/// Calculate military presences in each owned dominance zone void CvTacticalAnalysisMap::CalculateMilitaryStrengths() { TeamTypes eTeam = GET_PLAYER(m_ePlayer).getTeam(); // Loop through the dominance zones for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++) { CvTacticalDominanceZone* pZone = &m_DominanceZones[iI]; CvCity *pClosestCity = pZone->GetZoneCity(); if(pClosestCity) { // Start with strength of the city itself int iCityHitPoints = pClosestCity->GetMaxHitPoints() - pClosestCity->getDamage(); int iStrength = pClosestCity->getStrengthValue() * iCityHitPoints / GC.getMAX_CITY_HIT_POINTS(); if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY) { pZone->AddFriendlyMeleeStrength(iStrength); pZone->AddFriendlyRangedStrength(pClosestCity->getStrengthValue(true)); } else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY) { pZone->AddEnemyMeleeStrength(iStrength); pZone->AddEnemyRangedStrength(pClosestCity->getStrengthValue(true)); } else { pZone->AddNeutralStrength(iStrength); } } // check all units in the world for(int iPlayerLoop = 0; iPlayerLoop < MAX_PLAYERS; iPlayerLoop++) { CvPlayer& kPlayer = GET_PLAYER((PlayerTypes) iPlayerLoop); bool bEnemy = GET_TEAM(eTeam).isAtWar(kPlayer.getTeam()); bool bFriendly = (eTeam==kPlayer.getTeam()); int iLoop; for(CvUnit* pLoopUnit = kPlayer.firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = kPlayer.nextUnit(&iLoop)) { if(!pLoopUnit->IsCombatUnit()) continue; bool bUnitMayBeRelevant = (pLoopUnit->getDomainType() == DOMAIN_AIR || pLoopUnit->isRanged() || //ranged power is cross-domain! (pLoopUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) || ((pLoopUnit->getDomainType() == DOMAIN_SEA || (pLoopUnit->isEmbarked() && pClosestCity) && pZone->IsWater()))); //embarked melee still count in water zone if there's a city to attack/defend if (!bUnitMayBeRelevant) continue; CvPlot* pPlot = pLoopUnit->plot(); if(!pPlot) continue; //a little cheating for AI - invisible units still count with reduced strength bool bVisible = pPlot->isVisible(eTeam) || pPlot->isAdjacentVisible(eTeam, false); bool bZoneTypeMismatch = (pLoopUnit->getDomainType() == DOMAIN_LAND && pZone->IsWater()) || (pLoopUnit->getDomainType() == DOMAIN_SEA && !pZone->IsWater()); //embarked units and crossdomain count only partially bool bReducedStrength = pLoopUnit->isEmbarked() || bZoneTypeMismatch; //if there is a city, units in adjacent zones can also count int iDistance = 0; if (pClosestCity) { iDistance = plotDistance(pLoopUnit->getX(), pLoopUnit->getY(), pClosestCity->getX(), pClosestCity->getY()); if (iDistance > m_iTacticalRange) continue; else if (iDistance > (m_iTacticalRange / 2)) { if (bZoneTypeMismatch) continue; else bReducedStrength = true; } else { //if on another continent, they can't easily take part in the fight if (!pClosestCity->isMatchingArea(pLoopUnit->plot())) bReducedStrength = true; } } else { //if there is no city, the unit must be in the zone itself if ( GetCell(pLoopUnit->plot()->GetPlotIndex())->GetDominanceZone() != pZone->GetDominanceZoneID() ) continue; } int iMultiplier = m_iTacticalRange + MIN(3 - iDistance, 0); // 3 because action may still be spread out over the zone if(iMultiplier > 0) { int iUnitStrength = pLoopUnit->GetBaseCombatStrengthConsideringDamage(); //unit might disembark ... so don't count it for water zone, but for adjacent land if(iUnitStrength == 0 && pLoopUnit->isEmbarked() && !pZone->IsWater()) iUnitStrength = pLoopUnit->GetBaseCombatStrength(); int iRangedStrength = pLoopUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true) / 100; if(!bVisible || bReducedStrength) { iUnitStrength /= 2; iRangedStrength /= 2; } if (bEnemy) { #if defined(MOD_BALANCE_CORE_MILITARY_LOGGING) //CvString msg; //msg.Format("Zone %d, Enemy %s %d with %d hp at %d,%d - distance %d, strength %d, ranged strength %d (total %d)", // pZone->GetDominanceZoneID(), pLoopUnit->getName().c_str(), pLoopUnit->GetID(), pLoopUnit->GetCurrHitPoints(), // pLoopUnit->getX(), pLoopUnit->getY(), iDistance, iUnitStrength, iRangedStrength, pZone->GetOverallEnemyStrength()); //GET_PLAYER(m_ePlayer).GetTacticalAI()->LogTacticalMessage(msg, true /*bSkipLogDominanceZone*/); #endif if (pLoopUnit->getDomainType() == DOMAIN_SEA) { pZone->AddEnemyNavalStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier); pZone->AddEnemyNavalRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier); pZone->AddEnemyNavalUnitCount(1); } else { pZone->AddEnemyMeleeStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier); pZone->AddEnemyRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier); pZone->AddEnemyUnitCount(1); } //again only for enemies if(pZone->GetRangeClosestEnemyUnit()<0 || iDistance<pZone->GetRangeClosestEnemyUnit()) pZone->SetRangeClosestEnemyUnit(iDistance); } else if (bFriendly) { #if defined(MOD_BALANCE_CORE_MILITARY_LOGGING) //CvString msg; //msg.Format("Zone %d, Friendly %s %d with %d hp at %d,%d - distance %d, strength %d, ranged strength %d (total %d)", // pZone->GetDominanceZoneID(), pLoopUnit->getName().c_str(), pLoopUnit->GetID(), pLoopUnit->GetCurrHitPoints(), // pLoopUnit->getX(), pLoopUnit->getY(), iDistance, iUnitStrength, iRangedStrength, pZone->GetOverallFriendlyStrength()); //GET_PLAYER(m_ePlayer).GetTacticalAI()->LogTacticalMessage(msg, true /*bSkipLogDominanceZone*/); #endif if (pLoopUnit->getDomainType() == DOMAIN_SEA) { pZone->AddFriendlyNavalStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier); pZone->AddFriendlyNavalRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier); pZone->AddFriendlyNavalUnitCount(1); } else { pZone->AddFriendlyMeleeStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier); pZone->AddFriendlyRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier); pZone->AddFriendlyUnitCount(1); } } else { //neutral has only very few stats pZone->AddNeutralStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier); pZone->AddNeutralUnitCount(1); } } } } } }
/// Calculate military presences in each owned dominance zone void CvTacticalAnalysisMap::CalculateMilitaryStrengths() { // Loop through the dominance zones CvTacticalDominanceZone* pZone; CvCity* pClosestCity = NULL; int iDistance; int iMultiplier; int iLoop; CvUnit* pLoopUnit; TeamTypes eTeam; eTeam = m_pPlayer->getTeam(); for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++) { pZone = &m_DominanceZones[iI]; if(pZone->GetTerritoryType() != TACTICAL_TERRITORY_NO_OWNER) { pClosestCity = pZone->GetClosestCity(); if(pClosestCity) { // Start with strength of the city itself int iCityHitPoints = pClosestCity->GetMaxHitPoints() - pClosestCity->getDamage(); int iStrength = m_iTacticalRange * pClosestCity->getStrengthValue() * iCityHitPoints / GC.getMAX_CITY_HIT_POINTS(); if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY) { pZone->AddFriendlyStrength(iStrength); #if defined(MOD_AI_SMART_V3) pZone->AddFriendlyRangedStrength(pClosestCity->getStrengthValue(MOD_AI_SMART_V3)); #else pZone->AddFriendlyRangedStrength(pClosestCity->getStrengthValue()); #endif } #if defined(MOD_AI_SMART_V3) else if(!MOD_AI_SMART_V3 || pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY) #else else #endif { pZone->AddEnemyStrength(iStrength); #if defined(MOD_AI_SMART_V3) pZone->AddEnemyRangedStrength(pClosestCity->getStrengthValue(MOD_AI_SMART_V3)); #else pZone->AddEnemyRangedStrength(pClosestCity->getStrengthValue()); #endif } // Loop through all of OUR units first for(pLoopUnit = m_pPlayer->firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = m_pPlayer->nextUnit(&iLoop)) { if(pLoopUnit->IsCombatUnit()) { if(pLoopUnit->getDomainType() == DOMAIN_AIR || #if defined(MOD_AI_SMART_V3) //ranged power is cross-domain! (MOD_AI_SMART_V3 && pLoopUnit->isRanged()) || #endif (pLoopUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) || (pLoopUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater())) { iDistance = plotDistance(pLoopUnit->getX(), pLoopUnit->getY(), pClosestCity->getX(), pClosestCity->getY()); if (iDistance <= m_iTacticalRange) { #if defined(MOD_AI_SMART_V3) int iRange = MOD_AI_SMART_V3 ? MIN(4 - iDistance, 0) : 4 - iDistance; iMultiplier = m_iTacticalRange + iRange; #else iMultiplier = (m_iTacticalRange + 4 - iDistance); // "4" so unit strength isn't totally dominated by proximity to city #endif if(iMultiplier > 0) { int iUnitStrength = pLoopUnit->GetBaseCombatStrengthConsideringDamage(); if(iUnitStrength == 0 && pLoopUnit->isEmbarked() && !pZone->IsWater()) { iUnitStrength = pLoopUnit->GetBaseCombatStrength(true); } pZone->AddFriendlyStrength(iUnitStrength * iMultiplier * m_iUnitStrengthMultiplier); pZone->AddFriendlyRangedStrength(pLoopUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true)); if(pLoopUnit->GetRange() > GetBestFriendlyRange()) { SetBestFriendlyRange(pLoopUnit->GetRange()); } if(pLoopUnit->IsRangeAttackIgnoreLOS()) { SetIgnoreLOS(true); } pZone->AddFriendlyUnitCount(1); if(pLoopUnit->isRanged()) { pZone->AddFriendlyRangedUnitCount(1); } } } } } } // Repeat for all visible enemy units (or adjacent to visible) for(int iPlayerLoop = 0; iPlayerLoop < MAX_CIV_PLAYERS; iPlayerLoop++) { CvPlayer& kPlayer = GET_PLAYER((PlayerTypes) iPlayerLoop); if(GET_TEAM(eTeam).isAtWar(kPlayer.getTeam())) { for(pLoopUnit = kPlayer.firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = kPlayer.nextUnit(&iLoop)) { if(pLoopUnit->IsCombatUnit()) { if(pLoopUnit->getDomainType() == DOMAIN_AIR || #if defined(MOD_AI_SMART_V3) //ranged power is cross-domain! (MOD_AI_SMART_V3 && pLoopUnit->isRanged()) || #endif (pLoopUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) || (pLoopUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater())) { CvPlot* pPlot; pPlot = pLoopUnit->plot(); if(pPlot) { bool bVisible = true; iDistance = plotDistance(pLoopUnit->getX(), pLoopUnit->getY(), pClosestCity->getX(), pClosestCity->getY()); if (iDistance <= m_iTacticalRange) { #if defined(MOD_AI_SMART_V3) int iRange = MOD_AI_SMART_V3 ? MIN(4 - iDistance, 0) : 4 - iDistance; iMultiplier = m_iTacticalRange + iRange; // 4 because action may still be spread out over the zone #else iMultiplier = (m_iTacticalRange + 4 - iDistance); // "4" so unit strength isn't totally dominated by proximity to city #endif if(!pPlot->isVisible(eTeam) && !pPlot->isAdjacentVisible(eTeam, false)) { bVisible = false; } if(iMultiplier > 0) { int iUnitStrength = pLoopUnit->GetBaseCombatStrengthConsideringDamage(); if(iUnitStrength == 0 && pLoopUnit->isEmbarked() && !pZone->IsWater()) { iUnitStrength = pLoopUnit->GetBaseCombatStrength(true); } if(!bVisible) { iUnitStrength /= 2; } pZone->AddEnemyStrength(iUnitStrength * iMultiplier * m_iUnitStrengthMultiplier); int iRangedStrength = pLoopUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true); if(!bVisible) { iRangedStrength /= 2; } pZone->AddEnemyRangedStrength(iRangedStrength); if(bVisible) { pZone->AddEnemyUnitCount(1); if(iDistance < pZone->GetRangeClosestEnemyUnit()) { pZone->SetRangeClosestEnemyUnit(iDistance); } if(pLoopUnit->isRanged()) { pZone->AddEnemyRangedUnitCount(1); } if(pLoopUnit->getDomainType() == DOMAIN_SEA) { pZone->AddEnemyNavalUnitCount(1); } } } } } } } } } } } } }
int CvDangerPlotContents::GetAirUnitDamage(const CvUnit* pUnit, AirActionType iAirAction) { if (pUnit->getDomainType() != DOMAIN_AIR) return 0; if (iAirAction == AIR_ACTION_INTERCEPT) // Max damage from a potential air sweep against our intercept { int iBestAirSweepDamage = 0; int iCurrentAirSweepDamage = 0; for (DangerUnitVector::iterator it = m_apUnits.begin(); it < m_apUnits.end(); ++it) { CvUnit* pAttacker = GET_PLAYER(it->first).getUnit(it->second); if (!pAttacker || !pAttacker->canAirSweep() || pAttacker->isDelayedDeath() || pAttacker->IsDead()) { continue; } int iAttackerStrength = pAttacker->GetMaxRangedCombatStrength(pUnit, /*pCity*/ NULL, true, false); iAttackerStrength *= (100 + pAttacker->GetAirSweepCombatModifier()); iAttackerStrength /= 100; int iDefenderStrength = pUnit->GetMaxRangedCombatStrength(pUnit, /*pCity*/ NULL, false, false); iCurrentAirSweepDamage = pUnit->getCombatDamage(iDefenderStrength, iAttackerStrength, pUnit->getDamage(), /*bIncludeRand*/ false, /*bAttackerIsCity*/ false, /*bDefenderIsCity*/ false); // It's a slower to have this in the unit loop instead of after the best damage has been calculated, but it's also more accurate if (iCurrentAirSweepDamage >= pAttacker->GetCurrHitPoints()) { int iReceiverDamage = pAttacker->getCombatDamage(iAttackerStrength, iDefenderStrength, pAttacker->getDamage(), /*bIncludeRand*/ false, /*bAttackerIsCity*/ false, /*bDefenderIsCity*/ false); if (iReceiverDamage >= pUnit->GetCurrHitPoints()) { if (iReceiverDamage + pUnit->getDamage() > iCurrentAirSweepDamage + pAttacker->getDamage()) { iCurrentAirSweepDamage = pUnit->GetCurrHitPoints() - 1; } } } if (iCurrentAirSweepDamage > iBestAirSweepDamage) { iBestAirSweepDamage = iCurrentAirSweepDamage; } } return iBestAirSweepDamage; } else { CvUnit* pInterceptor = pUnit->GetBestInterceptor(*m_pPlot); if (pInterceptor) { // Air sweeps take modified damage from interceptors if (iAirAction == AIR_ACTION_SWEEP) { if (pInterceptor->getDomainType() != DOMAIN_AIR) { return (pInterceptor->GetInterceptionDamage(pUnit, false) * (100+GC.getAIR_SWEEP_INTERCEPTION_DAMAGE_MOD()))/100; } else { int iAttackerStrength = pUnit->GetMaxRangedCombatStrength(pInterceptor, /*pCity*/ NULL, true, false); iAttackerStrength *= (100 + pUnit->GetAirSweepCombatModifier()); iAttackerStrength /= 100; int iDefenderStrength = pInterceptor->GetMaxRangedCombatStrength(pUnit, /*pCity*/ NULL, false, false); int iReceiveDamage = pInterceptor->getCombatDamage(iDefenderStrength, iAttackerStrength, pInterceptor->getDamage(), /*bIncludeRand*/ false, /*bAttackerIsCity*/ false, /*bDefenderIsCity*/ false); if (iReceiveDamage >= pUnit->GetCurrHitPoints()) { int iDamageDealt = pUnit->getCombatDamage(iAttackerStrength, iDefenderStrength, pUnit->getDamage(), /*bIncludeRand*/ false, /*bAttackerIsCity*/ false, /*bDefenderIsCity*/ false); if (iDamageDealt >= pInterceptor->GetCurrHitPoints()) { if (iDamageDealt + pInterceptor->getDamage() > iReceiveDamage + pUnit->getDamage()) { iReceiveDamage = pUnit->GetCurrHitPoints() - 1; } } } return iReceiveDamage; } } else { // Always assume interception is successful return pInterceptor->GetInterceptionDamage(pUnit, false); } } } return 0; }
/// 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()); }