/// 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()); }
/// Establish order of zone processing for the turn void CvTacticalAnalysisMap::PrioritizeZones() { // Loop through the dominance zones CvTacticalDominanceZone* pZone; int iBaseValue; int iMultiplier; CvCity* pClosestCity = NULL; for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++) { // Find the zone and compute dominance here pZone = &m_DominanceZones[iI]; eTacticalDominanceFlags eDominance = ComputeDominance(pZone); // Establish a base value for the region iBaseValue = 1; // Temporary zone? if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE) { iMultiplier = 1000; } else { pClosestCity = pZone->GetClosestCity(); if(pClosestCity) { iBaseValue += (1 + (int)sqrt((float)pZone->GetClosestCity()->getPopulation())); if(pClosestCity->isCapital() && !pClosestCity->GetPlayer()->isMinorCiv()) { iBaseValue *= 2; } if(m_pPlayer->GetTacticalAI()->IsTemporaryZoneCity(pClosestCity)) { iBaseValue *= 20; } else if (pZone->GetClosestCity()->isVisible(m_pPlayer->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(!pZone->IsWater()) { iBaseValue *= 3; } // Now compute a multiplier based on current conditions here iMultiplier = 1; if(eDominance == TACTICAL_DOMINANCE_ENEMY) { if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY) { iMultiplier = 2; } else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY) { iMultiplier = 6; } } 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(!m_pPlayer->isMinorCiv()) { if(m_pPlayer->GetDiplomacyAI()->GetStateAllWars() == STATE_ALL_WARS_WINNING) { if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY) { iMultiplier *= 2; } } else if(m_pPlayer->GetDiplomacyAI()->GetStateAllWars() == STATE_ALL_WARS_LOSING) { if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY) { iMultiplier *= 4; } } } } // Save off the value for this zone if((iBaseValue * iMultiplier) <= 0) { FAssertMsg((iBaseValue * iMultiplier) > 0, "Invalid Dominance Zone Value"); } pZone->SetDominanceZoneValue(iBaseValue * iMultiplier); } std::stable_sort(m_DominanceZones.begin(), m_DominanceZones.end()); }