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Removed weird logic that prevented AI from casting spells.
What was the rationale? AI loses fights with full Mana that it could easily have won otherwise. I just removed that weird logic and now it uses it's mana and wins.
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@ -167,14 +167,12 @@ void CBattleAI::activeStack(const BattleID & battleID, const CStack * stack )
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result = evaluator.selectStackAction(stack);
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if(autobattlePreferences.enableSpellsUsage && !skipCastUntilNextBattle && evaluator.canCastSpell())
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if(autobattlePreferences.enableSpellsUsage && evaluator.canCastSpell())
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{
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auto spelCasted = evaluator.attemptCastingSpell(stack);
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if(spelCasted)
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return;
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skipCastUntilNextBattle = true;
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}
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logAi->trace("Spellcast attempt completed in %lld", timeElapsed(start));
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@ -256,8 +254,6 @@ void CBattleAI::battleStart(const BattleID & battleID, const CCreatureSet *army1
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{
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LOG_TRACE(logAi);
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side = Side;
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skipCastUntilNextBattle = false;
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}
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void CBattleAI::print(const std::string &text) const
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@ -62,7 +62,6 @@ class CBattleAI : public CBattleGameInterface
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bool wasWaitingForRealize;
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bool wasUnlockingGs;
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int movesSkippedByDefense;
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bool skipCastUntilNextBattle;
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public:
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CBattleAI();
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