ResetAIState so that units realize what they can do after unlocking a cluster.
@@ -369,6 +369,8 @@ void Nullkiller::makeTurn()
for(int i = 1; i <= settings->getMaxPass() && cb->getPlayerStatus(playerID) == EPlayerStatus::INGAME; i++)
{
auto start = std::chrono::high_resolution_clock::now();
+ //TODO: It's only necessary to do a resetAiState when the last action was UnlockCluster
+ resetAiState();
updateAiState(i);
Goals::TTask bestTask = taskptr(Goals::Invalid());