bool CvSelectionGroupAI::isHeadUnit(CvUnit* pUnit)
{
    if (getHeadUnit()==pUnit)
    {
        return true;
    }
    return false;
}
bool CvSelectionGroupAI::AI_isDeclareWar(const CvPlot* pPlot)
{
	FAssert(getHeadUnit() != NULL);

	if (isHuman())
	{
		return false;
	}
	else
	{
		bool bLimitedWar = false;
		if (pPlot != NULL)
		{
			TeamTypes ePlotTeam = pPlot->getTeam();
			if (ePlotTeam != NO_TEAM)
			{
				WarPlanTypes eWarplan = GET_TEAM(getTeam()).AI_getWarPlan(ePlotTeam);
				if (eWarplan == WARPLAN_LIMITED)
				{
					bLimitedWar = true;
				}
			}
		}

		CvUnit* pHeadUnit = getHeadUnit();

		if (pHeadUnit != NULL)
		{
			switch (pHeadUnit->AI_getUnitAIType())
			{
			case UNITAI_UNKNOWN:
			case UNITAI_ANIMAL:
			case UNITAI_SETTLE:
			case UNITAI_WORKER:
				break;
			case UNITAI_ATTACK_CITY:
			case UNITAI_ATTACK_CITY_LEMMING:
				return true;
				break;

			case UNITAI_ATTACK:
			case UNITAI_COLLATERAL:
			case UNITAI_PILLAGE:
				if (bLimitedWar)
				{
					return true;
				}
				break;
				
			case UNITAI_PARADROP:
			case UNITAI_RESERVE:
			case UNITAI_COUNTER:
			case UNITAI_CITY_DEFENSE:
			case UNITAI_CITY_COUNTER:
			case UNITAI_CITY_SPECIAL:
			case UNITAI_EXPLORE:
			case UNITAI_MISSIONARY:
			case UNITAI_PROPHET:
			case UNITAI_ARTIST:
			case UNITAI_SCIENTIST:
			case UNITAI_GENERAL:
			case UNITAI_MERCHANT:
			case UNITAI_ENGINEER:
			case UNITAI_SPY:
			case UNITAI_ICBM:
			case UNITAI_WORKER_SEA:
				break;

			case UNITAI_ATTACK_SEA:
			case UNITAI_RESERVE_SEA:
			case UNITAI_ESCORT_SEA:
				if (bLimitedWar)
				{
					return true;
				}
				break;
			case UNITAI_EXPLORE_SEA:
				break;

			case UNITAI_ASSAULT_SEA:
				if (hasCargo())
				{
					return true;
				}
				break;

			case UNITAI_SETTLER_SEA:
			case UNITAI_MISSIONARY_SEA:
			case UNITAI_SPY_SEA:
			case UNITAI_CARRIER_SEA:
			case UNITAI_MISSILE_CARRIER_SEA:
			case UNITAI_PIRATE_SEA:
			case UNITAI_ATTACK_AIR:
			case UNITAI_DEFENSE_AIR:
			case UNITAI_CARRIER_AIR:
			case UNITAI_MISSILE_AIR:
				break;

			default:
				FAssert(false);
				break;
			}
		}
	}

	return false;
}
// Returns true if the group has become busy...
bool CvSelectionGroupAI::AI_update()
{
	CLLNode<IDInfo>* pEntityNode;
	CvUnit* pLoopUnit;
	bool bDead;
	bool bFollow;

	PROFILE("CvSelectionGroupAI::AI_update");

	FAssert(getOwnerINLINE() != NO_PLAYER);

	if (!AI_isControlled())
	{
		return false;
	}

	if (getNumUnits() == 0)
	{
		return false;
	}

	if (isForceUpdate())
	{
		clearMissionQueue(); // XXX ???
		setActivityType(ACTIVITY_AWAKE);
		setForceUpdate(false);

		// if we are in the middle of attacking with a stack, cancel it
		AI_cancelGroupAttack();
	}

	FAssert(!(GET_PLAYER(getOwnerINLINE()).isAutoMoves()));

	int iTempHack = 0; // XXX

	bDead = false;
	
	bool bFailedAlreadyFighting = false;
	while ((m_bGroupAttack && !bFailedAlreadyFighting) || readyToMove())
	{
		iTempHack++;
		if (iTempHack > 100)
		{
			FAssert(false);
			CvUnit* pHeadUnit = getHeadUnit();
			if (NULL != pHeadUnit)
			{
				if (GC.getLogging())
				{
					TCHAR szOut[1024];
					CvWString szTempString;
					getUnitAIString(szTempString, pHeadUnit->AI_getUnitAIType());
					sprintf(szOut, "Unit stuck in loop: %S(%S)[%d, %d] (%S)\n", pHeadUnit->getName().GetCString(), GET_PLAYER(pHeadUnit->getOwnerINLINE()).getName(),
						pHeadUnit->getX_INLINE(), pHeadUnit->getY_INLINE(), szTempString.GetCString());
					gDLL->messageControlLog(szOut);
				}
				
				pHeadUnit->finishMoves();
			}
			break;
		}

		// if we want to force the group to attack, force another attack
		if (m_bGroupAttack)
		{			
			m_bGroupAttack = false;

			groupAttack(m_iGroupAttackX, m_iGroupAttackY, MOVE_DIRECT_ATTACK, bFailedAlreadyFighting);
		}
		// else pick AI action
		else
		{
			CvUnit* pHeadUnit = getHeadUnit();

			if (pHeadUnit == NULL || pHeadUnit->isDelayedDeath())
			{
				break;
			}

			resetPath();

			if (pHeadUnit->AI_update())
			{
				// AI_update returns true when we should abort the loop and wait until next slice
				break;
			}
		}

		if (doDelayedDeath())
		{
			bDead = true;
			break;
		}

		// if no longer group attacking, and force separate is true, then bail, decide what to do after group is split up
		// (UnitAI of head unit may have changed)
		if (!m_bGroupAttack && AI_isForceSeparate())
		{
			AI_separate();	// pointers could become invalid...
			return true;
		}
	}

	if (!bDead)
	{
		if (!isHuman())
		{
			bFollow = false;

			// if we not group attacking, then check for follow action
			if (!m_bGroupAttack)
			{
				pEntityNode = headUnitNode();

				while ((pEntityNode != NULL) && readyToMove(true))
				{
					pLoopUnit = ::getUnit(pEntityNode->m_data);
					pEntityNode = nextUnitNode(pEntityNode);

					if (pLoopUnit->canMove())
					{
						resetPath();

						if (pLoopUnit->AI_follow())
						{
							bFollow = true;
							break;
						}
					}
				}
			}

			if (doDelayedDeath())
			{
				bDead = true;
			}

			if (!bDead)
			{
				if (!bFollow && readyToMove(true))
				{
					pushMission(MISSION_SKIP);
				}
			}
		}
	}

	if (bDead)
	{
		return true;
	}

	return (isBusy() || isCargoBusy());
}
// Returns true if the group has become busy...
bool CvSelectionGroupAI::AI_update()
{
	CLLNode<IDInfo>* pEntityNode;
	CvUnit* pLoopUnit;
	bool bDead;
	bool bFollow;

	PROFILE("CvSelectionGroupAI::AI_update");

	FAssert(getOwnerINLINE() != NO_PLAYER);

	if (!AI_isControlled())
	{
		return false;
	}

	if (getNumUnits() == 0)
	{
		return false;
	}

	// K-Mod / BBAI
	if (getActivityType() == ACTIVITY_SLEEP && !isHuman() && !getHeadUnit()->isCargo())
	{
		setForceUpdate(true);
	}
	// end

	if (isForceUpdate())
	{
		doForceUpdate(); // K-Mod (based on old code)
	}

	//FAssert(!(GET_PLAYER(getOwnerINLINE()).isAutoMoves())); // (no longer true in K-Mod)

	int iTempHack = 0; // XXX

	bDead = false;
	
	bool bFailedAlreadyFighting = false;
	//while ((m_bGroupAttack && !bFailedAlreadyFighting) || readyToMove())
	while ((AI_isGroupAttack() && !isBusy()) || readyToMove()) // K-Mod
	{
		iTempHack++;
		if (iTempHack > 100)
		{
			FAssertMsg(false, "unit stuck in a loop");
			CvUnit* pHeadUnit = getHeadUnit();
			if (NULL != pHeadUnit)
			{
				if (GC.getLogging())
				{
					TCHAR szOut[1024];
					CvWString szTempString;
					getUnitAIString(szTempString, pHeadUnit->AI_getUnitAIType());
					sprintf(szOut, "Unit stuck in loop: %S(%S)[%d, %d] (%S)\n", pHeadUnit->getName().GetCString(), GET_PLAYER(pHeadUnit->getOwnerINLINE()).getName(),
						pHeadUnit->getX_INLINE(), pHeadUnit->getY_INLINE(), szTempString.GetCString());
					gDLL->messageControlLog(szOut);
				}
				
				pHeadUnit->finishMoves();
			}
			break;
		}

		// if we want to force the group to attack, force another attack
		if (AI_isGroupAttack())
		{			
			AI_cancelGroupAttack();

			groupAttack(m_iGroupAttackX, m_iGroupAttackY, MOVE_DIRECT_ATTACK, bFailedAlreadyFighting);
		}
		// else pick AI action
		else
		{
			CvUnit* pHeadUnit = getHeadUnit();

			//if (pHeadUnit == NULL || pHeadUnit->isDelayedDeath())
			if (pHeadUnit == NULL || pHeadUnit->doDelayedDeath()) // K-Mod
			{
				break;
			}

			//resetPath();

			if (pHeadUnit->AI_update())
			{
				// AI_update returns true when we should abort the loop and wait until next slice
				FAssert(!pHeadUnit->isDelayedDeath());
				break;
			}
		}

		if (doDelayedDeath())
		{
			bDead = true;
			break;
		}

		// if no longer group attacking, and force separate is true, then bail, decide what to do after group is split up
		// (UnitAI of head unit may have changed)
		if (!AI_isGroupAttack() && AI_isForceSeparate())
		{
			AI_separate();	// pointers could become invalid...
			//return true;
			return false; // K-Mod
		}
	}

	if (!bDead)
	{
		if (!isHuman())
		{
			bFollow = false;

			// if we not group attacking, then check for follow action
			if (!AI_isGroupAttack())
			{
				pEntityNode = headUnitNode();
				// K-Mod note: I've rearranged a few things below, and added 'bFirst'.
				bool bFirst = true;

				while ((pEntityNode != NULL) && readyToMove(true))
				{
					pLoopUnit = ::getUnit(pEntityNode->m_data);
					pEntityNode = nextUnitNode(pEntityNode);

					if (bFirst)
						resetPath();

					if (pLoopUnit->canMove())
					{
						if (pLoopUnit->AI_follow(bFirst))
						{
							bFollow = true;
							bFirst = true; // let the next unit start fresh.
						}
						else
							bFirst = false;
					}
				}
				// K-Mod end
			}

			if (doDelayedDeath())
			{
				bDead = true;
			}

			if (!bDead)
			{
				if (!bFollow && readyToMove(true))
				{
					pushMission(MISSION_SKIP);
				}
			}
/************************************************************************************************/
/* BETTER_BTS_AI_MOD                      04/28/10                                jdog5000      */
/*                                                                                              */
/* Unit AI                                                                                      */
/************************************************************************************************/
			// AI should never put units to sleep, how does this ever happen?
			//FAssert( getHeadUnit()->isCargo() || getActivityType() != ACTIVITY_SLEEP );
/************************************************************************************************/
/* BETTER_BTS_AI_MOD                       END                                                  */
/************************************************************************************************/
		}
	}

	if (bDead)
	{
		//return true;
		return false; // K-Mod
	}

	return (isBusy() || isCargoBusy());
}
bool CvSelectionGroupAI::AI_tradeRoutes()
{
	PROFILE_FUNC();

	const IDInfo kEurope(getOwnerINLINE(), CvTradeRoute::EUROPE_CITY_ID);

	CvCity* pPlotCity = plot()->getPlotCity();
	CvPlayerAI& kOwner = GET_PLAYER(getOwnerINLINE());
	std::set<int>::iterator it;

	std::map<IDInfo, int> cityValues;

	std::vector<CvTradeRoute*> routes;
	std::vector<int> routeValues;

	std::vector<bool> yieldsDelivered(NUM_YIELD_TYPES, false);
	std::vector<bool> yieldsToUnload(NUM_YIELD_TYPES, false);
	std::vector<int> yieldsOnBoard(NUM_YIELD_TYPES, false);

	if (!isHuman() || (getAutomateType() == AUTOMATE_TRANSPORT_FULL))
	{
		std::vector<CvTradeRoute*> aiRoutes;
		kOwner.getTradeRoutes(aiRoutes);
		for (uint i = 0; i < aiRoutes.size(); ++i)
		{
			CvTradeRoute* pRoute = aiRoutes[i];

			// transport feeder - start - Nightinggale
			CvCity* pDestinationCity = ::getCity(pRoute->getDestinationCity());
			if (pDestinationCity != NULL && pDestinationCity->isAutoImportStopped(pRoute->getYield()))
			{
				// ignore trade routes where destination is using feeder service and is full
				continue;
			}
			// transport feeder - end - Nightinggale

			// traderoute fix - start - Nightinggale
			if (isHuman() && pRoute->getDestinationCity().eOwner != getOwnerINLINE())
			{
				// humans can't transport to allied cities with fully automated transports
				continue;
			}
			// traderoute fix - end - Nightinggale

			CvCity* pSourceCity = ::getCity(pRoute->getSourceCity());
			CvArea* pSourceWaterArea = pSourceCity->waterArea();
			if ((pSourceCity != NULL) && ((getDomainType() != DOMAIN_SEA) || (pSourceWaterArea != NULL)))
			{
				int iSourceArea = (getDomainType() == DOMAIN_SEA) ? pSourceWaterArea->getID() : pSourceCity->getArea();
				if (getDomainType() == DOMAIN_SEA ? plot()->isAdjacentToArea(iSourceArea) : (iSourceArea == getArea()))
				{
					if ((getDomainType() == DOMAIN_SEA) || (pRoute->getDestinationCity() != kEurope))
					{
						routes.push_back(pRoute);
						routeValues.push_back(0);

						yieldsDelivered[pRoute->getYield()] = true;

						if (pPlotCity != NULL && ::getCity(pRoute->getDestinationCity()) == pPlotCity)
						{
							yieldsToUnload[pRoute->getYield()] = true;
						}


						cityValues[pRoute->getSourceCity()] = 0;
						cityValues[pRoute->getDestinationCity()] = 0;
					}
				}
			}
		}
	}
	else
	{
		for (it = m_aTradeRoutes.begin(); it != m_aTradeRoutes.end(); ++it)
		{
			CvTradeRoute* pRoute = kOwner.getTradeRoute(*it);
			CvCity* pSourceCity = ::getCity(pRoute->getSourceCity());
			if (pSourceCity != NULL)
			{
				CvArea* pSourceWaterArea = pSourceCity->waterArea();
				if (getDomainType() != DOMAIN_SEA || pSourceWaterArea != NULL)
				{
					int iSourceArea = (getDomainType() == DOMAIN_SEA) ? pSourceWaterArea->getID() : pSourceCity->getArea();
					if (getDomainType() == DOMAIN_SEA ? plot()->isAdjacentToArea(iSourceArea) : (iSourceArea == getArea()))
					{
						if ((getDomainType() == DOMAIN_SEA) || (pRoute->getDestinationCity() != kEurope))
						{
							routes.push_back(pRoute);
							routeValues.push_back(0);

							yieldsDelivered[pRoute->getYield()] = true;

							if (pPlotCity != NULL && ::getCity(pRoute->getDestinationCity()) == pPlotCity)
							{
								yieldsToUnload[pRoute->getYield()] = true;
							}


							cityValues[pRoute->getSourceCity()] = 0;
							cityValues[pRoute->getDestinationCity()] = 0;
						}
					}
					else
					{
						FAssertMsg(false, "Unexpected : Unit can't run trade route it's assigned to");
					}

				}
			}
		}


	}

	if ((pPlotCity != NULL) && hasCargo())
	{
		std::vector<CvUnit*> units;

		//Unload everything which we should unload here, or can't unload anywhere...
		CLLNode<IDInfo>* pUnitNode = plot()->headUnitNode();
		while (pUnitNode != NULL)
		{
			CvUnit* pLoopUnit = ::getUnit(pUnitNode->m_data);
			pUnitNode = plot()->nextUnitNode(pUnitNode);

			if (pLoopUnit != NULL)
			{
				YieldTypes eYield = pLoopUnit->getYield();
				CvUnit* pTransport = pLoopUnit->getTransportUnit();

				if ((eYield != NO_YIELD) && pTransport != NULL && (yieldsToUnload[eYield] || !(yieldsDelivered[eYield])))
				{
					if (pTransport->getGroup() == this && pLoopUnit->canUnload())
					{
						units.push_back(pLoopUnit);
					}
				}
			}
		}

		for (uint i = 0; i < units.size(); ++i)
		{
			units[i]->unload();
		}
	}

	short aiYieldsLoaded[NUM_YIELD_TYPES];
	AI_getYieldsLoaded(aiYieldsLoaded);

	bool bNoCargo = true;
	for (int i = 0; i < NUM_YIELD_TYPES; ++i)
	{
		if (aiYieldsLoaded[i] > 0)
		{
			bNoCargo = false;
			break;
		}
	}

	if (!bNoCargo)
	{
		//We need to iterate over every destination city and see if we can unload.
		for (uint i = 0; i < routes.size(); ++i)
		{
			CvCity* pDestinationCity = ::getCity(routes[i]->getDestinationCity());
			if ((pDestinationCity == NULL) || (pDestinationCity != pPlotCity))
			{
				int iRouteValue = kOwner.AI_transferYieldValue(routes[i]->getDestinationCity(), routes[i]->getYield(), aiYieldsLoaded[routes[i]->getYield()]);

				if (iRouteValue > 0)
				{
					cityValues[routes[i]->getDestinationCity()] += iRouteValue;
					routeValues[i] += iRouteValue;
				}
			}
		}
	}

	//We need to iterate over every source city, and see if there's anything which needs moving to the respective destination city.
	//We apply some bias to the city we are presently at, but not too much - sometimes empty runs need to be made...
	//Basically this looks at the entire NEXT trade run (source-city to dest-city), with some bias given towards
	//starting it from pPlotCity as sourceCity.
	//If we are carrying cargo, only count cities where we can unload.
	for (uint i = 0; i < routes.size(); ++i)
	{
		CvCity* pSourceCity = ::getCity(routes[i]->getSourceCity());

		if ((pSourceCity != NULL) && (bNoCargo || (cityValues[routes[i]->getSourceCity()] > 0)))
		{
			CvCity* pDestinationCity = ::getCity(routes[i]->getDestinationCity());
			YieldTypes eYield = routes[i]->getYield();

			// transport feeder - start - Nightinggale
			//int iAmount = pSourceCity->getYieldStored(eYield) - pSourceCity->getMaintainLevel(eYield);
			int iAmount = pSourceCity->getYieldStored(eYield) - pSourceCity->getAutoMaintainThreshold(eYield);
			// transport feeder - end - Nightinggale

			if (iAmount > 0)
			{

				int iExportValue = kOwner.AI_transferYieldValue(routes[i]->getSourceCity(), routes[i]->getYield(), -iAmount);
				int iImportValue = kOwner.AI_transferYieldValue(routes[i]->getDestinationCity(), routes[i]->getYield(), iAmount);
				int iRouteValue = (iExportValue + iImportValue + 2 * std::min(iExportValue, iImportValue)) / 4;

				if (pSourceCity == pPlotCity)
				{
					cityValues[routes[i]->getDestinationCity()] += 2 * iRouteValue;
				}
				else
				{
					cityValues[routes[i]->getSourceCity()] += iRouteValue;
				}

				routeValues[i] = iRouteValue;
			}
		}
	}

	IDInfo kBestDestination(NO_PLAYER, -1);
	int iBestDestinationValue = 0;

	for (std::map<IDInfo, int>::iterator it = cityValues.begin(); it != cityValues.end(); ++it)
	{
		int iValue = it->second;

		if (iValue > 0)
		{
			CvCity* pCity = ::getCity(it->first);
			if (pCity != NULL)
			{
				FAssert(!atPlot(pCity->plot()));
				if (generatePath(plot(), pCity->plot(), MOVE_NO_ENEMY_TERRITORY, true))
				{
					iValue /= 1 + kOwner.AI_plotTargetMissionAIs(pCity->plot(), MISSIONAI_TRANSPORT, this, 0);
				}
				else
				{
					iValue = 0;
				}
			}

			if (iValue > iBestDestinationValue)
			{
				iBestDestinationValue = iValue;
				kBestDestination = it->first;
			}
		}
	}


	if ((pPlotCity != NULL) && (kBestDestination.eOwner != NO_PLAYER))
	{
		//We need to keep looping and recalculating
		//For example a city might have "101" of an item, we want to move the first 100 but not the 1.
		//But it could also have 200, in which case we might want 2 loads of 100...
		//But it could also have 200 of two resources, and we'd want to move 100 of each...
		///TKs MEd
		int iTestCount = 0;
		while (!isFull())
		{
		    iTestCount++;
		    if (iTestCount == 1000)
		    {
		        FAssert(iTestCount == 0);
		        int iID = pPlotCity->getID();
		        int iIDplayer = GET_PLAYER(kBestDestination.eOwner).getID();
		       // break;
		    }

		    if (iTestCount == 1001)
		    {
		        break;
		    }
		    ///TKe
			int iBestRoute = -1;
			int iBestRouteValue = 0;
			//Now, for any trade routes which this group is assigned to, try to pick up cargo here.
			for (uint i = 0; i < routes.size(); ++i)
			{
				CvCity* pSourceCity = ::getCity(routes[i]->getSourceCity());
				if ((pSourceCity != NULL) && (routes[i]->getDestinationCity() == kBestDestination))
				{
					CvCity* pDestinationCity = ::getCity(routes[i]->getDestinationCity());
					YieldTypes eYield = routes[i]->getYield();

					if ((pPlotCity == pSourceCity))
					{
						// transport feeder - start - Nightinggale
						//int iAmount = pSourceCity->getYieldStored(eYield) - pSourceCity->getMaintainLevel(eYield);
						int iAmount = pSourceCity->getYieldStored(eYield) - pSourceCity->getAutoMaintainThreshold(eYield);
						// transport feeder - end - Nightinggale

						if (iAmount > 0)
						{
							int iExportValue = kOwner.AI_transferYieldValue(routes[i]->getSourceCity(), routes[i]->getYield(), -iAmount);
							int iImportValue = kOwner.AI_transferYieldValue(routes[i]->getDestinationCity(), routes[i]->getYield(), iAmount);
							int iRouteValue = (iExportValue + iImportValue + 2 * std::min(iExportValue, iImportValue)) / 4;

							if (iRouteValue > iBestRouteValue)
							{
								iBestRouteValue = iRouteValue;
								iBestRoute = i;
							}
						}
					}
				}
			}

			if (iBestRouteValue > 0)
			{
				CLLNode<IDInfo>* pUnitNode = headUnitNode();
				while (pUnitNode != NULL)
				{
					CvUnit* pLoopUnit = ::getUnit(pUnitNode->m_data);
					pUnitNode = nextUnitNode(pUnitNode);

					if (pLoopUnit != NULL)
					{
						if (pLoopUnit->canLoadYield(plot(), routes[iBestRoute]->getYield(), false))
						{
							pLoopUnit->loadYield(routes[iBestRoute]->getYield(), false);
							break;
						}
					}
				}
			}
			else
			{
				break;
			}
		}
		//XXX fill hold.
	}

	if ((kBestDestination.eOwner == NO_PLAYER) && hasCargo())
	{
		// Transport group is full and can't find any destination
		CvCity* pCity = kOwner.AI_findBestPort();
		if (pCity != NULL && !atPlot(pCity->plot()))
		{
			kBestDestination = pCity->getIDInfo();
		}
	}

	//As a final step, we could consider loading yields which would be useful as parts of delivery runs...
	if (kBestDestination != kEurope)
	{
		CvCity* pBestDestinationCity = ::getCity(kBestDestination);
		if (pBestDestinationCity != NULL)
		{
			FAssert(!atPlot(pBestDestinationCity->plot()));
			pushMission(MISSION_MOVE_TO, pBestDestinationCity->getX_INLINE(), pBestDestinationCity->getY_INLINE(), MOVE_NO_ENEMY_TERRITORY, false, false, MISSIONAI_TRANSPORT, pBestDestinationCity->plot());
			if (atPlot(pBestDestinationCity->plot()))
			{
				//Unload any goods if required (we can always pick them back up if this is an i+e city).
				std::vector<CvUnit*> units;

				CLLNode<IDInfo>* pUnitNode = plot()->headUnitNode();
				CvUnit* pLoopUnit;
				while (pUnitNode != NULL)
				{
					pLoopUnit = ::getUnit(pUnitNode->m_data);
					pUnitNode = plot()->nextUnitNode(pUnitNode);
					YieldTypes eYield = pLoopUnit->getYield();

					if ((eYield != NO_YIELD) && pLoopUnit->isCargo())
					{
						if (pLoopUnit->getTransportUnit()->getGroup() == this && pLoopUnit->canUnload())
						{
							units.push_back(pLoopUnit);
						}
					}
				}
				for (uint i = 0; i < units.size(); ++i)
				{
					units[i]->unload();
				}
			}

			return true;
		}
	}
	else
	{
		if (isHuman())
		{
			getHeadUnit()->AI_setUnitAIState(UNITAI_STATE_SAIL);
		}
	}

	return false;
}
bool CvSelectionGroupAI::AI_isDeclareWar(const CvPlot* pPlot)
{
	FAssert(getHeadUnit() != NULL);

	if (isHuman())
	{
		return false;
	}
	else
	{
		bool bLimitedWar = false;
		if (pPlot != NULL)
		{
			TeamTypes ePlotTeam = pPlot->getTeam();
			if (ePlotTeam != NO_TEAM)
			{
				WarPlanTypes eWarplan = GET_TEAM(getTeam()).AI_getWarPlan(ePlotTeam);
				if (eWarplan == WARPLAN_LIMITED)
				{
					bLimitedWar = true;
				}
			}
		}

		CvUnit* pHeadUnit = getHeadUnit();

		if (pHeadUnit != NULL)
		{
			switch (pHeadUnit->AI_getUnitAIType())
			{
			case UNITAI_UNKNOWN:
			case UNITAI_COLONIST:
			case UNITAI_SETTLER:
			case UNITAI_WORKER:
			case UNITAI_MISSIONARY:
			case UNITAI_SCOUT:
			case UNITAI_WAGON:
			case UNITAI_TREASURE:
			case UNITAI_YIELD:
			case UNITAI_GENERAL:
			///TKs Med Animal
			case UNITAI_ANIMAL:
            case UNITAI_HUNTSMAN:
            case UNITAI_MARAUDER:
            case UNITAI_TRADER:
			///TKe
				return false;
				break;

			case UNITAI_DEFENSIVE:
			case UNITAI_OFFENSIVE:
			case UNITAI_COUNTER:
				return true;
				break;

			case UNITAI_TRANSPORT_SEA:
				return false;
				break;

			case UNITAI_ASSAULT_SEA:
			case UNITAI_COMBAT_SEA:
			case UNITAI_PIRATE_SEA:
				return true;
				break;

			default:
				FAssert(false);
				break;
			}
		}
	}

	return false;
}
int CvSelectionGroupAI::AI_getGroupflag() const
{
    return getHeadUnit()->AI_getGroupflag();
}
bool CvSelectionGroupAI::AI_isDeclareWar(const CvPlot* pPlot)
{
	FAssert(getHeadUnit() != NULL);

	if (isHuman())
	{
		return false;
	}
	else
	{
		bool bLimitedWar = false;
		if (pPlot != NULL)
		{
			TeamTypes ePlotTeam = pPlot->getTeam();
			if (ePlotTeam != NO_TEAM)
			{
				WarPlanTypes eWarplan = GET_TEAM(getTeam()).AI_getWarPlan(ePlotTeam);
				if (eWarplan == WARPLAN_LIMITED)
				{
					bLimitedWar = true;
				}
			}
		}

		CvUnit* pHeadUnit = getHeadUnit();

		if (pHeadUnit != NULL)
		{
			switch (pHeadUnit->AI_getUnitAIType())
			{
			case UNITAI_UNKNOWN:
			case UNITAI_ANIMAL: // R&R, ray, Wild Animals
			case UNITAI_ANIMAL_SEA: // R&R, ray, Wild Animals
			case UNITAI_FLEEING: // R&R, ray, Fleeing Units
			case UNITAI_COLONIST:
			case UNITAI_SETTLER:
			case UNITAI_WORKER:
			case UNITAI_MISSIONARY:
			case UNITAI_SCOUT:
			case UNITAI_WAGON:
			case UNITAI_TREASURE:
			case UNITAI_YIELD:
			case UNITAI_GENERAL:
				return false;
				break;

			case UNITAI_DEFENSIVE:
			case UNITAI_OFFENSIVE:
			case UNITAI_COUNTER:
				return true;
				break;
			//TAC Whaling, ray
			case UNITAI_WORKER_SEA:
			//End TAC Whaling, ray
			case UNITAI_TRANSPORT_SEA:
				return false;
				break;

			case UNITAI_ASSAULT_SEA:
			case UNITAI_COMBAT_SEA:
			case UNITAI_PIRATE_SEA:
			case UNITAI_ESCORT_SEA:			// TAC - AI Escort Sea - koma13
				return true;
				break;

			default:
				FAssert(false);
				break;
			}
		}
	}

	return false;
}