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NKAI: penalty for extra chains
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@@ -13,6 +13,7 @@
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#include "../Engine/Nullkiller.h"
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#include "../Engine/Nullkiller.h"
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#include "../../../CCallback.h"
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#include "../../../CCallback.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../../../lib/mapObjects/MapObjects.h"
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#include "../../../lib/GameConstants.h"
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namespace NKAI
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namespace NKAI
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{
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{
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@@ -306,7 +307,7 @@ std::vector<creInfo> ArmyManager::getArmyAvailableToBuy(
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int freeHeroSlots = GameConstants::ARMY_SIZE - hero->stacksCount();
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int freeHeroSlots = GameConstants::ARMY_SIZE - hero->stacksCount();
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bool countGrowth = (cb->getDate(Date::DAY_OF_WEEK) + turn) > 7;
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bool countGrowth = (cb->getDate(Date::DAY_OF_WEEK) + turn) > 7;
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const CGTownInstance * town = dwelling->ID == CGTownInstance::TOWN
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const CGTownInstance * town = dwelling->ID == Obj::TOWN
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? dynamic_cast<const CGTownInstance *>(dwelling)
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? dynamic_cast<const CGTownInstance *>(dwelling)
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: nullptr;
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: nullptr;
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@@ -166,6 +166,11 @@ RuleBlock: basic
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rule: if closestHeroRatio is LOWEST and heroRole is SCOUT then Value is WORST
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rule: if closestHeroRatio is LOWEST and heroRole is SCOUT then Value is WORST
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rule: if closestHeroRatio is LOW and heroRole is SCOUT then Value is BAD
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rule: if closestHeroRatio is LOW and heroRole is SCOUT then Value is BAD
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rule: if closestHeroRatio is LOWEST and heroRole is MAIN then Value is BAD
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rule: if closestHeroRatio is LOWEST and heroRole is MAIN then Value is BAD
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rule: if heroRole is SCOUT and turn is NOW and mainTurnDistance is LONG then Value is WORST
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rule: if heroRole is SCOUT and turn is NOW and mainTurnDistance is MEDIUM then Value is BAD
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rule: if heroRole is SCOUT and turn is NEXT and mainTurnDistance is LONG then Value is BAD
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rule: if heroRole is SCOUT and turn is NOW and scoutTurnDistance is LONG then Value is BAD
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rule: if heroRole is SCOUT and turn is NOW and scoutTurnDistance is MEDIUM then Value is BAD with 0.3
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RuleBlock: strategicalValue
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RuleBlock: strategicalValue
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enabled: true
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enabled: true
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conjunction: AlgebraicProduct
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conjunction: AlgebraicProduct
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