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Rampant/SwarmUtils.lua

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local swarmUtils = {}
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-- imports
local biterUtils = require("prototypes/enemies/BiterUtils")
local mathUtils = require("libs/MathUtils")
-- imported functions
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local gaussianRandomRangeRG = mathUtils.gaussianRandomRangeRG
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local mMax = math.max
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local mMin = math.min
local mFloor = math.floor
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local deepcopy = util.table.deepcopy
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local xorRandom = mathUtils.xorRandom(settings.startup["rampant-enemySeed"].value)
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local makeBiter = biterUtils.makeBiter
local makeSpitter = biterUtils.makeSpitter
local makeWorm = biterUtils.makeWorm
local makeUnitSpawner = biterUtils.makeUnitSpawner
-- module code
local function unitSetToProbabilityTable(points, upgradeTable, unitSet)
local dividers = {}
for i=1,#unitSet do
dividers[i] = 1
end
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if upgradeTable then
while (points > 0) do
local upgrade = upgradeTable[mFloor(xorRandom() * #upgradeTable)+1]
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local cost = upgrade.cost
local index = upgrade.index
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dividers[index] = dividers[index] + upgrade.adjustment
points = points - cost
end
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end
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local total = 0
for i=1,#dividers do
total = total + dividers[i]
end
local runningTotal = 0
for i=1,#dividers do
runningTotal = runningTotal + (dividers[i] / total)
dividers[i] = runningTotal
end
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local stepUnit = 1 / (#unitSet[1] + 1)
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local probabilityTable = {}
for i=1,#unitSet do
local result
if (i == 1) then
result = {
{
0,
stepUnit
},
{
dividers[i],
0
}
}
elseif (i == #unitSet) then
result = {
{
dividers[i-2],
0
},
{
1,
stepUnit
}
}
else
result = {
{
((i - 2) > 0 and dividers[i-2]) or 0,
0
},
{
dividers[i-1],
stepUnit
},
{
dividers[i],
0
}
}
end
probabilityTable[i] = result
end
local result = {}
for i=1, #probabilityTable do
local probability = probabilityTable[i]
for x=1, #unitSet[i] do
result[#result+1] = {unitSet[i][x], probability}
end
end
return result
end
local function upgradeEntity(points, entity, upgradeTable, tierMultipler)
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local remainingPoints = points
if upgradeTable then
while (remainingPoints > 0) do
local upgrade = upgradeTable[mFloor(xorRandom() * #upgradeTable)+1]
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local cost = upgrade.cost
for i=1, #upgrade.bonus do
local bonus = upgrade.bonus[i]
if (bonus.type == "attribute") then
if bonus.mapping then
entity.attributes[bonus.name] = bonus.mapping[entity.attributes[bonus.name] or "default"]
else
local adj = bonus.adjustment * tierMultipler
if adj < 0 then
adj = -adj
adj = -gaussianRandomRangeRG(adj, adj * 0.2, adj * 0.75, adj * 1.25, xorRandom)
else
adj = gaussianRandomRangeRG(adj, adj * 0.2, adj * 0.75, adj * 1.25, xorRandom)
end
entity.attributes[bonus.name] = (entity.attributes[bonus.name] or 0) + adj
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end
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end
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if (bonus.type == "resistance") then
local field = bonus.name
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if not entity.resistances[field] then
entity.resistances[field] = {}
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end
if bonus.decrease then
entity.resistances[field].decrease = (entity.resistances[field].decrease or 0) + bonus.decrease
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end
if bonus.percent then
entity.resistances[field].percent = mMin((entity.resistances[field].percent or 0) + bonus.percent, 100)
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end
end
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if (bonus.type == "attack") then
if bonus.mapping then
entity.attack[bonus.name] = bonus.mapping[entity.attack[bonus.name] or "default"]
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else
local adj = bonus.adjustment * tierMultipler
if adj < 0 then
adj = -adj
adj = -gaussianRandomRangeRG(adj, adj * 0.2, adj * 0.75, adj * 1.25, xorRandom)
else
adj = gaussianRandomRangeRG(adj, adj * 0.2, adj * 0.75, adj * 1.25, xorRandom)
end
entity.attack[bonus.name] = (entity.attack[bonus.name] or 0) + adj
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end
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end
end
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remainingPoints = remainingPoints - cost
end
end
end
local function generateApperance(unit, tier)
local scale = gaussianRandomRangeRG(unit.scale, unit.scale * 0.12, unit.scale * 0.60, unit.scale * 1.40, xorRandom) + (0.05 * tier)
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local r,g,b,a
if unit.tint then
r = gaussianRandomRangeRG(unit.tint.r, unit.tint.r * 0.10 + (0.005 * tier), mMax(unit.tint.r * 0.85 - (0.005 * tier), 0), mMin(unit.tint.r * 1.15, 1), xorRandom)
g = gaussianRandomRangeRG(unit.tint.g, unit.tint.g * 0.10 + (0.005 * tier), mMax(unit.tint.g * 0.85 - (0.005 * tier), 0), mMin(unit.tint.g * 1.15, 1), xorRandom)
b = gaussianRandomRangeRG(unit.tint.b, unit.tint.b * 0.10 + (0.005 * tier), mMax(unit.tint.b * 0.85 - (0.005 * tier), 0), mMin(unit.tint.b * 1.15, 1), xorRandom)
a = gaussianRandomRangeRG(unit.tint.a, unit.tint.a * 0.10 + (0.005 * tier), mMax(unit.tint.a * 0.85 - (0.005 * tier), 0), mMin(unit.tint.a * 1.15, 1), xorRandom)
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local tint = { r=r, g=g, b=b, a=a }
unit.attributes.scale = scale
unit.attributes.tint = tint
else
r = gaussianRandomRangeRG(unit.tint1.r, unit.tint1.r * 0.10 + (0.005 * tier), mMax(unit.tint1.r * 0.85 - (0.005 * tier), 0), mMin(unit.tint1.r * 1.15, 1), xorRandom)
g = gaussianRandomRangeRG(unit.tint1.g, unit.tint1.g * 0.10 + (0.005 * tier), mMax(unit.tint1.g * 0.85 - (0.005 * tier), 0), mMin(unit.tint1.g * 1.15, 1), xorRandom)
b = gaussianRandomRangeRG(unit.tint1.b, unit.tint1.b * 0.10 + (0.005 * tier), mMax(unit.tint1.b * 0.85 - (0.005 * tier), 0), mMin(unit.tint1.b * 1.15, 1), xorRandom)
a = gaussianRandomRangeRG(unit.tint1.a, unit.tint1.a * 0.10 + (0.005 * tier), mMax(unit.tint1.a * 0.85 - (0.005 * tier), 0), mMin(unit.tint1.a * 1.15, 1), xorRandom)
local tint1 = { r=r, g=g, b=b, a=a }
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r = gaussianRandomRangeRG(unit.tint2.r, unit.tint2.r * 0.10 + (0.005 * tier), mMax(unit.tint2.r * 0.85 - (0.005 * tier), 0), mMin(unit.tint2.r * 1.15, 1), xorRandom)
g = gaussianRandomRangeRG(unit.tint2.g, unit.tint2.g * 0.10 + (0.005 * tier), mMax(unit.tint2.g * 0.85 - (0.005 * tier), 0), mMin(unit.tint2.g * 1.15, 1), xorRandom)
b = gaussianRandomRangeRG(unit.tint2.b, unit.tint2.b * 0.10 + (0.005 * tier), mMax(unit.tint2.b * 0.85 - (0.005 * tier), 0), mMin(unit.tint2.b * 1.15, 1), xorRandom)
a = gaussianRandomRangeRG(unit.tint2.a, unit.tint2.a * 0.10 + (0.005 * tier), mMax(unit.tint2.a * 0.85 - (0.005 * tier), 0), mMin(unit.tint2.a * 1.15, 1), xorRandom)
local tint2 = { r=r, g=g, b=b, a=a }
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unit.attributes.scale = scale
unit.attributes.tint1 = tint1
unit.attributes.tint2 = tint2
unit.attack.scale = scale
unit.attack.tint1 = tint1
unit.attack.tint2 = tint2
end
end
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local function buildUnits(startingPoints, template, attackGenerator, upgradeTable, variations, tiers)
local unitSet = {}
for t=1, tiers do
local result = {}
for i=1,variations do
local unit = deepcopy(template)
unit.name = unit.name .. "-v" .. i .. "-t" .. t .. "-rampant"
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generateApperance(unit, t)
upgradeEntity(startingPoints, unit, upgradeTable, tiers)
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local entity
if (unit.type == "spitter") then
entity = makeSpitter(unit.name,
unit.attributes,
attackGenerator(unit.attack),
unit.resistances)
elseif (unit.type == "biter") then
entity = makeBiter(unit.name,
unit.attributes,
attackGenerator(unit.attack),
unit.resistances)
end
result[i] = entity.name
data:extend({entity})
end
unitSet[t] = result
end
return unitSet
end
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function swarmUtils.buildUnitSpawner(points, templates, upgradeTable, attackGenerator, variations, tiers)
local unitSet = buildUnits(points.unit,
templates.unit,
attackGenerator,
upgradeTable.unit,
variations.unit,
tiers.unit)
for t=1, tiers.unitSpawner do
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local allottedPoints = points.unitSpawner * t
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for i=1,variations.unitSpawner do
local unitSpawner = deepcopy(templates.unitSpawner)
unitSpawner.name = unitSpawner.name .. "-v" .. i .. "-t" .. t .. "-rampant"
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local unitTable = unitSetToProbabilityTable(points.probabilityTable,
upgradeTable.probabilityTable,
unitSet)
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generateApperance(unitSpawner, t)
upgradeEntity(allottedPoints, unitSpawner, upgradeTable.unitSpawner, t / tiers)
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data:extend({
makeUnitSpawner(unitSpawner.name,
unitSpawner.attributes,
unitSpawner.resistances,
unitTable)
})
end
end
end
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function swarmUtils.buildWorm(startingPoints, template, attackGenerator, upgradeTable, variations, tiers)
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for t=1, tiers do
local allottedPoints = startingPoints * t
for i=1,variations do
local worm = deepcopy(template)
worm.name = worm.name .. "-v" .. i .. "-t" .. t .. "-rampant"
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generateApperance(worm, t)
upgradeEntity(allottedPoints, worm, upgradeTable, t / tiers)
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data:extend({
makeWorm(worm.name,
worm.attributes,
attackGenerator(worm.attack),
worm.resistances)
})
end
end
end
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return swarmUtils