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Rampant/libs/ChunkPropertyUtils.lua

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if chunkPropertyUtilsG then
return chunkPropertyUtilsG
end
local chunkPropertyUtils = {}
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local constants = require("Constants")
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-- constants
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local RAIDING_MINIMUM_BASE_THRESHOLD = constants.RAIDING_MINIMUM_BASE_THRESHOLD
local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
local BASE_PHEROMONE = constants.BASE_PHEROMONE
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local MOVEMENT_GENERATOR_PERSISTANCE = constants.MOVEMENT_GENERATOR_PERSISTANCE
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local CHUNK_ALL_DIRECTIONS = constants.CHUNK_ALL_DIRECTIONS
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-- imported functions
local mMin = math.min
-- module code
function chunkPropertyUtils.getNestCount(map, chunk)
return map.chunkToNests[chunk.id] or 0
end
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function chunkPropertyUtils.getTurretCount(map, chunk)
return map.chunkToTurrets[chunk.id] or 0
end
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function chunkPropertyUtils.getTrapCount(map, chunk)
return map.chunkToTraps[chunk.id] or 0
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end
function chunkPropertyUtils.getUtilityCount(map, chunk)
return map.chunkToUtilities[chunk.id] or 0
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end
function chunkPropertyUtils.getHiveCount(map, chunk)
return map.chunkToHives[chunk.id] or 0
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end
function chunkPropertyUtils.addTurretCount(map, chunk, unitNumber)
if not map.chunkToTurretIds[chunk.id] then
map.chunkToTurretIds[chunk.id] = {}
end
if not map.chunkToTurretIds[chunk.id][unitNumber] then
map.chunkToTurretIds[chunk.id][unitNumber] = true
map.chunkToTurrets[chunk.id] = (map.chunkToTurrets[chunk.id] or 0) + 1
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end
end
function chunkPropertyUtils.removeTurretCount(map, chunk, unitNumber)
if map.chunkToTurretIds[chunk.id] and map.chunkToTurretIds[chunk.id][unitNumber] then
map.chunkToTurretIds[chunk.id][unitNumber] = nil
map.chunkToTurrets[chunk.id] = map.chunkToTurrets[chunk.id] - 1
if map.chunkToTurrets[chunk.id] == 0 then
map.chunkToTurretIds[chunk.id] = nil
map.chunkToTurrets[chunk.id] = nil
end
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end
end
function chunkPropertyUtils.addTrapCount(map, chunk, unitNumber)
if not map.chunkToTrapIds[chunk.id] then
map.chunkToTrapIds[chunk.id] = {}
end
if not map.chunkToTrapIds[chunk.id][unitNumber] then
map.chunkToTrapIds[chunk.id][unitNumber] = true
map.chunkToTraps[chunk.id] = (map.chunkToTraps[chunk.id] or 0) + 1
end
end
function chunkPropertyUtils.removeTrapCount(map, chunk, unitNumber)
if map.chunkToTrapIds[chunk.id] and map.chunkToTrapIds[chunk.id][unitNumber] then
map.chunkToTrapIds[chunk.id][unitNumber] = nil
map.chunkToTraps[chunk.id] = map.chunkToTraps[chunk.id] - 1
if map.chunkToTraps[chunk.id] == 0 then
map.chunkToTrapIds[chunk.id] = nil
map.chunkToTraps[chunk.id] = nil
end
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end
end
function chunkPropertyUtils.addUtilitiesCount(map, chunk, unitNumber)
if not map.chunkToUtilityIds[chunk.id] then
map.chunkToUtilityIds[chunk.id] = {}
end
if not map.chunkToUtilityIds[chunk.id][unitNumber] then
map.chunkToUtilityIds[chunk.id][unitNumber] = true
map.chunkToUtilities[chunk.id] = (map.chunkToUtilities[chunk.id] or 0) + 1
end
end
function chunkPropertyUtils.removeUtilitiesCount(map, chunk, unitNumber)
if map.chunkToUtilityIds[chunk.id] and map.chunkToUtilityIds[chunk.id][unitNumber] then
map.chunkToUtilityIds[chunk.id][unitNumber] = nil
map.chunkToUtilities[chunk.id] = map.chunkToUtilities[chunk.id] - 1
if map.chunkToUtilities[chunk.id] == 0 then
map.chunkToUtilityIds[chunk.id] = nil
map.chunkToUtilities[chunk.id] = nil
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end
end
end
function chunkPropertyUtils.addHiveCount(map, chunk, unitNumber)
if not map.chunkToHiveIds[chunk.id] then
map.chunkToHiveIds[chunk.id] = {}
end
if not map.chunkToHiveIds[chunk.id][unitNumber] then
map.chunkToHiveIds[chunk.id][unitNumber] = true
map.chunkToHives[chunk.id] = (map.chunkToHives[chunk.id] or 0) + 1
end
end
function chunkPropertyUtils.removeHiveCount(map, chunk, unitNumber)
if map.chunkToHiveIds[chunk.id] and map.chunkToHiveIds[chunk.id][unitNumber] then
map.chunkToHiveIds[chunk.id][unitNumber] = nil
map.chunkToHives[chunk.id] = map.chunkToHives[chunk.id] - 1
if map.chunkToHives[chunk.id] == 0 then
map.chunkToHiveIds[chunk.id] = nil
map.chunkToHives[chunk.id] = nil
end
end
end
function chunkPropertyUtils.addNestCount(map, chunk, unitNumber)
if not map.chunkToNestIds[chunk.id] then
map.chunkToNestIds[chunk.id] = {}
end
if not map.chunkToNestIds[chunk.id][unitNumber] then
map.chunkToNestIds[chunk.id][unitNumber] = true
map.chunkToNests[chunk.id] = (map.chunkToNests[chunk.id] or 0) + 1
end
end
function chunkPropertyUtils.removeNestCount(map, chunk, unitNumber)
if map.chunkToNestIds[chunk.id] and map.chunkToNestIds[chunk.id][unitNumber] then
map.chunkToNestIds[chunk.id][unitNumber] = nil
map.chunkToNests[chunk.id] = map.chunkToNests[chunk.id] - 1
if map.chunkToNests[chunk.id] == 0 then
map.chunkToNestIds[chunk.id] = nil
map.chunkToNests[chunk.id] = nil
if (map.processMigrationIterator == chunk.id) then
map.processMigrationIterator = nil
end
if (map.processNestIterator == chunk.id) then
map.processNestIterator = nil
end
end
end
end
function chunkPropertyUtils.getNestCount(map, chunk)
return map.chunkToNests[chunk.id] or 0
end
function chunkPropertyUtils.getChunkBase(map, chunk)
return map.chunkToBase[chunk.id]
end
function chunkPropertyUtils.removeChunkBase(map, chunk, base)
if map.chunkToBase[chunk.id] then
base.chunkCount = base.chunkCount - 1
map.chunkToBase[chunk.id] = nil
end
end
function chunkPropertyUtils.setChunkBase(map, chunk, base)
if not map.chunkToBase[chunk.id] then
base.chunkCount = base.chunkCount + 1
map.chunkToBase[chunk.id] = base
end
end
function chunkPropertyUtils.getEnemyStructureCount(map, chunk)
return (map.chunkToNests[chunk.id] or 0) + (map.chunkToTurrets[chunk.id] or 0) + (map.chunkToTraps[chunk.id] or 0) +
(map.chunkToUtilities[chunk.id] or 0) + (map.chunkToHives[chunk.id] or 0)
end
function chunkPropertyUtils.getRetreatTick(map, chunk)
return map.chunkToRetreats[chunk.id] or 0
end
function chunkPropertyUtils.getRallyTick(map, chunk)
return map.chunkToRallys[chunk.id] or 0
end
function chunkPropertyUtils.setRallyTick(map, chunk, tick)
map.chunkToRallys[chunk.id] = tick
end
function chunkPropertyUtils.setRetreatTick(map, chunk, tick)
map.chunkToRetreats[chunk.id] = tick
end
function chunkPropertyUtils.setResourceGenerator(map, chunk, resourceGenerator)
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if (resourceGenerator <= 0) then
map.chunkToResource[chunk.id] = nil
else
map.chunkToResource[chunk.id] = resourceGenerator
end
end
function chunkPropertyUtils.getResourceGenerator(map, chunk)
return map.chunkToResource[chunk.id] or 0
end
function chunkPropertyUtils.addResourceGenerator(map, chunk, delta)
map.chunkToResource[chunk.id] = (map.chunkToResource[chunk.id] or 0) + delta
end
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function chunkPropertyUtils.getDeathGenerator(map, chunk)
return map.chunkToDeathGenerator[chunk.id] or 0
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end
function chunkPropertyUtils.getPassable(map, chunk)
return map.chunkToPassable[chunk.id] or CHUNK_ALL_DIRECTIONS
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end
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function chunkPropertyUtils.getRaidNestActiveness(map, chunk)
return map.chunkToActiveRaidNest[chunk.id] or 0
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end
function chunkPropertyUtils.setRaidNestActiveness(map, chunk, value)
if (value <= 0) then
if map.chunkToActiveRaidNest[chunk.id] then
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map.activeRaidNests = map.activeRaidNests - 1
end
if (map.processActiveRaidSpawnerIterator == chunk.id) then
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map.processActiveRaidSpawnerIterator = nil
end
map.chunkToActiveRaidNest[chunk.id] = nil
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else
if not map.chunkToActiveRaidNest[chunk.id] then
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map.activeRaidNests = map.activeRaidNests + 1
end
map.chunkToActiveRaidNest[chunk.id] = value
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end
end
function chunkPropertyUtils.getNestActiveness(map, chunk)
return map.chunkToActiveNest[chunk.id] or 0
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end
function chunkPropertyUtils.setNestActiveness(map, chunk, value)
if (value <= 0) then
if map.chunkToActiveNest[chunk.id] then
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map.activeNests = map.activeNests - 1
end
if (map.processActiveSpawnerIterator == chunk.id) then
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map.processActiveSpawnerIterator = nil
end
map.chunkToActiveNest[chunk.id] = nil
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else
if not map.chunkToActiveNest[chunk.id] then
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map.activeNests = map.activeNests + 1
end
map.chunkToActiveNest[chunk.id] = value
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end
end
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function chunkPropertyUtils.setPassable(map, chunk, value)
if (value == CHUNK_ALL_DIRECTIONS) then
map.chunkToPassable[chunk.id] = nil
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else
map.chunkToPassable[chunk.id] = value
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end
end
function chunkPropertyUtils.getPathRating(map, chunk)
return map.chunkToPathRating[chunk.id] or 1
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end
function chunkPropertyUtils.setPathRating(map, chunk, value)
if (value == 1) then
map.chunkToPathRating[chunk.id] = nil
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else
map.chunkToPathRating[chunk.id] = value
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end
end
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function chunkPropertyUtils.addDeathGenerator(map, chunk, value)
map.chunkToDeathGenerator[chunk.id] = (map.chunkToDeathGenerator[chunk.id] or 0) + value
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end
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function chunkPropertyUtils.addVictoryGenerator(map, chunk, value)
map.chunkToVictory[chunk.id] = (map.chunkToVictory[chunk.id] or 0) + value
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end
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function chunkPropertyUtils.decayDeathGenerator(map, chunk)
local gen = map.chunkToDeathGenerator[chunk.id]
if gen then
gen = gen * MOVEMENT_GENERATOR_PERSISTANCE
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if (gen >= -2) and (gen <= 2) then
map.chunkToDeathGenerator[chunk.id] = nil
else
map.chunkToDeathGenerator[chunk.id] = gen
end
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end
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end
function chunkPropertyUtils.addPlayerToChunk(map, chunk, name)
local playerChunks = map.playerToChunk
local playerCountChunks = map.chunkToPlayerCount
local playerChunk = playerChunks[name]
if not playerChunk then
playerChunks[name] = chunk
local playerCount = playerCountChunks[chunk.id]
if not playerCount then
playerCountChunks[chunk.id] = 1
else
playerCountChunks[chunk.id] = playerCount + 1
end
elseif (playerChunk.id ~= chunk.id) then
playerChunks[name] = chunk
local playerCount = playerCountChunks[playerChunk.id]
chunkPropertyUtils.setPlayersOnChunk(map, playerChunk, playerCount - 1)
playerCount = playerCountChunks[chunk.id]
if not playerCount then
playerCountChunks[chunk.id] = 1
else
playerCountChunks[chunk.id] = playerCount + 1
end
end
end
function chunkPropertyUtils.setPlayersOnChunk(map, chunk, value)
if (value <= 0) then
map.chunkToPlayerCount[chunk.id] = nil
else
map.chunkToPlayerCount[chunk.id] = value
end
end
function chunkPropertyUtils.getPlayersOnChunk(map, chunk)
return map.chunkToPlayerCount[chunk.id] or 0
end
function chunkPropertyUtils.getPlayerBaseGenerator(map, chunk)
return map.chunkToPlayerBase[chunk.id] or 0
end
function chunkPropertyUtils.addSquadToChunk(map, chunk, squad)
local chunkToSquad = map.chunkToSquad
if (chunk ~= -1) and ((squad.chunk == -1) or (squad.chunk.id ~= chunk.id)) then
chunkPropertyUtils.removeSquadFromChunk(map, squad)
local squads = chunkToSquad[chunk.id]
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if not squads then
squads = {}
chunkToSquad[chunk.id] = squads
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end
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squads[squad.groupNumber] = squad
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squad.chunk = chunk
end
end
function chunkPropertyUtils.removeSquadFromChunk(map, squad)
local chunkToSquad = map.chunkToSquad
local chunk = squad.chunk
if (chunk ~= -1) then
local squads = chunkToSquad[chunk.id]
if squads then
squads[squad.groupNumber] = nil
if (table_size(squads) == 0) then
chunkToSquad[chunk.id] = nil
end
end
end
end
function chunkPropertyUtils.getSquadsOnChunk(map, chunk)
return map.chunkToSquad[chunk.id] or map.emptySquadsOnChunk
end
function chunkPropertyUtils.setPlayerBaseGenerator(map, chunk, playerGenerator)
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if (playerGenerator <= 0) then
map.chunkToPlayerBase[chunk.id] = nil
else
map.chunkToPlayerBase[chunk.id] = playerGenerator
end
end
function chunkPropertyUtils.addPlayerBaseGenerator(map, chunk, playerGenerator)
map.chunkToPlayerBase[chunk.id] = (map.chunkToPlayerBase[chunk.id] or 0) + playerGenerator
end
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function chunkPropertyUtils.processNestActiveness(map, chunk)
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local nests = chunkPropertyUtils.getNestCount(map, chunk)
if (nests > 0) then
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local surface = map.surface
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local activeness = chunkPropertyUtils.getNestActiveness(map, chunk)
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local universe = map.universe
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local raidActiveness = chunkPropertyUtils.getRaidNestActiveness(map, chunk)
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if universe.attackUsePlayer and (chunk[PLAYER_PHEROMONE] > universe.attackPlayerThreshold) then
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chunkPropertyUtils.setNestActiveness(map, chunk, mMin(activeness + 5, 20))
elseif (chunk[BASE_PHEROMONE] > 0) then
if (surface.get_pollution(chunk) > 0) then
chunkPropertyUtils.setNestActiveness(map, chunk, mMin(activeness + 5, 20))
else
local x = chunk.x
local y = chunk.y
local position = {x=0,y=0}
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position.x = x + 32
position.y = y
if (surface.get_pollution(position) > 0) then
chunkPropertyUtils.setNestActiveness(map, chunk, mMin(activeness + 5, 20))
else
position.x = x - 32
if (surface.get_pollution(position) > 0) then
chunkPropertyUtils.setNestActiveness(map, chunk, mMin(activeness + 5, 20))
else
position.x = x
position.y = y - 32
if (surface.get_pollution(position) > 0) then
chunkPropertyUtils.setNestActiveness(map, chunk, mMin(activeness + 5, 20))
else
position.y = y + 32
if (surface.get_pollution(position) > 0) then
chunkPropertyUtils.setNestActiveness(map, chunk, mMin(activeness + 5, 20))
else
chunkPropertyUtils.setNestActiveness(map, chunk, activeness - 2)
if (chunk[BASE_PHEROMONE] > RAIDING_MINIMUM_BASE_THRESHOLD) then
chunkPropertyUtils.setRaidNestActiveness(map, chunk, mMin(raidActiveness + 3, 20))
else
chunkPropertyUtils.setRaidNestActiveness(map, chunk, raidActiveness - 1)
end
end
end
end
end
end
else
chunkPropertyUtils.setNestActiveness(map, chunk, activeness - 5)
chunkPropertyUtils.setRaidNestActiveness(map, chunk, raidActiveness - 5)
end
else
chunkPropertyUtils.setNestActiveness(map, chunk, 0)
chunkPropertyUtils.setRaidNestActiveness(map, chunk, 0)
end
end
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chunkPropertyUtilsG = chunkPropertyUtils
return chunkPropertyUtils