Nullkiller AI will now prefer giving its scout heroes faster units to
optimize their movement points on next turns.
Unit selection logic:
- AI prefers to give 'weak' units that won't affect army strength of main
hero. Unit is considered 'weak' if its level below 4 or if its AI value
is below 1% of total army strength. So AI can give high-tier unit to
scout, but only if main hero already has massive army.
- Within weak units, if hero is moving on terrain with penalty, AI will
always prefer units that are native to this terrain. So on snow AI will
always prefer unit from Tower even if its speed is lower than unit from
another faction.
- Within remaining candidates, AI will prefer unit that will give higher
movement points limit. This also means that in case of H3 rules, all
units with 11+ speed will be viewed as equally good
- If there are multiple units with same speed, AI will prefer unit with
lowest AI value
Fixed an issue that made AI consider unpurchased troops as reinforcements for their armies which caused AI to visit cities over and over without actually doing anything there.
Buying units is handled by BuyArmyBehavior.
No longer excluding paths for exposing a hero to an enemy in the behaviors. There definitely are reasons for doing something anyways, even if threatened. The logic for that should be done in the PriorityEvaluator.