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Exploration
Slightly adjust the value of exploring within the hunter-gather-prirority.
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@ -62,7 +62,8 @@ EvaluationContext::EvaluationContext(const Nullkiller* ai)
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threatTurns(INT_MAX),
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involvesSailing(false),
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isTradeBuilding(false),
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isExchange(false)
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isExchange(false),
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isExplore(false)
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{
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}
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@ -930,6 +931,7 @@ public:
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int tilesDiscovered = task->value;
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evaluationContext.addNonCriticalStrategicalValue(0.03f * tilesDiscovered);
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evaluationContext.isExplore = true;
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}
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};
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@ -1444,7 +1446,8 @@ float PriorityEvaluator::evaluate(Goals::TSubgoal task, int priorityTier)
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score -= evaluationContext.armyInvolvement * evaluationContext.armyLossPersentage;
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if (score > 0)
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{
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score = 1000;
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if(!evaluationContext.isExplore)
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score = 1000;
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score *= evaluationContext.closestWayRatio;
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if (evaluationContext.enemyHeroDangerRatio > 1)
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score /= evaluationContext.enemyHeroDangerRatio;
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@ -80,6 +80,7 @@ struct DLL_EXPORT EvaluationContext
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bool involvesSailing;
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bool isTradeBuilding;
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bool isExchange;
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bool isExplore;
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EvaluationContext(const Nullkiller * ai);
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