/// Calculate military presences in each owned dominance zone void CvTacticalAnalysisMap::CalculateMilitaryStrengths() { // Loop through the dominance zones CvTacticalDominanceZone* pZone; CvCity* pClosestCity = NULL; int iDistance; int iMultiplier; int iLoop; CvUnit* pLoopUnit; TeamTypes eTeam; eTeam = m_pPlayer->getTeam(); for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++) { pZone = &m_DominanceZones[iI]; if(pZone->GetTerritoryType() != TACTICAL_TERRITORY_NO_OWNER) { pClosestCity = pZone->GetClosestCity(); if(pClosestCity) { // Start with strength of the city itself int iCityHitPoints = pClosestCity->GetMaxHitPoints() - pClosestCity->getDamage(); int iStrength = m_iTacticalRange * pClosestCity->getStrengthValue() * iCityHitPoints / GC.getMAX_CITY_HIT_POINTS(); if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY) { pZone->AddFriendlyStrength(iStrength); #if defined(MOD_AI_SMART_V3) pZone->AddFriendlyRangedStrength(pClosestCity->getStrengthValue(MOD_AI_SMART_V3)); #else pZone->AddFriendlyRangedStrength(pClosestCity->getStrengthValue()); #endif } #if defined(MOD_AI_SMART_V3) else if(!MOD_AI_SMART_V3 || pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY) #else else #endif { pZone->AddEnemyStrength(iStrength); #if defined(MOD_AI_SMART_V3) pZone->AddEnemyRangedStrength(pClosestCity->getStrengthValue(MOD_AI_SMART_V3)); #else pZone->AddEnemyRangedStrength(pClosestCity->getStrengthValue()); #endif } // Loop through all of OUR units first for(pLoopUnit = m_pPlayer->firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = m_pPlayer->nextUnit(&iLoop)) { if(pLoopUnit->IsCombatUnit()) { if(pLoopUnit->getDomainType() == DOMAIN_AIR || #if defined(MOD_AI_SMART_V3) //ranged power is cross-domain! (MOD_AI_SMART_V3 && pLoopUnit->isRanged()) || #endif (pLoopUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) || (pLoopUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater())) { iDistance = plotDistance(pLoopUnit->getX(), pLoopUnit->getY(), pClosestCity->getX(), pClosestCity->getY()); if (iDistance <= m_iTacticalRange) { #if defined(MOD_AI_SMART_V3) int iRange = MOD_AI_SMART_V3 ? MIN(4 - iDistance, 0) : 4 - iDistance; iMultiplier = m_iTacticalRange + iRange; #else iMultiplier = (m_iTacticalRange + 4 - iDistance); // "4" so unit strength isn't totally dominated by proximity to city #endif if(iMultiplier > 0) { int iUnitStrength = pLoopUnit->GetBaseCombatStrengthConsideringDamage(); if(iUnitStrength == 0 && pLoopUnit->isEmbarked() && !pZone->IsWater()) { iUnitStrength = pLoopUnit->GetBaseCombatStrength(true); } pZone->AddFriendlyStrength(iUnitStrength * iMultiplier * m_iUnitStrengthMultiplier); pZone->AddFriendlyRangedStrength(pLoopUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true)); if(pLoopUnit->GetRange() > GetBestFriendlyRange()) { SetBestFriendlyRange(pLoopUnit->GetRange()); } if(pLoopUnit->IsRangeAttackIgnoreLOS()) { SetIgnoreLOS(true); } pZone->AddFriendlyUnitCount(1); if(pLoopUnit->isRanged()) { pZone->AddFriendlyRangedUnitCount(1); } } } } } } // Repeat for all visible enemy units (or adjacent to visible) for(int iPlayerLoop = 0; iPlayerLoop < MAX_CIV_PLAYERS; iPlayerLoop++) { CvPlayer& kPlayer = GET_PLAYER((PlayerTypes) iPlayerLoop); if(GET_TEAM(eTeam).isAtWar(kPlayer.getTeam())) { for(pLoopUnit = kPlayer.firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = kPlayer.nextUnit(&iLoop)) { if(pLoopUnit->IsCombatUnit()) { if(pLoopUnit->getDomainType() == DOMAIN_AIR || #if defined(MOD_AI_SMART_V3) //ranged power is cross-domain! (MOD_AI_SMART_V3 && pLoopUnit->isRanged()) || #endif (pLoopUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) || (pLoopUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater())) { CvPlot* pPlot; pPlot = pLoopUnit->plot(); if(pPlot) { bool bVisible = true; iDistance = plotDistance(pLoopUnit->getX(), pLoopUnit->getY(), pClosestCity->getX(), pClosestCity->getY()); if (iDistance <= m_iTacticalRange) { #if defined(MOD_AI_SMART_V3) int iRange = MOD_AI_SMART_V3 ? MIN(4 - iDistance, 0) : 4 - iDistance; iMultiplier = m_iTacticalRange + iRange; // 4 because action may still be spread out over the zone #else iMultiplier = (m_iTacticalRange + 4 - iDistance); // "4" so unit strength isn't totally dominated by proximity to city #endif if(!pPlot->isVisible(eTeam) && !pPlot->isAdjacentVisible(eTeam, false)) { bVisible = false; } if(iMultiplier > 0) { int iUnitStrength = pLoopUnit->GetBaseCombatStrengthConsideringDamage(); if(iUnitStrength == 0 && pLoopUnit->isEmbarked() && !pZone->IsWater()) { iUnitStrength = pLoopUnit->GetBaseCombatStrength(true); } if(!bVisible) { iUnitStrength /= 2; } pZone->AddEnemyStrength(iUnitStrength * iMultiplier * m_iUnitStrengthMultiplier); int iRangedStrength = pLoopUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true); if(!bVisible) { iRangedStrength /= 2; } pZone->AddEnemyRangedStrength(iRangedStrength); if(bVisible) { pZone->AddEnemyUnitCount(1); if(iDistance < pZone->GetRangeClosestEnemyUnit()) { pZone->SetRangeClosestEnemyUnit(iDistance); } if(pLoopUnit->isRanged()) { pZone->AddEnemyRangedUnitCount(1); } if(pLoopUnit->getDomainType() == DOMAIN_SEA) { pZone->AddEnemyNavalUnitCount(1); } } } } } } } } } } } } }
/// Updates the danger plots values to reflect threats across the map void CvDangerPlots::UpdateDanger (bool bPretendWarWithAllCivs, bool bIgnoreVisibility) { // danger plots have not been initialized yet, so no need to update if (!m_bArrayAllocated) { return; } // wipe out values int iGridSize = GC.getMap().numPlots(); CvAssertMsg(iGridSize == m_DangerPlots.size(), "iGridSize does not match number of DangerPlots"); for (int i = 0; i < iGridSize; i++) { m_DangerPlots[i] = 0; } CvPlayer& thisPlayer = GET_PLAYER(m_ePlayer); TeamTypes thisTeam = thisPlayer.getTeam(); // for each opposing civ for (int iPlayer = 0; iPlayer < MAX_PLAYERS; iPlayer++) { PlayerTypes ePlayer = (PlayerTypes)iPlayer; CvPlayer& loopPlayer = GET_PLAYER(ePlayer); TeamTypes eTeam = loopPlayer.getTeam(); if (!loopPlayer.isAlive()) { continue; } if (eTeam == thisTeam) { continue; } if (ShouldIgnorePlayer(ePlayer) && !bPretendWarWithAllCivs) { continue; } //for each unit int iLoop; CvUnit* pLoopUnit = NULL; for (pLoopUnit = loopPlayer.firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = loopPlayer.nextUnit(&iLoop)) { if (ShouldIgnoreUnit(pLoopUnit, bIgnoreVisibility)) { continue; } int iRange = pLoopUnit->baseMoves(); if (pLoopUnit->canRangeStrike()) { iRange += pLoopUnit->GetRange(); } CvPlot* pUnitPlot = pLoopUnit->plot(); AssignUnitDangerValue(pLoopUnit, pUnitPlot); CvPlot* pLoopPlot = NULL; for (int iDX = -(iRange); iDX <= iRange; iDX++) { for (int iDY = -(iRange); iDY <= iRange; iDY++) { pLoopPlot = plotXYWithRangeCheck(pUnitPlot->getX(), pUnitPlot->getY(), iDX, iDY, iRange); if (!pLoopPlot || pLoopPlot == pUnitPlot) { continue; } if (!pLoopUnit->canMoveOrAttackInto(*pLoopPlot) && !pLoopUnit->canRangeStrikeAt(pLoopPlot->getX(),pLoopPlot->getY())) { continue; } AssignUnitDangerValue(pLoopUnit, pLoopPlot); } } } // for each city CvCity* pLoopCity; for (pLoopCity = loopPlayer.firstCity(&iLoop); pLoopCity != NULL; pLoopCity = loopPlayer.nextCity(&iLoop)) { if (ShouldIgnoreCity(pLoopCity, bIgnoreVisibility)) { continue; } int iRange = GC.getCITY_ATTACK_RANGE(); CvPlot* pCityPlot = pLoopCity->plot(); AssignCityDangerValue(pLoopCity, pCityPlot); CvPlot* pLoopPlot = NULL; for (int iDX = -(iRange); iDX <= iRange; iDX++) { for (int iDY = -(iRange); iDY <= iRange; iDY++) { pLoopPlot = plotXYWithRangeCheck(pCityPlot->getX(), pCityPlot->getY(), iDX, iDY, iRange); if (!pLoopPlot) { continue; } AssignCityDangerValue(pLoopCity, pLoopPlot); } } } } // Citadels int iCitadelValue = GetDangerValueOfCitadel(); int iPlotLoop; CvPlot *pPlot, *pAdjacentPlot; for (iPlotLoop = 0; iPlotLoop < GC.getMap().numPlots(); iPlotLoop++) { pPlot = GC.getMap().plotByIndexUnchecked(iPlotLoop); if (pPlot->isRevealed(thisTeam)) { ImprovementTypes eImprovement = pPlot->getRevealedImprovementType(thisTeam); if (eImprovement != NO_IMPROVEMENT && GC.getImprovementInfo(eImprovement)->GetNearbyEnemyDamage() > 0) { if (!ShouldIgnoreCitadel(pPlot, bIgnoreVisibility)) { for (int iI = 0; iI < NUM_DIRECTION_TYPES; iI++) { pAdjacentPlot = plotDirection(pPlot->getX(), pPlot->getY(), ((DirectionTypes)iI)); if (pAdjacentPlot != NULL) { AddDanger(pAdjacentPlot->getX(), pAdjacentPlot->getY(), iCitadelValue); } } } } } } // testing city danger values CvCity* pLoopCity; int iLoopCity = 0; for (pLoopCity = thisPlayer.firstCity(&iLoopCity); pLoopCity != NULL; pLoopCity = thisPlayer.nextCity(&iLoopCity)) { int iThreatValue = GetCityDanger(pLoopCity); pLoopCity->SetThreatValue(iThreatValue); } m_bDirty = false; }
/// Add data for this cell into dominance zone information void CvTacticalAnalysisMap::AddToDominanceZones(int iIndex, CvTacticalAnalysisCell* pCell) { CvPlot* pPlot = GC.getMap().plotByIndex(iIndex); // Compute zone data for this cell m_TempZone.SetAreaID(pPlot->getArea()); m_TempZone.SetOwner(pPlot->getOwner()); m_TempZone.SetWater(pPlot->isWater()); if(!pPlot->isOwned()) { m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_NO_OWNER); } else if(pPlot->getTeam() == m_pPlayer->getTeam()) { m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_FRIENDLY); } else if(GET_TEAM(m_pPlayer->getTeam()).isAtWar(pPlot->getTeam())) { m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_ENEMY); } else { m_TempZone.SetTerritoryType(TACTICAL_TERRITORY_NEUTRAL); } m_TempZone.SetClosestCity(NULL); if(m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_ENEMY || m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_NEUTRAL || m_TempZone.GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY) { int iLoop; int iBestDistance = MAX_INT; CvCity* pBestCity = NULL; for(CvCity* pLoopCity = GET_PLAYER(m_TempZone.GetOwner()).firstCity(&iLoop); pLoopCity != NULL; pLoopCity = GET_PLAYER(m_TempZone.GetOwner()).nextCity(&iLoop)) { int iDistance = plotDistance(pLoopCity->getX(), pLoopCity->getY(), pPlot->getX(), pPlot->getY()); if(iDistance < iBestDistance) { iBestDistance = iDistance; pBestCity = pLoopCity; } } if(pBestCity != NULL) { m_TempZone.SetClosestCity(pBestCity); } } // Now see if we already have a matching zone CvTacticalDominanceZone* pZone = FindExistingZone(pPlot); if(!pZone) { // Data populated, now add to vector m_TempZone.SetDominanceZoneID(m_DominanceZones.size()); m_DominanceZones.push_back(m_TempZone); pZone = &m_DominanceZones[m_DominanceZones.size() - 1]; } // If this isn't owned territory, update zone with military strength info if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_NO_OWNER || pZone->GetTerritoryType() == TACTICAL_TERRITORY_TEMP_ZONE) { CvUnit* pFriendlyUnit = pCell->GetFriendlyMilitaryUnit(); if(pFriendlyUnit) { if(pFriendlyUnit->getDomainType() == DOMAIN_AIR || (pFriendlyUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) || (pFriendlyUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater())) { int iStrength = pFriendlyUnit->GetBaseCombatStrengthConsideringDamage(); if(iStrength == 0 && pFriendlyUnit->isEmbarked() && !pZone->IsWater()) { iStrength = pFriendlyUnit->GetBaseCombatStrength(true); } pZone->AddFriendlyStrength(iStrength * m_iUnitStrengthMultiplier); pZone->AddFriendlyRangedStrength(pFriendlyUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true)); if(pFriendlyUnit->GetRange() > GetBestFriendlyRange()) { SetBestFriendlyRange(pFriendlyUnit->GetRange()); } if(pFriendlyUnit->IsRangeAttackIgnoreLOS()) { SetIgnoreLOS(true); } pZone->AddFriendlyUnitCount(1); if(pFriendlyUnit->isRanged()) { pZone->AddFriendlyRangedUnitCount(1); } } } CvUnit* pEnemyUnit = pCell->GetEnemyMilitaryUnit(); if(pEnemyUnit) { if(pEnemyUnit->getDomainType() == DOMAIN_AIR || (pEnemyUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) || (pEnemyUnit->getDomainType() == DOMAIN_SEA && pZone->IsWater())) { int iStrength = pEnemyUnit->GetBaseCombatStrengthConsideringDamage(); if(iStrength == 0 && pEnemyUnit->isEmbarked() && !pZone->IsWater()) { iStrength = pEnemyUnit->GetBaseCombatStrength(true); } #if defined(MOD_AI_SMART_V3) int iEnemyRangedStrength = pEnemyUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true); if (MOD_AI_SMART_V3) { if (!pCell->IsVisible()) { iStrength /= 2; iEnemyRangedStrength /= 2; } iEnemyRangedStrength = iEnemyRangedStrength * m_iUnitStrengthMultiplier; } #endif pZone->AddEnemyStrength(iStrength * m_iUnitStrengthMultiplier); #if defined(MOD_AI_SMART_V3) pZone->AddEnemyRangedStrength(iEnemyRangedStrength); #else pZone->AddEnemyRangedStrength(pEnemyUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true)); #endif pZone->AddEnemyUnitCount(1); if(pEnemyUnit->isRanged()) { pZone->AddEnemyRangedUnitCount(1); } if (pEnemyUnit->getDomainType() == DOMAIN_SEA) { pZone->AddEnemyNavalUnitCount(1); } } } } // Set zone for this cell pCell->SetDominanceZone(pZone->GetDominanceZoneID()); }