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@@ -148,7 +148,6 @@ void BuildAnalyzer::update()
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auto towns = ai->cb->getTownsInfo();
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float economyDevelopmentCost = 0;
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- TResources nonGoldEconomyResources;
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for(const CGTownInstance* town : towns)
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{
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@@ -165,10 +164,7 @@ void BuildAnalyzer::update()
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for(auto building : developmentInfo.toBuild)
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{
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if (building.dailyIncome[EGameResID::GOLD] > 0)
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- {
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economyDevelopmentCost += building.buildCostWithPrerequisites[EGameResID::GOLD];
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- nonGoldEconomyResources += building.buildCostWithPrerequisites;
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- }
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}
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armyCost += developmentInfo.armyCost;
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@@ -177,10 +173,6 @@ void BuildAnalyzer::update()
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logAi->trace("Building preferences %s", bi.toString());
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}
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}
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- nonGoldEconomyResources[EGameResID::GOLD] = 0;
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- //If we don't have the non-gold-resources to build a structure, we also don't need to save gold for it and can consider building something else instead
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- if (!ai->getFreeResources().canAfford(nonGoldEconomyResources))
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- economyDevelopmentCost = 0;
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std::sort(developmentInfos.begin(), developmentInfos.end(), [](const TownDevelopmentInfo & t1, const TownDevelopmentInfo & t2) -> bool
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{
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