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Rampant/libs/AIAttackWave.lua

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if (aiAttackWaveG) then
return aiAttackWaveG
end
local aiAttackWave = {}
-- imports
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local constants = require("Constants")
local mapUtils = require("MapUtils")
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local chunkPropertyUtils = require("ChunkPropertyUtils")
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local unitGroupUtils = require("UnitGroupUtils")
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local movementUtils = require("MovementUtils")
local mathUtils = require("MathUtils")
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local baseUtils = require("BaseUtils")
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local config = require("__Rampant__/config")
-- constants
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local BASE_PHEROMONE = constants.BASE_PHEROMONE
local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
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local MOVEMENT_PHEROMONE = constants.MOVEMENT_PHEROMONE
local RESOURCE_PHEROMONE = constants.RESOURCE_PHEROMONE
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local AGGRESSIVE_CAN_ATTACK_WAIT_MAX_DURATION = constants.AGGRESSIVE_CAN_ATTACK_WAIT_MAX_DURATION
local AGGRESSIVE_CAN_ATTACK_WAIT_MIN_DURATION = constants.AGGRESSIVE_CAN_ATTACK_WAIT_MIN_DURATION
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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_MAX_SQUAD_COUNT = constants.AI_MAX_SQUAD_COUNT
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local AI_VENGENCE_SQUAD_COST = constants.AI_VENGENCE_SQUAD_COST
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local AI_STATE_AGGRESSIVE = constants.AI_STATE_AGGRESSIVE
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local INTERVAL_RALLY = constants.INTERVAL_RALLY
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local CHUNK_ALL_DIRECTIONS = constants.CHUNK_ALL_DIRECTIONS
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local CHUNK_SIZE = constants.CHUNK_SIZE
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local RALLY_CRY_DISTANCE = constants.RALLY_CRY_DISTANCE
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local SETTLER_DISTANCE = constants.SETTLER_DISTANCE
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local RESOURCE_MINIMUM_FORMATION_DELTA = constants.RESOURCE_MINIMUM_FORMATION_DELTA
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local AI_STATE_SIEGE = constants.AI_STATE_SIEGE
local AI_STATE_RAIDING = constants.AI_STATE_RAIDING
-- imported functions
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local randomTickEvent = mathUtils.randomTickEvent
local mRandom = math.random
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local createSpawnerProxies = baseUtils.createSpawnerProxies
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local positionFromDirectionAndChunk = mapUtils.positionFromDirectionAndChunk
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local getPassable = chunkPropertyUtils.getPassable
local getNestCount = chunkPropertyUtils.getNestCount
local getChunkSettlerTick = chunkPropertyUtils.getChunkSettlerTick
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local getRaidNestActiveness = chunkPropertyUtils.getRaidNestActiveness
local getNestActiveness = chunkPropertyUtils.getNestActiveness
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local setChunkSettlerTick = chunkPropertyUtils.setChunkSettlerTick
local getRallyTick = chunkPropertyUtils.getRallyTick
local setRallyTick = chunkPropertyUtils.setRallyTick
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local gaussianRandomRange = mathUtils.gaussianRandomRange
local getNeighborChunks = mapUtils.getNeighborChunks
local getChunkByXY = mapUtils.getChunkByXY
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local scoreNeighborsForFormation = movementUtils.scoreNeighborsForFormation
local scoreNeighborsForResource = movementUtils.scoreNeighborsForResource
local createSquad = unitGroupUtils.createSquad
local attackWaveScaling = config.attackWaveScaling
local settlerWaveScaling = config.settlerWaveScaling
-- module code
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local function attackWaveValidCandidate(chunk, natives, map)
local isValid = getNestActiveness(map, chunk)
if natives.state == AI_STATE_RAIDING then
isValid = isValid + getRaidNestActiveness(map, chunk)
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end
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return (isValid > 0)
end
local function scoreSettlerLocation(neighborChunk)
return neighborChunk[RESOURCE_PHEROMONE] +
neighborChunk[MOVEMENT_PHEROMONE] +
-neighborChunk[PLAYER_PHEROMONE]
end
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local function scoreSiegeSettlerLocation(neighborChunk)
return neighborChunk[RESOURCE_PHEROMONE] +
neighborChunk[BASE_PHEROMONE] +
neighborChunk[MOVEMENT_PHEROMONE] +
-neighborChunk[PLAYER_PHEROMONE]
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end
local function scoreUnitGroupLocation(neighborChunk)
return neighborChunk[PLAYER_PHEROMONE] +
neighborChunk[MOVEMENT_PHEROMONE] +
neighborChunk[BASE_PHEROMONE]
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end
local function validSiegeSettlerLocation(map, neighborChunk)
return (getPassable(map, neighborChunk) == CHUNK_ALL_DIRECTIONS) and
(getNestCount(map, neighborChunk) == 0)
end
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local function validSettlerLocation(map, chunk, neighborChunk)
local chunkResource = chunk[RESOURCE_PHEROMONE]
return (getPassable(map, neighborChunk) == CHUNK_ALL_DIRECTIONS) and
(getNestCount(map, neighborChunk) == 0) and
(neighborChunk[RESOURCE_PHEROMONE] >= (chunkResource * RESOURCE_MINIMUM_FORMATION_DELTA))
end
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local function validUnitGroupLocation(map, neighborChunk)
return getPassable(map, neighborChunk) == CHUNK_ALL_DIRECTIONS and
(getNestCount(map, neighborChunk) == 0)
end
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function aiAttackWave.rallyUnits(chunk, map, surface, tick)
if ((tick - getRallyTick(map, chunk) > INTERVAL_RALLY) and (map.natives.points >= AI_VENGENCE_SQUAD_COST)) then
setRallyTick(map, chunk, tick)
local cX = chunk.x
local cY = chunk.y
for x=cX - RALLY_CRY_DISTANCE, cX + RALLY_CRY_DISTANCE, 32 do
for y=cY - RALLY_CRY_DISTANCE, cY + RALLY_CRY_DISTANCE, 32 do
if (x ~= cX) and (y ~= cY) then
local rallyChunk = getChunkByXY(map, x, y)
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if (rallyChunk ~= -1) and (getNestCount(map, rallyChunk) > 0) then
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if not aiAttackWave.formVengenceSquad(map, surface, rallyChunk) then
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return false
end
end
end
end
end
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return true
end
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end
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function aiAttackWave.formAttackWave(chunk, map, surface, tick)
if (map.natives.points >= AI_SQUAD_COST) then
local cX = chunk.x
local cY = chunk.y
for x=cX - RALLY_CRY_DISTANCE, cX + RALLY_CRY_DISTANCE, 32 do
for y=cY - RALLY_CRY_DISTANCE, cY + RALLY_CRY_DISTANCE, 32 do
if (x ~= cX) and (y ~= cY) then
local rallyChunk = getChunkByXY(map, x, y)
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if (rallyChunk ~= -1) and (getNestCount(map, rallyChunk) > 0) then
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if not aiAttackWave.formSquads(map, surface, rallyChunk, tick) then
return false
end
end
end
end
end
return true
end
return false
end
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local function noNearbySettlers(map, chunk, tick)
local cX = chunk.x
local cY = chunk.y
for x=cX - SETTLER_DISTANCE, cX + SETTLER_DISTANCE, 32 do
for y=cY - SETTLER_DISTANCE, cY + SETTLER_DISTANCE, 32 do
if (x ~= cX) and (y ~= cY) then
local c = getChunkByXY(map, x, y)
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if (c ~= -1) and ((tick - getChunkSettlerTick(map, c)) < 0) then
return false
end
end
end
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end
return true
end
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function aiAttackWave.formSettlers(map, surface, chunk, tick)
local natives = map.natives
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if (mRandom() < natives.formSquadThreshold) and
((natives.squads.len + #natives.building) < AI_MAX_SQUAD_COUNT) and
(natives.remainingSquads > 0)
then
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local squadPath, squadDirection
if (natives.state == 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
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if (squadPath ~= -1) and noNearbySettlers(map, chunk, tick) then
local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
positionFromDirectionAndChunk(squadDirection,
chunk,
map.position,
0.98),
CHUNK_SIZE,
4,
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true)
if squadPosition then
local squad = createSquad(squadPosition, surface, nil, true)
squad.maxDistance = gaussianRandomRange(natives.expansionMaxDistance * 0.5,
natives.expansionMaxDistanceDerivation,
10,
natives.expansionMaxDistance)
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local scaledWaveSize = settlerWaveScaling(natives)
map.formGroupCommand.group = squad.group
map.formCommand.unit_count = scaledWaveSize
local foundUnits = surface.set_multi_command(map.formCommand)
if (foundUnits > 0) then
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createSpawnerProxies(map, surface, chunk, foundUnits)
setChunkSettlerTick(map, squadPath, tick + natives.settlerCooldown)
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local pending = natives.pendingAttack
pending.len = pending.len + 1
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squad.cycles = 30
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natives.remainingSquads = natives.remainingSquads - 1
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pending[pending.len] = squad
natives.points = natives.points - AI_SETTLER_COST
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else
if (squad.group.valid) then
squad.group.destroy()
end
end
end
end
end
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return ((natives.points - AI_SETTLER_COST) > 0) and (natives.remainingSquads > 0)
end
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function aiAttackWave.formVengenceSquad(map, surface, chunk)
local natives = map.natives
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if (mRandom() < natives.formSquadThreshold) and (natives.squads.len < AI_MAX_SQUAD_COUNT)
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then
local squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
validUnitGroupLocation,
scoreUnitGroupLocation,
map)
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if (squadPath ~= -1) then
local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
positionFromDirectionAndChunk(squadDirection,
chunk,
map.position,
0.98),
CHUNK_SIZE,
4,
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true)
if squadPosition then
local squad = createSquad(squadPosition, surface)
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squad.rabid = mRandom() < 0.03
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local scaledWaveSize = attackWaveScaling(natives)
map.formGroupCommand.group = squad.group
map.formCommand.unit_count = scaledWaveSize
local foundUnits = surface.set_multi_command(map.formCommand)
if (foundUnits > 0) then
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createSpawnerProxies(map, surface, chunk, foundUnits)
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local pending = natives.pendingAttack
pending.len = pending.len + 1
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squad.cycles = 13
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pending[pending.len] = squad
natives.points = natives.points - AI_VENGENCE_SQUAD_COST
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else
if (squad.group.valid) then
squad.group.destroy()
end
end
end
end
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end
return (natives.points - AI_VENGENCE_SQUAD_COST) > 0
end
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function aiAttackWave.formSquads(map, surface, chunk, tick)
local natives = map.natives
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if attackWaveValidCandidate(chunk, natives, map) and
(mRandom() < natives.formSquadThreshold) and
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(natives.squads.len + natives.pendingAttack.len < AI_MAX_SQUAD_COUNT) and
(natives.remainingSquads > 0)
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then
local squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
validUnitGroupLocation,
scoreUnitGroupLocation,
map)
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if (squadPath ~= -1) then
local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
positionFromDirectionAndChunk(squadDirection,
chunk,
map.position,
0.98),
CHUNK_SIZE,
4,
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true)
if squadPosition then
local squad = createSquad(squadPosition, surface)
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squad.rabid = mRandom() < 0.03
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local scaledWaveSize = attackWaveScaling(natives)
map.formGroupCommand.group = squad.group
map.formCommand.unit_count = scaledWaveSize
local foundUnits = surface.set_multi_command(map.formCommand)
if (foundUnits > 0) then
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createSpawnerProxies(map, surface, chunk, foundUnits)
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local pending = natives.pendingAttack
pending.len = pending.len + 1
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squad.cycles = 30
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pending[pending.len] = squad
natives.points = natives.points - AI_SQUAD_COST
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natives.remainingSquads = natives.remainingSquads - 1
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if tick and (natives.state == AI_STATE_AGGRESSIVE) then
natives.canAttackTick = randomTickEvent(tick,
AGGRESSIVE_CAN_ATTACK_WAIT_MIN_DURATION,
AGGRESSIVE_CAN_ATTACK_WAIT_MAX_DURATION)
return false
end
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else
if (squad.group.valid) then
squad.group.destroy()
end
end
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end
end
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end
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return ((natives.points - AI_SQUAD_COST) > 0) and (natives.remainingSquads > 0)
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end
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aiAttackWaveG = aiAttackWave
return aiAttackWave