int CvSelectionGroupAI::AI_sumStrength(const CvPlot* pAttackedPlot, DomainTypes eDomainType, bool bCheckCanAttack, bool bCheckCanMove) const
{
	CLLNode<IDInfo>* pUnitNode;
	CvUnit* pLoopUnit;
	int	strSum = 0;

	pUnitNode = headUnitNode();

	while (pUnitNode != NULL)
	{
		pLoopUnit = ::getUnit(pUnitNode->m_data);
		pUnitNode = nextUnitNode(pUnitNode);

		if (!pLoopUnit->isDead())
		{
			bool bCanAttack = false;
			if (pLoopUnit->getDomainType() == DOMAIN_AIR)
				bCanAttack = pLoopUnit->canAirAttack();
			else
				bCanAttack = pLoopUnit->canAttack();

			if (!bCheckCanAttack || bCanAttack)
			{
				if (!bCheckCanMove || pLoopUnit->canMove())
					if (!bCheckCanMove || pAttackedPlot == NULL || pLoopUnit->canMoveInto(pAttackedPlot, /*bAttack*/ true, /*bDeclareWar*/ true))
						if (eDomainType == NO_DOMAIN || pLoopUnit->getDomainType() == eDomainType)
							strSum += pLoopUnit->currEffectiveStr(pAttackedPlot, pLoopUnit);
			}
		}
	}

	return strSum;
}
CvUnit* CvSelectionGroupAI::AI_getBestGroupAttacker(const CvPlot* pPlot, bool bPotentialEnemy, int& iUnitOdds, bool bForce, bool bNoBlitz) const
{
	CLLNode<IDInfo>* pUnitNode;
	CvUnit* pLoopUnit;
	CvUnit* pBestUnit;
	int iValue;
	int iBestValue;
	int iOdds;
	int iBestOdds;

	iBestValue = 0;
	iBestOdds = 0;
	pBestUnit = NULL;

	pUnitNode = headUnitNode();

	bool bIsHuman = (pUnitNode != NULL) ? GET_PLAYER(::getUnit(pUnitNode->m_data)->getOwnerINLINE()).isHuman() : true;

	while (pUnitNode != NULL)
	{
		pLoopUnit = ::getUnit(pUnitNode->m_data);
		pUnitNode = nextUnitNode(pUnitNode);

		if (!pLoopUnit->isDead())
		{
			bool bCanAttack = false;
			bCanAttack = pLoopUnit->canAttack();

			if (bCanAttack && bNoBlitz && pLoopUnit->isBlitz() && pLoopUnit->isMadeAttack())
			{
				bCanAttack = false;
			}

			if (bCanAttack)
			{
				if (bForce || pLoopUnit->canMove())
				{
					if (bForce || pLoopUnit->canMoveInto(pPlot, /*bAttack*/ true, /*bDeclareWar*/ bPotentialEnemy))
					{
						iOdds = pLoopUnit->AI_attackOdds(pPlot, bPotentialEnemy);

						iValue = iOdds;
						FAssertMsg(iValue > 0, "iValue is expected to be greater than 0");

						// if non-human, prefer the last unit that has the best value (so as to avoid splitting the group)
						if (iValue > iBestValue || (!bIsHuman && iValue > 0 && iValue == iBestValue))
						{
							iBestValue = iValue;
							iBestOdds = iOdds;
							pBestUnit = pLoopUnit;
						}
					}
				}
			}
		}
	}

	iUnitOdds = iBestOdds;
	return pBestUnit;
}
// uses the same scale as CvPlayerAI::AI_getOurPlotStrength
int CvSelectionGroupAI::AI_GroupPower(CvPlot* pPlot, bool bDefensiveBonuses) const
{
	CLLNode<IDInfo>* pUnitNode;
	CvUnit* pLoopUnit;
	int iValue;

	iValue = 0;

	pUnitNode = headUnitNode();
	while (pUnitNode != NULL)
	{
		pLoopUnit = ::getUnit(pUnitNode->m_data);
		pUnitNode = nextUnitNode(pUnitNode);

		if ((bDefensiveBonuses && pLoopUnit->canDefend()) || pLoopUnit->canAttack())
		{
			if (!(pLoopUnit->isInvisible(getTeam(), false)))
			{
			    if (pLoopUnit->atPlot(pPlot) || pLoopUnit->canMoveInto(pPlot) || pLoopUnit->canMoveInto(pPlot, /*bAttack*/ true))
			    {
                    iValue += pLoopUnit->currEffectiveStr((bDefensiveBonuses ? pPlot : NULL), NULL);
				}
			}
		}
	}
	return iValue;
}
void CvSelectionGroupAI::AI_seperateAI(UnitAITypes eUnitAI)
{
	CLLNode<IDInfo>* pEntityNode;
	CvUnit* pLoopUnit;

	pEntityNode = headUnitNode();

	while (pEntityNode != NULL)
	{
		pLoopUnit = ::getUnit(pEntityNode->m_data);
		pEntityNode = nextUnitNode(pEntityNode);
		if (pLoopUnit->AI_getUnitAIType() == eUnitAI)
		{
			pLoopUnit->joinGroup(NULL);
			// TAC - AI Assault Sea - koma13, jdog5000(BBAI)
			// Was potential crash in use of plot() if group emptied
			//if (plot()->getTeam() == getTeam())
			if (pLoopUnit->plot()->getTeam() == getTeam())
			// TAC - AI Assault Sea - koma13, jdog5000(BBAI)
			{
				pLoopUnit->getGroup()->pushMission(MISSION_SKIP);
			}
		}
	}
}
void CvSelectionGroupAI::AI_setGroupflag(int newflag)
{
	CLLNode<IDInfo>* pUnitNode = headUnitNode();
    while (pUnitNode != NULL)
    {
        CvUnit* pLoopUnit = ::getUnit(pUnitNode->m_data);
        pUnitNode = nextUnitNode(pUnitNode);
        pLoopUnit->AI_setGroupflag(newflag);
    }
}
CvUnit* CvSelectionGroupAI::AI_getBestGroupSacrifice(const CvPlot* pPlot, bool bPotentialEnemy, bool bForce, bool bNoBlitz) const
{
	int iBestValue = 0;
	CvUnit* pBestUnit = NULL;

	CLLNode<IDInfo>* pUnitNode = headUnitNode();
	while (pUnitNode != NULL)
	{
		CvUnit* pLoopUnit = ::getUnit(pUnitNode->m_data);
		pUnitNode = nextUnitNode(pUnitNode);

		if (!pLoopUnit->isDead())
		{
			bool bCanAttack = false;
			if (pLoopUnit->getDomainType() == DOMAIN_AIR)
			{
				bCanAttack = pLoopUnit->canAirAttack();
			}
			else
			{
				bCanAttack = pLoopUnit->canAttack();

				if (bCanAttack && bNoBlitz && pLoopUnit->isBlitz() && pLoopUnit->isMadeAttack())
				{
					bCanAttack = false;
				}
			}

			if (bCanAttack)
			{
				if (bForce || pLoopUnit->canMove())
				{
					if (bForce || pLoopUnit->canMoveInto(pPlot, true))
					{
                        int iValue = pLoopUnit->AI_sacrificeValue(pPlot);
						FAssertMsg(iValue > 0, "iValue is expected to be greater than 0");

						// we want to pick the last unit of highest value, so pick the last unit with a good value
						if (iValue >= iBestValue)
						{
							iBestValue = iValue;
							pBestUnit = pLoopUnit;
						}
					}
				}
			}
		}
	}

	return pBestUnit;
}
Exemplo n.º 7
0
// these separate function have been tweaked by K-Mod and bbai.
void CvSelectionGroupAI::AI_separate()
{
	CLLNode<IDInfo>* pEntityNode;
	CvUnit* pLoopUnit;

	pEntityNode = headUnitNode();

	while (pEntityNode != NULL)
	{
		pLoopUnit = ::getUnit(pEntityNode->m_data);
		pEntityNode = nextUnitNode(pEntityNode);

		pLoopUnit->joinGroup(NULL);
	}
}
void CvSelectionGroupAI::AI_groupBombard()
{
 	CLLNode<IDInfo>* pEntityNode = headUnitNode();
	CvUnit* pLoopUnit = NULL;

	while (pEntityNode != NULL)
	{
		pLoopUnit = ::getUnit(pEntityNode->m_data);
		pEntityNode = nextUnitNode(pEntityNode);

		if (pLoopUnit->canBombard(plot()))
		{
		    pLoopUnit->bombard();
		}
	}
}
Exemplo n.º 9
0
void CvSelectionGroupAI::AI_separateNonAI(UnitAITypes eUnitAI)
{
	CLLNode<IDInfo>* pEntityNode;
	CvUnit* pLoopUnit;

	pEntityNode = headUnitNode();

	while (pEntityNode != NULL)
	{
		pLoopUnit = ::getUnit(pEntityNode->m_data);
		pEntityNode = nextUnitNode(pEntityNode);
		if (pLoopUnit->AI_getUnitAIType() != eUnitAI)
		{
			pLoopUnit->joinGroup(NULL);
		}
	}
}
Exemplo n.º 10
0
CvUnit* CvSelectionGroupAI::AI_ejectBestDefender(CvPlot* pDefendPlot)
{
	CLLNode<IDInfo>* pEntityNode;
	CvUnit* pLoopUnit;

	pEntityNode = headUnitNode();
	
	CvUnit* pBestUnit = NULL;
	int iBestUnitValue = 0;

	while (pEntityNode != NULL)
	{
		pLoopUnit = ::getUnit(pEntityNode->m_data);
		pEntityNode = nextUnitNode(pEntityNode);
		
		//if (!pLoopUnit->noDefensiveBonus())
		// commented out by K-Mod. The noDefBonus thing is already taken into account.
		{
			int iValue = pLoopUnit->currEffectiveStr(pDefendPlot, NULL) * 100;
			
			if (pDefendPlot->isCity(true, getTeam()))
			{
				iValue *= 100 + pLoopUnit->cityDefenseModifier();
				iValue /= 100;
			}

			iValue *= 100;
			iValue /= (100 + pLoopUnit->cityAttackModifier() + pLoopUnit->getExtraCityAttackPercent());
			
			iValue /= 2 + pLoopUnit->getLevel();
			
			if (iValue > iBestUnitValue)
			{
				iBestUnitValue = iValue;
				pBestUnit = pLoopUnit;
			}
		}
	}
	
	if (NULL != pBestUnit && getNumUnits() > 1)
	{
		pBestUnit->joinGroup(NULL);
	}
	
	return pBestUnit;
}
Exemplo n.º 11
0
bool CvSelectionGroupAI::AI_separateEmptyTransports()
{
	bool bSeparated = false;

	CLLNode<IDInfo>* pEntityNode = headUnitNode();

	while (pEntityNode != NULL)
	{
		CvUnit* pLoopUnit = ::getUnit(pEntityNode->m_data);
		pEntityNode = nextUnitNode(pEntityNode);
		if ((pLoopUnit->AI_getUnitAIType() == UNITAI_ASSAULT_SEA) && (pLoopUnit->getCargo() == 0))
		{
			pLoopUnit->joinGroup(NULL);
			bSeparated = true;
		}
	}
	return bSeparated;
}
Exemplo n.º 12
0
bool CvSelectionGroupAI::AI_separateImpassable()
{
	CvPlayerAI& kPlayer = GET_PLAYER(getOwner());
	bool bSeparated = false;

	CLLNode<IDInfo>* pEntityNode = headUnitNode();

	while (pEntityNode != NULL)
	{
		CvUnit* pLoopUnit = ::getUnit(pEntityNode->m_data);
		pEntityNode = nextUnitNode(pEntityNode);
		if (kPlayer.AI_unitImpassableCount(pLoopUnit->getUnitType()) > 0)
		{
			pLoopUnit->joinGroup(NULL);
			bSeparated = true;
		}
	}
	return bSeparated;
}
void CvSelectionGroupAI::AI_separate()
{
	CLLNode<IDInfo>* pEntityNode;
	CvUnit* pLoopUnit;

	pEntityNode = headUnitNode();

	while (pEntityNode != NULL)
	{
		pLoopUnit = ::getUnit(pEntityNode->m_data);
		pEntityNode = nextUnitNode(pEntityNode);

		pLoopUnit->joinGroup(NULL);
		if (pLoopUnit->plot()->getTeam() == getTeam())
		{
			pLoopUnit->getGroup()->pushMission(MISSION_SKIP);
		}
	}
}
Exemplo n.º 14
0
void CvSelectionGroupAI::AI_separateEmptyTransports()
{
	CLLNode<IDInfo>* pEntityNode;
	CvUnit* pLoopUnit;

	pEntityNode = headUnitNode();

	while (pEntityNode != NULL)
	{
		pLoopUnit = ::getUnit(pEntityNode->m_data);
		pEntityNode = nextUnitNode(pEntityNode);
		if ((pLoopUnit->AI_getUnitAIType() == UNITAI_ASSAULT_SEA) && (pLoopUnit->getCargo() == 0))
		{
			pLoopUnit->joinGroup(NULL);
			if (pLoopUnit->plot()->getTeam() == getTeam())
			{
				pLoopUnit->getGroup()->pushMission(MISSION_SKIP);
			}
		}
	}
}
Exemplo n.º 15
0
void CvSelectionGroupAI::AI_separateImpassable()
{
	CLLNode<IDInfo>* pEntityNode;
	CvUnit* pLoopUnit;
	CvPlayerAI& kPlayer = GET_PLAYER(getOwner());

	pEntityNode = headUnitNode();

	while (pEntityNode != NULL)
	{
		pLoopUnit = ::getUnit(pEntityNode->m_data);
		pEntityNode = nextUnitNode(pEntityNode);
		if( (kPlayer.AI_unitImpassableCount(pLoopUnit->getUnitType()) > 0) )
		{
			pLoopUnit->joinGroup(NULL);
			if (pLoopUnit->plot()->getTeam() == getTeam())
			{
				pLoopUnit->getGroup()->pushMission(MISSION_SKIP);
			}
		}
	}
}
void CvSelectionGroupAI::AI_seperateNonAI(UnitAITypes eUnitAI)
{
	CLLNode<IDInfo>* pEntityNode;
	CvUnit* pLoopUnit;

	pEntityNode = headUnitNode();
	int iCounter = 0; //Rhye (loop fix)
	while (pEntityNode != NULL)
	{
		iCounter++; //Rhye (fix)
		if (iCounter > 20) break; //Rhye (fix)
		pLoopUnit = ::getUnit(pEntityNode->m_data);
		pEntityNode = nextUnitNode(pEntityNode);
		if (pLoopUnit->AI_getUnitAIType() != eUnitAI)
		{
			pLoopUnit->joinGroup(NULL);
			if (pLoopUnit->plot()->getTeam() == getTeam())
			{
				pLoopUnit->getGroup()->pushMission(MISSION_SKIP);
			}
		}
	}
}
Exemplo n.º 17
0
//
// Approximate how many turns this group would take to reduce pCity's defense modifier to zero
//
int CvSelectionGroup::getBombardTurns(CvCity* pCity)
{
	PROFILE_FUNC();

	bool bHasBomber = (area()->getNumAIUnits(getOwner(),UNITAI_ATTACK_AIR) > 0);
	bool bIgnoreBuildingDefense = bHasBomber;
	int iTotalBombardRate = (bHasBomber ? 16 : 0);

	CLLNode<IDInfo>* pUnitNode = headUnitNode();
	while (pUnitNode != NULL)
	{
		CvUnit* pLoopUnit = ::getUnit(pUnitNode->m_data);
		pUnitNode = nextUnitNode(pUnitNode);

		if( pLoopUnit->bombardRate() > 0 )
		{
			iTotalBombardRate += pLoopUnit->bombardRate();
			bIgnoreBuildingDefense = (bIgnoreBuildingDefense || pLoopUnit->ignoreBuildingDefense());
		}
	}

	int iBombardTurns = pCity->getDefenseModifier(bIgnoreBuildingDefense);
	if( !bIgnoreBuildingDefense )
	{
		iBombardTurns *= 100;
		iBombardTurns /= std::max(25, (100 - pCity->getBuildingBombardDefense()));
	}
	iBombardTurns /= std::max(8, iTotalBombardRate);

	// added Sephi
	if (iTotalBombardRate==0)
	{
		return -1;
	}

	return iBombardTurns;
}
Exemplo n.º 18
0
// Returns true if the group has become busy...
bool CvSelectionGroupAI::AI_update()
{
	CLLNode<IDInfo>* pEntityNode;
	CvUnit* pLoopUnit;
	bool bDead;
	bool bFollow;

	PROFILE("CvSelectionGroupAI::AI_update");

	FAssert(getOwnerINLINE() != NO_PLAYER);

	if (!AI_isControlled())
	{
		return false;
	}

	if (getNumUnits() == 0)
	{
		return false;
	}

	// K-Mod / BBAI
	if (getActivityType() == ACTIVITY_SLEEP && !isHuman() && !getHeadUnit()->isCargo())
	{
		setForceUpdate(true);
	}
	// end

	if (isForceUpdate())
	{
		doForceUpdate(); // K-Mod (based on old code)
	}

	//FAssert(!(GET_PLAYER(getOwnerINLINE()).isAutoMoves())); // (no longer true in K-Mod)

	int iTempHack = 0; // XXX

	bDead = false;
	
	bool bFailedAlreadyFighting = false;
	//while ((m_bGroupAttack && !bFailedAlreadyFighting) || readyToMove())
	while ((AI_isGroupAttack() && !isBusy()) || readyToMove()) // K-Mod
	{
		iTempHack++;
		if (iTempHack > 100)
		{
			FAssertMsg(false, "unit stuck in a loop");
			CvUnit* pHeadUnit = getHeadUnit();
			if (NULL != pHeadUnit)
			{
				if (GC.getLogging())
				{
					TCHAR szOut[1024];
					CvWString szTempString;
					getUnitAIString(szTempString, pHeadUnit->AI_getUnitAIType());
					sprintf(szOut, "Unit stuck in loop: %S(%S)[%d, %d] (%S)\n", pHeadUnit->getName().GetCString(), GET_PLAYER(pHeadUnit->getOwnerINLINE()).getName(),
						pHeadUnit->getX_INLINE(), pHeadUnit->getY_INLINE(), szTempString.GetCString());
					gDLL->messageControlLog(szOut);
				}
				
				pHeadUnit->finishMoves();
			}
			break;
		}

		// if we want to force the group to attack, force another attack
		if (AI_isGroupAttack())
		{			
			AI_cancelGroupAttack();

			groupAttack(m_iGroupAttackX, m_iGroupAttackY, MOVE_DIRECT_ATTACK, bFailedAlreadyFighting);
		}
		// else pick AI action
		else
		{
			CvUnit* pHeadUnit = getHeadUnit();

			//if (pHeadUnit == NULL || pHeadUnit->isDelayedDeath())
			if (pHeadUnit == NULL || pHeadUnit->doDelayedDeath()) // K-Mod
			{
				break;
			}

			//resetPath();

			if (pHeadUnit->AI_update())
			{
				// AI_update returns true when we should abort the loop and wait until next slice
				FAssert(!pHeadUnit->isDelayedDeath());
				break;
			}
		}

		if (doDelayedDeath())
		{
			bDead = true;
			break;
		}

		// if no longer group attacking, and force separate is true, then bail, decide what to do after group is split up
		// (UnitAI of head unit may have changed)
		if (!AI_isGroupAttack() && AI_isForceSeparate())
		{
			AI_separate();	// pointers could become invalid...
			//return true;
			return false; // K-Mod
		}
	}

	if (!bDead)
	{
		if (!isHuman())
		{
			bFollow = false;

			// if we not group attacking, then check for follow action
			if (!AI_isGroupAttack())
			{
				pEntityNode = headUnitNode();
				// K-Mod note: I've rearranged a few things below, and added 'bFirst'.
				bool bFirst = true;

				while ((pEntityNode != NULL) && readyToMove(true))
				{
					pLoopUnit = ::getUnit(pEntityNode->m_data);
					pEntityNode = nextUnitNode(pEntityNode);

					if (bFirst)
						resetPath();

					if (pLoopUnit->canMove())
					{
						if (pLoopUnit->AI_follow(bFirst))
						{
							bFollow = true;
							bFirst = true; // let the next unit start fresh.
						}
						else
							bFirst = false;
					}
				}
				// K-Mod end
			}

			if (doDelayedDeath())
			{
				bDead = true;
			}

			if (!bDead)
			{
				if (!bFollow && readyToMove(true))
				{
					pushMission(MISSION_SKIP);
				}
			}
/************************************************************************************************/
/* BETTER_BTS_AI_MOD                      04/28/10                                jdog5000      */
/*                                                                                              */
/* Unit AI                                                                                      */
/************************************************************************************************/
			// AI should never put units to sleep, how does this ever happen?
			//FAssert( getHeadUnit()->isCargo() || getActivityType() != ACTIVITY_SLEEP );
/************************************************************************************************/
/* BETTER_BTS_AI_MOD                       END                                                  */
/************************************************************************************************/
		}
	}

	if (bDead)
	{
		//return true;
		return false; // K-Mod
	}

	return (isBusy() || isCargoBusy());
}
bool CvSelectionGroupAI::AI_isFull()
{
	CLLNode<IDInfo>* pUnitNode;
	CvUnit* pLoopUnit;

	if (getNumUnits() > 0)
	{
		UnitAITypes eUnitAI = getHeadUnitAI();
		// do two passes, the first pass, we ignore units with speical cargo
		int iSpecialCargoCount = 0;
		int iCargoCount = 0;
		
		// first pass, count but ignore special cargo units
		pUnitNode = headUnitNode();

		while (pUnitNode != NULL)
		{
			pLoopUnit = ::getUnit(pUnitNode->m_data);
			pUnitNode = nextUnitNode(pUnitNode);
			if (pLoopUnit->AI_getUnitAIType() == eUnitAI)
			{
				if (pLoopUnit->cargoSpace() > 0)
				{
					iCargoCount++;
				}

				if (pLoopUnit->specialCargo() != NO_SPECIALUNIT)
				{
					iSpecialCargoCount++;
				}
				else if (!(pLoopUnit->isFull()))
				{
					return false;
				}
			}
		}
		
		// if every unit in the group has special cargo, then check those, otherwise, consider ourselves full
		if (iSpecialCargoCount >= iCargoCount)
		{
			pUnitNode = headUnitNode();
			while (pUnitNode != NULL)
			{
				pLoopUnit = ::getUnit(pUnitNode->m_data);
				pUnitNode = nextUnitNode(pUnitNode);
				
				if (pLoopUnit->AI_getUnitAIType() == eUnitAI)
				{
					if (!(pLoopUnit->isFull()))
					{
						return false;
					}
				}
			}
		}

		return true;
	}

	return false;	
}
Exemplo n.º 20
0
CvUnit* CvSelectionGroupAI::AI_getBestGroupSacrifice(const CvPlot* pPlot, bool bPotentialEnemy, bool bForce, bool bNoBlitz) const
{
	int iBestValue = 0;
	CvUnit* pBestUnit = NULL;

	CLLNode<IDInfo>* pUnitNode = headUnitNode();
	while (pUnitNode != NULL)
	{
		CvUnit* pLoopUnit = ::getUnit(pUnitNode->m_data);
		pUnitNode = nextUnitNode(pUnitNode);

		if (!pLoopUnit->isDead())
		{
			bool bCanAttack = false;
			if (pLoopUnit->getDomainType() == DOMAIN_AIR)
			{
				bCanAttack = pLoopUnit->canAirAttack();
			}
			else
			{
				bCanAttack = pLoopUnit->canAttack();

				if (bCanAttack && bNoBlitz && pLoopUnit->isBlitz() && pLoopUnit->isMadeAttack())
				{
					bCanAttack = false;
				}
			}

			if (bCanAttack)
			{
				if (bForce || pLoopUnit->canMove())
				{
					if (bForce || pLoopUnit->canMoveInto(pPlot, true))
					{
                        int iValue = pLoopUnit->AI_sacrificeValue(pPlot);
						FAssertMsg(iValue > 0, "iValue is expected to be greater than 0");
/*************************************************************************************************/
/**	BETTER AI (Summons make good groupattack sacrifice units) Sephi              				**/
/**																								**/
/**						                                            							**/
/*************************************************************************************************/
						if (pLoopUnit->getDuration()>0)
						{
						    iValue+=10000;
						}
/*************************************************************************************************/
/**	END	                                        												**/
/*************************************************************************************************/
/*************************************************************************************************/
/**	BETTER AI (Block some Units from attacking at low odds) Sephi              					**/
/**																								**/
/**						                                            							**/
/*************************************************************************************************/
                        if (!GET_PLAYER(pLoopUnit->getOwnerINLINE()).isHuman())
                        {
                            if (pLoopUnit->AI_getUnitAIType()==UNITAI_WARWIZARD)
                            {
	                            iValue=1;
                            }

                            if (pLoopUnit->AI_getUnitAIType()==UNITAI_HERO)
                            {
	                            iValue=1;
                            }
							if (pLoopUnit->getLevel()>4)
							{
	                            iValue=1;
							}
                        }
/*************************************************************************************************/
/**	END	                                        												**/
/*************************************************************************************************/

						// we want to pick the last unit of highest value, so pick the last unit with a good value
						if (iValue >= iBestValue)
						{
							iBestValue = iValue;
							pBestUnit = pLoopUnit;
						}
					}
				}
			}
		}
	}

	return pBestUnit;
}
bool CvSelectionGroupAI::AI_tradeRoutes()
{
	PROFILE_FUNC();

	const IDInfo kEurope(getOwnerINLINE(), CvTradeRoute::EUROPE_CITY_ID);

	CvCity* pPlotCity = plot()->getPlotCity();
	CvPlayerAI& kOwner = GET_PLAYER(getOwnerINLINE());
	std::set<int>::iterator it;

	std::map<IDInfo, int> cityValues;

	std::vector<CvTradeRoute*> routes;
	std::vector<int> routeValues;

	std::vector<bool> yieldsDelivered(NUM_YIELD_TYPES, false);
	std::vector<bool> yieldsToUnload(NUM_YIELD_TYPES, false);
	std::vector<int> yieldsOnBoard(NUM_YIELD_TYPES, false);

	if (!isHuman() || (getAutomateType() == AUTOMATE_TRANSPORT_FULL))
	{
		std::vector<CvTradeRoute*> aiRoutes;
		kOwner.getTradeRoutes(aiRoutes);
		for (uint i = 0; i < aiRoutes.size(); ++i)
		{
			CvTradeRoute* pRoute = aiRoutes[i];

			// transport feeder - start - Nightinggale
			CvCity* pDestinationCity = ::getCity(pRoute->getDestinationCity());
			if (pDestinationCity != NULL && pDestinationCity->isAutoImportStopped(pRoute->getYield()))
			{
				// ignore trade routes where destination is using feeder service and is full
				continue;
			}
			// transport feeder - end - Nightinggale

			// traderoute fix - start - Nightinggale
			if (isHuman() && pRoute->getDestinationCity().eOwner != getOwnerINLINE())
			{
				// humans can't transport to allied cities with fully automated transports
				continue;
			}
			// traderoute fix - end - Nightinggale

			CvCity* pSourceCity = ::getCity(pRoute->getSourceCity());
			CvArea* pSourceWaterArea = pSourceCity->waterArea();
			if ((pSourceCity != NULL) && ((getDomainType() != DOMAIN_SEA) || (pSourceWaterArea != NULL)))
			{
				int iSourceArea = (getDomainType() == DOMAIN_SEA) ? pSourceWaterArea->getID() : pSourceCity->getArea();
				if (getDomainType() == DOMAIN_SEA ? plot()->isAdjacentToArea(iSourceArea) : (iSourceArea == getArea()))
				{
					if ((getDomainType() == DOMAIN_SEA) || (pRoute->getDestinationCity() != kEurope))
					{
						routes.push_back(pRoute);
						routeValues.push_back(0);

						yieldsDelivered[pRoute->getYield()] = true;

						if (pPlotCity != NULL && ::getCity(pRoute->getDestinationCity()) == pPlotCity)
						{
							yieldsToUnload[pRoute->getYield()] = true;
						}


						cityValues[pRoute->getSourceCity()] = 0;
						cityValues[pRoute->getDestinationCity()] = 0;
					}
				}
			}
		}
	}
	else
	{
		for (it = m_aTradeRoutes.begin(); it != m_aTradeRoutes.end(); ++it)
		{
			CvTradeRoute* pRoute = kOwner.getTradeRoute(*it);
			CvCity* pSourceCity = ::getCity(pRoute->getSourceCity());
			if (pSourceCity != NULL)
			{
				CvArea* pSourceWaterArea = pSourceCity->waterArea();
				if (getDomainType() != DOMAIN_SEA || pSourceWaterArea != NULL)
				{
					int iSourceArea = (getDomainType() == DOMAIN_SEA) ? pSourceWaterArea->getID() : pSourceCity->getArea();
					if (getDomainType() == DOMAIN_SEA ? plot()->isAdjacentToArea(iSourceArea) : (iSourceArea == getArea()))
					{
						if ((getDomainType() == DOMAIN_SEA) || (pRoute->getDestinationCity() != kEurope))
						{
							routes.push_back(pRoute);
							routeValues.push_back(0);

							yieldsDelivered[pRoute->getYield()] = true;

							if (pPlotCity != NULL && ::getCity(pRoute->getDestinationCity()) == pPlotCity)
							{
								yieldsToUnload[pRoute->getYield()] = true;
							}


							cityValues[pRoute->getSourceCity()] = 0;
							cityValues[pRoute->getDestinationCity()] = 0;
						}
					}
					else
					{
						FAssertMsg(false, "Unexpected : Unit can't run trade route it's assigned to");
					}

				}
			}
		}


	}

	if ((pPlotCity != NULL) && hasCargo())
	{
		std::vector<CvUnit*> units;

		//Unload everything which we should unload here, or can't unload anywhere...
		CLLNode<IDInfo>* pUnitNode = plot()->headUnitNode();
		while (pUnitNode != NULL)
		{
			CvUnit* pLoopUnit = ::getUnit(pUnitNode->m_data);
			pUnitNode = plot()->nextUnitNode(pUnitNode);

			if (pLoopUnit != NULL)
			{
				YieldTypes eYield = pLoopUnit->getYield();
				CvUnit* pTransport = pLoopUnit->getTransportUnit();

				if ((eYield != NO_YIELD) && pTransport != NULL && (yieldsToUnload[eYield] || !(yieldsDelivered[eYield])))
				{
					if (pTransport->getGroup() == this && pLoopUnit->canUnload())
					{
						units.push_back(pLoopUnit);
					}
				}
			}
		}

		for (uint i = 0; i < units.size(); ++i)
		{
			units[i]->unload();
		}
	}

	short aiYieldsLoaded[NUM_YIELD_TYPES];
	AI_getYieldsLoaded(aiYieldsLoaded);

	bool bNoCargo = true;
	for (int i = 0; i < NUM_YIELD_TYPES; ++i)
	{
		if (aiYieldsLoaded[i] > 0)
		{
			bNoCargo = false;
			break;
		}
	}

	if (!bNoCargo)
	{
		//We need to iterate over every destination city and see if we can unload.
		for (uint i = 0; i < routes.size(); ++i)
		{
			CvCity* pDestinationCity = ::getCity(routes[i]->getDestinationCity());
			if ((pDestinationCity == NULL) || (pDestinationCity != pPlotCity))
			{
				int iRouteValue = kOwner.AI_transferYieldValue(routes[i]->getDestinationCity(), routes[i]->getYield(), aiYieldsLoaded[routes[i]->getYield()]);

				if (iRouteValue > 0)
				{
					cityValues[routes[i]->getDestinationCity()] += iRouteValue;
					routeValues[i] += iRouteValue;
				}
			}
		}
	}

	//We need to iterate over every source city, and see if there's anything which needs moving to the respective destination city.
	//We apply some bias to the city we are presently at, but not too much - sometimes empty runs need to be made...
	//Basically this looks at the entire NEXT trade run (source-city to dest-city), with some bias given towards
	//starting it from pPlotCity as sourceCity.
	//If we are carrying cargo, only count cities where we can unload.
	for (uint i = 0; i < routes.size(); ++i)
	{
		CvCity* pSourceCity = ::getCity(routes[i]->getSourceCity());

		if ((pSourceCity != NULL) && (bNoCargo || (cityValues[routes[i]->getSourceCity()] > 0)))
		{
			CvCity* pDestinationCity = ::getCity(routes[i]->getDestinationCity());
			YieldTypes eYield = routes[i]->getYield();

			// transport feeder - start - Nightinggale
			//int iAmount = pSourceCity->getYieldStored(eYield) - pSourceCity->getMaintainLevel(eYield);
			int iAmount = pSourceCity->getYieldStored(eYield) - pSourceCity->getAutoMaintainThreshold(eYield);
			// transport feeder - end - Nightinggale

			if (iAmount > 0)
			{

				int iExportValue = kOwner.AI_transferYieldValue(routes[i]->getSourceCity(), routes[i]->getYield(), -iAmount);
				int iImportValue = kOwner.AI_transferYieldValue(routes[i]->getDestinationCity(), routes[i]->getYield(), iAmount);
				int iRouteValue = (iExportValue + iImportValue + 2 * std::min(iExportValue, iImportValue)) / 4;

				if (pSourceCity == pPlotCity)
				{
					cityValues[routes[i]->getDestinationCity()] += 2 * iRouteValue;
				}
				else
				{
					cityValues[routes[i]->getSourceCity()] += iRouteValue;
				}

				routeValues[i] = iRouteValue;
			}
		}
	}

	IDInfo kBestDestination(NO_PLAYER, -1);
	int iBestDestinationValue = 0;

	for (std::map<IDInfo, int>::iterator it = cityValues.begin(); it != cityValues.end(); ++it)
	{
		int iValue = it->second;

		if (iValue > 0)
		{
			CvCity* pCity = ::getCity(it->first);
			if (pCity != NULL)
			{
				FAssert(!atPlot(pCity->plot()));
				if (generatePath(plot(), pCity->plot(), MOVE_NO_ENEMY_TERRITORY, true))
				{
					iValue /= 1 + kOwner.AI_plotTargetMissionAIs(pCity->plot(), MISSIONAI_TRANSPORT, this, 0);
				}
				else
				{
					iValue = 0;
				}
			}

			if (iValue > iBestDestinationValue)
			{
				iBestDestinationValue = iValue;
				kBestDestination = it->first;
			}
		}
	}


	if ((pPlotCity != NULL) && (kBestDestination.eOwner != NO_PLAYER))
	{
		//We need to keep looping and recalculating
		//For example a city might have "101" of an item, we want to move the first 100 but not the 1.
		//But it could also have 200, in which case we might want 2 loads of 100...
		//But it could also have 200 of two resources, and we'd want to move 100 of each...
		///TKs MEd
		int iTestCount = 0;
		while (!isFull())
		{
		    iTestCount++;
		    if (iTestCount == 1000)
		    {
		        FAssert(iTestCount == 0);
		        int iID = pPlotCity->getID();
		        int iIDplayer = GET_PLAYER(kBestDestination.eOwner).getID();
		       // break;
		    }

		    if (iTestCount == 1001)
		    {
		        break;
		    }
		    ///TKe
			int iBestRoute = -1;
			int iBestRouteValue = 0;
			//Now, for any trade routes which this group is assigned to, try to pick up cargo here.
			for (uint i = 0; i < routes.size(); ++i)
			{
				CvCity* pSourceCity = ::getCity(routes[i]->getSourceCity());
				if ((pSourceCity != NULL) && (routes[i]->getDestinationCity() == kBestDestination))
				{
					CvCity* pDestinationCity = ::getCity(routes[i]->getDestinationCity());
					YieldTypes eYield = routes[i]->getYield();

					if ((pPlotCity == pSourceCity))
					{
						// transport feeder - start - Nightinggale
						//int iAmount = pSourceCity->getYieldStored(eYield) - pSourceCity->getMaintainLevel(eYield);
						int iAmount = pSourceCity->getYieldStored(eYield) - pSourceCity->getAutoMaintainThreshold(eYield);
						// transport feeder - end - Nightinggale

						if (iAmount > 0)
						{
							int iExportValue = kOwner.AI_transferYieldValue(routes[i]->getSourceCity(), routes[i]->getYield(), -iAmount);
							int iImportValue = kOwner.AI_transferYieldValue(routes[i]->getDestinationCity(), routes[i]->getYield(), iAmount);
							int iRouteValue = (iExportValue + iImportValue + 2 * std::min(iExportValue, iImportValue)) / 4;

							if (iRouteValue > iBestRouteValue)
							{
								iBestRouteValue = iRouteValue;
								iBestRoute = i;
							}
						}
					}
				}
			}

			if (iBestRouteValue > 0)
			{
				CLLNode<IDInfo>* pUnitNode = headUnitNode();
				while (pUnitNode != NULL)
				{
					CvUnit* pLoopUnit = ::getUnit(pUnitNode->m_data);
					pUnitNode = nextUnitNode(pUnitNode);

					if (pLoopUnit != NULL)
					{
						if (pLoopUnit->canLoadYield(plot(), routes[iBestRoute]->getYield(), false))
						{
							pLoopUnit->loadYield(routes[iBestRoute]->getYield(), false);
							break;
						}
					}
				}
			}
			else
			{
				break;
			}
		}
		//XXX fill hold.
	}

	if ((kBestDestination.eOwner == NO_PLAYER) && hasCargo())
	{
		// Transport group is full and can't find any destination
		CvCity* pCity = kOwner.AI_findBestPort();
		if (pCity != NULL && !atPlot(pCity->plot()))
		{
			kBestDestination = pCity->getIDInfo();
		}
	}

	//As a final step, we could consider loading yields which would be useful as parts of delivery runs...
	if (kBestDestination != kEurope)
	{
		CvCity* pBestDestinationCity = ::getCity(kBestDestination);
		if (pBestDestinationCity != NULL)
		{
			FAssert(!atPlot(pBestDestinationCity->plot()));
			pushMission(MISSION_MOVE_TO, pBestDestinationCity->getX_INLINE(), pBestDestinationCity->getY_INLINE(), MOVE_NO_ENEMY_TERRITORY, false, false, MISSIONAI_TRANSPORT, pBestDestinationCity->plot());
			if (atPlot(pBestDestinationCity->plot()))
			{
				//Unload any goods if required (we can always pick them back up if this is an i+e city).
				std::vector<CvUnit*> units;

				CLLNode<IDInfo>* pUnitNode = plot()->headUnitNode();
				CvUnit* pLoopUnit;
				while (pUnitNode != NULL)
				{
					pLoopUnit = ::getUnit(pUnitNode->m_data);
					pUnitNode = plot()->nextUnitNode(pUnitNode);
					YieldTypes eYield = pLoopUnit->getYield();

					if ((eYield != NO_YIELD) && pLoopUnit->isCargo())
					{
						if (pLoopUnit->getTransportUnit()->getGroup() == this && pLoopUnit->canUnload())
						{
							units.push_back(pLoopUnit);
						}
					}
				}
				for (uint i = 0; i < units.size(); ++i)
				{
					units[i]->unload();
				}
			}

			return true;
		}
	}
	else
	{
		if (isHuman())
		{
			getHeadUnit()->AI_setUnitAIState(UNITAI_STATE_SAIL);
		}
	}

	return false;
}
CvUnit* CvSelectionGroupAI::AI_getBestGroupAttacker(const CvPlot* pPlot, bool bPotentialEnemy, int& iUnitOdds, bool bForce, bool bNoBlitz) const
{
	CLLNode<IDInfo>* pUnitNode;
	CvUnit* pLoopUnit;
	CvUnit* pBestUnit;
	int iPossibleTargets;
	int iValue;
	int iBestValue;
	int iOdds;
	int iBestOdds;

	iBestValue = 0;
	iBestOdds = 0;
	pBestUnit = NULL;

	pUnitNode = headUnitNode();

	bool bIsHuman = (pUnitNode != NULL) ? GET_PLAYER(::getUnit(pUnitNode->m_data)->getOwnerINLINE()).isHuman() : true;
			
	while (pUnitNode != NULL)
	{
		pLoopUnit = ::getUnit(pUnitNode->m_data);
		pUnitNode = nextUnitNode(pUnitNode);

		if (!pLoopUnit->isDead())
		{
			bool bCanAttack = false;
			if (pLoopUnit->getDomainType() == DOMAIN_AIR)
			{
				bCanAttack = pLoopUnit->canAirAttack();
			}
			else
			{
				bCanAttack = pLoopUnit->canAttack();

				if (bCanAttack && bNoBlitz && pLoopUnit->isBlitz() && pLoopUnit->isMadeAttack())
				{
					bCanAttack = false;
				}
			}

			if (bCanAttack)
			{
				if (bForce || pLoopUnit->canMove())
				{
					if (bForce || pLoopUnit->canMoveInto(pPlot, /*bAttack*/ true, /*bDeclareWar*/ bPotentialEnemy))
					{
						iOdds = pLoopUnit->AI_attackOdds(pPlot, bPotentialEnemy);
						
						iValue = iOdds;
						FAssertMsg(iValue > 0, "iValue is expected to be greater than 0");

						if (pLoopUnit->collateralDamage() > 0)
						{
							iPossibleTargets = std::min((pPlot->getNumVisibleEnemyDefenders(pLoopUnit) - 1), pLoopUnit->collateralDamageMaxUnits());

							if (iPossibleTargets > 0)
							{
								iValue *= (100 + ((pLoopUnit->collateralDamage() * iPossibleTargets) / 5));
								iValue /= 100;
							}
						}

						// if non-human, prefer the last unit that has the best value (so as to avoid splitting the group)
						if (iValue > iBestValue || (!bIsHuman && iValue > 0 && iValue == iBestValue))
						{
							iBestValue = iValue;
							iBestOdds = iOdds;
							pBestUnit = pLoopUnit;
						}
					}
				}
			}
		}
	}
	
	iUnitOdds = iBestOdds;
	return pBestUnit;
}
// Returns true if the group has become busy...
bool CvSelectionGroupAI::AI_update()
{
	CLLNode<IDInfo>* pEntityNode;
	CvUnit* pLoopUnit;
	bool bDead;
	bool bFollow;

	PROFILE("CvSelectionGroupAI::AI_update");

	FAssert(getOwnerINLINE() != NO_PLAYER);

	if (!AI_isControlled())
	{
		return false;
	}

	if (getNumUnits() == 0)
	{
		return false;
	}

	if (isForceUpdate())
	{
		clearMissionQueue(); // XXX ???
		setActivityType(ACTIVITY_AWAKE);
		setForceUpdate(false);

		// if we are in the middle of attacking with a stack, cancel it
		AI_cancelGroupAttack();
	}

	FAssert(!(GET_PLAYER(getOwnerINLINE()).isAutoMoves()));

	int iTempHack = 0; // XXX

	bDead = false;
	
	bool bFailedAlreadyFighting = false;
	while ((m_bGroupAttack && !bFailedAlreadyFighting) || readyToMove())
	{
		iTempHack++;
		if (iTempHack > 100)
		{
			FAssert(false);
			CvUnit* pHeadUnit = getHeadUnit();
			if (NULL != pHeadUnit)
			{
				if (GC.getLogging())
				{
					TCHAR szOut[1024];
					CvWString szTempString;
					getUnitAIString(szTempString, pHeadUnit->AI_getUnitAIType());
					sprintf(szOut, "Unit stuck in loop: %S(%S)[%d, %d] (%S)\n", pHeadUnit->getName().GetCString(), GET_PLAYER(pHeadUnit->getOwnerINLINE()).getName(),
						pHeadUnit->getX_INLINE(), pHeadUnit->getY_INLINE(), szTempString.GetCString());
					gDLL->messageControlLog(szOut);
				}
				
				pHeadUnit->finishMoves();
			}
			break;
		}

		// if we want to force the group to attack, force another attack
		if (m_bGroupAttack)
		{			
			m_bGroupAttack = false;

			groupAttack(m_iGroupAttackX, m_iGroupAttackY, MOVE_DIRECT_ATTACK, bFailedAlreadyFighting);
		}
		// else pick AI action
		else
		{
			CvUnit* pHeadUnit = getHeadUnit();

			if (pHeadUnit == NULL || pHeadUnit->isDelayedDeath())
			{
				break;
			}

			resetPath();

			if (pHeadUnit->AI_update())
			{
				// AI_update returns true when we should abort the loop and wait until next slice
				break;
			}
		}

		if (doDelayedDeath())
		{
			bDead = true;
			break;
		}

		// if no longer group attacking, and force separate is true, then bail, decide what to do after group is split up
		// (UnitAI of head unit may have changed)
		if (!m_bGroupAttack && AI_isForceSeparate())
		{
			AI_separate();	// pointers could become invalid...
			return true;
		}
	}

	if (!bDead)
	{
		if (!isHuman())
		{
			bFollow = false;

			// if we not group attacking, then check for follow action
			if (!m_bGroupAttack)
			{
				pEntityNode = headUnitNode();

				while ((pEntityNode != NULL) && readyToMove(true))
				{
					pLoopUnit = ::getUnit(pEntityNode->m_data);
					pEntityNode = nextUnitNode(pEntityNode);

					if (pLoopUnit->canMove())
					{
						resetPath();

						if (pLoopUnit->AI_follow())
						{
							bFollow = true;
							break;
						}
					}
				}
			}

			if (doDelayedDeath())
			{
				bDead = true;
			}

			if (!bDead)
			{
				if (!bFollow && readyToMove(true))
				{
					pushMission(MISSION_SKIP);
				}
			}
		}
	}

	if (bDead)
	{
		return true;
	}

	return (isBusy() || isCargoBusy());
}
Exemplo n.º 24
0
CvUnit* CvSelectionGroupAI::AI_getBestGroupAttacker(const CvPlot* pPlot, bool bPotentialEnemy, int& iUnitOdds, bool bForce, bool bNoBlitz) const
{
	PROFILE_FUNC();

	int iBestValue = 0;
	int iBestOdds = 0;
	CvUnit* pBestUnit = NULL;

	CLLNode<IDInfo>* pUnitNode = headUnitNode();

	bool bIsHuman = (pUnitNode != NULL) ? GET_PLAYER(::getUnit(pUnitNode->m_data)->getOwnerINLINE()).isHuman() : true;

	while (pUnitNode != NULL)
	{
		CvUnit* pLoopUnit = ::getUnit(pUnitNode->m_data);
		pUnitNode = nextUnitNode(pUnitNode);

		if (!pLoopUnit->isDead())
		{
			bool bCanAttack = false;
			if (pLoopUnit->getDomainType() == DOMAIN_AIR)
			{
				bCanAttack = pLoopUnit->canAirAttack();
			}
			else
			{
				bCanAttack = pLoopUnit->canAttack();

				if (bCanAttack && bNoBlitz && pLoopUnit->isBlitz() && pLoopUnit->isMadeAttack())
				{
					bCanAttack = false;
				}
			}

			if (bCanAttack)
			{
				if (bForce || pLoopUnit->canMove())
				{
					if (bForce || pLoopUnit->canMoveInto(pPlot, /*bAttack*/ true, /*bDeclareWar*/ bPotentialEnemy))
					{
/************************************************************************************************/
/* BETTER_BTS_AI_MOD                      02/21/10                                jdog5000      */
/*                                                                                              */
/* Lead From Behind                                                                             */
/************************************************************************************************/
						// From Lead From Behind by UncutDragon
						if (GC.getLFBEnable() && GC.getLFBUseCombatOdds())
						{
							//pLoopUnit->LFBgetBetterAttacker(&pBestUnit, pPlot, bPotentialEnemy, iBestOdds, iValue);
							pLoopUnit->LFBgetBetterAttacker(&pBestUnit, pPlot, bPotentialEnemy, iBestOdds, iBestValue); // K-Mod.
						} 
						else 
						{
							int iOdds = pLoopUnit->AI_attackOdds(pPlot, bPotentialEnemy);

							int iValue = iOdds;
							FAssertMsg(iValue > 0, "iValue is expected to be greater than 0");

							if (pLoopUnit->collateralDamage() > 0)
							{
								int iPossibleTargets = std::min((pPlot->getNumVisibleEnemyDefenders(pLoopUnit) - 1), pLoopUnit->collateralDamageMaxUnits());

								if (iPossibleTargets > 0)
								{
									iValue *= (100 + ((pLoopUnit->collateralDamage() * iPossibleTargets) / 5));
									iValue /= 100;
								}
							}

							// if non-human, prefer the last unit that has the best value (so as to avoid splitting the group)
							if (iValue > iBestValue || (!bIsHuman && iValue > 0 && iValue == iBestValue))
							{
								iBestValue = iValue;
								iBestOdds = iOdds;
								pBestUnit = pLoopUnit;
							}
						}
/************************************************************************************************/
/* BETTER_BTS_AI_MOD                       END                                                  */
/************************************************************************************************/
					}
				}
			}
		}
	}

	iUnitOdds = iBestOdds;
	return pBestUnit;
}
Exemplo n.º 25
0
// K-Mod. I've removed bCheckMove, and changed bCheckCanAttack to include checks for moves, and for hasAlreadyAttacked / blitz
int CvSelectionGroupAI::AI_sumStrength(const CvPlot* pAttackedPlot, DomainTypes eDomainType, bool bCheckCanAttack) const
{
	CLLNode<IDInfo>* pUnitNode;
	CvUnit* pLoopUnit;
	int	strSum = 0;
	bool bDefenders = pAttackedPlot ? pAttackedPlot->isVisibleEnemyUnit(getHeadOwner()) : false; // K-Mod
	bool bCountCollateral = pAttackedPlot && pAttackedPlot != plot(); // K-Mod

	pUnitNode = headUnitNode();

	int iBaseCollateral = bCountCollateral
		? iBaseCollateral = estimateCollateralWeight(pAttackedPlot, pAttackedPlot->getTeam() == getTeam() ? NO_TEAM : pAttackedPlot->getTeam())
		: 0;

	while (pUnitNode != NULL)
	{
		pLoopUnit = ::getUnit(pUnitNode->m_data);
		pUnitNode = nextUnitNode(pUnitNode);

		if (!pLoopUnit->isDead())
		{
			// K-Mod. (original checks deleted.)
			if (bCheckCanAttack)
			{
				if (pLoopUnit->getDomainType() == DOMAIN_AIR)
				{
					if (!pLoopUnit->canAirAttack() || !pLoopUnit->canMove() || (pAttackedPlot && bDefenders && !pLoopUnit->canMoveInto(pAttackedPlot, true, true)))
						continue; // can't attack.
				}
				else
				{
					if (!pLoopUnit->canAttack() || !pLoopUnit->canMove()
						|| (pAttackedPlot && bDefenders && !pLoopUnit->canMoveInto(pAttackedPlot, true, true))
						|| (!pLoopUnit->isBlitz() && pLoopUnit->isMadeAttack()))
						continue; // can't attack.
				}
			}
			// K-Mod end

			if (eDomainType == NO_DOMAIN || pLoopUnit->getDomainType() == eDomainType)
			{
				strSum += pLoopUnit->currEffectiveStr(pAttackedPlot, pLoopUnit);
				// K-Mod estimate the attack power of collateral units. (cf with calculation in AI_localAttackStrength)
				if (bCountCollateral && pLoopUnit->collateralDamage() > 0)
				{
					int iPossibleTargets = pLoopUnit->collateralDamageMaxUnits();
					// If !bCheckCanAttack, then lets not assume pAttackPlot won't get more units on it.
					if (bCheckCanAttack && pAttackedPlot->isVisible(getTeam(), false))
						iPossibleTargets = std::min(iPossibleTargets, pAttackedPlot->getNumVisibleEnemyDefenders(pLoopUnit) - 1);

					if (iPossibleTargets > 0)
					{
						// collateral damage is not trivial to calculate. This estimate is pretty rough.
						// (Note: collateralDamage() and iBaseCollateral both include factors of 100.)
						strSum += pLoopUnit->baseCombatStr() * iBaseCollateral * pLoopUnit->collateralDamage() * iPossibleTargets / 10000;
					}
				}
				// K-Mod end
			}
		}
	}

	return strSum;
}