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Satisfy SonarCube
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@@ -1006,7 +1006,7 @@ 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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if (vstd::isAlmostZero(path.movementCost()))
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return;
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vstd::amax(evaluationContext.danger, path.getTotalDanger());
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@@ -1446,7 +1446,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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return 0;
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if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
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return 0;
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if (evaluationContext.armyLossPersentage == 0 && evaluationContext.closestWayRatio < 1.0)
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if (vstd::isAlmostZero(evaluationContext.armyLossPersentage) && evaluationContext.closestWayRatio < 1.0)
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return 0;
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score = 1000;
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if (evaluationContext.movementCost > 0)
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@@ -1461,7 +1461,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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return 0;
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if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
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return 0;
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if (evaluationContext.armyLossPersentage == 0 && evaluationContext.closestWayRatio < 1.0)
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if (vstd::isAlmostZero(evaluationContext.armyLossPersentage) && evaluationContext.closestWayRatio < 1.0)
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return 0;
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score = 1000;
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if (evaluationContext.movementCost > 0)
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@@ -1486,7 +1486,7 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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return 0;
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if (maxWillingToLose - evaluationContext.armyLossPersentage < 0)
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return 0;
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if (evaluationContext.armyLossPersentage == 0 && evaluationContext.closestWayRatio < 1.0)
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if (vstd::isAlmostZero(evaluationContext.armyLossPersentage) && evaluationContext.closestWayRatio < 1.0)
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return 0;
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score += evaluationContext.strategicalValue * 1000;
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score += evaluationContext.goldReward;
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