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Rampant/libs/MapProcessor.lua

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Lua
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if mapProcessorG then
return mapProcessorG
end
local mapProcessor = {}
-- imports
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local pheromoneUtils = require("PheromoneUtils")
local aiAttackWave = require("AIAttackWave")
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local aiPredicates = require("AIPredicates")
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local constants = require("Constants")
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local mapUtils = require("MapUtils")
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local playerUtils = require("PlayerUtils")
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local chunkUtils = require("ChunkUtils")
local chunkPropertyUtils = require("ChunkPropertyUtils")
local baseUtils = require("BaseUtils")
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-- constants
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local DURATION_ACTIVE_NEST = constants.DURATION_ACTIVE_NEST
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local PROCESS_QUEUE_SIZE = constants.PROCESS_QUEUE_SIZE
local RESOURCE_QUEUE_SIZE = constants.RESOURCE_QUEUE_SIZE
local ENEMY_QUEUE_SIZE = constants.ENEMY_QUEUE_SIZE
local PLAYER_QUEUE_SIZE = constants.PLAYER_QUEUE_SIZE
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local CLEANUP_QUEUE_SIZE = constants.CLEANUP_QUEUE_SIZE
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local PROCESS_PLAYER_BOUND = constants.PROCESS_PLAYER_BOUND
local CHUNK_TICK = constants.CHUNK_TICK
local PROCESS_STATIC_QUEUE_SIZE = constants.PROCESS_STATIC_QUEUE_SIZE
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local AI_VENGENCE_SQUAD_COST = constants.AI_VENGENCE_SQUAD_COST
local AI_STATE_AGGRESSIVE = constants.AI_STATE_AGGRESSIVE
local AI_STATE_SIEGE = constants.AI_STATE_SIEGE
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local AI_STATE_PEACEFUL = constants.AI_STATE_PEACEFUL
local AI_STATE_MIGRATING = constants.AI_STATE_MIGRATING
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local COOLDOWN_DRAIN = constants.COOLDOWN_DRAIN
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local COOLDOWN_RALLY = constants.COOLDOWN_RALLY
local COOLDOWN_RETREAT = constants.COOLDOWN_RETREAT
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local BASE_PROCESS_INTERVAL = constants.BASE_PROCESS_INTERVAL
-- imported functions
local removeChunkToNest = mapUtils.removeChunkToNest
local processStaticPheromone = pheromoneUtils.processStaticPheromone
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local processPheromone = pheromoneUtils.processPheromone
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local getDeathGenerator = chunkPropertyUtils.getDeathGenerator
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local processBase = baseUtils.processBase
local processNestActiveness = chunkPropertyUtils.processNestActiveness
local getChunkBase = chunkPropertyUtils.getChunkBase
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local formSquads = aiAttackWave.formSquads
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local formVengenceSquad = aiAttackWave.formVengenceSquad
local formVengenceSettler = aiAttackWave.formVengenceSettler
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local formSettlers = aiAttackWave.formSettlers
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local getChunkByPosition = mapUtils.getChunkByPosition
local getChunkByXY = mapUtils.getChunkByXY
local getChunkById = mapUtils.getChunkById
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local validPlayer = playerUtils.validPlayer
local addPlayerToChunk = chunkPropertyUtils.addPlayerToChunk
local mapScanEnemyChunk = chunkUtils.mapScanEnemyChunk
local mapScanPlayerChunk = chunkUtils.mapScanPlayerChunk
local mapScanResourceChunk = chunkUtils.mapScanResourceChunk
local getNestCount = chunkPropertyUtils.getNestCount
local getEnemyStructureCount = chunkPropertyUtils.getEnemyStructureCount
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local getNestActiveness = chunkPropertyUtils.getNestActiveness
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local getRaidNestActiveness = chunkPropertyUtils.getRaidNestActiveness
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local canAttack = aiPredicates.canAttack
local canMigrate = aiPredicates.canMigrate
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local tableSize = table_size
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local mMin = math.min
local mMax = math.max
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local next = next
-- module code
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--[[
processing is not consistant as it depends on the number of chunks that have been generated
so if we process 400 chunks an iteration and 200 chunks have been generated than these are
processed 3 times a second and 1200 generated chunks would be processed once a second
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In theory, this might be fine as smaller bases have less surface to attack and need to have
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pheromone dissipate at a faster rate.
--]]
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function mapProcessor.processMap(map, tick)
local outgoingWave = map.outgoingScanWave
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local processQueue = map.processQueue
local processQueueLength = #processQueue
local index = mMin(map.processIndex, processQueueLength)
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local step
local endIndex
if outgoingWave then
step = 1
endIndex = mMin(index + PROCESS_QUEUE_SIZE, processQueueLength)
else
step = -1
endIndex = mMax(index - PROCESS_QUEUE_SIZE, 1)
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end
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if (processQueueLength == 0) then
return
end
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for x=index,endIndex,step do
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local chunk = processQueue[x]
if chunk[CHUNK_TICK] ~= tick then
chunk[CHUNK_TICK] = tick
processPheromone(map, chunk)
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end
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end
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if (endIndex == processQueueLength) then
map.outgoingScanWave = false
elseif (endIndex == 1) then
map.outgoingScanWave = true
elseif outgoingWave then
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map.processIndex = endIndex + 1
else
map.processIndex = endIndex - 1
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end
map.universe.processedChunks = map.universe.processedChunks + PROCESS_QUEUE_SIZE
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end
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function mapProcessor.processStaticMap(map)
local outgoingWave = map.outgoingStaticScanWave
local processQueue = map.processQueue
local processQueueLength = #processQueue
local index = mMin(map.processStaticIndex, processQueueLength)
local step
local endIndex
if outgoingWave then
step = 1
endIndex = mMin(index + PROCESS_STATIC_QUEUE_SIZE, processQueueLength)
else
step = -1
endIndex = mMax(index - PROCESS_STATIC_QUEUE_SIZE, 1)
end
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if (processQueueLength == 0) then
return
end
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for x=index,endIndex,step do
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processStaticPheromone(map, processQueue[x])
end
if (endIndex == processQueueLength) then
map.outgoingStaticScanWave = false
elseif (endIndex == 1) then
map.outgoingStaticScanWave = true
elseif outgoingWave then
map.processStaticIndex = endIndex + 1
else
map.processStaticIndex = endIndex - 1
end
end
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local function queueNestSpawners(map, chunk, tick)
local processActiveNest = map.universe.processActiveNest
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local chunkId = chunk.id
if not processActiveNest[chunkId] then
if (getNestActiveness(map, chunk) > 0) or (getRaidNestActiveness(map, chunk) > 0) then
processActiveNest[chunkId] = {
map = map,
chunk = chunk,
tick = tick + DURATION_ACTIVE_NEST
}
end
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end
end
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--[[
Localized player radius were processing takes place in realtime, doesn't store state
between calls.
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vs
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the slower passive version processing the entire map in multiple passes.
--]]
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function mapProcessor.processPlayers(players, universe, tick)
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-- put down player pheromone for player hunters
-- randomize player order to ensure a single player isn't singled out
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-- not looping everyone because the cost is high enough already in multiplayer
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if (#players > 0) then
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local player = players[universe.random(#players)]
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if validPlayer(player) then
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local char = player.character
local map = universe.maps[char.surface.index]
if map then
local allowingAttacks = canAttack(map)
local playerChunk = getChunkByPosition(map, char.position)
if (playerChunk ~= -1) then
local vengence = allowingAttacks and
(map.points >= AI_VENGENCE_SQUAD_COST) and
((getEnemyStructureCount(map, playerChunk) > 0) or
(-getDeathGenerator(map, playerChunk) < -universe.retreatThreshold))
for x=playerChunk.x - PROCESS_PLAYER_BOUND, playerChunk.x + PROCESS_PLAYER_BOUND, 32 do
for y=playerChunk.y - PROCESS_PLAYER_BOUND, playerChunk.y + PROCESS_PLAYER_BOUND, 32 do
local chunk = getChunkByXY(map, x, y)
if (chunk ~= -1) and (chunk[CHUNK_TICK] ~= tick) then
chunk[CHUNK_TICK] = tick
processPheromone(map, chunk, true)
if (getNestCount(map, chunk) > 0) then
processNestActiveness(map, chunk)
queueNestSpawners(map, chunk, tick)
if vengence then
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local pack = universe.vengenceQueue[chunk.id]
if not pack then
pack = {
v = 0,
map = map
}
universe.vengenceQueue[chunk.id] = pack
end
pack.v = pack.v + 1
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end
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end
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end
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end
end
end
end
end
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end
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for i=1,#players do
local player = players[i]
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if validPlayer(player) then
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local char = player.character
local map = universe.maps[char.surface.index]
if map then
local playerChunk = getChunkByPosition(map, char.position)
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if (playerChunk ~= -1) then
addPlayerToChunk(map, playerChunk, player.name)
end
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end
end
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end
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end
local function processCleanUp(universe, chunks, iterator, tick, duration)
local chunkId = universe[iterator]
local chunkPack
if not chunkId then
chunkId, chunkPack = next(chunks, nil)
else
chunkPack = chunks[chunkId]
end
if not chunkId then
universe[iterator] = nil
else
universe[iterator] = next(chunks, chunkId)
if (tick - chunkPack.tick) > duration then
chunks[chunkId] = nil
end
end
end
function mapProcessor.cleanUpMapTables(universe, tick)
local retreats = universe.chunkToRetreats
local rallys = universe.chunkToRallys
local drained = universe.chunkToDrained
for _=1,CLEANUP_QUEUE_SIZE do
processCleanUp(universe, retreats, "chunkToRetreatIterator", tick, COOLDOWN_RETREAT)
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processCleanUp(universe, rallys, "chunkToRallyIterator", tick, COOLDOWN_RALLY)
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processCleanUp(universe, drained, "chunkToDrainedIterator", tick, COOLDOWN_DRAIN)
end
end
--[[
Passive scan to find entities that have been generated outside the factorio event system
--]]
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function mapProcessor.scanPlayerMap(map, tick)
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if (map.nextProcessMap == tick) or (map.nextPlayerScan == tick) or
(map.nextEnemyScan == tick) or (map.nextChunkProcess == tick)
then
return
end
local index = map.scanPlayerIndex
local processQueue = map.processQueue
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local processQueueLength = #processQueue
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local endIndex = mMin(index + PLAYER_QUEUE_SIZE, processQueueLength)
if (processQueueLength == 0) then
return
end
for x=index,endIndex do
mapScanPlayerChunk(processQueue[x], map)
end
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if (endIndex == processQueueLength) then
map.scanPlayerIndex = 1
else
map.scanPlayerIndex = endIndex + 1
end
end
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function mapProcessor.scanEnemyMap(map, tick)
if (map.nextProcessMap == tick) or (map.nextPlayerScan == tick) or (map.nextChunkProcess == tick) then
return
end
local index = map.scanEnemyIndex
local processQueue = map.processQueue
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local processQueueLength = #processQueue
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local endIndex = mMin(index + ENEMY_QUEUE_SIZE, #processQueue)
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if (processQueueLength == 0) then
return
end
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for x=index,endIndex do
mapScanEnemyChunk(processQueue[x], map, tick)
end
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if (endIndex == processQueueLength) then
map.scanEnemyIndex = 1
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else
map.scanEnemyIndex = endIndex + 1
end
end
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function mapProcessor.scanResourceMap(map, tick)
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if (map.nextProcessMap == tick) or (map.nextPlayerScan == tick) or
(map.nextEnemyScan == tick) or (map.nextChunkProcess == tick)
then
return
end
local index = map.scanResourceIndex
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local processQueue = map.processQueue
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local processQueueLength = #processQueue
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local endIndex = mMin(index + RESOURCE_QUEUE_SIZE, processQueueLength)
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if (processQueueLength == 0) then
return
end
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for x=index,endIndex do
mapScanResourceChunk(processQueue[x], map)
end
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if (endIndex == processQueueLength) then
map.scanResourceIndex = 1
else
map.scanResourceIndex = endIndex + 1
end
end
function mapProcessor.processActiveNests(universe, tick)
local processActiveNest = universe.processActiveNest
local chunkId = universe.processActiveNestIterator
local chunkPack
if not chunkId then
chunkId, chunkPack = next(processActiveNest, nil)
else
chunkPack = processActiveNest[chunkId]
end
if not chunkId then
universe.processActiveNestIterator = nil
else
universe.processActiveNestIterator = next(processActiveNest, chunkId)
if chunkPack.tick < tick then
local map = chunkPack.map
if not map.surface.valid then
processActiveNest[chunkId] = nil
return
end
local chunk = chunkPack.chunk
processNestActiveness(map, chunk)
if (getNestActiveness(map, chunk) == 0) and (getRaidNestActiveness(map, chunk) == 0) then
processActiveNest[chunkId] = nil
else
chunkPack.tick = tick + DURATION_ACTIVE_NEST
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end
end
end
end
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function mapProcessor.processVengence(universe)
local vengenceQueue = universe.vengenceQueue
local chunkId = universe.deployVengenceIterator
local vengencePack
if not chunkId then
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chunkId, vengencePack = next(vengenceQueue, nil)
else
vengencePack = vengenceQueue[chunkId]
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end
if not chunkId then
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universe.deployVengenceIterator = nil
if (tableSize(vengenceQueue) == 0) then
universe.vengenceQueue = {}
end
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else
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universe.deployVengenceIterator = next(vengenceQueue, chunkId)
vengenceQueue[chunkId] = nil
local map = vengencePack.map
if not map.surface.valid then
return
end
local chunk = getChunkById(vengencePack.map, chunkId)
if universe.enabledMigration and (universe.random() < 0.075) then
formVengenceSettler(map, chunk)
else
formVengenceSquad(map, chunk)
end
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end
end
function mapProcessor.processNests(universe, tick)
local chunkId = universe.processNestIterator
local chunkPack
if not chunkId then
chunkId,chunkPack = next(universe.chunkToNests, nil)
else
chunkPack = universe.chunkToNests[chunkId]
end
if not chunkId then
universe.processNestIterator = nil
else
universe.processNestIterator = next(universe.chunkToNests, chunkId)
local map = chunkPack.map
if not map.surface.valid then
removeChunkToNest(universe, chunkId)
return
end
local chunk = getChunkById(map, chunkId)
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processNestActiveness(map, chunk)
queueNestSpawners(map, chunk, tick)
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if universe.NEW_ENEMIES then
local base = getChunkBase(map, chunk)
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if base and ((tick - base.tick) > BASE_PROCESS_INTERVAL) then
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processBase(chunk, map, tick, base)
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end
end
end
end
local function processSpawnersBody(universe, iterator, chunks)
local chunkId = universe[iterator]
local chunkPack
if not chunkId then
chunkId,chunkPack = next(chunks, nil)
else
chunkPack = chunks[chunkId]
end
if not chunkId then
universe[iterator] = nil
else
universe[iterator] = next(chunks, chunkId)
local map = chunkPack.map
if not map.surface.valid then
if (iterator == "processMigrationIterator") then
removeChunkToNest(universe, chunkId)
else
chunks[chunkId] = nil
end
return
end
local state = chunkPack.map.state
if state == AI_STATE_PEACEFUL then
return
end
if iterator == "processMigrationIterator" then
if (state ~= AI_STATE_MIGRATING) and (state ~= AI_STATE_SIEGE) then
return
end
elseif iterator == "processActiveRaidSpawnerIterator" then
if (state == AI_STATE_AGGRESSIVE) or (state == AI_STATE_MIGRATING) then
return
end
elseif iterator == "processActiveSpawnerIterator" then
if (state == AI_STATE_MIGRATING) then
return
end
end
local chunk = getChunkById(map, chunkId)
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local migrate = canMigrate(map)
local attack = canAttack(map)
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if migrate then
formSettlers(map, chunk)
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end
if attack then
formSquads(map, chunk)
end
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end
end
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function mapProcessor.processAttackWaves(universe)
processSpawnersBody(universe,
"processActiveSpawnerIterator",
universe.chunkToActiveNest)
processSpawnersBody(universe,
"processActiveRaidSpawnerIterator",
universe.chunkToActiveRaidNest)
processSpawnersBody(universe,
"processMigrationIterator",
universe.chunkToNests)
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end
mapProcessorG = mapProcessor
return mapProcessor