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Rampant/libs/SquadDefense.lua

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if aiDefenseG then
return aiDefenseG
end
local aiDefense = {}
-- imports
local constants = require("Constants")
local mapUtils = require("MapUtils")
local unitGroupUtils = require("UnitGroupUtils")
local movementUtils = require("MovementUtils")
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local chunkPropertyUtils = require("ChunkPropertyUtils")
-- constants
local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
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local BASE_PHEROMONE = constants.BASE_PHEROMONE
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local PLAYER_PHEROMONE_MULTIPLER = constants.PLAYER_PHEROMONE_MULTIPLER
local SQUAD_RETREATING = constants.SQUAD_RETREATING
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local COOLDOWN_RETREAT = constants.COOLDOWN_RETREAT
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-- imported functions
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local addSquadToChunk = chunkPropertyUtils.addSquadToChunk
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local positionFromDirectionAndFlat = mapUtils.positionFromDirectionAndFlat
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local getNeighborChunks = mapUtils.getNeighborChunks
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local findNearbyRetreatingSquad = unitGroupUtils.findNearbyRetreatingSquad
local createSquad = unitGroupUtils.createSquad
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local scoreNeighborsForRetreat = movementUtils.scoreNeighborsForRetreat
local findMovementPosition = movementUtils.findMovementPosition
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local getRetreatTick = chunkPropertyUtils.getRetreatTick
local getPlayerBaseGenerator = chunkPropertyUtils.getPlayerBaseGenerator
local setRetreatTick = chunkPropertyUtils.setRetreatTick
local getDeathGenerator = chunkPropertyUtils.getDeathGenerator
local getEnemyStructureCount = chunkPropertyUtils.getEnemyStructureCount
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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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-getDeathGenerator(map, neighborChunk) +
-(neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER) +
-(getPlayerBaseGenerator(map, neighborChunk) * 1000))
end
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function aiDefense.retreatUnits(chunk, cause, map, tick, radius)
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if (tick - getRetreatTick(map, chunk) > COOLDOWN_RETREAT) and (getEnemyStructureCount(map, chunk) == 0) then
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setRetreatTick(map, chunk, tick)
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local exitPath,exitDirection,
nextExitPath,nextExitDirection = scoreNeighborsForRetreat(chunk,
getNeighborChunks(map,
chunk.x,
chunk.y),
scoreRetreatLocation,
map)
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local position = map.position
local targetPosition2 = map.position2
local retreatPosition
position.x = chunk.x + 16
position.y = chunk.y + 16
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local surface = map.surface
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if (exitPath == -1) then
return
elseif (nextExitPath ~= -1) then
positionFromDirectionAndFlat(exitDirection, position, targetPosition2)
positionFromDirectionAndFlat(nextExitDirection, targetPosition2, position)
retreatPosition = findMovementPosition(surface, position)
exitPath = nextExitPath
else
positionFromDirectionAndFlat(exitDirection, position, targetPosition2)
retreatPosition = findMovementPosition(surface, targetPosition2)
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end
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if retreatPosition then
position.x = retreatPosition.x
position.y = retreatPosition.y
else
return
end
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local newSquad = findNearbyRetreatingSquad(map, exitPath)
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local universe = map.universe
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local created = false
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if not newSquad then
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if (universe.squadCount < universe.AI_MAX_SQUAD_COUNT) then
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created = true
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newSquad = createSquad(position, surface)
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else
return
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end
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end
map.fleeCommand.from = cause
map.retreatCommand.group = newSquad.group
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map.formRetreatCommand.unit_search_distance = radius
local foundUnits = surface.set_multi_command(map.formRetreatCommand)
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if (foundUnits == 0) then
if created then
newSquad.group.destroy()
end
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return
end
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if created then
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map.groupNumberToSquad[newSquad.groupNumber] = newSquad
universe.squadCount = universe.squadCount + 1
end
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newSquad.status = SQUAD_RETREATING
addSquadToChunk(map, chunk, newSquad)
newSquad.frenzy = true
local squadPosition = newSquad.group.position
newSquad.frenzyPosition.x = squadPosition.x
newSquad.frenzyPosition.y = squadPosition.y
end
end
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aiDefenseG = aiDefense
return aiDefense