// K-Mod. I've removed bCheckMove, and changed bCheckCanAttack to include checks for moves, and for hasAlreadyAttacked / blitz
int CvSelectionGroupAI::AI_sumStrength(const CvPlot* pAttackedPlot, DomainTypes eDomainType, bool bCheckCanAttack) const
{
	CLLNode<IDInfo>* pUnitNode;
	CvUnit* pLoopUnit;
	int	strSum = 0;
	bool bDefenders = pAttackedPlot ? pAttackedPlot->isVisibleEnemyUnit(getHeadOwner()) : false; // K-Mod
	bool bCountCollateral = pAttackedPlot && pAttackedPlot != plot(); // K-Mod

	pUnitNode = headUnitNode();

	int iBaseCollateral = bCountCollateral
		? iBaseCollateral = estimateCollateralWeight(pAttackedPlot, pAttackedPlot->getTeam() == getTeam() ? NO_TEAM : pAttackedPlot->getTeam())
		: 0;

	while (pUnitNode != NULL)
	{
		pLoopUnit = ::getUnit(pUnitNode->m_data);
		pUnitNode = nextUnitNode(pUnitNode);

		if (!pLoopUnit->isDead())
		{
			// K-Mod. (original checks deleted.)
			if (bCheckCanAttack)
			{
				if (pLoopUnit->getDomainType() == DOMAIN_AIR)
				{
					if (!pLoopUnit->canAirAttack() || !pLoopUnit->canMove() || (pAttackedPlot && bDefenders && !pLoopUnit->canMoveInto(pAttackedPlot, true, true)))
						continue; // can't attack.
				}
				else
				{
					if (!pLoopUnit->canAttack() || !pLoopUnit->canMove()
						|| (pAttackedPlot && bDefenders && !pLoopUnit->canMoveInto(pAttackedPlot, true, true))
						|| (!pLoopUnit->isBlitz() && pLoopUnit->isMadeAttack()))
						continue; // can't attack.
				}
			}
			// K-Mod end

			if (eDomainType == NO_DOMAIN || pLoopUnit->getDomainType() == eDomainType)
			{
				strSum += pLoopUnit->currEffectiveStr(pAttackedPlot, pLoopUnit);
				// K-Mod estimate the attack power of collateral units. (cf with calculation in AI_localAttackStrength)
				if (bCountCollateral && pLoopUnit->collateralDamage() > 0)
				{
					int iPossibleTargets = pLoopUnit->collateralDamageMaxUnits();
					// If !bCheckCanAttack, then lets not assume pAttackPlot won't get more units on it.
					if (bCheckCanAttack && pAttackedPlot->isVisible(getTeam(), false))
						iPossibleTargets = std::min(iPossibleTargets, pAttackedPlot->getNumVisibleEnemyDefenders(pLoopUnit) - 1);

					if (iPossibleTargets > 0)
					{
						// collateral damage is not trivial to calculate. This estimate is pretty rough.
						// (Note: collateralDamage() and iBaseCollateral both include factors of 100.)
						strSum += pLoopUnit->baseCombatStr() * iBaseCollateral * pLoopUnit->collateralDamage() * iPossibleTargets / 10000;
					}
				}
				// K-Mod end
			}
		}
	}

	return strSum;
}
bool CvSelectionGroupAI::AI_launchAssault(CvPlot* pTargetCityPlot)
{
	std::multimap<int, CvUnit*, std::greater<int> > units;
	std::multimap<int, CvUnit*, std::greater<int> >::iterator units_it;

	CLLNode<IDInfo>* pUnitNode = plot()->headUnitNode();
	CvUnit* pLoopUnit;

    while (pUnitNode != NULL)
    {
		pLoopUnit = ::getUnit(pUnitNode->m_data);
		pUnitNode = plot()->nextUnitNode(pUnitNode);

        if (pLoopUnit->isCargo())
        {
            if (pLoopUnit->getTransportUnit()->getGroup() == this)
            {
                int iValue = pLoopUnit->baseCombatStr();
                if (pLoopUnit->canAttack())
                {
                    iValue *= 10;
                }
                iValue *= 100;

                units.insert(std::make_pair(iValue, pLoopUnit));
            }
        }
    }

    if (units.empty())
    {
        return false;
    }

    bool bAction = false;
    for (units_it = units.begin(); units_it != units.end(); ++units_it)
    {
        pLoopUnit = units_it->second;
		if (pLoopUnit->canMove() && pLoopUnit->canAttack())
		{
//			if (pLoopUnit->AI_attackFromTransport(NULL, 40, 80))
//			{
//			    bAction = true;
//			}
            int iPriority = 41;
            pLoopUnit->AI_setMovePriority(iPriority);
		}
    }
//    for (units_it = units.begin(); units_it != units.end(); ++units_it)
//    {
//        pLoopUnit = units_it->second;
//        if (pLoopUnit->canMove())
//        {
//            if (pLoopUnit->AI_moveFromTransport(NULL))
//            {
//                bAction = true;
//            }
//        }
//    }
//    for (units_it = units.begin(); units_it != units.end(); ++units_it)
//    {
//        pLoopUnit = units_it->second;
//		if (pLoopUnit->canMove() && pLoopUnit->canAttack())
//		{
//			if (pLoopUnit->AI_attackFromTransport(NULL, 0, 100))
//			{
//			    bAction = true;
//			}
//		}
//    }
    if (bAction)
    {
	    //pushMission(MISSION_SKIP);
	    return true;
    }

    return false;

}