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checked settler movement and working on new temperament

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Aaron Veden 2019-12-08 19:31:51 -08:00
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13 changed files with 355 additions and 339 deletions

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@ -1,201 +1,7 @@
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@ -43,7 +43,7 @@ function upgrade.attempt(natives, setNewSurface)
end
if (global.version < constants.VERSION_11) then
natives.state = constants.AI_STATE_AGGRESSIVE
natives.temperament = 0
-- natives.temperament = 0
global.version = constants.VERSION_11
end
@ -304,6 +304,20 @@ function upgrade.attempt(natives, setNewSurface)
natives.pendingAttack.len = #natives.pendingAttack
natives.squads.len = #natives.squads
natives.activeRaidNests = 0
natives.activeNests = 0
natives.destroyPlayerBuildings = 0
natives.lostEnemyUnits = 0
natives.lostEnemyBuilding = 0
natives.rocketLaunched = 0
natives.builtEnemyBuilding = 0
natives.ionCannonBlasts = 0
natives.artilleryBlasts = 0
natives.temperament = 0
natives.temperamentScore = 0
natives.stateTick = 0
if not setNewSurface then
game.surfaces[natives.activeSurface].print("Rampant - Version 0.17.29")
end

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@ -11,6 +11,7 @@ Date: 07. 12. 2019
- Better tracking of squads on chunks to accommodate the two step path finding
- Collision checker for squads and squad movement from a container to a unit
- Attack waves should generate more localized squad formations, so that biters appear to attack from all sides less
- New AI temperament system
Tweaks:
- Increased minimum unit count for a retreat from 3 to 6
- Biters and Spitters now are affected by tile modifiers
@ -59,6 +60,8 @@ Date: 07. 12. 2019
- Dropped support for 5 tier new enemy configuration
- Changed default blood particle removal optimization to off
- Added interop function that allows other mods to set the active surface for the AI processing
License:
- License change from Apache2 to CC BY-NC 4.0
---------------------------------------------------------------------------------------------------
Version: 0.17.28

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@ -31,6 +31,7 @@ local INTERVAL_SCAN = constants.INTERVAL_SCAN
local INTERVAL_SQUAD = constants.INTERVAL_SQUAD
local INTERVAL_RESQUAD = constants.INTERVAL_RESQUAD
local INTERVAL_BUILDERS = constants.INTERVAL_BUILDERS
local INTERVAL_TEMPERAMENT = constants.INTERVAL_TEMPERAMENT
local HIVE_BUILDINGS = constants.HIVE_BUILDINGS
@ -86,6 +87,8 @@ local squadsDispatch = squadAttack.squadsDispatch
local positionToChunkXY = mapUtils.positionToChunkXY
local temperamentPlanner = aiPlanning.temperamentPlanner
local getPlayerBaseGenerator = chunkPropertyUtils.getPlayerBaseGenerator
local getChunkByPosition = mapUtils.getChunkByPosition
@ -148,6 +151,7 @@ local function onIonCannonFired(event)
--]]
local surface = event.surface
if (surface.index == natives.activeSurface) then
natives.ionCannonBlasts = natives.ionCannonBlasts + 1
natives.points = natives.points + 3000
local chunk = getChunkByPosition(map, event.position)
if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
@ -615,6 +619,12 @@ script.on_nth_tick(INTERVAL_LOGIC,
end
end)
script.on_nth_tick(-- INTERVAL_TEMPERAMENT
61,
function (event)
temperamentPlanner(natives)
end)
script.on_nth_tick(INTERVAL_SQUAD,
function ()
squadsDispatch(map,
@ -677,6 +687,10 @@ local function onDeath(event)
local artilleryBlast = (cause and ((cause.type == "artillery-wagon") or (cause.type == "artillery-turret")))
if artilleryBlast then
natives.artilleryBlasts = natives.artilleryBlasts + 1
end
if (entityType == "unit") then
if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
-- drop death pheromone where unit died
@ -684,6 +698,8 @@ local function onDeath(event)
if event.force and (event.force.name ~= "enemy") and (chunk[MOVEMENT_PHEROMONE] < -natives.retreatThreshold) then
natives.lostEnemyUnits = natives.lostEnemyUnits + 1
retreatUnits(chunk,
entityPosition,
convertUnitGroupToSquad(natives, entity.unit_group),
@ -893,6 +909,7 @@ end
local function onRocketLaunch(event)
local entity = event.rocket_silo or event.rocket
if entity and entity.valid and (entity.surface.index == natives.activeSurface) then
natives.rocketLaunched = natives.rocketLaunched + 1
natives.points = natives.points + 2000
end
end
@ -954,6 +971,13 @@ local function onEntitySpawned(event)
end
end
local function onUnitGroupCreated(event)
local group = event.group
if (group.force.name ~= "enemy") then
end
end
local function onCommandDebugger(event)
for i=1,natives.squads.len do
if (natives.squads[i].group.valid) and (natives.squads[i].group.group_number == event.unit_number) then
@ -1017,6 +1041,7 @@ script.on_event(defines.events.on_entity_spawned, onEntitySpawned)
script.on_event(defines.events.on_rocket_launched, onRocketLaunch)
script.on_event(defines.events.on_entity_died, onDeath)
script.on_event(defines.events.on_chunk_generated, onChunkGenerated)
-- script.on_event(defines.events.on_unit_group_created, onUnitGroupCreated)
script.on_event(defines.events.on_force_created, onForceCreated)
script.on_event(defines.events.on_forces_merged, onForceMerged)

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@ -51,16 +51,15 @@ local mFloor = math.floor
local mRandom = math.random
local mMax = math.max
local mMin = math.min
-- module code
function aiPlanning.planning(natives, evolution_factor, tick)
natives.evolutionLevel = evolution_factor
local maxPoints = AI_MAX_POINTS * evolution_factor
if natives.aiNocturnalMode then
maxPoints = maxPoints * 0.85
end
if not natives.ranIncompatibleMessage and natives.newEnemies and (game.active_mods["bobenemies"] or game.active_mods["Natural_Evolution_Enemies"]) then
natives.ranIncompatibleMessage = true
for i,p in ipairs(game.connected_players) do
@ -68,8 +67,6 @@ function aiPlanning.planning(natives, evolution_factor, tick)
end
end
natives.evolutionLevel = evolution_factor
local maxOverflowPoints = maxPoints * 3
local attackWaveMaxSize = natives.attackWaveMaxSize
@ -102,45 +99,208 @@ function aiPlanning.planning(natives, evolution_factor, tick)
if (currentPoints < maxPoints) then
natives.points = currentPoints + points
end
if (currentPoints > maxOverflowPoints) then
natives.points = maxOverflowPoints
end
if (natives.temperamentTick <= tick) then
natives.temperament = mRandom()
natives.temperamentTick = randomTickEvent(tick, AI_MIN_TEMPERAMENT_DURATION, AI_MAX_TEMPERAMENT_DURATION)
end
-- if (natives.temperamentTick <= tick) then
-- natives.temperament = mRandom()
-- natives.temperamentTick = randomTickEvent(tick, AI_MIN_TEMPERAMENT_DURATION, AI_MAX_TEMPERAMENT_DURATION)
-- end
if (natives.stateTick <= tick) then
local roll = mRandom() * mMax(1 - evolution_factor, 0.15) * natives.aiAggressiveness
if (roll > natives.temperament) then
natives.state = AI_STATE_PEACEFUL
else
roll = mRandom()
if (roll < 0.65) then
natives.state = AI_STATE_AGGRESSIVE
natives.canAttackTick = randomTickEvent(tick,
AGGRESSIVE_CAN_ATTACK_WAIT_MIN_DURATION,
AGGRESSIVE_CAN_ATTACK_WAIT_MAX_DURATION)
elseif ((natives.enabledMigration) and (natives.expansion) and (roll < 0.75)) then
natives.state = AI_STATE_MIGRATING
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
-- local roll = mRandom() * mMax(1 - evolution_factor, 0.15) * natives.aiAggressiveness
-- if (roll > natives.temperament) then
-- natives.state = AI_STATE_PEACEFUL
-- else
-- roll = mRandom()
-- if (roll < 0.65) then
-- natives.state = AI_STATE_AGGRESSIVE
-- natives.canAttackTick = randomTickEvent(tick,
-- AGGRESSIVE_CAN_ATTACK_WAIT_MIN_DURATION,
-- AGGRESSIVE_CAN_ATTACK_WAIT_MAX_DURATION)
-- elseif ((natives.enabledMigration) and (natives.expansion) and (roll < 0.75)) then
-- natives.state = AI_STATE_MIGRATING
-- 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
natives.points = natives.points + 1000
-- natives.points = natives.points + 1000
-- else
-- natives.state = AI_STATE_AGGRESSIVE
-- end
-- end
local roll = mRandom()
if (natives.temperament < 1) then -- 0 - 0.05
if natives.expansion then
natives.state = AI_STATE_SIEGE
else
if natives.raidAIToggle then
natives.state = AI_STATE_RAIDING
else
natives.state = AI_STATE_AGGRESSIVE
end
end
elseif (natives.temperament < 0.20) then -- 0.05 - 0.2
if (roll < 0.2) then
natives.state = AI_STATE_SIEGE
elseif (roll < 0.8) then
natives.state = AI_STATE_MIGRATING
end
elseif (natives.temperament < 0.4) then -- 0.2 - 0.4
if (roll < 0.2) then
natives.state = AI_STATE_AGGRESSIVE
elseif (roll < 0.8) then
natives.state = AI_STATE_MIGRATING
else
natives.state = AI_STATE_PEACEFUL
end
elseif (natives.temperament < 0.6) then -- 0.4 - 0.6
if (roll < 0.6) then
natives.state = AI_STATE_AGGRESSIVE
else
natives.state = AI_STATE_PEACEFUL
end
elseif (natives.temperament < 0.8) then -- 0.6 - 0.8
if (roll < 0.6) then
natives.state = AI_STATE_AGGRESSIVE
elseif (roll < 0.8) then
natives.state = AI_STATE_ONSLAUGHT
else
natives.state = AI_STATE_PEACEFUL
end
else -- 0.8 - 1
if (roll < 0.2) then
natives.state = AI_STATE_SIEGE
elseif (roll < 0.8) then
natives.state = AI_STATE_ONSLAUGHT
elseif (roll < 0.9) then
natives.state = AI_STATE_RAIDING
end
end
print("changing state", natives.state)
natives.stateTick = randomTickEvent(tick, AI_MIN_STATE_DURATION, AI_MAX_STATE_DURATION)
end
end
function aiPlanning.temperamentPlanner(natives)
local destroyPlayerBuildings = natives.destroyPlayerBuildings
local lostEnemyUnits = natives.lostEnemyUnits
local lostEnemyBuilding = natives.lostEnemyBuilding
local rocketLaunched = natives.rocketLaunched
local builtEnemyBuilding = natives.builtEnemyBuilding
local ionCannonBlasts = natives.ionCannonBlasts
local artilleryBlasts = natives.artilleryBlasts
local activeNests = natives.activeNests
local activeRaidNests = natives.activeRaidNests
local currentTemperament = natives.temperamentScore
local delta = 0
if activeNests > 0 then
local val = (1 * activeNests)
delta = delta + val
if destroyPlayerBuildings > 0 then
delta = delta - (1 * destroyPlayerBuildings)
else
delta = delta + val
end
else
delta = delta - 1
if destroyPlayerBuildings > 0 then
delta = delta - (1 * destroyPlayerBuildings)
else
delta = delta - 1
end
end
if activeRaidNests > 0 then
local val = (0.01 * activeRaidNests)
delta = delta - val
else
delta = delta - 1
end
if lostEnemyUnits > 0 then
local val = (0.001 * lostEnemyUnits)
if (currentTemperament > 0) then
delta = delta - val
else
delta = delta + val
end
else
if (currentTemperament < 0) then
delta = delta - 1
else
delta = delta + 1
end
end
if lostEnemyBuilding > 0 then
delta = delta + (1 * lostEnemyBuilding)
else
if (currentTemperament < 0) then
delta = delta - 1
else
delta = delta + 1
end
end
if (builtEnemyBuilding > 0) then
local val = (1 * builtEnemyBuilding)
if (currentTemperament > 0) then
delta = delta - val
else
delta = delta + val
end
else
delta = delta - 1
end
if (rocketLaunched > 0) then
local val = (1 * rocketLaunched)
delta = delta + val
end
if (ionCannonBlasts > 0) then
local val = (1 * ionCannonBlasts)
delta = delta + val
end
if (artilleryBlasts > 0) then
local val = (1 * artilleryBlasts)
delta = delta + val
end
print(natives.activeNests, natives.activeRaidNests, natives.destroyPlayerBuildings, natives.lostEnemyUnits,
natives.lostEnemyBuilding, natives.rocketLaunched, natives.builtEnemyBuilding, natives.ionCannonBlasts,
natives.artilleryBlasts)
natives.destroyPlayerBuildings = 0
natives.lostEnemyUnits = 0
natives.lostEnemyBuilding = 0
natives.rocketLaunched = 0
natives.builtEnemyBuilding = 0
natives.ionCannonBlasts = 0
natives.artilleryBlasts = 0
natives.temperamentScore = mMin(1000, mMax(-1000, currentTemperament + delta))
natives.temperament = (natives.temperamentScore + 1000) * 0.0005
print(natives.temperament, natives.temperamentScore)
print("--")
end
aiPlanningG = aiPlanning
return aiPlanning

View File

@ -150,8 +150,14 @@ end
function chunkPropertyUtils.setRaidNestActiveness(map, chunk, value)
if (value <= 0) then
if (map.chunkToActiveRaidNest[chunk] ~= nil) then
map.natives.activeRaidNests = map.natives.activeRaidNests - 1
end
map.chunkToActiveRaidNest[chunk] = nil
else
if (map.chunkToActiveRaidNest[chunk] == nil) then
map.natives.activeRaidNests = map.natives.activeRaidNests + 1
end
map.chunkToActiveRaidNest[chunk] = value
end
end
@ -162,8 +168,14 @@ end
function chunkPropertyUtils.setNestActiveness(map, chunk, value)
if (value <= 0) then
if (map.chunkToActiveNest[chunk] ~= nil) then
map.natives.activeNests = map.natives.activeNests - 1
end
map.chunkToActiveNest[chunk] = nil
else
if (map.chunkToActiveNest[chunk] == nil) then
map.natives.activeNests = map.natives.activeNests + 1
end
map.chunkToActiveNest[chunk] = value
end
end
@ -222,7 +234,7 @@ function chunkPropertyUtils.addSquadToChunk(map, chunk, squad)
squads[#squads+1] = squad
squad.chunk = chunk
end
end
end
function chunkPropertyUtils.removeSquadFromChunk(map, squad)

View File

@ -214,7 +214,7 @@ function chunkUtils.initialScan(chunk, surface, map, tick, rebuilding)
if (pass ~= CHUNK_IMPASSABLE) then
local worms = surface.find_entities_filtered(map.filteredEntitiesWormQuery)
local resources = surface.count_entities_filtered(map.countResourcesQuery) * RESOURCE_NORMALIZER
local buildingHiveTypeLookup = natives.buildingHiveTypeLookup
local counts = map.chunkScanCounts
for i=1,#HIVE_BUILDINGS_TYPES do
@ -354,7 +354,7 @@ function chunkUtils.mapScanChunk(chunk, surface, map)
local counts = map.chunkScanCounts
for i=1,#HIVE_BUILDINGS_TYPES do
counts[HIVE_BUILDINGS_TYPES[i]] = 0
end
end
for i=1,#nests do
local hiveType = buildingHiveTypeLookup[nests[i].name] or "biter-spawner"
counts[hiveType] = counts[hiveType] + 1
@ -369,7 +369,7 @@ function chunkUtils.mapScanChunk(chunk, surface, map)
setUtilityCount(map, chunk, counts["utility"])
setHiveCount(map, chunk, counts["hive"])
setTrapCount(map, chunk, counts["trap"])
setTurretCount(map, chunk, counts["turret"])
setTurretCount(map, chunk, counts["turret"])
end
function chunkUtils.entityForPassScan(map, entity)
@ -414,32 +414,39 @@ function chunkUtils.registerEnemyBaseStructure(map, entity, base)
if ((entityType == "unit-spawner") or (entityType == "turret")) and (entity.force.name == "enemy") then
local overlapArray = getEntityOverlapChunks(map, entity)
local natives = map.natives
local getFunc
local setFunc
local hiveTypeLookup = map.natives.buildingHiveTypeLookup
local hiveTypeLookup = natives.buildingHiveTypeLookup
local hiveType = hiveTypeLookup[entity.name]
if (hiveType == "spitter-spawner") or (hiveType == "biter-spawner") then
natives.builtEnemyBuilding = natives.builtEnemyBuilding + 1
getFunc = getNestCount
setFunc = setNestCount
elseif (hiveType == "turret") then
natives.builtEnemyBuilding = natives.builtEnemyBuilding + 1
getFunc = getTurretCount
setFunc = setTurretCount
setFunc = setTurretCount
elseif (hiveType == "trap") then
getFunc = getTrapCount
setFunc = setTrapCount
elseif (hiveType == "utility") then
natives.builtEnemyBuilding = natives.builtEnemyBuilding + 1
getFunc = getUtilityCount
setFunc = setUtilityCount
setFunc = setUtilityCount
elseif (hiveType == "hive") then
natives.builtEnemyBuilding = natives.builtEnemyBuilding + 1
getFunc = getHiveCount
setFunc = setHiveCount
else
if (entityType == "turret") then
natives.builtEnemyBuilding = natives.builtEnemyBuilding + 1
getFunc = getTurretCount
setFunc = setTurretCount
elseif (entityType == "unit-spawner") then
natives.builtEnemyBuilding = natives.builtEnemyBuilding + 1
getFunc = getNestCount
setFunc = setNestCount
setFunc = setNestCount
end
end
@ -460,32 +467,39 @@ function chunkUtils.unregisterEnemyBaseStructure(map, entity)
if ((entityType == "unit-spawner") or (entityType == "turret")) and (entity.force.name == "enemy") then
local overlapArray = getEntityOverlapChunks(map, entity)
local natives = map.natives
local getFunc
local setFunc
local hiveTypeLookup = map.natives.buildingHiveTypeLookup
local hiveType = hiveTypeLookup[entity.name]
if (hiveType == "spitter-spawner") or (hiveType == "biter-spawner") then
natives.lostEnemyBuilding = natives.lostEnemyBuilding + 1
getFunc = getNestCount
setFunc = setNestCount
elseif (hiveType == "turret") then
natives.lostEnemyBuilding = natives.lostEnemyBuilding + 1
getFunc = getTurretCount
setFunc = setTurretCount
setFunc = setTurretCount
elseif (hiveType == "trap") then
getFunc = getTrapCount
setFunc = setTrapCount
elseif (hiveType == "utility") then
natives.lostEnemyBuilding = natives.lostEnemyBuilding + 1
getFunc = getUtilityCount
setFunc = setUtilityCount
setFunc = setUtilityCount
elseif (hiveType == "hive") then
natives.lostEnemyBuilding = natives.lostEnemyBuilding + 1
getFunc = getHiveCount
setFunc = setHiveCount
else
if (entityType == "turret") then
natives.lostEnemyBuilding = natives.lostEnemyBuilding + 1
getFunc = getTurretCount
setFunc = setTurretCount
elseif (entityType == "unit-spawner") then
natives.lostEnemyBuilding = natives.lostEnemyBuilding + 1
getFunc = getNestCount
setFunc = setNestCount
setFunc = setNestCount
end
end
@ -514,7 +528,6 @@ function chunkUtils.unregisterEnemyBaseStructure(map, entity)
end
function chunkUtils.accountPlayerEntity(entity, natives, addObject, creditNatives)
if (BUILDING_PHEROMONES[entity.type] ~= nil) and (entity.force.name ~= "enemy") then
local map = natives.map
local entityValue = BUILDING_PHEROMONES[entity.type]
@ -522,6 +535,7 @@ function chunkUtils.accountPlayerEntity(entity, natives, addObject, creditNative
local overlapArray = getEntityOverlapChunks(map, entity)
if not addObject then
if creditNatives then
natives.destroyPlayerBuildings = natives.destroyPlayerBuildings + 1
if (natives.state == AI_STATE_ONSLAUGHT) then
natives.points = natives.points + entityValue
else

View File

@ -59,7 +59,8 @@ constants.INTERVAL_PLAYER_PROCESS = (settings.startup["rampant-liteMode"].value
constants.INTERVAL_MAP_PROCESS = (settings.startup["rampant-liteMode"].value and 8) or 5
constants.INTERVAL_SCAN = (settings.startup["rampant-liteMode"].value and 42) or 21
constants.INTERVAL_CHUNK = 17
constants.INTERVAL_LOGIC = 61
constants.INTERVAL_LOGIC = 60
constants.INTERVAL_TEMPERAMENT = 60 * 360
constants.INTERVAL_SQUAD = 41
constants.INTERVAL_RESQUAD = 101
constants.INTERVAL_BUILDERS = 300
@ -122,7 +123,7 @@ constants.AI_SQUAD_MERGE_THRESHOLD = constants.AI_MAX_BITER_GROUP_SIZE * 0.75
constants.AI_STATE_PEACEFUL = 1
constants.AI_STATE_AGGRESSIVE = 2
constants.AI_STATE_NOCTURNAL = 3
-- constants.AI_STATE_NOCTURNAL = 3
constants.AI_STATE_RAIDING = 4
constants.AI_STATE_MIGRATING = 5
constants.AI_STATE_SIEGE = 6
@ -139,8 +140,11 @@ constants.BASE_AI_STATE_MUTATE = 3
constants.AGGRESSIVE_CAN_ATTACK_WAIT_MIN_DURATION = 0.5
constants.AGGRESSIVE_CAN_ATTACK_WAIT_MAX_DURATION = 3
constants.AI_MIN_STATE_DURATION = 7
constants.AI_MAX_STATE_DURATION = 17
-- constants.AI_MIN_STATE_DURATION = 7
-- constants.AI_MAX_STATE_DURATION = 17
constants.AI_MIN_STATE_DURATION = 0.2
constants.AI_MAX_STATE_DURATION = 0.2
constants.AI_MIN_TEMPERAMENT_DURATION = 25
constants.AI_MAX_TEMPERAMENT_DURATION = 32
@ -444,7 +448,7 @@ constants.FACTION_SET[#constants.FACTION_SET+1] = {
type = "spitter-spawner",
name = "spitter-spawner",
majorResistances = {},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
minorResistances = {},
attributes = {},
drops = {"nilArtifact"},
@ -456,7 +460,7 @@ constants.FACTION_SET[#constants.FACTION_SET+1] = {
type = "biter-spawner",
name = "biter-spawner",
majorResistances = {},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
minorResistances = {},
attributes = {},
drops = {"nilArtifact"},
@ -525,7 +529,7 @@ if settings.startup["rampant-acidEnemy"].value then
name = "spitter-spawner",
majorResistances = {"acid"},
minorResistances = {"poison"},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
attributes = {},
drops = {"greenArtifact"},
buildSets = {
@ -537,7 +541,7 @@ if settings.startup["rampant-acidEnemy"].value then
name = "biter-spawner",
majorResistances = {"acid"},
minorResistances = {"poison"},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
attributes = {},
drops = {"greenArtifact"},
buildSets = {
@ -603,7 +607,7 @@ if settings.startup["rampant-laserEnemy"].value then
type = "spitter-spawner",
name = "spitter-spawner",
majorResistances = {"laser", "electric"},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
attributes = {},
drops = {"blueArtifact"},
buildSets = {
@ -614,7 +618,7 @@ if settings.startup["rampant-laserEnemy"].value then
type = "biter-spawner",
name = "biter-spawner",
majorResistances = {"laser", "electric"},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
attributes = {},
drops = {"blueArtifact"},
buildSets = {
@ -681,7 +685,7 @@ if settings.startup["rampant-fireEnemy"].value then
name = "spitter-spawner",
majorResistances = {"fire", "acid"},
minorResistances = {},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
attributes = {},
drops = {"redArtifact"},
buildSets = {
@ -692,7 +696,7 @@ if settings.startup["rampant-fireEnemy"].value then
type = "biter-spawner",
name = "biter-spawner",
majorResistances = {"fire", "acid"},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
minorResistances = {},
attributes = {},
drops = {"redArtifact"},
@ -753,7 +757,7 @@ if settings.startup["rampant-infernoEnemy"].value then
name = "spitter-spawner",
majorResistances = {"acid", "fire"},
minorWeaknesses = {"poison"},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
attributes = {},
drops = {"orangeArtifact"},
buildSets = {
@ -823,7 +827,7 @@ if settings.startup["rampant-waspEnemy"].value then
type = "spitter-spawner",
name = "spitter-spawner",
attributes = {},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
drops = {"purpleArtifact"},
buildSets = {
{"spitter", 1, 10}
@ -896,7 +900,7 @@ if settings.startup["rampant-spawnerEnemy"].value then
name = "spitter-spawner",
attributes = {},
drops = {"orangeArtifact"},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
buildSets = {
{"spitter", 1, 10}
}
@ -949,7 +953,7 @@ if settings.startup["rampant-electricEnemy"].value then
name = "biter-spawner",
majorResistances = {"electric"},
minorResistances = {"laser"},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
attributes = {},
drops = {"blueArtifact"},
buildSets = {
@ -998,7 +1002,7 @@ if settings.startup["rampant-physicalEnemy"].value then
name = "biter",
majorResistances = {"physical", "explosion"},
minorWeaknesses = {"laser", "electric"},
attributes = {"highHealth", "longReach", "big", "highRegen", "slowMovement", "altBiterArmored"},
attributes = {"highHealth", "longReach", "big", "slowMovement", "altBiterArmored"},
drops = {"redArtifact"}
}
},
@ -1008,8 +1012,8 @@ if settings.startup["rampant-physicalEnemy"].value then
name = "biter-spawner",
majorResistances = {"physical", "explosion"},
minorWeaknesses = {"laser", "electric"},
attributes = {"highHealth", "bigger", "highRegen"},
acceptRate = {1, 10, 0.1, 0.2},
attributes = {"highHealth", "bigger"},
acceptRate = {1, 10, 0.3, 0.5},
drops = {"redArtifact"},
buildSets = {
{"biter", 1, 10}
@ -1022,7 +1026,7 @@ if settings.startup["rampant-physicalEnemy"].value then
minorWeaknesses = {"laser", "electric"},
attackAttributes = {"spit", "physical"},
acceptRate = {1, 10, 0.8, 0.6},
attributes = {"highHealth", "bigger", "highRegen"},
attributes = {"highHealth", "bigger"},
drops = {"redArtifact"}
},
{
@ -1067,7 +1071,7 @@ if settings.startup["rampant-trollEnemy"].value then
name = "biter-spawner",
minorResistances = {"physical", "explosion"},
majorWeaknesses = {"fire"},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
attributes = {"highestHealth", "bigger", "highestRegen"},
drops = {"greenArtifact"},
buildSets = {
@ -1129,7 +1133,7 @@ if settings.startup["rampant-poisonEnemy"].value then
majorResistances = {"poison"},
minorWeaknesses = {"electric", "explosion", "laser"},
attributes = {"poisonDeathCloud"},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
drops = {"greenArtifact"},
buildSets = {
{"biter", 1, 10}
@ -1189,7 +1193,7 @@ if settings.startup["rampant-suicideEnemy"].value then
name = "biter-spawner",
majorResistances = {"explosion"},
minorResistances = {"poison"},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
attributes = {},
drops = {"yellowArtifact", "quickSpawning", "lowUnits"},
buildSets = {
@ -1247,7 +1251,7 @@ if settings.startup["rampant-nuclearEnemy"].value then
name = "biter-spawner",
majorResistances = {"explosion"},
minorResistances = {"fire"},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
attributes = {},
drops = {"yellowArtifact", "quickSpawning", "lowUnits"},
buildSets = {
@ -1306,7 +1310,7 @@ if settings.startup["rampant-energyThiefEnemy"].value then
name = "biter-spawner",
majorResistances = {"electric", "laser"},
minorResistances = {},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
attributes = {},
drops = {"blueArtifact"},
buildSets = {
@ -1374,7 +1378,7 @@ if settings.startup["rampant-fastEnemy"].value then
majorResistances = {},
minorResistances = {"explosion"},
attributes = {"quickSpawning"},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
drops = {"purpleArtifact"},
buildSets = {
{"spitter", 1, 10}
@ -1385,7 +1389,7 @@ if settings.startup["rampant-fastEnemy"].value then
name = "biter-spawner",
majorResistances = {},
minorResistances = {"explosion"},
acceptRate = {1, 10, 0.1, 0.2},
acceptRate = {1, 10, 0.3, 0.5},
attributes = {"quickSpawning"},
drops = {"purpleArtifact"},
buildSets = {

View File

@ -161,6 +161,34 @@ function mapProcessor.processMap(map, surface, tick)
end
end
local function processNestActiveness(map, chunk, natives, surface)
local nests = getNestCount(map, chunk)
if (nests > 0) then
local activeness = getNestActiveness(map, chunk)
local raidActiveness = getRaidNestActiveness(map, chunk)
if natives.attackUsePlayer and (chunk[PLAYER_PHEROMONE] > natives.attackPlayerThreshold) then
setNestActiveness(map, chunk, mMin(activeness + 5, 20))
elseif (chunk[BASE_PHEROMONE] > 0) then
if (surface.get_pollution(chunk) > 0) then
setNestActiveness(map, chunk, mMin(activeness + 5, 20))
else
setNestActiveness(map, chunk, activeness - 2)
if (chunk[BASE_PHEROMONE] > RAIDING_MINIMUM_BASE_THRESHOLD) then
setRaidNestActiveness(map, chunk, mMin(raidActiveness + 3, 20))
else
setRaidNestActiveness(map, chunk, raidActiveness - 1)
end
end
else
setNestActiveness(map, chunk, activeness - 5)
setRaidNestActiveness(map, chunk, raidActiveness - 5)
end
else
setNestActiveness(map, chunk, 0)
setRaidNestActiveness(map, chunk, 0)
end
end
--[[
Localized player radius were processing takes place in realtime, doesn't store state
between calls.
@ -199,31 +227,7 @@ function mapProcessor.processPlayers(players, map, surface, tick)
if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) and (chunk[CHUNK_TICK] ~= tick) then
processPheromone(map, chunk, scentStaging[i])
local nests = getNestCount(map, chunk)
if (nests > 0) then
local activeness = getNestActiveness(map, chunk)
local raidActiveness = getRaidNestActiveness(map, chunk)
if natives.attackUsePlayer and (chunk[PLAYER_PHEROMONE] > natives.attackPlayerThreshold) then
setNestActiveness(map, chunk, mMin((activeness or 0) + 5, 20))
elseif (chunk[BASE_PHEROMONE] > 0) then
if (surface.get_pollution(chunk) > 0) then
setNestActiveness(map, chunk, mMin((activeness or 0) + 5, 20))
else
setNestActiveness(map, chunk, activeness - 2)
if (chunk[BASE_PHEROMONE] > RAIDING_MINIMUM_BASE_THRESHOLD) then
setRaidNestActiveness(map, chunk, mMin((raidActiveness or 0) + 3, 20))
else
setRaidNestActiveness(map, chunk, raidActiveness - 1)
end
end
else
setNestActiveness(map, chunk, activeness - 5)
setRaidNestActiveness(map, chunk, raidActiveness - 5)
end
else
setNestActiveness(map, chunk, 0)
setRaidNestActiveness(map, chunk, 0)
end
processNestActiveness(map, chunk, natives, surface)
if vengence and (getNestCount(map, chunk) > 0) then
vengence = formVengenceSquad(map, surface, chunk)
@ -324,33 +328,8 @@ function mapProcessor.scanMap(map, surface, tick)
if isFullMapScan then
mapScanChunk(chunk, surface, map)
end
local nests = getNestCount(map, chunk)
if (nests > 0) then
local activeness = getNestActiveness(map, chunk)
local raidActiveness = getRaidNestActiveness(map, chunk)
if natives.attackUsePlayer and (chunk[PLAYER_PHEROMONE] > natives.attackPlayerThreshold) then
setNestActiveness(map, chunk, mMin((activeness or 0) + 5, 20))
elseif (chunk[BASE_PHEROMONE] > 0) then
if (surface.get_pollution(chunk) > 0) then
setNestActiveness(map, chunk, mMin((activeness or 0) + 5, 20))
else
setNestActiveness(map, chunk, activeness - 2)
if (chunk[BASE_PHEROMONE] > RAIDING_MINIMUM_BASE_THRESHOLD) then
setRaidNestActiveness(map, chunk, mMin((raidActiveness or 0) + 3, 20))
else
setRaidNestActiveness(map, chunk, raidActiveness - 1)
end
end
else
setNestActiveness(map, chunk, activeness - 5)
setRaidNestActiveness(map, chunk, raidActiveness - 5)
end
else
setNestActiveness(map, chunk, 0)
setRaidNestActiveness(map, chunk, 0)
end
processNestActiveness(map, chunk, natives, surface)
end
if (endIndex == #processQueue) then

View File

@ -142,7 +142,7 @@ end
function movementUtils.scoreNeighborsForSettling(map, chunk, neighborDirectionChunks, scoreFunction, squad)
local highestChunk = SENTINEL_IMPASSABLE_CHUNK
local highestScore = -MAGIC_MAXIMUM_NUMBER
local highestDirection
local highestDirection = 0
for x=1,8 do
local neighborChunk = neighborDirectionChunks[x]
@ -162,7 +162,7 @@ function movementUtils.scoreNeighborsForSettling(map, chunk, neighborDirectionCh
local nextHighestChunk = SENTINEL_IMPASSABLE_CHUNK
local nextHighestScore = -MAGIC_MAXIMUM_NUMBER
local nextHighestDirection
local nextHighestDirection = 0
if (highestChunk ~= SENTINEL_IMPASSABLE_CHUNK) then
neighborDirectionChunks = getNeighborChunks(map, highestChunk.x, highestChunk.y)
@ -181,10 +181,6 @@ function movementUtils.scoreNeighborsForSettling(map, chunk, neighborDirectionCh
end
end
if (nextHighestChunk == nil) then
nextHighestChunk = SENTINEL_IMPASSABLE_CHUNK
end
return highestChunk, highestDirection, nextHighestChunk, nextHighestDirection
end

View File

@ -11,6 +11,7 @@ local unitGroupUtils = require("UnitGroupUtils")
local movementUtils = require("MovementUtils")
local mathUtils = require("MathUtils")
local chunkPropertyUtils = require("ChunkPropertyUtils")
local chunkUtils = require("ChunkUtils")
-- constants
@ -144,7 +145,7 @@ local function settleMove(map, squad, surface)
local cmd
local position
local position2
if (distance >= squad.maxDistance) or ((getResourceGenerator(map, chunk) ~= 0) and (getNestCount(map, chunk) == 0))
then
if not ((groupState == DEFINES_GROUP_FINISHED) or ((groupState == DEFINES_GROUP_GATHERING) and (squad.cycles <= 0))) then
@ -157,6 +158,9 @@ local function settleMove(map, squad, surface)
position = groupPosition
end
targetPosition.x = position.x
targetPosition.y = position.y
cmd = map.settleCommand
if squad.kamikaze then
cmd.distraction = DEFINES_DISTRACTION_NONE
@ -179,7 +183,7 @@ local function settleMove(map, squad, surface)
end
end
squad.cycles = 400
squad.cycles = 40
group.set_command(cmd)
else
local attackChunk, attackDirection, nextAttackChunk, nextAttackDirection = scoreNeighborsForSettling(map,
@ -207,7 +211,7 @@ local function settleMove(map, squad, surface)
else
targetPosition.x = position.x
targetPosition.y = position.y
if (getPlayerBaseGenerator(map, attackChunk) ~= 0) or
(attackChunk[PLAYER_PHEROMONE] >= attackPlayerThreshold)
then
@ -228,7 +232,7 @@ local function settleMove(map, squad, surface)
end
end
if (nextAttackChunk ~= SENTINEL_IMPASSABLE_CHUNK) then
if (nextAttackChunk ~= SENTINEL_IMPASSABLE_CHUNK) then
positionFromDirectionAndFlat(nextAttackDirection, targetPosition, targetPosition2)
position2 = findMovementPosition(surface, targetPosition2)
@ -263,10 +267,10 @@ local function settleMove(map, squad, surface)
squad.status = SQUAD_BUILDING
map.buildPositionTop.x = position.x - BASE_CLEAN_DISTANCE
map.buildPositionTop.y = position.y - BASE_CLEAN_DISTANCE
map.buildPositionBottom.x = position.x + BASE_CLEAN_DISTANCE
map.buildPositionBottom.y = position.y + BASE_CLEAN_DISTANCE
map.buildPositionTop.x = targetPosition.x - BASE_CLEAN_DISTANCE
map.buildPositionTop.y = targetPosition.y - BASE_CLEAN_DISTANCE
map.buildPositionBottom.x = targetPosition.x + BASE_CLEAN_DISTANCE
map.buildPositionBottom.y = targetPosition.y + BASE_CLEAN_DISTANCE
local entities = surface.find_entities_filtered(map.filteredEntitiesClearBuildingQuery)
for i=1,#entities do
@ -276,7 +280,7 @@ local function settleMove(map, squad, surface)
end
end
squad.cycles = 400
squad.cycles = 40
group.set_command(cmd)
else
squad.cycles = 23

View File

@ -202,10 +202,9 @@ function unitGroupUtils.cleanBuilders(natives, surface)
position.x = groupPosition.x
position.y = groupPosition.y
squad.cycles = 400
squad.cycles = 40
group.set_command(cmd)
group.start_moving()
else
tRemove(squads, i)
group.destroy()

View File

@ -15440,7 +15440,7 @@ rampant-safeBuildings-railSignals=Make rail signals safe from biters
rampant-safeBuildings-lamps=Make lamps safe from biters
rampant-safeBuildings-trainStops=Make train stops safe from biters
rampant-attackPlayerThreshold=The score that a chunk must reach for it to contribute to the attack threshold. Increasing reduces player pheromone cloud impact.
rampant-permanentNocturnal=Toggling this will cause Rampant attack waves to spawn at night. DOES NOT turn off vanilla attack groups yet. Works better with Day/Night extender mod.
rampant-permanentNocturnal=Toggling this will cause Rampant attack waves to spawn at night. DOES NOT turn off vanilla attack groups yet. Works better with the clockwork mod.
rampant-aiPointsScaler=Between 0.0 and 5.0. This scales how many action points the ai gets per logic cycle to perform actions like making attack waves. 0.3 - very easy, 0.75 - easy, 1.0 - medium, 1.25+ - hard
rampant-addWallResistanceAcid=Toggling this will cause a %60 acid resistance to be added to all wall entities to reduce the damage done by spitters to walls back to vanilla levels.
rampant-removeBloodParticles=The blood particles that are created when biters are being killed can cause UPS spikes, this removes them.