diff --git a/CvGameCoreDLL_Expansion2/CvDiplomacyAI.cpp b/CvGameCoreDLL_Expansion2/CvDiplomacyAI.cpp index acc28facf7..421cb01e2f 100644 --- a/CvGameCoreDLL_Expansion2/CvDiplomacyAI.cpp +++ b/CvGameCoreDLL_Expansion2/CvDiplomacyAI.cpp @@ -41862,9 +41862,7 @@ CoopWarStates CvDiplomacyAI::RespondToCoopWarRequest(PlayerTypes eAskingPlayer, { // Update approach to WAR SetCivApproach(eTargetPlayer, CIV_APPROACH_WAR); - - if (!GET_PLAYER(eAskingPlayer).isHuman()) - GET_PLAYER(eAskingPlayer).GetDiplomacyAI()->SetCivApproach(eTargetPlayer, CIV_APPROACH_WAR); + GET_PLAYER(eAskingPlayer).GetDiplomacyAI()->SetCivApproach(eTargetPlayer, CIV_APPROACH_WAR); } return eResponse; diff --git a/CvGameCoreDLL_Expansion2/CvTacticalAI.cpp b/CvGameCoreDLL_Expansion2/CvTacticalAI.cpp index cc0601f99b..7b8f6af2d5 100644 --- a/CvGameCoreDLL_Expansion2/CvTacticalAI.cpp +++ b/CvGameCoreDLL_Expansion2/CvTacticalAI.cpp @@ -7646,7 +7646,7 @@ int TacticalAIHelpers::SentryScore(const CvPlot * pPlot, PlayerTypes ePlayer) STacticalAssignment ScorePlotForPillageMove(const SUnitStats& unit, const CvTacticalPlot& testPlot, const SMovePlot& movePlot, const CvTacticalPosition& assumedPosition) { - //default action is do nothing and invalid score (not -INT_MAX to to prevent overflows!) + //default action is do nothing and invalid score (not -INT_MAX, to prevent overflows!) STacticalAssignment result(unit.iPlotIndex,movePlot.iPlotIndex,unit.iUnitID,movePlot.iMovesLeft,unit.eMoveStrategy,TACTICAL_COMBAT_IMPOSSIBLE_SCORE,A_MOVE); //the plot we're checking right now @@ -7900,7 +7900,7 @@ int ScoreTurnEnd(const CvUnit* pUnit, eUnitAssignmentType eLastAssignment, const STacticalAssignment ScorePlotForCombatUnitOffensiveMove(const SUnitStats& unit, const CvTacticalPlot& testPlot, const SMovePlot& movePlot, const CvTacticalPosition& assumedPosition, eUnitMoveEvalMode evalMode) { - //default action is do nothing and invalid score (not -INT_MAX to to prevent overflows!) + //default action is do nothing and invalid score (not -INT_MAX, to prevent overflows!) STacticalAssignment result(unit.iPlotIndex,movePlot.iPlotIndex,unit.iUnitID,movePlot.iMovesLeft,unit.eMoveStrategy,TACTICAL_COMBAT_IMPOSSIBLE_SCORE,A_MOVE); //the plot we're checking right now @@ -8032,7 +8032,7 @@ STacticalAssignment ScorePlotForCombatUnitOffensiveMove(const SUnitStats& unit, STacticalAssignment ScorePlotForCombatUnitDefensiveMove(const SUnitStats& unit, const CvTacticalPlot& testPlot, const SMovePlot& movePlot, const CvTacticalPosition& assumedPosition, eUnitMoveEvalMode evalMode) { - //default action is do nothing and invalid score (not -INT_MAX to to prevent overflows!) + //default action is do nothing and invalid score (not -INT_MAX, to prevent overflows!) STacticalAssignment result(unit.iPlotIndex,movePlot.iPlotIndex,unit.iUnitID,movePlot.iMovesLeft,unit.eMoveStrategy,TACTICAL_COMBAT_IMPOSSIBLE_SCORE,A_MOVE); //the plot we're checking right now @@ -8146,7 +8146,7 @@ STacticalAssignment ScorePlotForCombatUnitDefensiveMove(const SUnitStats& unit, STacticalAssignment ScorePlotForNonFightingUnitMove(const SUnitStats& unit, const CvTacticalPlot& testPlot, const SMovePlot& movePlot, const CvTacticalPosition& assumedPosition, eUnitMoveEvalMode evalMode) { - //default action is do nothing and invalid score (not -INT_MAX to to prevent overflows!) + //default action is do nothing and invalid score (not -INT_MAX, to prevent overflows!) STacticalAssignment result(unit.iPlotIndex,movePlot.iPlotIndex,unit.iUnitID,movePlot.iMovesLeft,unit.eMoveStrategy,TACTICAL_COMBAT_IMPOSSIBLE_SCORE,A_MOVE); int iScore = 0; @@ -10692,7 +10692,7 @@ float CvTacticalPosition::getAggressionBias() const } //this is intended to filter out the no-chance-in-hell moves -//it's not intended to to be final check, the situation can still change as the sim progresses +//it's not intended to be the final check, the situation can still change as the sim progresses bool CvTacticalPosition::couldEndTurnAfterThisAssignment(const STacticalAssignment& assignment) const { int iEndPlotIndex = -1;