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Rampant/libs/MapProcessor.lua

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if mapProcessorG then
return mapProcessorG
end
local mapProcessor = {}
-- imports
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local unitGroupUtils = require("UnitGroupUtils")
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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
local PROCESS_QUEUE_SIZE = constants.PROCESS_QUEUE_SIZE
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local SCAN_QUEUE_SIZE = constants.SCAN_QUEUE_SIZE
local CHUNK_SIZE = constants.CHUNK_SIZE
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local TRIPLE_CHUNK_SIZE = constants.TRIPLE_CHUNK_SIZE
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local PROCESS_PLAYER_BOUND = constants.PROCESS_PLAYER_BOUND
local CHUNK_TICK = constants.CHUNK_TICK
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local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK
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local AI_SQUAD_COST = constants.AI_SQUAD_COST
local AI_VENGENCE_SQUAD_COST = constants.AI_VENGENCE_SQUAD_COST
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local AI_SETTLER_COST = constants.AI_SETTLER_COST
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local AI_STATE_AGGRESSIVE = constants.AI_STATE_AGGRESSIVE
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local processNestActiveness = chunkPropertyUtils.processNestActiveness
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local MOVEMENT_PHEROMONE = constants.MOVEMENT_PHEROMONE
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local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
local BASE_PHEROMONE = constants.BASE_PHEROMONE
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local INTERVAL_RALLY = constants.INTERVAL_RALLY
local INTERVAL_RETREAT = constants.INTERVAL_RETREAT
local INTERVAL_SPAWNER = constants.INTERVAL_SPAWNER
local BASE_PROCESS_INTERVAL = constants.BASE_PROCESS_INTERVAL
-- imported functions
-- local scents = pheromoneUtils.scents
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local processPheromone = pheromoneUtils.processPheromone
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local commitPheromone = pheromoneUtils.commitPheromone
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local playerScent = pheromoneUtils.playerScent
local formSquads = aiAttackWave.formSquads
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local formAttackWave = aiAttackWave.formAttackWave
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local formSettlers = aiAttackWave.formSettlers
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local formVengenceSquad = aiAttackWave.formVengenceSquad
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local getChunkByPosition = mapUtils.getChunkByPosition
local getChunkByXY = mapUtils.getChunkByXY
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local recycleBiters = unitGroupUtils.recycleBiters
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local validPlayer = playerUtils.validPlayer
local mapScanChunk = chunkUtils.mapScanChunk
local getNestCount = chunkPropertyUtils.getNestCount
local getEnemyStructureCount = chunkPropertyUtils.getEnemyStructureCount
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local getNestActiveness = chunkPropertyUtils.getNestActiveness
local setNestActiveness = chunkPropertyUtils.setNestActiveness
local getRaidNestActiveness = chunkPropertyUtils.getRaidNestActiveness
local setRaidNestActiveness = chunkPropertyUtils.setRaidNestActiveness
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local canAttack = aiPredicates.canAttack
local canMigrate = aiPredicates.canMigrate
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local findNearbySquad = unitGroupUtils.findNearbySquad
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local processBase = baseUtils.processBase
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local mMin = math.min
-- local mMax = math.max
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local mRandom = math.random
-- 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, surface, tick)
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local roll = map.processRoll
local index = map.processIndex
local chunkToBase = map.chunkToBase
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if (index == 1) then
roll = mRandom()
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map.processRoll = roll
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end
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local natives = map.natives
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local newEnemies = natives.newEnemies
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local scentStaging = map.scentStaging
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local squads = canAttack(natives, surface) and (0.11 <= roll) and (roll <= 0.35) and (natives.points >= AI_SQUAD_COST)
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if squads and (natives.state == AI_STATE_AGGRESSIVE) and (tick < natives.canAttackTick) then
squads = false
end
local settlers = canMigrate(natives, surface) and (0.90 <= roll) and (natives.points >= AI_SETTLER_COST)
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local processQueue = map.processQueue
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local endIndex = mMin(index + PROCESS_QUEUE_SIZE, #processQueue)
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local i = 1
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for x=index,endIndex do
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local chunk = processQueue[x]
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if (chunk[CHUNK_TICK] ~= tick) then
processPheromone(map, chunk, scentStaging[i])
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if settlers and (getNestCount(map, chunk) > 0) then
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settlers = formSettlers(map, surface, chunk, tick)
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end
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if squads then
squads = formAttackWave(chunk, map, surface, tick)
end
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if newEnemies then
local base = chunkToBase[chunk]
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if base and ((tick - base.tick) > BASE_PROCESS_INTERVAL) then
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processBase(chunk, surface, natives, tick, base)
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end
end
end
i = i + 1
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end
i = 1
for x=index,endIndex do
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local chunk = processQueue[x]
if (chunk[CHUNK_TICK] ~= tick) then
commitPheromone(map, chunk, scentStaging[i], tick)
end
i = i + 1
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end
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if (endIndex == #processQueue) then
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map.processIndex = 1
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else
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map.processIndex = endIndex + 1
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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, map, surface, 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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local natives = map.natives
local roll = mRandom()
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local allowingAttacks = canAttack(natives, surface)
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local scentStaging = map.scentStaging
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local squads = allowingAttacks and (0.11 <= roll) and (roll <= 0.20) and (natives.points >= AI_SQUAD_COST)
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-- not looping everyone because the cost is high enough already in multiplayer
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if (#players > 0) then
local player = players[mRandom(#players)]
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if validPlayer(player, natives) then
local playerChunk = getChunkByPosition(map, player.character.position)
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if (playerChunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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local i = 1
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local vengence = (allowingAttacks and
(natives.points >= AI_VENGENCE_SQUAD_COST) and
((getEnemyStructureCount(map, playerChunk) > 0) or (playerChunk[MOVEMENT_PHEROMONE] < -natives.retreatThreshold)))
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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)
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if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) and (chunk[CHUNK_TICK] ~= tick) then
processPheromone(map, chunk, scentStaging[i])
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processNestActiveness(map, chunk, natives, surface)
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if vengence and (getNestCount(map, chunk) > 0) then
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vengence = formVengenceSquad(map, surface, chunk)
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end
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end
i = i + 1
end
end
i = 1
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 ~= SENTINEL_IMPASSABLE_CHUNK) and (chunk[CHUNK_TICK] ~= tick) then
commitPheromone(map, chunk, scentStaging[i], tick)
end
i = i + 1
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, natives) then
local playerChunk = getChunkByPosition(map, player.character.position)
if (playerChunk ~= SENTINEL_IMPASSABLE_CHUNK) then
playerScent(playerChunk)
end
end
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end
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end
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--[[
Passive scan to find entities that have been generated outside the factorio event system
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--]]
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function mapProcessor.scanMap(map, surface, tick)
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local index = map.scanIndex
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local unitCountQuery = map.filteredEntitiesEnemyUnitQuery
local offset = unitCountQuery.area[2]
local chunkBox = unitCountQuery.area[1]
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local retreats = map.chunkToRetreats
local rallys = map.chunkToRallys
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-- local spawners = map.chunkToSpawner
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local settlers = map.chunkToSettler
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local drained = map.chunkToDrained
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local processQueue = map.processQueue
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local endIndex = mMin(index + SCAN_QUEUE_SIZE, #processQueue)
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local isFullMapScan = settings.global["rampant-enableFullMapScan"].value
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local natives = map.natives
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for x=index,endIndex do
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local chunk = processQueue[x]
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chunkBox[1] = chunk.x
chunkBox[2] = chunk.y
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offset[1] = chunk.x + CHUNK_SIZE
offset[2] = chunk.y + CHUNK_SIZE
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local retreatTick = retreats[chunk]
if retreatTick and ((tick - retreatTick) > INTERVAL_RETREAT) then
retreats[chunk] = nil
end
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local rallyTick = rallys[chunk]
if rallyTick and ((tick - rallyTick) > INTERVAL_RALLY) then
rallys[chunk] = nil
end
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local settlerTick = settlers[chunk]
if settlerTick and ((tick - settlerTick) > 0) then
settlers[chunk] = nil
end
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local drainTick = drained[chunk]
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if drainTick and ((tick - drainTick) > 0) then
drained[chunk] = nil
end
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local closeBy = findNearbySquad(map, chunk, chunk)
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if not closeBy then
local deadGroup = surface.count_entities_filtered(unitCountQuery) > 300
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if deadGroup then
recycleBiters(natives, surface.find_enemy_units(chunk, TRIPLE_CHUNK_SIZE))
end
end
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if isFullMapScan then
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mapScanChunk(chunk, surface, map)
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end
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processNestActiveness(map, chunk, natives, surface)
end
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if (endIndex == #processQueue) then
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map.scanIndex = 1
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else
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map.scanIndex = endIndex + 1
end
end
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mapProcessorG = mapProcessor
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return mapProcessor