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Backported fix for BattleAI not casting spells that would kill entire
unit

Ivan Savenko 9 months ago
parent
commit
c4623aad0f
1 changed files with 1 additions and 1 deletions
  1. 1 1
      AI/BattleAI/BattleEvaluator.cpp

+ 1 - 1
AI/BattleAI/BattleEvaluator.cpp

@@ -702,7 +702,7 @@ bool BattleEvaluator::attemptCastingSpell(const CStack * activeStack)
 				spells::BattleCast cast(state.get(), hero, spells::Mode::HERO, ps.spell);
 				cast.castEval(state->getServerCallback(), ps.dest);
 
-				auto allUnits = state->battleGetUnitsIf([](const battle::Unit * u) -> bool { return u->isValidTarget(); });
+				auto allUnits = state->battleGetUnitsIf([](const battle::Unit * u) -> bool { return u->isValidTarget(true); });
 
 				auto needFullEval = vstd::contains_if(allUnits, [&](const battle::Unit * u) -> bool
 					{