mirror of
https://github.com/vcmi/vcmi.git
synced 2024-12-24 22:14:36 +02:00
Fixed a case when AI could spend all money on army and not build anything in secondary towns.
This commit is contained in:
parent
654fea56a4
commit
edc4c01805
@ -2204,7 +2204,6 @@ void VCAI::tryRealize(Goals::Build & g)
|
||||
{
|
||||
logAi->debug("Looking into %s", t->name);
|
||||
buildStructure(t);
|
||||
buildArmyIn(t);
|
||||
|
||||
if(!ai->primaryHero() ||
|
||||
(t->getArmyStrength() > ai->primaryHero()->getArmyStrength() * 2 && !isAccessibleForHero(t->visitablePos(), ai->primaryHero())))
|
||||
@ -2548,6 +2547,11 @@ void VCAI::striveToQuest (const QuestInfo &q)
|
||||
|
||||
void VCAI::performTypicalActions()
|
||||
{
|
||||
//TODO: build army only on request
|
||||
for(auto t : cb->getTownsInfo())
|
||||
{
|
||||
buildArmyIn(t);
|
||||
}
|
||||
for(auto h : getUnblockedHeroes())
|
||||
{
|
||||
if(!h) //hero might be lost. getUnblockedHeroes() called once on start of turn
|
||||
|
Loading…
Reference in New Issue
Block a user