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	More warnings
Removed unused code
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		| @@ -55,6 +55,7 @@ Goals::TGoalVec RecruitHeroBehavior::decompose(const Nullkiller * ai) const | ||||
| 		{ | ||||
| 			auto availableHeroes = ai->cb->getAvailableHeroes(town); | ||||
|  | ||||
| 			//TODO: Prioritize non-main-heros too by cost of their units and whether their units fit to the current town | ||||
| 			for(auto hero : availableHeroes) | ||||
| 			{ | ||||
| 				auto score = ai->heroManager->evaluateHero(hero); | ||||
| @@ -65,24 +66,6 @@ Goals::TGoalVec RecruitHeroBehavior::decompose(const Nullkiller * ai) const | ||||
| 				} | ||||
| 			} | ||||
|  | ||||
| 			int treasureSourcesCount = 0; | ||||
|  | ||||
| 			for(auto obj : ai->objectClusterizer->getNearbyObjects()) | ||||
| 			{ | ||||
| 				if((obj->ID == Obj::RESOURCE) | ||||
| 					|| obj->ID == Obj::TREASURE_CHEST | ||||
| 					|| obj->ID == Obj::CAMPFIRE | ||||
| 					|| isWeeklyRevisitable(ai, obj) | ||||
| 					|| obj->ID ==Obj::ARTIFACT) | ||||
| 				{ | ||||
| 					auto tile = obj->visitablePos(); | ||||
| 					auto closestTown = ai->dangerHitMap->getClosestTown(tile); | ||||
|  | ||||
| 					if(town == closestTown) | ||||
| 						treasureSourcesCount++; | ||||
| 				} | ||||
| 			} | ||||
|  | ||||
| 			if(ai->cb->getHeroesInfo().size() < ai->cb->getTownsInfo().size() + 1 | ||||
| 				|| (ai->getFreeResources()[EGameResID::GOLD] > 10000 && !ai->buildAnalyzer->isGoldPressureHigh())) | ||||
| 			{ | ||||
|   | ||||
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