fixed a bug with ai_default leader...

...sometimes not attacking even if it is advantageous to do so
This commit is contained in:
Iurii Chernyi 2009-11-11 12:12:03 +00:00
parent f2a86d2d47
commit b765c7308e

View File

@ -622,6 +622,8 @@ void ai_default::evaluate_recruiting_value(const map_location &leader_loc)
if (recruiting_preferred_ == 2)
{
recruiting_preferred_ = 0;
//give a learder a chance to fight
consider_combat_ = true;
return;
}
if (get_number_of_possible_recruits_to_force_recruit()< 0.01f)
@ -645,6 +647,10 @@ void ai_default::evaluate_recruiting_value(const map_location &leader_loc)
}
}
recruiting_preferred_ = (gold/unit_price) - free_slots > get_number_of_possible_recruits_to_force_recruit();
if (recruiting_preferred_==0) {
//give a learder a chance to fight
consider_combat_ = true;
}
DBG_AI << "recruiting preferred: " << (recruiting_preferred_?"yes":"no") <<
" units to recruit: " << (gold/unit_price) <<
" unit_price: " << unit_price <<