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Fix typo: Absoolute -> Absolute
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@ -548,7 +548,7 @@ std::optional<BattleAction> AIGateway::makeSurrenderRetreatDecision(const Battle
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double fightRatio = ourStrength / (double)battleState.getEnemyStrength();
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// if we have no towns - things are already bad, so retreat is not an option.
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if(cb->getTownsInfo().size() && ourStrength < nullkiller->settings->getRetreatThresholdAbsoolute() && fightRatio < nullkiller->settings->getRetreatThresholdRelative() && battleState.canFlee)
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if(cb->getTownsInfo().size() && ourStrength < nullkiller->settings->getRetreatThresholdAbsolute() && fightRatio < nullkiller->settings->getRetreatThresholdRelative() && battleState.canFlee)
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{
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return BattleAction::makeRetreat(battleState.ourSide);
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}
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@ -30,7 +30,7 @@ namespace NKAI
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scoutHeroTurnDistanceLimit(5),
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maxGoldPressure(0.3f),
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retreatThresholdRelative(0.3),
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retreatThresholdAbsoolute(10000),
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retreatThresholdAbsolute(10000),
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safeAttackRatio(1.1),
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maxpass(10),
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pathfinderBucketsCount(1),
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@ -52,7 +52,7 @@ namespace NKAI
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pathfinderBucketSize = node["pathfinderBucketSize"].Integer();
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maxGoldPressure = node["maxGoldPressure"].Float();
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retreatThresholdRelative = node["retreatThresholdRelative"].Float();
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retreatThresholdAbsoolute = node["retreatThresholdAbsoolute"].Float();
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retreatThresholdAbsolute = node["retreatThresholdAbsolute"].Float();
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safeAttackRatio = node["safeAttackRatio"].Float();
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allowObjectGraph = node["allowObjectGraph"].Bool();
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openMap = node["openMap"].Bool();
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@ -29,7 +29,7 @@ namespace NKAI
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int pathfinderBucketSize;
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float maxGoldPressure;
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float retreatThresholdRelative;
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float retreatThresholdAbsoolute;
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float retreatThresholdAbsolute;
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float safeAttackRatio;
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bool allowObjectGraph;
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bool useTroopsFromGarrisons;
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@ -42,7 +42,7 @@ namespace NKAI
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int getMaxPass() const { return maxpass; }
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float getMaxGoldPressure() const { return maxGoldPressure; }
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float getRetreatThresholdRelative() const { return retreatThresholdRelative; }
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float getRetreatThresholdAbsoolute() const { return retreatThresholdAbsoolute; }
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float getRetreatThresholdAbsolute() const { return retreatThresholdAbsolute; }
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float getSafeAttackRatio() const { return safeAttackRatio; }
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int getMaxRoamingHeroes() const { return maxRoamingHeroes; }
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int getMainHeroTurnDistanceLimit() const { return mainHeroTurnDistanceLimit; }
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@ -11,7 +11,7 @@
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"pathfinderBucketsCount" : 1, // old value: 3,
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"pathfinderBucketSize" : 32, // old value: 7,
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"retreatThresholdRelative" : 0.3,
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"retreatThresholdAbsoolute" : 10000,
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"retreatThresholdAbsolute" : 10000,
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"safeAttackRatio" : 1.1,
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"useFuzzy" : false
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},
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@ -28,7 +28,7 @@
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"pathfinderBucketsCount" : 1, // old value: 3,
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"pathfinderBucketSize" : 32, // old value: 7,
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"retreatThresholdRelative" : 0.3,
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"retreatThresholdAbsoolute" : 10000,
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"retreatThresholdAbsolute" : 10000,
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"safeAttackRatio" : 1.1,
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"useFuzzy" : false
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},
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@ -45,7 +45,7 @@
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"pathfinderBucketsCount" : 1, // old value: 3,
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"pathfinderBucketSize" : 32, // old value: 7,
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"retreatThresholdRelative" : 0.3,
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"retreatThresholdAbsoolute" : 10000,
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"retreatThresholdAbsolute" : 10000,
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"safeAttackRatio" : 1.1,
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"useFuzzy" : false
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},
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@ -62,7 +62,7 @@
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"pathfinderBucketsCount" : 1, // old value: 3,
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"pathfinderBucketSize" : 32, // old value: 7,
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"retreatThresholdRelative" : 0.3,
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"retreatThresholdAbsoolute" : 10000,
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"retreatThresholdAbsolute" : 10000,
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"safeAttackRatio" : 1.1,
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"useFuzzy" : false
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},
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@ -79,7 +79,7 @@
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"pathfinderBucketsCount" : 1, // old value: 3,
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"pathfinderBucketSize" : 32, // old value: 7,
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"retreatThresholdRelative" : 0.3,
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"retreatThresholdAbsoolute" : 10000,
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"retreatThresholdAbsolute" : 10000,
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"safeAttackRatio" : 1.1,
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"useFuzzy" : false
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}
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