예제 #1
0
/// 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;
}
예제 #2
0
// Get the maximum damage unit could receive at this plot in the next turn (update this with CvUnitCombat changes!)
int CvDangerPlotContents::GetDanger(const CvUnit* pUnit, AirActionType iAirAction)
{
	if (!m_pPlot || !pUnit)
		return 0;

	// Air units only take damage from interceptions
	if (pUnit->getDomainType() == DOMAIN_AIR)
		return GetAirUnitDamage(pUnit, iAirAction);

	//simple caching for speedup
	SUnitStats unitStats(pUnit);
	if (unitStats==m_lastUnit)
		return m_lastResult;

	//otherwise calculate from scratch
	int iPlotDamage = 0;

	CvCity* pFriendlyCity = NULL;
	if ( m_pPlot->isFriendlyCity(*pUnit,true) )
		pFriendlyCity = m_pPlot->getPlotCity();

	// Civilians can be captured - unless they would need to be embarked on this plot
	if (!pUnit->IsCombatUnit() && pUnit->isNativeDomain(m_pPlot))
	{
		// If plot contains an enemy unit, mark it as max danger
		if (m_pPlot->getBestDefender(NO_PLAYER, pUnit->getOwner(), NULL, true))
		{
			return MAX_INT;
		}

		for (DangerUnitVector::iterator it = m_apUnits.begin(); it < m_apUnits.end(); ++it)
		{
			CvUnit* pAttacker = GET_PLAYER(it->first).getUnit(it->second);

			if ( pAttacker && !pAttacker->isDelayedDeath() && !pAttacker->IsDead())
			{
				// If in a city and the city can be captured, we are in highest danger
				if (pFriendlyCity)
				{
					if (GetDanger(pFriendlyCity) + pFriendlyCity->getDamage() > pFriendlyCity->GetMaxHitPoints())
					{
						return MAX_INT;
					}
				}
				// Look for a possible plot defender
				else 
				{
					IDInfo* pUnitNode = m_pPlot->headUnitNode();
					CvUnit* pBestDefender = NULL;
					while (pUnitNode != NULL)
					{
						pBestDefender = ::getUnit(*pUnitNode);
						pUnitNode = m_pPlot->nextUnitNode(pUnitNode);

						if (pBestDefender && pBestDefender->getOwner() == pUnit->getOwner())
						{
							//fix endless recursion with stacked embarked civilians: defender must also be able to attack
							if (pBestDefender->IsCanDefend() && pBestDefender->IsCanAttack())
							{
								if (pBestDefender != pUnit)
								{
									if (pBestDefender->isWaiting() || !(pBestDefender->canMove()))
									{
										break;
									}
								}
							}
						}
						pBestDefender = NULL;
					}
					// If there is a defender and it might be killed, high danger
					if (pBestDefender && (pBestDefender->isWaiting() || !pBestDefender->canMove()))
					{
						if (GetDanger(pBestDefender) > pBestDefender->GetCurrHitPoints())
						{
							return INT_MAX;
						}
					}
					else if (pBestDefender==NULL)
					{
						//Civilian could be captured on this tile
						return MAX_INT;
					}
				}
			}
		}

		// Damage from features (citadel)
		iPlotDamage += GetDamageFromFeatures(pUnit->getOwner());
		iPlotDamage += m_bFlatPlotDamage ? m_pPlot->getTurnDamage(pUnit->ignoreTerrainDamage(), pUnit->ignoreFeatureDamage(), pUnit->extraTerrainDamage(), pUnit->extraFeatureDamage()) : 0;

		// Damage from cities
		for (DangerCityVector::iterator it = m_apCities.begin(); it < m_apCities.end(); ++it)
		{
			CvCity* pCity = GET_PLAYER(it->first).getCity(it->second);
			if (!pCity || pCity->getTeam() == pUnit->getTeam())
				continue;

			iPlotDamage += pCity->rangeCombatDamage(pUnit, NULL, false, m_pPlot);
		}

		//update cache
		m_lastUnit = unitStats;
		m_lastResult = iPlotDamage;
		return iPlotDamage;
	}

	// Capturing a city with a garrisoned unit destroys the garrisoned unit
	if (pFriendlyCity)
	{
		int iCityDanger = GetDanger(pFriendlyCity, (pUnit->getDomainType() == DOMAIN_LAND ? pUnit : NULL));
		if (iCityDanger + pFriendlyCity->getDamage() < pFriendlyCity->GetMaxHitPoints())
		{
			if (pUnit->CanGarrison())
			{
				// Reconstruct the amount of damage the garrison would absorb for the city
				int iUnitShare = (iCityDanger*2*pUnit->GetMaxHitPoints()) / pFriendlyCity->GetMaxHitPoints();

				// Damage from features
				return iUnitShare + GetDamageFromFeatures(pUnit->getOwner());
			}
			else
				return 0;
		}
		else
		{
			return MAX_INT;
		}
	}

	CvPlot* pAttackerPlot = NULL;
	CvUnit* pInterceptor = NULL;
	// Damage from units
	// EXTREMELY IMPORTANT THAT NO RNG IS USED FOR PREDICTION!
	// Otherwise a tooltip or similar can change the game state
	for (DangerUnitVector::iterator it = m_apUnits.begin(); it < m_apUnits.end(); ++it)
	{
		CvUnit* pAttacker = GET_PLAYER(it->first).getUnit(it->second);
		if (!pAttacker || pAttacker->isDelayedDeath() || pAttacker->IsDead())
			continue;

		pAttackerPlot = NULL;
		if (pAttacker->plot() != m_pPlot)
		{				
			if (pAttacker->IsCanAttackRanged())
			{
				if (pAttacker->getDomainType() == DOMAIN_AIR)
				{
					pInterceptor = pAttacker->GetBestInterceptor(*m_pPlot, pUnit);
					int iInterceptDamage = 0;
					if (pInterceptor)
					{
						// Always assume interception is successful
						iInterceptDamage = pInterceptor->GetInterceptionDamage(pUnit, false);
					}
					iPlotDamage += pAttacker->GetAirCombatDamage(pUnit, NULL, false, iInterceptDamage, m_pPlot);
				}
				else
				{
					iPlotDamage += pAttacker->GetRangeCombatDamage(pUnit, NULL, false, 0, m_pPlot);
				}
			}
			else
			{
				if (plotDistance(m_iX, m_iY, pUnit->getX(), pUnit->getY()) == 1)
				{
					pAttackerPlot = pAttacker->plot();
				}
				iPlotDamage += pAttacker->getCombatDamage(
					pAttacker->GetMaxAttackStrength(pAttackerPlot, m_pPlot, pUnit),
					pUnit->GetMaxDefenseStrength(m_pPlot, pAttacker), pAttacker->getDamage(), false, false, false);
				if (pAttacker->isRangedSupportFire())
				{
					iPlotDamage += pAttacker->GetRangeCombatDamage(pUnit, NULL, false, 0, m_pPlot, pAttackerPlot);
				}
			}
		}
	}

	// Damage from cities
	for (DangerCityVector::iterator it = m_apCities.begin(); it < m_apCities.end(); ++it)
	{
		CvCity* pCity = GET_PLAYER(it->first).getCity(it->second);
		if (!pCity || pCity->getTeam() == pUnit->getTeam())
			continue;

		iPlotDamage += pCity->rangeCombatDamage(pUnit, NULL, false, m_pPlot);
	}

	// Damage from surrounding features (citadel) and the plot itself
	iPlotDamage += GetDamageFromFeatures(pUnit->getOwner());
	iPlotDamage += m_bFlatPlotDamage ? m_pPlot->getTurnDamage(pUnit->ignoreTerrainDamage(), pUnit->ignoreFeatureDamage(), pUnit->extraTerrainDamage(), pUnit->extraFeatureDamage()) : 0;

	//update cache
	m_lastUnit = unitStats;
	m_lastResult = iPlotDamage;

	//done
	return iPlotDamage;
}
예제 #3
0
/// Returns if the unit is in immediate danger
bool CvDangerPlots::IsUnderImmediateThreat(const CvPlot& pPlot) const
{
	return GetDanger(pPlot) & 0x1;
}
예제 #4
0
int TTableTrans::Lookup( TChessBoard& cb, int ply, int depth,
                         int wtm, int& alpha, int& beta, int& danger )
{
  Bitboard* pTable;
  short valeur;

  // Blanc ou noir?
  pTable = (wtm)?m_pTableBlanc:m_pTableNoir;

  // Retrouver la position dans la table.
  int  iPosition = (m_iMaskCle & (int)cb.CleHachage);
  pTable += iPosition*2;

  // Est-ce la bonne position?
  if ( (*(pTable+1) ^ cb.CleHachage) ) {
    return 0;
  }

  int iType;
  int DepthValide = (int)GetDepth( (*pTable) );
  if ( DepthValide < depth ) {
	return 0;
  }
  else
    iType = (int)GetType( (*pTable) );

  // Effacer le bit de l'age.
  ClearAge( (*pTable) );

  valeur = (short)GetValeur( (*pTable) );

  danger = (int)GetDanger( (*pTable) );

  struct DeuxMot {
    int mot1;
    int mot2;
  };
  union Donnee {
    TMove move;
    DeuxMot deuxmot;
  };
  Donnee coup;
  coup.deuxmot.mot1 = (int)GetCoup( (*pTable) );
  cb.HashMove[ply] = coup.move;
  g_iTranspositionHit++;
  switch( iType ) {
    case SCORE_EXACTE:
      if ( abs( valeur ) >= MATE-100 ) {
        if ( valeur > 0 ) valeur -= (ply-1);
        else valeur += (ply-1);
      }
      alpha = valeur;
      return SCORE_EXACTE;
    case BORNE_SUPERIEUR:
      if ( valeur <= alpha ) {
        alpha = valeur;
        return BORNE_SUPERIEUR;
      }
	  return EVITER_NULL;
      break;
    case BORNE_INFERIEUR:
      if ( valeur >= beta ) {
        beta = valeur;
        return BORNE_INFERIEUR;
      }
	  return EVITER_NULL;
      break;
  }
  return EVITER_NULL;
}