///Tks Med CvPlot* CvMap::syncRandPlot(int iFlags, int iArea, int iMinUnitDistance, int iTimeout, bool bIgnoreNativeTeams) { ///TKe CvPlot* pPlot = NULL; int iCount = 0; while (iCount < iTimeout) { CvPlot* pTestPlot = plotSorenINLINE(GC.getGameINLINE().getSorenRandNum(getGridWidthINLINE(), "Rand Plot Width"), GC.getGameINLINE().getSorenRandNum(getGridHeightINLINE(), "Rand Plot Height")); FAssertMsg(pTestPlot != NULL, "TestPlot is not assigned a valid value"); if ((iArea == -1) || (pTestPlot->getArea() == iArea)) { bool bValid = true; if (bValid) { if (iMinUnitDistance != -1) { for (int iDX = -(iMinUnitDistance); iDX <= iMinUnitDistance; iDX++) { for (int iDY = -(iMinUnitDistance); iDY <= iMinUnitDistance; iDY++) { CvPlot* pLoopPlot = plotXY(pTestPlot->getX_INLINE(), pTestPlot->getY_INLINE(), iDX, iDY); if (pLoopPlot != NULL) { if (pLoopPlot->isUnit()) { bValid = false; } } } } } } if (bValid) { if (iFlags & RANDPLOT_LAND) { if (pTestPlot->isWater()) { bValid = false; } } } if (bValid) { if (iFlags & RANDPLOT_UNOWNED) { if (pTestPlot->isOwned()) { ///Tks Med if (bIgnoreNativeTeams) { if (!GET_PLAYER(pTestPlot->getOwnerINLINE()).isNative()) { bValid = false; } } else { bValid = false; } ///TKe } } } if (bValid) { if (iFlags & RANDPLOT_ADJACENT_UNOWNED) { if (pTestPlot->isAdjacentOwned()) { bValid = false; } } } if (bValid) { if (iFlags & RANDPLOT_ADJACENT_LAND) { if (!(pTestPlot->isAdjacentToLand())) { bValid = false; } } } if (bValid) { if (iFlags & RANDPLOT_PASSIBLE) { if (pTestPlot->isImpassable()) { bValid = false; } } } if (bValid) { if (iFlags & RANDPLOT_NOT_VISIBLE_TO_CIV) { ///TKs Med if (pTestPlot->isVisibleToCivTeam(bIgnoreNativeTeams)) { bValid = false; } ///TKe } } ///TKs Med if (bValid) { if (bIgnoreNativeTeams) { if (pTestPlot->isVisibleToWatchingHuman()) { bValid = false; } } } ///TKe if (bValid) { if (iFlags & RANDPLOT_NOT_CITY) { if (pTestPlot->isCity()) { bValid = false; } } } if (bValid) { pPlot = pTestPlot; break; } } iCount++; } return pPlot; }
/// Add data for this cell into dominance zone information void CvTacticalAnalysisMap::AddToDominanceZones(int iIndex, CvTacticalAnalysisCell* pCell) { CvPlot* pPlot = GC.getMap().plotByIndex(iIndex); // Compute zone data for this cell m_TempZone.SetAreaID(pPlot->getArea()); m_TempZone.SetOwner(pPlot->getOwner()); m_TempZone.SetWater(pPlot->isWater()); if(!pPlot->isOwned()) { m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_NO_OWNER); } else if(pPlot->getTeam() == m_pPlayer->getTeam()) { m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_FRIENDLY); } else if(GET_TEAM(m_pPlayer->getTeam()).isAtWar(pPlot->getTeam())) { m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_ENEMY); } else { m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_NEUTRAL); } m_TempZone.SetClosestCity(NULL); if(m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_ENEMY || m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_NEUTRAL || m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY) { int iLoop; int iBestDistance = MAX_INT; CvCity* pBestCity = NULL; for(CvCity* pLoopCity = GET_PLAYER(m_TempZone.GetOwner()).firstCity(&iLoop); pLoopCity != NULL; pLoopCity = GET_PLAYER(m_TempZone.GetOwner()).nextCity(&iLoop)) { int iDistance = plotDistance(pLoopCity->getX(), pLoopCity->getY(), pPlot->getX(), pPlot->getY()); if(iDistance < iBestDistance) { iBestDistance = iDistance; pBestCity = pLoopCity; } } if(pBestCity != NULL) { m_TempZone.SetClosestCity(pBestCity); } } // Now see if we already have a matching zone CvTacticalDominanceZone* pZone = FindExistingZone(pPlot); if(!pZone) { // Data populated, now add to vector m_TempZone.SetDominanceZoneID(m_DominanceZones.size()); m_DominanceZones.push_back(m_TempZone); pZone = &m_DominanceZones[m_DominanceZones.size() - 1]; } // If this isn't owned territory, update zone with military strength info if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_NO_OWNER || pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE) { CvUnit* pFriendlyUnit = pCell->GetFriendlyMilitaryUnit(); if(pFriendlyUnit) { if(pFriendlyUnit->getDomainType() == DOMAIN_AIR || (pFriendlyUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) || (pFriendlyUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater())) { int iStrength = pFriendlyUnit->GetBaseCombatStrengthConsideringDamage(); if(iStrength == 0 && pFriendlyUnit->isEmbarked() && !pZone->IsWater()) { iStrength = pFriendlyUnit->GetBaseCombatStrength(true); } pZone->AddFriendlyStrength(iStrength * m_iUnitStrengthMultiplier); pZone->AddFriendlyRangedStrength(pFriendlyUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true)); if(pFriendlyUnit->GetRange() > GetBestFriendlyRange()) { SetBestFriendlyRange(pFriendlyUnit->GetRange()); } if(pFriendlyUnit->IsRangeAttackIgnoreLOS()) { SetIgnoreLOS(true); } pZone->AddFriendlyUnitCount(1); if(pFriendlyUnit->isRanged()) { pZone->AddFriendlyRangedUnitCount(1); } } } CvUnit* pEnemyUnit = pCell->GetEnemyMilitaryUnit(); if(pEnemyUnit) { if(pEnemyUnit->getDomainType() == DOMAIN_AIR || (pEnemyUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) || (pEnemyUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater())) { int iStrength = pEnemyUnit->GetBaseCombatStrengthConsideringDamage(); if(iStrength == 0 && pEnemyUnit->isEmbarked() && !pZone->IsWater()) { iStrength = pEnemyUnit->GetBaseCombatStrength(true); } #if defined(MOD_AI_SMART_V3) int iEnemyRangedStrength = pEnemyUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true); if (MOD_AI_SMART_V3) { if (!pCell->IsVisible()) { iStrength /= 2; iEnemyRangedStrength /= 2; } iEnemyRangedStrength = iEnemyRangedStrength * m_iUnitStrengthMultiplier; } #endif pZone->AddEnemyStrength(iStrength * m_iUnitStrengthMultiplier); #if defined(MOD_AI_SMART_V3) pZone->AddEnemyRangedStrength(iEnemyRangedStrength); #else pZone->AddEnemyRangedStrength(pEnemyUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true)); #endif pZone->AddEnemyUnitCount(1); if(pEnemyUnit->isRanged()) { pZone->AddEnemyRangedUnitCount(1); } if (pEnemyUnit->getDomainType() == DOMAIN_SEA) { pZone->AddEnemyNavalUnitCount(1); } } } } // Set zone for this cell pCell->SetDominanceZone(pZone->GetDominanceZoneID()); }