// 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); } } } } } } }