Ejemplo n.º 1
0
bool CvPlayerAI::AI_captureUnit(UnitTypes, CvPlot* pPlot)
{
	CvCity* pNearestCity;

	CvAssert(!isHuman());

	// Barbs always capture
	if (isBarbarian())
		return true;

	// we own it
	if (pPlot->getTeam() == getTeam())
		return true;

	// no man's land - may as well
	if (pPlot->getTeam() == NO_TEAM)
		return true;

	// friendly, sure (okay, this is pretty much just means open borders)
	if (pPlot->IsFriendlyTerritory(GetID()))
		return true;

	// not friendly, but "near" us
	pNearestCity = GC.getMap().findCity(pPlot->getX(), pPlot->getY(), NO_PLAYER, getTeam());
	if (pNearestCity != NULL)
	{
		if (plotDistance(pPlot->getX(), pPlot->getY(), pNearestCity->getX(), pNearestCity->getY()) <= 7)
			return true;
	}

	// very near someone we aren't friends with (and far from our nearest city)
	pNearestCity = GC.getMap().findCity(pPlot->getX(), pPlot->getY());
	if (pNearestCity != NULL)
	{
		if (plotDistance(pPlot->getX(), pPlot->getY(), pNearestCity->getX(), pNearestCity->getY()) <= 4)
			return false;
	}

	// I'd rather we grab it and run than destroy it
	return true;
}
Ejemplo n.º 2
0
bool CvPlayerAI::AI_captureUnit(UnitTypes, CvPlot* pPlot)
{
	CvCity* pNearestCity;

	CvAssert(!isHuman());

	// Barbs always capture
	if (isBarbarian())
		return true;

	if (pPlot->getTeam() == getTeam())
		return true;

	pNearestCity = GC.getMap().findCity(pPlot->getX(), pPlot->getY(), NO_PLAYER, getTeam());

	if (pNearestCity != NULL)
	{
		if (plotDistance(pPlot->getX(), pPlot->getY(), pNearestCity->getX(), pNearestCity->getY()) <= 4)
			return true;
	}

	return false;
}
/// Retrieve the relative value of this plot (including plots that would be in city radius)
int CvCitySiteEvaluator::PlotFoundValue(CvPlot* pPlot, CvPlayer* pPlayer, YieldTypes eYield, bool)
{
	CvAssert(pPlot);
	if(!pPlot)
		return 0;

	// Make sure this player can even build a city here
	if(!CanFound(pPlot, pPlayer, false))
	{
		return 0;
	}

	int rtnValue = 0;

	int iFoodValue = 0;
	int iHappinessValue = 0;
	int iProductionValue = 0;
	int iGoldValue = 0;
	int iScienceValue = 0;
	int iFaithValue = 0;
	int iResourceValue = 0;
	int iStrategicValue = 0;

	int iCelticForestCount = 0;
	int iIroquoisForestCount = 0;
	int iBrazilJungleCount = 0;
	int iNaturalWonderCount = 0;
	int iDesertCount = 0;
	int iWetlandsCount = 0;
#if defined(MOD_BALANCE_CORE_SETTLER)
	int iWaterPlot = 0;
	int iBadPlot = 0;
	int iLoopPlots = 0;
#endif

	int iTotalFoodValue = 0;
	int iTotalHappinessValue = 0;
	int iTotalProductionValue = 0;
	int iTotalGoldValue = 0;
	int iTotalScienceValue = 0;
	int iTotalFaithValue = 0;
	int iTotalResourceValue = 0;
	int iTotalStrategicValue = 0;

	int iClosestCityOfMine = 999;
	int iClosestEnemyCity = 999;

	int iCapitalArea = NULL;

	bool bIsInca = false;
	int iAdjacentMountains = 0;

	if ( pPlayer->getCapitalCity() )
		iCapitalArea = pPlayer->getCapitalCity()->getArea();

	// Custom code for Inca ideal terrace farm locations
	ImprovementTypes eIncaImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_TERRACE_FARM", true);  
	if(eIncaImprovement != NO_IMPROVEMENT)
	{
		CvImprovementEntry* pkEntry = GC.getImprovementInfo(eIncaImprovement);
		if(pkEntry != NULL && pkEntry->IsSpecificCivRequired())
		{
			CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
			if(eCiv == pPlayer->getCivilizationType())
			{
				bIsInca = true;
			}
		}
	}

	for (int iDX = -7; iDX <= 7; iDX++)
	{
		for (int iDY = -7; iDY <= 7; iDY++)
		{
			CvPlot* pLoopPlot = plotXY(pPlot->getX(), pPlot->getY(), iDX, iDY);

			if (pLoopPlot != NULL)
			{
				int iDistance = plotDistance(pPlot->getX(), pPlot->getY(), pLoopPlot->getX(), pLoopPlot->getY());
				if (iDistance <= 7)
				{
					if ((pLoopPlot->getOwner() == NO_PLAYER) || (pLoopPlot->getOwner() == pPlayer->GetID()))
					{
						// See if there are other cities nearby
						if (iClosestCityOfMine > iDistance)
						{
							if (pLoopPlot->isCity())
							{
								iClosestCityOfMine = iDistance;
							}
						}

						// Skip the city plot itself for now
						if (iDistance <= 5)
						{
							int iRingModifier = m_iRingModifier[iDistance];

							iFoodValue = 0;
							iProductionValue = 0;
							iGoldValue = 0;
							iScienceValue = 0;
							iHappinessValue = 0;
							iResourceValue = 0;
							iStrategicValue = 0;

#if defined(MOD_GLOBAL_CITY_WORKING)
							if (iDistance > 0 && iDistance <= pPlayer->getWorkPlotDistance())
#else	
							if (iDistance > 0 && iDistance <= NUM_CITY_RINGS)
#endif
							{
								if (eYield == NO_YIELD || eYield == YIELD_FOOD)
								{
									iFoodValue = iRingModifier * ComputeFoodValue(pLoopPlot, pPlayer) * /*15*/ GC.getSETTLER_FOOD_MULTIPLIER();
								}
								if (eYield == NO_YIELD || eYield == YIELD_PRODUCTION)
								{
									iProductionValue = iRingModifier * ComputeProductionValue(pLoopPlot, pPlayer) * /*3*/ GC.getSETTLER_PRODUCTION_MULTIPLIER();
								}
								if (eYield == NO_YIELD || eYield == YIELD_GOLD)
								{
									iGoldValue = iRingModifier * ComputeGoldValue(pLoopPlot, pPlayer) * /*2*/ GC.getSETTLER_GOLD_MULTIPLIER();
								}
								if (eYield == NO_YIELD || eYield == YIELD_SCIENCE)
								{
									iScienceValue = iRingModifier * ComputeScienceValue(pLoopPlot, pPlayer) * /*1*/ GC.getSETTLER_SCIENCE_MULTIPLIER();
								}
								if (eYield == NO_YIELD || eYield == YIELD_FAITH)
								{
									iFaithValue = iRingModifier * ComputeFaithValue(pLoopPlot, pPlayer) * /*1*/ GC.getSETTLER_FAITH_MULTIPLIER();
								}
							}

							// whether or not we are working these we get the benefit as long as culture can grow to take them
							if (iDistance <= 5 && pLoopPlot->getOwner() == NO_PLAYER) // there is no benefit if we already own these tiles
							{
								iHappinessValue = iRingModifier * ComputeHappinessValue(pLoopPlot, pPlayer) * /*6*/ GC.getSETTLER_HAPPINESS_MULTIPLIER();
								iResourceValue = iRingModifier * ComputeTradeableResourceValue(pLoopPlot, pPlayer) * /*1*/ GC.getSETTLER_RESOURCE_MULTIPLIER();
								if (iDistance)
									iStrategicValue = ComputeStrategicValue(pLoopPlot, pPlayer, iDistance) * /*1*/ GC.getSETTLER_STRATEGIC_MULTIPLIER();  // the ring is included in the computation
							}

							iTotalFoodValue += iFoodValue;
							iTotalHappinessValue += iHappinessValue;
							iTotalProductionValue += iProductionValue;
							iTotalGoldValue += iGoldValue;
							iTotalScienceValue += iScienceValue;
							iTotalFaithValue += iFaithValue;
							iTotalResourceValue += iResourceValue;
							iTotalStrategicValue += iStrategicValue;

							int iPlotValue = iFoodValue + iHappinessValue + iProductionValue + iGoldValue + iScienceValue + iFaithValue + iResourceValue;
							
							if (iPlotValue == 0)
							{
								// this tile is so bad it gets negatives
								iPlotValue -= iRingModifier * GC.getSETTLER_FOOD_MULTIPLIER() * 2;
							}
							iPlotValue += iStrategicValue;

							// if this tile is a NW boost the value just so that we force the AI to claim them (if we can work it)
#if defined(MOD_GLOBAL_CITY_WORKING)
							if (pLoopPlot->IsNaturalWonder() && iDistance > 0 && iDistance <= pPlayer->getWorkPlotDistance())
#else	
							if (pLoopPlot->IsNaturalWonder() && iDistance > 0 && iDistance <= NUM_CITY_RINGS)
#endif
							{
								//iPlotValue += iPlotValue * 2 + 10;
								iPlotValue += iPlotValue * 2 + 500;
							}

							// lower value a lot if we already own this tile
							if (iPlotValue > 0 && pLoopPlot->getOwner() == pPlayer->GetID())
							{
#if defined(MOD_BALANCE_CORE_SETTLER)
								if (MOD_BALANCE_CORE_SETTLER) 
								{
									iPlotValue *= 2;
									iPlotValue /= 3;
								}
#else
								iPlotValue /= 4;
#endif
							}

							// add this plot into the total
							rtnValue += iPlotValue;

							FeatureTypes ePlotFeature = pLoopPlot->getFeatureType();
							ImprovementTypes ePlotImprovement = pLoopPlot->getImprovementType();
							ResourceTypes ePlotResource = pLoopPlot->getResourceType();

							if (ePlotFeature == FEATURE_FOREST)
							{
								if (iDistance <= 5)
								{
									++iIroquoisForestCount;
									if (iDistance == 1)
									{
										if (ePlotImprovement == NO_IMPROVEMENT)
										{
											++iCelticForestCount;
										}
									}
								}
							}
							else if (ePlotFeature == FEATURE_JUNGLE)
							{
#if defined(MOD_GLOBAL_CITY_WORKING)
								if (iDistance <= pPlayer->getWorkPlotDistance())
#else	
								if (iDistance <= NUM_CITY_RINGS)
#endif
								{
									++iBrazilJungleCount;
								}
							}
							else if (ePlotFeature == FEATURE_MARSH || ePlotFeature == FEATURE_FLOOD_PLAINS)
							{
#if defined(MOD_GLOBAL_CITY_WORKING)
								if (iDistance <= pPlayer->getWorkPlotDistance())
#else	
								if (iDistance <= NUM_CITY_RINGS)
#endif
								{
									++iWetlandsCount;
								}
							}

							if (pLoopPlot->IsNaturalWonder())
							{
								if (iDistance <= 1)
								{
									++iNaturalWonderCount;
								}
							}

							if (pLoopPlot->getTerrainType() == TERRAIN_DESERT)
							{
#if defined(MOD_GLOBAL_CITY_WORKING)
								if (iDistance <= pPlayer->getWorkPlotDistance())
#else	
								if (iDistance <= NUM_CITY_RINGS)
#endif
								{
									if (ePlotResource == NO_RESOURCE)
									{
										++iDesertCount;
									}
								}
							}

							if (bIsInca)
							{
								if (pLoopPlot->isHills())
								{
#if defined(MOD_GLOBAL_CITY_WORKING)
								if (iDistance <= pPlayer->getWorkPlotDistance())
#else	
								if (iDistance <= NUM_CITY_RINGS)
#endif
									{
										iAdjacentMountains = pLoopPlot->GetNumAdjacentMountains();
										if (iAdjacentMountains > 0 && iAdjacentMountains < 6)
										{
											//give the bonus if it's hills, with additional if bordered by mountains
											rtnValue += m_iIncaMultiplier + (iAdjacentMountains * m_iIncaMultiplier);
										}
									}
									
								}
							}
#if defined(MOD_BALANCE_CORE_SETTLER)
							if (MOD_BALANCE_CORE_SETTLER) 
							{
								if(pLoopPlot->isWater() && pLoopPlot->HasResource(NO_RESOURCE))
								{
									iWaterPlot++;
								}
								if(pLoopPlot == NULL || pLoopPlot->isImpassable() || pLoopPlot->getTerrainType() == TERRAIN_SNOW || pLoopPlot->getFeatureType() == FEATURE_ICE)
								{
									iBadPlot++;
								}
							}
#endif	
						}
					}
					else // this tile is owned by someone else
					{
						// See if there are other cities nearby (only count major civs)
						if (iClosestEnemyCity > iDistance)
						{
							if (pLoopPlot->isCity() && (pLoopPlot->getOwner() < MAX_MAJOR_CIVS))
							{
								iClosestEnemyCity = iDistance;
							}
						}
					}
				}
			}
#if defined(MOD_BALANCE_CORE_SETTLER)
			if (MOD_BALANCE_CORE_SETTLER) 
			{
				iLoopPlots++;
			}
#endif
		}
	}

	if (pPlayer->GetPlayerTraits()->IsFaithFromUnimprovedForest())
	{
		if (iCelticForestCount >= 3)
		{
			rtnValue += 2 * 1000 * m_iFlavorMultiplier[YIELD_FAITH];
		}
		else if (iCelticForestCount >= 1)
		{
			rtnValue += 1 * 1000 * m_iFlavorMultiplier[YIELD_FAITH];
		}
	}
	else if (pPlayer->GetPlayerTraits()->IsMoveFriendlyWoodsAsRoad())
	{
		rtnValue += iIroquoisForestCount * 10;	
	}
	else if (pPlayer->GetPlayerTraits()->GetNaturalWonderYieldModifier() > 0)	//ie: Spain
	{
		rtnValue += iNaturalWonderCount * m_iSpainMultiplier;	
	}

	// Custom code for Brazil
	ImprovementTypes eBrazilImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_BRAZILWOOD_CAMP", true);  
	if(eBrazilImprovement != NO_IMPROVEMENT)
	{
		CvImprovementEntry* pkEntry = GC.getImprovementInfo(eBrazilImprovement);
		if(pkEntry != NULL && pkEntry->IsSpecificCivRequired())
		{
			CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
			if(eCiv == pPlayer->getCivilizationType())
			{
				rtnValue += iBrazilJungleCount * m_iBrazilMultiplier;
			}
		}
	}

	// Custom code for Morocco
	ImprovementTypes eMoroccoImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_KASBAH", true);  
	if(eMoroccoImprovement != NO_IMPROVEMENT)
	{
		CvImprovementEntry* pkEntry = GC.getImprovementInfo(eMoroccoImprovement);
		if(pkEntry != NULL && pkEntry->IsSpecificCivRequired())
		{
			CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
			if(eCiv == pPlayer->getCivilizationType())
			{
				rtnValue += iDesertCount * m_iMorrocoMultiplier;
			}
		}
	}

	//Custom code for Netherlands
	ImprovementTypes ePolderImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_POLDER", true);  
	if(ePolderImprovement != NO_IMPROVEMENT)
	{
		CvImprovementEntry* pkEntry = GC.getImprovementInfo(ePolderImprovement);
		if(pkEntry != NULL && pkEntry->IsSpecificCivRequired())
		{
			CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
			if(eCiv == pPlayer->getCivilizationType())
			{
				rtnValue += iWetlandsCount * m_iNetherlandsMultiplier;
			}
		}
	}

	if (rtnValue < 0) rtnValue = 0;

	// Finally, look at the city plot itself and use it as an overall multiplier
	if (pPlot->getResourceType(pPlayer->getTeam()) != NO_RESOURCE)
	{
		rtnValue += (int)rtnValue * /*-50*/ GC.getBUILD_ON_RESOURCE_PERCENT() / 100;
	}

	if (pPlot->isRiver())
	{
		rtnValue += (int)rtnValue * /*15*/ GC.getBUILD_ON_RIVER_PERCENT() / 100;
	}

	if (pPlot->isCoastalLand(GC.getMIN_WATER_SIZE_FOR_OCEAN()))
	{
		// okay, coast used to have lots of gold so players settled there "naturally", it doesn't any more, so I am going to give it a nudge in that direction
		// slewis - removed Brian(?)'s rtnValue adjustment and raised the BUILD_ON_COAST_PERCENT to 40 from 25
		//rtnValue += rtnValue > 0 ? 10 : 0;
		rtnValue += (int)rtnValue * /*40*/ GC.getSETTLER_BUILD_ON_COAST_PERCENT() / 100;
		int iNavalFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iNavalIndex);
		if (iNavalFlavor > 7)
		{
			rtnValue += (int)rtnValue * /*40*/ GC.getSETTLER_BUILD_ON_COAST_PERCENT() / 100;
		}
		if (pPlayer->getCivilizationInfo().isCoastalCiv()) // we really like the coast (England, Norway, Polynesia, Carthage, etc.)
		{
			rtnValue += rtnValue > 0 ? 25 : 0;
			rtnValue *= 2;
		}
	}
#if defined(MOD_BALANCE_CORE_SETTLER)
	if (MOD_BALANCE_CORE_SETTLER) 
	{
		//Is this a water chokepoint? (More than four would make this a peninsula, which is not what we are looking for.)
		if(pPlot->IsChokePoint(true, false, 0))
		{
			rtnValue += (int)rtnValue * /*100*/ GC.getBALANCE_CHOKEPOINT_STRATEGIC_VALUE() / 100;
		}
		//Looking for mountains for chokepoints.
		//If the adjacent plot is not touching another mountain, and there is more than one mountain around pPlot, we've found a potential chokepoint.
		else if(pPlot->IsChokePoint(false, true, 1))
		{
			//Awesome, we found a mountain chokepoint within 1. Emphasize!
			rtnValue += (int)rtnValue * /*100*/ GC.getBALANCE_CHOKEPOINT_STRATEGIC_VALUE() / 75;
		}
		else if(pPlot->IsChokePoint(false, true, 2))
		{
			//Awesome, we found a mountain chokepoint within 2. Emphasize!
			rtnValue += (int)rtnValue * /*100*/ GC.getBALANCE_CHOKEPOINT_STRATEGIC_VALUE() / 100;
		}
		else if(pPlot->IsChokePoint(false, true, 3))
		{
			//Awesome, we found a mountain chokepoint within 3. Emphasize!
			rtnValue += (int)rtnValue * /*100*/ GC.getBALANCE_CHOKEPOINT_STRATEGIC_VALUE() / 125;
		}
		//Too many bad plots?
		if(iBadPlot > (iLoopPlots / 4))
		{
			rtnValue /= 5;
		}
		//Too much empty water?
		if(iWaterPlot > (iLoopPlots / 2))
		{
			rtnValue *= 2;
			rtnValue /= 3;
		}
	}
	//Let's see what we can do. (Strategic site locator pulled from below - less loop cycles used this way, as all we care about is the city plot itself, not every plot in the city's loop.
	if(pPlayer != NULL)
	{
		for(int iMajorLoop = 0; iMajorLoop < MAX_MAJOR_CIVS; iMajorLoop++)
		{
			PlayerTypes eOtherPlayer = (PlayerTypes) iMajorLoop;
			PlayerProximityTypes eProximity = GET_PLAYER(eOtherPlayer).GetProximityToPlayer(pPlayer->GetID());
			if(eOtherPlayer != pPlayer->GetID() && eOtherPlayer != NO_PLAYER && GET_PLAYER(eOtherPlayer).isAlive() && !GET_PLAYER(eOtherPlayer).isMinorCiv() && !GET_PLAYER(eOtherPlayer).isBarbarian())
			{
				if(eProximity >= PLAYER_PROXIMITY_CLOSE)
				{
					CvCity* pLoopTheirCity;
					int iClosestDistance = 6;
					int iDistance = 0;
					int iLoop;
					for(pLoopTheirCity = GET_PLAYER(eOtherPlayer).firstCity(&iLoop); pLoopTheirCity != NULL; pLoopTheirCity = GET_PLAYER(eOtherPlayer).nextCity(&iLoop))
					{
						if(pLoopTheirCity != NULL)
						{
							if(pPlot->getArea() == pLoopTheirCity->getArea())
							{
								iDistance = plotDistance(pPlot->getX(), pPlot->getY(), pLoopTheirCity->getX(), pLoopTheirCity->getY());
								
								if(iDistance <= iClosestDistance)
								{
									//There's at least 6 hexes between these plots, which means we can theoretically settle here.
									int iNumPlots = 0;
									int iNumBadPlots = 0;

									for(int iDX = -iClosestDistance; iDX <= iClosestDistance; iDX++)
									{
										for(int iDY = -iClosestDistance; iDY <= iClosestDistance; iDY++)
										{
											CvPlot* pLoopPlot = plotXYWithRangeCheck(pPlot->getX(), pPlot->getY(), iDX, iDY, iClosestDistance);
											if(pLoopPlot)
											{
												//Let's look for good, empty land.
												if(pLoopPlot->isImpassable() || pLoopPlot->isWater() || pLoopPlot->getOwner() != NO_PLAYER) 
												{
													iNumBadPlots++;
												}
													iNumPlots++;
											}
										}
									}
									if(iNumBadPlots > 0)
									{
										iNumBadPlots = (iNumBadPlots * 130) / 100;
									}
									//Good space must be greater than bad plots by at least 30%
									if(iNumPlots > iNumBadPlots)
									{
										//If there is significant empty land, and it is within the theoretical hex separation of the nearest two cities of two different players, there's a good chance it is border land. GET IT!
										rtnValue += (int)rtnValue * /*50*/ GC.getBALANCE_EMPIRE_BORDERLAND_STRATEGIC_VALUE() / 100;
										break;
									}
								}
							}
						}
					}
				}
			}
		}
	}
#endif

	// Nearby Cities?

	// Human
	if (pPlayer != NULL && pPlayer->isHuman())
	{
		if (iClosestCityOfMine == 3)
		{
			rtnValue /= 2;
		}
	}
	// AI
	else
	{
		int iGrowthFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iGrowthIndex);
		int iExpansionFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iExpansionIndex);

		int iSweetSpot = 5;
		iSweetSpot += (iGrowthFlavor > 7) ?  1 : 0;
		iSweetSpot += (iExpansionFlavor > 7) ?  -1 : 0;
		iSweetSpot += (iGrowthFlavor < 4) ?  -1 : 0;
		iSweetSpot += (iExpansionFlavor < 4) ?  1 : 0;
		iSweetSpot = max(4,iSweetSpot);
		iSweetSpot = min(6,iSweetSpot);

		if (iClosestCityOfMine == iSweetSpot) 
		{
			// 1.5 was not enough 2.0 was too much, so lets split the difference
			rtnValue *= 175;
			rtnValue /= 100;
		}
		else if (iClosestCityOfMine < iSweetSpot)
		{
			rtnValue /= 2;
		}
		else if (iClosestCityOfMine > 7)
		{
			rtnValue *= 2;
			rtnValue /= 3;
		}

		// use boldness to decide if we want to push close to enemies
		int iBoldness = pPlayer->GetDiplomacyAI()->GetBoldness();
		if (iBoldness < 4)
		{
			if (iClosestEnemyCity <= 4)
			{
				rtnValue /= 4;
			}
			else if (iClosestEnemyCity == 5)
			{
				rtnValue /= 2;
			}
		}
		else if (iBoldness > 7)
		{
			if (iClosestEnemyCity <= 5 && iClosestCityOfMine < 8)
			{
				rtnValue *= 3;
				rtnValue /= 2;
			}
		}
		else
		{
			if (iClosestEnemyCity < 5)
			{
				rtnValue *= 2;
				rtnValue /= 3;
			}
		}

		// if we are offshore, pull cities in tighter
		if (iCapitalArea != pPlot->getArea())
		{
			if (iClosestCityOfMine < 7)
			{
				rtnValue *= 3;
				rtnValue /= 2;
			}
		}
#if defined(MOD_BALANCE_CORE_SETTLER)
	if (MOD_BALANCE_CORE_SETTLER) 
		{
			//Let's judge just how well we can defend this city if we push out. If our neighbors are stronger than us, let's turtle a bit.
			for(int iMajorLoop = 0; iMajorLoop < MAX_MAJOR_CIVS; iMajorLoop++)
			{
				PlayerTypes eOtherPlayer = (PlayerTypes) iMajorLoop;
				if(eOtherPlayer != NO_PLAYER && GET_PLAYER(eOtherPlayer).isAlive() && !GET_PLAYER(eOtherPlayer).isMinorCiv() && !GET_PLAYER(eOtherPlayer).isBarbarian())
				{
					PlayerProximityTypes eProximity = GET_PLAYER(eOtherPlayer).GetProximityToPlayer(pPlayer->GetID());
					if(eProximity == PLAYER_PROXIMITY_NEIGHBORS && (pPlayer->GetMilitaryMight() < GET_PLAYER(eOtherPlayer).GetMilitaryMight()))
					{
						//Is the plot we're looking at in the same area as our strong neighbor?
						if (iClosestEnemyCity <= 6)
						{
							rtnValue /= 2;
						}
					}
				}
			}
		}
#endif
	}

	rtnValue = (rtnValue > 0) ? rtnValue : 0;

	return rtnValue;
}
/// Calculate military presences in each owned dominance zone
void CvTacticalAnalysisMap::CalculateMilitaryStrengths()
{
	TeamTypes eTeam = GET_PLAYER(m_ePlayer).getTeam();

	// Loop through the dominance zones
	for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++)
	{
		CvTacticalDominanceZone* pZone = &m_DominanceZones[iI];
		CvCity *pClosestCity = pZone->GetZoneCity();
		if(pClosestCity)
		{
			// Start with strength of the city itself
			int iCityHitPoints = pClosestCity->GetMaxHitPoints() - pClosestCity->getDamage();
			int iStrength = pClosestCity->getStrengthValue() * iCityHitPoints / GC.getMAX_CITY_HIT_POINTS();

			if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
			{
				pZone->AddFriendlyMeleeStrength(iStrength);
				pZone->AddFriendlyRangedStrength(pClosestCity->getStrengthValue(true));
			}
			else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
			{
				pZone->AddEnemyMeleeStrength(iStrength);
				pZone->AddEnemyRangedStrength(pClosestCity->getStrengthValue(true));
			}
			else
			{ 
				pZone->AddNeutralStrength(iStrength);
			}
		}

		// check all units in the world
		for(int iPlayerLoop = 0; iPlayerLoop < MAX_PLAYERS; iPlayerLoop++)
		{
			CvPlayer& kPlayer = GET_PLAYER((PlayerTypes) iPlayerLoop);
			bool bEnemy = GET_TEAM(eTeam).isAtWar(kPlayer.getTeam());
			bool bFriendly = (eTeam==kPlayer.getTeam());

			int iLoop;
			for(CvUnit* pLoopUnit = kPlayer.firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = kPlayer.nextUnit(&iLoop))
			{
				if(!pLoopUnit->IsCombatUnit())
					continue;

				bool bUnitMayBeRelevant = (pLoopUnit->getDomainType() == DOMAIN_AIR ||
						pLoopUnit->isRanged() || //ranged power is cross-domain!
						(pLoopUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) ||
						((pLoopUnit->getDomainType() == DOMAIN_SEA || (pLoopUnit->isEmbarked() && pClosestCity) && pZone->IsWater())));
						//embarked melee still count in water zone if there's a city to attack/defend

				if (!bUnitMayBeRelevant)
					continue;

				CvPlot* pPlot = pLoopUnit->plot();
				if(!pPlot)
					continue;

				//a little cheating for AI - invisible units still count with reduced strength
				bool bVisible = pPlot->isVisible(eTeam) || pPlot->isAdjacentVisible(eTeam, false);
				bool bZoneTypeMismatch = (pLoopUnit->getDomainType() == DOMAIN_LAND && pZone->IsWater()) || (pLoopUnit->getDomainType() == DOMAIN_SEA && !pZone->IsWater());

				//embarked units and crossdomain count only partially
				bool bReducedStrength = pLoopUnit->isEmbarked() || bZoneTypeMismatch;

				//if there is a city, units in adjacent zones can also count
				int iDistance = 0;
				if (pClosestCity)
				{
					iDistance = plotDistance(pLoopUnit->getX(), pLoopUnit->getY(), pClosestCity->getX(), pClosestCity->getY());
					if (iDistance > m_iTacticalRange)
						continue;
					else if (iDistance > (m_iTacticalRange / 2))
					{
						if (bZoneTypeMismatch)
							continue;
						else
							bReducedStrength = true;
					}
					else
					{
						//if on another continent, they can't easily take part in the fight
						if (!pClosestCity->isMatchingArea(pLoopUnit->plot()))
							bReducedStrength = true;
					}
				}
				else
				{
					//if there is no city, the unit must be in the zone itself
					if ( GetCell(pLoopUnit->plot()->GetPlotIndex())->GetDominanceZone() != pZone->GetDominanceZoneID() )
						continue;
				}

				int iMultiplier = m_iTacticalRange + MIN(3 - iDistance, 0);  // 3 because action may still be spread out over the zone
				if(iMultiplier > 0)
				{
					int iUnitStrength = pLoopUnit->GetBaseCombatStrengthConsideringDamage();

					//unit might disembark ... so don't count it for water zone, but for adjacent land
					if(iUnitStrength == 0 && pLoopUnit->isEmbarked() && !pZone->IsWater())
						iUnitStrength = pLoopUnit->GetBaseCombatStrength();

					int iRangedStrength = pLoopUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true) / 100;

					if(!bVisible || bReducedStrength)
					{
						iUnitStrength /= 2;
						iRangedStrength /= 2;
					}

					if (bEnemy)
					{
#if defined(MOD_BALANCE_CORE_MILITARY_LOGGING)
						//CvString msg;
						//msg.Format("Zone %d, Enemy %s %d with %d hp at %d,%d - distance %d, strength %d, ranged strength %d (total %d)",
						//	pZone->GetDominanceZoneID(), pLoopUnit->getName().c_str(), pLoopUnit->GetID(), pLoopUnit->GetCurrHitPoints(),
						//	pLoopUnit->getX(), pLoopUnit->getY(),	iDistance, iUnitStrength, iRangedStrength, pZone->GetOverallEnemyStrength());
						//GET_PLAYER(m_ePlayer).GetTacticalAI()->LogTacticalMessage(msg, true /*bSkipLogDominanceZone*/);
#endif

						if (pLoopUnit->getDomainType() == DOMAIN_SEA)
						{
							pZone->AddEnemyNavalStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddEnemyNavalRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddEnemyNavalUnitCount(1);
						}
						else
						{
							pZone->AddEnemyMeleeStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddEnemyRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddEnemyUnitCount(1);
						}

						//again only for enemies
						if(pZone->GetRangeClosestEnemyUnit()<0 || iDistance<pZone->GetRangeClosestEnemyUnit())
							pZone->SetRangeClosestEnemyUnit(iDistance);
					}
					else if (bFriendly)
					{

#if defined(MOD_BALANCE_CORE_MILITARY_LOGGING)
						//CvString msg;
						//msg.Format("Zone %d, Friendly %s %d with %d hp at %d,%d - distance %d, strength %d, ranged strength %d (total %d)",
						//	pZone->GetDominanceZoneID(), pLoopUnit->getName().c_str(), pLoopUnit->GetID(), pLoopUnit->GetCurrHitPoints(),
						//	pLoopUnit->getX(), pLoopUnit->getY(), iDistance, iUnitStrength, iRangedStrength, pZone->GetOverallFriendlyStrength());
						//GET_PLAYER(m_ePlayer).GetTacticalAI()->LogTacticalMessage(msg, true /*bSkipLogDominanceZone*/);
#endif

						if (pLoopUnit->getDomainType() == DOMAIN_SEA)
						{
							pZone->AddFriendlyNavalStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddFriendlyNavalRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddFriendlyNavalUnitCount(1);
						}
						else
						{
							pZone->AddFriendlyMeleeStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddFriendlyRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier);
							pZone->AddFriendlyUnitCount(1);
						}
					}
					else
					{
						//neutral has only very few stats
						pZone->AddNeutralStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier);
						pZone->AddNeutralUnitCount(1);
					}
				}
			}
		}
	}
}
Ejemplo n.º 5
0
CvPlot* CvPlayerAI::FindBestMusicianTargetPlot(CvUnit* pGreatMusician, bool bOnlySafePaths)
{
	CvAssertMsg(pGreatMusician, "pGreatMusician is null");
	if(!pGreatMusician)
	{
		return NULL;
	}

	int iBestTurnsToReach = MAX_INT;
	CvPlot* pBestTargetPlot = NULL;
	CvCity* pBestTargetCity = NULL;
	int iPathTurns;
	UnitHandle pMusician = UnitHandle(pGreatMusician);

	// Find target civ
	PlayerTypes eTargetPlayer = GetCulture()->GetCivLowestInfluence(true /*bCheckOpenBorders*/);
	if (eTargetPlayer == NO_PLAYER)
	{
		return NULL;
	}

	CvPlayer &kTargetPlayer = GET_PLAYER(eTargetPlayer);

	// Loop through each of that player's cities
	int iLoop;
	CvCity *pLoopCity;
	for(pLoopCity = kTargetPlayer.firstCity(&iLoop); pLoopCity != NULL; pLoopCity = kTargetPlayer.nextCity(&iLoop))
	{
		// Search all the plots adjacent to this city
		for(int jJ = 0; jJ < NUM_DIRECTION_TYPES; jJ++)
		{
			CvPlot* pAdjacentPlot = plotDirection(pLoopCity->getX(), pLoopCity->getY(), ((DirectionTypes)jJ));
			if(pAdjacentPlot != NULL)
			{
				// Make sure this is still owned by target and is revealed to us
				bool bRightOwner = (pAdjacentPlot->getOwner() == eTargetPlayer);
				bool bIsRevealed = pAdjacentPlot->isRevealed(getTeam());
				if(bRightOwner && bIsRevealed)
				{
					iPathTurns = TurnsToReachTarget(pMusician, pAdjacentPlot, true /*bReusePaths*/, !bOnlySafePaths/*bIgnoreUnits*/);
					if(iPathTurns < iBestTurnsToReach)
					{
						iBestTurnsToReach = iPathTurns;
						pBestTargetCity = pLoopCity;
					}
				}
			}
		}
	}

	// Found a city now look at ALL the plots owned by that player near that city
	if (pBestTargetCity)
	{
		iBestTurnsToReach = MAX_INT;
		CvPlot *pLoopPlot;
		for(int iJ = 0; iJ < NUM_CITY_PLOTS; iJ++)
		{
			pLoopPlot = plotCity(pBestTargetCity->getX(), pBestTargetCity->getY(), iJ);
			if(pLoopPlot != NULL)
			{
				// Make sure this is still owned by target and is revealed to us
				bool bRightOwner = (pLoopPlot->getOwner() == eTargetPlayer);
				bool bIsRevealed = pLoopPlot->isRevealed(getTeam());
				if(bRightOwner && bIsRevealed)
				{
					iPathTurns = TurnsToReachTarget(pMusician, pLoopPlot, true /*bReusePaths*/, !bOnlySafePaths/*bIgnoreUnits*/);
					if(iPathTurns < iBestTurnsToReach)
					{
						iBestTurnsToReach = iPathTurns;
						pBestTargetPlot = pLoopPlot;
					}
				}
			}	
		}
	}

	return pBestTargetPlot;
}
bool QuietDiplomacy::LeaderDiscussion(CvPlayer* human, CvPlayer* computer, const char* text)
{
    CvAssertMsg(human && computer && text, "Quiet Diplomacy: Assertion error!");
    CvAssertMsg(human->isHuman(), "Quiet Diplomacy: Not a human!");

    // Send a notification.
    CvNotifications* notifications = human->GetNotifications();
    
    if(notifications)
    {
        // Create localized strings.
        // Hardcode some translation strings so DLL can be used alone without XML texts.
        std::string language = Localization::GetCurrentLanguage().GetType();

        std::string message;
        std::string summary;

        if(DoesTextKeyExist("TXT_KEY_QUIETDIPLOMACY_LEADERDISCUSSION_SUMMARY") && 
            DoesTextKeyExist("TXT_KEY_QUIETDIPLOMACY_LEADERDISCUSSION_MESSAGE"))
        {
            // Fetch from the database.
            Localization::String localeSummary = Localization::Lookup("TXT_KEY_QUIETDIPLOMACY_LEADERDISCUSSION_SUMMARY");
            localeSummary << Localization::Lookup(computer->getNameKey());

            Localization::String localeMessage = Localization::Lookup("TXT_KEY_QUIETDIPLOMACY_LEADERDISCUSSION_MESSAGE");
            localeMessage << Localization::Lookup(computer->getNameKey());
            localeMessage << text;

            summary = localeSummary.toUTF8();
            message = localeMessage.toUTF8();
        }
        else
        {
            if(language == "pl_PL")
            {
                // Polish
                Localization::String localeLeader = Localization::Lookup(computer->getNameKey());

                size_t localeLeaderBytes = 0;
                const char* localeLeaderString = localeLeader.toUTF8(localeLeaderBytes, 2);

                summary += "Wiadomo\xc5\x9b\xc4\x87 od ";
                summary.append(localeLeaderString, localeLeaderBytes);

                message += Localization::Lookup(computer->getNameKey()).toUTF8();
                message += ": ";
                message += text;
            }
            else
            {
                // English
                summary += "Message from ";
                summary += Localization::Lookup(computer->getNameKey()).toUTF8();

                message += Localization::Lookup(computer->getNameKey()).toUTF8();
                message += ": ";
                message += text;
            }
        }

        // Get computer's capital.
        int x = -1;
        int y = -1;

        CvCity* computerCapital = computer->getCapitalCity();
        if(computerCapital && computerCapital->isRevealed(human->getTeam(), false))
        {
            x = computerCapital->getX();
            y = computerCapital->getY();
        }

        // Add a notification.
        notifications->Add(NOTIFICATION_PEACE_ACTIVE_PLAYER, message.c_str(), summary.c_str(), x, y, computer->GetID());
    }

    // Inform that we took care of it.
    return true;
}
Ejemplo n.º 7
0
/// Updates the danger plots values to reflect threats across the map
void CvDangerPlots::UpdateDanger(bool bPretendWarWithAllCivs, bool bIgnoreVisibility)
{
	// danger plots have not been initialized yet, so no need to update
	if(!m_bArrayAllocated)
		return;

	// wipe out values
	int iGridSize = GC.getMap().numPlots();
	CvAssertMsg(iGridSize == m_DangerPlots.size(), "iGridSize does not match number of DangerPlots");
	for(int i = 0; i < iGridSize; i++)
	{
		m_DangerPlots[i].clear();
	}

	//units we know from last turn
	UnitSet previousKnownUnits = m_knownUnits;
	m_knownUnits.clear();

	CvPlayer& thisPlayer = GET_PLAYER(m_ePlayer);
	TeamTypes thisTeam = thisPlayer.getTeam();

	// for each opposing civ
	for(int iPlayer = 0; iPlayer < MAX_PLAYERS; iPlayer++)
	{
		PlayerTypes ePlayer = (PlayerTypes)iPlayer;
		CvPlayer& loopPlayer = GET_PLAYER(ePlayer);
		TeamTypes eTeam = loopPlayer.getTeam();

		if(!loopPlayer.isAlive())
			continue;

		if(eTeam == thisTeam)
			continue;

		if(ShouldIgnorePlayer(ePlayer) && !bPretendWarWithAllCivs)
			continue;

		//for each unit
		int iLoop;
		CvUnit* pLoopUnit = NULL;
		for(pLoopUnit = loopPlayer.firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = loopPlayer.nextUnit(&iLoop))
		{
			UpdateDangerSingleUnit(pLoopUnit, bIgnoreVisibility, true);
		}

		// for each city
		CvCity* pLoopCity;
		for(pLoopCity = loopPlayer.firstCity(&iLoop); pLoopCity != NULL; pLoopCity = loopPlayer.nextCity(&iLoop))
		{
			if(ShouldIgnoreCity(pLoopCity, bIgnoreVisibility))
				continue;

#if defined(MOD_EVENTS_CITY_BOMBARD)
			bool bIndirectFireAllowed = false;
			int iRange = pLoopCity->getBombardRange(bIndirectFireAllowed);
#else
			int iRange = GC.getCITY_ATTACK_RANGE();
#endif
			CvPlot* pCityPlot = pLoopCity->plot();
			CvPlot* pLoopPlot = NULL;
			for(int iDX = -(iRange); iDX <= iRange; iDX++)
			{
				for(int iDY = -(iRange); iDY <= iRange; iDY++)
				{
					pLoopPlot = plotXYWithRangeCheck(pCityPlot->getX(), pCityPlot->getY(), iDX, iDY, iRange);
					if(!pLoopPlot || pLoopPlot == pCityPlot)
						continue;

#if defined(MOD_EVENTS_CITY_BOMBARD)
					if (!bIndirectFireAllowed && !pCityPlot->canSeePlot(pLoopPlot, NO_TEAM, iRange, NO_DIRECTION))
						continue;
#endif
					AssignCityDangerValue(pLoopCity, pLoopPlot);
				}
			}
		}
	}

	// now compare the new known units with the previous known units
	for (UnitSet::iterator it = previousKnownUnits.begin(); it != previousKnownUnits.end(); ++it)
	{
		//might have made peace ...
		if (ShouldIgnorePlayer(it->first))
			continue;

		if (m_knownUnits.find(*it) == m_knownUnits.end())
		{
			CvUnit* pVanishedUnit = GET_PLAYER(it->first).getUnit(it->second);

			//it's still there, but moved out of sight - nevertheless count is, a human would do that as well
			//do not add it to the known units though, so next turn we will have forgotten about it
			if (pVanishedUnit)
				UpdateDangerSingleUnit(pVanishedUnit, true, false);
		}
	}

	int iPlotLoop;
	CvPlot* pPlot, *pAdjacentPlot;
	for(iPlotLoop = 0; iPlotLoop < GC.getMap().numPlots(); iPlotLoop++)
	{
		pPlot = GC.getMap().plotByIndexUnchecked(iPlotLoop);

		if(pPlot->isRevealed(thisTeam))
		{
			//remember the plot based damage, but it depends on the unit's promotions also, so we won't apply it directly
			int iPlotDamage = 0;
			if (pPlot->getFeatureType() != NO_FEATURE)
				iPlotDamage += (GC.getFeatureInfo(pPlot->getFeatureType())->getTurnDamage());
			if (pPlot->getTerrainType() != NO_FEATURE)
				iPlotDamage += (GC.getTerrainInfo(pPlot->getTerrainType())->getTurnDamage());

			m_DangerPlots[iPlotLoop].m_bFlatPlotDamage = (iPlotDamage>0);

			ImprovementTypes eImprovement = pPlot->getRevealedImprovementType(thisTeam);
			if(eImprovement != NO_IMPROVEMENT && GC.getImprovementInfo(eImprovement)->GetNearbyEnemyDamage() > 0)
			{
				if(!ShouldIgnoreCitadel(pPlot, bIgnoreVisibility))
				{
					for(int iI = 0; iI < NUM_DIRECTION_TYPES; iI++)
					{
						pAdjacentPlot = plotDirection(pPlot->getX(), pPlot->getY(), ((DirectionTypes)iI));

						if(pAdjacentPlot != NULL)
						{
							m_DangerPlots[iPlotLoop].m_pCitadel = pPlot;
						}
					}
				}
			}
		}
	}

	// testing city danger values
	CvCity* pLoopCity;
	int iLoopCity = 0;
	for(pLoopCity = thisPlayer.firstCity(&iLoopCity); pLoopCity != NULL; pLoopCity = thisPlayer.nextCity(&iLoopCity))
	{
		//adding danger would count each unit multiple times, is biased towards fast units
		//so we pretend they would all attack the city and tally up the damage
		//question is, what about our own defensive units in the area. should we count those as well?
		int iEvalRange = 4;
		int iThreatValue = 0;
		for(int iX = -iEvalRange; iX <= iEvalRange; iX++)
			for(int iY = -iEvalRange; iY <= iEvalRange; iY++)
			{
				CvPlot* pEvalPlot = plotXYWithRangeCheck(pLoopCity->getX(), pLoopCity->getY(), iX, iY, iEvalRange);
				if (pEvalPlot)
				{
					const CvUnit* pEnemy = pEvalPlot->getBestDefender(NO_PLAYER, thisPlayer.GetID(), NULL, true);
					if (pEnemy)
					{
						int iAttackerDamage = 0; //to be ignored
						iThreatValue += TacticalAIHelpers::GetSimulatedDamageFromAttackOnCity(pLoopCity,pEnemy,iAttackerDamage);
					}
				}
			}

		pLoopCity->SetThreatValue(iThreatValue);
	}

	m_bDirty = false;
}
/// Calculate military presences in each owned dominance zone
void CvTacticalAnalysisMap::CalculateMilitaryStrengths()
{
	// Loop through the dominance zones
	CvTacticalDominanceZone* pZone;
	CvCity* pClosestCity = NULL;
	int iDistance;
	int iMultiplier;
	int iLoop;
	CvUnit* pLoopUnit;
	TeamTypes eTeam;

	eTeam = m_pPlayer->getTeam();

	for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++)
	{
		pZone = &m_DominanceZones[iI];

		if(pZone->GetTerritoryType() != TACTICAL_TERRITORY_NO_OWNER)
		{
			pClosestCity = pZone->GetClosestCity();
			if(pClosestCity)
			{
				// Start with strength of the city itself
				int iCityHitPoints = pClosestCity->GetMaxHitPoints() - pClosestCity->getDamage();
				int iStrength = m_iTacticalRange * pClosestCity->getStrengthValue() * iCityHitPoints / GC.getMAX_CITY_HIT_POINTS();
				if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
				{
					pZone->AddFriendlyStrength(iStrength);
#if defined(MOD_AI_SMART_V3)
					pZone->AddFriendlyRangedStrength(pClosestCity->getStrengthValue(MOD_AI_SMART_V3));
#else
					pZone->AddFriendlyRangedStrength(pClosestCity->getStrengthValue());
#endif
				}
#if defined(MOD_AI_SMART_V3)
				else if(!MOD_AI_SMART_V3 || pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
#else
				else
#endif
				{
					pZone->AddEnemyStrength(iStrength);
#if defined(MOD_AI_SMART_V3)
					pZone->AddEnemyRangedStrength(pClosestCity->getStrengthValue(MOD_AI_SMART_V3));
#else
					pZone->AddEnemyRangedStrength(pClosestCity->getStrengthValue());
#endif
				}

				// Loop through all of OUR units first
				for(pLoopUnit = m_pPlayer->firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = m_pPlayer->nextUnit(&iLoop))
				{
					if(pLoopUnit->IsCombatUnit())
					{
						if(pLoopUnit->getDomainType() == DOMAIN_AIR ||
#if defined(MOD_AI_SMART_V3)
								//ranged power is cross-domain!
								(MOD_AI_SMART_V3 && pLoopUnit->isRanged()) ||
#endif
						        (pLoopUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) ||
						        (pLoopUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater()))
						{
							iDistance = plotDistance(pLoopUnit->getX(), pLoopUnit->getY(), pClosestCity->getX(), pClosestCity->getY());
							if (iDistance <= m_iTacticalRange)
							{
#if defined(MOD_AI_SMART_V3)
								int iRange = MOD_AI_SMART_V3 ? MIN(4 - iDistance, 0) : 4 - iDistance;
								iMultiplier = m_iTacticalRange + iRange;
#else
								iMultiplier = (m_iTacticalRange + 4 - iDistance);  // "4" so unit strength isn't totally dominated by proximity to city
#endif
								if(iMultiplier > 0)
								{
									int iUnitStrength = pLoopUnit->GetBaseCombatStrengthConsideringDamage();
									if(iUnitStrength == 0 && pLoopUnit->isEmbarked() && !pZone->IsWater())
									{
										iUnitStrength = pLoopUnit->GetBaseCombatStrength(true);
									}
									pZone->AddFriendlyStrength(iUnitStrength * iMultiplier * m_iUnitStrengthMultiplier);
									pZone->AddFriendlyRangedStrength(pLoopUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true));
									if(pLoopUnit->GetRange() > GetBestFriendlyRange())
									{
										SetBestFriendlyRange(pLoopUnit->GetRange());
									}
									if(pLoopUnit->IsRangeAttackIgnoreLOS())
									{
										SetIgnoreLOS(true);
									}
									pZone->AddFriendlyUnitCount(1);
									if(pLoopUnit->isRanged())
									{
										pZone->AddFriendlyRangedUnitCount(1);
									}
								}
							}
						}
					}
				}

				// Repeat for all visible enemy units (or adjacent to visible)
				for(int iPlayerLoop = 0; iPlayerLoop < MAX_CIV_PLAYERS; iPlayerLoop++)
				{
					CvPlayer& kPlayer = GET_PLAYER((PlayerTypes) iPlayerLoop);
					if(GET_TEAM(eTeam).isAtWar(kPlayer.getTeam()))
					{
						for(pLoopUnit = kPlayer.firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = kPlayer.nextUnit(&iLoop))
						{
							if(pLoopUnit->IsCombatUnit())
							{
								if(pLoopUnit->getDomainType() == DOMAIN_AIR ||
#if defined(MOD_AI_SMART_V3)
										//ranged power is cross-domain!
										(MOD_AI_SMART_V3 && pLoopUnit->isRanged()) ||
#endif
								        (pLoopUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) ||
								        (pLoopUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater()))
								{
									CvPlot* pPlot;
									pPlot = pLoopUnit->plot();
									if(pPlot)
									{
										bool bVisible = true;
										iDistance = plotDistance(pLoopUnit->getX(), pLoopUnit->getY(), pClosestCity->getX(), pClosestCity->getY());
										if (iDistance <= m_iTacticalRange)
										{
#if defined(MOD_AI_SMART_V3)
											int iRange = MOD_AI_SMART_V3 ? MIN(4 - iDistance, 0) : 4 - iDistance;
											iMultiplier = m_iTacticalRange + iRange;  // 4 because action may still be spread out over the zone
#else
											iMultiplier = (m_iTacticalRange + 4 - iDistance);  // "4" so unit strength isn't totally dominated by proximity to city
#endif
											if(!pPlot->isVisible(eTeam) && !pPlot->isAdjacentVisible(eTeam, false))
											{
												bVisible = false;
											}
											if(iMultiplier > 0)
											{
												int iUnitStrength = pLoopUnit->GetBaseCombatStrengthConsideringDamage();
												if(iUnitStrength == 0 && pLoopUnit->isEmbarked() && !pZone->IsWater())
												{
													iUnitStrength = pLoopUnit->GetBaseCombatStrength(true);
												}

												if(!bVisible)
												{
													iUnitStrength /= 2;
												}

												pZone->AddEnemyStrength(iUnitStrength * iMultiplier * m_iUnitStrengthMultiplier);

												int iRangedStrength = pLoopUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true);
												if(!bVisible)
												{
													iRangedStrength /= 2;
												}

												pZone->AddEnemyRangedStrength(iRangedStrength);

												if(bVisible)
												{
													pZone->AddEnemyUnitCount(1);
													if(iDistance < pZone->GetRangeClosestEnemyUnit())
													{
														pZone->SetRangeClosestEnemyUnit(iDistance);
													}
													if(pLoopUnit->isRanged())
													{
														pZone->AddEnemyRangedUnitCount(1);
													}
													if(pLoopUnit->getDomainType() == DOMAIN_SEA)
													{
														pZone->AddEnemyNavalUnitCount(1);
													}
												}
											}
										}
									}
								}
							}
						}

					}
				}
			}
		}
	}
/// Add data for this cell into dominance zone information
void CvTacticalAnalysisMap::AddToDominanceZones(int iIndex, CvTacticalAnalysisCell* pCell)
{
	CvPlot* pPlot = GC.getMap().plotByIndex(iIndex);

	// Compute zone data for this cell
	m_TempZone.SetAreaID(pPlot->getArea());
	m_TempZone.SetOwner(pPlot->getOwner());
	m_TempZone.SetWater(pPlot->isWater());
	if(!pPlot->isOwned())
	{
		m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_NO_OWNER);
	}
	else if(pPlot->getTeam() == m_pPlayer->getTeam())
	{
		m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_FRIENDLY);
	}
	else if(GET_TEAM(m_pPlayer->getTeam()).isAtWar(pPlot->getTeam()))
	{
		m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_ENEMY);
	}
	else
	{
		m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_NEUTRAL);
	}
	m_TempZone.SetClosestCity(NULL);
	if(m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_ENEMY ||
	        m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_NEUTRAL ||
	        m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
	{
		int iLoop;
		int iBestDistance = MAX_INT;
		CvCity* pBestCity = NULL;

		for(CvCity* pLoopCity = GET_PLAYER(m_TempZone.GetOwner()).firstCity(&iLoop); pLoopCity != NULL; pLoopCity = GET_PLAYER(m_TempZone.GetOwner()).nextCity(&iLoop))
		{
			int iDistance = plotDistance(pLoopCity->getX(), pLoopCity->getY(), pPlot->getX(), pPlot->getY());
			if(iDistance < iBestDistance)
			{
				iBestDistance = iDistance;
				pBestCity = pLoopCity;
			}
		}

		if(pBestCity != NULL)
		{
			m_TempZone.SetClosestCity(pBestCity);
		}
	}

	// Now see if we already have a matching zone
	CvTacticalDominanceZone* pZone = FindExistingZone(pPlot);
	if(!pZone)
	{
		// Data populated, now add to vector
		m_TempZone.SetDominanceZoneID(m_DominanceZones.size());
		m_DominanceZones.push_back(m_TempZone);
		pZone = &m_DominanceZones[m_DominanceZones.size() - 1];
	}

	// If this isn't owned territory, update zone with military strength info
	if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_NO_OWNER ||
	        pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE)
	{
		CvUnit* pFriendlyUnit = pCell->GetFriendlyMilitaryUnit();
		if(pFriendlyUnit)
		{
			if(pFriendlyUnit->getDomainType() == DOMAIN_AIR ||
			        (pFriendlyUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) ||
			        (pFriendlyUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater()))
			{
				int iStrength = pFriendlyUnit->GetBaseCombatStrengthConsideringDamage();
				if(iStrength == 0 && pFriendlyUnit->isEmbarked() && !pZone->IsWater())
				{
					iStrength = pFriendlyUnit->GetBaseCombatStrength(true);
				}
				pZone->AddFriendlyStrength(iStrength * m_iUnitStrengthMultiplier);
				pZone->AddFriendlyRangedStrength(pFriendlyUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true));
				if(pFriendlyUnit->GetRange() > GetBestFriendlyRange())
				{
					SetBestFriendlyRange(pFriendlyUnit->GetRange());
				}
				if(pFriendlyUnit->IsRangeAttackIgnoreLOS())
				{
					SetIgnoreLOS(true);
				}
				pZone->AddFriendlyUnitCount(1);
				if(pFriendlyUnit->isRanged())
				{
					pZone->AddFriendlyRangedUnitCount(1);
				}
			}
		}

		CvUnit* pEnemyUnit = pCell->GetEnemyMilitaryUnit();
		if(pEnemyUnit)
		{
			if(pEnemyUnit->getDomainType() == DOMAIN_AIR ||
			        (pEnemyUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) ||
			        (pEnemyUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater()))
			{
				int iStrength = pEnemyUnit->GetBaseCombatStrengthConsideringDamage();
				if(iStrength == 0 && pEnemyUnit->isEmbarked() && !pZone->IsWater())
				{
					iStrength = pEnemyUnit->GetBaseCombatStrength(true);
				}
#if defined(MOD_AI_SMART_V3)
				int iEnemyRangedStrength = pEnemyUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true);

				if (MOD_AI_SMART_V3)
				{
					if (!pCell->IsVisible())
					{
						iStrength /= 2;
						iEnemyRangedStrength /= 2;
					}
					
					iEnemyRangedStrength = iEnemyRangedStrength * m_iUnitStrengthMultiplier;
				}
#endif				

				pZone->AddEnemyStrength(iStrength * m_iUnitStrengthMultiplier);
#if defined(MOD_AI_SMART_V3)
				pZone->AddEnemyRangedStrength(iEnemyRangedStrength);
#else
				pZone->AddEnemyRangedStrength(pEnemyUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true));
#endif				
				pZone->AddEnemyUnitCount(1);
				if(pEnemyUnit->isRanged())
				{
					pZone->AddEnemyRangedUnitCount(1);
				}
				if (pEnemyUnit->getDomainType() == DOMAIN_SEA)
				{
					pZone->AddEnemyNavalUnitCount(1);
				}
			}
		}
	}

	// Set zone for this cell
	pCell->SetDominanceZone(pZone->GetDominanceZoneID());
}