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Update PriorityEvaluator.cpp
Just killing stuff even if there is no apparent reason now also is considered for the mere purpose of gaining XP. This also helps the non-cheating AI to keep attacking enemies when they can't see anything worth exploring behind them.
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@ -1052,6 +1052,8 @@ public:
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evaluationContext.isEnemy = true;
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evaluationContext.goldCost += evaluationContext.evaluator.getGoldCost(target, hero, army);
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evaluationContext.armyInvolvement += army->getArmyCost();
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if(evaluationContext.danger > 0)
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evaluationContext.skillReward += (float)evaluationContext.danger / (float)hero->getArmyStrength();
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}
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vstd::amax(evaluationContext.armyLossPersentage, (float)path.getTotalArmyLoss() / (float)army->getArmyStrength());
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