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Swapped order of Defend and Far-Hunter-Gather
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@ -477,7 +477,7 @@ void ObjectClusterizer::clusterizeObject(
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heroesProcessed.insert(path.targetHero);
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for (int prio = PriorityEvaluator::PriorityTier::BUILDINGS; prio <= PriorityEvaluator::PriorityTier::DEFEND; ++prio)
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for (int prio = PriorityEvaluator::PriorityTier::BUILDINGS; prio <= PriorityEvaluator::PriorityTier::MAX_PRIORITY_TIER; ++prio)
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{
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priority = std::max(priority, priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)), prio));
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}
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@ -503,7 +503,7 @@ void ObjectClusterizer::clusterizeObject(
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heroesProcessed.insert(path.targetHero);
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for (int prio = PriorityEvaluator::PriorityTier::BUILDINGS; prio <= PriorityEvaluator::PriorityTier::DEFEND; ++prio)
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for (int prio = PriorityEvaluator::PriorityTier::BUILDINGS; prio <= PriorityEvaluator::PriorityTier::MAX_PRIORITY_TIER; ++prio)
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{
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priority = std::max(priority, priorityEvaluator->evaluate(Goals::sptr(Goals::ExecuteHeroChain(path, obj)), prio));
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}
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@ -443,14 +443,10 @@ void Nullkiller::makeTurn()
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decompose(bestTasks, sptr(ExplorationBehavior()), MAX_DEPTH);
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TTaskVec selectedTasks;
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#if NKAI_TRACE_LEVEL >= 1
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int prioOfTask = 0;
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#endif
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for (int prio = PriorityEvaluator::PriorityTier::INSTAKILL; prio <= PriorityEvaluator::PriorityTier::DEFEND; ++prio)
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for (int prio = PriorityEvaluator::PriorityTier::INSTAKILL; prio <= PriorityEvaluator::PriorityTier::MAX_PRIORITY_TIER; ++prio)
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{
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#if NKAI_TRACE_LEVEL >= 1
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prioOfTask = prio;
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#endif
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selectedTasks = buildPlan(bestTasks, prio);
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if (!selectedTasks.empty() || settings->isUseFuzzy())
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break;
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@ -528,12 +524,6 @@ void Nullkiller::makeTurn()
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#if NKAI_TRACE_LEVEL >= 1
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logAi->info("Pass %d: Performing prio %d task %s with prio: %d", i, prioOfTask, bestTask->toString(), bestTask->priority);
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#endif
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int totalMPBefore = 0;
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int totalMPAfter = 0;
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for (auto hero : cb->getHeroesInfo(true))
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{
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totalMPBefore += hero->movementPointsRemaining();
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}
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if(!executeTask(bestTask))
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{
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if(hasAnySuccess)
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@ -541,12 +531,10 @@ void Nullkiller::makeTurn()
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else
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return;
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}
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for (auto hero : cb->getHeroesInfo(true))
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else
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{
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totalMPAfter += hero->movementPointsRemaining();
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}
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if(totalMPBefore > totalMPAfter)
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hasAnySuccess = true;
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}
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}
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hasAnySuccess |= handleTrading();
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@ -119,8 +119,9 @@ public:
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HUNTER_GATHER,
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LOW_PRIO_EXPLORE,
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FAR_KILL,
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DEFEND,
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FAR_HUNTER_GATHER,
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DEFEND
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MAX_PRIORITY_TIER = FAR_HUNTER_GATHER
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};
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private:
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