// Mark cells we can use to bomb a specific target void CvTacticalAnalysisMap::SetTargetBombardCells(CvPlot* pTarget, int iRange, bool bIgnoreLOS) { int iDX, iDY; CvPlot* pLoopPlot; int iPlotIndex; int iPlotDistance; for(iDX = -(iRange); iDX <= iRange; iDX++) { for(iDY = -(iRange); iDY <= iRange; iDY++) { pLoopPlot = plotXY(pTarget->getX(), pTarget->getY(), iDX, iDY); if(pLoopPlot != NULL) { iPlotDistance = plotDistance(pLoopPlot->getX(), pLoopPlot->getY(), pTarget->getX(), pTarget->getY()); if(iPlotDistance > 0 && iPlotDistance <= iRange) { iPlotIndex = GC.getMap().plotNum(pLoopPlot->getX(), pLoopPlot->getY()); if(m_pPlots[iPlotIndex].IsRevealed() && !m_pPlots[iPlotIndex].IsImpassableTerrain() && !m_pPlots[iPlotIndex].IsImpassableTerritory()) { if(!m_pPlots[iPlotIndex].IsEnemyCity() && !m_pPlots[iPlotIndex].IsNeutralCity()) { if(bIgnoreLOS || pLoopPlot->canSeePlot(pTarget, m_pPlayer->getTeam(), iRange, NO_DIRECTION)) { m_pPlots[iPlotIndex].SetWithinRangeOfTarget(true); } } } } } } } }
//------------------------------------------------------------------------------ void CvDllNetMessageHandler::ResponseCityBuyPlot(PlayerTypes ePlayer, int iCityID, int iX, int iY) { CvPlayerAI& kPlayer = GET_PLAYER(ePlayer); CvCity* pkCity = kPlayer.getCity(iCityID); if(pkCity != NULL) { CvPlot* pkPlot = NULL; // (-1,-1) means pick a random plot to buy if(iX == -1 && iY == -1) { #if defined(MOD_BALANCE_CORE) pkPlot = pkCity->GetNextBuyablePlot(false); #else pkPlot = pkCity->GetNextBuyablePlot(); #endif } else { pkPlot = GC.getMap().plot(iX, iY); } if(pkPlot != NULL) { if(pkCity->CanBuyPlot(pkPlot->getX(), pkPlot->getY())) { pkCity->BuyPlot(pkPlot->getX(), pkPlot->getY()); if(ePlayer == GC.getGame().getActivePlayer() && GC.GetEngineUserInterface()->isCityScreenUp()) { GC.GetEngineUserInterface()->setDirty(CityScreen_DIRTY_BIT, true); } } } } }
/// Updates the danger plots values to reflect threats across the map void CvDistanceMap::Update() { const CvMap& map = GC.getMap(); int nPlots = map.numPlots(); m_vDistance = std::vector<int>(nPlots,INT_MAX); m_vClosestFeature = std::vector<int>(nPlots,0); m_bArrayAllocated = true; // since we know there are very few cities compared to the number of plots, // we don't need to do the full distance transform for (int i = 0; i < MAX_PLAYERS; i++) { if (m_ePlayer!=NO_PLAYER && m_ePlayer!=i) continue; // for each city CvPlayer& thisPlayer = GET_PLAYER((PlayerTypes)i); int iCityIndex = 0; for(CvCity* pLoopCity = thisPlayer.firstCity(&iCityIndex); pLoopCity != NULL; pLoopCity = thisPlayer.nextCity(&iCityIndex)) { CvPlot* pCityPlot = pLoopCity->plot(); for (int iPlotIndex=0; iPlotIndex<nPlots; iPlotIndex++) { CvPlot* pPlot = map.plotByIndexUnchecked(iPlotIndex); if (pPlot) { int iDistance = plotDistance( pCityPlot->getX(),pCityPlot->getY(),pPlot->getX(),pPlot->getY() ); bool bUpdate = (iDistance < m_vDistance[iPlotIndex]); //in case of equal distance, take care not to prefer the player with the lower ID if (iDistance == m_vDistance[iPlotIndex]) { PlayerTypes currentOwner = (PlayerTypes) UNPACK_OWNER(m_vClosestFeature[iPlotIndex]); CvCity* pCurrentCity = GET_PLAYER(currentOwner).getCity( UNPACK_ID(m_vClosestFeature[iPlotIndex]) ); bUpdate = (pCurrentCity->getGameTurnFounded() > pLoopCity->getGameTurnFounded()); } if (bUpdate) { m_vDistance[iPlotIndex] = iDistance; m_vClosestFeature[iPlotIndex] = PACK(pLoopCity->getOwner(), pLoopCity->GetID()); } } } } } m_bDirty = false; }
int CvPlayerAI::AI_plotTargetMissionAIs(CvPlot* pPlot, MissionAITypes eMissionAI, int iRange) { int iCount = 0; int iLoop; for(CvUnit* pLoopUnit = firstUnit(&iLoop); pLoopUnit; pLoopUnit = nextUnit(&iLoop)) { CvPlot* pMissionPlot = pLoopUnit->GetMissionAIPlot(); if(!pMissionPlot) { continue; } MissionAITypes eGroupMissionAI = pLoopUnit->GetMissionAIType(); if(eGroupMissionAI != eMissionAI) { continue; } int iDistance = plotDistance(pPlot->getX(), pPlot->getY(), pMissionPlot->getX(), pMissionPlot->getY()); if(iDistance == iRange) { iCount++; } } return iCount; }
//------------------------------------------------------------------------------ void CvDllNetMessageHandler::ResponseSwapUnits(PlayerTypes ePlayer, int iUnitID, MissionTypes eMission, int iData1, int iData2, int iFlags, bool bShift) { CvUnit::dispatchingNetMessage(true); CvPlayerAI& kPlayer = GET_PLAYER(ePlayer); CvUnit* pkUnit = kPlayer.getUnit(iUnitID); if(pkUnit != NULL) { // Get target plot CvMap& kMap = GC.getMap(); CvPlot* pkTargetPlot = kMap.plot(iData1, iData2); if(pkTargetPlot != NULL) { CvPlot* pkOriginationPlot = pkUnit->plot(); // Find unit to move out for(int iI = 0; iI < pkTargetPlot->getNumUnits(); iI++) { CvUnit* pkUnit2 = pkTargetPlot->getUnitByIndex(iI); if(pkUnit2 && pkUnit2->AreUnitsOfSameType(*pkUnit)) { // Start the swap pkUnit->PushMission(CvTypes::getMISSION_MOVE_TO(), iData1, iData2, CvUnit::MOVEFLAG_IGNORE_STACKING, bShift, true); // Move the other unit back out, again splitting if necessary pkUnit2->PushMission(CvTypes::getMISSION_MOVE_TO(), pkOriginationPlot->getX(), pkOriginationPlot->getY()); } } } } CvUnit::dispatchingNetMessage(false); }
/// Sums the danger values of the plots around the city to determine the danger value of the city int CvDangerPlots::GetCityDanger (CvCity* pCity) { CvAssertMsg(pCity, "pCity is null"); if(!pCity) return 0; CvAssertMsg(pCity->getOwner() == m_ePlayer, "City does not belong to us"); CvPlot* pPlot = pCity->plot(); int iEvalRange = GC.getAI_DIPLO_PLOT_RANGE_FROM_CITY_HOME_FRONT(); int iDangerValue = 0; for (int iX = -iEvalRange; iX <= iEvalRange; iX++) { for (int iY = -iEvalRange; iY <= iEvalRange; iY++) { CvPlot* pEvalPlot = plotXYWithRangeCheck(pPlot->getX(), pPlot->getY(), iX, iY, iEvalRange); if (!pEvalPlot) { continue; } iDangerValue += GetDanger(*pEvalPlot); } } return iDangerValue; }
// Mark cells we can use to bomb a specific target void CvTacticalAnalysisMap::SetTargetFlankBonusCells(CvPlot* pTarget) { CvPlot* pLoopPlot; int iPlotIndex; // No flank attacks on units at sea (where all combat is bombards) if(pTarget->isWater()) { return; } for(int iI = 0; iI < NUM_DIRECTION_TYPES; iI++) { pLoopPlot = plotDirection(pTarget->getX(), pTarget->getY(), ((DirectionTypes)iI)); if(pLoopPlot != NULL) { iPlotIndex = GC.getMap().plotNum(pLoopPlot->getX(), pLoopPlot->getY()); if(m_pPlots[iPlotIndex].IsRevealed() && !m_pPlots[iPlotIndex].IsImpassableTerrain() && !m_pPlots[iPlotIndex].IsImpassableTerritory()) { if(!m_pPlots[iPlotIndex].IsFriendlyCity() && !m_pPlots[iPlotIndex].IsEnemyCity() && !m_pPlots[iPlotIndex].IsNeutralCity()) { if(!m_pPlots[iPlotIndex].IsFriendlyTurnEndTile() && m_pPlots[iPlotIndex].GetEnemyMilitaryUnit() == NULL) { m_pPlots[iPlotIndex].SetHelpsProvidesFlankBonus(true); } } } } } }
/// Return the maximum amount of damage that could be dealt to a non-specific unit at this plot int CvDangerPlots::GetDanger(const CvPlot& pPlot, PlayerTypes ePlayer) { if(!m_bArrayAllocated) return 0; const int idx = pPlot.getX() + pPlot.getY() * GC.getMap().getGridWidth(); return m_DangerPlots[idx].GetDanger(ePlayer); }
/// Returns if the tile is in danger bool CvDangerPlots::IsUnderImmediateThreat(const CvPlot& pPlot, PlayerTypes ePlayer) { if(!m_bArrayAllocated) return 0; const int idx = pPlot.getX() + pPlot.getY() * GC.getMap().getGridWidth(); return m_DangerPlots[idx].IsUnderImmediateThreat(ePlayer); }
std::vector<CvUnit*> CvDangerPlots::GetPossibleAttackers(const CvPlot& Plot) const { if(!m_bArrayAllocated) return std::vector<CvUnit*>(); const int idx = Plot.getX() + Plot.getY() * GC.getMap().getGridWidth(); return m_DangerPlots[idx].GetPossibleAttackers(); }
CvPlot* CvPlayerAI::FindBestMerchantTargetPlot(CvUnit* pGreatMerchant, bool bOnlySafePaths) { CvAssertMsg(pGreatMerchant, "pGreatMerchant is null"); if(!pGreatMerchant) { return NULL; } int iBestTurnsToReach = MAX_INT; CvPlot* pBestTargetPlot = NULL; int iPathTurns; UnitHandle pMerchant = UnitHandle(pGreatMerchant); CvTeam& kTeam = GET_TEAM(getTeam()); // Loop through each city state for(int iI = 0; iI < MAX_PLAYERS; iI++) { CvPlayer& kPlayer = GET_PLAYER((PlayerTypes)iI); if(kPlayer.isMinorCiv()) { CvPlot* pCSPlot = kPlayer.getStartingPlot(); if(pCSPlot) { if(pCSPlot->isRevealed(getTeam())) { // Is this a minor we are friendly with? if(GetDiplomacyAI()->GetMinorCivApproach(kPlayer.GetID()) != MINOR_CIV_APPROACH_CONQUEST && !kTeam.isAtWar(kPlayer.getTeam()) && GetDiplomacyAI()->GetWarGoal(kPlayer.GetID()) == NO_WAR_GOAL_TYPE) { // Search all the plots adjacent to this city (since can't enter the minor city plot itself) for(int jJ = 0; jJ < NUM_DIRECTION_TYPES; jJ++) { CvPlot* pAdjacentPlot = plotDirection(pCSPlot->getX(), pCSPlot->getY(), ((DirectionTypes)jJ)); if(pAdjacentPlot != NULL) { // Make sure this is still owned by the city state and is revealed to us and isn't a water tile if(pAdjacentPlot->getOwner() == (PlayerTypes)iI && pAdjacentPlot->isRevealed(getTeam()) && !pAdjacentPlot->isWater()) { iPathTurns = TurnsToReachTarget(pMerchant, pAdjacentPlot, true /*bReusePaths*/, !bOnlySafePaths/*bIgnoreUnits*/); if(iPathTurns < iBestTurnsToReach) { iBestTurnsToReach = iPathTurns; pBestTargetPlot = pAdjacentPlot; } } } } } } } } } return pBestTargetPlot; }
// ----------------------------------------------------------------------------------------------- int CvDistanceMap::GetClosestFeatureDistance(const CvPlot& plot) { if (m_bDirty) Update(); if (m_bArrayAllocated) return m_vDistance[ GC.getMap().plotNum( plot.getX(), plot.getY() ) ]; return INT_MAX; }
void CvDistanceMap::Dump(const char* filename) { ofstream out(filename); if (out) { out << "#x,y,hx,hz,water,distance,id,owner\n"; for (int i=0; i<GC.getMap().numPlots(); i++) { CvPlot* pPlot = GC.getMap().plotByIndexUnchecked(i); int xHex = xToHexspaceX(pPlot->getX(),pPlot->getY()); int zHex = -xHex-pPlot->getY(); out << pPlot->getX() << "," << pPlot->getY() << "," << xHex << "," << zHex << "," << (pPlot->isWater() ? 1 : 0) << "," << GetClosestFeatureDistance(*pPlot) << "," << GetClosestFeatureID(*pPlot) << "," << GetClosestFeatureOwner(*pPlot) << "\n"; } } out.close(); }
// ----------------------------------------------------------------------------------------------- int CvDistanceMap::GetClosestFeatureOwner(const CvPlot& plot) { if (m_bDirty) Update(); if (m_bArrayAllocated) return UNPACK_OWNER( m_vClosestFeature[ GC.getMap().plotNum( plot.getX(), plot.getY() ) ] ); return -1; }
/// Returns if the unit is in immediate danger bool CvDangerPlots::IsUnderImmediateThreat(const CvPlot& pPlot, const CvUnit* pUnit) { if(!m_bArrayAllocated) return 0; const int idx = pPlot.getX() + pPlot.getY() * GC.getMap().getGridWidth(); if (pUnit) { return m_DangerPlots[idx].GetDanger(pUnit) > 0; } return m_DangerPlots[idx].GetDanger(NO_PLAYER); }
/// Return the maximum amount of damage a city could take at this plot int CvDangerPlots::GetDanger(const CvPlot& pPlot, CvCity* pCity, const CvUnit* pPretendGarrison) { if(!m_bArrayAllocated) return 0; const int idx = pPlot.getX() + pPlot.getY() * GC.getMap().getGridWidth(); if (pCity != NULL) { return m_DangerPlots[idx].GetDanger(pCity, pPretendGarrison); } return m_DangerPlots[idx].GetDanger(NO_PLAYER); }
/// Return the maximum amount of damage a unit could take at this plot int CvDangerPlots::GetDanger(const CvPlot& pPlot, const CvUnit* pUnit, AirActionType iAirAction) { if(!m_bArrayAllocated) return 0; const int idx = pPlot.getX() + pPlot.getY() * GC.getMap().getGridWidth(); if (pUnit) { return m_DangerPlots[idx].GetDanger(pUnit, iAirAction); } return m_DangerPlots[idx].GetDanger(NO_PLAYER); }
bool CvDllPythonEvents::reportKbdEvent(int evt, int key, int iCursorX, int iCursorY) { if (preEvent()) { NiPoint3 pt3Location; CvPlot* pPlot = gDLL->getEngineIFace()->pickPlot(iCursorX, iCursorY, pt3Location); CyArgsList eventData; eventData.add("kbdEvent"); eventData.add(evt); eventData.add(key); eventData.add(iCursorX); eventData.add(iCursorY); eventData.add(pPlot ? pPlot->getX() : -1); eventData.add(pPlot ? pPlot->getY() : -1); return postEvent(eventData); } return false; }
void CvPlayerAI::AI_updateFoundValues(bool bStartingLoc) { int iLoop; const int iNumPlots = GC.getMap().numPlots(); for(CvArea *pLoopArea = GC.getMap().firstArea(&iLoop); pLoopArea != NULL; pLoopArea = GC.getMap().nextArea(&iLoop)) { pLoopArea->setTotalFoundValue(0); } const PlayerTypes eID = GetID(); if (bStartingLoc) { for (int iI = 0; iI < iNumPlots; iI++) { GC.getMap().plotByIndexUnchecked(iI)->setFoundValue(eID, -1); } } else { const TeamTypes eTeam = getTeam(); for (int iI = 0; iI < iNumPlots; iI++) { CvPlot* pLoopPlot = GC.getMap().plotByIndexUnchecked(iI); if (pLoopPlot->isRevealed(eTeam)) { const int iValue = AI_foundValue(pLoopPlot->getX(), pLoopPlot->getY()); pLoopPlot->setFoundValue(eID, iValue); CvArea *pLoopArea = GC.getMap().getArea(pLoopPlot->getArea()); if (pLoopArea && !pLoopArea->isWater()) { pLoopArea->setTotalFoundValue(pLoopArea->getTotalFoundValue() + iValue); } } else { pLoopPlot->setFoundValue(eID, -1); } } } }
bool CvDllPythonEvents::reportMouseEvent(int evt, int iCursorX, int iCursorY, bool bInterfaceConsumed) { if (preEvent()) { NiPoint3 pt3Location; CvPlot* pPlot = gDLL->getEngineIFace()->pickPlot(iCursorX, iCursorY, pt3Location); CyArgsList eventData; eventData.add("mouseEvent"); // add key to lookup python handler fxn eventData.add(evt); eventData.add(iCursorX); eventData.add(iCursorY); eventData.add(pPlot ? pPlot->getX() : -1); eventData.add(pPlot ? pPlot->getY() : -1); eventData.add(bInterfaceConsumed); // add list of active screens std::vector<int> screens; gDLL->getInterfaceIFace()->getInterfaceScreenIdsForInput(screens); eventData.add(screens.size() ? &screens[0] : NULL, screens.size()); return postEvent(eventData); } return false; }
// Indicate the plots we might want to move to that the enemy can attack void CvTacticalAnalysisMap::MarkCellsNearEnemy() { for(unsigned int iUnitIndex = 0; iUnitIndex < m_EnemyUnits.size(); iUnitIndex++) { CvUnit* pUnit = getUnit(m_EnemyUnits[iUnitIndex]); //for ranged every plot we can enter with movement left is a base for attack int iMinMovesLeft = pUnit->IsCanAttackRanged() ? 1 : 0; //be a bit conservative here, use ZOC - if one of our units is killed, this is not correct anymore //therefore we later do a dilation filter on the cells ReachablePlots tiles = pUnit->GetAllPlotsInReachThisTurn(false,true,false,iMinMovesLeft); for (ReachablePlots::iterator moveTile=tiles.begin(); moveTile!=tiles.end(); ++moveTile) { CvPlot* pMoveTile = GC.getMap().plotByIndexUnchecked(moveTile->iPlotIndex); int iPlotIndex = GC.getMap().plotNum(pMoveTile->getX(),pMoveTile->getY()); if (pUnit->IsCanAttackRanged()) { std::set<int> rangedPlots; //this generates some overlap, but preventing that is about as bad as ignoring it TacticalAIHelpers::GetPlotsUnderRangedAttackFrom(pUnit,pMoveTile,rangedPlots,false,false); for (std::set<int>::iterator attackTile=rangedPlots.begin(); attackTile!=rangedPlots.end(); ++attackTile) { m_pCells[*attackTile].SetSubjectToAttack(true); } } else { //for melee every tile he can move into can be attacked m_pCells[iPlotIndex].SetSubjectToAttack(true); } } } //do the dilation std::vector<int> vCellsToMark; for (int iPlotLoop = 0; iPlotLoop < GC.getMap().numPlots(); iPlotLoop++) { //nothing to do if (m_pCells[iPlotLoop].IsSubjectToAttack()) continue; CvPlot* pPlot = GC.getMap().plotByIndexUnchecked(iPlotLoop); //danger plots are calculated without ZOC if (GET_PLAYER(m_ePlayer).GetPossibleAttackers(*pPlot).size()>0) { //check whether neighbors are subject to attack with ZOC CvPlot** aPlotsToCheck = GC.getMap().getNeighborsUnchecked(pPlot); for (int iI = 0; iI < NUM_DIRECTION_TYPES; iI++) { CvPlot* pAdjacentPlot = aPlotsToCheck[iI]; if (pAdjacentPlot) { if (m_pCells[pAdjacentPlot->GetPlotIndex()].IsSubjectToAttack()) { vCellsToMark.push_back(iPlotLoop); break; } } } } } //this should give a nice compromise for (size_t iI = 0; iI < vCellsToMark.size(); iI++) m_pCells[vCellsToMark[iI]].SetSubjectToAttack(true); // Look at every cell on the map for(int iI = 0; iI < GC.getMap().numPlots(); iI++) { CvPlot* pPlot = GC.getMap().plotByIndexUnchecked(iI); if(m_pCells[iI].IsRevealed() && !m_pCells[iI].IsImpassableTerrain() && !m_pCells[iI].IsImpassableTerritory()) { // Friendly cities always safe if(!m_pCells[iI].IsFriendlyCity()) { if(!pPlot->isVisibleToEnemy(m_ePlayer)) { m_pCells[iI].SetNotVisibleToEnemy(true); } else { // Check adjacent plots for enemy citadels if(!m_pCells[iI].IsSubjectToAttack()) { if ( pPlot->IsNearEnemyCitadel( m_ePlayer ) ) m_pCells[iI].SetSubjectToAttack(true); for(unsigned int iCityIndex = 0; iCityIndex < m_EnemyCities.size(); iCityIndex++) { CvCity* pCity = getCity( m_EnemyCities[iCityIndex] ); if (pCity->canRangeStrikeAt( pPlot->getX(), pPlot->getY() )) m_pCells[iI].SetSubjectToAttack(true); } } } } } } }
/// Updates the danger plots values to reflect threats across the map void CvDangerPlots::UpdateDanger (bool bPretendWarWithAllCivs, bool bIgnoreVisibility) { // danger plots have not been initialized yet, so no need to update if (!m_bArrayAllocated) { return; } // wipe out values int iGridSize = GC.getMap().numPlots(); CvAssertMsg(iGridSize == m_DangerPlots.size(), "iGridSize does not match number of DangerPlots"); for (int i = 0; i < iGridSize; i++) { m_DangerPlots[i] = 0; } CvPlayer& thisPlayer = GET_PLAYER(m_ePlayer); TeamTypes thisTeam = thisPlayer.getTeam(); // for each opposing civ for (int iPlayer = 0; iPlayer < MAX_PLAYERS; iPlayer++) { PlayerTypes ePlayer = (PlayerTypes)iPlayer; CvPlayer& loopPlayer = GET_PLAYER(ePlayer); TeamTypes eTeam = loopPlayer.getTeam(); if (!loopPlayer.isAlive()) { continue; } if (eTeam == thisTeam) { continue; } if (ShouldIgnorePlayer(ePlayer) && !bPretendWarWithAllCivs) { continue; } //for each unit int iLoop; CvUnit* pLoopUnit = NULL; for (pLoopUnit = loopPlayer.firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = loopPlayer.nextUnit(&iLoop)) { if (ShouldIgnoreUnit(pLoopUnit, bIgnoreVisibility)) { continue; } int iRange = pLoopUnit->baseMoves(); if (pLoopUnit->canRangeStrike()) { iRange += pLoopUnit->GetRange(); } CvPlot* pUnitPlot = pLoopUnit->plot(); AssignUnitDangerValue(pLoopUnit, pUnitPlot); CvPlot* pLoopPlot = NULL; for (int iDX = -(iRange); iDX <= iRange; iDX++) { for (int iDY = -(iRange); iDY <= iRange; iDY++) { pLoopPlot = plotXYWithRangeCheck(pUnitPlot->getX(), pUnitPlot->getY(), iDX, iDY, iRange); if (!pLoopPlot || pLoopPlot == pUnitPlot) { continue; } if (!pLoopUnit->canMoveOrAttackInto(*pLoopPlot) && !pLoopUnit->canRangeStrikeAt(pLoopPlot->getX(),pLoopPlot->getY())) { continue; } AssignUnitDangerValue(pLoopUnit, pLoopPlot); } } } // for each city CvCity* pLoopCity; for (pLoopCity = loopPlayer.firstCity(&iLoop); pLoopCity != NULL; pLoopCity = loopPlayer.nextCity(&iLoop)) { if (ShouldIgnoreCity(pLoopCity, bIgnoreVisibility)) { continue; } int iRange = GC.getCITY_ATTACK_RANGE(); CvPlot* pCityPlot = pLoopCity->plot(); AssignCityDangerValue(pLoopCity, pCityPlot); CvPlot* pLoopPlot = NULL; for (int iDX = -(iRange); iDX <= iRange; iDX++) { for (int iDY = -(iRange); iDY <= iRange; iDY++) { pLoopPlot = plotXYWithRangeCheck(pCityPlot->getX(), pCityPlot->getY(), iDX, iDY, iRange); if (!pLoopPlot) { continue; } AssignCityDangerValue(pLoopCity, pLoopPlot); } } } } // Citadels int iCitadelValue = GetDangerValueOfCitadel(); int iPlotLoop; CvPlot *pPlot, *pAdjacentPlot; for (iPlotLoop = 0; iPlotLoop < GC.getMap().numPlots(); iPlotLoop++) { pPlot = GC.getMap().plotByIndexUnchecked(iPlotLoop); if (pPlot->isRevealed(thisTeam)) { ImprovementTypes eImprovement = pPlot->getRevealedImprovementType(thisTeam); if (eImprovement != NO_IMPROVEMENT && GC.getImprovementInfo(eImprovement)->GetNearbyEnemyDamage() > 0) { if (!ShouldIgnoreCitadel(pPlot, bIgnoreVisibility)) { for (int iI = 0; iI < NUM_DIRECTION_TYPES; iI++) { pAdjacentPlot = plotDirection(pPlot->getX(), pPlot->getY(), ((DirectionTypes)iI)); if (pAdjacentPlot != NULL) { AddDanger(pAdjacentPlot->getX(), pAdjacentPlot->getY(), iCitadelValue); } } } } } } // testing city danger values CvCity* pLoopCity; int iLoopCity = 0; for (pLoopCity = thisPlayer.firstCity(&iLoopCity); pLoopCity != NULL; pLoopCity = thisPlayer.nextCity(&iLoopCity)) { int iThreatValue = GetCityDanger(pLoopCity); pLoopCity->SetThreatValue(iThreatValue); } m_bDirty = false; }
/// Return the danger value of a given plot int CvDangerPlots::GetDanger (const CvPlot & pPlot) const { const int idx = pPlot.getX() + pPlot.getY() * GC.getMap().getGridWidth(); return m_DangerPlots[idx]; }
int plotDistance(const CvPlot& plotA, const CvPlot& plotB) { return plotDistance(plotA.getX(),plotA.getY(),plotB.getX(),plotB.getY()); }
CvPlot* CvPlayerAI::FindBestArtistTargetPlot(CvUnit* pGreatArtist, int& iResultScore) { CvAssertMsg(pGreatArtist, "pGreatArtist is null"); if(!pGreatArtist) { return NULL; } iResultScore = 0; CvPlotsVector& m_aiPlots = GetPlots(); CvPlot* pBestPlot = NULL; int iBestScore = 0; // loop through plots and wipe out ones that are invalid const uint nPlots = m_aiPlots.size(); for(uint ui = 0; ui < nPlots; ui++) { if(m_aiPlots[ui] == -1) { continue; } CvPlot* pPlot = GC.getMap().plotByIndex(m_aiPlots[ui]); if(pPlot->isWater()) { continue; } if(!pPlot->IsAdjacentOwnedByOtherTeam(getTeam())) { continue; } // don't build over luxury resources ResourceTypes eResource = pPlot->getResourceType(); if(eResource != NO_RESOURCE) { CvResourceInfo* pkResource = GC.getResourceInfo(eResource); if(pkResource != NULL) { if (pkResource->getResourceUsage() == RESOURCEUSAGE_LUXURY) { continue; } } } // if no improvement can be built on this plot, then don't consider it FeatureTypes eFeature = pPlot->getFeatureType(); if (eFeature != NO_FEATURE && GC.getFeatureInfo(eFeature)->isNoImprovement()) { continue; } // Improvement already here? ImprovementTypes eImprovement = (ImprovementTypes)pPlot->getImprovementType(); if (eImprovement != NO_IMPROVEMENT) { CvImprovementEntry* pkImprovementInfo = GC.getImprovementInfo(eImprovement); if(pkImprovementInfo) { if (pkImprovementInfo->GetCultureBombRadius() > 0) { continue; } } } int iScore = 0; for(int iI = 0; iI < NUM_DIRECTION_TYPES; ++iI) { CvPlot* pAdjacentPlot = plotDirection(pPlot->getX(), pPlot->getY(), ((DirectionTypes)iI)); // if there's no plot, bail if(pAdjacentPlot == NULL) { continue; } // if the plot is ours or no one's, bail if(pAdjacentPlot->getTeam() == NO_TEAM || pAdjacentPlot->getTeam() == getTeam()) { continue; } // don't evaluate city plots since we don't get ownership of them with the bomb if(pAdjacentPlot->getPlotCity()) { continue; } const PlayerTypes eOtherPlayer = pAdjacentPlot->getOwner(); if(GET_PLAYER(eOtherPlayer).isMinorCiv()) { MinorCivApproachTypes eMinorApproach = GetDiplomacyAI()->GetMinorCivApproach(eOtherPlayer); // if we're friendly or protective, don't be a jerk. Bail out. if(eMinorApproach != MINOR_CIV_APPROACH_CONQUEST && eMinorApproach != MINOR_CIV_APPROACH_IGNORE) { iScore = 0; break; } } else { MajorCivApproachTypes eMajorApproach = GetDiplomacyAI()->GetMajorCivApproach(eOtherPlayer, true); DisputeLevelTypes eLandDisputeLevel = GetDiplomacyAI()->GetLandDisputeLevel(eOtherPlayer); bool bTicked = eMajorApproach == MAJOR_CIV_APPROACH_HOSTILE; bool bTickedAboutLand = eMajorApproach == MAJOR_CIV_APPROACH_NEUTRAL && (eLandDisputeLevel == DISPUTE_LEVEL_STRONG || eLandDisputeLevel == DISPUTE_LEVEL_FIERCE); // only bomb if we're hostile if(!bTicked && !bTickedAboutLand) { iScore = 0; break; } } eResource = pAdjacentPlot->getResourceType(); if(eResource != NO_RESOURCE) { iScore += GetBuilderTaskingAI()->GetResourceWeight(eResource, NO_IMPROVEMENT, pAdjacentPlot->getNumResource()) * 10; } else { for(int iYield = 0; iYield < NUM_YIELD_TYPES; iYield++) { iScore += pAdjacentPlot->getYield((YieldTypes)iYield); } } } if(iScore > iBestScore) { iBestScore = iScore; pBestPlot = pPlot; } } iResultScore = iBestScore; return pBestPlot; }
CvPlot* CvPlayerAI::FindBestMerchantTargetPlot(CvUnit* pGreatMerchant, bool bOnlySafePaths) { CvAssertMsg(pGreatMerchant, "pGreatMerchant is null"); if(!pGreatMerchant) { return NULL; } int iBestTurnsToReach = MAX_INT; CvPlot* pBestTargetPlot = NULL; int iPathTurns; UnitHandle pMerchant = UnitHandle(pGreatMerchant); CvTeam& kTeam = GET_TEAM(getTeam()); //bool bIsVenice = GetPlayerTraits()->IsNoAnnexing(); //bool bWantsCash = GreatMerchantWantsCash(); // Loop through each city state for(int iI = 0; iI < MAX_PLAYERS; iI++) { CvPlayer& kPlayer = GET_PLAYER((PlayerTypes)iI); if (!kPlayer.isMinorCiv()) { continue; } // if I'm Venice, I don't want to send a Merchant of Venice to a buy a city that I have trade routes // with because it's probably more valuable as a trade partner than as an owned entity //if (!bWantsCash) //{ // if (bIsVenice) // { // if (GetTrade()->IsConnectedToPlayer(kPlayer.GetID())) // { // continue; // } // } //} CvPlot* pCSPlot = kPlayer.getStartingPlot(); if (!pCSPlot) { continue; } if (!pCSPlot->isRevealed(getTeam())) { continue; } // Is this a minor we are friendly with? bool bMinorCivApproachIsCorrect = (GetDiplomacyAI()->GetMinorCivApproach(kPlayer.GetID()) != MINOR_CIV_APPROACH_CONQUEST); bool bNotAtWar = !kTeam.isAtWar(kPlayer.getTeam()); bool bNotPlanningAWar = GetDiplomacyAI()->GetWarGoal(kPlayer.GetID()) == NO_WAR_GOAL_TYPE; if(bMinorCivApproachIsCorrect && bNotAtWar && bNotPlanningAWar) { // Search all the plots adjacent to this city (since can't enter the minor city plot itself) for(int jJ = 0; jJ < NUM_DIRECTION_TYPES; jJ++) { CvPlot* pAdjacentPlot = plotDirection(pCSPlot->getX(), pCSPlot->getY(), ((DirectionTypes)jJ)); if(pAdjacentPlot != NULL) { // Make sure this is still owned by the city state and is revealed to us and isn't a water tile //if(pAdjacentPlot->getOwner() == (PlayerTypes)iI && pAdjacentPlot->isRevealed(getTeam()) && !pAdjacentPlot->isWater()) bool bRightOwner = (pAdjacentPlot->getOwner() == (PlayerTypes)iI); bool bIsRevealed = pAdjacentPlot->isRevealed(getTeam()); if(bRightOwner && bIsRevealed) { iPathTurns = TurnsToReachTarget(pMerchant, pAdjacentPlot, true /*bReusePaths*/, !bOnlySafePaths/*bIgnoreUnits*/); if(iPathTurns < iBestTurnsToReach) { iBestTurnsToReach = iPathTurns; pBestTargetPlot = pAdjacentPlot; } } } } } } return pBestTargetPlot; }
/// Recalculate when each unit will arrive at the current army position, whatever that is void CvArmyAI::UpdateCheckpointTurnsAndRemoveBadUnits() { CvAIOperation* pOperation = GET_PLAYER(GetOwner()).getAIOperation(GetOperationID()); //should be updated before calling this ... CvPlot* pCurrentArmyPlot = GC.getMap().plot(GetX(), GetY()); //kick out damaged units, but if we're defending or escorting, no point in running away if (pOperation->IsOffensive()) { for (unsigned int iI = 0; iI < m_FormationEntries.size(); iI++) { if (!m_FormationEntries[iI].IsUsed()) continue; CvUnit* pUnit = GET_PLAYER(m_eOwner).getUnit(m_FormationEntries[iI].m_iUnitID); if (pUnit == NULL) continue; //failsafe - make sure the army ID is set if (pUnit->getArmyID() != GetID()) pUnit->setArmyID(GetID()); //let tactical AI handle those if (pUnit->GetCurrHitPoints() < pUnit->GetMaxHitPoints() / 3) RemoveUnit(m_FormationEntries[iI].GetUnitID()); } } //update for all units in this army. ignore the ones still being built int iGatherTolerance = pOperation->GetGatherTolerance(this, pCurrentArmyPlot); for(unsigned int iI = 0; iI < m_FormationEntries.size(); iI++) { if (!m_FormationEntries[iI].IsUsed()) continue; CvUnit* pUnit = GET_PLAYER(m_eOwner).getUnit(m_FormationEntries[iI].GetUnitID()); if(pUnit && pCurrentArmyPlot) { if(plotDistance(*pUnit->plot(),*pCurrentArmyPlot)<iGatherTolerance) { m_FormationEntries[iI].SetTurnsToCheckpoint(0); } else { //be generous with the flags here, for some ops the muster point may be far away and intermittendly occupied by foreign units ... int iFlags = CvUnit::MOVEFLAG_APPROX_TARGET_RING2 | CvUnit::MOVEFLAG_IGNORE_STACKING | CvUnit::MOVEFLAG_IGNORE_ZOC; int iTurnsToReachCheckpoint = pUnit->TurnsToReachTarget(pCurrentArmyPlot, iFlags, pOperation->GetMaximumRecruitTurns()); //if we're already moving to target, the current army plot is moving, so we cannot check progress against ... if ( iTurnsToReachCheckpoint==INT_MAX || (GetArmyAIState()==ARMYAISTATE_WAITING_FOR_UNITS_TO_CATCH_UP && !m_FormationEntries[iI].IsMakingProgressTowardsCheckpoint(iTurnsToReachCheckpoint)) ) { CvString strMsg; strMsg.Format("Removing %s %d from army %d because no progress to checkpoint (%d:%d). ETA %d, previously %d.", pUnit->getName().c_str(), m_FormationEntries[iI].GetUnitID(), GetID(), pCurrentArmyPlot->getX(), pCurrentArmyPlot->getY(), iTurnsToReachCheckpoint, m_FormationEntries[iI].m_iPrevEstimatedTurnsToCheckpoint); pOperation->LogOperationSpecialMessage(strMsg); RemoveUnit(m_FormationEntries[iI].GetUnitID()); } else m_FormationEntries[iI].SetTurnsToCheckpoint(iTurnsToReachCheckpoint); } } } }
/// Get center of mass of units in army (account for world wrap!) CvPlot* CvArmyAI::GetCenterOfMass(DomainTypes eDomainRequired) { CvPlot* pRtnValue = NULL; int iTotalX = 0; int iTotalY = 0; int iNumUnits = 0; UnitHandle pUnit; int iReferenceUnitX = -1; int iWorldWidth = GC.getMap().getGridWidth(); pUnit = GetFirstUnit(); if(pUnit) { iReferenceUnitX = pUnit->getX(); } while(pUnit) { int iUnitX = pUnit->getX(); bool bWorldWrapAdjust = false; int iDiff = iUnitX - iReferenceUnitX; if(abs(iDiff) > (iWorldWidth / 2)) { bWorldWrapAdjust = true; } if(bWorldWrapAdjust) { iTotalX += iUnitX + iWorldWidth; } else { iTotalX += iUnitX; } iTotalY += pUnit->getY(); iNumUnits++; pUnit = GetNextUnit(); } if(iNumUnits > 0) { int iAverageX = (iTotalX + (iNumUnits / 2)) / iNumUnits; if(iAverageX >= iWorldWidth) { iAverageX = iAverageX - iWorldWidth; } int iAverageY = (iTotalY + (iNumUnits / 2)) / iNumUnits; pRtnValue = GC.getMap().plot(iAverageX, iAverageY); } // Domain check if (eDomainRequired != NO_DOMAIN && pRtnValue) { if (pRtnValue->isWater() && eDomainRequired == DOMAIN_LAND || !pRtnValue->isWater() && eDomainRequired == DOMAIN_SEA) { // Find an adjacent plot that works for (int iI = 0; iI < NUM_DIRECTION_TYPES; iI++) { CvPlot *pLoopPlot = plotDirection(pRtnValue->getX(), pRtnValue->getY(), ((DirectionTypes)iI)); if (pLoopPlot != NULL) { if (pLoopPlot->isWater() && eDomainRequired == DOMAIN_SEA || !pLoopPlot->isWater() && eDomainRequired == DOMAIN_LAND) { return pLoopPlot; } } } // Try two plots out if really having problems for (int iDX = -2; iDX <= 2; iDX++) { for (int iDY = -2; iDY <= 2; iDY++) { CvPlot *pLoopPlot = plotXYWithRangeCheck(pRtnValue->getX(), pRtnValue->getY(), iDX, iDY, 2); if (pLoopPlot) { if (plotDistance(pRtnValue->getX(), pRtnValue->getY(), pLoopPlot->getX(), pLoopPlot->getY()) == 2) { if (pLoopPlot->isWater() && eDomainRequired == DOMAIN_SEA || !pLoopPlot->isWater() && eDomainRequired == DOMAIN_LAND) { return pLoopPlot; } } } } } // Give up - just use location of first unit pUnit = GetFirstUnit(); pRtnValue = pUnit->plot(); } } return pRtnValue; }
/// Retrieve the relative value of this plot (including plots that would be in city radius) int CvCitySiteEvaluator::PlotFoundValue(CvPlot* pPlot, CvPlayer* pPlayer, YieldTypes eYield, bool) { CvAssert(pPlot); if(!pPlot) return 0; // Make sure this player can even build a city here if(!CanFound(pPlot, pPlayer, false)) { return 0; } int rtnValue = 0; int iFoodValue = 0; int iHappinessValue = 0; int iProductionValue = 0; int iGoldValue = 0; int iScienceValue = 0; int iFaithValue = 0; int iResourceValue = 0; int iStrategicValue = 0; int iCelticForestCount = 0; int iIroquoisForestCount = 0; int iBrazilJungleCount = 0; int iNaturalWonderCount = 0; int iDesertCount = 0; int iWetlandsCount = 0; #if defined(MOD_BALANCE_CORE_SETTLER) int iWaterPlot = 0; int iBadPlot = 0; int iLoopPlots = 0; #endif int iTotalFoodValue = 0; int iTotalHappinessValue = 0; int iTotalProductionValue = 0; int iTotalGoldValue = 0; int iTotalScienceValue = 0; int iTotalFaithValue = 0; int iTotalResourceValue = 0; int iTotalStrategicValue = 0; int iClosestCityOfMine = 999; int iClosestEnemyCity = 999; int iCapitalArea = NULL; bool bIsInca = false; int iAdjacentMountains = 0; if ( pPlayer->getCapitalCity() ) iCapitalArea = pPlayer->getCapitalCity()->getArea(); // Custom code for Inca ideal terrace farm locations ImprovementTypes eIncaImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_TERRACE_FARM", true); if(eIncaImprovement != NO_IMPROVEMENT) { CvImprovementEntry* pkEntry = GC.getImprovementInfo(eIncaImprovement); if(pkEntry != NULL && pkEntry->IsSpecificCivRequired()) { CivilizationTypes eCiv = pkEntry->GetRequiredCivilization(); if(eCiv == pPlayer->getCivilizationType()) { bIsInca = true; } } } for (int iDX = -7; iDX <= 7; iDX++) { for (int iDY = -7; iDY <= 7; iDY++) { CvPlot* pLoopPlot = plotXY(pPlot->getX(), pPlot->getY(), iDX, iDY); if (pLoopPlot != NULL) { int iDistance = plotDistance(pPlot->getX(), pPlot->getY(), pLoopPlot->getX(), pLoopPlot->getY()); if (iDistance <= 7) { if ((pLoopPlot->getOwner() == NO_PLAYER) || (pLoopPlot->getOwner() == pPlayer->GetID())) { // See if there are other cities nearby if (iClosestCityOfMine > iDistance) { if (pLoopPlot->isCity()) { iClosestCityOfMine = iDistance; } } // Skip the city plot itself for now if (iDistance <= 5) { int iRingModifier = m_iRingModifier[iDistance]; iFoodValue = 0; iProductionValue = 0; iGoldValue = 0; iScienceValue = 0; iHappinessValue = 0; iResourceValue = 0; iStrategicValue = 0; #if defined(MOD_GLOBAL_CITY_WORKING) if (iDistance > 0 && iDistance <= pPlayer->getWorkPlotDistance()) #else if (iDistance > 0 && iDistance <= NUM_CITY_RINGS) #endif { if (eYield == NO_YIELD || eYield == YIELD_FOOD) { iFoodValue = iRingModifier * ComputeFoodValue(pLoopPlot, pPlayer) * /*15*/ GC.getSETTLER_FOOD_MULTIPLIER(); } if (eYield == NO_YIELD || eYield == YIELD_PRODUCTION) { iProductionValue = iRingModifier * ComputeProductionValue(pLoopPlot, pPlayer) * /*3*/ GC.getSETTLER_PRODUCTION_MULTIPLIER(); } if (eYield == NO_YIELD || eYield == YIELD_GOLD) { iGoldValue = iRingModifier * ComputeGoldValue(pLoopPlot, pPlayer) * /*2*/ GC.getSETTLER_GOLD_MULTIPLIER(); } if (eYield == NO_YIELD || eYield == YIELD_SCIENCE) { iScienceValue = iRingModifier * ComputeScienceValue(pLoopPlot, pPlayer) * /*1*/ GC.getSETTLER_SCIENCE_MULTIPLIER(); } if (eYield == NO_YIELD || eYield == YIELD_FAITH) { iFaithValue = iRingModifier * ComputeFaithValue(pLoopPlot, pPlayer) * /*1*/ GC.getSETTLER_FAITH_MULTIPLIER(); } } // whether or not we are working these we get the benefit as long as culture can grow to take them if (iDistance <= 5 && pLoopPlot->getOwner() == NO_PLAYER) // there is no benefit if we already own these tiles { iHappinessValue = iRingModifier * ComputeHappinessValue(pLoopPlot, pPlayer) * /*6*/ GC.getSETTLER_HAPPINESS_MULTIPLIER(); iResourceValue = iRingModifier * ComputeTradeableResourceValue(pLoopPlot, pPlayer) * /*1*/ GC.getSETTLER_RESOURCE_MULTIPLIER(); if (iDistance) iStrategicValue = ComputeStrategicValue(pLoopPlot, pPlayer, iDistance) * /*1*/ GC.getSETTLER_STRATEGIC_MULTIPLIER(); // the ring is included in the computation } iTotalFoodValue += iFoodValue; iTotalHappinessValue += iHappinessValue; iTotalProductionValue += iProductionValue; iTotalGoldValue += iGoldValue; iTotalScienceValue += iScienceValue; iTotalFaithValue += iFaithValue; iTotalResourceValue += iResourceValue; iTotalStrategicValue += iStrategicValue; int iPlotValue = iFoodValue + iHappinessValue + iProductionValue + iGoldValue + iScienceValue + iFaithValue + iResourceValue; if (iPlotValue == 0) { // this tile is so bad it gets negatives iPlotValue -= iRingModifier * GC.getSETTLER_FOOD_MULTIPLIER() * 2; } iPlotValue += iStrategicValue; // if this tile is a NW boost the value just so that we force the AI to claim them (if we can work it) #if defined(MOD_GLOBAL_CITY_WORKING) if (pLoopPlot->IsNaturalWonder() && iDistance > 0 && iDistance <= pPlayer->getWorkPlotDistance()) #else if (pLoopPlot->IsNaturalWonder() && iDistance > 0 && iDistance <= NUM_CITY_RINGS) #endif { //iPlotValue += iPlotValue * 2 + 10; iPlotValue += iPlotValue * 2 + 500; } // lower value a lot if we already own this tile if (iPlotValue > 0 && pLoopPlot->getOwner() == pPlayer->GetID()) { #if defined(MOD_BALANCE_CORE_SETTLER) if (MOD_BALANCE_CORE_SETTLER) { iPlotValue *= 2; iPlotValue /= 3; } #else iPlotValue /= 4; #endif } // add this plot into the total rtnValue += iPlotValue; FeatureTypes ePlotFeature = pLoopPlot->getFeatureType(); ImprovementTypes ePlotImprovement = pLoopPlot->getImprovementType(); ResourceTypes ePlotResource = pLoopPlot->getResourceType(); if (ePlotFeature == FEATURE_FOREST) { if (iDistance <= 5) { ++iIroquoisForestCount; if (iDistance == 1) { if (ePlotImprovement == NO_IMPROVEMENT) { ++iCelticForestCount; } } } } else if (ePlotFeature == FEATURE_JUNGLE) { #if defined(MOD_GLOBAL_CITY_WORKING) if (iDistance <= pPlayer->getWorkPlotDistance()) #else if (iDistance <= NUM_CITY_RINGS) #endif { ++iBrazilJungleCount; } } else if (ePlotFeature == FEATURE_MARSH || ePlotFeature == FEATURE_FLOOD_PLAINS) { #if defined(MOD_GLOBAL_CITY_WORKING) if (iDistance <= pPlayer->getWorkPlotDistance()) #else if (iDistance <= NUM_CITY_RINGS) #endif { ++iWetlandsCount; } } if (pLoopPlot->IsNaturalWonder()) { if (iDistance <= 1) { ++iNaturalWonderCount; } } if (pLoopPlot->getTerrainType() == TERRAIN_DESERT) { #if defined(MOD_GLOBAL_CITY_WORKING) if (iDistance <= pPlayer->getWorkPlotDistance()) #else if (iDistance <= NUM_CITY_RINGS) #endif { if (ePlotResource == NO_RESOURCE) { ++iDesertCount; } } } if (bIsInca) { if (pLoopPlot->isHills()) { #if defined(MOD_GLOBAL_CITY_WORKING) if (iDistance <= pPlayer->getWorkPlotDistance()) #else if (iDistance <= NUM_CITY_RINGS) #endif { iAdjacentMountains = pLoopPlot->GetNumAdjacentMountains(); if (iAdjacentMountains > 0 && iAdjacentMountains < 6) { //give the bonus if it's hills, with additional if bordered by mountains rtnValue += m_iIncaMultiplier + (iAdjacentMountains * m_iIncaMultiplier); } } } } #if defined(MOD_BALANCE_CORE_SETTLER) if (MOD_BALANCE_CORE_SETTLER) { if(pLoopPlot->isWater() && pLoopPlot->HasResource(NO_RESOURCE)) { iWaterPlot++; } if(pLoopPlot == NULL || pLoopPlot->isImpassable() || pLoopPlot->getTerrainType() == TERRAIN_SNOW || pLoopPlot->getFeatureType() == FEATURE_ICE) { iBadPlot++; } } #endif } } else // this tile is owned by someone else { // See if there are other cities nearby (only count major civs) if (iClosestEnemyCity > iDistance) { if (pLoopPlot->isCity() && (pLoopPlot->getOwner() < MAX_MAJOR_CIVS)) { iClosestEnemyCity = iDistance; } } } } } #if defined(MOD_BALANCE_CORE_SETTLER) if (MOD_BALANCE_CORE_SETTLER) { iLoopPlots++; } #endif } } if (pPlayer->GetPlayerTraits()->IsFaithFromUnimprovedForest()) { if (iCelticForestCount >= 3) { rtnValue += 2 * 1000 * m_iFlavorMultiplier[YIELD_FAITH]; } else if (iCelticForestCount >= 1) { rtnValue += 1 * 1000 * m_iFlavorMultiplier[YIELD_FAITH]; } } else if (pPlayer->GetPlayerTraits()->IsMoveFriendlyWoodsAsRoad()) { rtnValue += iIroquoisForestCount * 10; } else if (pPlayer->GetPlayerTraits()->GetNaturalWonderYieldModifier() > 0) //ie: Spain { rtnValue += iNaturalWonderCount * m_iSpainMultiplier; } // Custom code for Brazil ImprovementTypes eBrazilImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_BRAZILWOOD_CAMP", true); if(eBrazilImprovement != NO_IMPROVEMENT) { CvImprovementEntry* pkEntry = GC.getImprovementInfo(eBrazilImprovement); if(pkEntry != NULL && pkEntry->IsSpecificCivRequired()) { CivilizationTypes eCiv = pkEntry->GetRequiredCivilization(); if(eCiv == pPlayer->getCivilizationType()) { rtnValue += iBrazilJungleCount * m_iBrazilMultiplier; } } } // Custom code for Morocco ImprovementTypes eMoroccoImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_KASBAH", true); if(eMoroccoImprovement != NO_IMPROVEMENT) { CvImprovementEntry* pkEntry = GC.getImprovementInfo(eMoroccoImprovement); if(pkEntry != NULL && pkEntry->IsSpecificCivRequired()) { CivilizationTypes eCiv = pkEntry->GetRequiredCivilization(); if(eCiv == pPlayer->getCivilizationType()) { rtnValue += iDesertCount * m_iMorrocoMultiplier; } } } //Custom code for Netherlands ImprovementTypes ePolderImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_POLDER", true); if(ePolderImprovement != NO_IMPROVEMENT) { CvImprovementEntry* pkEntry = GC.getImprovementInfo(ePolderImprovement); if(pkEntry != NULL && pkEntry->IsSpecificCivRequired()) { CivilizationTypes eCiv = pkEntry->GetRequiredCivilization(); if(eCiv == pPlayer->getCivilizationType()) { rtnValue += iWetlandsCount * m_iNetherlandsMultiplier; } } } if (rtnValue < 0) rtnValue = 0; // Finally, look at the city plot itself and use it as an overall multiplier if (pPlot->getResourceType(pPlayer->getTeam()) != NO_RESOURCE) { rtnValue += (int)rtnValue * /*-50*/ GC.getBUILD_ON_RESOURCE_PERCENT() / 100; } if (pPlot->isRiver()) { rtnValue += (int)rtnValue * /*15*/ GC.getBUILD_ON_RIVER_PERCENT() / 100; } if (pPlot->isCoastalLand(GC.getMIN_WATER_SIZE_FOR_OCEAN())) { // okay, coast used to have lots of gold so players settled there "naturally", it doesn't any more, so I am going to give it a nudge in that direction // slewis - removed Brian(?)'s rtnValue adjustment and raised the BUILD_ON_COAST_PERCENT to 40 from 25 //rtnValue += rtnValue > 0 ? 10 : 0; rtnValue += (int)rtnValue * /*40*/ GC.getSETTLER_BUILD_ON_COAST_PERCENT() / 100; int iNavalFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iNavalIndex); if (iNavalFlavor > 7) { rtnValue += (int)rtnValue * /*40*/ GC.getSETTLER_BUILD_ON_COAST_PERCENT() / 100; } if (pPlayer->getCivilizationInfo().isCoastalCiv()) // we really like the coast (England, Norway, Polynesia, Carthage, etc.) { rtnValue += rtnValue > 0 ? 25 : 0; rtnValue *= 2; } } #if defined(MOD_BALANCE_CORE_SETTLER) if (MOD_BALANCE_CORE_SETTLER) { //Is this a water chokepoint? (More than four would make this a peninsula, which is not what we are looking for.) if(pPlot->IsChokePoint(true, false, 0)) { rtnValue += (int)rtnValue * /*100*/ GC.getBALANCE_CHOKEPOINT_STRATEGIC_VALUE() / 100; } //Looking for mountains for chokepoints. //If the adjacent plot is not touching another mountain, and there is more than one mountain around pPlot, we've found a potential chokepoint. else if(pPlot->IsChokePoint(false, true, 1)) { //Awesome, we found a mountain chokepoint within 1. Emphasize! rtnValue += (int)rtnValue * /*100*/ GC.getBALANCE_CHOKEPOINT_STRATEGIC_VALUE() / 75; } else if(pPlot->IsChokePoint(false, true, 2)) { //Awesome, we found a mountain chokepoint within 2. Emphasize! rtnValue += (int)rtnValue * /*100*/ GC.getBALANCE_CHOKEPOINT_STRATEGIC_VALUE() / 100; } else if(pPlot->IsChokePoint(false, true, 3)) { //Awesome, we found a mountain chokepoint within 3. Emphasize! rtnValue += (int)rtnValue * /*100*/ GC.getBALANCE_CHOKEPOINT_STRATEGIC_VALUE() / 125; } //Too many bad plots? if(iBadPlot > (iLoopPlots / 4)) { rtnValue /= 5; } //Too much empty water? if(iWaterPlot > (iLoopPlots / 2)) { rtnValue *= 2; rtnValue /= 3; } } //Let's see what we can do. (Strategic site locator pulled from below - less loop cycles used this way, as all we care about is the city plot itself, not every plot in the city's loop. if(pPlayer != NULL) { for(int iMajorLoop = 0; iMajorLoop < MAX_MAJOR_CIVS; iMajorLoop++) { PlayerTypes eOtherPlayer = (PlayerTypes) iMajorLoop; PlayerProximityTypes eProximity = GET_PLAYER(eOtherPlayer).GetProximityToPlayer(pPlayer->GetID()); if(eOtherPlayer != pPlayer->GetID() && eOtherPlayer != NO_PLAYER && GET_PLAYER(eOtherPlayer).isAlive() && !GET_PLAYER(eOtherPlayer).isMinorCiv() && !GET_PLAYER(eOtherPlayer).isBarbarian()) { if(eProximity >= PLAYER_PROXIMITY_CLOSE) { CvCity* pLoopTheirCity; int iClosestDistance = 6; int iDistance = 0; int iLoop; for(pLoopTheirCity = GET_PLAYER(eOtherPlayer).firstCity(&iLoop); pLoopTheirCity != NULL; pLoopTheirCity = GET_PLAYER(eOtherPlayer).nextCity(&iLoop)) { if(pLoopTheirCity != NULL) { if(pPlot->getArea() == pLoopTheirCity->getArea()) { iDistance = plotDistance(pPlot->getX(), pPlot->getY(), pLoopTheirCity->getX(), pLoopTheirCity->getY()); if(iDistance <= iClosestDistance) { //There's at least 6 hexes between these plots, which means we can theoretically settle here. int iNumPlots = 0; int iNumBadPlots = 0; for(int iDX = -iClosestDistance; iDX <= iClosestDistance; iDX++) { for(int iDY = -iClosestDistance; iDY <= iClosestDistance; iDY++) { CvPlot* pLoopPlot = plotXYWithRangeCheck(pPlot->getX(), pPlot->getY(), iDX, iDY, iClosestDistance); if(pLoopPlot) { //Let's look for good, empty land. if(pLoopPlot->isImpassable() || pLoopPlot->isWater() || pLoopPlot->getOwner() != NO_PLAYER) { iNumBadPlots++; } iNumPlots++; } } } if(iNumBadPlots > 0) { iNumBadPlots = (iNumBadPlots * 130) / 100; } //Good space must be greater than bad plots by at least 30% if(iNumPlots > iNumBadPlots) { //If there is significant empty land, and it is within the theoretical hex separation of the nearest two cities of two different players, there's a good chance it is border land. GET IT! rtnValue += (int)rtnValue * /*50*/ GC.getBALANCE_EMPIRE_BORDERLAND_STRATEGIC_VALUE() / 100; break; } } } } } } } } } #endif // Nearby Cities? // Human if (pPlayer != NULL && pPlayer->isHuman()) { if (iClosestCityOfMine == 3) { rtnValue /= 2; } } // AI else { int iGrowthFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iGrowthIndex); int iExpansionFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iExpansionIndex); int iSweetSpot = 5; iSweetSpot += (iGrowthFlavor > 7) ? 1 : 0; iSweetSpot += (iExpansionFlavor > 7) ? -1 : 0; iSweetSpot += (iGrowthFlavor < 4) ? -1 : 0; iSweetSpot += (iExpansionFlavor < 4) ? 1 : 0; iSweetSpot = max(4,iSweetSpot); iSweetSpot = min(6,iSweetSpot); if (iClosestCityOfMine == iSweetSpot) { // 1.5 was not enough 2.0 was too much, so lets split the difference rtnValue *= 175; rtnValue /= 100; } else if (iClosestCityOfMine < iSweetSpot) { rtnValue /= 2; } else if (iClosestCityOfMine > 7) { rtnValue *= 2; rtnValue /= 3; } // use boldness to decide if we want to push close to enemies int iBoldness = pPlayer->GetDiplomacyAI()->GetBoldness(); if (iBoldness < 4) { if (iClosestEnemyCity <= 4) { rtnValue /= 4; } else if (iClosestEnemyCity == 5) { rtnValue /= 2; } } else if (iBoldness > 7) { if (iClosestEnemyCity <= 5 && iClosestCityOfMine < 8) { rtnValue *= 3; rtnValue /= 2; } } else { if (iClosestEnemyCity < 5) { rtnValue *= 2; rtnValue /= 3; } } // if we are offshore, pull cities in tighter if (iCapitalArea != pPlot->getArea()) { if (iClosestCityOfMine < 7) { rtnValue *= 3; rtnValue /= 2; } } #if defined(MOD_BALANCE_CORE_SETTLER) if (MOD_BALANCE_CORE_SETTLER) { //Let's judge just how well we can defend this city if we push out. If our neighbors are stronger than us, let's turtle a bit. for(int iMajorLoop = 0; iMajorLoop < MAX_MAJOR_CIVS; iMajorLoop++) { PlayerTypes eOtherPlayer = (PlayerTypes) iMajorLoop; if(eOtherPlayer != NO_PLAYER && GET_PLAYER(eOtherPlayer).isAlive() && !GET_PLAYER(eOtherPlayer).isMinorCiv() && !GET_PLAYER(eOtherPlayer).isBarbarian()) { PlayerProximityTypes eProximity = GET_PLAYER(eOtherPlayer).GetProximityToPlayer(pPlayer->GetID()); if(eProximity == PLAYER_PROXIMITY_NEIGHBORS && (pPlayer->GetMilitaryMight() < GET_PLAYER(eOtherPlayer).GetMilitaryMight())) { //Is the plot we're looking at in the same area as our strong neighbor? if (iClosestEnemyCity <= 6) { rtnValue /= 2; } } } } } #endif } rtnValue = (rtnValue > 0) ? rtnValue : 0; return rtnValue; }
/// Add a unit to our army (and we know which slot) void CvArmyAI::AddUnit(int iUnitID, int iSlotNum) { CvPlayer& thisPlayer = GET_PLAYER(m_eOwner); CvUnit* pThisUnit = thisPlayer.getUnit(iUnitID); if (!pThisUnit) return; // remove this unit from an army if it is already in one thisPlayer.removeFromArmy(pThisUnit->getArmyID(), GetID()); m_FormationEntries[iSlotNum] = CvArmyFormationSlot(); //reset m_FormationEntries[iSlotNum].SetUnitID(iUnitID); pThisUnit->setArmyID(GetID()); #if defined(MOD_BALANCE_CORE) //just for avoiding confusion pThisUnit->setTacticalMove(NO_TACTICAL_MOVE); #endif // Finally, compute when we think this unit will arrive at the next checkpoint CvPlot* pMusterPlot = GC.getMap().plot(GetX(), GetY()); if(pMusterPlot) { int iFlags = CvUnit::MOVEFLAG_APPROX_TARGET_RING2 | CvUnit::MOVEFLAG_IGNORE_STACKING | CvUnit::MOVEFLAG_IGNORE_ZOC; int iTurnsToReachCheckpoint = pThisUnit->TurnsToReachTarget(pMusterPlot, iFlags, GC.getAI_OPERATIONAL_MAX_RECRUIT_TURNS_ENEMY_TERRITORY()); if(iTurnsToReachCheckpoint < MAX_INT) { m_FormationEntries[iSlotNum].SetTurnsToCheckpoint(iTurnsToReachCheckpoint); } if (GC.getLogging() && GC.getAILogging()) { CvAIOperation* pOperation = GET_PLAYER(GetOwner()).getAIOperation(GetOperationID()); CvString strMsg; strMsg.Format("Added %s %d to slot %d in army %d. ETA at (%d:%d) is %d ", pThisUnit->getName().c_str(), m_FormationEntries[iSlotNum].GetUnitID(), iSlotNum, GetID(), pMusterPlot->getX(), pMusterPlot->getY(), iTurnsToReachCheckpoint); pOperation->LogOperationSpecialMessage(strMsg); } } }