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More warnings

Removed unused code
This commit is contained in:
Xilmi 2024-07-20 21:12:43 +02:00
parent ed82e2bf4a
commit 945de7c369

View File

@ -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()))
{