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https://github.com/veden/Rampant.git
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Fix for attacked railroads and electric poles
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@ -7,6 +7,8 @@ https://forums.factorio.com/viewtopic.php?f=94&t=31445
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# Notes
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The 0.14.4 factorio version fixed some issues with unit groups commands
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There will be a slight pause the first time this is started up due to indexing all the chunks that have been generated.
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MP should be working
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@ -30,6 +32,9 @@ Base Expansion
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# Version History
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0.14.2 - adjusted unit retreat group size threshold
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adjusted squad attack pattern (https://forums.factorio.com/viewtopic.php?f=94&t=31445&start=20#p203861) __
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0.14.1 - fixed ai created bases not being counted in logic
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Optimization to offset ai created bases scanning
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@ -1,7 +1,7 @@
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{
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"name" : "Rampant",
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"factorio_version" : "0.14",
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"version" : "0.14.1",
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"version" : "0.14.2",
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"title" : "Rampant AI",
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"author" : "Veden",
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"homepage" : "https://forums.factorio.com/viewtopic.php?f=94&t=31445",
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@ -14,7 +14,7 @@ local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
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local DEATH_PHEROMONE = constants.DEATH_PHEROMONE
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local ENEMY_BASE_PHEROMONE = constants.ENEMY_BASE_PHEROMONE
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local PLAYER_BASE_PHEROMONE = constants.PLAYER_BASE_PHEROMONE
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local PLAYER_DEFENSE_PHEROMONE = constants.PLAYER_DEFENSE_PHEROMONE
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--local PLAYER_DEFENSE_PHEROMONE = constants.PLAYER_DEFENSE_PHEROMONE
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local SQUAD_RAIDING = constants.SQUAD_RAIDING
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local SQUAD_SUICIDE_RAID = constants.SQUAD_SUICIDE_RAID
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@ -22,11 +22,11 @@ local SQUAD_HUNTING = constants.SQUAD_HUNTING
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local SQUAD_GUARDING = constants.SQUAD_GUARDING
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local SQUAD_SUICIDE_HUNT = constants.SQUAD_SUICIDE_HUNT
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local ENEMY_BASE_GENERATOR = constants.ENEMY_BASE_GENERATOR
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local MAGIC_MAXIMUM_NUMBER = constants.MAGIC_MAXIMUM_NUMBER
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--local ENEMY_BASE_GENERATOR = constants.ENEMY_BASE_GENERATOR
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--local MAGIC_MAXIMUM_NUMBER = constants.MAGIC_MAXIMUM_NUMBER
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local HALF_CHUNK_SIZE = constants.HALF_CHUNK_SIZE
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local CHUNK_SIZE = constants.CHUNK_SIZE
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--local HALF_CHUNK_SIZE = constants.HALF_CHUNK_SIZE
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--local CHUNK_SIZE = constants.CHUNK_SIZE
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local PLAYER_BASE_GENERATOR = constants.PLAYER_BASE_GENERATOR
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local PLAYER_DEFENSE_GENERATOR = constants.PLAYER_DEFENSE_GENERATOR
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@ -40,11 +40,13 @@ local addSquadMovementPenalty = unitGroupUtils.addSquadMovementPenalty
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local lookupSquadMovementPenalty = unitGroupUtils.lookupSquadMovementPenalty
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local positionFromDirectionAndChunkCardinal = mapUtils.positionFromDirectionAndChunkCardinal
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local euclideanDistanceNamed = mapUtils.euclideanDistanceNamed
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local playersWithinProximityToPosition = playerUtils.playersWithinProximityToPosition
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local scoreNeighborsWithDirection = neighborUtils.scoreNeighborsWithDirection
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local mMax = math.max
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-- module code
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@ -66,8 +68,17 @@ local function scoreHuntPlayerLocation(position, squad, neighborChunk, surface)
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return damageScore - avoidScore - squadMovementPenalty
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end
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function aiAttack.squadAttack(regionMap, surface, natives, temps)
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function aiAttack.squadAttack(regionMap, surface, natives)
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local squads = natives.squads
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local attackPosition
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local attackCmd
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if (#squads > 0) then
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attackPosition = {x=0, y=0}
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attackCmd = { type = defines.command.attack_area,
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destination = attackPosition,
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radius = 16,
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distraction = defines.distraction.by_enemy }
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end
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for i=1,#squads do
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local squad = squads[i]
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local group = squad.group
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@ -82,10 +93,9 @@ function aiAttack.squadAttack(regionMap, surface, natives, temps)
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scoreLocation = scoreHuntPlayerLocation
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end
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if group.valid and (raiding or hunting) then
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if (group.state == defines.group_state.finished) or (group.state == defines.group_state.gathering) then
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if (group.state == defines.group_state.finished) or (group.state == defines.group_state.gathering) or ((group.state == defines.group_state.moving) and (squad.cycles == 0)) then
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local chunk = getChunkByPosition(regionMap, group.position.x, group.position.y)
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if (chunk ~= nil) then
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local attackPosition = {x=0, y=0}
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addSquadMovementPenalty(squad, chunk.cX, chunk.cY)
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local attackChunk, attackDirection = scoreNeighborsWithDirection(chunk,
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getCardinalChunksWithDirection(regionMap, chunk.cX, chunk.cY),
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@ -98,14 +108,29 @@ function aiAttack.squadAttack(regionMap, surface, natives, temps)
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if ((attackChunk[PLAYER_BASE_GENERATOR] == 0) and (attackChunk[PLAYER_DEFENSE_GENERATOR] == 0)) or
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((group.state == defines.group_state.finished) or (group.state == defines.group_state.gathering)) then
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positionFromDirectionAndChunkCardinal(attackDirection, attackChunk, attackPosition)
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positionFromDirectionAndChunkCardinal(attackDirection, squad.group.position, attackPosition)
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group.set_command({ type = defines.command.attack_area,
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destination = attackPosition,
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radius = 32,
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distraction = defines.distraction.by_anything })
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squad.cycles = 3
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if not squad.rabid and squad.frenzy and (euclideanDistanceNamed(squad.group.position, squad.frenzyPosition) > 100) then
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squad.frenzy = false
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end
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if squad.rabid or squad.frenzy then
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attackCmd.distraction = defines.distraction.by_anything
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else
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attackCmd.distraction = defines.distraction.by_enemy
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end
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group.set_command(attackCmd)
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group.start_moving()
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end
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elseif not squad.frenzy and not squad.rabid and
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(((group.state == defines.group_state.attacking_distraction) or (group.state == defines.group_state.attacking_distraction)) or
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(attackChunk[PLAYER_BASE_GENERATOR] ~= 0) or (attackChunk[PLAYER_DEFENSE_GENERATOR] ~= 0)) then
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squad.frenzy = true
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squad.frenzyPosition.x = squad.group.position.x
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squad.frenzyPosition.y = squad.group.position.y
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end
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end
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end
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end
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@ -120,8 +145,15 @@ function aiAttack.squadBeginAttack(natives, players, evolution_factor)
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if (squad.status == SQUAD_GUARDING) and squad.group.valid then
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local threshold = 0.05 + (evolution_factor * 0.20) + (#squad.group.members * 0.0033)
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local playerNearby = playersWithinProximityToPosition(players, squad.group.position, 100)
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if playerNearby then
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squad.frenzy = true
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squad.frenzyPosition.x = squad.group.position.x
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squad.frenzyPosition.y = squad.group.position.y
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end
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-- check to hunt player
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if (math.random() < 0.30) and playersWithinProximityToPosition(players, squad.group.position, 100) then
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if (math.random() < 0.30) and playerNearby then
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if (math.random() < threshold) then
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squad.status = SQUAD_SUICIDE_HUNT
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else
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@ -131,7 +163,7 @@ function aiAttack.squadBeginAttack(natives, players, evolution_factor)
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-- check to raid base
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if (squad.status == SQUAD_GUARDING) and (math.random() < 0.70) then
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if (math.random() < threshold) then
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if (math.random() < threshold) then
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squad.status = SQUAD_SUICIDE_RAID
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else
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squad.status = SQUAD_RAIDING
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@ -129,11 +129,15 @@ function aiBuilding.formSquads(regionMap, surface, natives, chunk, evolution_fac
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local squad = createSquad(squadPosition, surface, natives)
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if (math.random() < 0.05) then
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squad.rabid = true
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end
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local foundUnits = surface.set_multi_command({ command = { type = defines.command.group,
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group = squad.group,
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distraction = defines.distraction.none },
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group = squad.group,
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distraction = defines.distraction.none },
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unit_count = evolution_factor * AI_MAX_SQUAD_SIZE,
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unit_search_distance = (constants.CHUNK_SIZE * 2)})
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unit_search_distance = (CHUNK_SIZE * 2)})
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if (foundUnits > 0) then
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natives.points = natives.points - AI_SQUAD_COST
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end
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@ -58,11 +58,11 @@ function aiDefense.retreatUnits(position, squad, regionMap, surface, natives)
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if (squad == nil) then
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enemiesToSquad = surface.find_enemy_units(position, 15)
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if (#enemiesToSquad > 0) then
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if (#enemiesToSquad > 1) then
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performRetreat = true
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end
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elseif squad.group.valid and (squad.status ~= SQUAD_RETREATING) and (squad.status ~= SQUAD_SUICIDE_HUNT) and (squad.status ~= SQUAD_SUICIDE_RAID) then
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if (#squad.group.members ~= 0) then
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if (#squad.group.members > 1) then
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performRetreat = true
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end
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end
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@ -90,13 +90,16 @@ function aiDefense.retreatUnits(position, squad, regionMap, surface, natives)
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if (newSquad == nil) then
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newSquad = createSquad(retreatPosition, surface, natives)
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newSquad.status = SQUAD_RETREATING
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newSquad.cycles = 4
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newSquad.cycles = 6
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end
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if (enemiesToSquad ~= nil) then
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membersToSquad(newSquad, enemiesToSquad, false)
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else
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membersToSquad(newSquad, squad.group.members, true)
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if squad.rabid then
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newSquad.rabid = true
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end
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end
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end
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end
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@ -105,7 +105,7 @@ constants.BUILDING_PHEROMONES["offshore-pump"] = 8
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-- constants.buildingPheromones["constant-combinator"] = 1
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-- constants.buildingPheromones["train-stop"] = 2
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-- constants.buildingPheromones["rail-signal"] = 1
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constants.BUILDING_PHEROMONES["electric-pole"] = 4
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-- constants.BUILDING_PHEROMONES["electric-pole"] = 4
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constants.BUILDING_PHEROMONES["transport-belt"] = 4
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constants.BUILDING_PHEROMONES["accumulator"] = 40
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constants.BUILDING_PHEROMONES["solar-panel"] = 32
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@ -188,24 +188,43 @@ function mapUtils.canMoveChunkDirectionCardinal(direction, startChunk, endChunk)
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return canMove
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end
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function mapUtils.positionFromDirectionAndChunkCardinal(direction, chunk, position)
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function mapUtils.positionFromDirectionAndChunkCardinal(direction, startPosition, position)
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-- local position = {x=0,y=0}
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if (direction == 1) then
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position.x = chunk.pX + HALF_CHUNK_SIZE
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position.y = chunk.pY
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position.x = startPosition.x
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position.y = startPosition.y - CHUNK_SIZE
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elseif (direction == 2) then
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position.x = chunk.pX
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position.y = chunk.pY + HALF_CHUNK_SIZE
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position.x = startPosition.x - CHUNK_SIZE
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position.y = startPosition.y
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elseif (direction == 3) then
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position.x = chunk.pX + CHUNK_SIZE
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position.y = chunk.pY + HALF_CHUNK_SIZE
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position.x = startPosition.x + CHUNK_SIZE
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position.y = startPosition.y
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elseif (direction == 4) then
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position.x = chunk.pX + HALF_CHUNK_SIZE
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position.y = chunk.pY + CHUNK_SIZE
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position.x = startPosition.x
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position.y = startPosition.y + CHUNK_SIZE
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end
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-- return position
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end
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-- function mapUtils.positionFromDirectionAndChunkCardinal(direction, chunk, position)
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-- -- local position = {x=0,y=0}
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-- if (direction == 1) then
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-- position.x = chunk.pX + HALF_CHUNK_SIZE
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-- position.y = chunk.pY
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-- elseif (direction == 2) then
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-- position.x = chunk.pX
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-- position.y = chunk.pY + HALF_CHUNK_SIZE
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-- elseif (direction == 3) then
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-- position.x = chunk.pX + CHUNK_SIZE
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-- position.y = chunk.pY + HALF_CHUNK_SIZE
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-- elseif (direction == 4) then
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-- position.x = chunk.pX + HALF_CHUNK_SIZE
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-- position.y = chunk.pY + CHUNK_SIZE
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-- end
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-- -- return position
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-- end
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function mapUtils.positionFromDirectionAndChunk(direction, chunk)
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local position = {x=0, y=0}
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if (direction == 1) then
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@ -41,6 +41,10 @@ function unitGroupUtils.createSquad(position, surface, natives)
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local squad = { group = unitGroup,
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status = SQUAD_GUARDING,
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penalties = {},
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rabid = false,
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frenzy = false,
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frenzyPosition = {x = 0,
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y = 0},
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cycles = 0 }
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natives.squads[#natives.squads+1] = squad
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return squad
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@ -48,12 +52,13 @@ end
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function unitGroupUtils.membersToSquad(squad, members, overwriteGroup)
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if (members ~= nil) then
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local cmd = { type = defines.command.group,
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group = squad.group,
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distraction = defines.distraction.none }
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for i=1,#members do
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local member = members[i]
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if member.valid and (overwriteGroup or (not overwriteGroup and (member.unit_group == nil))) then
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member.set_command({ type = defines.command.group,
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group = squad.group,
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distraction = defines.distraction.none })
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member.set_command(cmd)
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end
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end
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end
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@ -72,6 +77,10 @@ function unitGroupUtils.convertUnitGroupToSquad(natives, unitGroup)
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returnSquad = { group = unitGroup,
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status = SQUAD_GUARDING,
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penalties = {},
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rabid = false,
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frenzy = false,
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frenzyPosition = {x = 0,
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y = 0},
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cycles = 0 }
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squads[#squads+1] = returnSquad
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end
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@ -134,9 +143,13 @@ function unitGroupUtils.regroupSquads(natives)
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squad.group.destroy()
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tableRemove(squads, i)
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else
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if (squad.status == SQUAD_RETREATING) and ((squad.cycles == 0) or (squad.group.state == GROUP_STATE_FINISHED)) then
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if (squad.status == SQUAD_RETREATING) and (squad.cycles == 0) then
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squad.status = SQUAD_GUARDING
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squad.cycles = 0
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squad.frenzy = true
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squad.frenzyPosition.x = squad.group.position.x
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squad.frenzyPosition.y = squad.group.position.y
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elseif (squad.group.state == GROUP_STATE_FINISHED) then
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squad.status = SQUAD_GUARDING
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elseif (squad.cycles > 0) then
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squad.cycles = squad.cycles - 1
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end
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