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mirror of https://github.com/veden/Rampant.git synced 2024-12-28 21:08:22 +02:00

re-enabled regrouping

This commit is contained in:
Aaron Veden 2017-05-31 19:48:59 -07:00
parent 43fb867c15
commit d9a9045ada
5 changed files with 24 additions and 7 deletions

View File

@ -68,7 +68,8 @@ Configure Options not in game menu:
- Optimization: Precompute retreatThreshold, maxSquads, rallyThreshold, formSquadThreshold, attackWaveSize, attackWaveSizeLowerBound, attackWaveSizeUpperBound, attackWaveSizeDeviation, kamikazeThreshold, attackWaveThreshold once per logic cycle
- Optimization: Reduced garbage generated by pheromone map processing
- Optimization: Reduced garbage generated by attack formation scanning
- Framework: renamed chunk pX to x, so chunks could be used in calls to things like get_pollution
- Optimization: Capped squad regrouping attempts to 15 per logic cycle
- Framework: renamed chunk pX,pY to x,y, so chunks could be used in calls to things like get_pollution
0.15.10 -
- Fix: nil chunk in pheromone utils(https://mods.factorio.com/mods/Veden/Rampant/discussion/13806)

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@ -123,6 +123,8 @@ function upgrade.attempt(natives, regionMap)
natives.attackWaveUpperBound = 0
natives.unitRefundAmount = 0
natives.attackWaveThreshold = 0
natives.regroupIndex = 1
natives.useCustomAI = settings.startup["rampant-useCustomAI"].value
if natives.useCustomAI then

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@ -188,7 +188,7 @@ local function onTick(event)
surface)
cleanSquads(natives)
-- regroupSquads(natives)
regroupSquads(natives)
processPlayers(players, regionMap, surface, natives, tick)

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@ -21,6 +21,7 @@ constants.RETREAT_MOVEMENT_PHEROMONE_LEVEL = 10000
constants.PROCESS_QUEUE_SIZE = 450
constants.SCAN_QUEUE_SIZE = 6
constants.BASE_QUEUE_SIZE = 1
constants.SQUAD_QUEUE_SIZE = 5
constants.PROCESS_PLAYER_BOUND = 4
constants.TICKS_A_SECOND = 60

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@ -9,6 +9,8 @@ local constants = require("Constants")
local MOVEMENT_PHEROMONE_GENERATOR_AMOUNT = constants.MOVEMENT_PHEROMONE_GENERATOR_AMOUNT
local SQUAD_QUEUE_SIZE = constants.SQUAD_QUEUE_SIZE
local DEFINES_GROUP_STATE_FINISHED = defines.group_state.finished
local DEFINES_GROUP_STATE_ATTACKING_TARGET = defines.group_state.attacking_target
local DEFINES_GROUP_STATE_ATTACKING_DISTRACTION = defines.group_state.attacking_distraction
@ -29,6 +31,8 @@ local AI_MAX_BITER_GROUP_SIZE = constants.AI_MAX_BITER_GROUP_SIZE
local mLog = math.log10
local mMin = math.min
local tableRemove = table.remove
local tableInsert = table.insert
local euclideanDistanceNamed = mapUtils.euclideanDistanceNamed
@ -169,11 +173,11 @@ function unitGroupUtils.cleanSquads(natives)
group.destroy()
else
local status = squad.status
local squadPosition = group.position
local cycles = squad.cycles
if (status == SQUAD_RETREATING) and (cycles == 0) then
squad.status = SQUAD_GUARDING
squad.frenzy = true
local squadPosition = group.position
squad.frenzyPosition.x = squadPosition.x
squad.frenzyPosition.y = squadPosition.y
elseif (group.state == DEFINES_GROUP_STATE_FINISHED) then
@ -196,20 +200,23 @@ function unitGroupUtils.regroupSquads(natives)
local squads = natives.squads
local squadCount = #squads
local startIndex = natives.regroupIndex
for i=1,squadCount do
local maxSquadIndex = mMin(startIndex + SQUAD_QUEUE_SIZE, squadCount)
for i=startIndex,maxSquadIndex do
local squad = squads[i]
local group = squad.group
if group.valid and not isAttacking(group) then
local status = squad.status
local memberCount = #group.members
local memberCount = #group.members
if (memberCount < groupThreshold) then
local squadPosition = group.position
local mergedSquads = false
for x=i+1,squadCount do
local mergeSquad = squads[x]
local mergeGroup = mergeSquad.group
if mergeGroup.valid and (mergeSquad.status == status) and not isAttacking(mergeGroup) and (euclideanDistanceNamed(squadPosition, mergeGroup.position) < GROUP_MERGE_DISTANCE) then
if mergeGroup.valid and (euclideanDistanceNamed(squadPosition, mergeGroup.position) < GROUP_MERGE_DISTANCE) and (mergeSquad.status == status) and not isAttacking(mergeGroup) then
local mergeMembers = mergeGroup.members
local mergeCount = #mergeMembers
if ((mergeCount + memberCount) < AI_MAX_BITER_GROUP_SIZE) then
@ -236,7 +243,13 @@ function unitGroupUtils.regroupSquads(natives)
end
end
end
end
end
if (maxSquadIndex == squadCount) then
natives.regroupIndex = 1
else
natives.regroupIndex = maxSquadIndex
end
end
return unitGroupUtils