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Rampant/tests.lua

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local tests = {}
local constants = require("libs/Constants")
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local mathUtils = require("libs/MathUtils")
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local chunkUtils = require("libs/ChunkUtils")
local chunkPropertyUtils = require("libs/ChunkPropertyUtils")
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local mapUtils = require("libs/MapUtils")
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local baseUtils = require("libs/BaseUtils")
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-- local tendrilUtils = require("libs/TendrilUtils")
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function tests.pheromoneLevels(size)
local player = game.player.character
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local playerChunkX = math.floor(player.position.x / 32) * constants.CHUNK_SIZE
local playerChunkY = math.floor(player.position.y / 32) * constants.CHUNK_SIZE
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if not size then
size = 3 * constants.CHUNK_SIZE
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else
size = size * constants.CHUNK_SIZE
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end
print("------")
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print(#global.map.processQueue)
print(playerChunkX .. ", " .. playerChunkY)
print("--")
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for y=playerChunkY-size, playerChunkY+size,32 do
for x=playerChunkX-size, playerChunkX+size,32 do
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if (global.map[x] ~= nil) then
local chunk = global.map[x][y]
if (chunk ~= nil) then
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local str = ""
for i=1,#chunk do
str = str .. " " .. tostring(i) .. "/" .. tostring(chunk[i])
end
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str = str .. " " .. "p/" .. game.surfaces[global.natives.activeSurface].get_pollution(chunk) .. " " .. "n/" .. chunkPropertyUtils.getNestCount(global.map, chunk) .. " " .. "w/" .. chunkPropertyUtils.getTurretCount(global.map, chunk) .. " pg/" .. chunkPropertyUtils.getPlayerBaseGenerator(global.map, chunk)
if (chunk.x == playerChunkX) and (chunk.y == playerChunkY) then
print("=============")
print(chunk.x, chunk.y, str)
print("=============")
else
print(chunk.x, chunk.y, str)
end
-- print(str)
print("----")
end
end
end
print("------------------")
end
end
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function tests.killActiveSquads()
print("--")
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for i=1, global.natives.squads.len do
local squad = global.natives.squads[i]
if (squad.group.valid) then
local members = squad.group.members
for x=1, #members do
local member = members[x]
local val = member.valid and member.die()
end
end
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end
end
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function tests.activeSquads()
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print("-----")
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print("Squads", global.natives.squads.len)
for i=1, global.natives.squads.len do
print("-")
local squad = global.natives.squads[i]
local squadHealth = 0
local squadMakeup = {}
if squad.group.valid then
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-- for x=1,#squad.group.members do
-- local member = squad.group.members[x].prototype
-- if not squadMakeup[member.name] then
-- squadMakeup[member.name] = 0
-- end
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-- squadHealth = squadHealth + member.max_health
-- squadMakeup[member.name] = squadMakeup[member.name] + 1
-- end
print(math.floor(squad.group.position.x * 0.03125), math.floor(squad.group.position.y * 0.03125), squad.status, squad.group.state, #squad.group.members, squad.cycles, squad.group.group_number -- , squadHealth
)
-- print(serpent.dump(squadResistances))
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-- print(serpent.dump(squadMakeup))
-- print(serpent.dump(squad))
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end
end
print("---")
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print("pending", global.natives.pendingAttack.len)
for i=1, global.natives.pendingAttack.len do
print("-")
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local squad = global.natives.pendingAttack[i]
local squadHealth = 0
local squadMakeup = {}
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if squad.group.valid then
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-- for x=1,#squad.group.members do
-- local member = squad.group.members[x].prototype
-- if not squadMakeup[member.name] then
-- squadMakeup[member.name] = 0
-- end
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-- squadHealth = squadHealth + member.max_health
-- squadMakeup[member.name] = squadMakeup[member.name] + 1
-- end
print(math.floor(squad.group.position.x * 0.03125), math.floor(squad.group.position.y * 0.03125), squad.status, squad.group.state, #squad.group.members, squad.cycles, -- squadHealth,
squad.group.group_number)
-- print(serpent.dump(squadResistances))
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-- print(serpent.dump(squadMakeup))
-- print(serpent.dump(squad))
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end
end
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print("---")
print("building", #global.natives.building)
for i=1, #global.natives.building do
print("-")
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local squad = global.natives.building[i]
local squadHealth = 0
local squadMakeup = {}
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if squad.group.valid then
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-- for x=1,#squad.group.members do
-- local member = squad.group.members[x].prototype
-- if not squadMakeup[member.name] then
-- squadMakeup[member.name] = 0
-- end
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-- squadHealth = squadHealth + member.max_health
-- squadMakeup[member.name] = squadMakeup[member.name] + 1
-- end
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print(math.floor(squad.group.position.x * 0.03125), math.floor(squad.group.position.y * 0.03125), squad.status, squad.group.state, #squad.group.members, squad.cycles, squad.group.group_number, squadHealth)
-- print(serpent.dump(squadResistances))
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-- print(serpent.dump(squadMakeup))
-- print(serpent.dump(squad))
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end
end
end
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function tests.entitiesOnPlayerChunk()
local playerPosition = game.players[1].position
local chunkX = math.floor(playerPosition.x * 0.03125) * 32
local chunkY = math.floor(playerPosition.y * 0.03125) * 32
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local entities = game.surfaces[global.natives.activeSurface].find_entities_filtered({area={{chunkX, chunkY},
{chunkX + constants.CHUNK_SIZE, chunkY + constants.CHUNK_SIZE}},
force="player"})
for i=1, #entities do
print(entities[i].name)
end
print("--")
end
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function tests.findNearestPlayerEnemy()
local playerPosition = game.players[1].position
local chunkX = math.floor(playerPosition.x * 0.03125) * 32
local chunkY = math.floor(playerPosition.y * 0.03125) * 32
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local entity = game.surfaces[global.natives.activeSurface].find_nearest_enemy({position={chunkX, chunkY},
max_distance=constants.CHUNK_SIZE,
force = "enemy"})
if (entity ~= nil) then
print(entity.name)
end
print("--")
end
function tests.morePoints(points)
global.natives.points = global.natives.points + points
end
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function tests.getOffsetChunk(x, y)
local playerPosition = game.players[1].position
local chunkX = math.floor(playerPosition.x * 0.03125)
local chunkY = math.floor(playerPosition.y * 0.03125)
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local chunk = mapUtils.getChunkByIndex(global.map, chunkX + x, chunkY + y)
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print(serpent.dump(chunk))
end
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function tests.aiStats()
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print(global.natives.points, game.tick, global.natives.state, global.natives.temperament, global.natives.stateTick, global.natives.temperamentTick)
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end
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function tests.fillableDirtTest()
local playerPosition = game.players[1].position
local chunkX = math.floor(playerPosition.x * 0.03125) * 32
local chunkY = math.floor(playerPosition.y * 0.03125) * 32
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game.surfaces[global.natives.activeSurface].set_tiles({{name="fillableDirt", position={chunkX-1, chunkY-1}},
{name="fillableDirt", position={chunkX, chunkY-1}},
{name="fillableDirt", position={chunkX-1, chunkY}},
{name="fillableDirt", position={chunkX, chunkY}}},
false)
end
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function tests.tunnelTest()
local playerPosition = game.players[1].position
local chunkX = math.floor(playerPosition.x * 0.03125) * 32
local chunkY = math.floor(playerPosition.y * 0.03125) * 32
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game.surfaces[global.natives.activeSurface].create_entity({name="tunnel-entrance-rampant", position={chunkX, chunkY}})
end
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function tests.createEnemy(x,d)
local playerPosition = game.players[1].position
local chunkX = math.floor(playerPosition.x * 0.03125) * 32
local chunkY = math.floor(playerPosition.y * 0.03125) * 32
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local a = {name=x, position={chunkX, chunkY}, force="enemy"}
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if d then
a['direction'] = d
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end
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return game.surfaces[global.natives.activeSurface].create_entity(a)
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end
function tests.registeredNest(x)
local entity = tests.createEnemy(x)
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chunk.registerEnemyBaseStructure(global.map,
entity,
nil)
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end
function tests.attackOrigin()
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local enemy = game.surfaces[global.natives.activeSurface].find_nearest_enemy({position={0,0},
max_distance = 1000})
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if (enemy ~= nil) and enemy.valid then
print(enemy, enemy.unit_number)
enemy.set_command({type=defines.command.attack_area,
destination={0,0},
radius=32})
end
end
function tests.dumpNatives()
print(serpent.dump(global.natives))
end
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function tests.cheatMode()
game.players[1].cheat_mode = true
game.forces.player.research_all_technologies()
end
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function tests.gaussianRandomTest()
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local result = {}
for x=0,100,1 do
result[x] = 0
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end
for _=1,10000 do
local s = mathUtils.roundToNearest(mathUtils.gaussianRandomRange(50, 25, 0, 100), 1)
result[s] = result[s] + 1
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end
for x=0,100,1 do
print(x, result[x])
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end
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end
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function tests.reveal (size)
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local pos = game.player.character.position
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game.player.force.chart(game.player.surface,
{{x=-size+pos.x, y=-size+pos.y}, {x=size+pos.x, y=size+pos.y}})
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end
function tests.baseStats()
local natives = global.natives
print ("x", "y", "distanceThreshold", "tick", "points", "temperament", "temperamentTick", "state", "stateTick", "alignments")
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for i=1, #natives.bases do
local base = natives.bases[i]
print(base.x,
base.y,
base.distanceThreshold,
base.tick,
base.points,
base.temperament,
base.temperamentTick,
base.state,
base.stateTick,
serpent.dump(base.alignment))
print("---")
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end
end
function tests.clearBases()
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local surface = game.surfaces[global.natives.activeSurface]
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for x=#global.natives.bases,1,-1 do
local base = global.natives.bases[x]
for c=1,#base.chunks do
local chunk = base.chunks[c]
chunkUtils.clearChunkNests(chunk, surface)
end
base.chunks = {}
if (surface.can_place_entity({name="biter-spawner-powered", position={base.cX * 32, base.cY * 32}})) then
surface.create_entity({name="biter-spawner-powered", position={base.cX * 32, base.cY * 32}})
local slice = math.pi / 12
local pos = 0
for i=1,24 do
if (math.random() < 0.8) then
local distance = mathUtils.roundToNearest(mathUtils.gaussianRandomRange(45, 5, 37, 60), 1)
if (surface.can_place_entity({name="biter-spawner", position={base.cX * 32 + (distance*math.sin(pos)), base.cY * 32 + (distance*math.cos(pos))}})) then
if (math.random() < 0.3) then
surface.create_entity({name="small-worm-turret", position={base.cX * 32 + (distance*math.sin(pos)), base.cY * 32 + (distance*math.cos(pos))}})
else
surface.create_entity({name="biter-spawner", position={base.cX * 32 + (distance*math.sin(pos)), base.cY * 32 + (distance*math.cos(pos))}})
end
end
end
pos = pos + slice
end
else
table.remove(global.natives.bases, x)
end
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end
end
function tests.mergeBases()
local natives = global.natives
baseUtils.mergeBases(natives)
end
function tests.unitBuildBase()
end
function tests.showBaseGrid()
local n = {}
for k,v in pairs(global.natives.bases) do
n[v] = k % 4
end
local chunks = global.map.chunkToBase
for chunk,base in pairs(chunks) do
local pick = n[base]
local color = "concrete"
if base.alignment == constants.BASE_ALIGNMENT_NE then
color = "hazard-concrete-left"
elseif (pick == 1) then
color = "water"
elseif (pick == 2) then
color = "deepwater"
elseif (pick == 3) then
color = "water-green"
end
chunkUtils.colorChunk(chunk.x, chunk.y, color, game.surfaces[global.natives.activeSurface])
end
end
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function tests.showMovementGrid()
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local chunks = global.map.processQueue
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for i=1,#chunks do
local chunk = chunks[i]
local color = "concrete"
if (chunkPropertyUtils.getPassable(global.map, chunk) == constants.CHUNK_ALL_DIRECTIONS) then
color = "hazard-concrete-left"
elseif (chunkPropertyUtils.getPassable(global.map, chunk) == constants.CHUNK_NORTH_SOUTH) then
color = "concrete"
elseif (chunkPropertyUtils.getPassable(global.map, chunk) == constants.CHUNK_EAST_WEST) then
color = "stone-path"
end
chunkUtils.colorChunk(chunk.x, chunk.y, color, game.surfaces[global.natives.activeSurface])
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end
end
function tests.colorResourcePoints()
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local chunks = global.map.processQueue
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for i=1,#chunks do
local chunk = chunks[i]
local color = "concrete"
if (chunk[constants.RESOURCE_GENERATOR] ~= 0) and (chunk[constants.NEST_COUNT] ~= 0) then
color = "hazard-concrete-left"
elseif (chunk[constants.RESOURCE_GENERATOR] ~= 0) then
color = "deepwater"
elseif (chunk[constants.NEST_COUNT] ~= 0) then
color = "stone-path"
end
chunkUtils.colorChunk(chunk.x, chunk.y, color, game.surfaces[global.natives.activeSurface])
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end
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end
function tests.entityStats(name, d)
local playerPosition = game.players[1].position
local chunkX = math.floor(playerPosition.x * 0.03125) * 32
local chunkY = math.floor(playerPosition.y * 0.03125) * 32
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local a = game.surfaces[global.natives.activeSurface].create_entity({name=name, position={chunkX, chunkY}})
if d then
a['direction'] = d
end
print(serpent.dump(a))
a.destroy()
end
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function tests.exportAiState()
local printState = function ()
local chunks = global.map.processQueue
local s = ""
for i=1,#chunks do
local chunk = chunks[i]
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local base = chunkPropertyUtils.getChunkBase(global.map, chunk)
local alignmentCount = 0
if base then
if (#base.alignment == 2) then
alignmentCount = (math.abs(base.x) * 10000) + (math.abs(base.y) * 10000) + (base.alignment[1] * 100) + base.alignment[2]
else
alignmentCount = (math.abs(base.x) * 10000) + (math.abs(base.y) * 10000) + base.alignment[1]
end
end
s = s .. table.concat({chunk[constants.MOVEMENT_PHEROMONE],
chunk[constants.BASE_PHEROMONE],
chunk[constants.PLAYER_PHEROMONE],
chunk[constants.RESOURCE_PHEROMONE],
chunkPropertyUtils.getPassable(global.map, chunk),
chunk[constants.CHUNK_TICK],
chunkPropertyUtils.getPathRating(global.map, chunk),
chunk.x,
chunk.y,
chunkPropertyUtils.getNestCount(global.map, chunk),
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chunkPropertyUtils.getTurretCount(global.map, chunk),
chunkPropertyUtils.getRallyTick(global.map, chunk),
chunkPropertyUtils.getRetreatTick(global.map, chunk),
chunkPropertyUtils.getResourceGenerator(global.map, chunk),
chunkPropertyUtils.getPlayerBaseGenerator(global.map, chunk),
chunkPropertyUtils.getDeathGenerator(global.map, chunk),
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game.surfaces[global.natives.activeSurface].get_pollution(chunk),
chunkPropertyUtils.getNestActiveness(global.map, chunk),
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chunkPropertyUtils.getRaidNestActiveness(global.map, chunk),
#chunkPropertyUtils.getSquadsOnChunk(global.map, chunk),
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alignmentCount,
chunkPropertyUtils.getHiveCount(global.map, chunk),
chunkPropertyUtils.getTrapCount(global.map, chunk),
chunkPropertyUtils.getUtilityCount(global.map, chunk)}, ",") .. "\n"
end
game.write_file("rampantState.txt", s, false)
end
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return function(interval)
if not interval then
interval = 0
else
interval = tonumber(interval)
end
printState()
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if (interval > 0) then
script.on_nth_tick(interval, printState)
end
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end
end
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function tests.createEnergyTest(x)
local entity = tests.createEnemy(x)
local playerPosition = game.players[1].position
local chunkX = math.floor(playerPosition.x * 0.03125) * 32
local chunkY = math.floor(playerPosition.y * 0.03125) * 32
local entities = game.surfaces[global.natives.activeSurface].find_entities_filtered({area={{chunkX, chunkY},
{chunkX + constants.CHUNK_SIZE, chunkY + constants.CHUNK_SIZE}},
type = "electric-pole",
force="player"})
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-- for i=1, #entities do
-- print(entities[i].name)
-- end
local wires
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if #entities > 0 then
entity.connect_neighbour(entities[1])
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end
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-- if wires then
-- for connectType,neighbourGroup in pairs(wires) do
-- if connectType == "copper" then
-- for _,v in pairs(neighbourGroup) do
-- ;
-- end
-- end
-- end
-- end
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end
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function tests.unitGroupBuild()
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local surface = game.surfaces[global.natives.activeSurface]
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local group = surface.create_unit_group({position={-32, -32}})
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for i=1,10 do
group.add_member(surface.create_entity({name="small-biter", position={-32, -32}}))
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end
group.set_command({
type = defines.command.build_base,
destination = {-64, -64},
distraction = defines.distraction.by_enemy,
ignore_planner = true
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})
end
function tests.dumpEnvironment(x)
print (serpent.dump(global[x]))
end
-- function tests.scanChunkPaths()
-- local surface = game.surfaces[global.natives.activeSurface]
-- local playerPosition = game.players[1].position
-- local chunk = mapUtils.getChunkByPosition(global.map, playerPosition)
-- print("------")
-- print(chunkUtils.scanChunkPaths(chunk, surface, global.map))
-- print("------")
-- end
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function tests.stepAdvanceTendrils()
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-- for _, base in pairs(global.natives.bases) do
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-- tendrilUtils.advanceTendrils(global.map, base, game.surfaces[global.natives.activeSurface], {nil,nil,nil,nil,nil,nil,nil,nil})
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-- end
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end
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return tests