatch.
This commit is contained in:
Xilmi 2024-09-27 19:38:07 +02:00
parent e4ef95f8dd
commit 3b7834495d

View File

@ -1047,7 +1047,7 @@ public:
evaluationContext.armyInvolvement += army->getArmyCost();
}
vstd::amax(evaluationContext.armyLossPersentage, path.getTotalArmyLoss() / (double)path.getHeroStrength());
vstd::amax(evaluationContext.armyLossPersentage, (float)path.getTotalArmyLoss() / (float)army->getArmyStrength());
addTileDanger(evaluationContext, path.targetTile(), path.turn(), path.getHeroStrength());
vstd::amax(evaluationContext.turn, path.turn());
}
@ -1394,6 +1394,8 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
{
if (evaluationContext.isDefend && evaluationContext.threatTurns == 0 && evaluationContext.turn == 0)
score = evaluationContext.armyInvolvement;
if (evaluationContext.isEnemy)
score *= (maxWillingToLose - evaluationContext.armyLossPersentage);
score *= evaluationContext.closestWayRatio;
break;
}