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ComfyFactorio/maps/biter_battles_v2/ai.lua

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local Public = {}
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local bb_config = require "maps.biter_battles_v2.config"
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local math_random = math.random
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local vector_radius = 360
local attack_vectors = {}
attack_vectors.north = {}
attack_vectors.south = {}
for x = vector_radius * -1, vector_radius, 1 do
for y = 0, vector_radius, 1 do
local r = math.sqrt(x ^ 2 + y ^ 2)
if r < vector_radius and r > vector_radius - 1 then
attack_vectors.north[#attack_vectors.north + 1] = {x, y * -1}
attack_vectors.south[#attack_vectors.south + 1] = {x, y}
end
end
end
local size_of_vectors = #attack_vectors.north
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local threat_values = {
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["small-spitter"] = 1.5,
["small-biter"] = 1.5,
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["medium-spitter"] = 4,
["medium-biter"] = 4,
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["big-spitter"] = 12,
["big-biter"] = 12,
["behemoth-spitter"] = 32,
["behemoth-biter"] = 32,
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["small-worm-turret"] = 8,
["medium-worm-turret"] = 12,
["big-worm-turret"] = 16,
["behemoth-worm-turret"] = 16,
["biter-spawner"] = 16,
["spitter-spawner"] = 16
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}
local function get_active_biter_count(biter_force_name)
local count = 0
for _, biter in pairs(global.active_biters[biter_force_name]) do
count = count + 1
end
return count
end
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local function set_biter_raffle_table(surface, biter_force_name)
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local biters = surface.find_entities_filtered({type = "unit", force = biter_force_name})
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if not biters[1] then return end
global.biter_raffle[biter_force_name] = {}
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for _, e in pairs(biters) do
if math_random(1,3) == 1 then
global.biter_raffle[biter_force_name][#global.biter_raffle[biter_force_name] + 1] = e.name
end
end
end
local function get_threat_ratio(biter_force_name)
if global.bb_threat[biter_force_name] <= 0 then return 0 end
local t1 = global.bb_threat["north_biters"]
local t2 = global.bb_threat["south_biters"]
if t1 == 0 and t2 == 0 then return 0.5 end
if t1 < 0 then t1 = 0 end
if t2 < 0 then t2 = 0 end
local total_threat = t1 + t2
local ratio = global.bb_threat[biter_force_name] / total_threat
return ratio
end
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local function is_biter_inactive(biter, unit_number, biter_force_name)
if not biter.entity.valid then return true end
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if not biter.entity.unit_group then return true end
if not biter.entity.unit_group.valid then return true end
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if game.tick - biter.active_since < bb_config.biter_timeout then return false end
if biter.entity.surface.count_entities_filtered({area = {{biter.entity.position.x - 16, biter.entity.position.y - 16},{biter.entity.position.x + 16, biter.entity.position.y + 16}}, force = {"north", "south"}}) ~= 0 then
global.active_biters[biter_force_name][unit_number].active_since = game.tick
return false
end
if global.bb_debug then game.print(biter_force_name .. " unit " .. unit_number .. " timed out at tick age " .. game.tick - biter.active_since) end
biter.entity.destroy()
return true
end
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Public.destroy_old_age_biters = function()
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local surface = game.surfaces["biter_battles"]
for _, e in pairs(surface.find_entities_filtered({type = "unit"})) do
if not e.unit_group then
if math_random(1,8) == 1 then e.destroy() end
end
end
end
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Public.destroy_inactive_biters = function()
for _, biter_force_name in pairs({"north_biters", "south_biters"}) do
for unit_number, biter in pairs(global.active_biters[biter_force_name]) do
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if is_biter_inactive(biter, unit_number, biter_force_name) then
global.active_biters[biter_force_name][unit_number] = nil
end
end
end
end
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Public.send_near_biters_to_silo = function()
if game.tick < 108000 then return end
if not global.rocket_silo["north"] then return end
if not global.rocket_silo["south"] then return end
game.surfaces["biter_battles"].set_multi_command({
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command={
type=defines.command.attack,
target=global.rocket_silo["north"],
distraction=defines.distraction.none
},
unit_count = 16,
force = "north_biters",
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unit_search_distance=128
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})
game.surfaces["biter_battles"].set_multi_command({
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command={
type=defines.command.attack,
target=global.rocket_silo["south"],
distraction=defines.distraction.none
},
unit_count = 16,
force = "south_biters",
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unit_search_distance=128
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})
end
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local function get_random_close_spawner(surface, biter_force_name)
local spawners = surface.find_entities_filtered({type = "unit-spawner", force = biter_force_name})
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if not spawners[1] then return false end
local spawner = spawners[math_random(1,#spawners)]
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for i = 1, 5, 1 do
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local spawner_2 = spawners[math_random(1,#spawners)]
if spawner_2.position.x ^ 2 + spawner_2.position.y ^ 2 < spawner.position.x ^ 2 + spawner.position.y ^ 2 then spawner = spawner_2 end
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end
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return spawner
end
local function select_units_around_spawner(spawner, force_name, biter_force_name)
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local biters = spawner.surface.find_enemy_units(spawner.position, 160, force_name)
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if not biters[1] then return false end
local valid_biters = {}
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local threat = global.bb_threat[biter_force_name] * math_random(11,22) * 0.01
local unit_count = 0
local max_unit_count = math.ceil(global.bb_threat[biter_force_name] * 0.25) + math_random(6,12)
if max_unit_count > bb_config.max_group_size then max_unit_count = bb_config.max_group_size end
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for _, biter in pairs(biters) do
if unit_count >= max_unit_count then break end
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if biter.force.name == biter_force_name and global.active_biters[biter.force.name][biter.unit_number] == nil then
valid_biters[#valid_biters + 1] = biter
global.active_biters[biter.force.name][biter.unit_number] = {entity = biter, active_since = game.tick}
unit_count = unit_count + 1
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threat = threat - threat_values[biter.name]
end
if threat < 0 then break end
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end
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--Manual spawning of additional units
for c = 1, max_unit_count - unit_count, 1 do
if threat < 0 then break end
local biter_name = global.biter_raffle[biter_force_name][math_random(1, #global.biter_raffle[biter_force_name])]
local position = spawner.surface.find_non_colliding_position(biter_name, spawner.position, 128, 2)
if not position then break end
local biter = spawner.surface.create_entity({name = biter_name, force = biter_force_name, position = position})
threat = threat - threat_values[biter.name]
valid_biters[#valid_biters + 1] = biter
global.active_biters[biter.force.name][biter.unit_number] = {entity = biter, active_since = game.tick}
end
if global.bb_debug then game.print(get_active_biter_count(biter_force_name) .. " active units for " .. biter_force_name) end
return valid_biters
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end
local function send_group(unit_group, force_name, nearest_player_unit)
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local target = nearest_player_unit.position
if math_random(1,2) == 1 then target = global.rocket_silo[force_name].position end
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local commands = {}
local vector = attack_vectors[force_name][math_random(1, size_of_vectors)]
local position = {target.x + vector[1], target.y + vector[2]}
position = unit_group.surface.find_non_colliding_position("stone-furnace", position, 96, 1)
if position then
if math.abs(position.y) < math.abs(unit_group.position.y) then
commands[#commands + 1] = {
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type = defines.command.attack_area,
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destination = position,
radius = 24,
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distraction = defines.distraction.by_enemy
}
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end
end
commands[#commands + 1] = {
type = defines.command.attack_area,
destination = target,
radius = 32,
distraction = defines.distraction.by_enemy
}
commands[#commands + 1] = {
type = defines.command.attack,
target = global.rocket_silo[force_name],
distraction = defines.distraction.by_enemy
}
unit_group.set_command({
type = defines.command.compound,
structure_type = defines.compound_command.return_last,
commands = commands
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})
return true
end
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local function is_chunk_empty(surface, area)
if surface.count_entities_filtered({type = {"unit-spawner", "unit"}, area = area}) ~= 0 then return false end
if surface.count_entities_filtered({force = {"north", "south"}, area = area}) ~= 0 then return false end
if surface.count_tiles_filtered({name = {"water", "deepwater"}, area = area}) ~= 0 then return false end
return true
end
local function get_unit_group_position(surface, nearest_player_unit, spawner)
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if math_random(1,3) ~= 1 then
local spawner_chunk_position = {x = math.floor(spawner.position.x / 32), y = math.floor(spawner.position.y / 32)}
local valid_chunks = {}
for x = -2, 2, 1 do
for y = -2, 2, 1 do
local chunk = {x = spawner_chunk_position.x + x, y = spawner_chunk_position.y + y}
local area = {{chunk.x * 32, chunk.y * 32},{chunk.x * 32 + 32, chunk.y * 32 + 32}}
if is_chunk_empty(surface, area) then
valid_chunks[#valid_chunks + 1] = chunk
end
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end
end
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if #valid_chunks > 0 then
local chunk = valid_chunks[math_random(1, #valid_chunks)]
return {x = chunk.x * 32 + 16, y = chunk.y * 32 + 16}
end
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end
local unit_group_position = {x = (spawner.position.x + nearest_player_unit.position.x) * 0.5, y = (spawner.position.y + nearest_player_unit.position.y) * 0.5}
local pos = surface.find_non_colliding_position("rocket-silo", unit_group_position, 256, 1)
if pos then unit_group_position = pos end
if not unit_group_position then
if global.bb_debug then game.print("No unit_group_position found for team " .. force_name) end
return false
end
return unit_group_position
end
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local function get_active_threat(biter_force_name)
local active_threat = 0
for unit_number, biter in pairs(global.active_biters[biter_force_name]) do
if biter.entity then
if biter.entity.valid then
active_threat = active_threat + threat_values[biter.entity.name]
end
end
end
return active_threat
end
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local function create_attack_group(surface, force_name, biter_force_name)
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local threat = global.bb_threat[biter_force_name]
if get_active_threat(biter_force_name) > threat * 1.20 then return end
if threat <= 0 then return false end
if bb_config.max_active_biters - get_active_biter_count(biter_force_name) < bb_config.max_group_size then
if global.bb_debug then game.print("Not enough slots for biters for team " .. force_name .. ". Available slots: " .. bb_config.max_active_biters - get_active_biter_count(biter_force_name)) end
return false
end
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local spawner = get_random_close_spawner(surface, biter_force_name)
if not spawner then
if global.bb_debug then game.print("No spawner found for team " .. force_name) end
return false
end
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local nearest_player_unit = surface.find_nearest_enemy({position = spawner.position, max_distance = 2048, force = biter_force_name})
if not nearest_player_unit then nearest_player_unit = global.rocket_silo[force_name] end
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local unit_group_position = get_unit_group_position(surface, nearest_player_unit, spawner)
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local units = select_units_around_spawner(spawner, force_name, biter_force_name)
if not units then return false end
local unit_group = surface.create_unit_group({position = unit_group_position, force = biter_force_name})
for _, unit in pairs(units) do unit_group.add_member(unit) end
send_group(unit_group, force_name, nearest_player_unit)
end
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Public.main_attack = function()
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local surface = game.surfaces["biter_battles"]
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local force_name = global.next_attack
if not global.training_mode or (global.training_mode and #game.forces[force_name].connected_players > 0) then
local biter_force_name = force_name .. "_biters"
local wave_amount = math.ceil(get_threat_ratio(biter_force_name) * 7)
set_biter_raffle_table(surface, biter_force_name)
for c = 1, wave_amount, 1 do
create_attack_group(surface, force_name, biter_force_name)
end
if global.bb_debug then game.print(wave_amount .. " unit groups designated for " .. force_name .. " biters.") end
end
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if global.next_attack == "north" then
global.next_attack = "south"
else
global.next_attack = "north"
end
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end
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Public.wake_up_sleepy_groups = function()
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local force_name = global.next_attack
local biter_force_name = force_name .. "_biters"
local entity
local unit_group
for unit_number, biter in pairs(global.active_biters[biter_force_name]) do
entity = biter.entity
if entity then
if entity.valid then
unit_group = entity.unit_group
if unit_group then
if unit_group.valid then
if unit_group.state == defines.group_state.finished then
local nearest_player_unit = entity.surface.find_nearest_enemy({position = entity.position, max_distance = 2048, force = biter_force_name})
if not nearest_player_unit then nearest_player_unit = global.rocket_silo[force_name] end
send_group(unit_group, force_name, nearest_player_unit)
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print("BiterBattles: Woke up Unit Group at x" .. unit_group.position.x .. " y" .. unit_group.position.y .. ".")
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end
end
end
end
end
end
end
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Public.raise_evo = function()
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if global.freeze_players then return end
if not global.training_mode and (#game.forces.north.connected_players == 0 or #game.forces.south.connected_players == 0) then return end
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local amount = math.ceil(global.difficulty_vote_value * global.evo_raise_counter)
local biter_teams = {["north_biters"] = "north", ["south_biters"] = "south"}
local a_team_has_players = false
for bf, pf in pairs(biter_teams) do
if #game.forces[pf].connected_players > 0 then
set_evo_and_threat(amount, "automation-science-pack", bf)
a_team_has_players = true
end
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end
if not a_team_has_players then return end
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global.evo_raise_counter = global.evo_raise_counter + (1 * 0.50)
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end
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--Biter Threat Value Substraction
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function Public.subtract_threat(entity)
if not threat_values[entity.name] then return end
if entity.type == "unit" then
global.active_biters[entity.force.name][entity.unit_number] = nil
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end
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global.bb_threat[entity.force.name] = global.bb_threat[entity.force.name] - threat_values[entity.name]
return true
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end
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return Public