/// Log dominance zone data
void CvTacticalAnalysisMap::LogZones()
{
	if(GC.getLogging() && GC.getAILogging())
	{
		CvString szLogMsg;
		CvTacticalDominanceZone* pZone;

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

			szLogMsg.Format("Zone ID: %d, Area ID: %d, Value: %d, FRIENDLY Str: %d (%d), Ranged: %d (%d), ENEMY Str: %d (%d), Ranged: %d (%d), Closest Enemy: %d",
			                pZone->GetDominanceZoneID(), pZone->GetAreaID(), pZone->GetDominanceZoneValue(),
			                pZone->GetFriendlyStrength(), pZone->GetFriendlyUnitCount(), pZone->GetFriendlyRangedStrength(), pZone->GetFriendlyRangedUnitCount(),
			                pZone->GetEnemyStrength(), pZone->GetEnemyUnitCount(), pZone->GetEnemyRangedStrength(), pZone->GetEnemyRangedUnitCount(), pZone->GetRangeClosestEnemyUnit());
			if(pZone->GetDominanceFlag() == TACTICAL_DOMINANCE_FRIENDLY)
			{
				szLogMsg += ", Friendly";
			}
			else if(pZone->GetDominanceFlag() == TACTICAL_DOMINANCE_ENEMY)
			{
				szLogMsg += ", Enemy";
			}
			else if(pZone->GetDominanceFlag() == TACTICAL_DOMINANCE_EVEN)
			{
				szLogMsg += ", Even";
			}
			else if(pZone->GetDominanceFlag() == TACTICAL_DOMINANCE_NO_UNITS_VISIBLE)
			{
				szLogMsg += ", No Units Visible";
			}

			if(pZone->IsWater())
			{
				szLogMsg += ", Water";
			}
			else
			{
				szLogMsg += ", Land";
			}

			if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE)
			{
				szLogMsg += ", Temporary Zone";
			}
			else if(pZone->GetClosestCity())
			{
				szLogMsg += ", " + pZone->GetClosestCity()->getName();
				if (m_pPlayer->GetTacticalAI()->IsTemporaryZoneCity(pZone->GetClosestCity()))
				{
					szLogMsg += " (Temp)";
				}
			}

			m_pPlayer->GetTacticalAI()->LogTacticalMessage(szLogMsg, true /*bSkipLogDominanceZone*/);
		}
	}
}
/// Can this cell go in an existing dominance zone?
CvTacticalDominanceZone* CvTacticalAnalysisMap::FindExistingZone(CvPlot* pPlot)
{
	CvTacticalDominanceZone* pZone;

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

		// If this is a temporary zone, matches if unowned and close enough
		if((pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE) &&
		        (m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_NO_OWNER || m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_NEUTRAL) &&
		        (plotDistance(pPlot->getX(), pPlot->getY(), pZone->GetTempZoneCenter()->getX(), pZone->GetTempZoneCenter()->getY()) <= m_iTacticalRange))
		{
			return pZone;
		}

		// If not friendly or enemy, just 1 zone per area
		if((pZone->GetTerritoryType() == TACTICAL_TERRITORY_NO_OWNER || pZone->GetTerritoryType() == TACTICAL_TERRITORY_NEUTRAL) &&
		        (m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_NO_OWNER || m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_NEUTRAL))
		{
			if(pZone->GetAreaID() == m_TempZone.GetAreaID())
			{
				return pZone;
			}
		}

		// Otherwise everything needs to match
		if(pZone->GetTerritoryType() == m_TempZone.GetTerritoryType() &&
		        pZone->GetOwner() == m_TempZone.GetOwner() &&
		        pZone->GetAreaID() == m_TempZone.GetAreaID() &&
		        pZone->GetClosestCity() == m_TempZone.GetClosestCity())
		{
			return pZone;
		}
	}

	return NULL;
}
/// Establish order of zone processing for the turn
void CvTacticalAnalysisMap::PrioritizeZones()
{
	// Loop through the dominance zones
	for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++)
	{
		// Find the zone and compute dominance here
		CvTacticalDominanceZone* pZone = &m_DominanceZones[iI];
		eTacticalDominanceFlags eDominance = ComputeDominance(pZone);

		// Establish a base value for the region
		int iBaseValue = 1;
		int iMultiplier = 1;

		// Temporary zone?
		if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE)
		{
			iMultiplier = 1000;
		}
		else
		{
			CvCity* pClosestCity = pZone->GetZoneCity();
			if(pClosestCity && pClosestCity->isAdjacentToArea(pZone->GetAreaID()))
			{
				iBaseValue += (1 + (int)sqrt((float)pClosestCity->getPopulation()));

				if(GET_PLAYER(m_ePlayer).GetTacticalAI()->IsTemporaryZoneCity(pClosestCity))
				{
					iBaseValue *= 2;
				}

				else if (pClosestCity->isVisible( GET_PLAYER(m_ePlayer).getTeam(), false))
				{
					iBaseValue *= 4;

					// How damaged is this visible city?
					int iMaxDamageMultiplier = 10;
					int iDamage = pClosestCity->getDamage();
					if (iDamage > (pClosestCity->GetMaxHitPoints() / iMaxDamageMultiplier))
					{
						iBaseValue *= (int)((iDamage + 1) * 10 / pClosestCity->GetMaxHitPoints());
					}
				}

#if defined(MOD_BALANCE_CORE)
				if (GET_PLAYER(m_ePlayer).IsCityAlreadyTargeted(pClosestCity) || GET_PLAYER(m_ePlayer).GetMilitaryAI()->IsCurrentAttackTarget(pClosestCity) )
				{
					iBaseValue *= 2;
				}

				if (pClosestCity->GetPlayer()->isMinorCiv())
				{
					//At war with ally of this minor? Greatly reduce priority.
					PlayerTypes eAlly = pClosestCity->GetPlayer()->GetMinorCivAI()->GetAlly();
					if (eAlly != NO_PLAYER && GET_TEAM(GET_PLAYER(m_ePlayer).getTeam()).isAtWar(GET_PLAYER(eAlly).getTeam()))
					{
						iBaseValue = 1;
					}
				}
#endif
			}

			if(!pZone->IsWater())
			{
				iBaseValue *= 3;
			}

			// Now compute a multiplier based on current conditions here
			if(eDominance == TACTICAL_DOMINANCE_ENEMY)
			{
				if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
				{
					iMultiplier = 1;
				}
				else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
				{
					iMultiplier = 8;
				}
			}
			else if(eDominance == TACTICAL_DOMINANCE_EVEN)
			{
				if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
				{
					iMultiplier = 4;
				}
				else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
				{
					iMultiplier = 4;
				}
			}
			else if(eDominance == TACTICAL_DOMINANCE_FRIENDLY)
			{
				if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
				{
					iMultiplier = 8;
				}
				else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
				{
					iMultiplier = 1;
				}
			}
			if(!GET_PLAYER(m_ePlayer).isMinorCiv())
			{
				if(GET_PLAYER(m_ePlayer).GetDiplomacyAI()->GetStateAllWars() == STATE_ALL_WARS_WINNING)
				{
					if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY)
					{
#if defined(MOD_BALANCE_CORE_MILITARY)
						iMultiplier *= 4;
#else
						iMultiplier *= 2;
#endif
					}
				}
				else if(GET_PLAYER(m_ePlayer).GetDiplomacyAI()->GetStateAllWars() == STATE_ALL_WARS_LOSING)
				{
					if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY)
					{
						iMultiplier *= 4;
					}
				}
			}
		}

		// Save off the value for this zone
		pZone->SetDominanceZoneValue( iBaseValue * iMultiplier);
	}

	std::stable_sort(m_DominanceZones.begin(), m_DominanceZones.end());
}
/// Log dominance zone data
void CvTacticalAnalysisMap::LogZones()
{
	if(GC.getLogging() && GC.getAILogging())
	{
		CvString szLogMsg;
		CvTacticalDominanceZone* pZone;

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

			//don't blow up the logs for empty zones
			if ( pZone->GetOverallFriendlyStrength()==0 &&  pZone->GetOverallEnemyStrength()==0)
				continue;

			szLogMsg.Format("Zone ID: %d, Size: %d, City: %s, Area ID: %d, Value: %d, FRIENDLY Str: %d (%d), Ranged: %d (naval %d), ENEMY Str: %d (%d), Ranged: %d (naval %d), Closest Enemy: %d",
			                pZone->GetDominanceZoneID(), pZone->GetNumPlots(), pZone->GetZoneCity() ? pZone->GetZoneCity()->getName().c_str() : "none", pZone->GetAreaID(), pZone->GetDominanceZoneValue(),
			                pZone->GetOverallFriendlyStrength(), pZone->GetTotalFriendlyUnitCount(), pZone->GetFriendlyRangedStrength(), pZone->GetFriendlyNavalRangedStrength(),
			                pZone->GetOverallEnemyStrength(), pZone->GetTotalEnemyUnitCount(), pZone->GetEnemyRangedStrength(), pZone->GetEnemyNavalRangedStrength(), pZone->GetRangeClosestEnemyUnit());
			if(pZone->GetOverallDominanceFlag() == TACTICAL_DOMINANCE_FRIENDLY)
			{
				szLogMsg += ", Friendly";
			}
			else if(pZone->GetOverallDominanceFlag() == TACTICAL_DOMINANCE_ENEMY)
			{
				szLogMsg += ", Enemy";
			}
			else if(pZone->GetOverallDominanceFlag() == TACTICAL_DOMINANCE_EVEN)
			{
				szLogMsg += ", Even";
			}
			else if(pZone->GetOverallDominanceFlag() == TACTICAL_DOMINANCE_NO_UNITS_VISIBLE)
			{
				szLogMsg += ", No Units Visible";
			}

			if(pZone->IsWater())
			{
				szLogMsg += ", Water";
			}
			else
			{
				szLogMsg += ", Land";
			}

			if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE)
			{
				szLogMsg += ", Temporary Zone";
			}
			else if(pZone->GetZoneCity())
			{
				if (GET_PLAYER(m_ePlayer).GetTacticalAI()->IsTemporaryZoneCity(pZone->GetZoneCity()))
				{
					szLogMsg += " (Temp)";
				}
			}
			if (pZone->IsNavalInvasion())
			{
				szLogMsg += ", NAVAL INVASION";
			}

			GET_PLAYER(m_ePlayer).GetTacticalAI()->LogTacticalMessage(szLogMsg, true /*bSkipLogDominanceZone*/);
		}
	}
}