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Ignore all ExceuteHeroChain-tasks with 0 movement-cost
These can happen when an enemy spawns ontop of an AI-hero. If the action would win, it wouldn't be executed anyways. So now AI does the next best thing instead, which likely what it wanted to do anyways.
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@ -1006,6 +1006,9 @@ public:
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Goals::ExecuteHeroChain & chain = dynamic_cast<Goals::ExecuteHeroChain &>(*task);
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const AIPath & path = chain.getPath();
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if (path.movementCost() == 0)
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return;
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vstd::amax(evaluationContext.danger, path.getTotalDanger());
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evaluationContext.movementCost += path.movementCost();
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evaluationContext.closestWayRatio = chain.closestWayRatio;
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