// 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; }