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Rampant/libs/AIAttackWave.lua

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local aiAttackWave = {}
-- imports
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local constants = require("Constants")
local mapUtils = require("MapUtils")
local unitGroupUtils = require("UnitGroupUtils")
local neighborUtils = require("NeighborUtils")
package.path = "../?.lua;" .. package.path
local config = require("config")
-- constants
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local BASE_PHEROMONE = constants.BASE_PHEROMONE
local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
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local MOVEMENT_PHEROMONE = constants.MOVEMENT_PHEROMONE
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local AI_SQUAD_COST = constants.AI_SQUAD_COST
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local AI_VENGENCE_SQUAD_COST = constants.AI_VENGENCE_SQUAD_COST
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local RALLY_TRIGGERED = constants.RALLY_TRIGGERED
local INTERVAL_LOGIC = constants.INTERVAL_LOGIC
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local TRIPLE_CHUNK_SIZE = constants.TRIPLE_CHUNK_SIZE
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local PASSABLE = constants.PASSABLE
local CHUNK_ALL_DIRECTIONS = constants.CHUNK_ALL_DIRECTIONS
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local RALLY_CRY_DISTANCE = constants.RALLY_CRY_DISTANCE
local DEFINES_COMMAND_GROUP = defines.command.group
local DEFINES_DISTRACTION_NONE = defines.distraction.none
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local NEST_COUNT = constants.NEST_COUNT
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-- imported functions
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local positionFromDirectionAndChunk = mapUtils.positionFromDirectionAndChunk
local getNeighborChunks = mapUtils.getNeighborChunks
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local getChunkByIndex = mapUtils.getChunkByIndex
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local scoreNeighborsForFormation = neighborUtils.scoreNeighborsForFormation
local createSquad = unitGroupUtils.createSquad
local attackWaveScaling = config.attackWaveScaling
-- module code
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local function attackWaveValidCandidate(chunk, natives, surface)
local total = 0;
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local hasPlayerPheromone = false
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if natives.attackUsePlayer then
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local playerPheromone = chunk[PLAYER_PHEROMONE]
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if (playerPheromone > natives.attackPlayerThreshold) then
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total = total + chunk[PLAYER_PHEROMONE]
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hasPlayerPheromone = true
elseif (playerPheromone > 0) then
hasPlayerPheromone = true
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end
end
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local hasBasePheromone = false
if (chunk[BASE_PHEROMONE] > 0) then
hasBasePheromone = true
end
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if natives.attackUsePollution then
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total = total + surface.get_pollution(chunk)
end
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return (total > natives.attackWaveThreshold) and (hasBasePheromone or hasPlayerPheromone)
end
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local function scoreUnitGroupLocation(neighborChunk)
return neighborChunk[PLAYER_PHEROMONE] + neighborChunk[MOVEMENT_PHEROMONE] + neighborChunk[BASE_PHEROMONE]
end
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local function validUnitGroupLocation(neighborChunk)
return (neighborChunk[PASSABLE] == CHUNK_ALL_DIRECTIONS) and (neighborChunk[NEST_COUNT] == 0)
end
function aiAttackWave.rallyUnits(chunk, regionMap, surface, natives, tick)
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if (tick - chunk[RALLY_TRIGGERED] > INTERVAL_LOGIC) and (natives.points >= AI_VENGENCE_SQUAD_COST) then
chunk[RALLY_TRIGGERED] = tick
local cX = chunk.cX
local cY = chunk.cY
for x=cX - RALLY_CRY_DISTANCE, cX + RALLY_CRY_DISTANCE do
for y=cY - RALLY_CRY_DISTANCE, cY + RALLY_CRY_DISTANCE do
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if (x ~= cX) and (y ~= cY) then
local rallyChunk = getChunkByIndex(regionMap, x, y)
if rallyChunk and (rallyChunk[NEST_COUNT] ~= 0) then
aiAttackWave.formSquads(regionMap, surface, natives, rallyChunk, AI_VENGENCE_SQUAD_COST)
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if (natives.points < AI_VENGENCE_SQUAD_COST) then
return
end
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end
end
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end
end
end
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end
function aiAttackWave.formSquads(regionMap, surface, natives, chunk, cost)
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local valid = (cost == AI_VENGENCE_SQUAD_COST) or ((cost == AI_SQUAD_COST) and attackWaveValidCandidate(chunk, natives, surface))
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if valid and (math.random() < natives.formSquadThreshold) then
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local squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(regionMap, chunk.cX, chunk.cY),
validUnitGroupLocation,
scoreUnitGroupLocation)
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if squadPath then
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local squadPosition = positionFromDirectionAndChunk(squadDirection, chunk, {x=0,y=0}, 0.98)
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squadPosition = surface.find_non_colliding_position("biter-spawner-hive",
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squadPosition,
32,
4)
if squadPosition then
local squad = createSquad(squadPosition, surface, natives)
squad.rabid = math.random() < 0.03
local scaledWaveSize = attackWaveScaling(natives)
local foundUnits = surface.set_multi_command({ command = { type = DEFINES_COMMAND_GROUP,
group = squad.group,
distraction = DEFINES_DISTRACTION_NONE },
unit_count = scaledWaveSize,
unit_search_distance = TRIPLE_CHUNK_SIZE })
if (foundUnits > 0) then
natives.points = natives.points - cost
end
end
end
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end
end
return aiAttackWave