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Update PriorityEvaluator.cpp
AI now should no longer ignore spell-scrolls and artifacts of the treasure-class.
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@ -261,6 +261,8 @@ static uint64_t evaluateArtifactArmyValue(const CArtifact * art)
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switch(art->aClass)
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{
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case CArtifact::EartClass::ART_TREASURE:
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//FALL_THROUGH
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case CArtifact::EartClass::ART_MINOR:
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classValue = 1000;
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break;
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@ -299,6 +301,8 @@ uint64_t RewardEvaluator::getArmyReward(
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case Obj::CREATURE_GENERATOR3:
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case Obj::CREATURE_GENERATOR4:
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return getDwellingArmyValue(ai->cb.get(), target, checkGold);
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case Obj::SPELL_SCROLL:
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//FALL_THROUGH
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case Obj::ARTIFACT:
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return evaluateArtifactArmyValue(dynamic_cast<const CGArtifact *>(target)->storedArtifact->artType);
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case Obj::HERO:
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