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mirror of https://github.com/veden/Rampant.git synced 2025-02-03 13:11:54 +02:00

need to move settlers to two step pathfinding

This commit is contained in:
Aaron Veden 2019-10-13 22:49:52 -07:00
parent 1536f7f70c
commit b032668f74
14 changed files with 721 additions and 515 deletions

View File

@ -31,204 +31,201 @@ function upgrade.attempt(natives)
global.version = constants.VERSION_5
end
if (global.version < constants.VERSION_10) then
for _,squad in pairs(natives.squads) do
squad.frenzy = false
squad.frenzyPosition = {x=0,y=0}
squad.rabid = false
end
for _,squad in pairs(natives.squads) do
squad.frenzy = false
squad.frenzyPosition = {x=0,y=0}
squad.rabid = false
end
global.version = constants.VERSION_10
global.version = constants.VERSION_10
end
if (global.version < constants.VERSION_11) then
natives.state = constants.AI_STATE_AGGRESSIVE
natives.temperament = 0
natives.state = constants.AI_STATE_AGGRESSIVE
natives.temperament = 0
global.version = constants.VERSION_11
global.version = constants.VERSION_11
end
if (global.version < constants.VERSION_12) then
for _,squad in pairs(natives.squads) do
squad.status = constants.SQUAD_GUARDING
squad.kamikaze = false
end
for _,squad in pairs(natives.squads) do
squad.status = constants.SQUAD_GUARDING
squad.kamikaze = false
end
-- reset ai build points due to error in earning points
natives.points = 0
-- reset ai build points due to error in earning points
natives.points = 0
global.version = constants.VERSION_12
global.version = constants.VERSION_12
end
if (global.version < constants.VERSION_16) then
natives.lastShakeMessage = 0
--remove version 14 retreat limit, it has been made redundant
natives.retreats = nil
natives.lastShakeMessage = 0
--remove version 14 retreat limit, it has been made redundant
natives.retreats = nil
game.surfaces[natives.activeSurface].print("Rampant - Version 0.14.13")
global.version = constants.VERSION_16
game.surfaces[natives.activeSurface].print("Rampant - Version 0.14.13")
global.version = constants.VERSION_16
end
if (global.version < constants.VERSION_18) then
natives.safeEntities = {}
natives.safeEntityName = {}
natives.safeEntities = {}
natives.safeEntityName = {}
game.surfaces[natives.activeSurface].print("Rampant - Version 0.15.5")
global.version = constants.VERSION_18
game.surfaces[natives.activeSurface].print("Rampant - Version 0.15.5")
global.version = constants.VERSION_18
end
if (global.version < constants.VERSION_20) then
natives.aiPointsScaler = settings.global["rampant-aiPointsScaler"].value
natives.aiNocturnalMode = settings.global["rampant-permanentNocturnal"].value
natives.aiPointsScaler = settings.global["rampant-aiPointsScaler"].value
natives.aiNocturnalMode = settings.global["rampant-permanentNocturnal"].value
game.surfaces[natives.activeSurface].print("Rampant - Version 0.15.8")
global.version = constants.VERSION_20
game.surfaces[natives.activeSurface].print("Rampant - Version 0.15.8")
global.version = constants.VERSION_20
end
if (global.version < constants.VERSION_22) then
-- been made redundant
natives.rallyCries = nil
-- been made redundant
natives.rallyCries = nil
-- needs to be on inner logic tick loop interval
natives.stateTick = roundToNearest(game.tick + INTERVAL_LOGIC, INTERVAL_LOGIC)
natives.temperamentTick = roundToNearest(game.tick + INTERVAL_LOGIC, INTERVAL_LOGIC)
-- needs to be on inner logic tick loop interval
natives.stateTick = roundToNearest(game.tick + INTERVAL_LOGIC, INTERVAL_LOGIC)
natives.temperamentTick = roundToNearest(game.tick + INTERVAL_LOGIC, INTERVAL_LOGIC)
--[[
For making changes to maps that haven't had Rampant loaded and aren't starting from a brand new map
Was causing desyncs when client connected before having the below settings saved into the map 0.15.15 factorio
--]]
-- game.map_settings.path_finder.short_request_ratio = constants.PATH_FINDER_SHORT_REQUEST_RATIO
-- game.map_settings.path_finder.short_cache_size = constants.PATH_FINDER_SHORT_CACHE_SIZE
-- game.map_settings.path_finder.long_cache_size = constants.PATH_FINDER_LONG_REQUEST_RATIO
--[[
For making changes to maps that haven't had Rampant loaded and aren't starting from a brand new map
Was causing desyncs when client connected before having the below settings saved into the map 0.15.15 factorio
--]]
-- game.map_settings.path_finder.short_request_ratio = constants.PATH_FINDER_SHORT_REQUEST_RATIO
-- game.map_settings.path_finder.short_cache_size = constants.PATH_FINDER_SHORT_CACHE_SIZE
-- game.map_settings.path_finder.long_cache_size = constants.PATH_FINDER_LONG_REQUEST_RATIO
game.map_settings.unit_group.max_group_radius = constants.UNIT_GROUP_MAX_RADIUS
game.map_settings.unit_group.max_member_speedup_when_behind = constants.UNIT_GROUP_MAX_SPEED_UP
game.map_settings.unit_group.max_member_slowdown_when_ahead = constants.UNIT_GROUP_MAX_SLOWDOWN
game.map_settings.unit_group.max_group_slowdown_factor = constants.UNIT_GROUP_SLOWDOWN_FACTOR
-- game.map_settings.unit_group.max_group_radius = constants.UNIT_GROUP_MAX_RADIUS
game.surfaces[natives.activeSurface].print("Rampant - Version 0.15.10")
global.version = constants.VERSION_22
game.surfaces[natives.activeSurface].print("Rampant - Version 0.15.10")
global.version = constants.VERSION_22
end
if (global.version < constants.VERSION_23) then
-- used to precompute some values per logic cycle
natives.retreatThreshold = 0
-- natives.maxSquads = 0
natives.rallyThreshold = 0
natives.formSquadThreshold = 0
natives.attackWaveSize = 0
natives.attackWaveDeviation = 0
natives.attackWaveUpperBound = 0
natives.unitRefundAmount = 0
-- natives.attackWaveThreshold = 0
-- used to precompute some values per logic cycle
natives.retreatThreshold = 0
-- natives.maxSquads = 0
natives.rallyThreshold = 0
natives.formSquadThreshold = 0
natives.attackWaveSize = 0
natives.attackWaveDeviation = 0
natives.attackWaveUpperBound = 0
natives.unitRefundAmount = 0
-- natives.attackWaveThreshold = 0
game.map_settings.unit_group.member_disown_distance = constants.UNIT_GROUP_DISOWN_DISTANCE
game.map_settings.unit_group.tick_tolerance_when_member_arrives = constants.UNIT_GROUP_TICK_TOLERANCE
-- game.map_settings.unit_group.member_disown_distance = constants.UNIT_GROUP_DISOWN_DISTANCE
-- game.map_settings.unit_group.tick_tolerance_when_member_arrives = constants.UNIT_GROUP_TICK_TOLERANCE
-- used for breaking up how many squads are processing per logic cycle
natives.regroupIndex = 1
-- used for breaking up how many squads are processing per logic cycle
natives.regroupIndex = 1
natives.randomGenerator = game.create_random_generator(settings.startup["rampant-enemySeed"].value+1024)
natives.randomGenerator = game.create_random_generator(settings.startup["rampant-enemySeed"].value+1024)
game.surfaces[natives.activeSurface].print("Rampant - Version 0.15.11")
global.version = constants.VERSION_23
game.surfaces[natives.activeSurface].print("Rampant - Version 0.15.11")
global.version = constants.VERSION_23
end
if (global.version < constants.VERSION_25) then
game.map_settings.path_finder.min_steps_to_check_path_find_termination = constants.PATH_FINDER_MIN_STEPS_TO_CHECK_PATH
game.map_settings.path_finder.min_steps_to_check_path_find_termination = constants.PATH_FINDER_MIN_STEPS_TO_CHECK_PATH
game.surfaces[natives.activeSurface].print("Rampant - Version 0.15.15")
global.version = constants.VERSION_25
game.surfaces[natives.activeSurface].print("Rampant - Version 0.15.15")
global.version = constants.VERSION_25
end
if (global.version < constants.VERSION_26) then
game.map_settings.max_failed_behavior_count = constants.MAX_FAILED_BEHAVIORS
game.map_settings.max_failed_behavior_count = constants.MAX_FAILED_BEHAVIORS
game.surfaces[natives.activeSurface].print("Rampant - Version 0.15.16")
global.version = constants.VERSION_26
game.surfaces[natives.activeSurface].print("Rampant - Version 0.15.16")
global.version = constants.VERSION_26
end
if (global.version < constants.VERSION_27) then
game.surfaces[natives.activeSurface].print("Rampant - Version 0.15.17")
global.version = constants.VERSION_27
game.surfaces[natives.activeSurface].print("Rampant - Version 0.15.17")
global.version = constants.VERSION_27
end
if (global.version < constants.VERSION_33) then
global.world = nil
global.world = nil
game.surfaces[natives.activeSurface].print("Rampant - Version 0.15.23")
global.version = constants.VERSION_33
game.surfaces[natives.activeSurface].print("Rampant - Version 0.15.23")
global.version = constants.VERSION_33
end
if (global.version < constants.VERSION_38) then
for _,squad in pairs(natives.squads) do
squad.chunk = nil
end
for _,squad in pairs(natives.squads) do
squad.chunk = nil
end
global.regionMap = nil
global.regionMap = nil
game.surfaces[natives.activeSurface].print("Rampant - Version 0.16.3")
global.version = constants.VERSION_38
game.surfaces[natives.activeSurface].print("Rampant - Version 0.16.3")
global.version = constants.VERSION_38
end
if (global.version < constants.VERSION_41) then
natives.evolutionTableUnitSpawner = {}
natives.evolutionTableWorm = {}
natives.evolutionTableAlignment = {}
natives.bases = {}
natives.baseIndex = 1
natives.baseIncrement = 0
natives.evolutionTableUnitSpawner = {}
natives.evolutionTableWorm = {}
natives.evolutionTableAlignment = {}
natives.bases = {}
natives.baseIndex = 1
natives.baseIncrement = 0
game.surfaces[natives.activeSurface].print("Rampant - Version 0.16.6")
global.version = constants.VERSION_41
game.surfaces[natives.activeSurface].print("Rampant - Version 0.16.6")
global.version = constants.VERSION_41
end
if (global.version < constants.VERSION_44) then
natives.kamikazeThreshold = 0
natives.kamikazeThreshold = 0
game.surfaces[natives.activeSurface].print("Rampant - Version 0.16.9")
global.version = constants.VERSION_44
game.surfaces[natives.activeSurface].print("Rampant - Version 0.16.9")
global.version = constants.VERSION_44
end
if (global.version < constants.VERSION_51) then
natives.scouts = nil
natives.scouts = nil
natives.tunnels = nil
natives.baseLookup = nil
natives.baseLookup = nil
game.surfaces[natives.activeSurface].print("Rampant - Version 0.16.16")
global.version = constants.VERSION_51
game.surfaces[natives.activeSurface].print("Rampant - Version 0.16.16")
global.version = constants.VERSION_51
end
if (global.version < constants.VERSION_57) then
natives.attackWaveLowerBound = 1
natives.attackWaveLowerBound = 1
for _,squad in pairs(natives.squads) do
squad.maxDistance = 0
squad.originPosition = {
x = 0,
y = 0
}
squad.settlers = false
end
for _,squad in pairs(natives.squads) do
squad.maxDistance = 0
squad.originPosition = {
x = 0,
y = 0
}
squad.settlers = false
end
natives.expansion = game.map_settings.enemy_expansion.enabled
natives.expansionMaxDistance = game.map_settings.enemy_expansion.max_expansion_distance * CHUNK_SIZE
natives.expansionMaxDistanceDerivation = natives.expansionMaxDistance * 0.33
natives.expansionMinTime = game.map_settings.enemy_expansion.min_expansion_cooldown
natives.expansionMaxTime = game.map_settings.enemy_expansion.max_expansion_cooldown
natives.expansionMinSize = game.map_settings.enemy_expansion.settler_group_min_size
natives.expansionMaxSize = game.map_settings.enemy_expansion.settler_group_max_size
natives.expansion = game.map_settings.enemy_expansion.enabled
natives.expansionMaxDistance = game.map_settings.enemy_expansion.max_expansion_distance * CHUNK_SIZE
natives.expansionMaxDistanceDerivation = natives.expansionMaxDistance * 0.33
natives.expansionMinTime = game.map_settings.enemy_expansion.min_expansion_cooldown
natives.expansionMaxTime = game.map_settings.enemy_expansion.max_expansion_cooldown
natives.expansionMinSize = game.map_settings.enemy_expansion.settler_group_min_size
natives.expansionMaxSize = game.map_settings.enemy_expansion.settler_group_max_size
natives.settlerCooldown = 0
natives.settlerWaveDeviation = 0
natives.settlerWaveSize = 0
natives.settlerCooldown = 0
natives.settlerWaveDeviation = 0
natives.settlerWaveSize = 0
game.surfaces[natives.activeSurface].print("Rampant - Version 0.16.22")
global.version = constants.VERSION_57
game.surfaces[natives.activeSurface].print("Rampant - Version 0.16.22")
global.version = constants.VERSION_57
end
if (global.version < constants.VERSION_72) then
for _,squad in pairs(natives.squads) do
squad.status = SQUAD_GUARDING
for _,squad in pairs(natives.squads) do
squad.status = SQUAD_GUARDING
squad.cycles = 0
end
end
for _,base in pairs(natives.bases) do
base.temperament = 0
@ -242,23 +239,23 @@ function upgrade.attempt(natives)
natives.nextChunkSortTick = 0
game.surfaces[natives.activeSurface].print("Rampant - Version 0.16.37")
global.version = constants.VERSION_72
global.version = constants.VERSION_72
end
if (global.version < constants.VERSION_75) then
for _,squad in pairs(natives.squads) do
squad.attackScoreFunction = ATTACK_SCORE
end
end
game.surfaces[natives.activeSurface].print("Rampant - Version 0.16.40")
global.version = constants.VERSION_75
global.version = constants.VERSION_75
end
if (global.version < constants.VERSION_76) then
natives.drainPylons = {}
game.surfaces[natives.activeSurface].print("Rampant - Version 0.16.41")
global.version = constants.VERSION_76
global.version = constants.VERSION_76
end
if (global.version < constants.VERSION_77) then
@ -302,7 +299,7 @@ function upgrade.attempt(natives)
if (global.version < 89) then
natives.canAttackTick = 0
game.surfaces[natives.activeSurface].print("Rampant - Version 0.17.22")
global.version = 89
end
@ -313,14 +310,28 @@ function upgrade.attempt(natives)
game.surfaces[natives.activeSurface].print("Rampant - Version 0.17.28")
global.version = 95
end
if (global.version < 96) then
if (global.version < 99) then
game.map_settings.unit_group.min_group_radius = constants.UNIT_GROUP_MAX_RADIUS * 0.5
game.map_settings.unit_group.max_group_radius = constants.UNIT_GROUP_MAX_RADIUS
game.map_settings.unit_group.member_disown_distance = constants.UNIT_GROUP_DISOWN_DISTANCE
game.map_settings.unit_group.tick_tolerance_when_member_arrives = constants.UNIT_GROUP_TICK_TOLERANCE
game.map_settings.unit_group.max_member_speedup_when_behind = constants.UNIT_GROUP_MAX_SPEED_UP
game.map_settings.unit_group.max_member_slowdown_when_ahead = constants.UNIT_GROUP_MAX_SLOWDOWN
game.map_settings.unit_group.max_group_slowdown_factor = constants.UNIT_GROUP_SLOWDOWN_FACTOR
for i=#natives.squads,1,-1 do
natives.squads[i].penalties = {}
if not natives.squads[i].chunk then
natives.squads[i].chunk = SENTINEL_IMPASSABLE_CHUNK
end
end
game.surfaces[natives.activeSurface].print("Rampant - Version 0.17.29")
global.version = 96
global.version = 99
end
return starting ~= global.version, natives
@ -329,8 +340,8 @@ end
function upgrade.compareTable(entities, option, new)
local changed = false
if (entities[option] ~= new) then
entities[option] = new
changed = true
entities[option] = new
changed = true
end
return changed, new
end

View File

@ -1,3 +1,12 @@
---------------------------------------------------------------------------------------------------
Version: 0.17.29
Date: 10. 13. 2019
Improvements:
- Pathfinding now looks two steps ahead and using the compound command
- Squad formation now has a gathering delay to allow all members to make the initial group
Bugfixes:
- Fixed old savegames penalties having nil chunk index
---------------------------------------------------------------------------------------------------
Version: 0.17.28
Date: 8. 17. 2019

View File

@ -56,6 +56,8 @@ local DEFINES_COMMAND_FLEE = defines.command.flee
local DEFINES_COMMAND_STOP = defines.command.stop
local DEFINES_COMPOUND_COMMAND_RETURN_LAST = defines.compound_command.return_last
local DEFINES_COMPOUND_COMMAND_AND = defines.compound_command.logical_and
local DEFINES_COMPOUND_COMMAND_OR = defines.compound_command.logical_or
local CHUNK_SIZE = constants.CHUNK_SIZE
@ -240,6 +242,10 @@ local function rebuildMap()
x=0,
y=0
}
map.position2 = {
x=0,
y=0
}
map.scentStaging = {}
@ -307,15 +313,30 @@ local function rebuildMap()
map.attackCommand = {
type = DEFINES_COMMAND_ATTACK_AREA,
destination = map.position,
radius = CHUNK_SIZE,
radius = CHUNK_SIZE * 1.5,
distraction = DEFINES_DISTRACTION_BY_ANYTHING
}
map.attack2Command = {
type = DEFINES_COMMAND_ATTACK_AREA,
destination = map.position2,
radius = CHUNK_SIZE * 1.5,
distraction = DEFINES_DISTRACTION_BY_ANYTHING
}
map.moveCommand = {
type = DEFINES_COMMAND_GO_TO_LOCATION,
destination = map.position,
radius = 6,
pathfind_flags = { prefer_straight_paths = true },
radius = 1,
pathfind_flags = { prefer_straight_paths = true, cache = true },
distraction = DEFINES_DISTRACTION_BY_ENEMY
}
map.move2Command = {
type = DEFINES_COMMAND_GO_TO_LOCATION,
destination = map.position2,
radius = 1,
pathfind_flags = { prefer_straight_paths = true, cache = true },
distraction = DEFINES_DISTRACTION_BY_ENEMY
}
@ -346,6 +367,33 @@ local function rebuildMap()
}
}
map.compoundMoveMoveCommand = {
type = DEFINES_COMMMAD_COMPOUND,
structure_type = DEFINES_COMPOUND_COMMAND_RETURN_LAST,
commands = {
map.moveCommand,
map.move2Command
}
}
map.compoundMoveAttackCommand = {
type = DEFINES_COMMMAD_COMPOUND,
structure_type = DEFINES_COMPOUND_COMMAND_RETURN_LAST,
commands = {
map.moveCommand,
map.attack2Command
}
}
map.compoundAttackAttackCommand = {
type = DEFINES_COMMMAD_COMPOUND,
structure_type = DEFINES_COMPOUND_COMMAND_RETURN_LAST,
commands = {
map.attackCommand,
map.attack2Command
}
}
map.retreatCommand = {
type = DEFINES_COMMAND_GROUP,
group = nil,
@ -856,6 +904,25 @@ local function onInit()
hookEvents()
end
local function onCommandDebugger(event)
for i=1,#natives.squads do
if (natives.squads[i].group.valid) and (natives.squads[i].group.group_number == event.unit_number) then
local msg
if (event.result == defines.behavior_result.in_progress) then
msg = "progress"
elseif (event.result == defines.behavior_result.fail) then
msg = "fail"
elseif (event.result == defines.behavior_result.success) then
msg = "success"
elseif (event.result == defines.behavior_result.deleted) then
msg = "deleted"
end
print(msg, event.unit_number)
return
end
end
end
local function onForceCreated(event)
map.activePlayerForces[#map.activePlayerForces+1] = event.force.name
end
@ -894,6 +961,8 @@ script.on_event({defines.events.on_built_entity,
defines.events.on_robot_built_entity,
defines.events.script_raised_built}, onBuild)
-- script.on_event(defines.events.on_ai_command_completed, onCommandDebugger)
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)

View File

@ -79,40 +79,40 @@ end
if settings.startup["rampant-enableSwarm"].value then
for k, unit in pairs(data.raw["unit"]) do
if (string.find(k, "biter") or string.find(k, "spitter")) and unit.collision_box then
unit.collision_box = {
{unit.collision_box[1][1] * 0.20, unit.collision_box[1][2] * 0.20},
{unit.collision_box[2][1] * 0.20, unit.collision_box[2][2] * 0.20}
}
-- if unit.collision_mask == nil then
-- unit.collision_mask = {"player-layer", "train-layer", "not-colliding-with-itself"}
-- else
-- unit.collision_mask[#unit.collision_mask+1] = "not-colliding-with-itself"
-- end
if (string.find(k, "biter") or string.find(k, "spitter")) and unit.collision_box then
unit.collision_box = {
{unit.collision_box[1][1] * 0.20, unit.collision_box[1][2] * 0.20},
{unit.collision_box[2][1] * 0.20, unit.collision_box[2][2] * 0.20}
}
if unit.collision_mask == nil then
unit.collision_mask = {"player-layer", "train-layer", "not-colliding-with-itself"}
else
unit.collision_mask[#unit.collision_mask+1] = "not-colliding-with-itself"
end
unit.ai_settings = { destroy_when_commands_fail = false, allow_try_return_to_spawner = false, path_resolution_modifier = -8, do_seperation = false }
end
end
end
end
if settings.startup["rampant-enableShrinkNestsAndWorms"].value then
for k, unit in pairs(data.raw["unit-spawner"]) do
if (string.find(k, "biter") or string.find(k, "spitter")) and unit.collision_box then
unit.collision_mask = {"player-layer", "train-layer", "not-colliding-with-itself"}
unit.collision_box = {
{unit.collision_box[1][1] * 0.50, unit.collision_box[1][2] * 0.50},
{unit.collision_box[2][1] * 0.50, unit.collision_box[2][2] * 0.50}
}
end
if (string.find(k, "biter") or string.find(k, "spitter")) and unit.collision_box then
-- unit.collision_mask = {"player-layer", "train-layer"}
unit.collision_box = {
{unit.collision_box[1][1] * 0.50, unit.collision_box[1][2] * 0.50},
{unit.collision_box[2][1] * 0.50, unit.collision_box[2][2] * 0.50}
}
end
end
for k, unit in pairs(data.raw["turret"]) do
if string.find(k, "worm") and unit.collision_box then
unit.collision_box = {
{unit.collision_box[1][1] * 0.50, unit.collision_box[1][2] * 0.50},
{unit.collision_box[2][1] * 0.50, unit.collision_box[2][2] * 0.50}
}
end
if string.find(k, "worm") and unit.collision_box then
unit.collision_box = {
{unit.collision_box[1][1] * 0.50, unit.collision_box[1][2] * 0.50},
{unit.collision_box[2][1] * 0.50, unit.collision_box[2][2] * 0.50}
}
end
end
end

View File

@ -122,21 +122,21 @@ end
function aiAttackWave.rallyUnits(chunk, map, surface, natives, tick)
if ((tick - getRallyTick(map, chunk) > INTERVAL_RALLY) and (natives.points >= AI_VENGENCE_SQUAD_COST)) then
setRallyTick(map, chunk, tick)
local cX = chunk.x
local cY = chunk.y
for x=cX - RALLY_CRY_DISTANCE, cX + RALLY_CRY_DISTANCE, 32 do
for y=cY - RALLY_CRY_DISTANCE, cY + RALLY_CRY_DISTANCE, 32 do
if (x ~= cX) and (y ~= cY) then
local rallyChunk = getChunkByXY(map, x, y)
if (rallyChunk ~= SENTINEL_IMPASSABLE_CHUNK) and (getNestCount(map, rallyChunk) > 0) then
if not aiAttackWave.formVengenceSquad(map, surface, natives, rallyChunk) then
return
end
end
end
end
end
setRallyTick(map, chunk, tick)
local cX = chunk.x
local cY = chunk.y
for x=cX - RALLY_CRY_DISTANCE, cX + RALLY_CRY_DISTANCE, 32 do
for y=cY - RALLY_CRY_DISTANCE, cY + RALLY_CRY_DISTANCE, 32 do
if (x ~= cX) and (y ~= cY) then
local rallyChunk = getChunkByXY(map, x, y)
if (rallyChunk ~= SENTINEL_IMPASSABLE_CHUNK) and (getNestCount(map, rallyChunk) > 0) then
if not aiAttackWave.formVengenceSquad(map, surface, natives, rallyChunk) then
return
end
end
end
end
end
end
end
@ -144,14 +144,14 @@ local function noNearbySettlers(map, chunk, tick)
local cX = chunk.x
local cY = chunk.y
for x=cX - SETTLER_DISTANCE, cX + SETTLER_DISTANCE, 32 do
for y=cY - SETTLER_DISTANCE, cY + SETTLER_DISTANCE, 32 do
if (x ~= cX) and (y ~= cY) then
local c = getChunkByXY(map, x, y)
if (c ~= SENTINEL_IMPASSABLE_CHUNK) and ((tick - getChunkSettlerTick(map, c)) < 0) then
return false
end
end
end
for y=cY - SETTLER_DISTANCE, cY + SETTLER_DISTANCE, 32 do
if (x ~= cX) and (y ~= cY) then
local c = getChunkByXY(map, x, y)
if (c ~= SENTINEL_IMPASSABLE_CHUNK) and ((tick - getChunkSettlerTick(map, c)) < 0) then
return false
end
end
end
end
return true
end
@ -173,31 +173,31 @@ function aiAttackWave.formSettlers(map, surface, natives, chunk, tick)
map)
end
if (squadPath ~= SENTINEL_IMPASSABLE_CHUNK) and noNearbySettlers(map, chunk, tick) then
local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
positionFromDirectionAndChunk(squadDirection,
chunk,
map.position,
0.98),
CHUNK_SIZE,
4,
if (squadPath ~= SENTINEL_IMPASSABLE_CHUNK) and noNearbySettlers(map, chunk, tick) then
local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
positionFromDirectionAndChunk(squadDirection,
chunk,
map.position,
0.98),
CHUNK_SIZE,
4,
true)
if squadPosition then
local squad = createSquad(squadPosition, surface, nil, true)
if squadPosition then
local squad = createSquad(squadPosition, surface, nil, true)
squad.maxDistance = gaussianRandomRange(natives.expansionMaxDistance * 0.5,
natives.expansionMaxDistanceDerivation,
10,
natives.expansionMaxDistance)
squad.maxDistance = gaussianRandomRange(natives.expansionMaxDistance * 0.5,
natives.expansionMaxDistanceDerivation,
10,
natives.expansionMaxDistance)
local scaledWaveSize = settlerWaveScaling(natives)
local scaledWaveSize = settlerWaveScaling(natives)
map.formGroupCommand.group = squad.group
map.formCommand.unit_count = scaledWaveSize
local foundUnits = surface.set_multi_command(map.formCommand)
if (foundUnits > 0) then
setChunkSettlerTick(map, squadPath, tick + natives.settlerCooldown)
local foundUnits = surface.set_multi_command(map.formCommand)
if (foundUnits > 0) then
setChunkSettlerTick(map, squadPath, tick + natives.settlerCooldown)
natives.pendingAttack[#natives.pendingAttack+1] = squad
natives.points = natives.points - AI_SETTLER_COST
natives.points = natives.points - AI_SETTLER_COST
else
if (squad.group.valid) then
squad.group.destroy()
@ -214,38 +214,38 @@ function aiAttackWave.formVengenceSquad(map, surface, natives, chunk)
if (mRandom() < natives.formSquadThreshold) and (#natives.squads < AI_MAX_SQUAD_COUNT)
then
local squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
validUnitGroupLocation,
scoreUnitGroupLocation,
map)
if (squadPath ~= SENTINEL_IMPASSABLE_CHUNK) then
local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
positionFromDirectionAndChunk(squadDirection,
chunk,
map.position,
0.98),
CHUNK_SIZE,
4,
local squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
validUnitGroupLocation,
scoreUnitGroupLocation,
map)
if (squadPath ~= SENTINEL_IMPASSABLE_CHUNK) then
local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
positionFromDirectionAndChunk(squadDirection,
chunk,
map.position,
0.98),
CHUNK_SIZE,
4,
true)
if squadPosition then
local squad = createSquad(squadPosition, surface)
if squadPosition then
local squad = createSquad(squadPosition, surface)
squad.rabid = mRandom() < 0.03
squad.rabid = mRandom() < 0.03
local scaledWaveSize = attackWaveScaling(natives)
local scaledWaveSize = attackWaveScaling(natives)
map.formGroupCommand.group = squad.group
map.formCommand.unit_count = scaledWaveSize
local foundUnits = surface.set_multi_command(map.formCommand)
if (foundUnits > 0) then
local foundUnits = surface.set_multi_command(map.formCommand)
if (foundUnits > 0) then
natives.pendingAttack[#natives.pendingAttack+1] = squad
natives.points = natives.points - AI_VENGENCE_SQUAD_COST
natives.points = natives.points - AI_VENGENCE_SQUAD_COST
else
if (squad.group.valid) then
squad.group.destroy()
end
end
end
end
end
end
end
end
return (natives.points - AI_VENGENCE_SQUAD_COST) > 0
@ -256,31 +256,31 @@ function aiAttackWave.formSquads(map, surface, natives, chunk, tick)
(mRandom() < natives.formSquadThreshold) and
(#natives.squads < AI_MAX_SQUAD_COUNT)
then
local squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
validUnitGroupLocation,
scoreUnitGroupLocation,
map)
if (squadPath ~= SENTINEL_IMPASSABLE_CHUNK) then
local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
positionFromDirectionAndChunk(squadDirection,
chunk,
map.position,
0.98),
CHUNK_SIZE,
4,
local squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
validUnitGroupLocation,
scoreUnitGroupLocation,
map)
if (squadPath ~= SENTINEL_IMPASSABLE_CHUNK) then
local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
positionFromDirectionAndChunk(squadDirection,
chunk,
map.position,
0.98),
CHUNK_SIZE,
4,
true)
if squadPosition then
local squad = createSquad(squadPosition, surface)
if squadPosition then
local squad = createSquad(squadPosition, surface)
squad.rabid = mRandom() < 0.03
squad.rabid = mRandom() < 0.03
local scaledWaveSize = attackWaveScaling(natives)
local scaledWaveSize = attackWaveScaling(natives)
map.formGroupCommand.group = squad.group
map.formCommand.unit_count = scaledWaveSize
local foundUnits = surface.set_multi_command(map.formCommand)
if (foundUnits > 0) then
local foundUnits = surface.set_multi_command(map.formCommand)
if (foundUnits > 0) then
natives.pendingAttack[#natives.pendingAttack+1] = squad
natives.points = natives.points - AI_SQUAD_COST
natives.points = natives.points - AI_SQUAD_COST
if tick and (natives.state == AI_STATE_AGGRESSIVE) then
natives.canAttackTick = randomTickEvent(tick,
AGGRESSIVE_CAN_ATTACK_WAIT_MIN_DURATION,
@ -291,7 +291,7 @@ function aiAttackWave.formSquads(map, surface, natives, chunk, tick)
if (squad.group.valid) then
squad.group.destroy()
end
end
end
end
end
end

View File

@ -24,17 +24,17 @@ end
function chunkPropertyUtils.setWormCount(map, chunk, count)
if (count <= 0) then
map.chunkToWorms[chunk] = nil
map.chunkToWorms[chunk] = nil
else
map.chunkToWorms[chunk] = count
map.chunkToWorms[chunk] = count
end
end
function chunkPropertyUtils.setNestCount(map, chunk, count)
if (count <= 0) then
map.chunkToNests[chunk] = nil
map.chunkToNests[chunk] = nil
else
map.chunkToNests[chunk] = count
map.chunkToNests[chunk] = count
end
end
@ -44,9 +44,9 @@ end
function chunkPropertyUtils.setChunkSettlerTick(map, chunk, tick)
if (tick <= 0) then
map.chunkToSettler[chunk] = nil
map.chunkToSettler[chunk] = nil
else
map.chunkToSettler[chunk] = tick
map.chunkToSettler[chunk] = tick
end
end
@ -88,9 +88,9 @@ end
function chunkPropertyUtils.setResourceGenerator(map, chunk, resourceGenerator)
if (resourceGenerator <= 0) then
map.chunkToResource[chunk] = nil
map.chunkToResource[chunk] = nil
else
map.chunkToResource[chunk] = resourceGenerator
map.chunkToResource[chunk] = resourceGenerator
end
end
@ -137,9 +137,9 @@ end
function chunkPropertyUtils.setPassable(map, chunk, value)
if (value == CHUNK_ALL_DIRECTIONS) then
map.chunkToPassable[chunk] = nil
map.chunkToPassable[chunk] = nil
else
map.chunkToPassable[chunk] = value
map.chunkToPassable[chunk] = value
end
end
@ -149,9 +149,9 @@ end
function chunkPropertyUtils.setPathRating(map, chunk, value)
if (value == 1) then
map.chunkToPathRating[chunk] = nil
map.chunkToPathRating[chunk] = nil
else
map.chunkToPathRating[chunk] = value
map.chunkToPathRating[chunk] = value
end
end
@ -162,13 +162,13 @@ end
function chunkPropertyUtils.decayDeathGenerator(map, chunk)
local gen = map.chunkToDeathGenerator[chunk]
if gen and (gen > 0) then
gen = gen * MOVEMENT_GENERATOR_PERSISTANCE
gen = gen * MOVEMENT_GENERATOR_PERSISTANCE
if (gen >= -2) and (gen <= 2) then
map.chunkToDeathGenerator[chunk] = nil
else
map.chunkToDeathGenerator[chunk] = gen
end
if (gen >= -2) and (gen <= 2) then
map.chunkToDeathGenerator[chunk] = nil
else
map.chunkToDeathGenerator[chunk] = gen
end
end
end
@ -180,7 +180,7 @@ function chunkPropertyUtils.addSquadToChunk(map, chunk, squad)
local chunkToSquad = map.chunkToSquad
if squad.chunk ~= chunk then
chunkPropertyUtils.removeSquadFromChunk(map, squad)
chunkPropertyUtils.removeSquadFromChunk(map, squad)
local squads = chunkToSquad[chunk]
if not squads then
squads = {}
@ -196,17 +196,17 @@ function chunkPropertyUtils.removeSquadFromChunk(map, squad)
local chunkToSquad = map.chunkToSquad
local chunk = squad.chunk
if chunk then
local squads = chunkToSquad[chunk]
if squads then
for i=#squads,1,-1 do
local squads = chunkToSquad[chunk]
if squads then
for i=#squads,1,-1 do
if (squads[i] == squad) then
tRemove(squads, i)
end
end
if (#squads == 0) then
chunkToSquad[chunk] = nil
end
end
end
if (#squads == 0) then
chunkToSquad[chunk] = nil
end
end
end
end
@ -216,9 +216,9 @@ end
function chunkPropertyUtils.setPlayerBaseGenerator(map, chunk, playerGenerator)
if (playerGenerator <= 0) then
map.chunkToPlayerBase[chunk] = nil
map.chunkToPlayerBase[chunk] = nil
else
map.chunkToPlayerBase[chunk] = playerGenerator
map.chunkToPlayerBase[chunk] = playerGenerator
end
end

View File

@ -13,6 +13,7 @@ local chunkPropertyUtils = require("ChunkPropertyUtils")
-- constants
local CHUNK_SIZE_DIVIDER = constants.CHUNK_SIZE_DIVIDER
local DEFINES_WIRE_TYPE_RED = defines.wire_type.red
local DEFINES_WIRE_TYPE_GREEN = defines.wire_type.green
@ -134,36 +135,36 @@ local function scanPaths(chunk, surface, map)
bottomPosition[2] = y + 32
for xi=x, x + 32 do
topPosition[1] = xi
topPosition[1] = xi
bottomPosition[1] = xi + 1
if (count_entities_filtered(filteredEntitiesCliffQuery) == 0) and
if (count_entities_filtered(filteredEntitiesCliffQuery) == 0) and
(count_tiles_filtered(filteredTilesPathQuery) == 0)
then
passableNorthSouth = true
break
end
passableNorthSouth = true
break
end
end
topPosition[1] = x
bottomPosition[1] = x + 32
for yi=y, y + 32 do
topPosition[2] = yi
topPosition[2] = yi
bottomPosition[2] = yi + 1
if (count_entities_filtered(filteredEntitiesCliffQuery) == 0) and
if (count_entities_filtered(filteredEntitiesCliffQuery) == 0) and
(count_tiles_filtered(filteredTilesPathQuery) == 0)
then
passableEastWest = true
break
end
passableEastWest = true
break
end
end
if passableEastWest and passableNorthSouth then
pass = CHUNK_ALL_DIRECTIONS
pass = CHUNK_ALL_DIRECTIONS
elseif passableEastWest then
pass = CHUNK_EAST_WEST
pass = CHUNK_EAST_WEST
elseif passableNorthSouth then
pass = CHUNK_NORTH_SOUTH
pass = CHUNK_NORTH_SOUTH
end
return pass
end
@ -181,15 +182,15 @@ function chunkUtils.initialScan(chunk, natives, surface, map, tick, evolutionFac
local passScore = 1 - (surface.count_tiles_filtered(map.filteredTilesQuery) * 0.0009765625)
if (passScore >= CHUNK_PASS_THRESHOLD) then
local pass = scanPaths(chunk, surface, map)
local pass = scanPaths(chunk, surface, map)
local playerObjects = scorePlayerBuildings(surface, map)
local playerObjects = scorePlayerBuildings(surface, map)
local nests = surface.find_entities_filtered(map.filteredEntitiesUnitSpawnereQuery)
if ((playerObjects > 0) or (#nests > 0)) and (pass == CHUNK_IMPASSABLE) then
pass = CHUNK_ALL_DIRECTIONS
end
if ((playerObjects > 0) or (#nests > 0)) and (pass == CHUNK_IMPASSABLE) then
pass = CHUNK_ALL_DIRECTIONS
end
if (pass ~= CHUNK_IMPASSABLE) then
local worms = surface.find_entities_filtered(map.filteredEntitiesWormQuery)
@ -270,20 +271,20 @@ function chunkUtils.chunkPassScan(chunk, surface, map)
local passScore = 1 - (surface.count_tiles_filtered(map.filteredTilesQuery) * 0.0009765625)
if (passScore >= CHUNK_PASS_THRESHOLD) then
local pass = scanPaths(chunk, surface, map)
local pass = scanPaths(chunk, surface, map)
local playerObjects = getPlayerBaseGenerator(map, chunk)
local playerObjects = getPlayerBaseGenerator(map, chunk)
local nests = getNestCount(map, chunk)
local nests = getNestCount(map, chunk)
if ((playerObjects > 0) or (nests > 0)) and (pass == CHUNK_IMPASSABLE) then
pass = CHUNK_ALL_DIRECTIONS
end
if ((playerObjects > 0) or (nests > 0)) and (pass == CHUNK_IMPASSABLE) then
pass = CHUNK_ALL_DIRECTIONS
end
setPassable(map, chunk, pass)
setPathRating(map, chunk, passScore)
setPassable(map, chunk, pass)
setPathRating(map, chunk, passScore)
return chunk
return chunk
end
return SENTINEL_IMPASSABLE_CHUNK
@ -313,8 +314,8 @@ end
function chunkUtils.createChunk(topX, topY)
local chunk = {
x = topX,
y = topY
x = topX,
y = topY
}
chunk[MOVEMENT_PHEROMONE] = 0
chunk[BASE_PHEROMONE] = 0
@ -327,10 +328,12 @@ end
function chunkUtils.colorChunk(x, y, tileType, surface)
local tiles = {}
for xi=x+5, x + 27 do
for yi=y+5, y + 27 do
tiles[#tiles+1] = {name=tileType, position={xi, yi}}
end
local lx = math.floor(x * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
local ly = math.floor(y * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
for xi=lx+5, lx + 27 do
for yi=ly+5, ly + 27 do
tiles[#tiles+1] = {name=tileType, position={xi, yi}}
end
end
surface.set_tiles(tiles, false)
end
@ -338,7 +341,7 @@ end
function chunkUtils.registerEnemyBaseStructure(map, entity, base)
local entityType = entity.type
if ((entityType == "unit-spawner") or (entityType == "turret")) and (entity.force.name == "enemy") then
local overlapArray = getEntityOverlapChunks(map, entity)
local overlapArray = getEntityOverlapChunks(map, entity)
local lookup
if (entityType == "unit-spawner") then
@ -362,7 +365,7 @@ end
function chunkUtils.unregisterEnemyBaseStructure(map, entity)
local entityType = entity.type
if ((entityType == "unit-spawner") or (entityType == "turret")) and (entity.force.name == "enemy") then
local overlapArray = getEntityOverlapChunks(map, entity)
local overlapArray = getEntityOverlapChunks(map, entity)
local mainLookup
local secondaryLookup
@ -399,7 +402,7 @@ function chunkUtils.unregisterEnemyBaseStructure(map, entity)
end
function chunkUtils.accountPlayerEntity(map, entity, natives, addObject, creditNatives)
if (BUILDING_PHEROMONES[entity.type] ~= nil) and (entity.force.name ~= "enemy") then
local entityValue = BUILDING_PHEROMONES[entity.type]

View File

@ -475,15 +475,15 @@ constants.PATH_FINDER_SHORT_CACHE_SIZE = 25
constants.PATH_FINDER_LONG_REQUEST_RATIO = 5
constants.PATH_FINDER_MIN_STEPS_TO_CHECK_PATH = 1000
constants.MAX_FAILED_BEHAVIORS = 10
constants.MAX_FAILED_BEHAVIORS = 100
constants.UNIT_GROUP_DISOWN_DISTANCE = 10
constants.UNIT_GROUP_TICK_TOLERANCE = 360
constants.UNIT_GROUP_DISOWN_DISTANCE = 100
constants.UNIT_GROUP_TICK_TOLERANCE = 3600000
constants.UNIT_GROUP_MAX_RADIUS = 20
constants.UNIT_GROUP_MAX_SPEED_UP = 1.1
constants.UNIT_GROUP_MAX_RADIUS = 25
constants.UNIT_GROUP_MAX_SPEED_UP = 2
constants.UNIT_GROUP_MAX_SLOWDOWN = 1.0
constants.UNIT_GROUP_SLOWDOWN_FACTOR = 0.9
constants.UNIT_GROUP_SLOWDOWN_FACTOR = 1.0
-- sentinels

View File

@ -41,7 +41,7 @@ end
function mapUtils.getChunkByPosition(map, position)
local chunkX = map[mFloor(position.x * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE]
if chunkX then
local chunkY = mFloor(position.y * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
local chunkY = mFloor(position.y * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
return chunkX[chunkY] or SENTINEL_IMPASSABLE_CHUNK
end
return SENTINEL_IMPASSABLE_CHUNK
@ -50,7 +50,7 @@ end
function mapUtils.getChunkByUnalignedXY(map, x, y)
local chunkX = map[mFloor(x * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE]
if chunkX then
local chunkY = mFloor(y * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
local chunkY = mFloor(y * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
return chunkX[chunkY] or SENTINEL_IMPASSABLE_CHUNK
end
return SENTINEL_IMPASSABLE_CHUNK
@ -79,9 +79,9 @@ function mapUtils.getNeighborChunks(map, x, y)
neighbors[4] = xChunks[y] or SENTINEL_IMPASSABLE_CHUNK
neighbors[6] = xChunks[chunkYRow3] or SENTINEL_IMPASSABLE_CHUNK
else
neighbors[1] = SENTINEL_IMPASSABLE_CHUNK
neighbors[4] = SENTINEL_IMPASSABLE_CHUNK
neighbors[6] = SENTINEL_IMPASSABLE_CHUNK
neighbors[1] = SENTINEL_IMPASSABLE_CHUNK
neighbors[4] = SENTINEL_IMPASSABLE_CHUNK
neighbors[6] = SENTINEL_IMPASSABLE_CHUNK
end
xChunks = map[x+CHUNK_SIZE]
@ -90,9 +90,9 @@ function mapUtils.getNeighborChunks(map, x, y)
neighbors[5] = xChunks[y] or SENTINEL_IMPASSABLE_CHUNK
neighbors[8] = xChunks[chunkYRow3] or SENTINEL_IMPASSABLE_CHUNK
else
neighbors[3] = SENTINEL_IMPASSABLE_CHUNK
neighbors[5] = SENTINEL_IMPASSABLE_CHUNK
neighbors[8] = SENTINEL_IMPASSABLE_CHUNK
neighbors[3] = SENTINEL_IMPASSABLE_CHUNK
neighbors[5] = SENTINEL_IMPASSABLE_CHUNK
neighbors[8] = SENTINEL_IMPASSABLE_CHUNK
end
xChunks = map[x]
@ -100,8 +100,8 @@ function mapUtils.getNeighborChunks(map, x, y)
neighbors[2] = xChunks[chunkYRow1] or SENTINEL_IMPASSABLE_CHUNK
neighbors[7] = xChunks[chunkYRow3] or SENTINEL_IMPASSABLE_CHUNK
else
neighbors[2] = SENTINEL_IMPASSABLE_CHUNK
neighbors[7] = SENTINEL_IMPASSABLE_CHUNK
neighbors[2] = SENTINEL_IMPASSABLE_CHUNK
neighbors[7] = SENTINEL_IMPASSABLE_CHUNK
end
return neighbors
end
@ -120,27 +120,27 @@ function mapUtils.canMoveChunkDirection(map, direction, startChunk, endChunk)
local endPassable = getPassable(map, endChunk)
-- print(direction, startPassable, endPassable)
if (startPassable == CHUNK_ALL_DIRECTIONS) then
if ((direction == 1) or (direction == 3) or (direction == 6) or (direction == 8)) then
canMove = (endPassable == CHUNK_ALL_DIRECTIONS)
elseif (direction == 2) or (direction == 7) then
canMove = ((endPassable == CHUNK_NORTH_SOUTH) or (endPassable == CHUNK_ALL_DIRECTIONS))
elseif (direction == 4) or (direction == 5) then
canMove = ((endPassable == CHUNK_EAST_WEST) or (endPassable == CHUNK_ALL_DIRECTIONS))
end
if ((direction == 1) or (direction == 3) or (direction == 6) or (direction == 8)) then
canMove = (endPassable == CHUNK_ALL_DIRECTIONS)
elseif (direction == 2) or (direction == 7) then
canMove = ((endPassable == CHUNK_NORTH_SOUTH) or (endPassable == CHUNK_ALL_DIRECTIONS))
elseif (direction == 4) or (direction == 5) then
canMove = ((endPassable == CHUNK_EAST_WEST) or (endPassable == CHUNK_ALL_DIRECTIONS))
end
elseif (startPassable == CHUNK_NORTH_SOUTH) then
if ((direction == 1) or (direction == 3) or (direction == 6) or (direction == 8)) then
canMove = (endPassable == CHUNK_ALL_DIRECTIONS)
elseif (direction == 2) or (direction == 7) then
canMove = ((endPassable == CHUNK_NORTH_SOUTH) or (endPassable == CHUNK_ALL_DIRECTIONS))
end
if ((direction == 1) or (direction == 3) or (direction == 6) or (direction == 8)) then
canMove = (endPassable == CHUNK_ALL_DIRECTIONS)
elseif (direction == 2) or (direction == 7) then
canMove = ((endPassable == CHUNK_NORTH_SOUTH) or (endPassable == CHUNK_ALL_DIRECTIONS))
end
elseif (startPassable == CHUNK_EAST_WEST) then
if ((direction == 1) or (direction == 3) or (direction == 6) or (direction == 8)) then
canMove = (endPassable == CHUNK_ALL_DIRECTIONS)
elseif (direction == 4) or (direction == 5) then
canMove = ((endPassable == CHUNK_EAST_WEST) or (endPassable == CHUNK_ALL_DIRECTIONS))
end
if ((direction == 1) or (direction == 3) or (direction == 6) or (direction == 8)) then
canMove = (endPassable == CHUNK_ALL_DIRECTIONS)
elseif (direction == 4) or (direction == 5) then
canMove = ((endPassable == CHUNK_EAST_WEST) or (endPassable == CHUNK_ALL_DIRECTIONS))
end
else
canMove = (endPassable ~= CHUNK_IMPASSABLE)
canMove = (endPassable ~= CHUNK_IMPASSABLE)
end
return canMove
end
@ -149,57 +149,87 @@ function mapUtils.getCardinalChunks(map, x, y)
local neighbors = map.cardinalNeighbors
local xChunks = map[x]
if xChunks then
neighbors[1] = xChunks[y-CHUNK_SIZE] or SENTINEL_IMPASSABLE_CHUNK
neighbors[4] = xChunks[y+CHUNK_SIZE] or SENTINEL_IMPASSABLE_CHUNK
neighbors[1] = xChunks[y-CHUNK_SIZE] or SENTINEL_IMPASSABLE_CHUNK
neighbors[4] = xChunks[y+CHUNK_SIZE] or SENTINEL_IMPASSABLE_CHUNK
else
neighbors[1] = SENTINEL_IMPASSABLE_CHUNK
neighbors[4] = SENTINEL_IMPASSABLE_CHUNK
neighbors[1] = SENTINEL_IMPASSABLE_CHUNK
neighbors[4] = SENTINEL_IMPASSABLE_CHUNK
end
xChunks = map[x-CHUNK_SIZE]
if xChunks then
neighbors[2] = xChunks[y] or SENTINEL_IMPASSABLE_CHUNK
neighbors[2] = xChunks[y] or SENTINEL_IMPASSABLE_CHUNK
else
neighbors[2] = SENTINEL_IMPASSABLE_CHUNK
neighbors[2] = SENTINEL_IMPASSABLE_CHUNK
end
xChunks = map[x+CHUNK_SIZE]
if xChunks then
neighbors[3] = xChunks[y] or SENTINEL_IMPASSABLE_CHUNK
neighbors[3] = xChunks[y] or SENTINEL_IMPASSABLE_CHUNK
else
neighbors[3] = SENTINEL_IMPASSABLE_CHUNK
neighbors[3] = SENTINEL_IMPASSABLE_CHUNK
end
return neighbors
end
function mapUtils.positionFromDirectionAndChunk(direction, startPosition, endPosition, scaling)
if (direction == 1) then
endPosition.x = startPosition.x - CHUNK_SIZE * (scaling - 0.1)
endPosition.y = startPosition.y - CHUNK_SIZE * (scaling - 0.1)
endPosition.x = startPosition.x - CHUNK_SIZE * (scaling - 0.1)
endPosition.y = startPosition.y - CHUNK_SIZE * (scaling - 0.1)
elseif (direction == 2) then
endPosition.x = startPosition.x
endPosition.y = startPosition.y - CHUNK_SIZE * (scaling + 0.25)
endPosition.x = startPosition.x
endPosition.y = startPosition.y - CHUNK_SIZE * (scaling + 0.25)
elseif (direction == 3) then
endPosition.x = startPosition.x + CHUNK_SIZE * (scaling - 0.1)
endPosition.y = startPosition.y - CHUNK_SIZE * (scaling - 0.1)
endPosition.x = startPosition.x + CHUNK_SIZE * (scaling - 0.1)
endPosition.y = startPosition.y - CHUNK_SIZE * (scaling - 0.1)
elseif (direction == 4) then
endPosition.x = startPosition.x - CHUNK_SIZE * (scaling + 0.25)
endPosition.y = startPosition.y
endPosition.x = startPosition.x - CHUNK_SIZE * (scaling + 0.25)
endPosition.y = startPosition.y
elseif (direction == 5) then
endPosition.x = startPosition.x + CHUNK_SIZE * (scaling + 0.25)
endPosition.y = startPosition.y
endPosition.x = startPosition.x + CHUNK_SIZE * (scaling + 0.25)
endPosition.y = startPosition.y
elseif (direction == 6) then
endPosition.x = startPosition.x - CHUNK_SIZE * (scaling - 0.1)
endPosition.y = startPosition.y + CHUNK_SIZE * (scaling - 0.1)
endPosition.x = startPosition.x - CHUNK_SIZE * (scaling - 0.1)
endPosition.y = startPosition.y + CHUNK_SIZE * (scaling - 0.1)
elseif (direction == 7) then
endPosition.x = startPosition.x
endPosition.y = startPosition.y + CHUNK_SIZE * (scaling + 0.25)
endPosition.x = startPosition.x
endPosition.y = startPosition.y + CHUNK_SIZE * (scaling + 0.25)
elseif (direction == 8) then
endPosition.x = startPosition.x + CHUNK_SIZE * (scaling - 0.1)
endPosition.y = startPosition.y + CHUNK_SIZE * (scaling - 0.1)
endPosition.x = startPosition.x + CHUNK_SIZE * (scaling - 0.1)
endPosition.y = startPosition.y + CHUNK_SIZE * (scaling - 0.1)
end
return endPosition
end
function mapUtils.positionFromDirectionAndFlat(direction, startPosition, endPosition)
local lx = startPosition.x
local ly = startPosition.y
if (direction == 1) then
lx = lx - CHUNK_SIZE
ly = ly - CHUNK_SIZE
elseif (direction == 2) then
ly = ly - CHUNK_SIZE
elseif (direction == 3) then
lx = lx + CHUNK_SIZE
ly = ly - CHUNK_SIZE
elseif (direction == 4) then
lx = lx - CHUNK_SIZE
elseif (direction == 5) then
lx = lx + CHUNK_SIZE
elseif (direction == 6) then
lx = lx - CHUNK_SIZE
ly = ly + CHUNK_SIZE
elseif (direction == 7) then
ly = ly + CHUNK_SIZE
elseif (direction == 8) then
lx = lx + CHUNK_SIZE
ly = ly + CHUNK_SIZE
end
endPosition.x = lx
endPosition.y = ly
-- return lx, ly
end
mapUtilsG = mapUtils
return mapUtils

View File

@ -20,6 +20,7 @@ local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK
-- imported functions
local canMoveChunkDirection = mapUtils.canMoveChunkDirection
local getNeighborChunks = mapUtils.getNeighborChunks
-- local recycleBiters = unitGroupUtils.recycleBiters
@ -33,11 +34,19 @@ local distortPosition = mathUtils.distortPosition
function movementUtils.findMovementPosition(surface, position, distort)
local pos = position
if not surface.can_place_entity({name="chunk-scanner-squad-movement-rampant", position=position}) then
pos = surface.find_non_colliding_position("chunk-scanner-squad-movement-rampant", position, 15, 2, true)
pos = surface.find_non_colliding_position("chunk-scanner-squad-movement-rampant", position, 4, 2, true)
end
return (distort and distortPosition(pos)) or pos
end
function movementUtils.findMovementXY(surface, x, y)
local pos = position
if not surface.can_place_entity({name="chunk-scanner-squad-movement-rampant", position={}}) then
pos = surface.find_non_colliding_position("chunk-scanner-squad-movement-rampant", position, 4, 2, true)
end
return pos
end
function movementUtils.addMovementPenalty(units, chunk)
local penalties = units.penalties
for i=1,#penalties do
@ -51,9 +60,9 @@ function movementUtils.addMovementPenalty(units, chunk)
tableRemove(penalties, 7)
end
tableInsert(penalties,
1,
{ v = MOVEMENT_PENALTY_AMOUNT,
c = chunk })
1,
{ v = MOVEMENT_PENALTY_AMOUNT,
c = chunk })
end
function movementUtils.lookupMovementPenalty(squad, chunk)
@ -76,6 +85,10 @@ function movementUtils.scoreNeighborsForAttack(map, natives, chunk, neighborDire
local highestScore = -MAGIC_MAXIMUM_NUMBER
local highestDirection
local nextHighestChunk = SENTINEL_IMPASSABLE_CHUNK
local nextHighestScore = -MAGIC_MAXIMUM_NUMBER
local nextHighestDirection
for x=1,8 do
local neighborChunk = neighborDirectionChunks[x]
@ -89,7 +102,23 @@ function movementUtils.scoreNeighborsForAttack(map, natives, chunk, neighborDire
end
end
return highestChunk, highestDirection
if (highestChunk ~= SENTINEL_IMPASSABLE_CHUNK) then
neighborDirectionChunks = getNeighborChunks(map, highestChunk.x, highestChunk.y)
for x=1,8 do
local neighborChunk = neighborDirectionChunks[x]
if (neighborChunk ~= SENTINEL_IMPASSABLE_CHUNK) and canMoveChunkDirection(map, x, highestChunk, neighborChunk) then
local score = scoreFunction(natives, squad, neighborChunk)
if (score > nextHighestScore) then
nextHighestScore = score
nextHighestChunk = neighborChunk
nextHighestDirection = x
end
end
end
end
return highestChunk, highestDirection, nextHighestChunk, nextHighestDirection
end
@ -113,7 +142,7 @@ function movementUtils.scoreNeighborsForSettling(map, chunk, neighborDirectionCh
end
if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) and (scoreFunction(squad, chunk) > highestScore) then
return chunk, -1
return chunk, -1
end
return highestChunk, highestDirection
@ -139,7 +168,7 @@ function movementUtils.scoreNeighborsForResource(chunk, neighborDirectionChunks,
end
if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) and (scoreFunction(chunk) > highestScore) then
return SENTINEL_IMPASSABLE_CHUNK, -1
return SENTINEL_IMPASSABLE_CHUNK, -1
end
return highestChunk, highestDirection
@ -182,7 +211,7 @@ function movementUtils.scoreNeighborsForFormation(neighborChunks, validFunction,
if (score > highestScore) then
highestScore = score
highestChunk = neighborChunk
highestDirection = x
highestDirection = x
end
end
end

View File

@ -71,6 +71,7 @@ local addMovementPenalty = movementUtils.addMovementPenalty
local lookupMovementPenalty = movementUtils.lookupMovementPenalty
local calculateKamikazeThreshold = unitGroupUtils.calculateKamikazeThreshold
local positionFromDirectionAndChunk = mapUtils.positionFromDirectionAndChunk
local positionFromDirectionAndFlat = mapUtils.positionFromDirectionAndFlat
local euclideanDistanceNamed = mathUtils.euclideanDistanceNamed
@ -94,11 +95,12 @@ end
local function scoreAttackLocation(natives, squad, neighborChunk)
local damage
local movementPheromone = neighborChunk[MOVEMENT_PHEROMONE]
if (neighborChunk[MOVEMENT_PHEROMONE] >= 0) then
damage = neighborChunk[MOVEMENT_PHEROMONE] + (neighborChunk[BASE_PHEROMONE] ) + (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
if (movementPheromone >= 0) then
damage = movementPheromone + (neighborChunk[BASE_PHEROMONE] ) + (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
else
damage = (neighborChunk[BASE_PHEROMONE] * (1 - (neighborChunk[MOVEMENT_PHEROMONE] / -natives.retreatThreshold))) + (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
damage = (neighborChunk[BASE_PHEROMONE] * (1 - (movementPheromone / -natives.retreatThreshold))) + (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
end
return damage - lookupMovementPenalty(squad, neighborChunk)
@ -111,9 +113,9 @@ end
local function settleMove(map, squad, natives, surface)
local attackPosition = map.position
local targetPosition = map.position
local group = squad.group
local groupPosition = group.position
local x, y = positionToChunkXY(groupPosition)
local chunk = getChunkByXY(map, x, y)
@ -123,7 +125,7 @@ local function settleMove(map, squad, natives, surface)
end
if squad.chunk and (squad.chunk ~= SENTINEL_IMPASSABLE_CHUNK) and (squad.chunk ~= chunk) then
addMovementPenalty(squad, squad.chunk)
end
end
local attackChunk, attackDirection = scoreNeighborsForSettling(map,
chunk,
getNeighborChunks(map, x, y),
@ -139,30 +141,30 @@ local function settleMove(map, squad, natives, surface)
squad.originPosition.x,
squad.originPosition.y)
local largeGroup = (#squad.group.members > 80)
local largeGroup = (#squad.group.members > 80)
local cmd
local position
if (distance >= squad.maxDistance) or
((resourceGenerator ~= 0) and (getNestCount(map, chunk) == 0))
then
if not ((group.state == DEFINES_GROUP_FINISHED) or ((group.state == DEFINES_GROUP_GATHERING) and (squad.cycles <= 0))) then
return
end
position = findMovementPosition(surface, groupPosition)
if not position then
position = groupPosition
end
cmd = map.settleCommand
if squad.kamikaze then
cmd.distraction = DEFINES_DISTRACTION_NONE
else
cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
end
squad.status = SQUAD_BUILDING
map.buildPositionTop.x = position.x - BASE_CLEAN_DISTANCE
@ -171,30 +173,30 @@ local function settleMove(map, squad, natives, surface)
map.buildPositionBottom.y = position.y + BASE_CLEAN_DISTANCE
squad.cycles = 400
local entities = surface.find_entities_filtered(map.filteredEntitiesClearBuildingQuery)
for i=1,#entities do
local entity = entities[i]
if entity.valid and (entity.type ~= "cliff") then
entity.die()
end
end
end
else
if (attackChunk == SENTINEL_IMPASSABLE_CHUNK) then
return
end
if (getPlayerBaseGenerator(map, attackChunk) ~= 0) or
(attackChunk[PLAYER_PHEROMONE] >= natives.attackPlayerThreshold)
then
cmd = map.attackCommand
then
cmd = map.attackCommand
else
cmd = map.moveCommand
if squad.rabid or squad.kamikaze then
cmd.distraction = DEFINES_DISTRACTION_NONE
else
cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
end
end
end
end
@ -202,90 +204,125 @@ local function settleMove(map, squad, natives, surface)
position = findMovementPosition(surface,
positionFromDirectionAndChunk(attackDirection,
groupPosition,
attackPosition,
targetPosition,
(largeGroup and 1.1) or 0.9))
end
if position then
squad.cycles = (largeGroup and 6) or 4
attackPosition.x = position.x
attackPosition.y = position.y
squad.cycles = (largeGroup and 6) or 4
targetPosition.x = position.x
targetPosition.y = position.y
group.set_command(cmd)
group.start_moving()
end
end
local function attackMove(map, squad, natives, surface)
local attackPosition = map.position
local targetPosition = map.position
local targetPosition2 = map.position2
local group = squad.group
local groupPosition = group.position
local x, y = positionToChunkXY(groupPosition)
local chunk = getChunkByXY(map, x, y)
local attackScorer = scoreAttackLocation
local squadChunk = squad.chunk
if (squad.attackScoreFunction == ATTACK_SCORE_KAMIKAZE) then
attackScorer = scoreAttackKamikazeLocation
end
if squad.chunk and (squad.chunk ~= SENTINEL_IMPASSABLE_CHUNK) and (squad.chunk ~= chunk) then
addMovementPenalty(squad, squad.chunk)
end
local attackChunk, attackDirection = scoreNeighborsForAttack(map,
natives,
chunk,
getNeighborChunks(map, x, y),
attackScorer,
squad)
if (squadChunk ~= SENTINEL_IMPASSABLE_CHUNK) and (squadChunk ~= chunk) then
addMovementPenalty(squad, squadChunk)
end
if (chunk ~= SENTINEL_IMPASSABLE_CHUNK)then
addSquadToChunk(map, chunk, squad)
end
end
squad.frenzy = (squad.frenzy and (euclideanDistanceNamed(groupPosition, squad.frenzyPosition) < 100))
local attackChunk, attackDirection, nextAttackChunk, nextAttackDirection = scoreNeighborsForAttack(map,
natives,
chunk,
getNeighborChunks(map, x, y),
attackScorer,
squad)
if (attackChunk ~= SENTINEL_IMPASSABLE_CHUNK) then
local playerBaseGenerator = getPlayerBaseGenerator(map, attackChunk)
local playerPheromone = attackChunk[PLAYER_PHEROMONE]
local cmd
local position
local largeGroup = (#squad.group.members > 80)
if (playerBaseGenerator == 0) and (playerPheromone < natives.attackPlayerThreshold) then
squad.frenzy = (squad.frenzy and (euclideanDistanceNamed(groupPosition, squad.frenzyPosition) < 100))
cmd = map.moveCommand
if squad.rabid or squad.frenzy then
cmd.distraction = DEFINES_DISTRACTION_BY_ANYTHING
positionFromDirectionAndFlat(attackDirection, groupPosition, targetPosition)
local position = findMovementPosition(surface, targetPosition)
if not position then
cmd = map.wonderCommand
group.set_command(cmd)
return
end
if ((getPlayerBaseGenerator(map, attackChunk) == 0) and
(attackChunk[PLAYER_PHEROMONE] < natives.attackPlayerThreshold)) then
if (nextAttackChunk ~= SENTINEL_IMPASSABLE_CHUNK) then
positionFromDirectionAndFlat(nextAttackDirection, targetPosition, targetPosition2)
local position2 = findMovementPosition(surface, targetPosition2)
if position2 then
if ((getPlayerBaseGenerator(map, nextAttackChunk) == 0) and
(nextAttackChunk[PLAYER_PHEROMONE] < natives.attackPlayerThreshold)) then
cmd = map.compoundMoveMoveCommand
if squad.rabid or squad.frenzy then
cmd.commands[1].distraction = DEFINES_DISTRACTION_BY_ANYTHING
cmd.commands[2].distraction = DEFINES_DISTRACTION_BY_ANYTHING
else
cmd.commands[1].distraction = DEFINES_DISTRACTION_BY_ENEMY
cmd.commands[2].distraction = DEFINES_DISTRACTION_BY_ENEMY
end
else
cmd = map.compoundMoveAttackCommand
cmd.commands[1].distraction = DEFINES_DISTRACTION_BY_ANYTHING
end
else
cmd = map.moveCommand
if squad.rabid or squad.frenzy then
cmd.distraction = DEFINES_DISTRACTION_BY_ANYTHING
else
cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
end
end
else
cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
end
cmd = map.attackCommand
end
else
cmd = map.attackCommand
if (nextAttackChunk ~= SENTINEL_IMPASSABLE_CHUNK) then
positionFromDirectionAndFlat(nextAttackDirection, targetPosition, targetPosition2)
local position2 = findMovementPosition(surface, targetPosition2)
if position2 then
cmd = map.compoundAttackAttackCommand
else
cmd = map.attackCommand
end
else
cmd = map.attackCommand
end
if not squad.rabid then
squad.frenzy = true
squad.frenzyPosition.x = groupPosition.x
squad.frenzyPosition.y = groupPosition.y
end
end
end
position = findMovementPosition(surface,
positionFromDirectionAndChunk(attackDirection,
groupPosition,
attackPosition,
(largeGroup and 1.1) or 0.9))
if position then
squad.cycles = (largeGroup and 6) or 4
attackPosition.x = position.x
attackPosition.y = position.y
group.set_command(cmd)
group.start_moving()
end
group.set_command(cmd)
else
cmd = map.wonderCommand
group.set_command(cmd)
end
end
function squadAttack.squadsDispatch(map, surface, natives)
local squads = natives.squads
-- local attackPosition = map.position
-- local targetPosition = map.position
-- local attackCmd = map.attackAreaCommand
-- local settleCmd = map.settleCommand
@ -293,12 +330,12 @@ function squadAttack.squadsDispatch(map, surface, natives)
-- local startIndex = natives.attackIndex
-- local maxSquadIndex = mMin(startIndex + ATTACK_QUEUE_SIZE, #squads)
-- for i=maxSquadIndex,startIndex,-1 do
-- for i=maxSquadIndex,startIndex,-1 do
for i=#squads,1,-1 do
local squad = squads[i]
local group = squad.group
if group and group.valid then
local memberCount = #group.members
if (memberCount == 0) then
tRemove(squads, i)
@ -310,7 +347,7 @@ function squadAttack.squadsDispatch(map, surface, natives)
penalties[x].c,
deathGen * DIVISOR_DEATH_TRAIL_TABLE[x])
end
group.destroy()
group.destroy()
elseif (memberCount > AI_MAX_BITER_GROUP_SIZE) then
local members = group.members
unitGroupUtils.recycleBiters(natives, members)
@ -324,21 +361,22 @@ function squadAttack.squadsDispatch(map, surface, natives)
if (status == SQUAD_RAIDING) then
if (groupState == DEFINES_GROUP_FINISHED) or
(groupState == DEFINES_GROUP_GATHERING) or
((groupState == DEFINES_GROUP_MOVING) and (cycles <= 0))
(groupState == DEFINES_GROUP_GATHERING) -- or
-- ((groupState == DEFINES_GROUP_MOVING) and (cycles <= 0))
then
-- print(group.group_number, groupState)
attackMove(map, squad, natives, surface)
end
elseif (status == SQUAD_SETTLING) then
if (groupState == DEFINES_GROUP_FINISHED) or
(groupState == DEFINES_GROUP_GATHERING) or
((groupState == DEFINES_GROUP_MOVING) and (cycles <= 0))
(groupState == DEFINES_GROUP_GATHERING) -- or
-- ((groupState == DEFINES_GROUP_MOVING) and (cycles <= 0))
then
settleMove(map, squad, natives, surface)
end
elseif (status == SQUAD_RETREATING) and (cycles <= 0) then
natives.pendingAttack[#natives.pendingAttack+1] = squad
squad.status = SQUAD_GUARDING
squad.status = SQUAD_GUARDING
elseif (status == SQUAD_BUILDING) then
tRemove(squads, i)
removeSquadFromChunk(map, squad)
@ -348,14 +386,14 @@ function squadAttack.squadsDispatch(map, surface, natives)
natives.pendingAttack[#natives.pendingAttack+1] = squad
end
if (cycles > 0) then
squad.cycles = cycles - 1
end
end
squad.cycles = cycles - 1
end
end
else
tRemove(squads, i)
removeSquadFromChunk(map, squad)
end
end
end
@ -368,28 +406,34 @@ function squadAttack.squadsDispatch(map, surface, natives)
end
function squadAttack.squadsBeginAttack(natives)
local squads = natives.pendingAttack
for i=1,#squads do
local squad = squads[i]
local pending = natives.pendingAttack
local squads = natives.squads
for i=#pending,1,-1 do
local squad = pending[i]
local group = squad.group
if group and group.valid then
local kamikazeThreshold = calculateKamikazeThreshold(#squad.group.members, natives)
if not squad.kamikaze then
squad.kamikaze = (mRandom() < kamikazeThreshold)
end
if squad.settlers then
squad.status = SQUAD_SETTLING
natives.squads[#natives.squads+1] = squad
else
if squad.kamikaze and (mRandom() < (kamikazeThreshold * 0.75)) then
squad.attackScoreFunction = ATTACK_SCORE_KAMIKAZE
if (squad.cycles ~= 0) then
squad.cycles = squad.cycles - 1
else
local kamikazeThreshold = calculateKamikazeThreshold(#squad.group.members, natives)
if not squad.kamikaze then
squad.kamikaze = (mRandom() < kamikazeThreshold)
end
squad.status = SQUAD_RAIDING
natives.squads[#natives.squads+1] = squad
if squad.settlers then
squad.status = SQUAD_SETTLING
squads[#squads+1] = squad
else
if squad.kamikaze and (mRandom() < (kamikazeThreshold * 0.75)) then
squad.attackScoreFunction = ATTACK_SCORE_KAMIKAZE
end
squad.status = SQUAD_RAIDING
squads[#squads+1] = squad
end
tRemove(pending, i)
end
end
end
natives.pendingAttack = {}
-- natives.pendingAttack = {}
end
squadAttackG = squadAttack

View File

@ -60,61 +60,61 @@ function aiDefense.retreatUnits(chunk, position, squad, map, surface, natives, t
if (tick - getRetreatTick(map, chunk) > INTERVAL_RETREAT) and
((getEnemyStructureCount(map, chunk) == 0) or artilleryBlast)
then
local performRetreat = false
local enemiesToSquad = nil
local performRetreat = false
local enemiesToSquad = nil
if not squad then
enemiesToSquad = surface.find_enemy_units(position, radius)
performRetreat = #enemiesToSquad > 0
if (mRandom() < calculateKamikazeThreshold(#enemiesToSquad, natives)) then
setRetreatTick(map, chunk, tick)
if not squad then
enemiesToSquad = surface.find_enemy_units(position, radius)
performRetreat = #enemiesToSquad > 0
if (mRandom() < calculateKamikazeThreshold(#enemiesToSquad, natives)) then
setRetreatTick(map, chunk, tick)
return
end
elseif squad.group and squad.group.valid and (squad.status ~= SQUAD_RETREATING) and not squad.kamikaze then
performRetreat = #squad.group.members > 3
end
end
elseif squad.group and squad.group.valid and (squad.status ~= SQUAD_RETREATING) and not squad.kamikaze then
performRetreat = #squad.group.members > 3
end
if performRetreat then
setRetreatTick(map, chunk, tick)
local exitPath,exitDirection = scoreNeighborsForRetreat(chunk,
getNeighborChunks(map, chunk.x, chunk.y),
scoreRetreatLocation,
map)
if (exitPath ~= SENTINEL_IMPASSABLE_CHUNK) then
local retreatPosition = findMovementPosition(surface,
positionFromDirectionAndChunk(exitDirection,
if performRetreat then
setRetreatTick(map, chunk, tick)
local exitPath,exitDirection = scoreNeighborsForRetreat(chunk,
getNeighborChunks(map, chunk.x, chunk.y),
scoreRetreatLocation,
map)
if (exitPath ~= SENTINEL_IMPASSABLE_CHUNK) then
local retreatPosition = findMovementPosition(surface,
positionFromDirectionAndChunk(exitDirection,
position,
map.position,
0.98))
if not retreatPosition then
return
end
if not retreatPosition then
return
end
-- in order for units in a group attacking to retreat, we have to create a new group and give the command to join
-- to each unit, this is the only way I have found to have snappy mid battle retreats even after 0.14.4
-- in order for units in a group attacking to retreat, we have to create a new group and give the command to join
-- to each unit, this is the only way I have found to have snappy mid battle retreats even after 0.14.4
local newSquad = findNearbyRetreatingSquad(map, exitPath)
local newSquad = findNearbyRetreatingSquad(map, exitPath)
if not newSquad then
newSquad = createSquad(retreatPosition, surface)
if not newSquad then
newSquad = createSquad(retreatPosition, surface)
natives.squads[#natives.squads+1] = newSquad
end
end
if newSquad then
if newSquad then
newSquad.status = SQUAD_RETREATING
newSquad.cycles = 4
newSquad.cycles = 4
local cmd = map.retreatCommand
cmd.group = newSquad.group
if enemiesToSquad then
membersToSquad(cmd, enemiesToSquad, artilleryBlast)
else
membersToSquad(cmd, squad.group.members, true)
if squad.rabid then
newSquad.rabid = true
end
end
local cmd = map.retreatCommand
cmd.group = newSquad.group
if enemiesToSquad then
membersToSquad(cmd, enemiesToSquad, artilleryBlast)
else
membersToSquad(cmd, squad.group.members, true)
if squad.rabid then
newSquad.rabid = true
end
end
if not newSquad.rapid then
newSquad.frenzy = true
@ -122,11 +122,11 @@ function aiDefense.retreatUnits(chunk, position, squad, map, surface, natives, t
newSquad.frenzyPosition.x = squadPosition.x
newSquad.frenzyPosition.y = squadPosition.y
end
addSquadToChunk(map, chunk, newSquad)
addMovementPenalty(newSquad, chunk)
end
end
end
addSquadToChunk(map, chunk, newSquad)
addMovementPenalty(newSquad, chunk)
end
end
end
end
end

View File

@ -54,8 +54,8 @@ function unitGroupUtils.findNearbyRetreatingSquad(map, chunk)
local squads = getSquadsOnChunk(map, chunk)
for i=1,#squads do
local squad = squads[i]
local unitGroup = squad.group
if unitGroup and unitGroup.valid and (squad.status == SQUAD_RETREATING) then
local unitGroup = squad.group
if unitGroup and unitGroup.valid and (squad.status == SQUAD_RETREATING) then
return squad
end
end
@ -121,12 +121,12 @@ function unitGroupUtils.createSquad(position, surface, group, settlers)
kamikaze = false,
frenzyPosition = {x = 0,
y = 0},
cycles = 60,
cycles = 10,
maxDistance = 0,
attackScoreFunction = 1,
originPosition = {x = 0,
y = 0},
chunk = nil
chunk = SENTINEL_IMPASSABLE_CHUNK
}
if position then

View File

@ -84,11 +84,22 @@
(copyDirectory "prototypes" modFolder)))
(define (copy)
(set! packageName (string-append (string-replace (hash-ref configuration 'name) " " "_")
"_"
(hash-ref configuration 'version)))
(print 'copying)
(copyFiles modFolder))
(define (zipIt)
(set! packageName (string-append (string-replace (hash-ref configuration 'name) " " "_")
"_"
(hash-ref configuration 'version)))
(print 'zipping)
(makeZip modFolder))
(define (runStart)
(set! packageName (string-append (string-replace (hash-ref configuration 'name) " " "_")
"_"
(hash-ref configuration 'version)))
(copyFiles modFolder)
(system*/exit-code "factorio")))