// Indicate the plots we might want to move to that the enemy can attack
void CvTacticalAnalysisMap::MarkCellsNearEnemy()
{
	for(unsigned int iUnitIndex = 0;  iUnitIndex < m_EnemyUnits.size(); iUnitIndex++)
	{
		CvUnit* pUnit = getUnit(m_EnemyUnits[iUnitIndex]);
		
		//for ranged every plot we can enter with movement left is a base for attack
		int iMinMovesLeft = pUnit->IsCanAttackRanged() ? 1 : 0;

		//be a bit conservative here, use ZOC - if one of our units is killed, this is not correct anymore
		//therefore we later do a dilation filter on the cells
		ReachablePlots tiles = pUnit->GetAllPlotsInReachThisTurn(false,true,false,iMinMovesLeft);

		for (ReachablePlots::iterator moveTile=tiles.begin(); moveTile!=tiles.end(); ++moveTile)
		{
			CvPlot* pMoveTile = GC.getMap().plotByIndexUnchecked(moveTile->iPlotIndex);
			int iPlotIndex = GC.getMap().plotNum(pMoveTile->getX(),pMoveTile->getY());

			if (pUnit->IsCanAttackRanged())
			{
				std::set<int> rangedPlots;
				//this generates some overlap, but preventing that is about as bad as ignoring it
				TacticalAIHelpers::GetPlotsUnderRangedAttackFrom(pUnit,pMoveTile,rangedPlots,false,false);
				for (std::set<int>::iterator attackTile=rangedPlots.begin(); attackTile!=rangedPlots.end(); ++attackTile)
				{
					m_pCells[*attackTile].SetSubjectToAttack(true);
				}
			}
			else
			{
				//for melee every tile he can move into can be attacked
				m_pCells[iPlotIndex].SetSubjectToAttack(true);
			}
		}
	}

	//do the dilation
	std::vector<int> vCellsToMark;
	for (int iPlotLoop = 0; iPlotLoop < GC.getMap().numPlots(); iPlotLoop++)
	{
		//nothing to do
		if (m_pCells[iPlotLoop].IsSubjectToAttack())
			continue;

		CvPlot* pPlot = GC.getMap().plotByIndexUnchecked(iPlotLoop);

		//danger plots are calculated without ZOC
		if (GET_PLAYER(m_ePlayer).GetPossibleAttackers(*pPlot).size()>0)
		{
			//check whether neighbors are subject to attack with ZOC
			CvPlot** aPlotsToCheck = GC.getMap().getNeighborsUnchecked(pPlot);
			for (int iI = 0; iI < NUM_DIRECTION_TYPES; iI++)
			{
				CvPlot* pAdjacentPlot = aPlotsToCheck[iI];
				if (pAdjacentPlot)
				{
					if (m_pCells[pAdjacentPlot->GetPlotIndex()].IsSubjectToAttack())
					{
						vCellsToMark.push_back(iPlotLoop);
						break;
					}
				}
			}
		}
	}
	//this should give a nice compromise
	for (size_t iI = 0; iI < vCellsToMark.size(); iI++)
		m_pCells[vCellsToMark[iI]].SetSubjectToAttack(true);

	// Look at every cell on the map
	for(int iI = 0; iI < GC.getMap().numPlots(); iI++)
	{
		CvPlot* pPlot = GC.getMap().plotByIndexUnchecked(iI);
		if(m_pCells[iI].IsRevealed() && !m_pCells[iI].IsImpassableTerrain() && !m_pCells[iI].IsImpassableTerritory())
		{
			// Friendly cities always safe
			if(!m_pCells[iI].IsFriendlyCity())
			{
				if(!pPlot->isVisibleToEnemy(m_ePlayer))
				{
					m_pCells[iI].SetNotVisibleToEnemy(true);
				}
				else
				{
					// Check adjacent plots for enemy citadels
					if(!m_pCells[iI].IsSubjectToAttack())
					{
						if ( pPlot->IsNearEnemyCitadel( m_ePlayer ) )
								m_pCells[iI].SetSubjectToAttack(true);

						for(unsigned int iCityIndex = 0;  iCityIndex < m_EnemyCities.size(); iCityIndex++)
						{
							CvCity* pCity = getCity( m_EnemyCities[iCityIndex] );
							if (pCity->canRangeStrikeAt( pPlot->getX(), pPlot->getY() ))
								m_pCells[iI].SetSubjectToAttack(true);
						}
					}
				}
			}
		}
	}
}