Removed resetAiState from loop cause it has too many side-effects. Such as the loop going through all passes.
@@ -369,8 +369,6 @@ 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());