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Remove the AI unit growth bonuses and tune the income bonuses for different difficulty levels #8402

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866dcb6
Remove the AI unit growth bonuses and income bonuses for all difficul…
oleg-derevenetz Feb 13, 2024
cbc4c13
Tune the AI gold bonus
oleg-derevenetz Feb 15, 2024
4a7d3b3
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Feb 18, 2024
04be0fe
Tune the unit growth bonus
oleg-derevenetz Feb 18, 2024
8723dfe
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Feb 21, 2024
d098ba3
Remove the unit growth bonuses once again
oleg-derevenetz Feb 21, 2024
01aed5d
Add the infrastructure to apply the AI resource bonuses
oleg-derevenetz Feb 21, 2024
9dfdde7
Address the Clang-Tidy warning
oleg-derevenetz Feb 21, 2024
4b00fcb
Apply the IWYU suggestions
oleg-derevenetz Feb 21, 2024
5249aec
Implement the infrastructure for per-race growth bonuses
oleg-derevenetz Feb 21, 2024
7d69ce7
Disable the level 5 mage guilds on Easy difficulty
oleg-derevenetz Feb 21, 2024
93e7a5d
Add comment
oleg-derevenetz Feb 21, 2024
3da35bb
Tune the resource income
oleg-derevenetz Feb 25, 2024
3a3b55a
Rename the lambda
oleg-derevenetz Feb 25, 2024
4174a1f
Improve the defensive variant of the castle development a bit
oleg-derevenetz Mar 1, 2024
ff6fcfa
Apply IWYU suggestion
oleg-derevenetz Mar 1, 2024
d0ac6a8
Tune the AI income bonus
oleg-derevenetz Mar 1, 2024
af69614
Change the surrendering logic
oleg-derevenetz Mar 2, 2024
3ad7263
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Mar 2, 2024
657dd7e
Simplify the logic
oleg-derevenetz Mar 2, 2024
49a5a70
Apply IWYU suggestions
oleg-derevenetz Mar 2, 2024
598da2c
Tune the surrender logic
oleg-derevenetz Mar 2, 2024
55ea609
Reduce the code duplication
oleg-derevenetz Mar 2, 2024
cfbaefd
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Mar 6, 2024
7b4863d
Do not allow AI to surrender in the open field
oleg-derevenetz Mar 6, 2024
c814b99
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Mar 13, 2024
1c3f408
Use sum of primary skills instead of hero's level
oleg-derevenetz Mar 13, 2024
2fb2a60
Remove extra semicolon
oleg-derevenetz Mar 13, 2024
87ccd2c
Remove a lot of (now) unused code
oleg-derevenetz Mar 13, 2024
53c2ab0
Update the copyright header
oleg-derevenetz Mar 13, 2024
656b4f1
Remove extra header
oleg-derevenetz Mar 13, 2024
f5eaf29
Fully re-evaluate the castles status at the end of the AI turn
oleg-derevenetz Mar 13, 2024
f2b472b
Style nits
oleg-derevenetz Mar 13, 2024
0080d6f
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Mar 15, 2024
e493c35
Remove temporary variable
oleg-derevenetz Mar 16, 2024
1accb89
Remove extra parentheses
oleg-derevenetz Mar 16, 2024
3b79d88
Add castles-based bonus
oleg-derevenetz Mar 16, 2024
54564ec
Don't duplicate branches
oleg-derevenetz Mar 16, 2024
4ec35f1
Apply IWYU suggestions
oleg-derevenetz Mar 16, 2024
64fbcc8
Rename the lambda
oleg-derevenetz Mar 16, 2024
a889d0f
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Mar 16, 2024
df18e01
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Mar 18, 2024
4d3a8f6
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Mar 20, 2024
0d383da
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Mar 22, 2024
b42fb8f
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Mar 26, 2024
20d727f
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Mar 27, 2024
a283728
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Mar 31, 2024
0b5f55f
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Apr 4, 2024
0ee0448
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Apr 8, 2024
80b9fbf
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Apr 8, 2024
57381c6
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Apr 11, 2024
b7650e8
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Apr 24, 2024
0c0874a
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz Apr 28, 2024
90f9038
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz May 3, 2024
b44be30
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz May 5, 2024
0b9987f
Tune the bonus
oleg-derevenetz May 6, 2024
a48b0c3
Bone Dragons doesn't require resources to hire them
oleg-derevenetz May 6, 2024
c4867ba
Give the additional gold to Wizard & Warlock only if they have the le…
oleg-derevenetz May 7, 2024
44ba1e5
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz May 9, 2024
a3b378b
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz May 11, 2024
bb78d65
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz May 11, 2024
35fefbe
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz May 15, 2024
2ca241b
Apply IWYU suggestions
oleg-derevenetz May 15, 2024
f1ac4fd
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz May 16, 2024
a36d701
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz May 17, 2024
dee8e28
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz May 18, 2024
d085c19
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz May 19, 2024
c65ddde
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz May 22, 2024
54d5ca7
Merge branch master into remove-ai-growth-income-bonuses
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f3d733e
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz May 30, 2024
05a4961
Merge branch master into remove-ai-growth-income-bonuses
oleg-derevenetz May 30, 2024
0633eab
Tune the bonuses
oleg-derevenetz May 31, 2024
10e41fa
Tune the bonuses, update the logic a bit
oleg-derevenetz Jun 1, 2024
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1 change: 1 addition & 0 deletions src/fheroes2/ai/ai.h
Original file line number Diff line number Diff line change
Expand Up @@ -105,6 +105,7 @@ namespace AI

virtual void Reset();
virtual void resetPathfinder() = 0;

virtual bool isValidHeroObject( const Heroes & hero, const int32_t index, const bool underHero ) = 0;

// Should be called at the beginning of the battle even if no AI-controlled players are
Expand Down
47 changes: 24 additions & 23 deletions src/fheroes2/ai/normal/ai_normal.h
Original file line number Diff line number Diff line change
Expand Up @@ -298,42 +298,30 @@ namespace AI

void CastlePreBattle( Castle & castle ) override;

bool recruitHero( Castle & castle, bool buyArmy, bool underThreat );
void reinforceHeroInCastle( Heroes & hero, Castle & castle, const Funds & budget );
void evaluateRegionSafety();
std::vector<AICastle> getSortedCastleList( const VecCastles & castles, const std::set<int> & castlesInDanger );

void resetPathfinder() override;
bool isValidHeroObject( const Heroes & hero, const int32_t index, const bool underHero ) override;

void battleBegins() override;

void tradingPostVisitEvent( Kingdom & kingdom ) override;

bool isValidHeroObject( const Heroes & hero, const int32_t index, const bool underHero ) override;

double getObjectValue( const Heroes & hero, const int index, const int objectType, const double valueToIgnore, const uint32_t distanceToObject ) const;
double getTargetArmyStrength( const Maps::Tiles & tile, const MP2::MapObjectType objectType );

bool isPriorityTask( const int32_t index ) const
{
return _priorityTargets.find( index ) != _priorityTargets.end();
}

bool isCriticalTask( const int32_t index ) const
{
const auto iter = _priorityTargets.find( index );
if ( iter == _priorityTargets.end() ) {
return false;
}

return iter->second.type == PriorityTaskType::ATTACK || iter->second.type == PriorityTaskType::DEFEND;
}

private:
void CastleTurn( Castle & castle, const bool defensiveStrategy );

// Returns true if heroes can still do tasks but they have no move points.
bool HeroesTurn( VecHeroes & heroes, const uint32_t startProgressValue, const uint32_t endProgressValue );

bool recruitHero( Castle & castle, bool buyArmy );
void reinforceHeroInCastle( Heroes & hero, Castle & castle, const Funds & budget );

void evaluateRegionSafety();

std::vector<AICastle> getSortedCastleList( const VecCastles & castles, const std::set<int> & castlesInDanger );

int getPriorityTarget( const HeroToMove & heroInfo, double & maxPriority );

double getGeneralObjectValue( const Heroes & hero, const int index, const double valueToIgnore, const uint32_t distanceToObject ) const;
Expand All @@ -360,17 +348,30 @@ namespace AI
std::set<int> findCastlesInDanger( const Kingdom & kingdom );

void updatePriorityForEnemyArmy( const Kingdom & kingdom, const EnemyArmy & enemyArmy );

void updatePriorityForCastle( const Castle & castle );

// Return true if the castle is in danger.
// IMPORTANT!!! Do not call this method directly. Use other methods which call it internally.
bool updateIndividualPriorityForCastle( const Castle & castle, const EnemyArmy & enemyArmy );

void removePriorityAttackTarget( const int32_t tileIndex );

void updatePriorityAttackTarget( const Kingdom & kingdom, const Maps::Tiles & tile );

bool isPriorityTask( const int32_t index ) const
{
return _priorityTargets.find( index ) != _priorityTargets.end();
}

bool isCriticalTask( const int32_t index ) const
{
const auto iter = _priorityTargets.find( index );
if ( iter == _priorityTargets.end() ) {
return false;
}

return iter->second.type == PriorityTaskType::ATTACK || iter->second.type == PriorityTaskType::DEFEND;
}

// The following member variables should not be saved or serialized
std::vector<IndexObject> _mapActionObjects;
std::map<int32_t, PriorityTask> _priorityTargets;
Expand Down
107 changes: 47 additions & 60 deletions src/fheroes2/ai/normal/ai_normal_battle.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -39,7 +39,6 @@

#include "ai.h"
#include "ai_normal.h"
#include "army.h"
#include "artifact.h"
#include "artifact_info.h"
#include "battle.h"
Expand Down Expand Up @@ -601,7 +600,6 @@ namespace AI
}

const int gameDifficulty = Game::getDifficulty();
const bool isGameCampaign = Game::isCampaign();

// TODO: consider taking speed/turn order into account in the future
if ( _myArmyStrength * Difficulty::getArmyStrengthRatioForAIRetreat( gameDifficulty ) >= _enemyArmyStrength ) {
Expand All @@ -621,98 +619,87 @@ namespace AI

const Kingdom & kingdom = actualHero->GetKingdom();

const bool considerRetreat = [this, &arena, actualHero, gameDifficulty, isGameCampaign, hasValuableArtifacts, &kingdom]() {
if ( !Difficulty::allowAIToRetreat( gameDifficulty, isGameCampaign ) ) {
const bool isAbleToSurrender = [this, &arena, &kingdom]() {
if ( !arena.CanSurrenderOpponent( _myColor ) ) {
return false;
}

if ( !arena.CanRetreatOpponent( _myColor ) ) {
return false;
}
return kingdom.AllowPayment( { Resource::GOLD, arena.getForce( _myColor ).GetSurrenderCost() } );
}();

// If the hero has valuable artifacts, he should in any case consider retreating so that these artifacts do not end up at the disposal of the enemy,
// especially in the case of an alliance war
if ( hasValuableArtifacts ) {
const bool isPossibleToReHire = [actualHero, &kingdom]() {
// If the hero is not the last in his kingdom, then we will assume that there is a possibility of re-hiring - even if there are no castles in the
// kingdom, one of the remaining heroes can capture an enemy castle
const VecHeroes & heroes = kingdom.GetHeroes();
if ( heroes.size() > 1 ) {
return true;
}

// Otherwise, if this hero is the last one, and the kingdom has no castles, then there is no point in retreating
if ( kingdom.GetHeroes().size() == 1 ) {
assert( kingdom.GetHeroes().at( 0 ) == actualHero );

if ( kingdom.GetCastles().empty() ) {
return false;
}
}
assert( heroes.size() == 1 && heroes.at( 0 ) == actualHero );

// Otherwise, if this hero is relatively experienced, then he should think about retreating so that he can be hired again later
return actualHero->GetLevel() >= Difficulty::getMinHeroLevelForAIRetreat( gameDifficulty );
}();

const bool considerSurrender = [this, &arena, actualHero, gameDifficulty, isGameCampaign, hasValuableArtifacts, &kingdom]() {
if ( !Difficulty::allowAIToSurrender( gameDifficulty, isGameCampaign ) ) {
// Otherwise, if this hero is the last one, and there are no castles in the kingdom, then it will be impossible to re-hire this hero
const VecCastles & castles = kingdom.GetCastles();
if ( castles.empty() ) {
return false;
}

if ( !arena.CanSurrenderOpponent( _myColor ) ) {
return false;
}
// Otherwise, if this hero is defending the last castle, then it will be impossible to re-hire this hero
const Castle * castle = actualHero->inCastle();
if ( castle && castles.size() == 1 ) {
assert( castles.at( 0 ) == castle );

// If the hero has valuable artifacts, he should in any case consider surrendering so that these artifacts do not end up at the disposal of the enemy,
// especially in the case of an alliance war
if ( hasValuableArtifacts ) {
return true;
return false;
}

// Otherwise, if this hero is the last one, and either the kingdom has no castles, or this hero is defending the last castle, then there is no point
// in surrendering
if ( kingdom.GetHeroes().size() == 1 ) {
assert( kingdom.GetHeroes().at( 0 ) == actualHero );

const VecCastles & castles = kingdom.GetCastles();
if ( castles.empty() ) {
return false;
}
// Otherwise, assume that there is a possibility of re-hiring
return true;
}();

const Castle * castle = actualHero->inCastle();
if ( castle && castles.size() == 1 ) {
assert( castles.at( 0 ) == castle );
const int minHeroTotalPrimarySkillLevelForRetreat = 10;

return false;
}
if ( !arena.CanRetreatOpponent( _myColor ) ) {
if ( !isAbleToSurrender ) {
return Outcome::ContinueBattle;
}

// Otherwise, if this hero is relatively experienced, then he should think about surrendering so that he can be hired again later
return actualHero->GetLevel() >= Difficulty::getMinHeroLevelForAIRetreat( gameDifficulty );
}();

const Force & force = arena.getForce( _myColor );
// If the hero has valuable artifacts, he should surrender so that these artifacts do not end up at the disposal of the enemy, especially in the case
// of an alliance war
if ( hasValuableArtifacts ) {
return Outcome::Surrender;
}

if ( !considerRetreat ) {
if ( !considerSurrender ) {
// Otherwise, if this hero cannot be rehired, then there is no point in surrendering
if ( !isPossibleToReHire ) {
return Outcome::ContinueBattle;
}

if ( !kingdom.AllowPayment( { Resource::GOLD, force.GetSurrenderCost() } ) ) {
return Outcome::ContinueBattle;
// Otherwise, if this hero is relatively experienced, then he should surrender so that he can be hired again later
if ( actualHero->getTotalPrimarySkillLevel() >= minHeroTotalPrimarySkillLevelForRetreat ) {
return Outcome::Surrender;
}

return Outcome::Surrender;
// Otherwise, there is no point in surrendering
return Outcome::ContinueBattle;
}

if ( !considerSurrender ) {
// If the hero has valuable artifacts, he should retreat so that these artifacts do not end up at the disposal of the enemy, especially in the case of an
// alliance war
if ( hasValuableArtifacts ) {
return Outcome::Retreat;
}

if ( force.getStrengthOfArmyRemainingInCaseOfSurrender() < Army::getStrengthOfAverageStartingArmy( actualHero ) ) {
return Outcome::Retreat;
// Otherwise, if this hero cannot be rehired, then there is no point in retreating
if ( !isPossibleToReHire ) {
return Outcome::ContinueBattle;
}

if ( !kingdom.AllowPayment( Funds{ Resource::GOLD, force.GetSurrenderCost() } * Difficulty::getGoldReserveRatioForAISurrender( gameDifficulty ) ) ) {
// Otherwise, if this hero is relatively experienced, then he should retreat so that he can be hired again later
if ( actualHero->getTotalPrimarySkillLevel() >= minHeroTotalPrimarySkillLevelForRetreat ) {
return Outcome::Retreat;
}

return Outcome::Surrender;
// Otherwise, there is no point in retreating or surrendering
return Outcome::ContinueBattle;
}();

const auto farewellSpellcast = [this, &arena, &currentUnit, &actions]() {
Expand Down
33 changes: 13 additions & 20 deletions src/fheroes2/ai/normal/ai_normal_castle.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -28,8 +28,6 @@
#include "ai.h"
#include "ai_normal.h"
#include "army.h"
#include "army_troop.h"
#include "battle_tower.h"
#include "castle.h"
#include "difficulty.h"
#include "game.h"
Expand Down Expand Up @@ -314,31 +312,26 @@ namespace AI
void Normal::CastleTurn( Castle & castle, const bool defensiveStrategy )
{
if ( defensiveStrategy ) {
// Avoid building monster dwellings when defensive as they might fall into enemy's hands, unless we have a lot of resources.
const Kingdom & kingdom = castle.GetKingdom();
const Funds & kingdomFunds = castle.GetKingdom().GetFunds();

// TODO: check if we can upgrade monsters. It is much cheaper (except Giants into Titans) to upgrade monsters than buy new ones.
// If the castle is potentially under threat, then it makes sense to try to hire the maximum number of troops so that the enemy cannot hire them even if he
// captures the castle, therefore, it is worth starting with hiring.
castle.recruitBestAvailable( kingdomFunds );

Troops possibleReinforcement = castle.getAvailableArmy( kingdom.GetFunds() );
double possibleReinforcementStrength = possibleReinforcement.GetStrength();
Army & garrison = castle.GetArmy();

// A very rough estimation of strength. We measure the strength of possible army to hire with the strength of purchasing a turret.
const Battle::Tower tower( castle, Battle::TowerType::TWR_RIGHT, 0 );
const Troop towerMonster( Monster::ARCHER, tower.GetCount() );
const double towerStrength = towerMonster.GetStrength();
if ( possibleReinforcementStrength > towerStrength ) {
castle.recruitBestAvailable( kingdom.GetFunds() );
OptimizeTroopsOrder( castle.GetArmy() );
}
// Then we try to upgrade the existing units in the castle garrison...
garrison.UpgradeTroops( castle );

if ( castle.GetActualArmy().getTotalCount() > 0 ) {
Build( castle, defensiveStructures );
}
// ... and then we try to hire troops again, because after upgrading the existing troops, there could be a place for new units.
castle.recruitBestAvailable( kingdomFunds );

castle.recruitBestAvailable( kingdom.GetFunds() );
OptimizeTroopsOrder( castle.GetArmy() );
OptimizeTroopsOrder( garrison );

// Avoid building monster dwellings when defensive as they might fall into enemy's hands, unless we have a lot of resources. Instead, try to build defensive
// structures if there is at least some kind of garrison in the castle.
if ( castle.GetActualArmy().getTotalCount() > 0 ) {
Build( castle, defensiveStructures );
Build( castle, supportingDefensiveStructures );
}
}
Expand Down
20 changes: 13 additions & 7 deletions src/fheroes2/ai/normal/ai_normal_kingdom.cpp
Original file line number Diff line number Diff line change
Expand Up @@ -269,7 +269,7 @@ namespace

namespace AI
{
bool Normal::recruitHero( Castle & castle, bool buyArmy, bool underThreat )
bool Normal::recruitHero( Castle & castle, bool buyArmy )
{
Kingdom & kingdom = castle.GetKingdom();
const Recruits & rec = kingdom.GetRecruits();
Expand Down Expand Up @@ -310,7 +310,6 @@ namespace AI
}

if ( buyArmy ) {
CastleTurn( castle, underThreat );
reinforceHeroInCastle( *recruit, castle, kingdom.GetFunds() );
}
else {
Expand Down Expand Up @@ -481,12 +480,16 @@ namespace AI
std::vector<AICastle> Normal::getSortedCastleList( const VecCastles & castles, const std::set<int> & castlesInDanger )
{
std::vector<AICastle> sortedCastleList;
sortedCastleList.reserve( castles.size() );

for ( Castle * castle : castles ) {
if ( !castle )
if ( castle == nullptr ) {
continue;
}

const int32_t castleIndex = castle->GetIndex();
const uint32_t regionID = world.GetTiles( castleIndex ).GetRegion();

sortedCastleList.emplace_back( castle, castlesInDanger.count( castleIndex ) > 0, _regions[regionID].safetyFactor, castle->getBuildingValue() );
}

Expand Down Expand Up @@ -588,7 +591,8 @@ namespace AI
const uint32_t threatDistanceLimit = 3000;

const int32_t castleIndex = castle.GetIndex();
// skip precise distance check if army is too far to be a threat

// Skip precise distance check if army is too far to be a threat
if ( Maps::GetApproximateDistance( enemyArmy.index, castleIndex ) * Maps::Ground::fastestMovePenalty > threatDistanceLimit ) {
return false;
}
Expand Down Expand Up @@ -920,6 +924,8 @@ namespace AI
// Sync the list of castles (if new ones were captured during the turn)
if ( castles.size() != sortedCastleList.size() ) {
evaluateRegionSafety();

castlesInDanger = findCastlesInDanger( kingdom );
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sortedCastleList = getSortedCastleList( castles, castlesInDanger );
}

Expand All @@ -946,8 +952,8 @@ namespace AI
bool Normal::purchaseNewHeroes( const std::vector<AICastle> & sortedCastleList, const std::set<int> & castlesInDanger, const int32_t availableHeroCount,
const bool moreTasksForHeroes )
{
const bool slowEarlyGame = world.CountDay() < 5 && sortedCastleList.size() == 1;
const int32_t heroLimit = slowEarlyGame ? 2 : world.w() / Maps::SMALL + 2;
const bool isEarlyGameWithSingleCastle = world.CountDay() < 5 && sortedCastleList.size() == 1;
const int32_t heroLimit = isEarlyGameWithSingleCastle ? 2 : world.w() / Maps::SMALL + 2;

if ( availableHeroCount >= heroLimit ) {
return false;
Expand Down Expand Up @@ -990,7 +996,7 @@ namespace AI
}

// target found, buy hero
return recruitmentCastle && recruitHero( *recruitmentCastle, !slowEarlyGame, false );
return recruitmentCastle && recruitHero( *recruitmentCastle, !isEarlyGameWithSingleCastle );
}

void Normal::tradingPostVisitEvent( Kingdom & /*kingdom*/ )
Expand Down
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