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
- Added `movementCostBase` parameter to game config that defines minimal
amount of movement points that will be spent when moving from one tile
on another while offroad (and cost of Fly / Town Portal spells)
- Added `BASE_TILE_MOVEMENT_COST` bonus type that allows modifying
`movementCostBase` on per-hero basis
Example usage for hota-like pathfinding skill
```json
"tileCostReduction" : {
"type" : "BASE_TILE_MOVEMENT_COST",
"val" : -15
}
```
- human player will now use pathfinder settings from config (as before)
- nullkiller AI will now use its own, modified settings
- added option to configure NKAI usage of monolith to config
- fixed pathfinder costs not updating on receiving levelup
When the AI cannot buy units in a city because all slots are blocked and the units in the slot are cheaper than the units it wants to buy, the AI will now get rid of the units that block that slot in order to be able to buy the better units.
While it fixed the bug it was supposed to fix it caused another severe bug: AI wasn't generating a thread-map anymore.
Original bug needs to find another fix.
Even if the hero blocking a town is from the own faction, the town must not become a target if the city has stashed armies because in that case the hero ontop of it won't be able to go into garrison for the TP.
The node of a disembark-action can no longer be part of a hero-chain since sea-to-land-trade isn't possible and landing first eats up all movement-points.