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Fixed isEnemy becoming true for things it shouldn't
Not sure whether it actually impacts behavior but better fix it either way.
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@@ -1057,7 +1057,7 @@ public:
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evaluationContext.conquestValue += evaluationContext.evaluator.getConquestValue(target);
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if (target->ID == Obj::HERO)
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evaluationContext.isHero = true;
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if (target->getOwner() != PlayerColor::NEUTRAL && ai->cb->getPlayerRelations(ai->playerID, target->getOwner()) == PlayerRelations::ENEMIES)
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if (target->getOwner().isValidPlayer() && ai->cb->getPlayerRelations(ai->playerID, target->getOwner()) == PlayerRelations::ENEMIES)
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evaluationContext.isEnemy = true;
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evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
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if(evaluationContext.danger > 0)
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@@ -1368,7 +1368,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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arriveNextWeek = true;
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#if NKAI_TRACE_LEVEL >= 2
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logAi->trace("BEFORE: priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, army-involvement: %f, gold: %f, cost: %d, army gain: %f, army growth: %f skill: %f danger: %d, threatTurns: %d, threat: %d, role: %s, strategical value: %f, conquest value: %f cwr: %f, fear: %f, explorePriority: %d isDefend: %d",
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logAi->trace("BEFORE: priorityTier %d, Evaluated %s, loss: %f, turn: %d, turns main: %f, scout: %f, army-involvement: %f, gold: %f, cost: %d, army gain: %f, army growth: %f skill: %f danger: %d, threatTurns: %d, threat: %d, role: %s, strategical value: %f, conquest value: %f cwr: %f, fear: %f, explorePriority: %d isDefend: %d isEnemy: %d arriveNextWeek: %d",
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priorityTier,
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task->toString(),
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evaluationContext.armyLossPersentage,
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@@ -1390,7 +1390,9 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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evaluationContext.closestWayRatio,
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evaluationContext.enemyHeroDangerRatio,
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evaluationContext.explorePriority,
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evaluationContext.isDefend);
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evaluationContext.isDefend,
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evaluationContext.isEnemy,
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arriveNextWeek);
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#endif
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switch (priorityTier)
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