2023-03-12 06:51:13 +02:00
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-- Copyright (C) 2022 veden
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-- This program is free software: you can redistribute it and/or modify
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-- it under the terms of the GNU General Public License as published by
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-- the Free Software Foundation, either version 3 of the License, or
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-- (at your option) any later version.
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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-- GNU General Public License for more details.
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-- You should have received a copy of the GNU General Public License
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-- along with this program. If not, see <https://www.gnu.org/licenses/>.
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if SquadG then
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return SquadG
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end
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local Squad = {}
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--
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local Universe
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-- imports
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local Constants = require("Constants")
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local MapUtils = require("MapUtils")
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local BaseUtils = require("BaseUtils")
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local MathUtils = require("MathUtils")
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local ChunkPropertyUtils = require("ChunkPropertyUtils")
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local Utils = require("Utils")
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-- Constants
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local BASE_AI_STATE_ONSLAUGHT = Constants.BASE_AI_STATE_ONSLAUGHT
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local BASE_AI_STATE_RAIDING = Constants.BASE_AI_STATE_RAIDING
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local MAGIC_MAXIMUM_NUMBER = Constants.MAGIC_MAXIMUM_NUMBER
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local MINIMUM_EXPANSION_DISTANCE = Constants.MINIMUM_EXPANSION_DISTANCE
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local PLAYER_PHEROMONE_GENERATOR_THRESHOLD = Constants.PLAYER_PHEROMONE_GENERATOR_THRESHOLD
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local COMMAND_TIMEOUT = Constants.COMMAND_TIMEOUT
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local PLAYER_PHEROMONE = Constants.PLAYER_PHEROMONE
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local BASE_PHEROMONE = Constants.BASE_PHEROMONE
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local ENEMY_PHEROMONE = Constants.ENEMY_PHEROMONE
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local RESOURCE_PHEROMONE = Constants.RESOURCE_PHEROMONE
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local FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT = Constants.FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT
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local SQUAD_BUILDING = Constants.SQUAD_BUILDING
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local SQUAD_RAIDING = Constants.SQUAD_RAIDING
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local SQUAD_SETTLING = Constants.SQUAD_SETTLING
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local SQUAD_GUARDING = Constants.SQUAD_GUARDING
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local SQUAD_RETREATING = Constants.SQUAD_RETREATING
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local BASE_AI_STATE_SIEGE = Constants.BASE_AI_STATE_SIEGE
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local BASE_AI_STATE_AGGRESSIVE = Constants.BASE_AI_STATE_AGGRESSIVE
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local PLAYER_PHEROMONE_MULTIPLER = Constants.PLAYER_PHEROMONE_MULTIPLER
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local DEFINES_DISTRACTION_NONE = defines.distraction.none
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local DEFINES_DISTRACTION_BY_ENEMY = defines.distraction.by_enemy
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local DEFINES_DISTRACTION_BY_ANYTHING = defines.distraction.by_anything
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local COOLDOWN_RETREAT = Constants.COOLDOWN_RETREAT
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local CHUNK_SIZE = Constants.CHUNK_SIZE
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local COOLDOWN_RALLY = Constants.COOLDOWN_RALLY
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local RALLY_CRY_DISTANCE = Constants.RALLY_CRY_DISTANCE
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local AI_SQUAD_COST = Constants.AI_SQUAD_COST
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local AI_SETTLER_COST = Constants.AI_SETTLER_COST
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local AI_VENGENCE_SQUAD_COST = Constants.AI_VENGENCE_SQUAD_COST
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local CHUNK_ALL_DIRECTIONS = Constants.CHUNK_ALL_DIRECTIONS
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-- imported functions
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local getPassable = ChunkPropertyUtils.getPassable
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local getRallyTick = ChunkPropertyUtils.getRallyTick
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local setRallyTick = ChunkPropertyUtils.setRallyTick
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local positionFromDirectionAndChunk = MapUtils.positionFromDirectionAndChunk
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local modifyBaseUnitPoints = BaseUtils.modifyBaseUnitPoints
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local tableRemove = table.remove
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local tableInsert = table.insert
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local mCeil = math.ceil
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local isActiveNest = ChunkPropertyUtils.isActiveNest
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local isActiveRaidNest = ChunkPropertyUtils.isActiveRaidNest
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local gaussianRandomRangeRG = MathUtils.gaussianRandomRangeRG
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local getEnemyStructureCount = ChunkPropertyUtils.getEnemyStructureCount
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local getRetreatTick = ChunkPropertyUtils.getRetreatTick
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local findNearbyBase = ChunkPropertyUtils.findNearbyBase
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local tableSize = table_size
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local setPositionInCommand = Utils.setPositionInCommand
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local euclideanDistancePoints = MathUtils.euclideanDistancePoints
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local canMoveChunkDirection = MapUtils.canMoveChunkDirection
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local setRetreatTick = ChunkPropertyUtils.setRetreatTick
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local removeSquadFromChunk = ChunkPropertyUtils.removeSquadFromChunk
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local addDeathGenerator = ChunkPropertyUtils.addDeathGenerator
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local getNeighborChunks = MapUtils.getNeighborChunks
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local addSquadToChunk = ChunkPropertyUtils.addSquadToChunk
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local getChunkByXY = MapUtils.getChunkByXY
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local positionToChunkXY = MapUtils.positionToChunkXY
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local positionFromDirectionAndFlat = MapUtils.positionFromDirectionAndFlat
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local euclideanDistanceNamed = MathUtils.euclideanDistanceNamed
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-- module code
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local function scoreRetreatLocation(map, neighborChunk)
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return (-neighborChunk[BASE_PHEROMONE] +
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-(neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER) +
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-((neighborChunk.playerBaseGenerator or 0) * 1000))
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end
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local function scoreResourceLocation(map, neighborChunk)
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return neighborChunk[RESOURCE_PHEROMONE]
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- (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
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- neighborChunk[ENEMY_PHEROMONE]
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end
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local function scoreSiegeLocation(map, neighborChunk)
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local settle = neighborChunk[BASE_PHEROMONE]
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+ neighborChunk[RESOURCE_PHEROMONE] * 0.5
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+ (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
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return settle - neighborChunk[ENEMY_PHEROMONE]
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end
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local function scoreAttackLocation(map, neighborChunk)
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local damage = neighborChunk[BASE_PHEROMONE] +
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(neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
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return damage
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end
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local function findMovementPosition(surface, position)
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local pos = position
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pos = surface.find_non_colliding_position("behemoth-biter", pos, 10, 2, false)
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return pos
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end
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local function calculateSettlerMaxDistance()
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local targetDistance
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local distanceRoll = Universe.random()
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if distanceRoll < 0.05 then
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return 0
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elseif distanceRoll < 0.30 then
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targetDistance = Universe.expansionLowTargetDistance
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elseif distanceRoll < 0.70 then
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targetDistance = Universe.expansionMediumTargetDistance
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elseif distanceRoll < 0.95 then
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targetDistance = Universe.expansionHighTargetDistance
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else
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return Universe.expansionMaxDistance
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end
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return gaussianRandomRangeRG(targetDistance,
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Universe.expansionDistanceDeviation,
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MINIMUM_EXPANSION_DISTANCE,
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Universe.expansionMaxDistance,
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Universe.random)
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end
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local function addMovementPenalty(squad, chunk)
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if (chunk == -1) then
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return
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end
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local penalties = squad.penalties
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local penaltyCount = #penalties
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for i=1,penaltyCount do
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local penalty = penalties[i]
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if (penalty.c.id == chunk.id) then
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penalty.v = penalty.v + 1
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if penalty.v >= 15 then
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if Universe.enabledMigration and
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(Universe.builderCount < Universe.AI_MAX_BUILDER_COUNT) then
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squad.settler = true
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squad.originPosition.x = squad.group.position.x
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squad.originPosition.y = squad.group.position.y
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squad.maxDistance = calculateSettlerMaxDistance()
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squad.status = SQUAD_SETTLING
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else
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squad.group.destroy()
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end
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end
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return
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end
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end
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if (penaltyCount == 10) then
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tableRemove(penalties, 10)
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end
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tableInsert(penalties,
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1,
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{ v = 1,
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c = chunk })
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end
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--[[
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Expects all neighbors adjacent to a chunk
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--]]
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function scoreNeighborsForSettling(map, chunk, neighborDirectionChunks, scoreFunction)
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local highestChunk = -1
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local highestScore = -MAGIC_MAXIMUM_NUMBER
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local highestDirection = 0
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for x=1,8 do
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local neighborChunk = neighborDirectionChunks[x]
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if (neighborChunk ~= -1) then
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if (chunk == -1) or canMoveChunkDirection(map, x, chunk, neighborChunk) then
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local score = scoreFunction(map, neighborChunk)
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if (score > highestScore) then
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highestScore = score
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highestChunk = neighborChunk
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highestDirection = x
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end
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end
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end
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end
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if (chunk ~= -1) and (scoreFunction(map, chunk) > highestScore) then
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return chunk, 0, -1, 0
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end
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local nextHighestChunk = -1
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local nextHighestScore = highestScore
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local nextHighestDirection = 0
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if (highestChunk ~= -1) then
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neighborDirectionChunks = getNeighborChunks(map, highestChunk.x, highestChunk.y)
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for x=1,8 do
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local neighborChunk = neighborDirectionChunks[x]
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if ((neighborChunk ~= -1) and ((chunk == -1) or (neighborChunk.id ~= chunk.id)) and
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canMoveChunkDirection(map, x, highestChunk, neighborChunk)) then
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local score = scoreFunction(map, neighborChunk)
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if (score > nextHighestScore) then
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nextHighestScore = score
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nextHighestChunk = neighborChunk
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nextHighestDirection = x
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end
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end
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end
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end
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return highestChunk, highestDirection, nextHighestChunk, nextHighestDirection
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end
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local function settleMove(map, squad)
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local group = squad.group
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local targetPosition = {x=0,y=0}
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local groupPosition = group.position
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local x, y = positionToChunkXY(groupPosition)
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local chunk = getChunkByXY(map, x, y)
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local scoreFunction = scoreResourceLocation
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if (squad.type == BASE_AI_STATE_SIEGE) then
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scoreFunction = scoreSiegeLocation
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end
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local squadChunk = squad.chunk
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if squadChunk ~= -1 then
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addDeathGenerator(squadChunk, -FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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end
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if chunk ~= -1 then
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addSquadToChunk(chunk, squad)
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addMovementPenalty(squad, chunk)
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if not squad.group.valid then
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return
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end
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end
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local distance = euclideanDistancePoints(groupPosition.x,
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groupPosition.y,
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squad.originPosition.x,
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squad.originPosition.y)
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local cmd
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local position
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local surface = map.surface
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if (chunk ~= -1) and
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(
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(distance >= squad.maxDistance) or
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(
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chunk.resourceGenerator and (not chunk.nestCount) and (not chunk.hiveCount)
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)
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)
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then
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position = findMovementPosition(surface, groupPosition)
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if not position then
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position = groupPosition
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end
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cmd = Universe.settleCommand
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if squad.kamikaze then
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cmd.distraction = DEFINES_DISTRACTION_NONE
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else
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cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
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end
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setPositionInCommand(cmd, position)
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squad.status = SQUAD_BUILDING
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group.set_command(cmd)
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else
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local attackChunk,
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attackDirection,
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nextAttackChunk,
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nextAttackDirection = scoreNeighborsForSettling(map,
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chunk,
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getNeighborChunks(map, x, y),
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scoreFunction)
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if (attackChunk == -1) then
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cmd = Universe.wanderCommand
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group.set_command(cmd)
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return
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elseif (attackDirection ~= 0) then
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local attackPlayerThreshold = Universe.attackPlayerThreshold
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if (nextAttackChunk ~= -1) then
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if (not nextAttackChunk.playerBaseGenerator)
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and ((nextAttackChunk.playerGenerator or 0) < PLAYER_PHEROMONE_GENERATOR_THRESHOLD)
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then
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attackChunk = nextAttackChunk
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position = findMovementPosition(
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surface,
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positionFromDirectionAndFlat(
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nextAttackDirection,
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positionFromDirectionAndFlat(
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attackDirection,
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groupPosition
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)
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)
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)
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else
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position = groupPosition
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end
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else
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position = findMovementPosition(
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surface,
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positionFromDirectionAndFlat(
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attackDirection,
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groupPosition
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)
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)
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end
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if position then
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targetPosition.x = position.x
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targetPosition.y = position.y
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if nextAttackChunk ~= -1 then
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addDeathGenerator(nextAttackChunk, -FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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else
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addDeathGenerator(attackChunk, -FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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end
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else
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cmd = Universe.wanderCommand
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group.set_command(cmd)
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return
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end
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if (nextAttackChunk ~= -1)
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and (
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nextAttackChunk.playerBaseGenerator
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or ((nextAttackChunk.playerBaseGenerator or 0) >= PLAYER_PHEROMONE_GENERATOR_THRESHOLD)
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)
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then
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cmd = Universe.settleCommand
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|
squad.status = SQUAD_BUILDING
|
|
|
|
if squad.kamikaze then
|
|
|
|
cmd.distraction = DEFINES_DISTRACTION_NONE
|
|
|
|
else
|
|
|
|
cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
|
|
|
|
end
|
|
|
|
elseif attackChunk.playerBaseGenerator
|
|
|
|
or (attackChunk[PLAYER_PHEROMONE] >= attackPlayerThreshold)
|
|
|
|
then
|
|
|
|
cmd = Universe.attackCommand
|
|
|
|
|
|
|
|
if not squad.rabid then
|
|
|
|
squad.frenzy = true
|
|
|
|
squad.frenzyPosition.x = groupPosition.x
|
|
|
|
squad.frenzyPosition.y = groupPosition.y
|
|
|
|
end
|
|
|
|
else
|
|
|
|
cmd = Universe.moveCommand
|
|
|
|
if squad.rabid or squad.kamikaze then
|
|
|
|
cmd.distraction = DEFINES_DISTRACTION_NONE
|
|
|
|
else
|
|
|
|
cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
|
|
|
|
end
|
|
|
|
end
|
|
|
|
else
|
|
|
|
cmd = Universe.settleCommand
|
|
|
|
targetPosition.x = groupPosition.x
|
|
|
|
targetPosition.y = groupPosition.y
|
|
|
|
|
|
|
|
if squad.kamikaze then
|
|
|
|
cmd.distraction = DEFINES_DISTRACTION_NONE
|
|
|
|
else
|
|
|
|
cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
|
|
|
|
end
|
|
|
|
|
|
|
|
squad.status = SQUAD_BUILDING
|
|
|
|
end
|
|
|
|
|
|
|
|
setPositionInCommand(cmd, targetPosition)
|
|
|
|
|
|
|
|
group.set_command(cmd)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
--[[
|
|
|
|
Expects all neighbors adjacent to a chunk
|
|
|
|
--]]
|
|
|
|
local function scoreNeighborsForAttack(map, chunk, neighborDirectionChunks, scoreFunction)
|
|
|
|
local highestChunk = -1
|
|
|
|
local highestScore = -MAGIC_MAXIMUM_NUMBER
|
|
|
|
local highestDirection
|
|
|
|
|
|
|
|
for x=1,8 do
|
|
|
|
local neighborChunk = neighborDirectionChunks[x]
|
|
|
|
if (neighborChunk ~= -1) then
|
|
|
|
if (chunk == -1) or canMoveChunkDirection(map, x, chunk, neighborChunk) then
|
|
|
|
local score = scoreFunction(map, neighborChunk)
|
|
|
|
if (score > highestScore) then
|
|
|
|
highestScore = score
|
|
|
|
highestChunk = neighborChunk
|
|
|
|
highestDirection = x
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local nextHighestChunk = -1
|
|
|
|
local nextHighestScore = highestScore
|
|
|
|
local nextHighestDirection
|
|
|
|
|
|
|
|
if (highestChunk ~= -1) then
|
|
|
|
neighborDirectionChunks = getNeighborChunks(map, highestChunk.x, highestChunk.y)
|
|
|
|
for x=1,8 do
|
|
|
|
local neighborChunk = neighborDirectionChunks[x]
|
|
|
|
if ((neighborChunk ~= -1) and ((chunk == -1) or (neighborChunk.id ~= chunk.id)) and
|
|
|
|
canMoveChunkDirection(map, x, highestChunk, neighborChunk)) then
|
|
|
|
local score = scoreFunction(map, neighborChunk)
|
|
|
|
if (score > nextHighestScore) then
|
|
|
|
nextHighestScore = score
|
|
|
|
nextHighestChunk = neighborChunk
|
|
|
|
nextHighestDirection = x
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
return highestChunk, highestDirection, nextHighestChunk, nextHighestDirection
|
|
|
|
end
|
|
|
|
|
|
|
|
local function attackMove(map, squad)
|
|
|
|
local targetPosition = {0,0}
|
|
|
|
|
|
|
|
local group = squad.group
|
|
|
|
|
|
|
|
local surface = map.surface
|
|
|
|
local position
|
|
|
|
local groupPosition = group.position
|
|
|
|
local x, y = positionToChunkXY(groupPosition)
|
|
|
|
local chunk = getChunkByXY(map, x, y)
|
|
|
|
local attackScorer = scoreAttackLocation
|
|
|
|
local squadChunk = squad.chunk
|
|
|
|
if squadChunk ~= -1 then
|
|
|
|
addDeathGenerator(squadChunk, -FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
|
|
|
|
end
|
|
|
|
if chunk ~= -1 then
|
|
|
|
addSquadToChunk(chunk, squad)
|
|
|
|
addMovementPenalty(squad, chunk)
|
|
|
|
if not squad.group.valid then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
end
|
|
|
|
squad.frenzy = (squad.frenzy and (euclideanDistanceNamed(groupPosition, squad.frenzyPosition) < 100))
|
|
|
|
local attackChunk, attackDirection,
|
|
|
|
nextAttackChunk, nextAttackDirection = scoreNeighborsForAttack(map,
|
|
|
|
chunk,
|
|
|
|
getNeighborChunks(map, x, y),
|
|
|
|
attackScorer)
|
|
|
|
local cmd
|
|
|
|
if (attackChunk == -1) then
|
|
|
|
cmd = Universe.wanderCommand
|
|
|
|
group.set_command(cmd)
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
if (nextAttackChunk ~= -1) then
|
|
|
|
attackChunk = nextAttackChunk
|
|
|
|
position = findMovementPosition(
|
|
|
|
surface,
|
|
|
|
positionFromDirectionAndFlat(
|
|
|
|
nextAttackDirection,
|
|
|
|
positionFromDirectionAndFlat(
|
|
|
|
attackDirection,
|
|
|
|
groupPosition
|
|
|
|
)
|
|
|
|
)
|
|
|
|
)
|
|
|
|
else
|
|
|
|
position = findMovementPosition(
|
|
|
|
surface,
|
|
|
|
positionFromDirectionAndFlat(
|
|
|
|
attackDirection,
|
|
|
|
groupPosition
|
|
|
|
)
|
|
|
|
)
|
|
|
|
end
|
|
|
|
|
|
|
|
if not position then
|
|
|
|
cmd = Universe.wanderCommand
|
|
|
|
group.set_command(cmd)
|
|
|
|
return
|
|
|
|
else
|
|
|
|
targetPosition.x = position.x
|
|
|
|
targetPosition.y = position.y
|
|
|
|
if (nextAttackChunk ~= -1) then
|
|
|
|
addDeathGenerator(nextAttackChunk, -FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
|
|
|
|
else
|
|
|
|
addDeathGenerator(attackChunk, -FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
if attackChunk.playerBaseGenerator and
|
|
|
|
(attackChunk[PLAYER_PHEROMONE] >= Universe.attackPlayerThreshold)
|
|
|
|
then
|
|
|
|
cmd = Universe.attackCommand
|
|
|
|
|
|
|
|
if not squad.rabid then
|
|
|
|
squad.frenzy = true
|
|
|
|
squad.frenzyPosition.x = groupPosition.x
|
|
|
|
squad.frenzyPosition.y = groupPosition.y
|
|
|
|
end
|
|
|
|
else
|
|
|
|
cmd = Universe.moveCommand
|
|
|
|
if squad.rabid or squad.frenzy then
|
|
|
|
cmd.distraction = DEFINES_DISTRACTION_BY_ANYTHING
|
|
|
|
else
|
|
|
|
cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
|
|
|
|
end
|
|
|
|
end
|
|
|
|
setPositionInCommand(cmd, targetPosition)
|
|
|
|
|
|
|
|
group.set_command(cmd)
|
|
|
|
end
|
|
|
|
|
|
|
|
local function buildMove(map, squad)
|
|
|
|
local group = squad.group
|
|
|
|
local groupPosition = group.position
|
|
|
|
local newGroupPosition = findMovementPosition(map.surface, groupPosition)
|
|
|
|
|
|
|
|
if not newGroupPosition then
|
|
|
|
setPositionInCommand(Universe.settleCommand, groupPosition)
|
|
|
|
else
|
|
|
|
setPositionInCommand(Universe.settleCommand, newGroupPosition)
|
|
|
|
end
|
|
|
|
|
|
|
|
group.set_command(Universe.compoundSettleCommand)
|
|
|
|
end
|
|
|
|
|
|
|
|
function Squad.cleanSquads(tick)
|
|
|
|
local squads = Universe.groupNumberToSquad
|
|
|
|
local groupId = Universe.squadIterator
|
|
|
|
local squad
|
|
|
|
if not groupId then
|
|
|
|
groupId, squad = next(squads, groupId)
|
|
|
|
else
|
|
|
|
squad = squads[groupId]
|
|
|
|
end
|
|
|
|
if not groupId then
|
|
|
|
Universe.squadIterator = nil
|
|
|
|
if (tableSize(squads) == 0) then
|
|
|
|
-- this is needed as the next command remembers the max length a table has been
|
|
|
|
Universe.groupNumberToSquad = {}
|
|
|
|
end
|
|
|
|
else
|
|
|
|
Universe.squadIterator = next(squads, groupId)
|
|
|
|
local group = squad.group
|
|
|
|
if not group.valid then
|
|
|
|
if squad.chunk ~= -1 then
|
|
|
|
addDeathGenerator(squad.chunk, -FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
|
|
|
|
end
|
|
|
|
removeSquadFromChunk(squad)
|
|
|
|
if squad.settlers then
|
|
|
|
Universe.builderCount = Universe.builderCount - 1
|
|
|
|
if Universe.builderCount < 0 then
|
|
|
|
Universe.builderCount = 0
|
|
|
|
end
|
|
|
|
else
|
|
|
|
Universe.squadCount = Universe.squadCount - 1
|
|
|
|
if Universe.squadCount < 0 then
|
|
|
|
Universe.squadCount = 0
|
|
|
|
end
|
|
|
|
if squad.type == BASE_AI_STATE_AGGRESSIVE then
|
|
|
|
local base = squad.base
|
|
|
|
base.sentAggressiveGroups = base.sentAggressiveGroups - 1
|
|
|
|
if base.sentAggressiveGroups < 0 then
|
|
|
|
base.sentAggressiveGroups = 0
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
squads[groupId] = nil
|
|
|
|
elseif (group.state == 4) then
|
|
|
|
squad.wanders = 0
|
|
|
|
Squad.squadDispatch(squad.map, squad, tick)
|
|
|
|
elseif (squad.commandTick and (squad.commandTick < tick)) then
|
|
|
|
if squad.wanders > 5 then
|
|
|
|
squad.group.destroy()
|
|
|
|
else
|
|
|
|
squad.wanders = squad.wanders + 1
|
|
|
|
local cmd = Universe.wander2Command
|
|
|
|
squad.commandTick = tick + COMMAND_TIMEOUT
|
|
|
|
group.set_command(cmd)
|
|
|
|
group.start_moving()
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
function Squad.squadDispatch(map, squad, tick)
|
|
|
|
local group = squad.group
|
|
|
|
if group and group.valid then
|
|
|
|
local status = squad.status
|
|
|
|
if (status == SQUAD_RAIDING) then
|
|
|
|
squad.commandTick = tick + COMMAND_TIMEOUT
|
|
|
|
attackMove(map, squad)
|
|
|
|
elseif (status == SQUAD_SETTLING) then
|
|
|
|
squad.commandTick = tick + COMMAND_TIMEOUT
|
|
|
|
settleMove(map, squad)
|
|
|
|
elseif (status == SQUAD_RETREATING) then
|
|
|
|
squad.commandTick = tick + COMMAND_TIMEOUT
|
|
|
|
if squad.settlers then
|
|
|
|
squad.status = SQUAD_SETTLING
|
|
|
|
settleMove(map, squad)
|
|
|
|
else
|
|
|
|
squad.status = SQUAD_RAIDING
|
|
|
|
attackMove(map, squad)
|
|
|
|
end
|
|
|
|
elseif (status == SQUAD_BUILDING) then
|
|
|
|
squad.commandTick = tick + COMMAND_TIMEOUT
|
|
|
|
removeSquadFromChunk(squad)
|
|
|
|
buildMove(map, squad)
|
|
|
|
elseif (status == SQUAD_GUARDING) then
|
|
|
|
squad.commandTick = tick + COMMAND_TIMEOUT
|
|
|
|
if squad.settlers then
|
|
|
|
squad.status = SQUAD_SETTLING
|
|
|
|
settleMove(map, squad)
|
|
|
|
else
|
|
|
|
squad.status = SQUAD_RAIDING
|
|
|
|
attackMove(map, squad)
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
--[[
|
|
|
|
Expects all neighbors adjacent to a chunk
|
|
|
|
--]]
|
|
|
|
local function scoreNeighborsForRetreat(chunk, neighborDirectionChunks, scoreFunction, map)
|
|
|
|
local highestChunk = -1
|
|
|
|
local highestScore = -MAGIC_MAXIMUM_NUMBER
|
|
|
|
local highestDirection
|
|
|
|
|
|
|
|
for x=1,8 do
|
|
|
|
local neighborChunk = neighborDirectionChunks[x]
|
|
|
|
if (neighborChunk ~= -1) then
|
|
|
|
if (chunk == -1) or canMoveChunkDirection(map, x, chunk, neighborChunk) then
|
|
|
|
local score = scoreFunction(map, neighborChunk)
|
|
|
|
if (score > highestScore) then
|
|
|
|
highestScore = score
|
|
|
|
highestChunk = neighborChunk
|
|
|
|
highestDirection = x
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local nextHighestChunk = -1
|
|
|
|
local nextHighestScore = highestScore
|
|
|
|
local nextHighestDirection
|
|
|
|
|
|
|
|
if (highestChunk ~= -1) then
|
|
|
|
neighborDirectionChunks = getNeighborChunks(map, highestChunk.x, highestChunk.y)
|
|
|
|
for x=1,8 do
|
|
|
|
local neighborChunk = neighborDirectionChunks[x]
|
|
|
|
|
|
|
|
if ((neighborChunk ~= -1) and ((chunk == -1) or (neighborChunk.id ~= chunk.id)) and
|
|
|
|
canMoveChunkDirection(map, x, highestChunk, neighborChunk)) then
|
|
|
|
local score = scoreFunction(map, neighborChunk)
|
|
|
|
if (score > nextHighestScore) then
|
|
|
|
nextHighestScore = score
|
|
|
|
nextHighestChunk = neighborChunk
|
|
|
|
nextHighestDirection = x
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
if (nextHighestChunk == nil) then
|
|
|
|
nextHighestChunk = -1
|
|
|
|
end
|
|
|
|
|
|
|
|
return highestChunk, highestDirection, nextHighestChunk, nextHighestDirection
|
|
|
|
end
|
|
|
|
|
|
|
|
local function findNearbyRetreatingSquad(map, chunk)
|
|
|
|
if chunk.squads then
|
|
|
|
for _,squad in pairs(chunk.squads) do
|
|
|
|
local unitGroup = squad.group
|
|
|
|
if (squad.status == SQUAD_RETREATING) and unitGroup and unitGroup.valid then
|
|
|
|
return squad
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
local neighbors = getNeighborChunks(map, chunk.x, chunk.y)
|
|
|
|
|
|
|
|
for i=1,#neighbors do
|
|
|
|
local neighbor = neighbors[i]
|
|
|
|
if (neighbor ~= -1) and neighbor.squads then
|
|
|
|
for _,squad in pairs(neighbor.squads) do
|
|
|
|
local unitGroup = squad.group
|
|
|
|
if (squad.status == SQUAD_RETREATING) and unitGroup and unitGroup.valid then
|
|
|
|
return squad
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
return nil
|
|
|
|
end
|
|
|
|
|
|
|
|
function Squad.retreatUnits(chunk, cause, map, tick, radius)
|
|
|
|
if (tick - getRetreatTick(chunk) > COOLDOWN_RETREAT) and (getEnemyStructureCount(chunk) == 0) then
|
|
|
|
|
|
|
|
setRetreatTick(chunk, tick)
|
|
|
|
local exitPath,exitDirection,
|
|
|
|
nextExitPath,nextExitDirection = scoreNeighborsForRetreat(chunk,
|
|
|
|
getNeighborChunks(map,
|
|
|
|
chunk.x,
|
|
|
|
chunk.y),
|
|
|
|
scoreRetreatLocation,
|
|
|
|
map)
|
|
|
|
local position = {
|
|
|
|
x = chunk.x + 16,
|
|
|
|
y = chunk.y + 16
|
|
|
|
}
|
|
|
|
local retreatPosition
|
|
|
|
local surface = map.surface
|
|
|
|
if (exitPath == -1) then
|
|
|
|
return
|
|
|
|
elseif (nextExitPath ~= -1) then
|
|
|
|
retreatPosition = findMovementPosition(
|
|
|
|
surface,
|
|
|
|
positionFromDirectionAndFlat(
|
|
|
|
nextExitDirection,
|
|
|
|
positionFromDirectionAndFlat(
|
|
|
|
exitDirection,
|
|
|
|
position
|
|
|
|
)
|
|
|
|
)
|
|
|
|
)
|
|
|
|
exitPath = nextExitPath
|
|
|
|
else
|
|
|
|
retreatPosition = findMovementPosition(
|
|
|
|
surface,
|
|
|
|
positionFromDirectionAndFlat(
|
|
|
|
exitDirection,
|
|
|
|
position
|
|
|
|
)
|
|
|
|
)
|
|
|
|
end
|
|
|
|
|
|
|
|
if retreatPosition then
|
|
|
|
position.x = retreatPosition.x
|
|
|
|
position.y = retreatPosition.y
|
|
|
|
else
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
local newSquad = findNearbyRetreatingSquad(map, exitPath)
|
|
|
|
local created = false
|
|
|
|
|
|
|
|
if not newSquad then
|
|
|
|
if (Universe.squadCount < Universe.AI_MAX_SQUAD_COUNT) then
|
|
|
|
created = true
|
|
|
|
local base = findNearbyBase(chunk)
|
|
|
|
if not base then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
newSquad = Squad.createSquad(position, map, nil, false, base)
|
|
|
|
else
|
|
|
|
return
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
Universe.fleeCommand.from = cause
|
|
|
|
Universe.retreatCommand.group = newSquad.group
|
|
|
|
|
|
|
|
Universe.formRetreatCommand.unit_search_distance = radius
|
|
|
|
|
|
|
|
local foundUnits = surface.set_multi_command(Universe.formRetreatCommand)
|
|
|
|
|
|
|
|
if (foundUnits == 0) then
|
|
|
|
if created then
|
|
|
|
newSquad.group.destroy()
|
|
|
|
end
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
if created then
|
|
|
|
Universe.groupNumberToSquad[newSquad.groupNumber] = newSquad
|
|
|
|
Universe.squadCount = Universe.squadCount + 1
|
|
|
|
end
|
|
|
|
|
|
|
|
newSquad.status = SQUAD_RETREATING
|
|
|
|
|
|
|
|
addSquadToChunk(chunk, newSquad)
|
|
|
|
|
|
|
|
newSquad.frenzy = true
|
|
|
|
local squadPosition = newSquad.group.position
|
|
|
|
newSquad.frenzyPosition.x = squadPosition.x
|
|
|
|
newSquad.frenzyPosition.y = squadPosition.y
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
function Squad.createSquad(position, map, group, settlers, base)
|
|
|
|
local unitGroup = group or map.surface.create_unit_group({position=position})
|
|
|
|
|
|
|
|
local squad = {
|
|
|
|
group = unitGroup,
|
|
|
|
status = SQUAD_GUARDING,
|
|
|
|
rabid = false,
|
|
|
|
penalties = {},
|
|
|
|
base = base,
|
|
|
|
type = base.stateAI,
|
|
|
|
frenzy = false,
|
|
|
|
map = map,
|
|
|
|
wanders = 0,
|
|
|
|
settlers = settlers or false,
|
|
|
|
kamikaze = false,
|
|
|
|
frenzyPosition = {x = 0,
|
|
|
|
y = 0},
|
|
|
|
maxDistance = 0,
|
|
|
|
groupNumber = unitGroup.group_number,
|
|
|
|
originPosition = {x = 0,
|
|
|
|
y = 0},
|
|
|
|
commandTick = nil,
|
|
|
|
chunk = -1
|
|
|
|
}
|
|
|
|
|
|
|
|
if settlers then
|
|
|
|
squad.maxDistance = calculateSettlerMaxDistance()
|
|
|
|
end
|
|
|
|
|
|
|
|
if position then
|
|
|
|
squad.originPosition.x = position.x
|
|
|
|
squad.originPosition.y = position.y
|
|
|
|
elseif group then
|
|
|
|
squad.originPosition.x = group.position.x
|
|
|
|
squad.originPosition.y = group.position.y
|
|
|
|
end
|
|
|
|
|
|
|
|
return squad
|
|
|
|
end
|
|
|
|
|
|
|
|
function Squad.calculateKamikazeSquadThreshold(memberCount)
|
|
|
|
local threshold = (memberCount / Universe.attackWaveMaxSize) * 0.2 + (Universe.evolutionLevel * 0.2)
|
|
|
|
return threshold
|
|
|
|
end
|
|
|
|
|
|
|
|
function Squad.calculateKamikazeSettlerThreshold(memberCount)
|
|
|
|
local threshold = (memberCount / Universe.expansionMaxSize) * 0.2 + (Universe.evolutionLevel * 0.2)
|
|
|
|
return threshold
|
|
|
|
end
|
|
|
|
|
|
|
|
|
|
|
|
local function settlerWaveScaling()
|
|
|
|
return mCeil(gaussianRandomRangeRG(Universe.settlerWaveSize,
|
|
|
|
Universe.settlerWaveDeviation,
|
|
|
|
Universe.expansionMinSize,
|
|
|
|
Universe.expansionMaxSize,
|
|
|
|
Universe.random))
|
|
|
|
end
|
|
|
|
|
|
|
|
local function attackWaveScaling()
|
|
|
|
return mCeil(gaussianRandomRangeRG(Universe.attackWaveSize,
|
|
|
|
Universe.attackWaveDeviation,
|
|
|
|
1,
|
|
|
|
Universe.attackWaveUpperBound,
|
|
|
|
Universe.random))
|
|
|
|
end
|
|
|
|
|
2023-03-12 22:02:31 +02:00
|
|
|
local function attackWaveValidCandidate(chunk)
|
2023-03-12 06:51:13 +02:00
|
|
|
if isActiveNest(chunk) then
|
|
|
|
return true
|
|
|
|
end
|
2023-03-12 22:02:31 +02:00
|
|
|
local base = chunk.base
|
2023-03-12 06:51:13 +02:00
|
|
|
if (base.stateAI == BASE_AI_STATE_RAIDING) or
|
|
|
|
(base.stateAI == BASE_AI_STATE_SIEGE) or
|
|
|
|
(base.stateAI == BASE_AI_STATE_ONSLAUGHT)
|
|
|
|
then
|
|
|
|
return isActiveRaidNest(chunk)
|
|
|
|
end
|
|
|
|
return false
|
|
|
|
end
|
|
|
|
|
|
|
|
local function scoreSettlerLocation(map, neighborChunk)
|
|
|
|
return neighborChunk[RESOURCE_PHEROMONE] + -neighborChunk[PLAYER_PHEROMONE]
|
|
|
|
end
|
|
|
|
|
|
|
|
local function scoreSiegeSettlerLocation(map, neighborChunk)
|
|
|
|
return (neighborChunk[RESOURCE_PHEROMONE] + neighborChunk[BASE_PHEROMONE]) + -neighborChunk[PLAYER_PHEROMONE]
|
|
|
|
end
|
|
|
|
|
|
|
|
local function scoreUnitGroupLocation(map, neighborChunk)
|
|
|
|
return neighborChunk[PLAYER_PHEROMONE] + neighborChunk[BASE_PHEROMONE]
|
|
|
|
end
|
|
|
|
|
|
|
|
local function validSiegeSettlerLocation(map, neighborChunk)
|
|
|
|
return (getPassable(neighborChunk) == CHUNK_ALL_DIRECTIONS) and
|
|
|
|
(not neighborChunk.nestCount)
|
|
|
|
end
|
|
|
|
|
|
|
|
local function validSettlerLocation(map, chunk, neighborChunk)
|
|
|
|
local chunkResource = chunk[RESOURCE_PHEROMONE]
|
|
|
|
return (getPassable(neighborChunk) == CHUNK_ALL_DIRECTIONS) and
|
|
|
|
(not neighborChunk.nestCount) and
|
|
|
|
(neighborChunk[RESOURCE_PHEROMONE] >= chunkResource)
|
|
|
|
end
|
|
|
|
|
|
|
|
local function validUnitGroupLocation(map, neighborChunk)
|
|
|
|
return getPassable(neighborChunk) == CHUNK_ALL_DIRECTIONS and
|
|
|
|
(not neighborChunk.nestCount)
|
|
|
|
end
|
|
|
|
|
|
|
|
local function visitPattern(o, cX, cY, distance)
|
|
|
|
local startX
|
|
|
|
local endX
|
|
|
|
local stepX
|
|
|
|
local startY
|
|
|
|
local endY
|
|
|
|
local stepY
|
|
|
|
if (o == 0) then
|
|
|
|
startX = cX - distance
|
|
|
|
endX = cX + distance
|
|
|
|
stepX = 32
|
|
|
|
startY = cY - distance
|
|
|
|
endY = cY + distance
|
|
|
|
stepY = 32
|
|
|
|
elseif (o == 1) then
|
|
|
|
startX = cX + distance
|
|
|
|
endX = cX - distance
|
|
|
|
stepX = -32
|
|
|
|
startY = cY + distance
|
|
|
|
endY = cY - distance
|
|
|
|
stepY = -32
|
|
|
|
elseif (o == 2) then
|
|
|
|
startX = cX - distance
|
|
|
|
endX = cX + distance
|
|
|
|
stepX = 32
|
|
|
|
startY = cY + distance
|
|
|
|
endY = cY - distance
|
|
|
|
stepY = -32
|
|
|
|
elseif (o == 3) then
|
|
|
|
startX = cX + distance
|
|
|
|
endX = cX - distance
|
|
|
|
stepX = -32
|
|
|
|
startY = cY - distance
|
|
|
|
endY = cY + distance
|
|
|
|
stepY = 32
|
|
|
|
end
|
|
|
|
return startX, endX, stepX, startY, endY, stepY
|
|
|
|
end
|
|
|
|
|
|
|
|
--[[
|
|
|
|
Expects all neighbors adjacent to a chunk
|
|
|
|
--]]
|
|
|
|
local function scoreNeighborsForResource(chunk, neighborDirectionChunks, validFunction, scoreFunction, map)
|
|
|
|
local highestChunk = -1
|
|
|
|
local highestScore = -MAGIC_MAXIMUM_NUMBER
|
|
|
|
local highestDirection
|
|
|
|
for x=1,8 do
|
|
|
|
local neighborChunk = neighborDirectionChunks[x]
|
|
|
|
if (neighborChunk ~= -1) and
|
|
|
|
canMoveChunkDirection(map, x, chunk, neighborChunk) and
|
|
|
|
validFunction(map, chunk, neighborChunk)
|
|
|
|
then
|
|
|
|
local score = scoreFunction(map, neighborChunk)
|
|
|
|
if (score > highestScore) then
|
|
|
|
highestScore = score
|
|
|
|
highestChunk = neighborChunk
|
|
|
|
highestDirection = x
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
if (chunk ~= -1) and (scoreFunction(map, chunk) > highestScore) then
|
|
|
|
return -1, -1
|
|
|
|
end
|
|
|
|
|
|
|
|
return highestChunk, highestDirection
|
|
|
|
end
|
|
|
|
|
|
|
|
--[[
|
|
|
|
Expects all neighbors adjacent to a chunk
|
|
|
|
--]]
|
|
|
|
local function scoreNeighborsForFormation(neighborChunks, validFunction, scoreFunction, map)
|
|
|
|
local highestChunk = -1
|
|
|
|
local highestScore = -MAGIC_MAXIMUM_NUMBER
|
|
|
|
local highestDirection
|
|
|
|
for x=1,8 do
|
|
|
|
local neighborChunk = neighborChunks[x]
|
|
|
|
if (neighborChunk ~= -1) and validFunction(map, neighborChunk) then
|
|
|
|
local score = scoreFunction(map, neighborChunk)
|
|
|
|
if (score > highestScore) then
|
|
|
|
highestScore = score
|
|
|
|
highestChunk = neighborChunk
|
|
|
|
highestDirection = x
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
return highestChunk, highestDirection
|
|
|
|
end
|
|
|
|
|
2023-03-12 23:28:49 +02:00
|
|
|
function Squad.rallyUnits(chunk, tick)
|
|
|
|
if (tick - getRallyTick(chunk)) < COOLDOWN_RALLY then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
setRallyTick(chunk, tick)
|
|
|
|
local cX = chunk.x
|
|
|
|
local cY = chunk.y
|
|
|
|
local startX, endX, stepX, startY, endY, stepY = visitPattern(tick % 4, cX, cY, RALLY_CRY_DISTANCE)
|
|
|
|
local vengenceQueue = Universe.vengenceQueue
|
|
|
|
local map = chunk.map
|
|
|
|
for x=startX, endX, stepX do
|
|
|
|
for y=startY, endY, stepY do
|
|
|
|
if (x ~= cX) and (y ~= cY) then
|
|
|
|
local rallyChunk = getChunkByXY(map, x, y)
|
|
|
|
if rallyChunk ~= -1 then
|
|
|
|
local base = rallyChunk.base
|
|
|
|
if rallyChunk.nestCount
|
|
|
|
and (base.unitPoints >= AI_VENGENCE_SQUAD_COST)
|
|
|
|
then
|
2023-03-12 06:51:13 +02:00
|
|
|
vengenceQueue[rallyChunk.id] = rallyChunk
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
2023-03-12 22:02:31 +02:00
|
|
|
function Squad.formSettlers(chunk)
|
|
|
|
local base = chunk.base
|
2023-03-12 06:51:13 +02:00
|
|
|
if (Universe.builderCount < Universe.AI_MAX_BUILDER_COUNT)
|
|
|
|
and (base.sentExpansionGroups < base.maxExpansionGroups)
|
|
|
|
and ((base.unitPoints - AI_SETTLER_COST) > 0)
|
|
|
|
and (Universe.random() < Universe.formSquadThreshold)
|
|
|
|
then
|
|
|
|
local map = chunk.map
|
|
|
|
local surface = map.surface
|
|
|
|
local squadPath, squadDirection
|
|
|
|
if (base.stateAI == BASE_AI_STATE_SIEGE) then
|
|
|
|
squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
|
|
|
|
validSiegeSettlerLocation,
|
|
|
|
scoreSiegeSettlerLocation,
|
|
|
|
map)
|
|
|
|
else
|
|
|
|
squadPath, squadDirection = scoreNeighborsForResource(chunk,
|
|
|
|
getNeighborChunks(map, chunk.x, chunk.y),
|
|
|
|
validSettlerLocation,
|
|
|
|
scoreSettlerLocation,
|
|
|
|
map)
|
|
|
|
end
|
|
|
|
|
|
|
|
if (squadPath ~= -1) then
|
|
|
|
local squadPosition = surface.find_non_colliding_position("biter-spawner",
|
|
|
|
positionFromDirectionAndChunk(squadDirection,
|
|
|
|
chunk,
|
|
|
|
0.98),
|
|
|
|
CHUNK_SIZE,
|
|
|
|
4,
|
|
|
|
true)
|
|
|
|
if squadPosition then
|
|
|
|
local squad = Squad.createSquad(squadPosition, map, nil, true, base)
|
|
|
|
|
|
|
|
local scaledWaveSize = settlerWaveScaling()
|
|
|
|
Universe.formGroupCommand.group = squad.group
|
|
|
|
Universe.formCommand.unit_count = scaledWaveSize
|
|
|
|
local foundUnits = surface.set_multi_command(Universe.formCommand)
|
|
|
|
if (foundUnits > 0) then
|
|
|
|
base.sentExpansionGroups = base.sentExpansionGroups + 1
|
|
|
|
|
|
|
|
squad.base = base
|
|
|
|
local kamikazeThreshold = Squad.calculateKamikazeSettlerThreshold(foundUnits)
|
|
|
|
if base.stateAI == BASE_AI_STATE_SIEGE then
|
|
|
|
kamikazeThreshold = kamikazeThreshold * 2.5
|
|
|
|
end
|
|
|
|
squad.kamikaze = Universe.random() < kamikazeThreshold
|
|
|
|
|
|
|
|
Universe.builderCount = Universe.builderCount + 1
|
|
|
|
modifyBaseUnitPoints(base, -AI_SETTLER_COST, "Settler", squadPosition.x, squadPosition.y)
|
|
|
|
Universe.groupNumberToSquad[squad.groupNumber] = squad
|
|
|
|
else
|
|
|
|
if (squad.group.valid) then
|
|
|
|
squad.group.destroy()
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
function Squad.formVengenceSquad(chunk, base)
|
|
|
|
if (Universe.squadCount < Universe.AI_MAX_SQUAD_COUNT)
|
|
|
|
and ((base.unitPoints - AI_VENGENCE_SQUAD_COST) > 0)
|
|
|
|
and (Universe.random() < Universe.formSquadThreshold)
|
|
|
|
then
|
|
|
|
if (chunk[BASE_PHEROMONE] < 0.0001) or (chunk[PLAYER_PHEROMONE] < 0.0001) then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
local map = chunk.map
|
|
|
|
|
|
|
|
local surface = map.surface
|
|
|
|
local squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
|
|
|
|
validUnitGroupLocation,
|
|
|
|
scoreUnitGroupLocation,
|
|
|
|
map)
|
|
|
|
if (squadPath ~= -1) then
|
|
|
|
local squadPosition = surface.find_non_colliding_position("biter-spawner",
|
|
|
|
positionFromDirectionAndChunk(squadDirection,
|
|
|
|
chunk,
|
|
|
|
0.98),
|
|
|
|
CHUNK_SIZE,
|
|
|
|
4,
|
|
|
|
true)
|
|
|
|
if squadPosition then
|
|
|
|
local squad = Squad.createSquad(squadPosition, map, nil, false, base)
|
|
|
|
|
|
|
|
squad.rabid = Universe.random() < 0.03
|
|
|
|
|
|
|
|
local scaledWaveSize = attackWaveScaling()
|
|
|
|
Universe.formGroupCommand.group = squad.group
|
|
|
|
Universe.formCommand.unit_count = scaledWaveSize
|
|
|
|
local foundUnits = surface.set_multi_command(Universe.formCommand)
|
|
|
|
if (foundUnits > 0) then
|
|
|
|
squad.base = base
|
|
|
|
squad.kamikaze = Universe.random() < Squad.calculateKamikazeSquadThreshold(foundUnits)
|
|
|
|
Universe.groupNumberToSquad[squad.groupNumber] = squad
|
|
|
|
Universe.squadCount = Universe.squadCount + 1
|
|
|
|
modifyBaseUnitPoints(base, -AI_VENGENCE_SQUAD_COST, "Vengence", squadPosition.x, squadPosition.y)
|
|
|
|
else
|
|
|
|
if (squad.group.valid) then
|
|
|
|
squad.group.destroy()
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
function Squad.formVengenceSettler(chunk, base)
|
|
|
|
if (Universe.builderCount < Universe.AI_MAX_BUILDER_COUNT)
|
|
|
|
and (base.sentExpansionGroups < base.maxExpansionGroups)
|
|
|
|
and ((base.unitPoints - AI_VENGENCE_SQUAD_COST) > 0)
|
|
|
|
and (Universe.random() < Universe.formSquadThreshold)
|
|
|
|
then
|
|
|
|
local map = chunk.map
|
|
|
|
local surface = map.surface
|
|
|
|
local squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
|
|
|
|
validUnitGroupLocation,
|
|
|
|
scoreUnitGroupLocation,
|
|
|
|
map)
|
|
|
|
if (squadPath ~= -1) then
|
|
|
|
local squadPosition = surface.find_non_colliding_position("biter-spawner",
|
|
|
|
positionFromDirectionAndChunk(squadDirection,
|
|
|
|
chunk,
|
|
|
|
0.98),
|
|
|
|
CHUNK_SIZE,
|
|
|
|
4,
|
|
|
|
true)
|
|
|
|
if squadPosition then
|
|
|
|
local squad = Squad.createSquad(squadPosition, map, nil, true, base)
|
|
|
|
|
|
|
|
squad.rabid = Universe.random() < 0.03
|
|
|
|
|
|
|
|
local scaledWaveSize = settlerWaveScaling()
|
|
|
|
Universe.formGroupCommand.group = squad.group
|
|
|
|
Universe.formCommand.unit_count = scaledWaveSize
|
|
|
|
local foundUnits = surface.set_multi_command(Universe.formCommand)
|
|
|
|
if (foundUnits > 0) then
|
|
|
|
base.sentExpansionGroups = base.sentExpansionGroups + 1
|
|
|
|
|
|
|
|
squad.base = base
|
|
|
|
squad.kamikaze = Universe.random() < Squad.calculateKamikazeSettlerThreshold(foundUnits)
|
|
|
|
Universe.groupNumberToSquad[squad.groupNumber] = squad
|
|
|
|
Universe.builderCount = Universe.builderCount + 1
|
|
|
|
modifyBaseUnitPoints(base, -AI_VENGENCE_SQUAD_COST, "Vengence Settlers", squadPosition.x, squadPosition.y)
|
|
|
|
else
|
|
|
|
if (squad.group.valid) then
|
|
|
|
squad.group.destroy()
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
2023-03-12 22:02:31 +02:00
|
|
|
function Squad.formSquads(chunk)
|
|
|
|
local base = chunk.base
|
2023-03-12 06:51:13 +02:00
|
|
|
if (Universe.squadCount < Universe.AI_MAX_SQUAD_COUNT)
|
2023-03-12 22:02:31 +02:00
|
|
|
and attackWaveValidCandidate(chunk)
|
2023-03-12 06:51:13 +02:00
|
|
|
and ((base.unitPoints - AI_SQUAD_COST) > 0)
|
|
|
|
and (Universe.random() < Universe.formSquadThreshold)
|
|
|
|
then
|
|
|
|
if (chunk[BASE_PHEROMONE] < 0.0001) or (chunk[PLAYER_PHEROMONE] < 0.0001) then
|
|
|
|
return
|
|
|
|
end
|
|
|
|
|
|
|
|
local map = chunk.map
|
|
|
|
local surface = map.surface
|
|
|
|
local squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
|
|
|
|
validUnitGroupLocation,
|
|
|
|
scoreUnitGroupLocation,
|
|
|
|
map)
|
|
|
|
if (squadPath ~= -1) then
|
|
|
|
local squadPosition = surface.find_non_colliding_position("biter-spawner",
|
|
|
|
positionFromDirectionAndChunk(squadDirection,
|
|
|
|
chunk,
|
|
|
|
0.98),
|
|
|
|
CHUNK_SIZE,
|
|
|
|
4,
|
|
|
|
true)
|
|
|
|
if squadPosition then
|
|
|
|
local squad = Squad.createSquad(squadPosition, map, nil, false, base)
|
|
|
|
|
|
|
|
squad.rabid = Universe.random() < 0.03
|
|
|
|
|
|
|
|
local scaledWaveSize = attackWaveScaling()
|
|
|
|
Universe.formGroupCommand.group = squad.group
|
|
|
|
Universe.formCommand.unit_count = scaledWaveSize
|
|
|
|
local foundUnits = surface.set_multi_command(Universe.formCommand)
|
|
|
|
if (foundUnits > 0) then
|
|
|
|
squad.base = base
|
|
|
|
squad.kamikaze = Universe.random() < Squad.calculateKamikazeSquadThreshold(foundUnits)
|
|
|
|
Universe.squadCount = Universe.squadCount + 1
|
|
|
|
Universe.groupNumberToSquad[squad.groupNumber] = squad
|
|
|
|
if (base.stateAI == BASE_AI_STATE_AGGRESSIVE) then
|
|
|
|
base.sentAggressiveGroups = base.sentAggressiveGroups + 1
|
|
|
|
end
|
|
|
|
modifyBaseUnitPoints(base, -AI_SQUAD_COST, "Squad", squadPosition.x, squadPosition.y)
|
|
|
|
else
|
|
|
|
if (squad.group.valid) then
|
|
|
|
squad.group.destroy()
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
end
|
|
|
|
|
|
|
|
function Squad.init(universe)
|
|
|
|
Universe = universe
|
|
|
|
end
|
|
|
|
|
|
|
|
SquadG = Squad
|
|
|
|
return Squad
|