/// Calculate military presences in each owned dominance zone void CvTacticalAnalysisMap::CalculateMilitaryStrengths() { TeamTypes eTeam = GET_PLAYER(m_ePlayer).getTeam(); // Loop through the dominance zones for(unsigned int iI = 0; iI < m_DominanceZones.size(); iI++) { CvTacticalDominanceZone* pZone = &m_DominanceZones[iI]; CvCity *pClosestCity = pZone->GetZoneCity(); if(pClosestCity) { // Start with strength of the city itself int iCityHitPoints = pClosestCity->GetMaxHitPoints() - pClosestCity->getDamage(); int iStrength = pClosestCity->getStrengthValue() * iCityHitPoints / GC.getMAX_CITY_HIT_POINTS(); if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_FRIENDLY) { pZone->AddFriendlyMeleeStrength(iStrength); pZone->AddFriendlyRangedStrength(pClosestCity->getStrengthValue(true)); } else if(pZone->GetTerritoryType() == TACTICAL_TERRITORY_ENEMY) { pZone->AddEnemyMeleeStrength(iStrength); pZone->AddEnemyRangedStrength(pClosestCity->getStrengthValue(true)); } else { pZone->AddNeutralStrength(iStrength); } } // check all units in the world for(int iPlayerLoop = 0; iPlayerLoop < MAX_PLAYERS; iPlayerLoop++) { CvPlayer& kPlayer = GET_PLAYER((PlayerTypes) iPlayerLoop); bool bEnemy = GET_TEAM(eTeam).isAtWar(kPlayer.getTeam()); bool bFriendly = (eTeam==kPlayer.getTeam()); int iLoop; for(CvUnit* pLoopUnit = kPlayer.firstUnit(&iLoop); pLoopUnit != NULL; pLoopUnit = kPlayer.nextUnit(&iLoop)) { if(!pLoopUnit->IsCombatUnit()) continue; bool bUnitMayBeRelevant = (pLoopUnit->getDomainType() == DOMAIN_AIR || pLoopUnit->isRanged() || //ranged power is cross-domain! (pLoopUnit->getDomainType() == DOMAIN_LAND && !pZone->IsWater()) || ((pLoopUnit->getDomainType() == DOMAIN_SEA || (pLoopUnit->isEmbarked() && pClosestCity) && pZone->IsWater()))); //embarked melee still count in water zone if there's a city to attack/defend if (!bUnitMayBeRelevant) continue; CvPlot* pPlot = pLoopUnit->plot(); if(!pPlot) continue; //a little cheating for AI - invisible units still count with reduced strength bool bVisible = pPlot->isVisible(eTeam) || pPlot->isAdjacentVisible(eTeam, false); bool bZoneTypeMismatch = (pLoopUnit->getDomainType() == DOMAIN_LAND && pZone->IsWater()) || (pLoopUnit->getDomainType() == DOMAIN_SEA && !pZone->IsWater()); //embarked units and crossdomain count only partially bool bReducedStrength = pLoopUnit->isEmbarked() || bZoneTypeMismatch; //if there is a city, units in adjacent zones can also count int iDistance = 0; if (pClosestCity) { iDistance = plotDistance(pLoopUnit->getX(), pLoopUnit->getY(), pClosestCity->getX(), pClosestCity->getY()); if (iDistance > m_iTacticalRange) continue; else if (iDistance > (m_iTacticalRange / 2)) { if (bZoneTypeMismatch) continue; else bReducedStrength = true; } else { //if on another continent, they can't easily take part in the fight if (!pClosestCity->isMatchingArea(pLoopUnit->plot())) bReducedStrength = true; } } else { //if there is no city, the unit must be in the zone itself if ( GetCell(pLoopUnit->plot()->GetPlotIndex())->GetDominanceZone() != pZone->GetDominanceZoneID() ) continue; } int iMultiplier = m_iTacticalRange + MIN(3 - iDistance, 0); // 3 because action may still be spread out over the zone if(iMultiplier > 0) { int iUnitStrength = pLoopUnit->GetBaseCombatStrengthConsideringDamage(); //unit might disembark ... so don't count it for water zone, but for adjacent land if(iUnitStrength == 0 && pLoopUnit->isEmbarked() && !pZone->IsWater()) iUnitStrength = pLoopUnit->GetBaseCombatStrength(); int iRangedStrength = pLoopUnit->GetMaxRangedCombatStrength(NULL, /*pCity*/ NULL, true, true) / 100; if(!bVisible || bReducedStrength) { iUnitStrength /= 2; iRangedStrength /= 2; } if (bEnemy) { #if defined(MOD_BALANCE_CORE_MILITARY_LOGGING) //CvString msg; //msg.Format("Zone %d, Enemy %s %d with %d hp at %d,%d - distance %d, strength %d, ranged strength %d (total %d)", // pZone->GetDominanceZoneID(), pLoopUnit->getName().c_str(), pLoopUnit->GetID(), pLoopUnit->GetCurrHitPoints(), // pLoopUnit->getX(), pLoopUnit->getY(), iDistance, iUnitStrength, iRangedStrength, pZone->GetOverallEnemyStrength()); //GET_PLAYER(m_ePlayer).GetTacticalAI()->LogTacticalMessage(msg, true /*bSkipLogDominanceZone*/); #endif if (pLoopUnit->getDomainType() == DOMAIN_SEA) { pZone->AddEnemyNavalStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier); pZone->AddEnemyNavalRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier); pZone->AddEnemyNavalUnitCount(1); } else { pZone->AddEnemyMeleeStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier); pZone->AddEnemyRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier); pZone->AddEnemyUnitCount(1); } //again only for enemies if(pZone->GetRangeClosestEnemyUnit()<0 || iDistance<pZone->GetRangeClosestEnemyUnit()) pZone->SetRangeClosestEnemyUnit(iDistance); } else if (bFriendly) { #if defined(MOD_BALANCE_CORE_MILITARY_LOGGING) //CvString msg; //msg.Format("Zone %d, Friendly %s %d with %d hp at %d,%d - distance %d, strength %d, ranged strength %d (total %d)", // pZone->GetDominanceZoneID(), pLoopUnit->getName().c_str(), pLoopUnit->GetID(), pLoopUnit->GetCurrHitPoints(), // pLoopUnit->getX(), pLoopUnit->getY(), iDistance, iUnitStrength, iRangedStrength, pZone->GetOverallFriendlyStrength()); //GET_PLAYER(m_ePlayer).GetTacticalAI()->LogTacticalMessage(msg, true /*bSkipLogDominanceZone*/); #endif if (pLoopUnit->getDomainType() == DOMAIN_SEA) { pZone->AddFriendlyNavalStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier); pZone->AddFriendlyNavalRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier); pZone->AddFriendlyNavalUnitCount(1); } else { pZone->AddFriendlyMeleeStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier); pZone->AddFriendlyRangedStrength(iRangedStrength*iMultiplier*m_iUnitStrengthMultiplier); pZone->AddFriendlyUnitCount(1); } } else { //neutral has only very few stats pZone->AddNeutralStrength(iUnitStrength*iMultiplier*m_iUnitStrengthMultiplier); pZone->AddNeutralUnitCount(1); } } } } } }