Пример #1
0
//"Check plots for wetlands or seaWater.  Returns true if found"
bool CvMap::findWater(CvPlot* pPlot, int iRange, bool bFreshWater)
{
	PROFILE_FUNC();

	for (int iDX = -(iRange); iDX <= iRange; iDX++)
	{
		for (int iDY = -(iRange); iDY <= iRange; iDY++)
		{
			CvPlot* pLoopPlot	= plotXY(pPlot->getX_INLINE(), pPlot->getY_INLINE(), iDX, iDY);

			if (pLoopPlot != NULL)
			{
				if (bFreshWater)
				{
					if (pLoopPlot->isRiver())
					{
						return true;
					}
				}
				else
				{
					if (pLoopPlot->isWater())
					{
						return true;
					}
				}
			}
		}
	}

	return false;
}
Пример #2
0
void round1_noCher(){
    TFile *fIn1 = new TFile("/home/jmbenlloch/next/petalo/work/histo/LXe_VUV3mm_xy2.4cm_z5cm_n1.7_noCher_QE_1_SPTR_0_ASIC_0_DT300_histos.root", "read");
    TFile *fIn2 = new TFile("/home/jmbenlloch/next/petalo/work/histo/LXe_TPB3mm_xy2.4cm_z5cm_n1.7_noCher_QE_1_SPTR_0_ASIC_0_DT300_histos.root", "read");
    TFile *fIn3 = new TFile("/home/jmbenlloch/next/petalo/work/histo/LYSO_VUV3mm_xy2.4cm_z5cm_n1.8_noCher_QE_1_SPTR_0_ASIC_0_DT300_histos.root", "read");

	plotX(fIn1,fIn2,fIn3);
	plotY(fIn1,fIn2,fIn3);
	plotZ(fIn1,fIn2,fIn3);
	plotT(fIn1,fIn2,fIn3);
	plotNPhotons(fIn1,fIn2,fIn3);
	plotCRT(fIn1,fIn2,fIn3);
	plotFirstPE(fIn1,fIn2,fIn3);
	plotXY(fIn1,fIn2,fIn3);

	fIn1->Close();
	fIn2->Close();
	fIn3->Close();

    TFile *fIn1 = new TFile("/home/jmbenlloch/next/petalo/work/histo/LXe_VUV3mm_xy2.4cm_z5cm_n1.7_noCher_QE_1_SPTR_0_ASIC_0_DT300_histos.root", "read");
    TFile *fIn2 = new TFile("/home/jmbenlloch/next/petalo/work/histo/LXe_TPB3mm_xy2.4cm_z5cm_n1.7_noCher_QE_1_SPTR_0_ASIC_0_DT300_histos.root", "read");
    TFile *fIn3 = new TFile("/home/jmbenlloch/next/petalo/work/histo/LYSO_VUV3mm_xy2.4cm_z5cm_n1.8_noCher_QE_1_SPTR_0_ASIC_0_DT300_histos.root", "read");
	plotCRTCombined(fIn1,fIn2,fIn3);
	fIn1->Close();
	fIn2->Close();
	fIn3->Close();
}
// Mark cells we can use to bomb a specific target
void CvTacticalAnalysisMap::SetTargetBombardCells(CvPlot* pTarget, int iRange, bool bIgnoreLOS)
{
	int iDX, iDY;
	CvPlot* pLoopPlot;
	int iPlotIndex;
	int iPlotDistance;

	for(iDX = -(iRange); iDX <= iRange; iDX++)
	{
		for(iDY = -(iRange); iDY <= iRange; iDY++)
		{
			pLoopPlot = plotXY(pTarget->getX(), pTarget->getY(), iDX, iDY);
			if(pLoopPlot != NULL)
			{
				iPlotDistance = plotDistance(pLoopPlot->getX(), pLoopPlot->getY(), pTarget->getX(), pTarget->getY());
				if(iPlotDistance > 0 && iPlotDistance <= iRange)
				{
					iPlotIndex = GC.getMap().plotNum(pLoopPlot->getX(), pLoopPlot->getY());
					if(m_pPlots[iPlotIndex].IsRevealed() && !m_pPlots[iPlotIndex].IsImpassableTerrain() && !m_pPlots[iPlotIndex].IsImpassableTerritory())
					{
						if(!m_pPlots[iPlotIndex].IsEnemyCity() && !m_pPlots[iPlotIndex].IsNeutralCity())
						{
							if(bIgnoreLOS || pLoopPlot->canSeePlot(pTarget, m_pPlayer->getTeam(), iRange, NO_DIRECTION))
							{
								m_pPlots[iPlotIndex].SetWithinRangeOfTarget(true);
							}
						}
					}
				}
			}
		}
	}
}
CvPlot* plotXYWithRangeCheck(int iX, int iY, int iDX, int iDY, int iRange)
{
	int hexRange;

	// I'm assuming iDX and iDY are in hex-space
	if((iDX >= 0) == (iDY >= 0))  // the signs match
	{
		int iAbsDX = iDX >= 0 ? iDX : -iDX;
		int iAbsDY = iDY >= 0 ? iDY : -iDY;
		hexRange = iAbsDX + iAbsDY;
	}
	else
	{
		int iAbsDX = iDX >= 0 ? iDX : -iDX;
		int iAbsDY = iDY >= 0 ? iDY : -iDY;
		hexRange = iAbsDX >= iAbsDY ? iAbsDX : iAbsDY;
	}

	if(hexRange > iRange)
	{
		return NULL;
	}

	return plotXY(iX, iY, iDX, iDY);
}
Пример #5
0
void CvMapGenerator::addNonUniqueBonusType(BonusTypes eBonusType)
{
	int iBonusCount = calculateNumBonusesToAdd(eBonusType);

	if (iBonusCount == 0)
	{
		return;
	}

	std::vector<int> aiShuffle(GC.getMapINLINE().numPlotsINLINE());
	GC.getGameINLINE().getMapRand().shuffleSequence(aiShuffle, "addNonUniqueBonusType shuffle");

	CvBonusInfo& pBonusInfo = GC.getBonusInfo(eBonusType);

	bool bIgnoreLatitude = false;
	gDLL->getPythonIFace()->pythonIsBonusIgnoreLatitudes(&bIgnoreLatitude);

	CvPlot* pPlot = NULL;
	for (int iI = 0; iI < GC.getMapINLINE().numPlotsINLINE(); iI++)
	{
		pPlot = GC.getMapINLINE().plotByIndexINLINE(aiShuffle[iI]);
		if (canPlaceBonusAt(eBonusType, pPlot->getX_INLINE(), pPlot->getY_INLINE(), bIgnoreLatitude))
		{
			pPlot->setBonusType(eBonusType);
			iBonusCount--;

			for (int iDX = -(pBonusInfo.getGroupRange()); iDX <= pBonusInfo.getGroupRange(); iDX++)
			{
				for (int iDY = -(pBonusInfo.getGroupRange()); iDY <= pBonusInfo.getGroupRange(); iDY++)
				{
					if (iBonusCount > 0)
					{
						CvPlot* pLoopPlot	= plotXY(pPlot->getX_INLINE(), pPlot->getY_INLINE(), iDX, iDY);

						if (pLoopPlot != NULL)
						{
							if (canPlaceBonusAt(eBonusType, pLoopPlot->getX_INLINE(), pLoopPlot->getY_INLINE(), bIgnoreLatitude))
							{
								if (GC.getGameINLINE().getMapRandNum(100, "addNonUniqueBonusType") < pBonusInfo.getGroupRand())
								{
									pLoopPlot->setBonusType(eBonusType);
									iBonusCount--;
								}
							}
						}
					}
				}
			}

			FAssertMsg(iBonusCount >= 0, "iBonusCount must be >= 0");

			if (iBonusCount == 0)
			{
				break;
			}
		}
	}
}
Пример #6
0
void CvMapGenerator::addUniqueBonusType(BonusTypes eBonusType)
{
	int* piAreaTried = new int[GC.getMapINLINE().getNumAreas()];

	for (int iI = 0; iI < GC.getMapINLINE().getNumAreas(); iI++)
	{
		piAreaTried[iI] = FFreeList::INVALID_INDEX;
	}

	CvBonusInfo& pBonusInfo = GC.getBonusInfo(eBonusType);

	int iBonusCount = calculateNumBonusesToAdd(eBonusType);

	bool bIgnoreLatitude = false;
	gDLL->getPythonIFace()->pythonIsBonusIgnoreLatitudes(&bIgnoreLatitude);

	FAssertMsg(pBonusInfo.isOneArea(), "addUniqueBonusType called with non-unique bonus type");

	while (true)
	{
		int iBestValue = 0;
		int iLoop = 0;
		CvArea *pBestArea = NULL;
		CvArea *pLoopArea = NULL;

		for(pLoopArea = GC.getMapINLINE().firstArea(&iLoop); pLoopArea != NULL; pLoopArea = GC.getMapINLINE().nextArea(&iLoop))
		{
			bool bTried = false;

			for (int iI = 0; iI < GC.getMapINLINE().getNumAreas(); iI++)
			{
				if (pLoopArea->getID() == piAreaTried[iI])
				{
					bTried = true;
					break;
				}
			}

			if (!bTried)
			{
				int iNumUniqueBonusesOnArea = pLoopArea->countNumUniqueBonusTypes() + 1; // number of unique bonuses starting on the area, plus this one
				int iNumTiles = pLoopArea->getNumTiles();
				int iValue = iNumTiles / iNumUniqueBonusesOnArea;

				if (iValue > iBestValue)
				{
					iBestValue = iValue;
					pBestArea = pLoopArea;
				}
			}
		}

		if (pBestArea == NULL)
		{
			break; // can't place bonus on any area
		}

		for (int iI = 0; iI < GC.getMapINLINE().getNumAreas(); iI++)
		{
			if (piAreaTried[iI] == FFreeList::INVALID_INDEX)
			{
				piAreaTried[iI] = pBestArea->getID();
				break;
			}
		}

		// Place the bonuses:

		std::vector<int> aiShuffle(GC.getMapINLINE().numPlotsINLINE());
		GC.getGameINLINE().getMapRand().shuffleSequence(aiShuffle, "addUniqueBonusType shuffle");

		for (int iI = 0; iI < GC.getMapINLINE().numPlotsINLINE(); iI++)
		{
			CvPlot* pPlot = GC.getMapINLINE().plotByIndexINLINE(aiShuffle[iI]);
			FAssertMsg(pPlot != NULL, "addUniqueBonusType(): pPlot is null");

			if (GC.getMapINLINE().getNumBonuses(eBonusType) >= iBonusCount)
			{
				break; // We already have enough
			}

			if (pBestArea == pPlot->area())
			{
				if (canPlaceBonusAt(eBonusType, pPlot->getX_INLINE(), pPlot->getY_INLINE(), bIgnoreLatitude))
				{
					pPlot->setBonusType(eBonusType);

					for (int iDX = -(pBonusInfo.getGroupRange()); iDX <= pBonusInfo.getGroupRange(); iDX++)
					{
						for (int iDY = -(pBonusInfo.getGroupRange()); iDY <= pBonusInfo.getGroupRange(); iDY++)
						{
							if (GC.getMapINLINE().getNumBonuses(eBonusType) < iBonusCount)
							{
								CvPlot* pLoopPlot	= plotXY(pPlot->getX_INLINE(), pPlot->getY_INLINE(), iDX, iDY);

								if (pLoopPlot != NULL && (pLoopPlot->area() == pBestArea))
								{
									if (canPlaceBonusAt(eBonusType, pLoopPlot->getX_INLINE(), pLoopPlot->getY_INLINE(), bIgnoreLatitude))
									{
										if (GC.getGameINLINE().getMapRandNum(100, "addUniqueBonusType") < pBonusInfo.getGroupRand())
										{
											pLoopPlot->setBonusType(eBonusType);
										}
									}
								}
							}
						}
					}
				}
			}
		}
	}

	SAFE_DELETE_ARRAY(piAreaTried);
}
Пример #7
0
bool CvMapGenerator::canPlaceBonusAt(BonusTypes eBonus, int iX, int iY, bool bIgnoreLatitude)
{
	PROFILE_FUNC();

	CvArea* pArea;
	CvPlot* pPlot;
	CvPlot* pLoopPlot;
	int iRange;
	int iDX, iDY;
	int iI;

	pPlot = GC.getMapINLINE().plotINLINE(iX, iY);
	pArea = pPlot->area();

	if (!(pPlot->canHaveBonus(eBonus, bIgnoreLatitude)))
	{
		return false;
	}

	long result = 0;
	if (gDLL->getPythonIFace()->pythonCanPlaceBonusAt(pPlot, &result) && !gDLL->getPythonIFace()->pythonUsingDefaultImpl()) // Python override
	{
		if (result >= 0)
		{
			return result;
		}
		else
		{
			FAssertMsg(false, "canPlaceBonusAt() must return >= 0");
		}
	}

	for (iI = 0; iI < NUM_DIRECTION_TYPES; iI++)
	{
		pLoopPlot = plotDirection(iX, iY, ((DirectionTypes)iI));

		if (pLoopPlot != NULL)
		{
			if ((pLoopPlot->getBonusType() != NO_BONUS) && (pLoopPlot->getBonusType() != eBonus))
			{
				return false;
			}
		}
	}

	CvBonusInfo& pInfo = GC.getBonusInfo(eBonus);

	if (pPlot->isWater())
	{
		if (((GC.getMapINLINE().getNumBonusesOnLand(eBonus) * 100) / (GC.getMapINLINE().getNumBonuses(eBonus) + 1)) < pInfo.getMinLandPercent())
		{
			return false;
		}
	}

	// Make sure there are none of the same bonus nearby:

	iRange = pInfo.getUniqueRange();

	for (iDX = -(iRange); iDX <= iRange; iDX++)
	{
		for (iDY = -(iRange); iDY <= iRange; iDY++)
		{
			pLoopPlot	= plotXY(iX, iY, iDX, iDY);

			if (pLoopPlot != NULL)
			{
				if (pLoopPlot->area() == pArea)
				{
					if (plotDistance(iX, iY, pLoopPlot->getX_INLINE(), pLoopPlot->getY_INLINE()) <= iRange)
					{
						if (pLoopPlot->getBonusType() == eBonus)
						{
							return false;
						}
					}
				}
			}
		}
	}

	return true;
}
Пример #8
0
bool CvMapGenerator::canPlaceGoodyAt(ImprovementTypes eImprovement, int iX, int iY)
{
	PROFILE_FUNC();

	CvPlot* pPlot;

	FAssertMsg(eImprovement != NO_IMPROVEMENT, "Improvement is not assigned a valid value");
	FAssertMsg(GC.getImprovementInfo(eImprovement).isGoody(), "ImprovementType eImprovement is expected to be a goody");

	if (GC.getGameINLINE().isOption(GAMEOPTION_NO_GOODY_HUTS))
	{
		return false;
	}

	pPlot = GC.getMapINLINE().plotINLINE(iX, iY);

	if (!(pPlot->canHaveImprovement(eImprovement, NO_TEAM)))
	{
		return false;
	}

	long result = 0;
	if (gDLL->getPythonIFace()->pythonCanPlaceGoodyAt(pPlot, &result) && !gDLL->getPythonIFace()->pythonUsingDefaultImpl()) // Python override
	{
		if (result >= 0)
		{
			return result;
		}
		else
		{
			FAssertMsg(false, "pythonGetRiverAltitude() must return >= 0");
		}
	}

	if (pPlot->getImprovementType() != NO_IMPROVEMENT)
	{
		return false;
	}

	if (pPlot->getBonusType() != NO_BONUS)
	{
		return false;
	}

	if (pPlot->isImpassable())
	{
		return false;
	}

	int iUniqueRange = GC.getImprovementInfo(eImprovement).getGoodyUniqueRange();
	for (int iDX = -iUniqueRange; iDX <= iUniqueRange; iDX++)
	{
		for (int iDY = -iUniqueRange; iDY <= iUniqueRange; iDY++)
		{
			CvPlot *pLoopPlot	= plotXY(iX, iY, iDX, iDY);
			if (pLoopPlot != NULL && pLoopPlot->getImprovementType() == eImprovement)
			{
				return false;
			}
		}
	}

	return true;
}
Пример #9
0
///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;
}
bool CvMapGenerator::canPlaceBonusAt(BonusTypes eBonus, int iX, int iY, bool bIgnoreLatitude)
{
	PROFILE_FUNC();

	CvArea* pArea;
	CvPlot* pPlot;
	CvPlot* pLoopPlot;
	int iRange;
	int iDX, iDY;
	int iI;

	pPlot = GC.getMapINLINE().plotINLINE(iX, iY);
	pArea = pPlot->area();

	if (!(pPlot->canHaveBonus(eBonus, bIgnoreLatitude)))
	{
		return false;
	}

	long result = 0;
	CyPlot kPlot = CyPlot(pPlot);
	CyArgsList argsList;
	argsList.add(gDLL->getPythonIFace()->makePythonObject(&kPlot));
	if (gDLL->getPythonIFace()->callFunction(gDLL->getPythonIFace()->getMapScriptModule(), "canPlaceBonusAt", argsList.makeFunctionArgs(), &result))
	{
		if (!gDLL->getPythonIFace()->pythonUsingDefaultImpl())
		{
			if (result >= 0)
			{
				return result;
			}
			else
			{
				FAssertMsg(false, "canPlaceBonusAt() must return >= 0");
			}
		}
	}

	for (iI = 0; iI < NUM_DIRECTION_TYPES; iI++)
	{
		pLoopPlot = plotDirection(iX, iY, ((DirectionTypes)iI));

		if (pLoopPlot != NULL)
		{
			if ((pLoopPlot->getBonusType() != NO_BONUS) && (pLoopPlot->getBonusType() != eBonus))
			{
				return false;
			}
		}
	}

	CvBonusInfo& pInfo = GC.getBonusInfo(eBonus);
	CvBonusClassInfo& pClassInfo = GC.getBonusClassInfo((BonusClassTypes) pInfo.getBonusClassType());

	if (pPlot->isWater())
	{
		if (((GC.getMapINLINE().getNumBonusesOnLand(eBonus) * 100) / (GC.getMapINLINE().getNumBonuses(eBonus) + 1)) < pInfo.getMinLandPercent())
		{
			return false;
		}
	}

	// Make sure there are no bonuses of the same class (but a different type) nearby:

	iRange = pClassInfo.getUniqueRange();

	for (iDX = -(iRange); iDX <= iRange; iDX++)
	{
		for (iDY = -(iRange); iDY <= iRange; iDY++)
		{
			pLoopPlot	= plotXY(iX, iY, iDX, iDY);

			if (pLoopPlot != NULL)
			{
				if (pLoopPlot->area() == pArea)
				{
					if (plotDistance(iX, iY, pLoopPlot->getX_INLINE(), pLoopPlot->getY_INLINE()) <= iRange)
					{
						BonusTypes eOtherBonus = pLoopPlot->getBonusType();
						if (eOtherBonus != NO_BONUS)
						{
							if (GC.getBonusInfo(eOtherBonus).getBonusClassType() == pInfo.getBonusClassType())
							{
								return false;
							}
						}
					}
				}
			}
		}
	}

	// Make sure there are none of the same bonus nearby:

	iRange = pInfo.getUniqueRange();

	for (iDX = -(iRange); iDX <= iRange; iDX++)
	{
		for (iDY = -(iRange); iDY <= iRange; iDY++)
		{
			pLoopPlot	= plotXY(iX, iY, iDX, iDY);

			if (pLoopPlot != NULL)
			{
				if (pLoopPlot->area() == pArea)
				{
					if (plotDistance(iX, iY, pLoopPlot->getX_INLINE(), pLoopPlot->getY_INLINE()) <= iRange)
					{
						if (pLoopPlot->getBonusType() == eBonus)
						{
							return false;
						}
					}
				}
			}
		}
	}

	return true;
}
CyPlot* cysPlotXY(int iX, int iY, int iDX, int iDY)
{
	static CyPlot plot;
	plot.setPlot(plotXY(iX, iY, iDX, iDY));
	return &plot;
}
CyPlot* cyPlotXY(int iX, int iY, int iDX, int iDY)
{
	return new CyPlot(plotXY(iX, iY, iDX, iDY));
}
/// Retrieve the relative value of this plot (including plots that would be in city radius)
int CvCitySiteEvaluator::PlotFoundValue(CvPlot* pPlot, const CvPlayer* pPlayer, YieldTypes eYield, bool /*bCoastOnly*/, CvString* pDebug)
{
	CvAssert(pPlot);
	if(!pPlot)
		return -1;

	// Make sure this player can even build a city here
	if(!CanFound(pPlot, pPlayer, false))
	{
		if(pDebug)
			*pDebug = "cannot found";
		return -1;
	}

	//for debugging
	std::vector<std::string> vQualifiersPositive;
	std::vector<std::string> vQualifiersNegative;

	//total
	int iTotalPlotValue = 0;
	int iValueModifier = 0; //general modifiers
	int iCivModifier = 0; //civ-specific modifiers
	int iStratModifier = 0; //strategic modifiers

	int iCelticForestCount = 0;
	int iIroquoisForestCount = 0;
	int iBrazilJungleCount = 0;
	int iNaturalWonderCount = 0;
	int iDesertCount = 0;
	int iWetlandsCount = 0;

	int iLakeCount = 0;
	int iLuxuryCount = 0;

	//currently just for debugging
	int iTotalFoodValue = 0;
	int iTotalHappinessValue = 0;
	int iTotalProductionValue = 0;
	int iTotalGoldValue = 0;
	int iTotalScienceValue = 0;
	int iTotalFaithValue = 0;
	int iTotalResourceValue = 0;
	int iTotalStrategicValue = 0;

	//use a slightly negative base value to discourage settling in bad lands
	int iDefaultPlotValue = -100;

	int iBorderlandRange = 6;
	int iCapitalArea = NULL;

	bool bIsAlmostCoast = false;
	bool bIsInca = false;
	int iAdjacentMountains = 0;

	std::vector<SPlotWithScore> workablePlots;
	workablePlots.reserve(49);

	TeamTypes eTeam = pPlayer ? pPlayer->getTeam() : NO_TEAM;
	PlayerTypes ePlayer = pPlayer ? pPlayer->GetID() : NO_PLAYER;

	if (pPlayer)
	{
		if ( pPlayer->getCapitalCity() )
		{
			iCapitalArea = pPlayer->getCapitalCity()->getArea();
		}

		// Custom code for Inca ideal terrace farm locations
		ImprovementTypes eIncaImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_TERRACE_FARM", true);  
		if(eIncaImprovement != NO_IMPROVEMENT)
		{
			CvImprovementEntry* pkEntry = GC.getImprovementInfo(eIncaImprovement);
			if(pkEntry != NULL && pkEntry->IsSpecificCivRequired())
			{
				CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
				if(eCiv == pPlayer->getCivilizationType())
				{
					bIsInca = true;
				}
			}
		}
	}


	int iRange = pPlayer ? pPlayer->getWorkPlotDistance() : 3;
	for (int iDX = -iRange; iDX <= iRange; iDX++)
	{
		for (int iDY = -iRange; iDY <= iRange; iDY++)
		{
			CvPlot* pLoopPlot = plotXY(pPlot->getX(), pPlot->getY(), iDX, iDY);

			if (pLoopPlot != NULL)
			{
				int iDistance = plotDistance(pPlot->getX(), pPlot->getY(), pLoopPlot->getX(), pLoopPlot->getY());

				if (iDistance <= iRange)
				{
					int iRingModifier = m_iRingModifier[iDistance];

					//not only our cities, also other player's cities!
					int iExistingCityDistance = GC.getGame().GetClosestCityDistance(pLoopPlot);

					//count the tile only if the city will be able to work it
					if ( !pLoopPlot->isValidMovePlot(pPlayer->GetID()) || pLoopPlot->getWorkingCity()!=NULL || iExistingCityDistance<=2 ) 
						iRingModifier = 0;

					if (iExistingCityDistance==3)
						//this plot will likely be contested between the two cities, reduce its value
						iRingModifier /= 2;

					int iPlotValue = iDefaultPlotValue;
					if (iRingModifier>0)
					{
						int iFoodValue = 0;
						int iHappinessValue = 0;
						int iProductionValue = 0;
						int iGoldValue = 0;
						int iScienceValue = 0;
						int iFaithValue = 0;
						int iResourceValue = 0;
						int iStrategicValue = 0;

						if (eYield == NO_YIELD || eYield == YIELD_FOOD)
							iFoodValue = ComputeFoodValue(pLoopPlot, pPlayer) * /*15*/ GC.getSETTLER_FOOD_MULTIPLIER();

						if (eYield == NO_YIELD || eYield == YIELD_PRODUCTION)
							iProductionValue = ComputeProductionValue(pLoopPlot, pPlayer) * /*3*/ GC.getSETTLER_PRODUCTION_MULTIPLIER();

						if (eYield == NO_YIELD || eYield == YIELD_GOLD)
							iGoldValue = ComputeGoldValue(pLoopPlot, pPlayer) * /*2*/ GC.getSETTLER_GOLD_MULTIPLIER();

						if (eYield == NO_YIELD || eYield == YIELD_SCIENCE)
							iScienceValue = ComputeScienceValue(pLoopPlot, pPlayer) * /*1*/ GC.getSETTLER_SCIENCE_MULTIPLIER();

						if (eYield == NO_YIELD || eYield == YIELD_FAITH)
							iFaithValue = ComputeFaithValue(pLoopPlot, pPlayer) * /*1*/ GC.getSETTLER_FAITH_MULTIPLIER();

						if (pLoopPlot->getOwner() == NO_PLAYER) // there is no benefit if we already own these tiles
						{
							iHappinessValue = ComputeHappinessValue(pLoopPlot, pPlayer) * /*6*/ GC.getSETTLER_HAPPINESS_MULTIPLIER();
							iResourceValue = ComputeTradeableResourceValue(pLoopPlot, pPlayer) * /*1*/ GC.getSETTLER_RESOURCE_MULTIPLIER();
							if (iDistance)
								iStrategicValue = ComputeStrategicValue(pLoopPlot, pPlayer, iDistance) * /*1*/ GC.getSETTLER_STRATEGIC_MULTIPLIER();  // the ring is included in the computation
						}

						iTotalFoodValue += iFoodValue;
						iTotalHappinessValue += iHappinessValue;
						iTotalProductionValue += iProductionValue;
						iTotalGoldValue += iGoldValue;
						iTotalScienceValue += iScienceValue;
						iTotalFaithValue += iFaithValue;
						iTotalResourceValue += iResourceValue;
						iTotalStrategicValue += iStrategicValue;

						iPlotValue += iRingModifier * ( iFoodValue + iHappinessValue + iProductionValue + iGoldValue + iScienceValue + iFaithValue + iResourceValue ) + iStrategicValue;
					}

					// for the central plot
					if (iDistance==0)
						vQualifiersPositive.push_back( CvString::format("raw plot value %d", iPlotValue).c_str() );

					if (iDistance==1 && !pPlot->isCoastalLand(GC.getMIN_WATER_SIZE_FOR_OCEAN()) && pLoopPlot->isCoastalLand(GC.getMIN_WATER_SIZE_FOR_OCEAN()))
						bIsAlmostCoast = true;

					// if this tile is a NW boost the value just so that we force the AI to claim them (if we can work it)
					if (pLoopPlot->IsNaturalWonder() && iPlotValue>0)
						iPlotValue *= 15;

					// lower value a lot if we already own this tile
					if (iPlotValue > 0 && pLoopPlot->getOwner() == ePlayer && ePlayer != NO_PLAYER)
						iPlotValue /= 2;

					// add this plot into the total
					workablePlots.push_back( SPlotWithScore(pLoopPlot,iPlotValue) );

					// some civ-specific checks
					FeatureTypes ePlotFeature = pLoopPlot->getFeatureType();
					ImprovementTypes ePlotImprovement = pLoopPlot->getImprovementType();
					ResourceTypes ePlotResource = pLoopPlot->getResourceType();

					if (ePlotFeature == FEATURE_FOREST)
					{
						if (iDistance <= 5)
						{
							++iIroquoisForestCount;
							if (iDistance == 1)
								if (ePlotImprovement == NO_IMPROVEMENT)
									++iCelticForestCount;
						}
					}
					else if (ePlotFeature == FEATURE_JUNGLE)
					{
						if (iDistance <= iRange)
							++iBrazilJungleCount;
					}
					else if (ePlotFeature == FEATURE_MARSH || ePlotFeature == FEATURE_FLOOD_PLAINS)
					{
						if (iDistance <= iRange)
							++iWetlandsCount;
					}

					if (pLoopPlot->IsNaturalWonder())
					{
						if (iDistance <= iRange)
							++iNaturalWonderCount;
					}

					if (pLoopPlot->isLake())
					{
						if (iDistance <= iRange)
							++iLakeCount;
					}
					if (pLoopPlot->getResourceType(NO_TEAM) != NO_RESOURCE)
					{
						ResourceTypes eResource = pLoopPlot->getResourceType(eTeam);
						if(eResource != NO_RESOURCE && GC.getResourceInfo(eResource)->getResourceUsage() == RESOURCEUSAGE_LUXURY)
						{
							if (iDistance <= iRange)
							{
								++iLuxuryCount;
							}
						}
					}

					if (pLoopPlot->getTerrainType() == TERRAIN_DESERT)
					{
						if (iDistance <= iRange)
						{
							if (ePlotResource == NO_RESOURCE)
							{
								++iDesertCount;
							}
						}
					}

					if (bIsInca)
					{
						if (pLoopPlot->isHills() && iDistance <= iRange)
						{
							iAdjacentMountains = pLoopPlot->GetNumAdjacentMountains();
							if (iAdjacentMountains > 0 && iAdjacentMountains < 6)
							{
								//give the bonus if it's hills, with additional if bordered by mountains
								iCivModifier += (iAdjacentMountains+1) * m_iIncaMultiplier;
								vQualifiersPositive.push_back("(C) incan hills");
							}
						}
					}
				}
			}
		}
	}	

	//take into account only the best 70% of the plots - in the near term the city will not work all plots anyways
	std::stable_sort( workablePlots.begin(), workablePlots.end() );
	size_t iIrrelevantPlots = workablePlots.size()*30/100;
	for (size_t idx=iIrrelevantPlots; idx<workablePlots.size(); idx++)
	{
		SPlotWithScore& ref = workablePlots[idx];
		iTotalPlotValue += ref.score;
	}

	if (iTotalPlotValue<0)
		return 0;
	
	//civ-specific bonuses
	if (pPlayer)
	{
		if (pPlayer->GetPlayerTraits()->IsFaithFromUnimprovedForest())
		{
			if (iCelticForestCount >= 3)
			{
				iCivModifier += 2 * 1000 * m_iFlavorMultiplier[YIELD_FAITH];
				vQualifiersPositive.push_back("(C) much forest");
			}
			else if (iCelticForestCount >= 1)
			{
				iCivModifier += 1 * 1000 * m_iFlavorMultiplier[YIELD_FAITH];
				vQualifiersPositive.push_back("(C) some forest");
			}
		}
		else if (pPlayer->GetPlayerTraits()->IsMoveFriendlyWoodsAsRoad())
		{
			iCivModifier += iIroquoisForestCount * 10;	
			vQualifiersPositive.push_back("(C) forested");
		}
		else if (pPlayer->GetPlayerTraits()->GetNaturalWonderYieldModifier() > 0)	//ie: Spain
		{
			iCivModifier += iNaturalWonderCount * m_iSpainMultiplier;	
			vQualifiersPositive.push_back("(C) natural wonders");
		}

		// Custom code for Brazil
		ImprovementTypes eBrazilImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_BRAZILWOOD_CAMP", true);  
		if(eBrazilImprovement != NO_IMPROVEMENT)
		{
			CvImprovementEntry* pkEntry = GC.getImprovementInfo(eBrazilImprovement);
			if(pkEntry != NULL && pkEntry->IsSpecificCivRequired())
			{
				CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
				if(eCiv == pPlayer->getCivilizationType())
				{
					iCivModifier += iBrazilJungleCount * m_iBrazilMultiplier;
					vQualifiersPositive.push_back("(C) jungle");
				}
			}
		}

		// Custom code for Morocco
		ImprovementTypes eMoroccoImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_KASBAH", true);  
		if(eMoroccoImprovement != NO_IMPROVEMENT)
		{
			CvImprovementEntry* pkEntry = GC.getImprovementInfo(eMoroccoImprovement);
			if(pkEntry != NULL && pkEntry->IsSpecificCivRequired() && !pkEntry->IsAdjacentCity())
			{
				CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
				if(eCiv == pPlayer->getCivilizationType())
				{
					iCivModifier += iDesertCount * m_iMorrocoMultiplier;
					vQualifiersPositive.push_back("(C) desert");
				}
			}
		}

		// Custom code for France
		ImprovementTypes eFranceImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_CHATEAU", true);  
		if(eFranceImprovement != NO_IMPROVEMENT)
		{
			CvImprovementEntry* pkEntry = GC.getImprovementInfo(eFranceImprovement);
			if(pkEntry != NULL && pkEntry->IsSpecificCivRequired() && pkEntry->IsAdjacentLuxury())
			{
				CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
				if(eCiv == pPlayer->getCivilizationType())
				{
					iCivModifier += iLuxuryCount * m_iFranceMultiplier;
					vQualifiersPositive.push_back("(C) luxury");
				}
			}
		}

		//Custom code for Netherlands
		ImprovementTypes ePolderImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_POLDER", true);  
		if(ePolderImprovement != NO_IMPROVEMENT)
		{
			CvImprovementEntry* pkEntry = GC.getImprovementInfo(ePolderImprovement);
			if(pkEntry != NULL && pkEntry->IsSpecificCivRequired())
			{
				CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
				if(eCiv == pPlayer->getCivilizationType())
				{
					iCivModifier += iWetlandsCount * m_iNetherlandsMultiplier;
					if(pkEntry->IsAdjacentLake())
					{
						iCivModifier += (iLakeCount * m_iNetherlandsMultiplier);
					}
					vQualifiersPositive.push_back("(C) wetlands");
				}
			}
		}
	}

	// Finally, look at the city plot itself
	if (pPlot->getResourceType(eTeam) != NO_RESOURCE)
	{
		iValueModifier += (int)iTotalPlotValue * /*-50*/ GC.getBUILD_ON_RESOURCE_PERCENT() / 100;
		vQualifiersNegative.push_back("(V) city on resource");
	}

	if (pPlot->IsNaturalWonder())
	{
		iValueModifier += (int)iTotalPlotValue * /*-50*/ GC.getBUILD_ON_RESOURCE_PERCENT() / 100;
		vQualifiersNegative.push_back("(V) city on natural wonder");
	}

	if ( iTotalFoodValue>5*iTotalProductionValue || iTotalProductionValue > 2*iTotalFoodValue )
	{
		iValueModifier -= (int)iTotalPlotValue * 10 / 100;
		vQualifiersNegative.push_back("(V) unbalanced yields");
	}

	if (pPlot->isRiver())
	{
		iValueModifier += (int)iTotalPlotValue * /*15*/ GC.getBUILD_ON_RIVER_PERCENT() / 100;
		if(pPlayer && pPlayer->GetPlayerTraits()->IsRiverTradeRoad())
			iValueModifier += (int)iTotalPlotValue * /*15*/ GC.getBUILD_ON_RIVER_PERCENT() / 100 * 2;
		vQualifiersPositive.push_back("(V) river");
	}

	if (bIsAlmostCoast)
	{
		iValueModifier -= (iTotalPlotValue * 25) / 100;
		vQualifiersNegative.push_back("(V) almost coast");
	}

	CvArea* pArea = pPlot->area();
	int iGoodTiles = 1;
	if(pArea != NULL)
	{
		iGoodTiles = max(1,(pArea->getNumUnownedTiles() - pArea->GetNumBadPlots()));
	}

	//Island maps need a little more loose restriction here.
	if(GC.getMap().GetAIMapHint() & ciMapHint_NavalOffshore)
	{
		if (pPlot->isCoastalLand(GC.getMIN_WATER_SIZE_FOR_OCEAN()))
		{
			if(pArea != NULL && iGoodTiles > 0)
			{
				iValueModifier += (iTotalPlotValue * /*40*/ GC.getSETTLER_BUILD_ON_COAST_PERCENT()) / 100;
				vQualifiersPositive.push_back("(V) coast");

				if (pPlayer)
				{
					int iNavalFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iNavalIndex);
					if (iNavalFlavor > 7)
					{
						iValueModifier += (iTotalPlotValue * /*40*/ GC.getSETTLER_BUILD_ON_COAST_PERCENT()) / 100;
					}
					if (pPlayer->getCivilizationInfo().isCoastalCiv()) // we really like the coast (England, Norway, Polynesia, Carthage, etc.)
					{
						iValueModifier += iTotalPlotValue;
					}
				}
			}
		}
		else
		{
			if(iGoodTiles <= 3)
			{
				iValueModifier -= (iTotalPlotValue * 40) / 100;
				vQualifiersNegative.push_back("(V) not enough good plots");
			}
			else if(iGoodTiles <= 6)
			{
				iValueModifier -= (iTotalPlotValue * 20) / 100;
				vQualifiersNegative.push_back("(V) few good plots");
			}
		}
	}
	else
	{
		if (pPlot->isCoastalLand(GC.getMIN_WATER_SIZE_FOR_OCEAN()))
		{
			if(pArea != NULL && iGoodTiles > 3)
			{
				iValueModifier += (iTotalPlotValue * /*40*/ GC.getSETTLER_BUILD_ON_COAST_PERCENT()) / 100;
				vQualifiersPositive.push_back("(V) coast");

				if (pPlayer)
				{
					int iNavalFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iNavalIndex);
					if (iNavalFlavor > 7)
					{
						iValueModifier += (iTotalPlotValue * /*40*/ GC.getSETTLER_BUILD_ON_COAST_PERCENT()) / 100;
					}
					if (pPlayer->getCivilizationInfo().isCoastalCiv()) // we really like the coast (England, Norway, Polynesia, Carthage, etc.)
					{
						iValueModifier += iTotalPlotValue;
					}
				}
			}
			else if(pArea != NULL && iGoodTiles == 1)
			{
				iValueModifier -= (iTotalPlotValue * 40) / 100;
				vQualifiersNegative.push_back("(V) coast on 1-tile island is not great");
			}
			else
			{
				iValueModifier -= (iTotalPlotValue * 25) / 100;
				vQualifiersNegative.push_back("(V) coast on small island");
			}
		}
		else
		{
			if(iGoodTiles <= 5)
			{
				iValueModifier -= (iTotalPlotValue * 40) / 100;
				vQualifiersNegative.push_back("(V) not enough good plots");
			}
			else if(iGoodTiles <= 10)
			{
				iValueModifier -= (iTotalPlotValue * 20) / 100;
				vQualifiersNegative.push_back("(V) few good plots");
			}
		}
	}

	//Is this a chokepoint?
	if(pPlot->IsChokePoint())
	{
		iStratModifier += (iTotalPlotValue * /*100*/ GC.getBALANCE_CHOKEPOINT_STRATEGIC_VALUE()) / 100;
		vQualifiersPositive.push_back("(S) chokepoint");

		//each landbride is a chokepoint, but not every chokepoint is a landbridge
		if(pPlot->IsLandbridge(12,54))
		{
			iStratModifier += (iTotalPlotValue * /*100*/ GC.getBALANCE_CHOKEPOINT_STRATEGIC_VALUE()) / 100;
			vQualifiersPositive.push_back("(S) landbridge");
		}
	}

	//Check for strategic landgrab
	int iOwnCityDistance = pPlayer ? pPlayer->GetCityDistance(pPlot) : INT_MAX;
	int iOtherCityDistance = INT_MAX;

	//check if the closest city is our or somebody else's
	CvCity* pClosestCity = GC.getGame().GetClosestCity(pPlot);
	if( pClosestCity && (!pPlayer || pClosestCity->getOwner()!=pPlayer->GetID()) )
	{
		iOtherCityDistance = GC.getGame().GetClosestCityDistance(pPlot);

		PlayerTypes eOtherPlayer = (PlayerTypes) pClosestCity->getOwner();
		PlayerProximityTypes eProximity = GET_PLAYER(eOtherPlayer).GetProximityToPlayer(pPlayer->GetID());
		if(eProximity >= PLAYER_PROXIMITY_CLOSE && iOtherCityDistance<=iBorderlandRange)
		{
			//Neighbor must not be too strong
			if ( pPlayer->GetMilitaryMight() > GET_PLAYER(eOtherPlayer).GetMilitaryMight()*1.4f )
			{
				iStratModifier += (iTotalPlotValue * /*50*/ GC.getBALANCE_EMPIRE_BORDERLAND_STRATEGIC_VALUE()) / 100;
				vQualifiersPositive.push_back("(S) landgrab");
			}
			else if ( pPlayer->GetMilitaryMight() < GET_PLAYER(eOtherPlayer).GetMilitaryMight()*0.8f )
			{
				iStratModifier -= (iTotalPlotValue * /*50*/ GC.getBALANCE_EMPIRE_BORDERLAND_STRATEGIC_VALUE()) / 100;
				vQualifiersNegative.push_back("(S) too dangerous");
			}
		}
	}

	// where is our personal sweet spot?
	int iMinDistance = /*3*/ GC.getMIN_CITY_RANGE();
	if(pPlayer && pPlayer->isMinorCiv())
	{
		if(GC.getMap().getWorldInfo().getMinDistanceCityStates() > 0)
		{
			iMinDistance = GC.getMap().getWorldInfo().getMinDistanceCityStates();
		}
	}
	else if(GC.getMap().getWorldInfo().getMinDistanceCities() > 0)
	{
		iMinDistance = GC.getMap().getWorldInfo().getMinDistanceCities();
	}

	if (iOwnCityDistance <= iMinDistance)
	{
		//this case should be handled by the distance check in CanFound() also
		iValueModifier -= iTotalPlotValue / 2;
		vQualifiersNegative.push_back("(V) too close to existing friendly city");
	}

	// AI only
	if (pPlayer && !pPlayer->isHuman())
	{
		int iSweetMin = GC.getSETTLER_DISTANCE_DROPOFF_MODIFIER();
		int iSweetMax = GC.getSETTLER_DISTANCE_DROPOFF_MODIFIER()+1;

		//check our preferred balance between tall and wide
		int iGrowthFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iGrowthIndex);
		if (iGrowthFlavor > 5)
		{
			iSweetMax++;
			iSweetMin++;
		}
		else if (iGrowthFlavor < 5)
		{
			iSweetMax--;
			iSweetMin--;
		}

		int iExpansionFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iExpansionIndex);
		if (iExpansionFlavor > 5)
		{
			iSweetMax++;
			iSweetMin++;
		}
		else if (iExpansionFlavor < 5)
		{
			iSweetMax--;
			iSweetMin--;
		}

		if(iSweetMin < iMinDistance)
			iSweetMin = iMinDistance;

		//this affects both friendly and other cities
		if (min(iOwnCityDistance,iOtherCityDistance) >= iSweetMin && max(iOwnCityDistance,iOtherCityDistance) <= iSweetMax) 
		{
			iValueModifier += (iTotalPlotValue*20)/100; //make this a small bonus, there is a separate distance check anyway
			vQualifiersPositive.push_back("(V) optimal distance to existing cities");
		}

		//boldness comes into play when there are enemy cities around
		int iBoldness = pPlayer->GetDiplomacyAI()->GetBoldness();
		if (iBoldness > 5)
			iSweetMin--;
		if (iBoldness < 5)
			iSweetMin++;

		if (iOtherCityDistance<=iSweetMin)
		{
			iStratModifier -= iTotalPlotValue / 2;
			vQualifiersNegative.push_back("(S) too close to existing enemy city");
		}
	}

#if defined(MOD_EVENTS_CITY_FOUNDING)
	if (MOD_EVENTS_CITY_FOUNDING) {
		if (GAMEEVENTINVOKE_TESTALL(GAMEEVENT_PlayerCanFoundCity, pPlayer->GetID(), pPlot->getX(), pPlot->getY()) == GAMEEVENTRETURN_FALSE) {
			return false;
		}
	}
#endif
	//logging logging logging
	if (pDebug)
	{
		pDebug->Format("%d,%d,%d,%d", iTotalPlotValue, iValueModifier, iStratModifier, iCivModifier);
		for (size_t i=0; i<vQualifiersPositive.size();i++)
		{
			pDebug->append(",positive: ");
			pDebug->append(vQualifiersPositive[i].c_str());
		}
		for (size_t i=0; i<vQualifiersNegative.size();i++)
		{
			pDebug->append(",negative: ");
			pDebug->append(vQualifiersNegative[i].c_str());
		}
	}

	return max(0,iTotalPlotValue + iValueModifier + iStratModifier + iCivModifier);
}
Пример #14
0
/// Get center of mass of units in army (account for world wrap!)
CvPlot* CvArmyAI::GetCenterOfMass(DomainTypes eDomainRequired)
{
	CvPlot* pRtnValue = NULL;
	int iTotalX = 0;
	int iTotalY = 0;
	int iNumUnits = 0;
	UnitHandle pUnit;
	int iReferenceUnitX = -1;
	int iWorldWidth = GC.getMap().getGridWidth();

	pUnit = GetFirstUnit();
	if(pUnit)
	{
		iReferenceUnitX = pUnit->getX();
	}

	while(pUnit)
	{
		int iUnitX = pUnit->getX();

		bool bWorldWrapAdjust = false;
		int iDiff = iUnitX - iReferenceUnitX;
		if(abs(iDiff) > (iWorldWidth / 2))
		{
			bWorldWrapAdjust = true;
		}

		if(bWorldWrapAdjust)
		{
			iTotalX += iUnitX + iWorldWidth;
		}
		else
		{
			iTotalX += iUnitX;
		}
		iTotalY += pUnit->getY();
		iNumUnits++;
		pUnit = GetNextUnit();
	}

	if(iNumUnits > 0)
	{
		int iAverageX = (iTotalX + (iNumUnits / 2)) / iNumUnits;
		if(iAverageX >= iWorldWidth)
		{
			iAverageX = iAverageX - iWorldWidth;
		}
		int iAverageY = (iTotalY + (iNumUnits / 2)) / iNumUnits;
		pRtnValue = GC.getMap().plot(iAverageX, iAverageY);
	}

	// Domain check
	if (eDomainRequired != NO_DOMAIN && pRtnValue)
	{
		if (pRtnValue->isWater() && eDomainRequired == DOMAIN_LAND || !pRtnValue->isWater() && eDomainRequired == DOMAIN_SEA)
		{
			// Find an adjacent plot that works
			for (int iI = 0; iI < NUM_DIRECTION_TYPES; iI++)
			{
				CvPlot *pLoopPlot = plotDirection(pRtnValue->getX(), pRtnValue->getY(), ((DirectionTypes)iI));
				if (pLoopPlot != NULL)
				{
					if (pLoopPlot->isWater() && eDomainRequired == DOMAIN_SEA || !pLoopPlot->isWater() && eDomainRequired == DOMAIN_LAND)
					{
						return pLoopPlot;
					}
				}
			}

			// Try two plots out if really having problems
#ifdef AUI_HEXSPACE_DX_LOOPS
			int iMaxDX, iDX;
			CvPlot* pLoopPlot;
			for (int iDY = -2; iDY <= 2; iDY++)
			{
				iMaxDX = 2 - MAX(0, iDY);
				for (iDX = -2 - MIN(0, iDY); iDX <= iMaxDX; iDX++) // MIN() and MAX() stuff is to reduce loops (hexspace!)
				{
					// No need for range check because loops are set up properly
					pLoopPlot = plotXY(pRtnValue->getX(), pRtnValue->getY(), iDX, iDY);
					if (pLoopPlot)
					{
						if (hexDistance(iDX, iDY) == 2)
#else
			for (int iDX = -2; iDX <= 2; iDX++)
			{
				for (int iDY = -2; iDY <= 2; iDY++)
				{
					CvPlot *pLoopPlot = plotXYWithRangeCheck(pRtnValue->getX(), pRtnValue->getY(), iDX, iDY, 2);
					if (pLoopPlot)
					{
#ifdef AUI_FIX_HEX_DISTANCE_INSTEAD_OF_PLOT_DISTANCE
						if (hexDistance(iDX, iDY) == 2)
#else
						if (plotDistance(pRtnValue->getX(), pRtnValue->getY(), pLoopPlot->getX(), pLoopPlot->getY()) == 2)
#endif
#endif
						{
							if (pLoopPlot->isWater() && eDomainRequired == DOMAIN_SEA || !pLoopPlot->isWater() && eDomainRequired == DOMAIN_LAND)
							{
								return pLoopPlot;
							}
						}
					}
				}
			}

			// Give up - just use location of first unit
			pUnit = GetFirstUnit();
			pRtnValue = pUnit->plot();
		}
	}

	return pRtnValue;
}

/// Return distance from this plot of unit in army farthest away
int CvArmyAI::GetFurthestUnitDistance(CvPlot* pPlot)
{
	int iLargestDistance = 0;
	UnitHandle pUnit;
	int iNewDistance;

	pUnit = GetFirstUnit();
	while(pUnit)
	{
		iNewDistance = plotDistance(pUnit->getX(), pUnit->getY(), pPlot->getX(), pPlot->getY());
		if(iNewDistance > iLargestDistance)
		{
			iLargestDistance = iNewDistance;
		}
		pUnit = GetNextUnit();
	}
	return iLargestDistance;
}

// FORMATION ACCESSORS

/// Retrieve index of the formation used by this army
int CvArmyAI::GetFormationIndex() const
{
	return m_iFormationIndex;
}

/// Set index of the formation used by this army
void CvArmyAI::SetFormationIndex(int iFormationIndex)
{
	CvArmyFormationSlot slot;

	if(m_iFormationIndex != iFormationIndex)
	{
		m_iFormationIndex = iFormationIndex;

		CvMultiUnitFormationInfo* thisFormation = GC.getMultiUnitFormationInfo(m_iFormationIndex);
		if(thisFormation)
		{
			int iNumSlots = thisFormation->getNumFormationSlotEntries();

			// Build all the formation entries
			m_FormationEntries.clear();
			for(int iI = 0; iI < iNumSlots; iI++)
			{
				slot.SetUnitID(ARMY_NO_UNIT);
				slot.SetTurnAtCheckpoint(ARMYSLOT_UNKNOWN_TURN_AT_CHECKPOINT);
				m_FormationEntries.push_back(slot);
			}
		}
	}
}

/// How many slots are there in this formation if filled
int CvArmyAI::GetNumFormationEntries() const
{
	return m_FormationEntries.size();
}

/// How many slots do we currently have filled?
int CvArmyAI::GetNumSlotsFilled() const
{
	int iRtnValue = 0;

	for(unsigned int iI = 0; iI < m_FormationEntries.size(); iI++)
	{
		if(m_FormationEntries[iI].m_iUnitID != ARMY_NO_UNIT)
		{
			iRtnValue++;
		}
	}
	return iRtnValue;
}
/// Retrieve the relative value of this plot (including plots that would be in city radius)
int CvCitySiteEvaluator::PlotFoundValue(CvPlot* pPlot, CvPlayer* pPlayer, YieldTypes eYield, bool)
{
	CvAssert(pPlot);
	if(!pPlot)
		return 0;

	// Make sure this player can even build a city here
	if(!CanFound(pPlot, pPlayer, false))
	{
		return 0;
	}

	int rtnValue = 0;

	int iFoodValue = 0;
	int iHappinessValue = 0;
	int iProductionValue = 0;
	int iGoldValue = 0;
	int iScienceValue = 0;
	int iFaithValue = 0;
	int iResourceValue = 0;
	int iStrategicValue = 0;

	int iCelticForestCount = 0;
	int iIroquoisForestCount = 0;

	int iTotalFoodValue = 0;
	int iTotalHappinessValue = 0;
	int iTotalProductionValue = 0;
	int iTotalGoldValue = 0;
	int iTotalScienceValue = 0;
	int iTotalFaithValue = 0;
	int iTotalResourceValue = 0;
	int iTotalStrategicValue = 0;

	int iClosestCityOfMine = 999;
	int iClosestEnemyCity = 999;

	int iCapitalArea = NULL;
	if ( pPlayer->getCapitalCity() )
		iCapitalArea = pPlayer->getCapitalCity()->getArea();

	for (int iDX = -7; iDX <= 7; iDX++)
	{
		for (int iDY = -7; iDY <= 7; iDY++)
		{
			CvPlot* pLoopPlot = plotXY(pPlot->getX(), pPlot->getY(), iDX, iDY);

			if (pLoopPlot != NULL)
			{
				int iDistance = plotDistance(pPlot->getX(), pPlot->getY(), pLoopPlot->getX(), pLoopPlot->getY());
				if (iDistance <= 7)
				{
					if ((pLoopPlot->getOwner() == NO_PLAYER) || (pLoopPlot->getOwner() == pPlayer->GetID()))
					{
						// See if there are other cities nearby
						if (iClosestCityOfMine > iDistance)
						{
							if (pLoopPlot->isCity())
							{
								iClosestCityOfMine = iDistance;
							}
						}

						// Skip the city plot itself for now
						if (iDistance <= 5)
						{
							int iRingModifier = m_iRingModifier[iDistance];

							iFoodValue = 0;
							iProductionValue = 0;
							iGoldValue = 0;
							iScienceValue = 0;
							iHappinessValue = 0;
							iResourceValue = 0;
							iStrategicValue = 0;

							if (iDistance > 0 && iDistance <= NUM_CITY_RINGS)
							{
								if (eYield == NO_YIELD || eYield == YIELD_FOOD)
								{
									iFoodValue = iRingModifier * ComputeFoodValue(pLoopPlot, pPlayer) * /*15*/ GC.getSETTLER_FOOD_MULTIPLIER();
								}
								if (eYield == NO_YIELD || eYield == YIELD_PRODUCTION)
								{
									iProductionValue = iRingModifier * ComputeProductionValue(pLoopPlot, pPlayer) * /*3*/ GC.getSETTLER_PRODUCTION_MULTIPLIER();
								}
								if (eYield == NO_YIELD || eYield == YIELD_GOLD)
								{
									iGoldValue = iRingModifier * ComputeGoldValue(pLoopPlot, pPlayer) * /*2*/ GC.getSETTLER_GOLD_MULTIPLIER();
								}
								if (eYield == NO_YIELD || eYield == YIELD_SCIENCE)
								{
									iScienceValue = iRingModifier * ComputeScienceValue(pLoopPlot, pPlayer) * /*1*/ GC.getSETTLER_SCIENCE_MULTIPLIER();
								}
								if (eYield == NO_YIELD || eYield == YIELD_FAITH)
								{
									iFaithValue = iRingModifier * ComputeFaithValue(pLoopPlot, pPlayer) * /*1*/ GC.getSETTLER_FAITH_MULTIPLIER();
								}
							}

							// whether or not we are working these we get the benefit as long as culture can grow to take them
							if (iDistance <= 5 && pLoopPlot->getOwner() == NO_PLAYER) // there is no benefit if we already own these tiles
							{
								iHappinessValue = iRingModifier * ComputeHappinessValue(pLoopPlot, pPlayer) * /*6*/ GC.getSETTLER_HAPPINESS_MULTIPLIER();
								iResourceValue = iRingModifier * ComputeTradeableResourceValue(pLoopPlot, pPlayer) * /*1*/ GC.getSETTLER_RESOURCE_MULTIPLIER();
								if (iDistance)
									iStrategicValue = ComputeStrategicValue(pLoopPlot, pPlayer, iDistance) * /*1*/ GC.getSETTLER_STRATEGIC_MULTIPLIER();  // the ring is included in the computation
							}

							iTotalFoodValue += iFoodValue;
							iTotalHappinessValue += iHappinessValue;
							iTotalProductionValue += iProductionValue;
							iTotalGoldValue += iGoldValue;
							iTotalScienceValue += iScienceValue;
							iTotalFaithValue += iFaithValue;
							iTotalResourceValue += iResourceValue;
							iTotalStrategicValue += iStrategicValue;

							int iPlotValue = iFoodValue + iHappinessValue + iProductionValue + iGoldValue + iScienceValue + iFaithValue + iResourceValue;
							
							if (iPlotValue == 0)
							{
								// this tile is so bad it gets negatives
								iPlotValue -= iRingModifier * GC.getSETTLER_FOOD_MULTIPLIER() * 2;
							}
							iPlotValue += iStrategicValue;

							// if this tile is a NW boost the value just so that we force the AI to claim them (if we can work it)
							if (pLoopPlot->IsNaturalWonder() && iDistance > 0 && iDistance <= NUM_CITY_RINGS)
							{
								iPlotValue += iPlotValue * 2 + 10;
							}

							// lower value a lot if we already own this tile
							if (iPlotValue > 0 && pLoopPlot->getOwner() == pPlayer->GetID())
							{
								iPlotValue /= 4;
							}

							// add this plot into the total
							rtnValue += iPlotValue;

							if (pLoopPlot->getFeatureType() == FEATURE_FOREST)
							{
								if (iDistance <= 5)
								{
									++iIroquoisForestCount;
									if (iDistance == 1)
									{
										if (pLoopPlot->getImprovementType() == NO_IMPROVEMENT)
										{
											++iCelticForestCount;
										}
									}
								}
							}
						}
					}
					else // this tile is owned by someone else
					{
						// See if there are other cities nearby (only count major civs)
						if (iClosestEnemyCity > iDistance)
						{
							if (pLoopPlot->isCity() && (pLoopPlot->getOwner() < MAX_MAJOR_CIVS))
							{
								iClosestEnemyCity = iDistance;
							}
						}
					}
				}
			}
		}
	}

	if (pPlayer->GetPlayerTraits()->IsFaithFromUnimprovedForest())
	{
		if (iCelticForestCount >= 3)
		{
			rtnValue += 2 * 1000 * m_iFlavorMultiplier[YIELD_FAITH];
		}
		else if (iCelticForestCount >= 1)
		{
			rtnValue += 1 * 1000 * m_iFlavorMultiplier[YIELD_FAITH];
		}
	}
	else if (pPlayer->GetPlayerTraits()->IsMoveFriendlyWoodsAsRoad())
	{
		rtnValue += iIroquoisForestCount * 10;	
	}

	if (rtnValue < 0) rtnValue = 0;

	// Finally, look at the city plot itself and use it as an overall multiplier
	if (pPlot->getResourceType(pPlayer->getTeam()) != NO_RESOURCE)
	{
		rtnValue += (int)rtnValue * /*-50*/ GC.getBUILD_ON_RESOURCE_PERCENT() / 100;
	}

	if (pPlot->isRiver())
	{
		rtnValue += (int)rtnValue * /*15*/ GC.getBUILD_ON_RIVER_PERCENT() / 100;
	}

	if (pPlot->isCoastalLand(GC.getMIN_WATER_SIZE_FOR_OCEAN()))
	{
		rtnValue += (int)rtnValue * /*25*/ GC.getSETTLER_BUILD_ON_COAST_PERCENT() / 100;
		int iNavalFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iNavalIndex);
		if (iNavalFlavor > 7)
		{
			rtnValue += (int)rtnValue * /*25*/ GC.getSETTLER_BUILD_ON_COAST_PERCENT() / 100;
		}
		if (pPlayer->getCivilizationInfo().isCoastalCiv()) // we really like the coast (England, Norway, Polynesia, Carthage, etc.)
		{
			rtnValue *= 2;
		}
	}

	// Nearby Cities?

	// Human
	if (pPlayer != NULL && pPlayer->isHuman())
	{
		if (iClosestCityOfMine == 3)
		{
			rtnValue /= 2;
		}
	}
	// AI
	else
	{
		int iGrowthFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iGrowthIndex);
		int iExpansionFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iExpansionIndex);

		int iSweetSpot = 5;
		iSweetSpot += (iGrowthFlavor > 7) ?  1 : 0;
		iSweetSpot += (iExpansionFlavor > 7) ?  -1 : 0;
		iSweetSpot += (iGrowthFlavor < 4) ?  -1 : 0;
		iSweetSpot += (iExpansionFlavor < 4) ?  1 : 0;
		iSweetSpot = max(4,iSweetSpot);
		iSweetSpot = min(6,iSweetSpot);

		if (iClosestCityOfMine == iSweetSpot) 
		{
			// 1.5 was not enough 2.0 was too much, so lets split the difference
			rtnValue *= 175;
			rtnValue /= 100;
		}
		else if (iClosestCityOfMine < iSweetSpot)
		{
			rtnValue /= 2;
		}
		else if (iClosestCityOfMine > 7)
		{
			rtnValue *= 2;
			rtnValue /= 3;
		}

		// use boldness to decide if we want to push close to enemies
		int iBoldness = pPlayer->GetDiplomacyAI()->GetBoldness();
		if (iBoldness < 4)
		{
			if (iClosestEnemyCity <= 4)
			{
				rtnValue /= 4;
			}
			else if (iClosestEnemyCity == 5)
			{
				rtnValue /= 2;
			}
		}
		else if (iBoldness > 7)
		{
			if (iClosestEnemyCity <= 5 && iClosestCityOfMine < 8)
			{
				rtnValue *= 3;
				rtnValue /= 2;
			}
		}
		else
		{
			if (iClosestEnemyCity < 5)
			{
				rtnValue *= 2;
				rtnValue /= 3;
			}
		}

		// if we are offshore, pull cities in tighter
		if (iCapitalArea != pPlot->getArea())
		{
			if (iClosestCityOfMine < 7)
			{
				rtnValue *= 3;
				rtnValue /= 2;
			}
		}
	}

	rtnValue = (rtnValue > 0) ? rtnValue : 0;

	return rtnValue;
}
/// Retrieve the relative value of this plot (including plots that would be in city radius)
int CvCitySiteEvaluator::PlotFoundValue(CvPlot* pPlot, CvPlayer* pPlayer, YieldTypes eYield, bool)
{
	CvAssert(pPlot);
	if(!pPlot)
		return 0;

	// Make sure this player can even build a city here
	if(!CanFound(pPlot, pPlayer, false))
	{
		return 0;
	}

	int rtnValue = 0;

	int iFoodValue = 0;
	int iHappinessValue = 0;
	int iProductionValue = 0;
	int iGoldValue = 0;
	int iScienceValue = 0;
	int iFaithValue = 0;
	int iResourceValue = 0;
	int iStrategicValue = 0;

	int iCelticForestCount = 0;
	int iIroquoisForestCount = 0;
	int iBrazilJungleCount = 0;
	int iNaturalWonderCount = 0;
	int iDesertCount = 0;
	int iWetlandsCount = 0;
#if defined(MOD_BALANCE_CORE_SETTLER)
	int iWaterPlot = 0;
	int iBadPlot = 0;
	int iLoopPlots = 0;
#endif

	int iTotalFoodValue = 0;
	int iTotalHappinessValue = 0;
	int iTotalProductionValue = 0;
	int iTotalGoldValue = 0;
	int iTotalScienceValue = 0;
	int iTotalFaithValue = 0;
	int iTotalResourceValue = 0;
	int iTotalStrategicValue = 0;

	int iClosestCityOfMine = 999;
	int iClosestEnemyCity = 999;

	int iCapitalArea = NULL;

	bool bIsInca = false;
	int iAdjacentMountains = 0;

	if ( pPlayer->getCapitalCity() )
		iCapitalArea = pPlayer->getCapitalCity()->getArea();

	// Custom code for Inca ideal terrace farm locations
	ImprovementTypes eIncaImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_TERRACE_FARM", true);  
	if(eIncaImprovement != NO_IMPROVEMENT)
	{
		CvImprovementEntry* pkEntry = GC.getImprovementInfo(eIncaImprovement);
		if(pkEntry != NULL && pkEntry->IsSpecificCivRequired())
		{
			CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
			if(eCiv == pPlayer->getCivilizationType())
			{
				bIsInca = true;
			}
		}
	}

	for (int iDX = -7; iDX <= 7; iDX++)
	{
		for (int iDY = -7; iDY <= 7; iDY++)
		{
			CvPlot* pLoopPlot = plotXY(pPlot->getX(), pPlot->getY(), iDX, iDY);

			if (pLoopPlot != NULL)
			{
				int iDistance = plotDistance(pPlot->getX(), pPlot->getY(), pLoopPlot->getX(), pLoopPlot->getY());
				if (iDistance <= 7)
				{
					if ((pLoopPlot->getOwner() == NO_PLAYER) || (pLoopPlot->getOwner() == pPlayer->GetID()))
					{
						// See if there are other cities nearby
						if (iClosestCityOfMine > iDistance)
						{
							if (pLoopPlot->isCity())
							{
								iClosestCityOfMine = iDistance;
							}
						}

						// Skip the city plot itself for now
						if (iDistance <= 5)
						{
							int iRingModifier = m_iRingModifier[iDistance];

							iFoodValue = 0;
							iProductionValue = 0;
							iGoldValue = 0;
							iScienceValue = 0;
							iHappinessValue = 0;
							iResourceValue = 0;
							iStrategicValue = 0;

#if defined(MOD_GLOBAL_CITY_WORKING)
							if (iDistance > 0 && iDistance <= pPlayer->getWorkPlotDistance())
#else	
							if (iDistance > 0 && iDistance <= NUM_CITY_RINGS)
#endif
							{
								if (eYield == NO_YIELD || eYield == YIELD_FOOD)
								{
									iFoodValue = iRingModifier * ComputeFoodValue(pLoopPlot, pPlayer) * /*15*/ GC.getSETTLER_FOOD_MULTIPLIER();
								}
								if (eYield == NO_YIELD || eYield == YIELD_PRODUCTION)
								{
									iProductionValue = iRingModifier * ComputeProductionValue(pLoopPlot, pPlayer) * /*3*/ GC.getSETTLER_PRODUCTION_MULTIPLIER();
								}
								if (eYield == NO_YIELD || eYield == YIELD_GOLD)
								{
									iGoldValue = iRingModifier * ComputeGoldValue(pLoopPlot, pPlayer) * /*2*/ GC.getSETTLER_GOLD_MULTIPLIER();
								}
								if (eYield == NO_YIELD || eYield == YIELD_SCIENCE)
								{
									iScienceValue = iRingModifier * ComputeScienceValue(pLoopPlot, pPlayer) * /*1*/ GC.getSETTLER_SCIENCE_MULTIPLIER();
								}
								if (eYield == NO_YIELD || eYield == YIELD_FAITH)
								{
									iFaithValue = iRingModifier * ComputeFaithValue(pLoopPlot, pPlayer) * /*1*/ GC.getSETTLER_FAITH_MULTIPLIER();
								}
							}

							// whether or not we are working these we get the benefit as long as culture can grow to take them
							if (iDistance <= 5 && pLoopPlot->getOwner() == NO_PLAYER) // there is no benefit if we already own these tiles
							{
								iHappinessValue = iRingModifier * ComputeHappinessValue(pLoopPlot, pPlayer) * /*6*/ GC.getSETTLER_HAPPINESS_MULTIPLIER();
								iResourceValue = iRingModifier * ComputeTradeableResourceValue(pLoopPlot, pPlayer) * /*1*/ GC.getSETTLER_RESOURCE_MULTIPLIER();
								if (iDistance)
									iStrategicValue = ComputeStrategicValue(pLoopPlot, pPlayer, iDistance) * /*1*/ GC.getSETTLER_STRATEGIC_MULTIPLIER();  // the ring is included in the computation
							}

							iTotalFoodValue += iFoodValue;
							iTotalHappinessValue += iHappinessValue;
							iTotalProductionValue += iProductionValue;
							iTotalGoldValue += iGoldValue;
							iTotalScienceValue += iScienceValue;
							iTotalFaithValue += iFaithValue;
							iTotalResourceValue += iResourceValue;
							iTotalStrategicValue += iStrategicValue;

							int iPlotValue = iFoodValue + iHappinessValue + iProductionValue + iGoldValue + iScienceValue + iFaithValue + iResourceValue;
							
							if (iPlotValue == 0)
							{
								// this tile is so bad it gets negatives
								iPlotValue -= iRingModifier * GC.getSETTLER_FOOD_MULTIPLIER() * 2;
							}
							iPlotValue += iStrategicValue;

							// if this tile is a NW boost the value just so that we force the AI to claim them (if we can work it)
#if defined(MOD_GLOBAL_CITY_WORKING)
							if (pLoopPlot->IsNaturalWonder() && iDistance > 0 && iDistance <= pPlayer->getWorkPlotDistance())
#else	
							if (pLoopPlot->IsNaturalWonder() && iDistance > 0 && iDistance <= NUM_CITY_RINGS)
#endif
							{
								//iPlotValue += iPlotValue * 2 + 10;
								iPlotValue += iPlotValue * 2 + 500;
							}

							// lower value a lot if we already own this tile
							if (iPlotValue > 0 && pLoopPlot->getOwner() == pPlayer->GetID())
							{
#if defined(MOD_BALANCE_CORE_SETTLER)
								if (MOD_BALANCE_CORE_SETTLER) 
								{
									iPlotValue *= 2;
									iPlotValue /= 3;
								}
#else
								iPlotValue /= 4;
#endif
							}

							// add this plot into the total
							rtnValue += iPlotValue;

							FeatureTypes ePlotFeature = pLoopPlot->getFeatureType();
							ImprovementTypes ePlotImprovement = pLoopPlot->getImprovementType();
							ResourceTypes ePlotResource = pLoopPlot->getResourceType();

							if (ePlotFeature == FEATURE_FOREST)
							{
								if (iDistance <= 5)
								{
									++iIroquoisForestCount;
									if (iDistance == 1)
									{
										if (ePlotImprovement == NO_IMPROVEMENT)
										{
											++iCelticForestCount;
										}
									}
								}
							}
							else if (ePlotFeature == FEATURE_JUNGLE)
							{
#if defined(MOD_GLOBAL_CITY_WORKING)
								if (iDistance <= pPlayer->getWorkPlotDistance())
#else	
								if (iDistance <= NUM_CITY_RINGS)
#endif
								{
									++iBrazilJungleCount;
								}
							}
							else if (ePlotFeature == FEATURE_MARSH || ePlotFeature == FEATURE_FLOOD_PLAINS)
							{
#if defined(MOD_GLOBAL_CITY_WORKING)
								if (iDistance <= pPlayer->getWorkPlotDistance())
#else	
								if (iDistance <= NUM_CITY_RINGS)
#endif
								{
									++iWetlandsCount;
								}
							}

							if (pLoopPlot->IsNaturalWonder())
							{
								if (iDistance <= 1)
								{
									++iNaturalWonderCount;
								}
							}

							if (pLoopPlot->getTerrainType() == TERRAIN_DESERT)
							{
#if defined(MOD_GLOBAL_CITY_WORKING)
								if (iDistance <= pPlayer->getWorkPlotDistance())
#else	
								if (iDistance <= NUM_CITY_RINGS)
#endif
								{
									if (ePlotResource == NO_RESOURCE)
									{
										++iDesertCount;
									}
								}
							}

							if (bIsInca)
							{
								if (pLoopPlot->isHills())
								{
#if defined(MOD_GLOBAL_CITY_WORKING)
								if (iDistance <= pPlayer->getWorkPlotDistance())
#else	
								if (iDistance <= NUM_CITY_RINGS)
#endif
									{
										iAdjacentMountains = pLoopPlot->GetNumAdjacentMountains();
										if (iAdjacentMountains > 0 && iAdjacentMountains < 6)
										{
											//give the bonus if it's hills, with additional if bordered by mountains
											rtnValue += m_iIncaMultiplier + (iAdjacentMountains * m_iIncaMultiplier);
										}
									}
									
								}
							}
#if defined(MOD_BALANCE_CORE_SETTLER)
							if (MOD_BALANCE_CORE_SETTLER) 
							{
								if(pLoopPlot->isWater() && pLoopPlot->HasResource(NO_RESOURCE))
								{
									iWaterPlot++;
								}
								if(pLoopPlot == NULL || pLoopPlot->isImpassable() || pLoopPlot->getTerrainType() == TERRAIN_SNOW || pLoopPlot->getFeatureType() == FEATURE_ICE)
								{
									iBadPlot++;
								}
							}
#endif	
						}
					}
					else // this tile is owned by someone else
					{
						// See if there are other cities nearby (only count major civs)
						if (iClosestEnemyCity > iDistance)
						{
							if (pLoopPlot->isCity() && (pLoopPlot->getOwner() < MAX_MAJOR_CIVS))
							{
								iClosestEnemyCity = iDistance;
							}
						}
					}
				}
			}
#if defined(MOD_BALANCE_CORE_SETTLER)
			if (MOD_BALANCE_CORE_SETTLER) 
			{
				iLoopPlots++;
			}
#endif
		}
	}

	if (pPlayer->GetPlayerTraits()->IsFaithFromUnimprovedForest())
	{
		if (iCelticForestCount >= 3)
		{
			rtnValue += 2 * 1000 * m_iFlavorMultiplier[YIELD_FAITH];
		}
		else if (iCelticForestCount >= 1)
		{
			rtnValue += 1 * 1000 * m_iFlavorMultiplier[YIELD_FAITH];
		}
	}
	else if (pPlayer->GetPlayerTraits()->IsMoveFriendlyWoodsAsRoad())
	{
		rtnValue += iIroquoisForestCount * 10;	
	}
	else if (pPlayer->GetPlayerTraits()->GetNaturalWonderYieldModifier() > 0)	//ie: Spain
	{
		rtnValue += iNaturalWonderCount * m_iSpainMultiplier;	
	}

	// Custom code for Brazil
	ImprovementTypes eBrazilImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_BRAZILWOOD_CAMP", true);  
	if(eBrazilImprovement != NO_IMPROVEMENT)
	{
		CvImprovementEntry* pkEntry = GC.getImprovementInfo(eBrazilImprovement);
		if(pkEntry != NULL && pkEntry->IsSpecificCivRequired())
		{
			CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
			if(eCiv == pPlayer->getCivilizationType())
			{
				rtnValue += iBrazilJungleCount * m_iBrazilMultiplier;
			}
		}
	}

	// Custom code for Morocco
	ImprovementTypes eMoroccoImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_KASBAH", true);  
	if(eMoroccoImprovement != NO_IMPROVEMENT)
	{
		CvImprovementEntry* pkEntry = GC.getImprovementInfo(eMoroccoImprovement);
		if(pkEntry != NULL && pkEntry->IsSpecificCivRequired())
		{
			CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
			if(eCiv == pPlayer->getCivilizationType())
			{
				rtnValue += iDesertCount * m_iMorrocoMultiplier;
			}
		}
	}

	//Custom code for Netherlands
	ImprovementTypes ePolderImprovement = (ImprovementTypes)GC.getInfoTypeForString("IMPROVEMENT_POLDER", true);  
	if(ePolderImprovement != NO_IMPROVEMENT)
	{
		CvImprovementEntry* pkEntry = GC.getImprovementInfo(ePolderImprovement);
		if(pkEntry != NULL && pkEntry->IsSpecificCivRequired())
		{
			CivilizationTypes eCiv = pkEntry->GetRequiredCivilization();
			if(eCiv == pPlayer->getCivilizationType())
			{
				rtnValue += iWetlandsCount * m_iNetherlandsMultiplier;
			}
		}
	}

	if (rtnValue < 0) rtnValue = 0;

	// Finally, look at the city plot itself and use it as an overall multiplier
	if (pPlot->getResourceType(pPlayer->getTeam()) != NO_RESOURCE)
	{
		rtnValue += (int)rtnValue * /*-50*/ GC.getBUILD_ON_RESOURCE_PERCENT() / 100;
	}

	if (pPlot->isRiver())
	{
		rtnValue += (int)rtnValue * /*15*/ GC.getBUILD_ON_RIVER_PERCENT() / 100;
	}

	if (pPlot->isCoastalLand(GC.getMIN_WATER_SIZE_FOR_OCEAN()))
	{
		// okay, coast used to have lots of gold so players settled there "naturally", it doesn't any more, so I am going to give it a nudge in that direction
		// slewis - removed Brian(?)'s rtnValue adjustment and raised the BUILD_ON_COAST_PERCENT to 40 from 25
		//rtnValue += rtnValue > 0 ? 10 : 0;
		rtnValue += (int)rtnValue * /*40*/ GC.getSETTLER_BUILD_ON_COAST_PERCENT() / 100;
		int iNavalFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iNavalIndex);
		if (iNavalFlavor > 7)
		{
			rtnValue += (int)rtnValue * /*40*/ GC.getSETTLER_BUILD_ON_COAST_PERCENT() / 100;
		}
		if (pPlayer->getCivilizationInfo().isCoastalCiv()) // we really like the coast (England, Norway, Polynesia, Carthage, etc.)
		{
			rtnValue += rtnValue > 0 ? 25 : 0;
			rtnValue *= 2;
		}
	}
#if defined(MOD_BALANCE_CORE_SETTLER)
	if (MOD_BALANCE_CORE_SETTLER) 
	{
		//Is this a water chokepoint? (More than four would make this a peninsula, which is not what we are looking for.)
		if(pPlot->IsChokePoint(true, false, 0))
		{
			rtnValue += (int)rtnValue * /*100*/ GC.getBALANCE_CHOKEPOINT_STRATEGIC_VALUE() / 100;
		}
		//Looking for mountains for chokepoints.
		//If the adjacent plot is not touching another mountain, and there is more than one mountain around pPlot, we've found a potential chokepoint.
		else if(pPlot->IsChokePoint(false, true, 1))
		{
			//Awesome, we found a mountain chokepoint within 1. Emphasize!
			rtnValue += (int)rtnValue * /*100*/ GC.getBALANCE_CHOKEPOINT_STRATEGIC_VALUE() / 75;
		}
		else if(pPlot->IsChokePoint(false, true, 2))
		{
			//Awesome, we found a mountain chokepoint within 2. Emphasize!
			rtnValue += (int)rtnValue * /*100*/ GC.getBALANCE_CHOKEPOINT_STRATEGIC_VALUE() / 100;
		}
		else if(pPlot->IsChokePoint(false, true, 3))
		{
			//Awesome, we found a mountain chokepoint within 3. Emphasize!
			rtnValue += (int)rtnValue * /*100*/ GC.getBALANCE_CHOKEPOINT_STRATEGIC_VALUE() / 125;
		}
		//Too many bad plots?
		if(iBadPlot > (iLoopPlots / 4))
		{
			rtnValue /= 5;
		}
		//Too much empty water?
		if(iWaterPlot > (iLoopPlots / 2))
		{
			rtnValue *= 2;
			rtnValue /= 3;
		}
	}
	//Let's see what we can do. (Strategic site locator pulled from below - less loop cycles used this way, as all we care about is the city plot itself, not every plot in the city's loop.
	if(pPlayer != NULL)
	{
		for(int iMajorLoop = 0; iMajorLoop < MAX_MAJOR_CIVS; iMajorLoop++)
		{
			PlayerTypes eOtherPlayer = (PlayerTypes) iMajorLoop;
			PlayerProximityTypes eProximity = GET_PLAYER(eOtherPlayer).GetProximityToPlayer(pPlayer->GetID());
			if(eOtherPlayer != pPlayer->GetID() && eOtherPlayer != NO_PLAYER && GET_PLAYER(eOtherPlayer).isAlive() && !GET_PLAYER(eOtherPlayer).isMinorCiv() && !GET_PLAYER(eOtherPlayer).isBarbarian())
			{
				if(eProximity >= PLAYER_PROXIMITY_CLOSE)
				{
					CvCity* pLoopTheirCity;
					int iClosestDistance = 6;
					int iDistance = 0;
					int iLoop;
					for(pLoopTheirCity = GET_PLAYER(eOtherPlayer).firstCity(&iLoop); pLoopTheirCity != NULL; pLoopTheirCity = GET_PLAYER(eOtherPlayer).nextCity(&iLoop))
					{
						if(pLoopTheirCity != NULL)
						{
							if(pPlot->getArea() == pLoopTheirCity->getArea())
							{
								iDistance = plotDistance(pPlot->getX(), pPlot->getY(), pLoopTheirCity->getX(), pLoopTheirCity->getY());
								
								if(iDistance <= iClosestDistance)
								{
									//There's at least 6 hexes between these plots, which means we can theoretically settle here.
									int iNumPlots = 0;
									int iNumBadPlots = 0;

									for(int iDX = -iClosestDistance; iDX <= iClosestDistance; iDX++)
									{
										for(int iDY = -iClosestDistance; iDY <= iClosestDistance; iDY++)
										{
											CvPlot* pLoopPlot = plotXYWithRangeCheck(pPlot->getX(), pPlot->getY(), iDX, iDY, iClosestDistance);
											if(pLoopPlot)
											{
												//Let's look for good, empty land.
												if(pLoopPlot->isImpassable() || pLoopPlot->isWater() || pLoopPlot->getOwner() != NO_PLAYER) 
												{
													iNumBadPlots++;
												}
													iNumPlots++;
											}
										}
									}
									if(iNumBadPlots > 0)
									{
										iNumBadPlots = (iNumBadPlots * 130) / 100;
									}
									//Good space must be greater than bad plots by at least 30%
									if(iNumPlots > iNumBadPlots)
									{
										//If there is significant empty land, and it is within the theoretical hex separation of the nearest two cities of two different players, there's a good chance it is border land. GET IT!
										rtnValue += (int)rtnValue * /*50*/ GC.getBALANCE_EMPIRE_BORDERLAND_STRATEGIC_VALUE() / 100;
										break;
									}
								}
							}
						}
					}
				}
			}
		}
	}
#endif

	// Nearby Cities?

	// Human
	if (pPlayer != NULL && pPlayer->isHuman())
	{
		if (iClosestCityOfMine == 3)
		{
			rtnValue /= 2;
		}
	}
	// AI
	else
	{
		int iGrowthFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iGrowthIndex);
		int iExpansionFlavor = pPlayer->GetGrandStrategyAI()->GetPersonalityAndGrandStrategy((FlavorTypes)m_iExpansionIndex);

		int iSweetSpot = 5;
		iSweetSpot += (iGrowthFlavor > 7) ?  1 : 0;
		iSweetSpot += (iExpansionFlavor > 7) ?  -1 : 0;
		iSweetSpot += (iGrowthFlavor < 4) ?  -1 : 0;
		iSweetSpot += (iExpansionFlavor < 4) ?  1 : 0;
		iSweetSpot = max(4,iSweetSpot);
		iSweetSpot = min(6,iSweetSpot);

		if (iClosestCityOfMine == iSweetSpot) 
		{
			// 1.5 was not enough 2.0 was too much, so lets split the difference
			rtnValue *= 175;
			rtnValue /= 100;
		}
		else if (iClosestCityOfMine < iSweetSpot)
		{
			rtnValue /= 2;
		}
		else if (iClosestCityOfMine > 7)
		{
			rtnValue *= 2;
			rtnValue /= 3;
		}

		// use boldness to decide if we want to push close to enemies
		int iBoldness = pPlayer->GetDiplomacyAI()->GetBoldness();
		if (iBoldness < 4)
		{
			if (iClosestEnemyCity <= 4)
			{
				rtnValue /= 4;
			}
			else if (iClosestEnemyCity == 5)
			{
				rtnValue /= 2;
			}
		}
		else if (iBoldness > 7)
		{
			if (iClosestEnemyCity <= 5 && iClosestCityOfMine < 8)
			{
				rtnValue *= 3;
				rtnValue /= 2;
			}
		}
		else
		{
			if (iClosestEnemyCity < 5)
			{
				rtnValue *= 2;
				rtnValue /= 3;
			}
		}

		// if we are offshore, pull cities in tighter
		if (iCapitalArea != pPlot->getArea())
		{
			if (iClosestCityOfMine < 7)
			{
				rtnValue *= 3;
				rtnValue /= 2;
			}
		}
#if defined(MOD_BALANCE_CORE_SETTLER)
	if (MOD_BALANCE_CORE_SETTLER) 
		{
			//Let's judge just how well we can defend this city if we push out. If our neighbors are stronger than us, let's turtle a bit.
			for(int iMajorLoop = 0; iMajorLoop < MAX_MAJOR_CIVS; iMajorLoop++)
			{
				PlayerTypes eOtherPlayer = (PlayerTypes) iMajorLoop;
				if(eOtherPlayer != NO_PLAYER && GET_PLAYER(eOtherPlayer).isAlive() && !GET_PLAYER(eOtherPlayer).isMinorCiv() && !GET_PLAYER(eOtherPlayer).isBarbarian())
				{
					PlayerProximityTypes eProximity = GET_PLAYER(eOtherPlayer).GetProximityToPlayer(pPlayer->GetID());
					if(eProximity == PLAYER_PROXIMITY_NEIGHBORS && (pPlayer->GetMilitaryMight() < GET_PLAYER(eOtherPlayer).GetMilitaryMight()))
					{
						//Is the plot we're looking at in the same area as our strong neighbor?
						if (iClosestEnemyCity <= 6)
						{
							rtnValue /= 2;
						}
					}
				}
			}
		}
#endif
	}

	rtnValue = (rtnValue > 0) ? rtnValue : 0;

	return rtnValue;
}
// Mark cells we can use to bomb a specific target
void CvTacticalAnalysisMap::SetTargetBombardCells(CvPlot* pTarget, int iRange, bool bIgnoreLOS)
{
	int iDX, iDY;
	CvPlot* pLoopPlot;
	int iPlotIndex;
#ifdef AUI_HEXSPACE_DX_LOOPS
	int iMaxDX;
	for (iDY = -iRange; iDY <= iRange; iDY++)
	{
		iMaxDX = iRange - MAX(0, iDY);
		for (iDX = -iRange - MIN(0, iDY); iDX <= iMaxDX; iDX++) // MIN() and MAX() stuff is to reduce loops (hexspace!)
#else
	int iPlotDistance;

	for(iDX = -(iRange); iDX <= iRange; iDX++)
	{
		for(iDY = -(iRange); iDY <= iRange; iDY++)
#endif
		{
#ifdef AUI_HEXSPACE_DX_LOOPS
			if (iDX == 0 && iDY == 0)
				continue;
#endif
			pLoopPlot = plotXY(pTarget->getX(), pTarget->getY(), iDX, iDY);
			if(pLoopPlot != NULL)
			{
#ifndef AUI_HEXSPACE_DX_LOOPS
#ifdef AUI_FIX_HEX_DISTANCE_INSTEAD_OF_PLOT_DISTANCE
				iPlotDistance = hexDistance(iDX, iDY);
#else
				iPlotDistance = plotDistance(pLoopPlot->getX(), pLoopPlot->getY(), pTarget->getX(), pTarget->getY());
#endif
				if(iPlotDistance > 0 && iPlotDistance <= iRange)
#endif
				{
					iPlotIndex = GC.getMap().plotNum(pLoopPlot->getX(), pLoopPlot->getY());
					if(m_pPlots[iPlotIndex].IsRevealed() && !m_pPlots[iPlotIndex].IsImpassableTerrain() && !m_pPlots[iPlotIndex].IsImpassableTerritory())
					{
						if(!m_pPlots[iPlotIndex].IsEnemyCity() && !m_pPlots[iPlotIndex].IsNeutralCity())
						{
							if(bIgnoreLOS || pLoopPlot->canSeePlot(pTarget, m_pPlayer->getTeam(), iRange, NO_DIRECTION))
							{
								m_pPlots[iPlotIndex].SetWithinRangeOfTarget(true);
							}
						}
					}
				}
			}
		}
	}
}

// Mark cells we can use to bomb a specific target
void CvTacticalAnalysisMap::SetTargetFlankBonusCells(CvPlot* pTarget)
{
	CvPlot* pLoopPlot;
	int iPlotIndex;

	// No flank attacks on units at sea (where all combat is bombards)
	if(pTarget->isWater())
	{
		return;
	}

	for(int iI = 0; iI < NUM_DIRECTION_TYPES; iI++)
	{
		pLoopPlot = plotDirection(pTarget->getX(), pTarget->getY(), ((DirectionTypes)iI));
		if(pLoopPlot != NULL)
		{
			iPlotIndex = GC.getMap().plotNum(pLoopPlot->getX(), pLoopPlot->getY());
			if(m_pPlots[iPlotIndex].IsRevealed() && !m_pPlots[iPlotIndex].IsImpassableTerrain() && !m_pPlots[iPlotIndex].IsImpassableTerritory())
			{
				if(!m_pPlots[iPlotIndex].IsFriendlyCity() && !m_pPlots[iPlotIndex].IsEnemyCity() && !m_pPlots[iPlotIndex].IsNeutralCity())
				{
					if(!m_pPlots[iPlotIndex].IsFriendlyTurnEndTile() && m_pPlots[iPlotIndex].GetEnemyMilitaryUnit() == NULL)
					{
						m_pPlots[iPlotIndex].SetHelpsProvidesFlankBonus(true);
					}
				}
			}
		}
	}
}