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Rampant/control.lua

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Lua
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-- imports
local entityUtils = require("libs/EntityUtils")
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local mapUtils = require("libs/MapUtils")
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local unitGroupUtils = require("libs/UnitGroupUtils")
local chunkProcessor = require("libs/ChunkProcessor")
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local baseProcessor = require("libs/BaseProcessor")
local mapProcessor = require("libs/MapProcessor")
local constants = require("libs/Constants")
local pheromoneUtils = require("libs/PheromoneUtils")
local aiDefense = require("libs/AIDefense")
local aiAttack = require("libs/AIAttack")
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local aiBuilding = require("libs/AIBuilding")
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local aiPlanning = require("libs/AIPlanning")
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local interop = require("libs/Interop")
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local tests = require("tests")
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local upgrade = require("Upgrade")
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local baseUtils = require("libs/BaseUtils")
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-- constants
local INTERVAL_LOGIC = constants.INTERVAL_LOGIC
local INTERVAL_PROCESS = constants.INTERVAL_PROCESS
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local MOVEMENT_PHEROMONE = constants.MOVEMENT_PHEROMONE
local BASE_RALLY_CHANCE = constants.BASE_RALLY_CHANCE
local BONUS_RALLY_CHANCE = constants.BONUS_RALLY_CHANCE
local RETREAT_MOVEMENT_PHEROMONE_LEVEL = constants.RETREAT_MOVEMENT_PHEROMONE_LEVEL
-- imported functions
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local getChunkByPosition = mapUtils.getChunkByPosition
local processPendingChunks = chunkProcessor.processPendingChunks
local processMap = mapProcessor.processMap
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local processPlayers = mapProcessor.processPlayers
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local scanMap = mapProcessor.scanMap
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local planning = aiPlanning.planning
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local rallyUnits = aiBuilding.rallyUnits
local deathScent = pheromoneUtils.deathScent
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local victoryScent = pheromoneUtils.victoryScent
local cleanSquads = unitGroupUtils.cleanSquads
local regroupSquads = unitGroupUtils.regroupSquads
local convertUnitGroupToSquad = unitGroupUtils.convertUnitGroupToSquad
local squadAttack = aiAttack.squadAttack
local squadBeginAttack = aiAttack.squadBeginAttack
local retreatUnits = aiDefense.retreatUnits
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local addRemovePlayerEntity = entityUtils.addRemovePlayerEntity
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local unregisterEnemyBaseStructure = baseUtils.unregisterEnemyBaseStructure
local makeImmortalEntity = entityUtils.makeImmortalEntity
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local processBases = baseProcessor.processBases
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-- local references to global
local regionMap
local natives
local pendingChunks
-- hook functions
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local function onLoad()
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regionMap = global.regionMap
natives = global.natives
pendingChunks = global.pendingChunks
end
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local function onChunkGenerated(event)
-- queue generated chunk for delayed processing, queuing is required because some mods (RSO) mess with chunk as they
-- are generated, which messes up the scoring.
if (event.surface.index == 1) then
pendingChunks[#pendingChunks+1] = event
end
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end
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local function reprocessChunks()
game.surfaces[1].print("Rampant - Reindexing chunks, please wait")
-- clear old regionMap processing Queue
-- prevents queue adding duplicate chunks
-- chunks are by key, so should overwrite old
regionMap.processQueue = {}
regionMap.processPointer = 1
regionMap.scanPointer = 1
-- clear pending chunks, will be added when loop runs below
pendingChunks = {}
-- queue all current chunks that wont be generated during play
local surface = game.surfaces[1]
for chunk in surface.get_chunks() do
onChunkGenerated({ tick = game.tick,
surface = surface,
area = { left_top = { x = chunk.x * 32,
y = chunk.y * 32 }}})
end
end
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local function onModSettingsChange(event)
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if event and (string.sub(event.setting, 1, 7) ~= "rampant") then
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return false
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end
natives.safeBuildings = settings.global["rampant-safeBuildings"].value
natives.safeEntities["curved-rail"] = settings.global["rampant-safeBuildings-curvedRail"].value
natives.safeEntities["straight-rail"] = settings.global["rampant-safeBuildings-straightRail"].value
natives.safeEntities["rail-signal"] = settings.global["rampant-safeBuildings-railSignals"].value
natives.safeEntities["rail-chain-signal"] = settings.global["rampant-safeBuildings-railChainSignals"].value
natives.safeEntities["train-stop"] = settings.global["rampant-safeBuildings-trainStops"].value
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local poles = settings.global["rampant-safeBuildings-bigElectricPole"].value
natives.safeEntityName["big-electric-pole"] = poles
natives.safeEntityName["big-electric-pole-2"] = poles
natives.safeEntityName["big-electric-pole-3"] = poles
natives.safeEntityName["big-electric-pole-4"] = poles
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natives.attackUsePlayer = settings.global["rampant-attackWaveGenerationUsePlayerProximity"].value
natives.attackUsePollution = settings.global["rampant-attackWaveGenerationUsePollution"].value
natives.attackThresholdMin = settings.global["rampant-attackWaveGenerationThresholdMin"].value
natives.attackThresholdMax = settings.global["rampant-attackWaveGenerationThresholdMax"].value
natives.attackThresholdRange = natives.attackThresholdMax - natives.attackThresholdMin
natives.attackWaveMaxSize = settings.global["rampant-attackWaveMaxSize"].value
natives.attackPlayerThreshold = settings.global["rampant-attackPlayerThreshold"].value
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natives.aiNocturnalMode = settings.global["rampant-permanentNocturnal"].value
natives.aiPointsScaler = settings.global["rampant-aiPointsScaler"].value
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local useCustomAI = natives.useCustomAI
natives.useCustomAI = settings.startup["rampant-useCustomAI"].value
if not useCustomAI and natives.useCustomAI then
reprocessChunks()
return false
end
return true
end
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local function onConfigChanged()
if upgrade.attempt(natives, regionMap) and onModSettingsChange(nil) then
reprocessChunks()
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end
end
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local function onTick(event)
local tick = event.tick
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if (tick == regionMap.processTick) then
regionMap.processTick = regionMap.processTick + INTERVAL_PROCESS
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local surface = game.surfaces[1]
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local evolutionFactor = game.forces.enemy.evolution_factor
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local players = game.players
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processPendingChunks(natives, regionMap, surface, pendingChunks, tick)
scanMap(regionMap, surface, natives, evolutionFactor)
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if (tick == regionMap.logicTick) then
regionMap.logicTick = regionMap.logicTick + INTERVAL_LOGIC
planning(natives, evolutionFactor, tick, surface)
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cleanSquads(natives, evolutionFactor)
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regroupSquads(natives, evolutionFactor)
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processPlayers(players, regionMap, surface, natives, evolutionFactor, tick)
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if (natives.useCustomAI) then
processBases(regionMap, surface, natives, tick)
end
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squadBeginAttack(natives, players, evolutionFactor)
squadAttack(regionMap, surface, natives)
end
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processMap(regionMap, surface, natives, evolutionFactor)
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end
end
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local function onBuild(event)
local entity = event.created_entity
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addRemovePlayerEntity(regionMap, entity, natives, true, false)
if natives.safeBuildings then
if natives.safeEntities[entity.type] or natives.safeEntityName[entity.name] then
entity.destructible = false
end
end
end
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local function onPickUp(event)
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addRemovePlayerEntity(regionMap, event.entity, natives, false, false)
end
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local function onDeath(event)
local entity = event.entity
local surface = entity.surface
if (surface.index == 1) then
if (entity.force.name == "enemy") then
if (entity.type == "unit") then
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local entityPosition = entity.position
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local deathChunk = getChunkByPosition(regionMap, entityPosition.x, entityPosition.y)
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if deathChunk then
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-- drop death pheromone where unit died
deathScent(deathChunk)
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if event.force and (event.force.name == "player") then
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local evolutionFactor = entity.force.evolution_factor
local tick = event.tick
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if (deathChunk[MOVEMENT_PHEROMONE] < -(evolutionFactor * RETREAT_MOVEMENT_PHEROMONE_LEVEL)) then
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retreatUnits(deathChunk,
convertUnitGroupToSquad(natives,
entity.unit_group),
regionMap,
surface,
natives,
tick)
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local rallyThreshold = BASE_RALLY_CHANCE + (evolutionFactor * BONUS_RALLY_CHANCE)
if (math.random() < rallyThreshold) then
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rallyUnits(deathChunk,
regionMap,
surface,
natives,
evolutionFactor,
tick)
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end
end
end
end
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elseif (entity.type == "unit-spawner") or (entity.type == "turret") then
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unregisterEnemyBaseStructure(regionMap, entity)
end
elseif (entity.force.name == "player") then
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local creditNatives = false
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local entityPosition = entity.position
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if (event.force ~= nil) and (event.force.name == "enemy") then
creditNatives = true
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local victoryChunk = getChunkByPosition(regionMap, entityPosition.x, entityPosition.y)
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if victoryChunk then
victoryScent(victoryChunk, entity.type)
end
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end
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if creditNatives and natives.safeBuildings and (natives.safeEntities[entity.type] or natives.safeEntityName[entity.name]) then
makeImmortalEntity(surface, entity)
else
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addRemovePlayerEntity(regionMap, entity, natives, false, creditNatives)
end
end
end
end
local function onSurfaceTileChange(event)
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local player = game.players[event.player_index]
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if (player.surface.index == 1) then
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aiBuilding.fillTunnel(regionMap, player.surface, natives, event.positions)
end
end
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local function onInit()
global.regionMap = {}
global.pendingChunks = {}
global.natives = {}
regionMap = global.regionMap
natives = global.natives
pendingChunks = global.pendingChunks
onConfigChanged()
end
-- hooks
script.on_init(onInit)
script.on_load(onLoad)
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script.on_event(defines.events.on_runtime_mod_setting_changed,
onModSettingsChange)
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script.on_configuration_changed(onConfigChanged)
script.on_event(defines.events.on_player_built_tile, onSurfaceTileChange)
script.on_event({defines.events.on_preplayer_mined_item,
defines.events.on_robot_pre_mined},
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onPickUp)
script.on_event({defines.events.on_built_entity,
defines.events.on_robot_built_entity},
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onBuild)
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script.on_event(defines.events.on_entity_died, onDeath)
script.on_event(defines.events.on_tick, onTick)
script.on_event(defines.events.on_chunk_generated, onChunkGenerated)
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remote.add_interface("rampantTests",
{
pheromoneLevels = tests.pheromoneLevels,
activeSquads = tests.activeSquads,
entitiesOnPlayerChunk = tests.entitiesOnPlayerChunk,
findNearestPlayerEnemy = tests.findNearestPlayerEnemy,
aiStats = tests.aiStats,
fillableDirtTest = tests.fillableDirtTest,
tunnelTest = tests.tunnelTest,
createEnemy = tests.createEnemy,
attackOrigin = tests.attackOrigin,
cheatMode = tests.cheatMode,
gaussianRandomTest = tests.gaussianRandomTest,
reveal = tests.reveal,
showMovementGrid = tests.showMovementGrid,
baseStats = tests.baseStats,
baseTiles = tests.baseTiles,
mergeBases = tests.mergeBases,
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clearBases = tests.clearBases,
getOffsetChunk = tests.getOffsetChunk,
registeredNest = tests.registeredNest
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}
)
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remote.add_interface("rampant", interop)