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Rampant/libs/AIPlanning.lua

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if aiPlanningG then
return aiPlanningG
end
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local aiPlanning = {}
-- imports
local constants = require("Constants")
local mathUtils = require("MathUtils")
-- local aiPredicates = require("AIPredicates")
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-- constants
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local NO_RETREAT_BASE_PERCENT = constants.NO_RETREAT_BASE_PERCENT
local NO_RETREAT_EVOLUTION_BONUS_MAX = constants.NO_RETREAT_EVOLUTION_BONUS_MAX
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local AI_STATE_PEACEFUL = constants.AI_STATE_PEACEFUL
local AI_STATE_AGGRESSIVE = constants.AI_STATE_AGGRESSIVE
local AI_STATE_RAIDING = constants.AI_STATE_RAIDING
local AI_STATE_MIGRATING = constants.AI_STATE_MIGRATING
local AI_STATE_ONSLAUGHT = constants.AI_STATE_ONSLAUGHT
local AI_STATE_SIEGE = constants.AI_STATE_SIEGE
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local AI_UNIT_REFUND = constants.AI_UNIT_REFUND
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local AI_MAX_OVERFLOW_POINTS = constants.AI_MAX_OVERFLOW_POINTS
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local AI_MAX_POINTS = constants.AI_MAX_POINTS
local AI_POINT_GENERATOR_AMOUNT = constants.AI_POINT_GENERATOR_AMOUNT
local AI_MIN_STATE_DURATION = constants.AI_MIN_STATE_DURATION
local AI_MIN_TEMPERAMENT_DURATION = constants.AI_MIN_TEMPERAMENT_DURATION
local AI_MAX_STATE_DURATION = constants.AI_MAX_STATE_DURATION
local AI_MAX_TEMPERAMENT_DURATION = constants.AI_MAX_TEMPERAMENT_DURATION
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local BASE_RALLY_CHANCE = constants.BASE_RALLY_CHANCE
local BONUS_RALLY_CHANCE = constants.BONUS_RALLY_CHANCE
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local RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN = constants.RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN
local RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX = constants.RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX
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-- imported functions
local randomTickEvent = mathUtils.randomTickEvent
local linearInterpolation = mathUtils.linearInterpolation
local mFloor = math.floor
local mRandom = math.random
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local mMax = math.max
-- module code
function aiPlanning.planning(natives, evolution_factor, tick)
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local maxPoints = AI_MAX_POINTS * evolution_factor
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if natives.aiNocturnalMode then
maxPoints = maxPoints * 0.85
end
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local attackWaveMaxSize = natives.attackWaveMaxSize
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natives.retreatThreshold = linearInterpolation(evolution_factor, RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN, RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX)
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natives.rallyThreshold = BASE_RALLY_CHANCE + (evolution_factor * BONUS_RALLY_CHANCE)
natives.formSquadThreshold = mMax((0.25 * evolution_factor), 0.10)
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natives.attackWaveSize = attackWaveMaxSize * (evolution_factor ^ 1.66667)
natives.attackWaveDeviation = (attackWaveMaxSize * 0.5) * 0.333
natives.attackWaveUpperBound = attackWaveMaxSize + (attackWaveMaxSize * 0.25)
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natives.settlerWaveSize = linearInterpolation(evolution_factor ^ 1.66667, natives.expansionMinSize, natives.expansionMaxSize)
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natives.settlerWaveDeviation = (natives.settlerWaveSize * 0.50)
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natives.settlerCooldown = mFloor(linearInterpolation(evolution_factor ^ 1.66667, natives.expansionMinTime, natives.expansionMaxTime))
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natives.unitRefundAmount = AI_UNIT_REFUND * evolution_factor
natives.kamikazeThreshold = NO_RETREAT_BASE_PERCENT + (evolution_factor * NO_RETREAT_EVOLUTION_BONUS_MAX)
local points = mFloor((AI_POINT_GENERATOR_AMOUNT * mRandom()) + ((AI_POINT_GENERATOR_AMOUNT * 0.7) * (evolution_factor ^ 2.5)) * natives.aiPointsScaler)
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if (natives.state == AI_STATE_ONSLAUGHT) then
points = points * 2
end
natives.baseIncrement = points
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if (natives.points < maxPoints) then
natives.points = natives.points + points
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end
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if (natives.temperamentTick == tick) then
natives.temperament = mRandom()
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natives.temperamentTick = randomTickEvent(tick, AI_MIN_TEMPERAMENT_DURATION, AI_MAX_TEMPERAMENT_DURATION)
end
if (natives.stateTick == tick) then
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local roll = mRandom() * mMax(1 - evolution_factor, 0.15) * natives.aiAggressiveness
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if (roll > natives.temperament) then
natives.state = AI_STATE_PEACEFUL
else
roll = mRandom()
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if (roll < 0.65) then
natives.state = AI_STATE_AGGRESSIVE
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elseif ((natives.enabledMigration) and (natives.expansion) and (roll < 0.75)) then
natives.state = AI_STATE_MIGRATING
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elseif ((natives.siegeAIToggle) and (natives.expansion) and (roll < 0.80)) then
natives.state = AI_STATE_SIEGE
elseif ((natives.onslaughtAIToggle) and (roll < 0.85)) then
natives.state = AI_STATE_ONSLAUGHT
elseif ((natives.raidAIToggle) and (evolution_factor >= 0.04)) then
natives.state = AI_STATE_RAIDING
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natives.points = natives.points + 1000
if (natives.points > AI_MAX_OVERFLOW_POINTS) then
natives.points = AI_MAX_OVERFLOW_POINTS
end
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else
natives.state = AI_STATE_AGGRESSIVE
end
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end
natives.stateTick = randomTickEvent(tick, AI_MIN_STATE_DURATION, AI_MAX_STATE_DURATION)
end
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end
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aiPlanningG = aiPlanning
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return aiPlanning