// Find all our enemies (combat units)
void CvTacticalAnalysisMap::BuildEnemyUnitList()
{
	m_EnemyUnits.clear();
	m_EnemyCities.clear();

	TeamTypes ourTeam = GET_PLAYER(m_ePlayer).getTeam();
	for(int iPlayer = 0; iPlayer < MAX_PLAYERS; iPlayer++)
	{
		const PlayerTypes ePlayer = (PlayerTypes)iPlayer;
		CvPlayer& kPlayer = GET_PLAYER(ePlayer);
		const TeamTypes eTeam = kPlayer.getTeam();

		// for each opposing civ
		if(kPlayer.isAlive() && GET_TEAM(eTeam).isAtWar(ourTeam))
		{
			int iLoop;
			CvUnit* pLoopUnit = NULL;
			CvCity* pLoopCity;

			for(pLoopCity = kPlayer.firstCity(&iLoop); pLoopCity != NULL; pLoopCity = kPlayer.nextCity(&iLoop))
				if (pLoopCity->plot()->isRevealed(ourTeam))
					m_EnemyCities.push_back(pLoopCity->GetIDInfo());

			for(pLoopUnit = kPlayer.firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = kPlayer.nextUnit(&iLoop))
				if(pLoopUnit->IsCanAttack() && pLoopUnit->plot()->isVisible(ourTeam))
					m_EnemyUnits.push_back(pLoopUnit->GetIDInfo());
		}
	}
}
// Find all our enemies (combat units)
void CvTacticalAnalysisMap::BuildEnemyUnitList()
{
	CvTacticalAnalysisEnemy enemy;
	m_EnemyUnits.clear();

	for(int iPlayer = 0; iPlayer < MAX_PLAYERS; iPlayer++)
	{
		const PlayerTypes ePlayer = (PlayerTypes)iPlayer;
		CvPlayer& kPlayer = GET_PLAYER(ePlayer);
		const TeamTypes eTeam = kPlayer.getTeam();

		// for each opposing civ
		if(kPlayer.isAlive() && GET_TEAM(eTeam).isAtWar(m_pPlayer->getTeam()))
		{
			int iLoop;
			CvUnit* pLoopUnit = NULL;
			for(pLoopUnit = kPlayer.firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = kPlayer.nextUnit(&iLoop))
			{
				// Make sure this unit can attack
				if(pLoopUnit->IsCanAttack())
				{
					m_EnemyUnits.push_back(pLoopUnit);
				}
			}
		}
	}
}
// Get the maximum damage unit could receive at this plot in the next turn (update this with CvUnitCombat changes!)
int CvDangerPlotContents::GetDanger(const CvUnit* pUnit, AirActionType iAirAction)
{
	if (!m_pPlot || !pUnit)
		return 0;

	// Air units only take damage from interceptions
	if (pUnit->getDomainType() == DOMAIN_AIR)
		return GetAirUnitDamage(pUnit, iAirAction);

	//simple caching for speedup
	SUnitStats unitStats(pUnit);
	if (unitStats==m_lastUnit)
		return m_lastResult;

	//otherwise calculate from scratch
	int iPlotDamage = 0;

	CvCity* pFriendlyCity = NULL;
	if ( m_pPlot->isFriendlyCity(*pUnit,true) )
		pFriendlyCity = m_pPlot->getPlotCity();

	// Civilians can be captured - unless they would need to be embarked on this plot
	if (!pUnit->IsCombatUnit() && pUnit->isNativeDomain(m_pPlot))
	{
		// If plot contains an enemy unit, mark it as max danger
		if (m_pPlot->getBestDefender(NO_PLAYER, pUnit->getOwner(), NULL, true))
		{
			return MAX_INT;
		}

		for (DangerUnitVector::iterator it = m_apUnits.begin(); it < m_apUnits.end(); ++it)
		{
			CvUnit* pAttacker = GET_PLAYER(it->first).getUnit(it->second);

			if ( pAttacker && !pAttacker->isDelayedDeath() && !pAttacker->IsDead())
			{
				// If in a city and the city can be captured, we are in highest danger
				if (pFriendlyCity)
				{
					if (GetDanger(pFriendlyCity) + pFriendlyCity->getDamage() > pFriendlyCity->GetMaxHitPoints())
					{
						return MAX_INT;
					}
				}
				// Look for a possible plot defender
				else 
				{
					IDInfo* pUnitNode = m_pPlot->headUnitNode();
					CvUnit* pBestDefender = NULL;
					while (pUnitNode != NULL)
					{
						pBestDefender = ::getUnit(*pUnitNode);
						pUnitNode = m_pPlot->nextUnitNode(pUnitNode);

						if (pBestDefender && pBestDefender->getOwner() == pUnit->getOwner())
						{
							//fix endless recursion with stacked embarked civilians: defender must also be able to attack
							if (pBestDefender->IsCanDefend() && pBestDefender->IsCanAttack())
							{
								if (pBestDefender != pUnit)
								{
									if (pBestDefender->isWaiting() || !(pBestDefender->canMove()))
									{
										break;
									}
								}
							}
						}
						pBestDefender = NULL;
					}
					// If there is a defender and it might be killed, high danger
					if (pBestDefender && (pBestDefender->isWaiting() || !pBestDefender->canMove()))
					{
						if (GetDanger(pBestDefender) > pBestDefender->GetCurrHitPoints())
						{
							return INT_MAX;
						}
					}
					else if (pBestDefender==NULL)
					{
						//Civilian could be captured on this tile
						return MAX_INT;
					}
				}
			}
		}

		// Damage from features (citadel)
		iPlotDamage += GetDamageFromFeatures(pUnit->getOwner());
		iPlotDamage += m_bFlatPlotDamage ? m_pPlot->getTurnDamage(pUnit->ignoreTerrainDamage(), pUnit->ignoreFeatureDamage(), pUnit->extraTerrainDamage(), pUnit->extraFeatureDamage()) : 0;

		// Damage from cities
		for (DangerCityVector::iterator it = m_apCities.begin(); it < m_apCities.end(); ++it)
		{
			CvCity* pCity = GET_PLAYER(it->first).getCity(it->second);
			if (!pCity || pCity->getTeam() == pUnit->getTeam())
				continue;

			iPlotDamage += pCity->rangeCombatDamage(pUnit, NULL, false, m_pPlot);
		}

		//update cache
		m_lastUnit = unitStats;
		m_lastResult = iPlotDamage;
		return iPlotDamage;
	}

	// Capturing a city with a garrisoned unit destroys the garrisoned unit
	if (pFriendlyCity)
	{
		int iCityDanger = GetDanger(pFriendlyCity, (pUnit->getDomainType() == DOMAIN_LAND ? pUnit : NULL));
		if (iCityDanger + pFriendlyCity->getDamage() < pFriendlyCity->GetMaxHitPoints())
		{
			if (pUnit->CanGarrison())
			{
				// Reconstruct the amount of damage the garrison would absorb for the city
				int iUnitShare = (iCityDanger*2*pUnit->GetMaxHitPoints()) / pFriendlyCity->GetMaxHitPoints();

				// Damage from features
				return iUnitShare + GetDamageFromFeatures(pUnit->getOwner());
			}
			else
				return 0;
		}
		else
		{
			return MAX_INT;
		}
	}

	CvPlot* pAttackerPlot = NULL;
	CvUnit* pInterceptor = NULL;
	// Damage from units
	// EXTREMELY IMPORTANT THAT NO RNG IS USED FOR PREDICTION!
	// Otherwise a tooltip or similar can change the game state
	for (DangerUnitVector::iterator it = m_apUnits.begin(); it < m_apUnits.end(); ++it)
	{
		CvUnit* pAttacker = GET_PLAYER(it->first).getUnit(it->second);
		if (!pAttacker || pAttacker->isDelayedDeath() || pAttacker->IsDead())
			continue;

		pAttackerPlot = NULL;
		if (pAttacker->plot() != m_pPlot)
		{				
			if (pAttacker->IsCanAttackRanged())
			{
				if (pAttacker->getDomainType() == DOMAIN_AIR)
				{
					pInterceptor = pAttacker->GetBestInterceptor(*m_pPlot, pUnit);
					int iInterceptDamage = 0;
					if (pInterceptor)
					{
						// Always assume interception is successful
						iInterceptDamage = pInterceptor->GetInterceptionDamage(pUnit, false);
					}
					iPlotDamage += pAttacker->GetAirCombatDamage(pUnit, NULL, false, iInterceptDamage, m_pPlot);
				}
				else
				{
					iPlotDamage += pAttacker->GetRangeCombatDamage(pUnit, NULL, false, 0, m_pPlot);
				}
			}
			else
			{
				if (plotDistance(m_iX, m_iY, pUnit->getX(), pUnit->getY()) == 1)
				{
					pAttackerPlot = pAttacker->plot();
				}
				iPlotDamage += pAttacker->getCombatDamage(
					pAttacker->GetMaxAttackStrength(pAttackerPlot, m_pPlot, pUnit),
					pUnit->GetMaxDefenseStrength(m_pPlot, pAttacker), pAttacker->getDamage(), false, false, false);
				if (pAttacker->isRangedSupportFire())
				{
					iPlotDamage += pAttacker->GetRangeCombatDamage(pUnit, NULL, false, 0, m_pPlot, pAttackerPlot);
				}
			}
		}
	}

	// Damage from cities
	for (DangerCityVector::iterator it = m_apCities.begin(); it < m_apCities.end(); ++it)
	{
		CvCity* pCity = GET_PLAYER(it->first).getCity(it->second);
		if (!pCity || pCity->getTeam() == pUnit->getTeam())
			continue;

		iPlotDamage += pCity->rangeCombatDamage(pUnit, NULL, false, m_pPlot);
	}

	// Damage from surrounding features (citadel) and the plot itself
	iPlotDamage += GetDamageFromFeatures(pUnit->getOwner());
	iPlotDamage += m_bFlatPlotDamage ? m_pPlot->getTurnDamage(pUnit->ignoreTerrainDamage(), pUnit->ignoreFeatureDamage(), pUnit->extraTerrainDamage(), pUnit->extraFeatureDamage()) : 0;

	//update cache
	m_lastUnit = unitStats;
	m_lastResult = iPlotDamage;

	//done
	return iPlotDamage;
}