mirror of
https://github.com/veden/Rampant.git
synced 2025-02-03 13:11:54 +02:00
death pheromone working
This commit is contained in:
parent
40a471cbf8
commit
ab7aaedac5
39
control.lua
39
control.lua
@ -1,5 +1,6 @@
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local chunkUtils = require("libs/ChunkUtils")
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local mapUtils = require("libs/MapUtils")
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local unitGroupUtils = require("libs/UnitGroupUtils")
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local chunkProcessor = require("libs/ChunkProcessor")
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local mapProcessor = require("libs/MapProcessor")
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local constants = require("libs/Constants")
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@ -65,26 +66,34 @@ end
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function onTick(event)
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if (event.tick % 40 == 0) then
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-- using coroutines to keep the cpu load time managable will still being able to work large maps
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local working, errorMsg = true, nil
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if (chunkRoutine ~= nil) and (coroutine.status(chunkRoutine) ~= "dead") then
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coroutine.resume(chunkRoutine)
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working, errorMsg = coroutine.resume(chunkRoutine)
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elseif (#pendingChunks > 0) then
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-- coroutines start suspended, so you have to resume them after creation
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chunkRoutine = coroutine.create(chunkProcessor.processPendingChunks)
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coroutine.resume(chunkRoutine, regionMap, surface, natives, pendingChunks)
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working, errorMsg = coroutine.resume(chunkRoutine, regionMap, surface, natives, pendingChunks)
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end
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if not working then
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error(errorMsg)
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end
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-- put down player pheromone for player hunters
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-- pheromoneUtils.playerScent(regionMap, game.players)
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pheromoneUtils.playerScent(regionMap, game.players)
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-- ai.attackPlayerNearNest(regionMap, surface, natives, game.players)
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if (mapRoutine ~= nil) and (coroutine.status(mapRoutine) ~= "dead") then
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coroutine.resume(mapRoutine)
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working, errorMsg = coroutine.resume(mapRoutine)
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elseif (mapRoutine == nil) or (coroutine.status(mapRoutine) == "dead") then
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mapRoutine = coroutine.create(mapProcessor.processMap)
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coroutine.resume(mapRoutine, regionMap, surface, natives)
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working, errorMsg = coroutine.resume(mapRoutine, regionMap, surface, natives)
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end
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if not working then
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error(errorMsg)
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end
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unitGroupUtils.regroupSquads(natives)
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end
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end
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@ -96,12 +105,11 @@ function onDeath(event)
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pheromoneUtils.deathScent(regionMap,
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entityPosition.x,
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entityPosition.y,
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50)
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200)
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ai.addAutonomousUnitGroup(entity.unit_group, natives)
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local squad = unitGroupUtils.convertUnitGroupToSquad(natives, entity.unit_group)
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--ai.purgeUnitGroups(natives)
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ai.retreatUnitGroup(entityPosition, entity.unit_group, regionMap, surface, natives)
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ai.retreatUnits(entityPosition, squad, regionMap, surface, natives)
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end
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end
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@ -111,12 +119,19 @@ function onInitialTick(event)
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if (surface == nil) then
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surface = game.surfaces[1]
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end
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game.forces.player.research_all_technologies()
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game.players[1].cheat_mode = true
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-- turn off base expansion
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game.forces.enemy.ai_controllable = false
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-- add processing handler into generated chunk event loop
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-- chunkProcessor.install(chunkUtils.checkChunkPassability)
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-- chunkProcessor.install(chunkUtils.scoreChunk)
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chunkProcessor.install(chunkUtils.checkChunkPassability)
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chunkProcessor.install(chunkUtils.scoreChunk)
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-- add processing handler into chunk map processing
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-- mapProcessor.install(pheromoneUtils.enemyBaseScent)
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mapProcessor.install(pheromoneUtils.enemyBaseScent)
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-- mapProcessor.install(ai.sendScouts)
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mapProcessor.install(pheromoneUtils.processPheromone)
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152
libs/AI.lua
152
libs/AI.lua
@ -1,137 +1,131 @@
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local ai = {}
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local retreatNeighbors = {1,2,3,4,5,6,7,8}
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local retreatNeighbors = {1,2,3,4,5,6,7,8} -- used to minimize garbage generation
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local retreatPosition = {x=0, y=0} -- used to minimize garbage generation
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local constants = require("Constants")
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local mapUtils = require("MapUtils")
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local unitGroupUtils = require("UnitGroupUtils")
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--[[
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function ai.attackPlayerNearNest(regionMap, surface, natives, players)
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local ENEMY_BASE_PHEROMONE = constants.ENEMY_BASE_PHEROMONE
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for i=1,#players do
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local player = players[i]
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local chunk = mapUtils.getChunkByPosition(regionMap, player.position.x, player.position.y)
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if (chunk ~= nil) and (chunk[constants.BASE_PHEROMONE] > 125) and (chunk[constants.DEATH_PHEROMONE] < 800) then
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if (chunk ~= nil) and (chunk[ENEMY_BASE_PHEROMONE] > 125) then -- TODO scaled base
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local enemies = surface.find_enemy_units(player.position,
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30)
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if (#enemies > 0) then
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local unitGroup
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local enemyIndex = 1
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while (enemyIndex <= #enemies) and (unitGroup == nil) do
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local enemy = enemies[enemyIndex]
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if (enemy.unit_group ~= nil) then
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unitGroup = enemy.unit_group
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end
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enemyIndex = enemyIndex + 1
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end
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-- while (enemyIndex <= #enemies) and (unitGroup == nil) do
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-- local enemy = enemies[enemyIndex]
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-- if (enemy.unit_group ~= nil) thena
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-- unitGroup = enemy.unit_group
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-- end
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-- enemyIndex = enemyIndex + 1
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-- end
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if (unitGroup == nil) then
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unitGroup = surface.create_unit_group({position=enemies[1].position})
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-- natives.squads[#natives.squads+1] = unitGroup
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natives.squads[#natives.squads+1] = unitGroup
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end
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-- print("before " .. tostring(unitGroup.state))
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for x=1,#enemies do
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local enemy = enemies[x]
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if (enemy.unit_group == nil) then
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-- unitGroup.add_member(enemy)
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enemy.set_command({type=defines.command.group,
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group=unitGroup,
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distraction=defines.distraction.none})
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unitGroup.add_member(enemy)
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-- enemy.set_command({type=defines.command.group,
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-- group=unitGroup,
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-- distraction=defines.distraction.none})
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end
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end
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-- print("after " .. tostring(unitGroup.state))
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if (unitGroup.state == defines.group_state.gathering) then
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unitGroup.set_command({type=defines.command.attack,
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target=player.character})
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end
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unitGroup.start_moving()
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end
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end
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end
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end
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end
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]]--
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function ai.retreatUnitGroup(position, unitGroup, regionMap, surface, natives)
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if (unitGroup ~= nil) then
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local memberCount = #unitGroup.members
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if (memberCount > 0) then
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function ai.retreatUnits(position, squad, regionMap, surface, natives)
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local DEATH_PHEROMONE = constants.DEATH_PHEROMONE
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local chunk = mapUtils.getChunkByPosition(regionMap, position.x, position.y)
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if (chunk ~= nil) then
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if (chunk[constants.DEATH_PHEROMONE] > 1500) and (memberCount > 5) then
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if (chunk ~= nil) and (chunk[DEATH_PHEROMONE] > 1500) then -- TODO sliding scale of death based on evolution
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local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
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local ENEMY_BASE_PHEROMONE = constants.ENEMY_BASE_PHEROMONE
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local performRetreat = false
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local enemiesToSquad
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if (squad == nil) then
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enemiesToSquad = surface.find_enemy_units(position, 20)
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if (#enemiesToSquad > 0) then
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performRetreat = true
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end
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elseif (squad ~= nil) and squad.group.valid and (squad.status ~= constants.SQUAD_RETREATING) and (squad.status ~= constants.SQUAD_SUICIDE) then
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if (#squad.group.members == 0) then
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squad.group.destroy()
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else
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performRetreat = true
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end
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end
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if performRetreat then
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mapUtils.getNeighborChunks(regionMap,
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chunk.cX,
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chunk.cY,
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retreatNeighbors)
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local exitPath
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local exitScore = constants.MAX_PHEROMONE + 1
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local exitScore = constants.MAGIC_MAXIMUM_NUMBER
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local exitDirection
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for i=1, 8 do
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local neighborChunk = retreatNeighbors[i]
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if (neighborChunk ~= nil) then
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if (neighborChunk[constants.DEATH_PHEROMONE] < exitScore) then
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exitScore = neighborChunk[constants.DEATH_PHEROMONE]
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retreatPosition.x = neighborChunk.pX
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retreatPosition.y = neighborChunk.pY
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local dangerScore = neighborChunk[DEATH_PHEROMONE] + surface.get_pollution(retreatPosition) + neighborChunk[PLAYER_PHEROMONE] - neighborChunk[ENEMY_BASE_PHEROMONE]
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if (dangerScore < exitScore) then
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exitScore = dangerScore
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exitPath = neighborChunk
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exitDirection = i
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end
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end
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end
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if (exitPath ~= nil) then
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local exitPosition = {x=exitPath.pX,
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y=exitPath.pY}
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local nearGroup = unitGroupUtils.findNearByUnitGroup(natives, exitPosition, 50)
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if (nearGroup == nil) then
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nearGroup = surface.create_unit_group({position=exitPosition})
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natives.squads[#natives.squads+1] = nearGroup
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end
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for i=1, memberCount do
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local member = unitGroup.members[i]
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if (member ~= nil) and member.valid then
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member.set_command({type=defines.command.group,
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group=nearGroup,
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distraction=defines.distraction.none})
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end
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end
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-- unitGroup.destroy()
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end
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end
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end
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elseif (memberCount == 0) then
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unitGroup.destroy()
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end
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end
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end
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-- center position in chunk for retreat
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retreatPosition.x = exitPath.pX + constants.HALF_CHUNK_SIZE
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retreatPosition.y = exitPath.pY + constants.HALF_CHUNK_SIZE
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function ai.addAutonomousUnitGroup(unitGroup, natives)
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if (unitGroup ~= nil) then
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local squads = natives.squads
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local addUnitGroup = true
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local i = 1
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while (i <= #squads) and addUnitGroup do
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local squad = squads[i]
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if (squad == unitGroup) then
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addUnitGroup = false
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-- in order for units in a group attacking to retreat, we have to create a new group and give the command to join
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-- to each unit
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local newSquad = unitGroupUtils.findNearBySquad(natives,
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retreatPosition,
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18)
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if (newSquad == nil) then
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newSquad = unitGroupUtils.createSquad(retreatPosition, surface, natives)
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end
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i = i + 1
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if (enemiesToSquad ~= nil) then
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unitGroupUtils.membersToSquad(newSquad, enemiesToSquad, false)
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else
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unitGroupUtils.membersToSquad(newSquad, squad.group.members, true)
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end
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if addUnitGroup then
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squads[#squads+1] = unitGroup
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newSquad.status = constants.SQUAD_RETREATING
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newSquad.cycles = 5
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-- unitGroupUtils.setSquadCommand(newSquad,
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-- {type=defines.command.go_to_location,
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-- destination=retreatPosition,
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-- distraction=defines.distraction.by_enemy},
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-- constants.SQUAD_RETREATING)
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end
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end
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end
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-- function ai.purgeUnitGroups(natives)
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-- for i=1, #natives.squads do
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-- local squad = natives.squads[i]
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-- if (squad == nil) then
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-- table.remove(natives.squads, i)
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-- elseif (not squad.valid) then
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-- table.remove(natives.squads, i)
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-- elseif (#squad.members == 0) then
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-- squad.destroy()
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-- table.remove(natives.squads, i)
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-- end
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-- end
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-- end
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-- function ai.sendScouts(regionMap, surface, natives, chunk, neighbors, validNeighbors)
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-- return validNeighbors
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@ -1,13 +1,27 @@
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local constants = {}
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constants.MAGIC_MAXIMUM_NUMBER = 1e99 -- used in loops trying to find the lowest score
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constants.MAX_PHEROMONE = 7000
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constants.DIFFUSION_AMOUNT = 0.04
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constants.BASE_PHEROMONE_PRODUCTION = 35
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constants.DIFFUSION_AMOUNT = 0.02
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constants.DEATH_DIFFUSION_AMOUNT = 0.005
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constants.CHUNK_SIZE = 32
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constants.HALF_CHUNK_SIZE = constants.CHUNK_SIZE / 2
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constants.NORTH_SOUTH = true
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constants.EAST_WEST = false
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constants.DEATH_PHEROMONE = 1
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constants.BASE_PHEROMONE = 2
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constants.ENEMY_BASE_PHEROMONE = 2
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constants.PLAYER_PHEROMONE = 3
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constants.SQUAD_RETREATING = 1
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constants.SQUAD_GUARDING = 2
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constants.SQUAD_SIEGE = 3
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constants.SQUAD_HUNTING = 4
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constants.SQUAD_SUICIDE = 5
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constants.SQUAD_ATTACKING = 6
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constants.SQUAD_BURROWING = 7
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constants.SQUAD_SCOUTING = 8
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return constants
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@ -6,28 +6,25 @@ local mMin = math.min
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local mFloor = math.floor
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function pheromoneUtils.deathScent(regionMap, x, y, amount)
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pheromoneUtils.placePheromoneByPosition(regionMap,
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x,
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y,
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constants.DEATH_PHEROMONE,
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200)
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local mathFloor = mFloor
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local DEATH_PHEROMONE = constants.DEATH_PHEROMONE
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local chunk = regionMap[mathFloor(x * 0.03125)]
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if (chunk ~= nil) then
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chunk = chunk[mathFloor(y * 0.03125)]
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if (chunk ~= nil) then
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chunk[DEATH_PHEROMONE] = chunk[DEATH_PHEROMONE] + amount
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end
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end
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end
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function pheromoneUtils.enemyBaseScent(regionMap, surface, natives, chunk, neighbors, validNeighbors)
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local BASE_PHEROMONE = constants.BASE_PHEROMONE
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local x = chunk.cX
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local y = chunk.cY
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local BASE_PHEROMONE_PRODUCTION = constants.BASE_PHEROMONE_PRODUCTION
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local ENEMY_BASE_PHEROMONE = constants.ENEMY_BASE_PHEROMONE
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local nativeBase = natives.bases[x]
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if (nativeBase ~= nil) then
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nativeBase = nativeBase[y]
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if (nativeBase ~= nil) then
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local spawners = nativeBase.bG
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local spawners = chunk.bG
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if (spawners > 0) then
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local nativeChunk = regionMap[x][y]
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nativeChunk[BASE_PHEROMONE] = nativeChunk[BASE_PHEROMONE] + (spawners * 35)
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end
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end
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chunk[ENEMY_BASE_PHEROMONE] = chunk[ENEMY_BASE_PHEROMONE] + (spawners * constants.BASE_PHEROMONE_PRODUCTION)
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end
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return validNeighbors
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end
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@ -44,26 +41,25 @@ function pheromoneUtils.playerScent(regionMap, players)
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end
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end
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function pheromoneUtils.placePheromoneByPosition(regionMap, x, y, pType, amount)
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local chunk = mapUtils.getChunkByPosition(regionMap, x, y)
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if (chunk~=nil) then
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chunk[pType] = mMin(constants.MAX_PHEROMONE, chunk[pType] + amount)
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end
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end
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function pheromoneUtils.placePheromoneByChunk(regionMap, x, y, pType, amount)
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local chunk = regionMap[x][y]
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chunk[pType] = mMin(constants.MAX_PHEROMONE, chunk[pType] + amount)
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end
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function pheromoneUtils.processPheromone(regionMap, surface, natives, chunk, neighbors, validNeighbors)
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local mathMin = mMin
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local getNeighborChunks = mapUtils.getNeighborChunks
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local DIFFUSION_AMOUNT = constants.DIFFUSION_AMOUNT
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local DEATH_DIFFUSION_AMOUNT = constants.DEATH_DIFFUSION_AMOUNT
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local MAX_PHEROMONE = constants.MAX_PHEROMONE
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local DEATH_PHEROMONE = constants.DEATH_PHEROMONE
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for x=1,3 do
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if ((x ~= DEATH_PHEROMONE) and (chunk[x] > 75)) or ((x == DEATH_PHEROMONE) and (chunk[x] > 125)) then
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local threshold
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local diffusionAmount
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if (x == DEATH_PHEROMONE) then
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threshold = 125
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diffusionAmount = DEATH_DIFFUSION_AMOUNT
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else
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threshold = 75
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diffusionAmount = DIFFUSION_AMOUNT
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end
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if (chunk[x] > threshold) then
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if not validNeighbors then
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getNeighborChunks(regionMap, chunk.cX, chunk.cY, neighbors)
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validNeighbors = true
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@ -72,7 +68,7 @@ function pheromoneUtils.processPheromone(regionMap, surface, natives, chunk, nei
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for i=1,8 do
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local neighborChunk = neighbors[i]
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if (neighborChunk ~= nil) then
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local diffusedAmount = (chunk[x] * DIFFUSION_AMOUNT)
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local diffusedAmount = (chunk[x] * diffusionAmount)
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totalDiffused = totalDiffused + diffusedAmount
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neighborChunk[x] = mathMin(MAX_PHEROMONE, neighborChunk[x] + diffusedAmount)
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end
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@ -1,14 +1,17 @@
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local unitGroupUtils = {}
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local utils = require("Utils")
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local constants = require("Constants")
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function unitGroupUtils.findNearByUnitGroup(natives, position, distance)
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function unitGroupUtils.findNearBySquad(natives, position, distance)
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local getDistance = utils.euclideanDistanceNamed
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local squads = natives.squads
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local i = 1
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while (i <= #squads) do
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local squad = squads[i]
|
||||
if (squad ~= nil) and squad.valid then
|
||||
if (utils.euclideanDistanceNamed(squad.position, position) <= distance) then
|
||||
local unitGroup = squad.group
|
||||
if (unitGroup ~= nil) and unitGroup.valid then
|
||||
if (getDistance(unitGroup.position, position) <= distance) then
|
||||
return squad
|
||||
end
|
||||
end
|
||||
@ -16,8 +19,84 @@ function unitGroupUtils.findNearByUnitGroup(natives, position, distance)
|
||||
end
|
||||
end
|
||||
|
||||
function unitGroupUtils.mergeNearByUnitGroup(natives, unitGroup)
|
||||
function unitGroupUtils.createSquad(position, surface, natives)
|
||||
local unitGroup = surface.create_unit_group({position=position})
|
||||
|
||||
local squad = { group = unitGroup,
|
||||
status = constants.SQUAD_GUARDING,
|
||||
cycles = -1 }
|
||||
natives.squads[#natives.squads+1] = squad
|
||||
return squad
|
||||
end
|
||||
|
||||
function unitGroupUtils.membersToSquad(squad, members, overwriteGroup)
|
||||
if members ~= nil then
|
||||
local group = squad.group
|
||||
for i=1,#members do
|
||||
local member = members[i]
|
||||
if (member ~= nil) and member.valid and (overwriteGroup or (not overwriteGroup and (member.unit_group == nil))) then
|
||||
member.set_command({type=defines.command.group,
|
||||
group=group,
|
||||
distraction=defines.distraction.none})
|
||||
end
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
function unitGroupUtils.convertUnitGroupToSquad(natives, unitGroup)
|
||||
local returnSquad
|
||||
if (unitGroup ~= nil) then
|
||||
local squads = natives.squads
|
||||
local addUnitGroup = true
|
||||
local i = 1
|
||||
while (i <= #squads) and addUnitGroup do
|
||||
local squad = squads[i]
|
||||
if (squad.group == unitGroup) then
|
||||
addUnitGroup = false
|
||||
returnSquad = squad
|
||||
end
|
||||
i = i + 1
|
||||
end
|
||||
if addUnitGroup then
|
||||
returnSquad = { group = unitGroup,
|
||||
status = constants.SQUAD_GUARDING,
|
||||
cycles = -1 }
|
||||
squads[#squads+1] = returnSquad
|
||||
end
|
||||
end
|
||||
|
||||
return returnSquad
|
||||
end
|
||||
|
||||
function unitGroupUtils.setSquadCommand(squad, command, state, cycles)
|
||||
local group = squad.group
|
||||
if (group ~= nil) and group.valid then
|
||||
squad.status = state
|
||||
squad.cycles = cycles
|
||||
group.set_command(command)
|
||||
-- group.start_moving()
|
||||
end
|
||||
end
|
||||
|
||||
function unitGroupUtils.regroupSquads(natives)
|
||||
local SQUAD_RETREATING = constants.SQUAD_RETREATING
|
||||
local SQUAD_GUARDING = constants.SQUAD_GUARDING
|
||||
|
||||
for i=#natives.squads,1,-1 do
|
||||
local squad = natives.squads[i]
|
||||
if (squad.group == nil) then
|
||||
table.remove(natives.squads, i)
|
||||
elseif not squad.group.valid then
|
||||
table.remove(natives.squads, i)
|
||||
elseif (#squad.group.members == 0) then
|
||||
squad.group.destroy()
|
||||
table.remove(natives.squads, i)
|
||||
elseif (squad.status == SQUAD_RETREATING) and (squad.cycles == 0) then
|
||||
squad.status = SQUAD_GUARDING
|
||||
elseif (squad.cycles > 0) then
|
||||
squad.cycles = squad.cycles - 1
|
||||
end
|
||||
end
|
||||
end
|
||||
|
||||
return unitGroupUtils
|
@ -69,6 +69,8 @@ function chunkUtils.checkChunkPassability(chunk, surface, natives)
|
||||
chunk.nS = passableNorthSouth
|
||||
end
|
||||
|
||||
local spawnCount = 0
|
||||
|
||||
function chunkUtils.scoreChunk(chunk, surface, natives)
|
||||
local x = chunk.pX
|
||||
local y = chunk.pY
|
||||
@ -80,14 +82,7 @@ function chunkUtils.scoreChunk(chunk, surface, natives)
|
||||
{x+CHUNK_SIZE, y+CHUNK_SIZE}},
|
||||
type="unit-spawner",
|
||||
force="enemy"})
|
||||
if (natives.bases[cX] == nil) then
|
||||
natives.bases[cX] = {}
|
||||
end
|
||||
local nativeX = natives.bases[cX]
|
||||
if (nativeX[cY] == nil) then
|
||||
nativeX[cY] = {}
|
||||
end
|
||||
nativeX[cY].bG = spawners
|
||||
chunk.bG = spawners
|
||||
end
|
||||
|
||||
function chunkUtils.createChunk(topX, topY)
|
||||
@ -97,7 +92,7 @@ function chunkUtils.createChunk(topX, topY)
|
||||
cX = topX * 0.03125,
|
||||
cY = topY * 0.03125
|
||||
}
|
||||
chunk[constants.BASE_PHEROMONE] = 0
|
||||
chunk[constants.ENEMY_BASE_PHEROMONE] = 0
|
||||
chunk[constants.PLAYER_PHEROMONE] = 0
|
||||
chunk[constants.DEATH_PHEROMONE] = 0
|
||||
return chunk
|
||||
|
21
tests.lua
21
tests.lua
@ -25,7 +25,26 @@ function tests.test1()
|
||||
end
|
||||
end
|
||||
|
||||
function test2()
|
||||
function tests.test2()
|
||||
local position = game.players[1].position
|
||||
|
||||
local spawners = game.surfaces[1].find_entities_filtered({type="unit-spawner"})
|
||||
for i=1, #spawners do
|
||||
local spawner = spawners[i]
|
||||
if (spawner ~= nil) and spawner.valid then
|
||||
spawner.destroy()
|
||||
end
|
||||
end
|
||||
|
||||
game.forces.enemy.kill_all_units()
|
||||
|
||||
position.x = position.x + 10
|
||||
position.y = position.y - 40
|
||||
|
||||
for i=position.x, position.x+30, 5 do
|
||||
game.surfaces[1].create_entity({name="biter-spawner",
|
||||
position={i, position.y}})
|
||||
end
|
||||
-- local playerPosition = game.players[1].position
|
||||
-- playerPosition.x = playerPosition.x + 10
|
||||
-- local turret = game.surfaces[1].create_entity({name="small-worm-turret", position=playerPosition})
|
||||
|
Loading…
x
Reference in New Issue
Block a user