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@@ -109,7 +109,7 @@ void HeroManager::update()
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for(auto & hero : myHeroes)
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{
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scores[hero] = evaluateFightingStrength(hero);
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- knownFightingStrength[hero->id] = hero->getFightingStrength();
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+ knownFightingStrength[hero->id] = hero->getHeroStrength();
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}
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auto scoreSort = [&](const CGHeroInstance * h1, const CGHeroInstance * h2) -> bool
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@@ -205,7 +205,7 @@ float HeroManager::getFightingStrengthCached(const CGHeroInstance * hero) const
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auto cached = knownFightingStrength.find(hero->id);
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//FIXME: fallback to hero->getFightingStrength() is VERY slow on higher difficulties (no object graph? map reveal?)
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- return cached != knownFightingStrength.end() ? cached->second : hero->getFightingStrength();
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+ return cached != knownFightingStrength.end() ? cached->second : hero->getHeroStrength();
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}
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float HeroManager::getMagicStrength(const CGHeroInstance * hero) const
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@@ -298,7 +298,7 @@ const CGHeroInstance * HeroManager::findWeakHeroToDismiss(uint64_t armyLimit) co
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continue;
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}
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- if(!weakestHero || weakestHero->getFightingStrength() > existingHero->getFightingStrength())
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+ if(!weakestHero || weakestHero->getHeroStrength() > existingHero->getHeroStrength())
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{
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weakestHero = existingHero;
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}
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