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mirror of https://github.com/veden/Rampant.git synced 2025-03-17 20:58:35 +02:00

FACTO-258: Consolidated most libraries

This commit is contained in:
Aaron Veden 2023-03-11 20:51:13 -08:00
parent a7cdf98ce2
commit e143f4bbbe
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GPG Key ID: FF5990B1C6DD3F84
22 changed files with 2428 additions and 2988 deletions

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@ -63,6 +63,8 @@ Version: 3.2.0
- Reduced corpse and particle variation to optimize increased entity times due to high entity counts
- Removed unneeded iterators
- Moved map properties directly into chunk object
Framework:
- Consolidated most libraries
---------------------------------------------------------------------------------------------------
Version: 3.1.2

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@ -18,24 +18,15 @@
local ChunkPropertyUtils = require("libs/ChunkPropertyUtils")
local UnitUtils = require("libs/UnitUtils")
local BaseUtils = require("libs/BaseUtils")
local MapUtils = require("libs/MapUtils")
local MathUtils = require("libs/MathUtils")
local UnitGroupUtils = require("libs/UnitGroupUtils")
local ChunkProcessor = require("libs/ChunkProcessor")
local MapProcessor = require("libs/MapProcessor")
local Processor = require("libs/Processor")
local Constants = require("libs/Constants")
local PheromoneUtils = require("libs/PheromoneUtils")
local SquadDefense = require("libs/SquadDefense")
local SquadAttack = require("libs/SquadAttack")
local AiAttackWave = require("libs/AIAttackWave")
local AiPlanning = require("libs/AIPlanning")
local MovementUtils = require("libs/MovementUtils")
local MapUtils = require("libs/MapUtils")
local Squad = require("libs/Squad")
local tests = require("tests")
local ChunkUtils = require("libs/ChunkUtils")
local Upgrade = require("libs/Upgrade")
local AiPredicates = require("libs/AIPredicates")
local stringUtils = require("libs/StringUtils")
local queryUtils = require("libs/QueryUtils")
local Utils = require("libs/Utils")
-- Constants
@ -68,18 +59,18 @@ local SETTLE_CLOUD_WARMUP = Constants.SETTLE_CLOUD_WARMUP
-- imported functions
local isMember = stringUtils.isMember
local split = stringUtils.split
local isMember = Utils.isMember
local split = Utils.split
local planning = AiPlanning.planning
local planning = BaseUtils.planning
local addBasesToAllEnemyStructures = ChunkUtils.addBasesToAllEnemyStructures
local setPointAreaInQuery = queryUtils.setPointAreaInQuery
local setPointAreaInQuery = Utils.setPointAreaInQuery
local nextMap = MapUtils.nextMap
local processClouds = MapProcessor.processClouds
local processClouds = Processor.processClouds
local distortPosition = MathUtils.distortPosition
local linearInterpolation = MathUtils.linearInterpolation
@ -88,26 +79,26 @@ local prepMap = Upgrade.prepMap
local findBaseInitialAlignment = BaseUtils.findBaseInitialAlignment
local processBaseAIs = AiPlanning.processBaseAIs
local processBaseAIs = BaseUtils.processBaseAIs
local registerEnemyBaseStructure = ChunkUtils.registerEnemyBaseStructure
local queueGeneratedChunk = MapUtils.queueGeneratedChunk
local isRampantSetting = stringUtils.isRampantSetting
local isRampantSetting = Utils.isRampantSetting
local processPendingUpgrades = ChunkProcessor.processPendingUpgrades
local canMigrate = AiPredicates.canMigrate
local processPendingUpgrades = Processor.processPendingUpgrades
local canMigrate = BaseUtils.canMigrate
local squadDispatch = SquadAttack.squadDispatch
local squadDispatch = Squad.squadDispatch
local cleanUpMapTables = MapProcessor.cleanUpMapTables
local cleanUpMapTables = Processor.cleanUpMapTables
local positionToChunkXY = MapUtils.positionToChunkXY
local processVengence = MapProcessor.processVengence
local processAttackWaves = MapProcessor.processAttackWaves
local processVengence = Processor.processVengence
local processAttackWaves = Processor.processAttackWaves
local disperseVictoryScent = PheromoneUtils.disperseVictoryScent
local disperseVictoryScent = MapUtils.disperseVictoryScent
local getChunkByPosition = MapUtils.getChunkByPosition
@ -116,31 +107,31 @@ local getChunkByXY = MapUtils.getChunkByXY
local entityForPassScan = ChunkUtils.entityForPassScan
local processPendingChunks = ChunkProcessor.processPendingChunks
local processScanChunks = ChunkProcessor.processScanChunks
local processPendingChunks = Processor.processPendingChunks
local processScanChunks = Processor.processScanChunks
local processMap = MapProcessor.processMap
local processPlayers = MapProcessor.processPlayers
local scanEnemyMap = MapProcessor.scanEnemyMap
local scanPlayerMap = MapProcessor.scanPlayerMap
local scanResourceMap = MapProcessor.scanResourceMap
local processMap = Processor.processMap
local processPlayers = Processor.processPlayers
local scanEnemyMap = Processor.scanEnemyMap
local scanPlayerMap = Processor.scanPlayerMap
local scanResourceMap = Processor.scanResourceMap
local processNests = MapProcessor.processNests
local processNests = Processor.processNests
local rallyUnits = AiAttackWave.rallyUnits
local rallyUnits = Squad.rallyUnits
local recycleBases = BaseUtils.recycleBases
local deathScent = PheromoneUtils.deathScent
local victoryScent = PheromoneUtils.victoryScent
local deathScent = MapUtils.deathScent
local victoryScent = MapUtils.victoryScent
local createSquad = UnitGroupUtils.createSquad
local createSquad = Squad.createSquad
local createBase = BaseUtils.createBase
local findNearbyBaseByPosition = ChunkPropertyUtils.findNearbyBaseByPosition
local findNearbyBase = ChunkPropertyUtils.findNearbyBase
local processActiveNests = MapProcessor.processActiveNests
local processActiveNests = Processor.processActiveNests
local removeDrainPylons = ChunkPropertyUtils.removeDrainPylons
local getDrainPylonPair = ChunkPropertyUtils.getDrainPylonPair
@ -151,7 +142,7 @@ local isDrained = ChunkPropertyUtils.isDrained
local setDrainedTick = ChunkPropertyUtils.setDrainedTick
local getCombinedDeathGeneratorRating = ChunkPropertyUtils.getCombinedDeathGeneratorRating
local retreatUnits = SquadDefense.retreatUnits
local retreatUnits = Squad.retreatUnits
local accountPlayerEntity = ChunkUtils.accountPlayerEntity
local unregisterEnemyBaseStructure = ChunkUtils.unregisterEnemyBaseStructure
@ -160,7 +151,7 @@ local makeImmortalEntity = ChunkUtils.makeImmortalEntity
local registerResource = ChunkUtils.registerResource
local unregisterResource = ChunkUtils.unregisterResource
local cleanSquads = SquadAttack.cleanSquads
local cleanSquads = Squad.cleanSquads
local queueUpgrade = BaseUtils.queueUpgrade
@ -221,20 +212,13 @@ local function hookEvents()
end
local function initializeLibraries()
MapProcessor.init(Universe)
AiPlanning.init(Universe)
AiAttackWave.init(Universe)
AiPredicates.init(Universe)
BaseUtils.init(Universe)
ChunkProcessor.init(Universe)
Squad.init(Universe)
BaseUtils.init(Universe)
Processor.init(Universe)
ChunkPropertyUtils.init(Universe)
ChunkUtils.init(Universe)
MapUtils.init(Universe)
MovementUtils.init(Universe)
PheromoneUtils.init(Universe)
SquadAttack.init(Universe)
SquadDefense.init(Universe)
UnitGroupUtils.init(Universe)
end
local function onLoad()

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@ -1,418 +0,0 @@
-- Copyright (C) 2022 veden
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
if (aiAttackWaveG) then
return aiAttackWaveG
end
local aiAttackWave = {}
-- imports
local Universe
--
local constants = require("Constants")
local mapUtils = require("MapUtils")
local chunkPropertyUtils = require("ChunkPropertyUtils")
local unitGroupUtils = require("UnitGroupUtils")
local movementUtils = require("MovementUtils")
local mathUtils = require("MathUtils")
local baseUtils = require("libs/BaseUtils")
-- constants
local BASE_PHEROMONE = constants.BASE_PHEROMONE
local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
local RESOURCE_PHEROMONE = constants.RESOURCE_PHEROMONE
local AI_SQUAD_COST = constants.AI_SQUAD_COST
local AI_SETTLER_COST = constants.AI_SETTLER_COST
local AI_VENGENCE_SQUAD_COST = constants.AI_VENGENCE_SQUAD_COST
local COOLDOWN_RALLY = constants.COOLDOWN_RALLY
local CHUNK_ALL_DIRECTIONS = constants.CHUNK_ALL_DIRECTIONS
local CHUNK_SIZE = constants.CHUNK_SIZE
local RALLY_CRY_DISTANCE = constants.RALLY_CRY_DISTANCE
local BASE_AI_STATE_SIEGE = constants.BASE_AI_STATE_SIEGE
local BASE_AI_STATE_ONSLAUGHT = constants.BASE_AI_STATE_ONSLAUGHT
local BASE_AI_STATE_RAIDING = constants.BASE_AI_STATE_RAIDING
local BASE_AI_STATE_AGGRESSIVE = constants.BASE_AI_STATE_AGGRESSIVE
-- imported functions
local calculateKamikazeSettlerThreshold = unitGroupUtils.calculateKamikazeSettlerThreshold
local calculateKamikazeSquadThreshold = unitGroupUtils.calculateKamikazeSquadThreshold
local positionFromDirectionAndChunk = mapUtils.positionFromDirectionAndChunk
local getPassable = chunkPropertyUtils.getPassable
local isActiveRaidNest = chunkPropertyUtils.isActiveRaidNest
local isActiveNest = chunkPropertyUtils.isActiveNest
local getRallyTick = chunkPropertyUtils.getRallyTick
local setRallyTick = chunkPropertyUtils.setRallyTick
local gaussianRandomRangeRG = mathUtils.gaussianRandomRangeRG
local getNeighborChunks = mapUtils.getNeighborChunks
local getChunkByXY = mapUtils.getChunkByXY
local scoreNeighborsForFormation = movementUtils.scoreNeighborsForFormation
local scoreNeighborsForResource = movementUtils.scoreNeighborsForResource
local createSquad = unitGroupUtils.createSquad
local modifyBaseUnitPoints = baseUtils.modifyBaseUnitPoints
local mCeil = math.ceil
-- module code
local function settlerWaveScaling()
return mCeil(gaussianRandomRangeRG(Universe.settlerWaveSize,
Universe.settlerWaveDeviation,
Universe.expansionMinSize,
Universe.expansionMaxSize,
Universe.random))
end
local function attackWaveScaling()
return mCeil(gaussianRandomRangeRG(Universe.attackWaveSize,
Universe.attackWaveDeviation,
1,
Universe.attackWaveUpperBound,
Universe.random))
end
local function attackWaveValidCandidate(chunk, base)
if isActiveNest(chunk) then
return true
end
if (base.stateAI == BASE_AI_STATE_RAIDING) or
(base.stateAI == BASE_AI_STATE_SIEGE) or
(base.stateAI == BASE_AI_STATE_ONSLAUGHT)
then
return isActiveRaidNest(chunk)
end
return false
end
local function scoreSettlerLocation(map, neighborChunk)
return neighborChunk[RESOURCE_PHEROMONE] + -neighborChunk[PLAYER_PHEROMONE]
end
local function scoreSiegeSettlerLocation(map, neighborChunk)
return (neighborChunk[RESOURCE_PHEROMONE] + neighborChunk[BASE_PHEROMONE]) + -neighborChunk[PLAYER_PHEROMONE]
end
local function scoreUnitGroupLocation(map, neighborChunk)
return neighborChunk[PLAYER_PHEROMONE] + neighborChunk[BASE_PHEROMONE]
end
local function validSiegeSettlerLocation(map, neighborChunk)
return (getPassable(neighborChunk) == CHUNK_ALL_DIRECTIONS) and
(not neighborChunk.nestCount)
end
local function validSettlerLocation(map, chunk, neighborChunk)
local chunkResource = chunk[RESOURCE_PHEROMONE]
return (getPassable(neighborChunk) == CHUNK_ALL_DIRECTIONS) and
(not neighborChunk.nestCount) and
(neighborChunk[RESOURCE_PHEROMONE] >= chunkResource)
end
local function validUnitGroupLocation(map, neighborChunk)
return getPassable(neighborChunk) == CHUNK_ALL_DIRECTIONS and
(not neighborChunk.nestCount)
end
local function visitPattern(o, cX, cY, distance)
local startX
local endX
local stepX
local startY
local endY
local stepY
if (o == 0) then
startX = cX - distance
endX = cX + distance
stepX = 32
startY = cY - distance
endY = cY + distance
stepY = 32
elseif (o == 1) then
startX = cX + distance
endX = cX - distance
stepX = -32
startY = cY + distance
endY = cY - distance
stepY = -32
elseif (o == 2) then
startX = cX - distance
endX = cX + distance
stepX = 32
startY = cY + distance
endY = cY - distance
stepY = -32
elseif (o == 3) then
startX = cX + distance
endX = cX - distance
stepX = -32
startY = cY - distance
endY = cY + distance
stepY = 32
end
return startX, endX, stepX, startY, endY, stepY
end
function aiAttackWave.rallyUnits(chunk, tick, base)
if ((tick - getRallyTick(chunk) > COOLDOWN_RALLY) and (base.unitPoints >= AI_VENGENCE_SQUAD_COST)) then
setRallyTick(chunk, tick)
local cX = chunk.x
local cY = chunk.y
local startX, endX, stepX, startY, endY, stepY = visitPattern(tick % 4, cX, cY, RALLY_CRY_DISTANCE)
local vengenceQueue = Universe.vengenceQueue
local map = chunk.map
for x=startX, endX, stepX do
for y=startY, endY, stepY do
if (x ~= cX) and (y ~= cY) then
local rallyChunk = getChunkByXY(map, x, y)
if (rallyChunk ~= -1) and rallyChunk.nestCount then
vengenceQueue[rallyChunk.id] = rallyChunk
end
end
end
end
return true
end
end
function aiAttackWave.formSettlers(chunk, base)
if (Universe.builderCount < Universe.AI_MAX_BUILDER_COUNT)
and (base.sentExpansionGroups < base.maxExpansionGroups)
and ((base.unitPoints - AI_SETTLER_COST) > 0)
and (Universe.random() < Universe.formSquadThreshold)
then
local map = chunk.map
local surface = map.surface
local squadPath, squadDirection
if (base.stateAI == BASE_AI_STATE_SIEGE) then
squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
validSiegeSettlerLocation,
scoreSiegeSettlerLocation,
map)
else
squadPath, squadDirection = scoreNeighborsForResource(chunk,
getNeighborChunks(map, chunk.x, chunk.y),
validSettlerLocation,
scoreSettlerLocation,
map)
end
if (squadPath ~= -1) then
local squadPosition = surface.find_non_colliding_position("biter-spawner",
positionFromDirectionAndChunk(squadDirection,
chunk,
0.98),
CHUNK_SIZE,
4,
true)
if squadPosition then
local squad = createSquad(squadPosition, map, nil, true, base)
local scaledWaveSize = settlerWaveScaling()
Universe.formGroupCommand.group = squad.group
Universe.formCommand.unit_count = scaledWaveSize
local foundUnits = surface.set_multi_command(Universe.formCommand)
if (foundUnits > 0) then
base.sentExpansionGroups = base.sentExpansionGroups + 1
squad.base = base
local kamikazeThreshold = calculateKamikazeSettlerThreshold(foundUnits)
if base.stateAI == BASE_AI_STATE_SIEGE then
kamikazeThreshold = kamikazeThreshold * 2.5
end
squad.kamikaze = Universe.random() < kamikazeThreshold
Universe.builderCount = Universe.builderCount + 1
modifyBaseUnitPoints(base, -AI_SETTLER_COST, "Settler", squadPosition.x, squadPosition.y)
Universe.groupNumberToSquad[squad.groupNumber] = squad
else
if (squad.group.valid) then
squad.group.destroy()
end
end
end
end
end
end
function aiAttackWave.formVengenceSquad(chunk, base)
if (Universe.squadCount < Universe.AI_MAX_SQUAD_COUNT)
and ((base.unitPoints - AI_VENGENCE_SQUAD_COST) > 0)
and (Universe.random() < Universe.formSquadThreshold)
then
if (chunk[BASE_PHEROMONE] < 0.0001) or (chunk[PLAYER_PHEROMONE] < 0.0001) then
return
end
local map = chunk.map
local surface = map.surface
local squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
validUnitGroupLocation,
scoreUnitGroupLocation,
map)
if (squadPath ~= -1) then
local squadPosition = surface.find_non_colliding_position("biter-spawner",
positionFromDirectionAndChunk(squadDirection,
chunk,
0.98),
CHUNK_SIZE,
4,
true)
if squadPosition then
local squad = createSquad(squadPosition, map, nil, false, base)
squad.rabid = Universe.random() < 0.03
local scaledWaveSize = attackWaveScaling()
Universe.formGroupCommand.group = squad.group
Universe.formCommand.unit_count = scaledWaveSize
local foundUnits = surface.set_multi_command(Universe.formCommand)
if (foundUnits > 0) then
squad.base = base
squad.kamikaze = Universe.random() < calculateKamikazeSquadThreshold(foundUnits)
Universe.groupNumberToSquad[squad.groupNumber] = squad
Universe.squadCount = Universe.squadCount + 1
modifyBaseUnitPoints(base, -AI_VENGENCE_SQUAD_COST, "Vengence", squadPosition.x, squadPosition.y)
else
if (squad.group.valid) then
squad.group.destroy()
end
end
end
end
end
end
function aiAttackWave.formVengenceSettler(chunk, base)
if (Universe.builderCount < Universe.AI_MAX_BUILDER_COUNT)
and (base.sentExpansionGroups < base.maxExpansionGroups)
and ((base.unitPoints - AI_VENGENCE_SQUAD_COST) > 0)
and (Universe.random() < Universe.formSquadThreshold)
then
local map = chunk.map
local surface = map.surface
local squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
validUnitGroupLocation,
scoreUnitGroupLocation,
map)
if (squadPath ~= -1) then
local squadPosition = surface.find_non_colliding_position("biter-spawner",
positionFromDirectionAndChunk(squadDirection,
chunk,
0.98),
CHUNK_SIZE,
4,
true)
if squadPosition then
local squad = createSquad(squadPosition, map, nil, true, base)
squad.rabid = Universe.random() < 0.03
local scaledWaveSize = settlerWaveScaling()
Universe.formGroupCommand.group = squad.group
Universe.formCommand.unit_count = scaledWaveSize
local foundUnits = surface.set_multi_command(Universe.formCommand)
if (foundUnits > 0) then
base.sentExpansionGroups = base.sentExpansionGroups + 1
squad.base = base
squad.kamikaze = Universe.random() < calculateKamikazeSettlerThreshold(foundUnits)
Universe.groupNumberToSquad[squad.groupNumber] = squad
Universe.builderCount = Universe.builderCount + 1
modifyBaseUnitPoints(base, -AI_VENGENCE_SQUAD_COST, "Vengence Settlers", squadPosition.x, squadPosition.y)
else
if (squad.group.valid) then
squad.group.destroy()
end
end
end
end
end
end
function aiAttackWave.formSquads(chunk, base)
if (Universe.squadCount < Universe.AI_MAX_SQUAD_COUNT)
and attackWaveValidCandidate(chunk, base)
and ((base.unitPoints - AI_SQUAD_COST) > 0)
and (Universe.random() < Universe.formSquadThreshold)
then
if (chunk[BASE_PHEROMONE] < 0.0001) or (chunk[PLAYER_PHEROMONE] < 0.0001) then
return
end
local map = chunk.map
local surface = map.surface
local squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
validUnitGroupLocation,
scoreUnitGroupLocation,
map)
if (squadPath ~= -1) then
local squadPosition = surface.find_non_colliding_position("biter-spawner",
positionFromDirectionAndChunk(squadDirection,
chunk,
0.98),
CHUNK_SIZE,
4,
true)
if squadPosition then
local squad = createSquad(squadPosition, map, nil, false, base)
squad.rabid = Universe.random() < 0.03
local scaledWaveSize = attackWaveScaling()
Universe.formGroupCommand.group = squad.group
Universe.formCommand.unit_count = scaledWaveSize
local foundUnits = surface.set_multi_command(Universe.formCommand)
if (foundUnits > 0) then
squad.base = base
squad.kamikaze = Universe.random() < calculateKamikazeSquadThreshold(foundUnits)
Universe.squadCount = Universe.squadCount + 1
Universe.groupNumberToSquad[squad.groupNumber] = squad
if (base.stateAI == BASE_AI_STATE_AGGRESSIVE) then
base.sentAggressiveGroups = base.sentAggressiveGroups + 1
end
modifyBaseUnitPoints(base, -AI_SQUAD_COST, "Squad", squadPosition.x, squadPosition.y)
else
if (squad.group.valid) then
squad.group.destroy()
end
end
end
end
end
end
function aiAttackWave.init(universe)
Universe = universe
end
aiAttackWaveG = aiAttackWave
return aiAttackWave

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@ -1,594 +0,0 @@
-- Copyright (C) 2022 veden
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
if aiPlanningG then
return aiPlanningG
end
local aiPlanning = {}
--
local universe
-- imports
local constants = require("Constants")
local mathUtils = require("MathUtils")
local baseUtils = require("BaseUtils")
-- constants
local UNIT_DEATH_POINT_COST = constants.UNIT_DEATH_POINT_COST
local BASE_PROCESS_INTERVAL = constants.BASE_PROCESS_INTERVAL
local BASE_GENERATION_STATE_ACTIVE = constants.BASE_GENERATION_STATE_ACTIVE
local BASE_GENERATION_STATE_DORMANT = constants.BASE_GENERATION_STATE_DORMANT
local BASE_GENERATION_MIN_STATE_DURATION = constants.BASE_GENERATION_MIN_STATE_DURATION
local BASE_GENERATION_MAX_STATE_DURATION = constants.BASE_GENERATION_MAX_STATE_DURATION
local TEMPERAMENT_RANGE_MAX = constants.TEMPERAMENT_RANGE_MAX
local TEMPERAMENT_RANGE_MIN = constants.TEMPERAMENT_RANGE_MIN
local TEMPERAMENT_DIVIDER = constants.TEMPERAMENT_DIVIDER
local NO_RETREAT_BASE_PERCENT = constants.NO_RETREAT_BASE_PERCENT
local NO_RETREAT_EVOLUTION_BONUS_MAX = constants.NO_RETREAT_EVOLUTION_BONUS_MAX
local AI_UNIT_REFUND = constants.AI_UNIT_REFUND
local AI_MAX_POINTS = constants.AI_MAX_POINTS
local BASE_RALLY_CHANCE = constants.BASE_RALLY_CHANCE
local BONUS_RALLY_CHANCE = constants.BONUS_RALLY_CHANCE
local RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN = constants.RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN
local RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX = constants.RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX
local MINIMUM_AI_POINTS = constants.MINIMUM_AI_POINTS
local ACTIVE_NESTS_PER_AGGRESSIVE_GROUPS = constants.ACTIVE_NESTS_PER_AGGRESSIVE_GROUPS
local ALL_NESTS_PER_EXPANSION_GROUPS = constants.ALL_NESTS_PER_EXPANSION_GROUPS
local BASE_AI_STATE_PEACEFUL = constants.BASE_AI_STATE_PEACEFUL
local BASE_AI_STATE_AGGRESSIVE = constants.BASE_AI_STATE_AGGRESSIVE
local BASE_AI_STATE_RAIDING = constants.BASE_AI_STATE_RAIDING
local BASE_AI_STATE_MIGRATING = constants.BASE_AI_STATE_MIGRATING
local BASE_AI_STATE_ONSLAUGHT = constants.BASE_AI_STATE_ONSLAUGHT
local BASE_AI_STATE_SIEGE = constants.BASE_AI_STATE_SIEGE
local AI_POINT_GENERATOR_AMOUNT = constants.AI_POINT_GENERATOR_AMOUNT
local BASE_AI_MIN_STATE_DURATION = constants.BASE_AI_MIN_STATE_DURATION
local BASE_AI_MAX_STATE_DURATION = constants.BASE_AI_MAX_STATE_DURATION
-- imported functions
local randomTickEvent = mathUtils.randomTickEvent
local randomTickDuration = mathUtils.randomTickDuration
local upgradeBaseBasedOnDamage = baseUtils.upgradeBaseBasedOnDamage
local modifyBaseUnitPoints = baseUtils.modifyBaseUnitPoints
local modifyBaseSpecialPoints = baseUtils.modifyBaseSpecialPoints
local linearInterpolation = mathUtils.linearInterpolation
local mFloor = math.floor
local mMax = math.max
local mMin = math.min
local mCeil = math.ceil
-- module code
local function getTimeStringFromTick(tick)
local tickToSeconds = tick / 60
local days = mFloor(tickToSeconds / 86400)
local hours = mFloor((tickToSeconds % 86400) / 3600)
local minutes = mFloor((tickToSeconds % 3600) / 60)
local seconds = mFloor(tickToSeconds % 60)
return days .. "d " .. hours .. "h " .. minutes .. "m " .. seconds .. "s"
end
function aiPlanning.planning(evolutionLevel)
universe.evolutionLevel = evolutionLevel
local maxPoints = mMax(AI_MAX_POINTS * evolutionLevel, MINIMUM_AI_POINTS)
universe.maxPoints = maxPoints
local maxOverflowPoints = maxPoints * 3
universe.maxOverflowPoints = maxOverflowPoints
local attackWaveMaxSize = universe.attackWaveMaxSize
universe.retreatThreshold = linearInterpolation(evolutionLevel,
RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN,
RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX)
universe.rallyThreshold = BASE_RALLY_CHANCE + (evolutionLevel * BONUS_RALLY_CHANCE)
universe.formSquadThreshold = mMax((0.35 * evolutionLevel), 0.1)
universe.attackWaveSize = attackWaveMaxSize * (evolutionLevel ^ 1.4)
universe.attackWaveDeviation = (universe.attackWaveSize * 0.333)
universe.attackWaveUpperBound = universe.attackWaveSize + (universe.attackWaveSize * 0.35)
if (universe.attackWaveSize < 1) then
universe.attackWaveSize = 2
universe.attackWaveDeviation = 1
universe.attackWaveUpperBound = 3
end
universe.settlerWaveSize = linearInterpolation(evolutionLevel ^ 1.66667,
universe.expansionMinSize,
universe.expansionMaxSize)
universe.settlerWaveDeviation = (universe.settlerWaveSize * 0.33)
universe.settlerCooldown = randomTickDuration(universe.random,
universe.expansionMinTime,
mFloor(linearInterpolation(evolutionLevel ^ 1.66667,
universe.expansionMaxTime,
universe.expansionMinTime)))
universe.unitRefundAmount = AI_UNIT_REFUND * evolutionLevel
universe.kamikazeThreshold = NO_RETREAT_BASE_PERCENT + (evolutionLevel * NO_RETREAT_EVOLUTION_BONUS_MAX)
end
local function processBase(base, tick)
base.maxAggressiveGroups = mCeil(base.activeNests / ACTIVE_NESTS_PER_AGGRESSIVE_GROUPS)
base.maxExpansionGroups = mCeil((base.activeNests + base.activeRaidNests) / ALL_NESTS_PER_EXPANSION_GROUPS)
if (base.stateAI == BASE_AI_STATE_MIGRATING or base.stateAI == BASE_AI_STATE_SIEGE)
and base.resetExpensionGroupsTick <= tick
then
base.resetExpensionGroupsTick = tick + universe.settlerCooldown
base.sentExpansionGroups = 0
end
local points = (AI_POINT_GENERATOR_AMOUNT * universe.random()) +
(base.activeNests * 0.144) +
(AI_POINT_GENERATOR_AMOUNT * mMax(universe.evolutionLevel ^ 2.5, 0.1))
if (base.temperament == 0) or (base.temperament == 1) then
points = points + 24
elseif (base.temperament < 0.20) or (base.temperament > 0.80) then
points = points + 14.4
elseif (base.temperament < 0.35) or (base.temperament > 0.65) then
points = points + 9.6
elseif (base.temperament < 0.45) or (base.temperament > 0.55) then
points = points + 4.8
end
if (base.stateAI == BASE_AI_STATE_ONSLAUGHT) then
points = points * 2
end
points = points * universe.aiPointsScaler
local currentPoints = base.unitPoints
if (currentPoints <= 0) then
currentPoints = 0
end
if (currentPoints < universe.maxPoints) then
modifyBaseUnitPoints(base, points, "Logic Cycle", base.x, base.y)
end
if (base.points < universe.maxPoints) then
modifyBaseSpecialPoints(base, (points * 0.75), "Logic Cycle", base.x, base.y)
end
if universe.NEW_ENEMIES then
local deathThreshold = 0
local evolutionLevel = universe.evolutionLevel
if (evolutionLevel < universe.minimumAdaptationEvolution) then
base.deathEvents = 0
elseif (evolutionLevel < 0.5) then
deathThreshold = 17000
elseif (evolutionLevel < 0.7) then
deathThreshold = 34000
elseif (evolutionLevel < 0.9) then
deathThreshold = 60000
else
deathThreshold = 100000
end
deathThreshold = universe.adaptationModifier * deathThreshold
if ((base.deathEvents > deathThreshold) and (universe.random() > 0.95)) then
if (base.mutations < universe.MAX_BASE_MUTATIONS) then
if upgradeBaseBasedOnDamage(base) then
base.mutations = base.mutations + 1
end
elseif (base.mutations == universe.MAX_BASE_MUTATIONS) then
local roll = universe.random()
if (roll < 0.001) then
base.mutations = 0
if (universe.printBaseAdaptation) then
game.print({"description.rampant--adaptationResetDebugMessage",
base.x,
base.y,
base.mutations,
universe.MAX_BASE_MUTATIONS})
end
elseif (roll > 0.999) then
base.mutations = base.mutations + 1
if (universe.printBaseAdaptation) then
game.print({"description.rampant--adaptationFrozenDebugMessage",
base.x,
base.y})
end
end
end
base.damagedBy = {}
base.deathEvents = 0
end
else
base.damagedBy = {}
base.deathEvents = 0
end
if (base.stateGenerationTick <= tick) then
local roll = universe.random()
if (roll < 0.85) then
base.stateGeneration = BASE_GENERATION_STATE_ACTIVE
else
base.stateGeneration = BASE_GENERATION_STATE_DORMANT
end
base.stateGenerationTick = randomTickEvent(universe.random,
tick,
BASE_GENERATION_MIN_STATE_DURATION,
BASE_GENERATION_MAX_STATE_DURATION)
end
base.tick = tick
end
local function temperamentPlanner(base, evolutionLevel)
local destroyPlayerBuildings = base.destroyPlayerBuildings
local lostEnemyUnits = base.lostEnemyUnits
local lostEnemyBuilding = base.lostEnemyBuilding
local rocketLaunched = base.rocketLaunched
local builtEnemyBuilding = base.builtEnemyBuilding
local ionCannonBlasts = base.ionCannonBlasts
local artilleryBlasts = base.artilleryBlasts
local activeNests = base.activeNests
local activeRaidNests = base.activeRaidNests
local currentTemperament = base.temperamentScore
local delta = 0
if activeNests > 0 then
local val = (5.76 * activeNests)
delta = delta + val
else
delta = delta - 5.553792
end
if destroyPlayerBuildings > 0 then
if currentTemperament > 0 then
delta = delta - (5.553792 * destroyPlayerBuildings)
else
delta = delta + (5.553792 * destroyPlayerBuildings)
end
end
if activeRaidNests > 0 then
local val = (0.2304 * activeRaidNests)
delta = delta - val
else
delta = delta - 3.84
end
if lostEnemyUnits > 0 then
local multipler
if evolutionLevel < 0.3 then
multipler = 0.083328
elseif evolutionLevel < 0.5 then
multipler = 0.041472
elseif evolutionLevel < 0.7 then
multipler = 0.020736
elseif evolutionLevel < 0.9 then
multipler = 0.010368
elseif evolutionLevel < 0.9 then
multipler = 0.005184
else
multipler = 0.002592
end
local val = (multipler * lostEnemyUnits)
if (currentTemperament > 0) then
delta = delta - val
else
delta = delta + val
end
end
if lostEnemyBuilding > 0 then
local val = (0.576 * lostEnemyBuilding)
if (currentTemperament > 0) then
delta = delta - val
else
delta = delta + val
end
end
if builtEnemyBuilding > 0 then
local val = (0.261952 * builtEnemyBuilding)
if (currentTemperament > 0) then
delta = delta - val
else
delta = delta + val
end
else
delta = delta - 2.777088
end
if (rocketLaunched > 0) then
local val = (27.76 * rocketLaunched)
delta = delta + val
end
if (ionCannonBlasts > 0) then
local val = (13.924864 * ionCannonBlasts)
delta = delta + val
end
if (artilleryBlasts > 0) then
local val = (13.924864 * artilleryBlasts)
delta = delta + val
end
delta = delta * universe.temperamentRateModifier
base.temperamentScore = mMin(TEMPERAMENT_RANGE_MAX, mMax(TEMPERAMENT_RANGE_MIN, currentTemperament + delta))
base.temperament = ((base.temperamentScore + TEMPERAMENT_RANGE_MAX) * TEMPERAMENT_DIVIDER)
if universe.debugTemperament then
local strConsole = "Rampant Stats:\nbaseId:".. base.id .. ", aN:" .. base.activeNests ..
", aRN:" .. base.activeRaidNests .. ", dPB:" ..
base.destroyPlayerBuildings .. ", lEU:" .. base.lostEnemyUnits .. ", lEB:" ..
base.lostEnemyBuilding .. ", rL:" .. base.rocketLaunched .. ", bEB:" ..
base.builtEnemyBuilding .. ", iCB:" .. base.ionCannonBlasts .. ", aB:" ..
base.artilleryBlasts .. ", temp:" .. base.temperament .. ", tempScore:" .. base.temperamentScore ..
", points:" .. base.points .. ", unitPoints:" .. base.unitPoints .. ", state:" ..
constants.STATE_ENGLISH[base.stateAI] .. ", surface:" .. base.map.surface.index .. " [" ..
base.map.surface.name .. "]" .. ", aS:" .. universe.squadCount .. ", aB:" .. universe.builderCount ..
", atkSize:" .. universe.attackWaveSize .. ", stlSize:" .. universe.settlerWaveSize ..
", formGroup:" .. universe.formSquadThreshold .. ", sAgg:".. base.sentAggressiveGroups ..
", mAgg:" .. base.maxAggressiveGroups .. ", baseState:" .. base.stateGeneration .. ", sE:"
.. base.sentExpansionGroups .. ", mE:" .. base.maxExpansionGroups
game.print(strConsole)
print(strConsole)
end
end
local function processState(base, tick)
if (base.stateAITick > tick) or not universe.awake then
if (not universe.awake) and (tick >= universe.initialPeaceTime) then
universe.awake = true
if universe.printAwakenMessage then
game.print({"description.rampant--planetHasAwoken"})
end
else
return
end
end
local roll = universe.random()
if (base.temperament < 0.05) then -- 0 - 0.05
if universe.enabledMigration then
if (roll < 0.30) then
base.stateAI = BASE_AI_STATE_MIGRATING
elseif (roll < 0.50) and universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
else
base.stateAI = BASE_AI_STATE_MIGRATING
end
else
if universe.raidAIToggle then
if (roll < 0.70) then
base.stateAI = BASE_AI_STATE_RAIDING
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
elseif (base.temperament < 0.20) then -- 0.05 - 0.2
if (universe.enabledMigration) then
if (roll < 0.4) then
base.stateAI = BASE_AI_STATE_MIGRATING
elseif (roll < 0.55) and universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
else
base.stateAI = BASE_AI_STATE_MIGRATING
end
else
if universe.raidAIToggle then
if (roll < 0.40) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
else
base.stateAI = BASE_AI_STATE_RAIDING
end
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
elseif (base.temperament < 0.4) then -- 0.2 - 0.4
if (universe.enabledMigration) then
if (roll < 0.2) and universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif (roll < 0.2) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif (roll < 0.8) then
base.stateAI = BASE_AI_STATE_MIGRATING
elseif universe.peacefulAIToggle then
base.stateAI = BASE_AI_STATE_PEACEFUL
else
base.stateAI = BASE_AI_STATE_MIGRATING
end
else
if (roll < 0.3) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif (roll < 0.6) and universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif (roll < 0.6) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif universe.peacefulAIToggle then
base.stateAI = BASE_AI_STATE_PEACEFUL
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
elseif (base.temperament < 0.6) then -- 0.4 - 0.6
if (roll < 0.4) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif (roll < 0.5) and universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif (roll < 0.75) and universe.peacefulAIToggle then
base.stateAI = BASE_AI_STATE_PEACEFUL
else
if universe.enabledMigration then
base.stateAI = BASE_AI_STATE_MIGRATING
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
elseif (base.temperament < 0.8) then -- 0.6 - 0.8
if (roll < 0.4) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif (roll < 0.6) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
elseif (roll < 0.8) then
base.stateAI = BASE_AI_STATE_RAIDING
elseif universe.peacefulAIToggle then
base.stateAI = BASE_AI_STATE_PEACEFUL
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
elseif (base.temperament < 0.95) then -- 0.8 - 0.95
if (universe.enabledMigration and universe.raidAIToggle) then
if (roll < 0.20) and universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
elseif (roll < 0.45) then
base.stateAI = BASE_AI_STATE_RAIDING
elseif (roll < 0.85) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
elseif (universe.enabledMigration) then
if (roll < 0.20) and universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
elseif (roll < 0.75) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
elseif (universe.raidAIToggle) then
if (roll < 0.45) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
elseif (roll < 0.75) then
base.stateAI = BASE_AI_STATE_RAIDING
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
else
if (roll < 0.65) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
else
if (universe.enabledMigration and universe.raidAIToggle) then
if (roll < 0.30) and universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
elseif (roll < 0.65) then
base.stateAI = BASE_AI_STATE_RAIDING
else
base.stateAI = BASE_AI_STATE_ONSLAUGHT
end
elseif (universe.enabledMigration) then
if (roll < 0.30) and universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
else
base.stateAI = BASE_AI_STATE_ONSLAUGHT
end
elseif (universe.raidAIToggle) then
if (roll < 0.45) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
else
base.stateAI = BASE_AI_STATE_RAIDING
end
else
base.stateAI = BASE_AI_STATE_ONSLAUGHT
end
end
local remainingUnits = base.lostEnemyUnits % 20
if remainingUnits ~= 0 then
modifyBaseUnitPoints(base, -(remainingUnits*UNIT_DEATH_POINT_COST), remainingUnits.." Units Lost")
end
base.destroyPlayerBuildings = 0
base.lostEnemyUnits = 0
base.lostEnemyBuilding = 0
base.rocketLaunched = 0
base.builtEnemyBuilding = 0
base.ionCannonBlasts = 0
base.artilleryBlasts = 0
base.stateAITick = randomTickEvent(universe.random, tick, BASE_AI_MIN_STATE_DURATION, BASE_AI_MAX_STATE_DURATION)
if universe.printAIStateChanges then
game.print(base.id .. ": AI is now: " .. constants.STATE_ENGLISH[base.stateAI] .. ", Next state change is in "
.. string.format("%.2f", (base.stateAITick - tick) / (60*60)) .. " minutes @ " ..
getTimeStringFromTick(base.stateAITick) .. " playtime")
end
end
function aiPlanning.processBaseAIs(tick)
local baseId = universe.processBaseAIIterator
local base
if not baseId then
baseId, base = next(universe.bases, nil)
else
base = universe.bases[baseId]
end
if not baseId then
universe.processBaseAIIterator = nil
return
else
universe.processBaseAIIterator = next(universe.bases, baseId)
if (tick - base.tick) <= BASE_PROCESS_INTERVAL then
return
end
temperamentPlanner(base, universe.evolutionLevel)
processState(base, tick)
processBase(base, tick)
end
end
function aiPlanning.init(universeGlobal)
universe = universeGlobal
end
aiPlanningG = aiPlanning
return aiPlanning

View File

@ -1,91 +0,0 @@
-- Copyright (C) 2022 veden
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
if (aiPredicatesG) then
return aiPredicatesG
end
local aiPredicates = {}
--
local universe
-- imports
local constants = require("Constants")
-- constants
local BASE_AI_STATE_RAIDING = constants.BASE_AI_STATE_RAIDING
local BASE_AI_STATE_AGGRESSIVE = constants.BASE_AI_STATE_AGGRESSIVE
local BASE_AI_STATE_MIGRATING = constants.BASE_AI_STATE_MIGRATING
local BASE_AI_STATE_SIEGE = constants.BASE_AI_STATE_SIEGE
local BASE_AI_STATE_ONSLAUGHT = constants.BASE_AI_STATE_ONSLAUGHT
-- imported functions
-- module code
function aiPredicates.canAttack(map, base)
local isAggressive = ((base.stateAI == BASE_AI_STATE_AGGRESSIVE)
and (base.sentAggressiveGroups < base.maxAggressiveGroups))
local isRaiding = (base.stateAI == BASE_AI_STATE_RAIDING)
local isOnslaught = (base.stateAI == BASE_AI_STATE_ONSLAUGHT)
local isRaidSieging = universe.raidAIToggle
and (base.stateAI == BASE_AI_STATE_SIEGE)
and (base.sentExpansionGroups >= base.maxExpansionGroups)
local goodAI = isAggressive or isRaiding or isOnslaught or isRaidSieging
if not goodAI then
return false
end
local surface = map.surface
if surface.peaceful_mode then
return false
end
local nocturalMode = universe.aiNocturnalMode
local noctural = (not nocturalMode) or (nocturalMode and surface.darkness > 0.65)
if not noctural then
return false
end
return true
end
function aiPredicates.canMigrate(map, base)
local badAIState = (base.stateAI ~= BASE_AI_STATE_MIGRATING) and (base.stateAI ~= BASE_AI_STATE_SIEGE)
if badAIState then
return false
end
if not universe.expansion then
return false
end
local surface = map.surface
if surface.peaceful_mode then
return false
end
local nocturalMode = universe.aiNocturnalMode
local noctural = (not nocturalMode) or (nocturalMode and surface.darkness > 0.65)
if not noctural then
return false
end
return true
end
function aiPredicates.init(universeGlobal)
universe = universeGlobal
end
aiPredicatesG = aiPredicates
return aiPredicates

View File

@ -25,57 +25,99 @@ local Universe
-- imports
local stringUtils = require("StringUtils")
local mathUtils = require("MathUtils")
local constants = require("Constants")
local chunkPropertyUtils = require("ChunkPropertyUtils")
local mapUtils = require("MapUtils")
local queryUtils = require("QueryUtils")
local Utils = require("Utils")
local MathUtils = require("MathUtils")
local Constants = require("Constants")
local MapUtils = require("MapUtils")
-- constants
-- Constants
local TIERS = constants.TIERS
local EVO_TO_TIER_MAPPING = constants.EVO_TO_TIER_MAPPING
local PROXY_ENTITY_LOOKUP = constants.PROXY_ENTITY_LOOKUP
local BUILDING_HIVE_TYPE_LOOKUP = constants.BUILDING_HIVE_TYPE_LOOKUP
local COST_LOOKUP = constants.COST_LOOKUP
local UPGRADE_LOOKUP = constants.UPGRADE_LOOKUP
local TIERS = Constants.TIERS
local EVO_TO_TIER_MAPPING = Constants.EVO_TO_TIER_MAPPING
local PROXY_ENTITY_LOOKUP = Constants.PROXY_ENTITY_LOOKUP
local BUILDING_HIVE_TYPE_LOOKUP = Constants.BUILDING_HIVE_TYPE_LOOKUP
local COST_LOOKUP = Constants.COST_LOOKUP
local UPGRADE_LOOKUP = Constants.UPGRADE_LOOKUP
local ENEMY_ALIGNMENT_LOOKUP = constants.ENEMY_ALIGNMENT_LOOKUP
local ENEMY_ALIGNMENT_LOOKUP = Constants.ENEMY_ALIGNMENT_LOOKUP
local EVOLUTION_TABLE_ALIGNMENT = constants.EVOLUTION_TABLE_ALIGNMENT
local BUILDING_EVOLVE_LOOKUP = constants.BUILDING_EVOLVE_LOOKUP
local EVOLUTION_TABLE_ALIGNMENT = Constants.EVOLUTION_TABLE_ALIGNMENT
local BUILDING_EVOLVE_LOOKUP = Constants.BUILDING_EVOLVE_LOOKUP
local MINIMUM_BUILDING_COST = constants.MINIMUM_BUILDING_COST
local FACTION_MUTATION_MAPPING = constants.FACTION_MUTATION_MAPPING
local BASE_AI_STATE_RAIDING = Constants.BASE_AI_STATE_RAIDING
local BASE_AI_STATE_AGGRESSIVE = Constants.BASE_AI_STATE_AGGRESSIVE
local BASE_AI_STATE_MIGRATING = Constants.BASE_AI_STATE_MIGRATING
local BASE_AI_STATE_SIEGE = Constants.BASE_AI_STATE_SIEGE
local BASE_AI_STATE_ONSLAUGHT = Constants.BASE_AI_STATE_ONSLAUGHT
local MAGIC_MAXIMUM_NUMBER = constants.MAGIC_MAXIMUM_NUMBER
local MINIMUM_BUILDING_COST = Constants.MINIMUM_BUILDING_COST
local FACTION_MUTATION_MAPPING = Constants.FACTION_MUTATION_MAPPING
local FACTIONS_BY_DAMAGE_TYPE = constants.FACTIONS_BY_DAMAGE_TYPE
local MAGIC_MAXIMUM_NUMBER = Constants.MAGIC_MAXIMUM_NUMBER
local BASE_GENERATION_STATE_ACTIVE = constants.BASE_GENERATION_STATE_ACTIVE
local FACTIONS_BY_DAMAGE_TYPE = Constants.FACTIONS_BY_DAMAGE_TYPE
local BASE_DISTANCE_THRESHOLD = constants.BASE_DISTANCE_THRESHOLD
local BASE_DISTANCE_LEVEL_BONUS = constants.BASE_DISTANCE_LEVEL_BONUS
local BASE_DISTANCE_TO_EVO_INDEX = constants.BASE_DISTANCE_TO_EVO_INDEX
local BASE_GENERATION_STATE_ACTIVE = Constants.BASE_GENERATION_STATE_ACTIVE
local CHUNK_SIZE = constants.CHUNK_SIZE
local BASE_DISTANCE_THRESHOLD = Constants.BASE_DISTANCE_THRESHOLD
local BASE_DISTANCE_LEVEL_BONUS = Constants.BASE_DISTANCE_LEVEL_BONUS
local BASE_DISTANCE_TO_EVO_INDEX = Constants.BASE_DISTANCE_TO_EVO_INDEX
local BASE_AI_STATE_PEACEFUL = constants.BASE_AI_STATE_PEACEFUL
local CHUNK_SIZE = Constants.CHUNK_SIZE
local BASE_AI_STATE_PEACEFUL = Constants.BASE_AI_STATE_PEACEFUL
local BASE_RALLY_CHANCE = Constants.BASE_RALLY_CHANCE
local BONUS_RALLY_CHANCE = Constants.BONUS_RALLY_CHANCE
local RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN = Constants.RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN
local RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX = Constants.RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX
local MINIMUM_AI_POINTS = Constants.MINIMUM_AI_POINTS
local AI_POINT_GENERATOR_AMOUNT = Constants.AI_POINT_GENERATOR_AMOUNT
local BASE_AI_MIN_STATE_DURATION = Constants.BASE_AI_MIN_STATE_DURATION
local BASE_AI_MAX_STATE_DURATION = Constants.BASE_AI_MAX_STATE_DURATION
local NO_RETREAT_BASE_PERCENT = Constants.NO_RETREAT_BASE_PERCENT
local NO_RETREAT_EVOLUTION_BONUS_MAX = Constants.NO_RETREAT_EVOLUTION_BONUS_MAX
local AI_UNIT_REFUND = Constants.AI_UNIT_REFUND
local AI_MAX_POINTS = Constants.AI_MAX_POINTS
local BASE_GENERATION_MIN_STATE_DURATION = Constants.BASE_GENERATION_MIN_STATE_DURATION
local BASE_GENERATION_MAX_STATE_DURATION = Constants.BASE_GENERATION_MAX_STATE_DURATION
local BASE_GENERATION_STATE_DORMANT = Constants.BASE_GENERATION_STATE_DORMANT
local STATE_ENGLISH = Constants.STATE_ENGLISH
local ACTIVE_NESTS_PER_AGGRESSIVE_GROUPS = Constants.ACTIVE_NESTS_PER_AGGRESSIVE_GROUPS
local ALL_NESTS_PER_EXPANSION_GROUPS = Constants.ALL_NESTS_PER_EXPANSION_GROUPS
local TEMPERAMENT_RANGE_MAX = Constants.TEMPERAMENT_RANGE_MAX
local TEMPERAMENT_RANGE_MIN = Constants.TEMPERAMENT_RANGE_MIN
local TEMPERAMENT_DIVIDER = Constants.TEMPERAMENT_DIVIDER
local UNIT_DEATH_POINT_COST = Constants.UNIT_DEATH_POINT_COST
local BASE_PROCESS_INTERVAL = Constants.BASE_PROCESS_INTERVAL
-- imported functions
local isMember = stringUtils.isMember
local getTimeStringFromTick = Utils.getTimeStringFromTick
local setPositionXYInQuery = queryUtils.setPositionXYInQuery
local randomTickEvent = MathUtils.randomTickEvent
local linearInterpolation = MathUtils.linearInterpolation
local randomTickDuration = MathUtils.randomTickDuration
local euclideanDistancePoints = mathUtils.euclideanDistancePoints
local isMember = Utils.isMember
local getChunkByPosition = mapUtils.getChunkByPosition
local setPositionXYInQuery = Utils.setPositionXYInQuery
local gaussianRandomRangeRG = mathUtils.gaussianRandomRangeRG
local euclideanDistancePoints = MathUtils.euclideanDistancePoints
local getChunkByPosition = MapUtils.getChunkByPosition
local gaussianRandomRangeRG = MathUtils.gaussianRandomRangeRG
local mFloor = math.floor
local mCeil = math.ceil
local tableSize = table_size
local tableRemove = table.remove
local mMin = math.min
@ -303,6 +345,50 @@ function BaseUtils.recycleBases()
end
end
function BaseUtils.canAttack(base)
local isAggressive = ((base.stateAI == BASE_AI_STATE_AGGRESSIVE)
and (base.sentAggressiveGroups < base.maxAggressiveGroups))
local isRaiding = (base.stateAI == BASE_AI_STATE_RAIDING)
local isOnslaught = (base.stateAI == BASE_AI_STATE_ONSLAUGHT)
local isRaidSieging = Universe.raidAIToggle
and (base.stateAI == BASE_AI_STATE_SIEGE)
and (base.sentExpansionGroups >= base.maxExpansionGroups)
local goodAI = isAggressive or isRaiding or isOnslaught or isRaidSieging
if not goodAI then
return false
end
local surface = base.map.surface
if surface.peaceful_mode then
return false
end
local nocturalMode = Universe.aiNocturnalMode
local noctural = (not nocturalMode) or (nocturalMode and surface.darkness > 0.65)
if not noctural then
return false
end
return true
end
function BaseUtils.canMigrate(base)
local badAIState = (base.stateAI ~= BASE_AI_STATE_MIGRATING) and (base.stateAI ~= BASE_AI_STATE_SIEGE)
if badAIState then
return false
end
if not Universe.expansion then
return false
end
local surface = base.map.surface
if surface.peaceful_mode then
return false
end
local nocturalMode = Universe.aiNocturnalMode
local noctural = (not nocturalMode) or (nocturalMode and surface.darkness > 0.65)
if not noctural then
return false
end
return true
end
function BaseUtils.queueUpgrade(entity, base, disPos, evolve, register, timeDelay)
Universe.pendingUpgrades[entity.unit_number] = {
["position"] = disPos,
@ -402,7 +488,7 @@ local function pickMutationFromDamageType(damageType, roll, base)
Universe.MAX_BASE_MUTATIONS})
end
end
local alignmentCount = table_size(base.alignmentHistory)
local alignmentCount = tableSize(base.alignmentHistory)
while (alignmentCount > Universe.MAX_BASE_ALIGNMENT_HISTORY) do
tableRemove(base.alignmentHistory, 1)
alignmentCount = alignmentCount - 1
@ -604,6 +690,488 @@ function BaseUtils.modifyBaseSpecialPoints(base, points, tag, x, y)
end
end
function BaseUtils.planning(evolutionLevel)
Universe.evolutionLevel = evolutionLevel
local maxPoints = mMax(AI_MAX_POINTS * evolutionLevel, MINIMUM_AI_POINTS)
Universe.maxPoints = maxPoints
local maxOverflowPoints = maxPoints * 3
Universe.maxOverflowPoints = maxOverflowPoints
local attackWaveMaxSize = Universe.attackWaveMaxSize
Universe.retreatThreshold = linearInterpolation(evolutionLevel,
RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN,
RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX)
Universe.rallyThreshold = BASE_RALLY_CHANCE + (evolutionLevel * BONUS_RALLY_CHANCE)
Universe.formSquadThreshold = mMax((0.35 * evolutionLevel), 0.1)
Universe.attackWaveSize = attackWaveMaxSize * (evolutionLevel ^ 1.4)
Universe.attackWaveDeviation = (Universe.attackWaveSize * 0.333)
Universe.attackWaveUpperBound = Universe.attackWaveSize + (Universe.attackWaveSize * 0.35)
if (Universe.attackWaveSize < 1) then
Universe.attackWaveSize = 2
Universe.attackWaveDeviation = 1
Universe.attackWaveUpperBound = 3
end
Universe.settlerWaveSize = linearInterpolation(evolutionLevel ^ 1.66667,
Universe.expansionMinSize,
Universe.expansionMaxSize)
Universe.settlerWaveDeviation = (Universe.settlerWaveSize * 0.33)
Universe.settlerCooldown = randomTickDuration(Universe.random,
Universe.expansionMinTime,
mFloor(linearInterpolation(evolutionLevel ^ 1.66667,
Universe.expansionMaxTime,
Universe.expansionMinTime)))
Universe.unitRefundAmount = AI_UNIT_REFUND * evolutionLevel
Universe.kamikazeThreshold = NO_RETREAT_BASE_PERCENT + (evolutionLevel * NO_RETREAT_EVOLUTION_BONUS_MAX)
end
local function processBase(base, tick)
base.maxAggressiveGroups = mCeil(base.activeNests / ACTIVE_NESTS_PER_AGGRESSIVE_GROUPS)
base.maxExpansionGroups = mCeil((base.activeNests + base.activeRaidNests) / ALL_NESTS_PER_EXPANSION_GROUPS)
if (base.stateAI == BASE_AI_STATE_MIGRATING or base.stateAI == BASE_AI_STATE_SIEGE)
and base.resetExpensionGroupsTick <= tick
then
base.resetExpensionGroupsTick = tick + Universe.settlerCooldown
base.sentExpansionGroups = 0
end
local points = (AI_POINT_GENERATOR_AMOUNT * Universe.random()) +
(base.activeNests * 0.144) +
(AI_POINT_GENERATOR_AMOUNT * mMax(Universe.evolutionLevel ^ 2.5, 0.1))
if (base.temperament == 0) or (base.temperament == 1) then
points = points + 24
elseif (base.temperament < 0.20) or (base.temperament > 0.80) then
points = points + 14.4
elseif (base.temperament < 0.35) or (base.temperament > 0.65) then
points = points + 9.6
elseif (base.temperament < 0.45) or (base.temperament > 0.55) then
points = points + 4.8
end
if (base.stateAI == BASE_AI_STATE_ONSLAUGHT) then
points = points * 2
end
points = points * Universe.aiPointsScaler
local currentPoints = base.unitPoints
if (currentPoints <= 0) then
currentPoints = 0
end
if (currentPoints < Universe.maxPoints) then
BaseUtils.modifyBaseUnitPoints(base, points, "Logic Cycle", base.x, base.y)
end
if (base.points < Universe.maxPoints) then
BaseUtils.modifyBaseSpecialPoints(base, (points * 0.75), "Logic Cycle", base.x, base.y)
end
if Universe.NEW_ENEMIES then
local deathThreshold = 0
local evolutionLevel = Universe.evolutionLevel
if (evolutionLevel < Universe.minimumAdaptationEvolution) then
base.deathEvents = 0
elseif (evolutionLevel < 0.5) then
deathThreshold = 17000
elseif (evolutionLevel < 0.7) then
deathThreshold = 34000
elseif (evolutionLevel < 0.9) then
deathThreshold = 60000
else
deathThreshold = 100000
end
deathThreshold = Universe.adaptationModifier * deathThreshold
if ((base.deathEvents > deathThreshold) and (Universe.random() > 0.95)) then
if (base.mutations < Universe.MAX_BASE_MUTATIONS) then
if BaseUtils.upgradeBaseBasedOnDamage(base) then
base.mutations = base.mutations + 1
end
elseif (base.mutations == Universe.MAX_BASE_MUTATIONS) then
local roll = Universe.random()
if (roll < 0.001) then
base.mutations = 0
if (Universe.printBaseAdaptation) then
game.print({"description.rampant--adaptationResetDebugMessage",
base.x,
base.y,
base.mutations,
Universe.MAX_BASE_MUTATIONS})
end
elseif (roll > 0.999) then
base.mutations = base.mutations + 1
if (Universe.printBaseAdaptation) then
game.print({"description.rampant--adaptationFrozenDebugMessage",
base.x,
base.y})
end
end
end
base.damagedBy = {}
base.deathEvents = 0
end
else
base.damagedBy = {}
base.deathEvents = 0
end
if (base.stateGenerationTick <= tick) then
local roll = Universe.random()
if (roll < 0.85) then
base.stateGeneration = BASE_GENERATION_STATE_ACTIVE
else
base.stateGeneration = BASE_GENERATION_STATE_DORMANT
end
base.stateGenerationTick = randomTickEvent(Universe.random,
tick,
BASE_GENERATION_MIN_STATE_DURATION,
BASE_GENERATION_MAX_STATE_DURATION)
end
base.tick = tick
end
local function temperamentPlanner(base, evolutionLevel)
local destroyPlayerBuildings = base.destroyPlayerBuildings
local lostEnemyUnits = base.lostEnemyUnits
local lostEnemyBuilding = base.lostEnemyBuilding
local rocketLaunched = base.rocketLaunched
local builtEnemyBuilding = base.builtEnemyBuilding
local ionCannonBlasts = base.ionCannonBlasts
local artilleryBlasts = base.artilleryBlasts
local activeNests = base.activeNests
local activeRaidNests = base.activeRaidNests
local currentTemperament = base.temperamentScore
local delta = 0
if activeNests > 0 then
local val = (5.76 * activeNests)
delta = delta + val
else
delta = delta - 5.553792
end
if destroyPlayerBuildings > 0 then
if currentTemperament > 0 then
delta = delta - (5.553792 * destroyPlayerBuildings)
else
delta = delta + (5.553792 * destroyPlayerBuildings)
end
end
if activeRaidNests > 0 then
local val = (0.2304 * activeRaidNests)
delta = delta - val
else
delta = delta - 3.84
end
if lostEnemyUnits > 0 then
local multipler
if evolutionLevel < 0.3 then
multipler = 0.083328
elseif evolutionLevel < 0.5 then
multipler = 0.041472
elseif evolutionLevel < 0.7 then
multipler = 0.020736
elseif evolutionLevel < 0.9 then
multipler = 0.010368
elseif evolutionLevel < 0.9 then
multipler = 0.005184
else
multipler = 0.002592
end
local val = (multipler * lostEnemyUnits)
if (currentTemperament > 0) then
delta = delta - val
else
delta = delta + val
end
end
if lostEnemyBuilding > 0 then
local val = (0.576 * lostEnemyBuilding)
if (currentTemperament > 0) then
delta = delta - val
else
delta = delta + val
end
end
if builtEnemyBuilding > 0 then
local val = (0.261952 * builtEnemyBuilding)
if (currentTemperament > 0) then
delta = delta - val
else
delta = delta + val
end
else
delta = delta - 2.777088
end
if (rocketLaunched > 0) then
local val = (27.76 * rocketLaunched)
delta = delta + val
end
if (ionCannonBlasts > 0) then
local val = (13.924864 * ionCannonBlasts)
delta = delta + val
end
if (artilleryBlasts > 0) then
local val = (13.924864 * artilleryBlasts)
delta = delta + val
end
delta = delta * Universe.temperamentRateModifier
base.temperamentScore = mMin(TEMPERAMENT_RANGE_MAX, mMax(TEMPERAMENT_RANGE_MIN, currentTemperament + delta))
base.temperament = ((base.temperamentScore + TEMPERAMENT_RANGE_MAX) * TEMPERAMENT_DIVIDER)
if Universe.debugTemperament then
local strConsole = "Rampant Stats:\nbaseId:".. base.id .. ", aN:" .. base.activeNests ..
", aRN:" .. base.activeRaidNests .. ", dPB:" ..
base.destroyPlayerBuildings .. ", lEU:" .. base.lostEnemyUnits .. ", lEB:" ..
base.lostEnemyBuilding .. ", rL:" .. base.rocketLaunched .. ", bEB:" ..
base.builtEnemyBuilding .. ", iCB:" .. base.ionCannonBlasts .. ", aB:" ..
base.artilleryBlasts .. ", temp:" .. base.temperament .. ", tempScore:" .. base.temperamentScore ..
", points:" .. base.points .. ", unitPoints:" .. base.unitPoints .. ", state:" ..
STATE_ENGLISH[base.stateAI] .. ", surface:" .. base.map.surface.index .. " [" ..
base.map.surface.name .. "]" .. ", aS:" .. Universe.squadCount .. ", aB:" .. Universe.builderCount ..
", atkSize:" .. Universe.attackWaveSize .. ", stlSize:" .. Universe.settlerWaveSize ..
", formGroup:" .. Universe.formSquadThreshold .. ", sAgg:".. base.sentAggressiveGroups ..
", mAgg:" .. base.maxAggressiveGroups .. ", baseState:" .. base.stateGeneration .. ", sE:"
.. base.sentExpansionGroups .. ", mE:" .. base.maxExpansionGroups
game.print(strConsole)
print(strConsole)
end
end
local function processState(base, tick)
if (base.stateAITick > tick) or not Universe.awake then
if (not Universe.awake) and (tick >= Universe.initialPeaceTime) then
Universe.awake = true
if Universe.printAwakenMessage then
game.print({"description.rampant--planetHasAwoken"})
end
else
return
end
end
local roll = Universe.random()
if (base.temperament < 0.05) then -- 0 - 0.05
if Universe.enabledMigration then
if (roll < 0.30) then
base.stateAI = BASE_AI_STATE_MIGRATING
elseif (roll < 0.50) and Universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif Universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
else
base.stateAI = BASE_AI_STATE_MIGRATING
end
else
if Universe.raidAIToggle then
if (roll < 0.70) then
base.stateAI = BASE_AI_STATE_RAIDING
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
elseif (base.temperament < 0.20) then -- 0.05 - 0.2
if (Universe.enabledMigration) then
if (roll < 0.4) then
base.stateAI = BASE_AI_STATE_MIGRATING
elseif (roll < 0.55) and Universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif Universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
else
base.stateAI = BASE_AI_STATE_MIGRATING
end
else
if Universe.raidAIToggle then
if (roll < 0.40) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
else
base.stateAI = BASE_AI_STATE_RAIDING
end
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
elseif (base.temperament < 0.4) then -- 0.2 - 0.4
if (Universe.enabledMigration) then
if (roll < 0.2) and Universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif (roll < 0.2) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif (roll < 0.8) then
base.stateAI = BASE_AI_STATE_MIGRATING
elseif Universe.peacefulAIToggle then
base.stateAI = BASE_AI_STATE_PEACEFUL
else
base.stateAI = BASE_AI_STATE_MIGRATING
end
else
if (roll < 0.3) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif (roll < 0.6) and Universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif (roll < 0.6) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif Universe.peacefulAIToggle then
base.stateAI = BASE_AI_STATE_PEACEFUL
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
elseif (base.temperament < 0.6) then -- 0.4 - 0.6
if (roll < 0.4) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif (roll < 0.5) and Universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif (roll < 0.75) and Universe.peacefulAIToggle then
base.stateAI = BASE_AI_STATE_PEACEFUL
else
if Universe.enabledMigration then
base.stateAI = BASE_AI_STATE_MIGRATING
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
elseif (base.temperament < 0.8) then -- 0.6 - 0.8
if (roll < 0.4) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif (roll < 0.6) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
elseif (roll < 0.8) then
base.stateAI = BASE_AI_STATE_RAIDING
elseif Universe.peacefulAIToggle then
base.stateAI = BASE_AI_STATE_PEACEFUL
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
elseif (base.temperament < 0.95) then -- 0.8 - 0.95
if (Universe.enabledMigration and Universe.raidAIToggle) then
if (roll < 0.20) and Universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
elseif (roll < 0.45) then
base.stateAI = BASE_AI_STATE_RAIDING
elseif (roll < 0.85) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
elseif (Universe.enabledMigration) then
if (roll < 0.20) and Universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
elseif (roll < 0.75) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
elseif (Universe.raidAIToggle) then
if (roll < 0.45) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
elseif (roll < 0.75) then
base.stateAI = BASE_AI_STATE_RAIDING
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
else
if (roll < 0.65) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
else
if (Universe.enabledMigration and Universe.raidAIToggle) then
if (roll < 0.30) and Universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
elseif (roll < 0.65) then
base.stateAI = BASE_AI_STATE_RAIDING
else
base.stateAI = BASE_AI_STATE_ONSLAUGHT
end
elseif (Universe.enabledMigration) then
if (roll < 0.30) and Universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
else
base.stateAI = BASE_AI_STATE_ONSLAUGHT
end
elseif (Universe.raidAIToggle) then
if (roll < 0.45) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
else
base.stateAI = BASE_AI_STATE_RAIDING
end
else
base.stateAI = BASE_AI_STATE_ONSLAUGHT
end
end
local remainingUnits = base.lostEnemyUnits % 20
if remainingUnits ~= 0 then
BaseUtils.modifyBaseUnitPoints(base, -(remainingUnits*UNIT_DEATH_POINT_COST), remainingUnits.." Units Lost")
end
base.destroyPlayerBuildings = 0
base.lostEnemyUnits = 0
base.lostEnemyBuilding = 0
base.rocketLaunched = 0
base.builtEnemyBuilding = 0
base.ionCannonBlasts = 0
base.artilleryBlasts = 0
base.stateAITick = randomTickEvent(Universe.random, tick, BASE_AI_MIN_STATE_DURATION, BASE_AI_MAX_STATE_DURATION)
if Universe.printAIStateChanges then
game.print(base.id .. ": AI is now: " .. STATE_ENGLISH[base.stateAI] .. ", Next state change is in "
.. string.format("%.2f", (base.stateAITick - tick) / (60*60)) .. " minutes @ " ..
getTimeStringFromTick(base.stateAITick) .. " playtime")
end
end
function BaseUtils.processBaseAIs(tick)
local baseId = Universe.processBaseAIIterator
local base
if not baseId then
baseId, base = next(Universe.bases, nil)
else
base = Universe.bases[baseId]
end
if not baseId then
Universe.processBaseAIIterator = nil
return
else
Universe.processBaseAIIterator = next(Universe.bases, baseId)
if (tick - base.tick) <= BASE_PROCESS_INTERVAL then
return
end
temperamentPlanner(base, Universe.evolutionLevel)
processState(base, tick)
processBase(base, tick)
end
end
function BaseUtils.init(universe)
Universe = universe
end

View File

@ -1,241 +0,0 @@
-- Copyright (C) 2022 veden
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
if (ChunkProcessorG) then
return ChunkProcessorG
end
local ChunkProcessor = {}
--
local Universe
-- imports
local ChunkUtils = require("ChunkUtils")
local QueryUtils = require("QueryUtils")
local MapUtils = require("MapUtils")
local MathUtils = require("MathUtils")
local Constants = require("Constants")
local BaseUtils = require("BaseUtils")
-- Constants
local PROXY_ENTITY_LOOKUP = Constants.PROXY_ENTITY_LOOKUP
local BASE_DISTANCE_TO_EVO_INDEX = Constants.BASE_DISTANCE_TO_EVO_INDEX
local BUILDING_SPACE_LOOKUP = Constants.BUILDING_SPACE_LOOKUP
-- imported functions
local findInsertionPoint = MapUtils.findInsertionPoint
local removeChunkFromMap = MapUtils.removeChunkFromMap
local setPositionInQuery = QueryUtils.setPositionInQuery
local registerEnemyBaseStructure = ChunkUtils.registerEnemyBaseStructure
local unregisterEnemyBaseStructure = ChunkUtils.unregisterEnemyBaseStructure
local euclideanDistancePoints = MathUtils.euclideanDistancePoints
local findEntityUpgrade = BaseUtils.findEntityUpgrade
local createChunk = ChunkUtils.createChunk
local initialScan = ChunkUtils.initialScan
local chunkPassScan = ChunkUtils.chunkPassScan
local mMin = math.min
local mMax = math.max
local next = next
local table_size = table_size
local tInsert = table.insert
-- module code
function ChunkProcessor.processPendingChunks(tick, flush)
local pendingChunks = Universe.pendingChunks
local eventId, event = next(pendingChunks, nil)
if not eventId then
if (tableSize(pendingChunks) == 0) then
-- this is needed as the next command remembers the max length a table has been
Universe.pendingChunks = {}
end
return
end
local endCount = 1
if flush then
endCount = tableSize(pendingChunks)
end
for _=1,endCount do
if not flush and (event.tick > tick) then
return
end
local newEventId, newEvent = next(pendingChunks, eventId)
pendingChunks[eventId] = nil
local map = event.map
if not map.surface.valid then
return
end
local topLeft = event.area.left_top
local x = topLeft.x
local y = topLeft.y
if not map[x] then
map[x] = {}
end
if map[x][y] then
local oldChunk = map[x][y]
local chunk = initialScan(oldChunk, map, tick)
if (chunk == -1) then
removeChunkFromMap(map, oldChunk)
end
else
local initialChunk = createChunk(map, x, y)
map[x][y] = initialChunk
Universe.chunkIdToChunk[initialChunk.id] = initialChunk
local chunk = initialScan(initialChunk, map, tick)
if (chunk ~= -1) then
tInsert(
map.processQueue,
findInsertionPoint(map.processQueue, chunk),
chunk
)
else
map[x][y] = nil
Universe.chunkIdToChunk[initialChunk.id] = nil
end
end
eventId = newEventId
event = newEvent
if not eventId then
return
end
end
end
function ChunkProcessor.processPendingUpgrades(tick)
local entityId, entityData = next(Universe.pendingUpgrades, nil)
if not entityId then
if tableSize(Universe.pendingUpgrades) == 0 then
Universe.pendingUpgrades = {}
end
return
end
local entity = entityData.entity
if not entity.valid then
Universe.pendingUpgrades[entityId] = nil
end
if entityData.delayTLL and tick < entityData.delayTLL then
return
end
Universe.pendingUpgrades[entityId] = nil
local base = entityData.base
local map = base.map
local baseAlignment = base.alignment
local position = entityData.position or entity.position
local pickedBaseAlignment
if baseAlignment[2] then
if Universe.random() < 0.75 then
pickedBaseAlignment = baseAlignment[2]
else
pickedBaseAlignment = baseAlignment[1]
end
else
pickedBaseAlignment = baseAlignment[1]
end
local currentEvo = entity.prototype.build_base_evolution_requirement or 0
local distance = mMin(1, euclideanDistancePoints(position.x, position.y, 0, 0) * BASE_DISTANCE_TO_EVO_INDEX)
local evoIndex = mMax(distance, Universe.evolutionLevel)
local name = findEntityUpgrade(pickedBaseAlignment,
currentEvo,
evoIndex,
entity,
map,
entityData.evolve)
local entityName = entity.name
if not name and PROXY_ENTITY_LOOKUP[entityName] then
entity.destroy()
return
elseif (name == entityName) or not name then
return
end
local surface = entity.surface
local query = Universe.ppuUpgradeEntityQuery
query.name = name
unregisterEnemyBaseStructure(map, entity, nil, true)
entity.destroy()
local foundPosition = surface.find_non_colliding_position(BUILDING_SPACE_LOOKUP[name],
position,
2,
1,
true)
setPositionInQuery(query, foundPosition or position)
local createdEntity = surface.create_entity({
name = query.name,
position = query.position
})
if createdEntity and createdEntity.valid then
if entityData.register then
registerEnemyBaseStructure(map, createdEntity, base, tick, true)
end
if not entityData.evolve and Universe.printBaseUpgrades then
surface.print("["..base.id.."]:"..surface.name.." Upgrading ".. entityName .. " to " .. name .. " [gps=".. position.x ..",".. position.y .."]")
end
if remote.interfaces["kr-creep"] then
remote.call("kr-creep", "spawn_creep_at_position", surface, foundPosition or position, false, createdEntity.name)
end
end
end
function ChunkProcessor.processScanChunks()
local chunkId, chunk = next(Universe.chunkToPassScan, nil)
if not chunkId then
if (tableSize(Universe.chunkToPassScan) == 0) then
-- this is needed as the next command remembers the max length a table has been
Universe.chunkToPassScan = {}
end
return
end
Universe.chunkToPassScan[chunkId] = nil
local map = chunk.map
if not map.surface.valid then
return
end
if (chunkPassScan(chunk, map) == -1) then
removeChunkFromMap(map, chunk)
end
end
function ChunkProcessor.init(universe)
Universe = universe
end
ChunkProcessorG = ChunkProcessor
return ChunkProcessor

View File

@ -31,7 +31,7 @@ local Constants = require("Constants")
local MapUtils = require("MapUtils")
local ChunkPropertyUtils = require("ChunkPropertyUtils")
local MathUtils = require("MathUtils")
local QueryUtils = require("QueryUtils")
local Utils = require("Utils")
-- Constants
@ -73,9 +73,9 @@ local GENERATOR_PHEROMONE_LEVEL_6 = Constants.GENERATOR_PHEROMONE_LEVEL_6
local removeBaseResourceChunk = ChunkPropertyUtils.removeBaseResourceChunk
local addBaseResourceChunk = ChunkPropertyUtils.addBaseResourceChunk
local setAreaInQueryChunkSize = QueryUtils.setAreaInQueryChunkSize
local setAreaXInQuery = QueryUtils.setAreaXInQuery
local setAreaYInQuery = QueryUtils.setAreaYInQuery
local setAreaInQueryChunkSize = Utils.setAreaInQueryChunkSize
local setAreaXInQuery = Utils.setAreaXInQuery
local setAreaYInQuery = Utils.setAreaYInQuery
local setPlayerBaseGenerator = ChunkPropertyUtils.setPlayerBaseGenerator
local addPlayerBaseGenerator = ChunkPropertyUtils.addPlayerBaseGenerator

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@ -28,9 +28,24 @@ local NeighborChunks
local Constants = require("Constants")
local ChunkPropertyUtils = require("ChunkPropertyUtils")
local MathUtils = require("MathUtils")
-- Constants
local MAGIC_MAXIMUM_NUMBER = Constants.MAGIC_MAXIMUM_NUMBER
local ENEMY_PHEROMONE_MULTIPLER = Constants.ENEMY_PHEROMONE_MULTIPLER
local BASE_PHEROMONE = Constants.BASE_PHEROMONE
local PLAYER_PHEROMONE = Constants.PLAYER_PHEROMONE
local RESOURCE_PHEROMONE = Constants.RESOURCE_PHEROMONE
local ENEMY_PHEROMONE = Constants.ENEMY_PHEROMONE
local CHUNK_TICK = Constants.CHUNK_TICK
local VICTORY_SCENT = Constants.VICTORY_SCENT
local VICTORY_SCENT_MULTIPLER = Constants.VICTORY_SCENT_MULTIPLER
local VICTORY_SCENT_BOUND = Constants.VICTORY_SCENT_BOUND
local DEATH_PHEROMONE_GENERATOR_AMOUNT = Constants.DEATH_PHEROMONE_GENERATOR_AMOUNT
local TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT = Constants.TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT
local CHUNK_NORTH_SOUTH = Constants.CHUNK_NORTH_SOUTH
local CHUNK_EAST_WEST = Constants.CHUNK_EAST_WEST
local CHUNK_IMPASSABLE = Constants.CHUNK_IMPASSABLE
@ -42,6 +57,19 @@ local CHUNK_SIZE_DIVIDER = Constants.CHUNK_SIZE_DIVIDER
-- imported functions
local addVictoryGenerator = ChunkPropertyUtils.addVictoryGenerator
local addPermanentDeathGenerator = ChunkPropertyUtils.addPermanentDeathGenerator
local addDeathGenerator = ChunkPropertyUtils.addDeathGenerator
local getCombinedDeathGenerator = ChunkPropertyUtils.getCombinedDeathGenerator
local getCombinedDeathGeneratorRating = ChunkPropertyUtils.getCombinedDeathGeneratorRating
local getEnemyStructureCount = ChunkPropertyUtils.getEnemyStructureCount
local setDeathGenerator = ChunkPropertyUtils.setDeathGenerator
local decayPlayerGenerator = ChunkPropertyUtils.decayPlayerGenerator
local getPathRating = ChunkPropertyUtils.getPathRating
local linearInterpolation = MathUtils.linearInterpolation
local decayDeathGenerator = ChunkPropertyUtils.decayDeathGenerator
local mMax = math.max
local mFloor = math.floor
local getPassable = ChunkPropertyUtils.getPassable
local tRemove = table.remove
@ -355,6 +383,124 @@ function MapUtils.positionFromDirectionAndFlat(direction, startPosition, multipl
}
end
function MapUtils.victoryScent(chunk, entityType)
local value = VICTORY_SCENT[entityType]
if value then
addVictoryGenerator(chunk, value)
end
end
function MapUtils.disperseVictoryScent()
local chunkToVictory = Universe.chunkToVictory
local chunkId, pheromonePack = next(chunkToVictory, nil)
if not chunkId then
return
end
chunkToVictory[chunkId] = nil
local chunk = pheromonePack.chunk
local map = chunk.map
if not map.surface.valid then
return
end
local chunkX = chunk.x
local chunkY = chunk.y
local i = 1
for x=chunkX - VICTORY_SCENT_BOUND, chunkX + VICTORY_SCENT_BOUND,32 do
for y = chunkY - VICTORY_SCENT_BOUND, chunkY + VICTORY_SCENT_BOUND,32 do
local c = MapUtils.getChunkByXY(map, x, y)
if (c ~= -1) then
local amount = pheromonePack.v * VICTORY_SCENT_MULTIPLER[i]
addDeathGenerator(c, amount)
addPermanentDeathGenerator(c, amount)
end
i = i + 1
end
end
end
function MapUtils.deathScent(chunk, structure)
local amount = -DEATH_PHEROMONE_GENERATOR_AMOUNT
if structure then
amount = -TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT
end
addDeathGenerator(chunk, amount)
addPermanentDeathGenerator(chunk, amount)
end
function MapUtils.processPheromone(map, chunk, tick, player)
if chunk[CHUNK_TICK] > tick then
return
end
chunk[CHUNK_TICK] = tick
local chunkPlayer = chunk[PLAYER_PHEROMONE]
local chunkBase = -MAGIC_MAXIMUM_NUMBER
local chunkDeath = getCombinedDeathGenerator(chunk)
local chunkResource = -MAGIC_MAXIMUM_NUMBER
local chunkEnemy = chunk[ENEMY_PHEROMONE]
local chunkCount = 1
local enemyStructureCount = getEnemyStructureCount(chunk)
local tempNeighbors = MapUtils.getNeighborChunks(map, chunk.x, chunk.y)
for i=1,8 do
local tempPheromone
local neighbor = tempNeighbors[i]
if (neighbor ~= -1) then
if MapUtils.canMoveChunkDirection(map, i, chunk, neighbor) then
chunkCount = chunkCount + 1
chunkPlayer = chunkPlayer + neighbor[PLAYER_PHEROMONE]
chunkEnemy = chunkEnemy + neighbor[ENEMY_PHEROMONE]
chunkDeath = chunkDeath + getCombinedDeathGenerator(neighbor)
tempPheromone = neighbor[BASE_PHEROMONE]
if chunkBase < tempPheromone then
chunkBase = tempPheromone
end
tempPheromone = neighbor[RESOURCE_PHEROMONE]
if chunkResource < tempPheromone then
chunkResource = tempPheromone
end
end
end
end
setDeathGenerator(chunk, (chunkDeath / chunkCount) * 0.75)
if not player then
decayDeathGenerator(chunk)
end
decayPlayerGenerator(chunk)
local chunkDeathRating = getCombinedDeathGeneratorRating(chunk) * getPathRating(chunk)
chunk[PLAYER_PHEROMONE] = chunkDeathRating * mMax(
chunk.playerGenerator or 0,
(chunkPlayer / chunkCount) * 0.98
)
chunk[BASE_PHEROMONE] = chunkDeathRating * mMax(
chunk.playerBaseGenerator or 0,
chunkBase * 0.9
)
chunk[ENEMY_PHEROMONE] = chunkDeathRating * mMax(
enemyStructureCount * ENEMY_PHEROMONE_MULTIPLER,
(chunkEnemy / chunkCount) * 0.9
)
local resourcePheromoneGenerator = chunk.resourceGenerator or 0
if (resourcePheromoneGenerator > 0) then
chunkResource = linearInterpolation(resourcePheromoneGenerator, 15000, 20000)
end
if enemyStructureCount ~= 0 then
chunkResource = chunkResource * 0.0001
end
chunk[RESOURCE_PHEROMONE] = chunkDeathRating * chunkResource * 0.9
end
function MapUtils.init(universe)
Universe = universe
NeighborChunks = universe.neighbors

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@ -1,308 +0,0 @@
-- Copyright (C) 2022 veden
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
if MovementUtilsG then
return MovementUtilsG
end
local MovementUtils = {}
--
local Universe
-- imports
local Constants = require("Constants")
local MapUtils = require("MapUtils")
local MathUtils = require("MathUtils")
local UnitGroupUtils = require("UnitGroupUtils")
-- Constants
local MAGIC_MAXIMUM_NUMBER = Constants.MAGIC_MAXIMUM_NUMBER
local SQUAD_SETTLING = Constants.SQUAD_SETTLING
-- imported functions
local calculateSettlerMaxDistance = UnitGroupUtils.calculateSettlerMaxDistance
local canMoveChunkDirection = MapUtils.canMoveChunkDirection
local getNeighborChunks = MapUtils.getNeighborChunks
local tableRemove = table.remove
local tableInsert = table.insert
local distortPosition = MathUtils.distortPosition
-- module code
function MovementUtils.findMovementPosition(surface, position)
local pos = position
pos = surface.find_non_colliding_position("behemoth-biter", pos, 10, 2, false)
return pos
end
function MovementUtils.findMovementPositionEntity(entityName, surface, position)
local pos = position
pos = surface.find_non_colliding_position(entityName, pos, 5, 4, true)
return pos
end
function MovementUtils.findMovementPositionDistort(surface, position)
local pos = position
pos = surface.find_non_colliding_position("behemoth-biter", pos, 10, 2, false)
return distortPosition(pos, 8)
end
function MovementUtils.addMovementPenalty(squad, chunk)
if (chunk == -1) then
return
end
local penalties = squad.penalties
local penaltyCount = #penalties
for i=1,penaltyCount do
local penalty = penalties[i]
if (penalty.c.id == chunk.id) then
penalty.v = penalty.v + 1
if penalty.v >= 15 then
if Universe.enabledMigration and
(Universe.builderCount < Universe.AI_MAX_BUILDER_COUNT) then
squad.settler = true
squad.originPosition.x = squad.group.position.x
squad.originPosition.y = squad.group.position.y
squad.maxDistance = calculateSettlerMaxDistance()
squad.status = SQUAD_SETTLING
else
squad.group.destroy()
end
end
return
end
end
if (penaltyCount == 10) then
tableRemove(penalties, 10)
end
tableInsert(penalties,
1,
{ v = 1,
c = chunk })
end
--[[
Expects all neighbors adjacent to a chunk
--]]
function MovementUtils.scoreNeighborsForAttack(map, chunk, neighborDirectionChunks, scoreFunction)
local highestChunk = -1
local highestScore = -MAGIC_MAXIMUM_NUMBER
local highestDirection
for x=1,8 do
local neighborChunk = neighborDirectionChunks[x]
if (neighborChunk ~= -1) then
if (chunk == -1) or canMoveChunkDirection(map, x, chunk, neighborChunk) then
local score = scoreFunction(map, neighborChunk)
if (score > highestScore) then
highestScore = score
highestChunk = neighborChunk
highestDirection = x
end
end
end
end
local nextHighestChunk = -1
local nextHighestScore = highestScore
local nextHighestDirection
if (highestChunk ~= -1) then
neighborDirectionChunks = getNeighborChunks(map, highestChunk.x, highestChunk.y)
for x=1,8 do
local neighborChunk = neighborDirectionChunks[x]
if ((neighborChunk ~= -1) and ((chunk == -1) or (neighborChunk.id ~= chunk.id)) and
canMoveChunkDirection(map, x, highestChunk, neighborChunk)) then
local score = scoreFunction(map, neighborChunk)
if (score > nextHighestScore) then
nextHighestScore = score
nextHighestChunk = neighborChunk
nextHighestDirection = x
end
end
end
end
return highestChunk, highestDirection, nextHighestChunk, nextHighestDirection
end
--[[
Expects all neighbors adjacent to a chunk
--]]
function MovementUtils.scoreNeighborsForSettling(map, chunk, neighborDirectionChunks, scoreFunction)
local highestChunk = -1
local highestScore = -MAGIC_MAXIMUM_NUMBER
local highestDirection = 0
for x=1,8 do
local neighborChunk = neighborDirectionChunks[x]
if (neighborChunk ~= -1) then
if (chunk == -1) or canMoveChunkDirection(map, x, chunk, neighborChunk) then
local score = scoreFunction(map, neighborChunk)
if (score > highestScore) then
highestScore = score
highestChunk = neighborChunk
highestDirection = x
end
end
end
end
if (chunk ~= -1) and (scoreFunction(map, chunk) > highestScore) then
return chunk, 0, -1, 0
end
local nextHighestChunk = -1
local nextHighestScore = highestScore
local nextHighestDirection = 0
if (highestChunk ~= -1) then
neighborDirectionChunks = getNeighborChunks(map, highestChunk.x, highestChunk.y)
for x=1,8 do
local neighborChunk = neighborDirectionChunks[x]
if ((neighborChunk ~= -1) and ((chunk == -1) or (neighborChunk.id ~= chunk.id)) and
canMoveChunkDirection(map, x, highestChunk, neighborChunk)) then
local score = scoreFunction(map, neighborChunk)
if (score > nextHighestScore) then
nextHighestScore = score
nextHighestChunk = neighborChunk
nextHighestDirection = x
end
end
end
end
return highestChunk, highestDirection, nextHighestChunk, nextHighestDirection
end
--[[
Expects all neighbors adjacent to a chunk
--]]
function MovementUtils.scoreNeighborsForResource(chunk, neighborDirectionChunks, validFunction, scoreFunction, map)
local highestChunk = -1
local highestScore = -MAGIC_MAXIMUM_NUMBER
local highestDirection
for x=1,8 do
local neighborChunk = neighborDirectionChunks[x]
if (neighborChunk ~= -1) and
canMoveChunkDirection(map, x, chunk, neighborChunk) and
validFunction(map, chunk, neighborChunk)
then
local score = scoreFunction(map, neighborChunk)
if (score > highestScore) then
highestScore = score
highestChunk = neighborChunk
highestDirection = x
end
end
end
if (chunk ~= -1) and (scoreFunction(map, chunk) > highestScore) then
return -1, -1
end
return highestChunk, highestDirection
end
--[[
Expects all neighbors adjacent to a chunk
--]]
function MovementUtils.scoreNeighborsForRetreat(chunk, neighborDirectionChunks, scoreFunction, map)
local highestChunk = -1
local highestScore = -MAGIC_MAXIMUM_NUMBER
local highestDirection
for x=1,8 do
local neighborChunk = neighborDirectionChunks[x]
if (neighborChunk ~= -1) then
if (chunk == -1) or canMoveChunkDirection(map, x, chunk, neighborChunk) then
local score = scoreFunction(map, neighborChunk)
if (score > highestScore) then
highestScore = score
highestChunk = neighborChunk
highestDirection = x
end
end
end
end
local nextHighestChunk = -1
local nextHighestScore = highestScore
local nextHighestDirection
if (highestChunk ~= -1) then
neighborDirectionChunks = getNeighborChunks(map, highestChunk.x, highestChunk.y)
for x=1,8 do
local neighborChunk = neighborDirectionChunks[x]
if ((neighborChunk ~= -1) and ((chunk == -1) or (neighborChunk.id ~= chunk.id)) and
canMoveChunkDirection(map, x, highestChunk, neighborChunk)) then
local score = scoreFunction(map, neighborChunk)
if (score > nextHighestScore) then
nextHighestScore = score
nextHighestChunk = neighborChunk
nextHighestDirection = x
end
end
end
end
if (nextHighestChunk == nil) then
nextHighestChunk = -1
end
return highestChunk, highestDirection, nextHighestChunk, nextHighestDirection
end
--[[
Expects all neighbors adjacent to a chunk
--]]
function MovementUtils.scoreNeighborsForFormation(neighborChunks, validFunction, scoreFunction, map)
local highestChunk = -1
local highestScore = -MAGIC_MAXIMUM_NUMBER
local highestDirection
for x=1,8 do
local neighborChunk = neighborChunks[x]
if (neighborChunk ~= -1) and validFunction(map, neighborChunk) then
local score = scoreFunction(map, neighborChunk)
if (score > highestScore) then
highestScore = score
highestChunk = neighborChunk
highestDirection = x
end
end
end
return highestChunk, highestDirection
end
function MovementUtils.init(universe)
Universe = universe
end
MovementUtilsG = MovementUtils
return MovementUtils

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@ -1,204 +0,0 @@
-- Copyright (C) 2022 veden
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
if PheromoneUtilsG then
return PheromoneUtilsG
end
local PheromoneUtils = {}
--
local Universe
-- imports
local MathUtils = require("MathUtils")
local MapUtils = require("MapUtils")
local Constants = require("Constants")
local ChunkPropertyUtils = require("ChunkPropertyUtils")
-- Constants
local CHUNK_TICK = Constants.CHUNK_TICK
local ENEMY_PHEROMONE_MULTIPLER = Constants.ENEMY_PHEROMONE_MULTIPLER
local VICTORY_SCENT_MULTIPLER = Constants.VICTORY_SCENT_MULTIPLER
local VICTORY_SCENT_BOUND = Constants.VICTORY_SCENT_BOUND
local MAGIC_MAXIMUM_NUMBER = Constants.MAGIC_MAXIMUM_NUMBER
local BASE_PHEROMONE = Constants.BASE_PHEROMONE
local PLAYER_PHEROMONE = Constants.PLAYER_PHEROMONE
local RESOURCE_PHEROMONE = Constants.RESOURCE_PHEROMONE
local ENEMY_PHEROMONE = Constants.ENEMY_PHEROMONE
local VICTORY_SCENT = Constants.VICTORY_SCENT
local DEATH_PHEROMONE_GENERATOR_AMOUNT = Constants.DEATH_PHEROMONE_GENERATOR_AMOUNT
local TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT = Constants.TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT
-- imported functions
local decayPlayerGenerator = ChunkPropertyUtils.decayPlayerGenerator
local addVictoryGenerator = ChunkPropertyUtils.addVictoryGenerator
local getCombinedDeathGenerator = ChunkPropertyUtils.getCombinedDeathGenerator
local getCombinedDeathGeneratorRating = ChunkPropertyUtils.getCombinedDeathGeneratorRating
local setDeathGenerator = ChunkPropertyUtils.setDeathGenerator
local addPermanentDeathGenerator = ChunkPropertyUtils.addPermanentDeathGenerator
local canMoveChunkDirection = MapUtils.canMoveChunkDirection
local getNeighborChunks = MapUtils.getNeighborChunks
local getChunkById = MapUtils.getChunkById
local getEnemyStructureCount = ChunkPropertyUtils.getEnemyStructureCount
local getPathRating = ChunkPropertyUtils.getPathRating
local addDeathGenerator = ChunkPropertyUtils.addDeathGenerator
local decayDeathGenerator = ChunkPropertyUtils.decayDeathGenerator
local linearInterpolation = MathUtils.linearInterpolation
local getChunkByXY = MapUtils.getChunkByXY
local next = next
local mMax = math.max
-- module code
function PheromoneUtils.victoryScent(chunk, entityType)
local value = VICTORY_SCENT[entityType]
if value then
addVictoryGenerator(chunk, value)
end
end
function PheromoneUtils.disperseVictoryScent()
local chunkToVictory = Universe.chunkToVictory
local chunkId, pheromonePack = next(chunkToVictory, nil)
if not chunkId then
return
end
chunkToVictory[chunkId] = nil
local chunk = pheromonePack.chunk
local map = chunk.map
if not map.surface.valid then
return
end
local chunkX = chunk.x
local chunkY = chunk.y
local i = 1
for x=chunkX - VICTORY_SCENT_BOUND, chunkX + VICTORY_SCENT_BOUND,32 do
for y = chunkY - VICTORY_SCENT_BOUND, chunkY + VICTORY_SCENT_BOUND,32 do
local c = getChunkByXY(map, x, y)
if (c ~= -1) then
local amount = pheromonePack.v * VICTORY_SCENT_MULTIPLER[i]
addDeathGenerator(c, amount)
addPermanentDeathGenerator(c, amount)
end
i = i + 1
end
end
end
function PheromoneUtils.deathScent(chunk, structure)
local amount = -DEATH_PHEROMONE_GENERATOR_AMOUNT
if structure then
amount = -TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT
end
addDeathGenerator(chunk, amount)
addPermanentDeathGenerator(chunk, amount)
end
function PheromoneUtils.processPheromone(map, chunk, tick, player)
if chunk[CHUNK_TICK] > tick then
return
end
chunk[CHUNK_TICK] = tick
local chunkPlayer = chunk[PLAYER_PHEROMONE]
local chunkBase = -MAGIC_MAXIMUM_NUMBER
local chunkDeath = getCombinedDeathGenerator(chunk)
local chunkResource = -MAGIC_MAXIMUM_NUMBER
local chunkEnemy = chunk[ENEMY_PHEROMONE]
local chunkCount = 1
local enemyStructureCount = getEnemyStructureCount(chunk)
local tempNeighbors = getNeighborChunks(map, chunk.x, chunk.y)
for i=1,8 do
local tempPheromone
local neighbor = tempNeighbors[i]
if (neighbor ~= -1) then
if canMoveChunkDirection(map, i, chunk, neighbor) then
chunkCount = chunkCount + 1
chunkPlayer = chunkPlayer + neighbor[PLAYER_PHEROMONE]
chunkEnemy = chunkEnemy + neighbor[ENEMY_PHEROMONE]
chunkDeath = chunkDeath + getCombinedDeathGenerator(neighbor)
tempPheromone = neighbor[BASE_PHEROMONE]
if chunkBase < tempPheromone then
chunkBase = tempPheromone
end
tempPheromone = neighbor[RESOURCE_PHEROMONE]
if chunkResource < tempPheromone then
chunkResource = tempPheromone
end
end
end
end
setDeathGenerator(chunk, (chunkDeath / chunkCount) * 0.75)
if not player then
decayDeathGenerator(chunk)
end
decayPlayerGenerator(chunk)
local chunkDeathRating = getCombinedDeathGeneratorRating(chunk) * getPathRating(chunk)
chunk[PLAYER_PHEROMONE] = chunkDeathRating * mMax(
chunk.playerGenerator or 0,
(chunkPlayer / chunkCount) * 0.98
)
chunk[BASE_PHEROMONE] = chunkDeathRating * mMax(
chunk.playerBaseGenerator or 0,
chunkBase * 0.9
)
chunk[ENEMY_PHEROMONE] = chunkDeathRating * mMax(
enemyStructureCount * ENEMY_PHEROMONE_MULTIPLER,
(chunkEnemy / chunkCount) * 0.9
)
local resourcePheromoneGenerator = chunk.resourceGenerator or 0
if (resourcePheromoneGenerator > 0) then
chunkResource = linearInterpolation(resourcePheromoneGenerator, 15000, 20000)
end
if enemyStructureCount ~= 0 then
chunkResource = chunkResource * 0.0001
end
chunk[RESOURCE_PHEROMONE] = chunkDeathRating * chunkResource * 0.9
end
function PheromoneUtils.init(universe)
Universe = universe
end
PheromoneUtilsG = PheromoneUtils
return PheromoneUtils

View File

@ -1,37 +0,0 @@
-- Copyright (C) 2022 veden
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
if playerUtilsG then
return playerUtilsG
end
local playerUtils = {}
-- imports
-- imported functions
-- module code
function playerUtils.validPlayer(player)
if player and player.valid then
local char = player.character
return char and char.valid
end
return false
end
playerUtilsG = playerUtils
return playerUtils

View File

@ -14,10 +14,10 @@
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
if MapProcessorG then
return MapProcessorG
if ProcessorG then
return ProcessorG
end
local MapProcessor = {}
local Processor = {}
--
@ -25,21 +25,18 @@ local Universe
-- imports
local QueryUtils = require("QueryUtils")
local PheromoneUtils = require("PheromoneUtils")
local AiAttackWave = require("AIAttackWave")
local AiPredicates = require("AIPredicates")
local Constants = require("Constants")
local Utils = require("Utils")
local MapUtils = require("MapUtils")
local PlayerUtils = require("PlayerUtils")
local Squad = require("Squad")
local Constants = require("Constants")
local ChunkUtils = require("ChunkUtils")
local ChunkPropertyUtils = require("ChunkPropertyUtils")
local BaseUtils = require("BaseUtils")
local MathUtils = require("MathUtils")
-- Constants
local PLAYER_PHEROMONE_GENERATOR_AMOUNT = Constants.PLAYER_PHEROMONE_GENERATOR_AMOUNT
local DURATION_ACTIVE_NEST = Constants.DURATION_ACTIVE_NEST
local PROCESS_QUEUE_SIZE = Constants.PROCESS_QUEUE_SIZE
local RESOURCE_QUEUE_SIZE = Constants.RESOURCE_QUEUE_SIZE
@ -60,33 +57,49 @@ local BASE_AI_STATE_MIGRATING = Constants.BASE_AI_STATE_MIGRATING
local COOLDOWN_DRAIN = Constants.COOLDOWN_DRAIN
local COOLDOWN_RALLY = Constants.COOLDOWN_RALLY
local COOLDOWN_RETREAT = Constants.COOLDOWN_RETREAT
local PROXY_ENTITY_LOOKUP = Constants.PROXY_ENTITY_LOOKUP
local BASE_DISTANCE_TO_EVO_INDEX = Constants.BASE_DISTANCE_TO_EVO_INDEX
local BUILDING_SPACE_LOOKUP = Constants.BUILDING_SPACE_LOOKUP
-- imported functions
local setPositionInQuery = QueryUtils.setPositionInQuery
local findInsertionPoint = MapUtils.findInsertionPoint
local createChunk = ChunkUtils.createChunk
local initialScan = ChunkUtils.initialScan
local euclideanDistancePoints = MathUtils.euclideanDistancePoints
local removeChunkFromMap = MapUtils.removeChunkFromMap
local chunkPassScan = ChunkUtils.chunkPassScan
local findEntityUpgrade = BaseUtils.findEntityUpgrade
local unregisterEnemyBaseStructure = ChunkUtils.unregisterEnemyBaseStructure
local registerEnemyBaseStructure = ChunkUtils.registerEnemyBaseStructure
local setPositionInQuery = Utils.setPositionInQuery
local addPlayerGenerator = ChunkPropertyUtils.addPlayerGenerator
local findNearbyBase = ChunkPropertyUtils.findNearbyBase
local removeChunkToNest = MapUtils.removeChunkToNest
local processPheromone = PheromoneUtils.processPheromone
local processPheromone = MapUtils.processPheromone
local getCombinedDeathGeneratorRating = ChunkPropertyUtils.getCombinedDeathGeneratorRating
local processBaseMutation = BaseUtils.processBaseMutation
local processNestActiveness = ChunkPropertyUtils.processNestActiveness
local formSquads = AiAttackWave.formSquads
local formVengenceSquad = AiAttackWave.formVengenceSquad
local formVengenceSettler = AiAttackWave.formVengenceSettler
local formSettlers = AiAttackWave.formSettlers
local formSquads = Squad.formSquads
local formVengenceSquad = Squad.formVengenceSquad
local formVengenceSettler = Squad.formVengenceSettler
local formSettlers = Squad.formSettlers
local getChunkByPosition = MapUtils.getChunkByPosition
local getChunkByXY = MapUtils.getChunkByXY
local getChunkById = MapUtils.getChunkById
local validPlayer = PlayerUtils.validPlayer
local validPlayer = Utils.validPlayer
local mapScanEnemyChunk = ChunkUtils.mapScanEnemyChunk
local mapScanPlayerChunk = ChunkUtils.mapScanPlayerChunk
@ -94,13 +107,14 @@ local mapScanResourceChunk = ChunkUtils.mapScanResourceChunk
local getEnemyStructureCount = ChunkPropertyUtils.getEnemyStructureCount
local canAttack = AiPredicates.canAttack
local canMigrate = AiPredicates.canMigrate
local canAttack = BaseUtils.canAttack
local canMigrate = BaseUtils.canMigrate
local tableSize = table_size
local mMin = math.min
local mMax = math.max
local tableInsert = table.insert
local next = next
@ -113,7 +127,7 @@ local next = next
In theory, this might be fine as smaller bases have less surface to attack and need to have
pheromone dissipate at a faster rate.
--]]
function MapProcessor.processMap(map, tick)
function Processor.processMap(map, tick)
local processQueue = map.processQueue
local processQueueLength = #processQueue
@ -156,7 +170,7 @@ end
vs
the slower passive version processing the entire map in multiple passes.
--]]
function MapProcessor.processPlayers(players, tick)
function Processor.processPlayers(players, tick)
-- put down player pheromone for player hunters
-- randomize player order to ensure a single player isn't singled out
-- not looping everyone because the cost is high enough already in multiplayer
@ -229,7 +243,7 @@ local function processCleanUp(chunks, tick, duration)
end
end
function MapProcessor.cleanUpMapTables(tick)
function Processor.cleanUpMapTables(tick)
local retreats = Universe.chunkToRetreats
local rallys = Universe.chunkToRallys
local drained = Universe.chunkToDrained
@ -246,7 +260,7 @@ end
--[[
Passive scan to find entities that have been generated outside the factorio event system
--]]
function MapProcessor.scanPlayerMap(map, tick)
function Processor.scanPlayerMap(map, tick)
if (map.nextProcessMap == tick) or (map.nextPlayerScan == tick) or
(map.nextEnemyScan == tick) or (map.nextChunkProcess == tick)
then
@ -274,7 +288,7 @@ function MapProcessor.scanPlayerMap(map, tick)
end
end
function MapProcessor.scanEnemyMap(map, tick)
function Processor.scanEnemyMap(map, tick)
local index = map.scanEnemyIndex
local processQueue = map.processQueue
@ -297,7 +311,7 @@ function MapProcessor.scanEnemyMap(map, tick)
end
end
function MapProcessor.scanResourceMap(map, tick)
function Processor.scanResourceMap(map, tick)
local index = map.scanResourceIndex
local processQueue = map.processQueue
@ -320,7 +334,7 @@ function MapProcessor.scanResourceMap(map, tick)
end
end
function MapProcessor.processVengence()
function Processor.processVengence()
local vengenceQueue = Universe.vengenceQueue
local chunkId, chunk = next(vengenceQueue, nil)
if not chunkId then
@ -343,7 +357,7 @@ function MapProcessor.processVengence()
end
end
function MapProcessor.processNests(tick)
function Processor.processNests(tick)
local chunkId = Universe.processNestIterator
local chunkPack
if not chunkId then
@ -383,7 +397,7 @@ local function processSpawnersBody(iterator, chunks)
Universe[iterator] = nil
else
Universe[iterator] = next(chunks, chunkId)
local map = chunkPack.map
local map = chunkPack.map -- error
if not map.surface.valid then
if (iterator == "processMigrationIterator") then
removeChunkToNest(chunkId)
@ -411,8 +425,8 @@ local function processSpawnersBody(iterator, chunks)
end
end
local migrate = canMigrate(map, base)
local attack = canAttack(map, base)
local migrate = canMigrate(base)
local attack = canAttack(base)
if migrate then
formSettlers(chunk, base)
end
@ -422,7 +436,7 @@ local function processSpawnersBody(iterator, chunks)
end
end
function MapProcessor.processAttackWaves()
function Processor.processAttackWaves()
processSpawnersBody("processActiveSpawnerIterator",
Universe.chunkToActiveNest)
processSpawnersBody("processActiveRaidSpawnerIterator",
@ -431,7 +445,7 @@ function MapProcessor.processAttackWaves()
Universe.chunkToNests)
end
function MapProcessor.processClouds(tick)
function Processor.processClouds(tick)
local eventId, builderPack = next(Universe.settlePurpleCloud, nil)
if builderPack and (builderPack.tick <= tick) then
Universe.settlePurpleCloud[eventId] = nil
@ -446,9 +460,180 @@ function MapProcessor.processClouds(tick)
end
end
function MapProcessor.init(universe)
function Processor.processPendingChunks(tick, flush)
local pendingChunks = Universe.pendingChunks
local eventId, event = next(pendingChunks, nil)
if not eventId then
if (tableSize(pendingChunks) == 0) then
-- this is needed as the next command remembers the max length a table has been
Universe.pendingChunks = {}
end
return
end
local endCount = 1
if flush then
endCount = tableSize(pendingChunks)
end
for _=1,endCount do
if not flush and (event.tick > tick) then
return
end
local newEventId, newEvent = next(pendingChunks, eventId)
pendingChunks[eventId] = nil
local map = event.map
if not map.surface.valid then
return
end
local topLeft = event.area.left_top
local x = topLeft.x
local y = topLeft.y
if not map[x] then
map[x] = {}
end
if map[x][y] then
local oldChunk = map[x][y]
local chunk = initialScan(oldChunk, map, tick)
if (chunk == -1) then
removeChunkFromMap(map, oldChunk)
end
else
local initialChunk = createChunk(map, x, y)
map[x][y] = initialChunk
Universe.chunkIdToChunk[initialChunk.id] = initialChunk
local chunk = initialScan(initialChunk, map, tick)
if (chunk ~= -1) then
tableInsert(
map.processQueue,
findInsertionPoint(map.processQueue, chunk),
chunk
)
else
map[x][y] = nil
Universe.chunkIdToChunk[initialChunk.id] = nil
end
end
eventId = newEventId
event = newEvent
if not eventId then
return
end
end
end
function Processor.processPendingUpgrades(tick)
local entityId, entityData = next(Universe.pendingUpgrades, nil)
if not entityId then
if tableSize(Universe.pendingUpgrades) == 0 then
Universe.pendingUpgrades = {}
end
return
end
local entity = entityData.entity
if not entity.valid then
Universe.pendingUpgrades[entityId] = nil
end
if entityData.delayTLL and tick < entityData.delayTLL then
return
end
Universe.pendingUpgrades[entityId] = nil
local base = entityData.base
local map = base.map
local baseAlignment = base.alignment
local position = entityData.position or entity.position
local pickedBaseAlignment
if baseAlignment[2] then
if Universe.random() < 0.75 then
pickedBaseAlignment = baseAlignment[2]
else
pickedBaseAlignment = baseAlignment[1]
end
else
pickedBaseAlignment = baseAlignment[1]
end
local currentEvo = entity.prototype.build_base_evolution_requirement or 0
local distance = mMin(1, euclideanDistancePoints(position.x, position.y, 0, 0) * BASE_DISTANCE_TO_EVO_INDEX)
local evoIndex = mMax(distance, Universe.evolutionLevel)
local name = findEntityUpgrade(pickedBaseAlignment,
currentEvo,
evoIndex,
entity,
map,
entityData.evolve)
local entityName = entity.name
if not name and PROXY_ENTITY_LOOKUP[entityName] then
entity.destroy()
return
elseif (name == entityName) or not name then
return
end
local surface = entity.surface
local query = Universe.ppuUpgradeEntityQuery
query.name = name
unregisterEnemyBaseStructure(map, entity, nil, true)
entity.destroy()
local foundPosition = surface.find_non_colliding_position(BUILDING_SPACE_LOOKUP[name],
position,
2,
1,
true)
setPositionInQuery(query, foundPosition or position)
local createdEntity = surface.create_entity({
name = query.name,
position = query.position
})
if createdEntity and createdEntity.valid then
if entityData.register then
registerEnemyBaseStructure(map, createdEntity, base, tick, true)
end
if not entityData.evolve and Universe.printBaseUpgrades then
surface.print("["..base.id.."]:"..surface.name.." Upgrading ".. entityName .. " to " .. name .. " [gps=".. position.x ..",".. position.y .."]")
end
if remote.interfaces["kr-creep"] then
remote.call("kr-creep", "spawn_creep_at_position", surface, foundPosition or position, false, createdEntity.name)
end
end
end
function Processor.processScanChunks()
local chunkId, chunk = next(Universe.chunkToPassScan, nil)
if not chunkId then
if (tableSize(Universe.chunkToPassScan) == 0) then
-- this is needed as the next command remembers the max length a table has been
Universe.chunkToPassScan = {}
end
return
end
Universe.chunkToPassScan[chunkId] = nil
local map = chunk.map
if not map.surface.valid then
return
end
if (chunkPassScan(chunk, map) == -1) then
removeChunkFromMap(map, chunk)
end
end
function Processor.init(universe)
Universe = universe
end
MapProcessorG = MapProcessor
return MapProcessor
ProcessorG = Processor
return Processor

View File

@ -1,81 +0,0 @@
-- Copyright (C) 2022 veden
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
if QueryUtilsG then
return QueryUtilsG
end
local QueryUtils = {}
local Constants = require("Constants")
local CHUNK_SIZE = Constants.CHUNK_SIZE
function QueryUtils.setPositionInQuery(query, position)
local point = query.position
point[1] = position.x
point[2] = position.y
end
function QueryUtils.setPositionInCommand(cmd, position)
local point = cmd.destination
point[1] = position.x
point[2] = position.y
end
function QueryUtils.setPositionXYInQuery(query, x, y)
local point = query.position
point[1] = x
point[2] = y
end
function QueryUtils.setAreaInQuery(query, topLeftPosition, size)
local area = query.area
area[1][1] = topLeftPosition.x
area[1][2] = topLeftPosition.y
area[2][1] = topLeftPosition.x + size
area[2][2] = topLeftPosition.y + size
end
function QueryUtils.setAreaInQueryChunkSize(query, topLeftPosition)
local area = query.area
area[1][1] = topLeftPosition.x
area[1][2] = topLeftPosition.y
area[2][1] = topLeftPosition.x + CHUNK_SIZE
area[2][2] = topLeftPosition.y + CHUNK_SIZE
end
function QueryUtils.setPointAreaInQuery(query, position, size)
local area = query.area
area[1][1] = position.x - size
area[1][2] = position.y - size
area[2][1] = position.x + size
area[2][2] = position.y + size
end
function QueryUtils.setAreaYInQuery(query, y1, y2)
local area = query.area
area[1][2] = y1
area[2][2] = y2
end
function QueryUtils.setAreaXInQuery(query, x1, x2)
local area = query.area
area[1][1] = x1
area[2][1] = x2
end
QueryUtilsG = QueryUtils
return QueryUtils

1270
libs/Squad.lua Normal file

File diff suppressed because it is too large Load Diff

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@ -1,480 +0,0 @@
-- Copyright (C) 2022 veden
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
if SquadAttackG then
return SquadAttackG
end
local SquadAttack = {}
--
local Universe
-- imports
local Constants = require("Constants")
local MapUtils = require("MapUtils")
local MovementUtils = require("MovementUtils")
local MathUtils = require("MathUtils")
local ChunkPropertyUtils = require("ChunkPropertyUtils")
local QueryUtils = require("QueryUtils")
-- Constants
local PLAYER_PHEROMONE_GENERATOR_THRESHOLD = Constants.PLAYER_PHEROMONE_GENERATOR_THRESHOLD
local COMMAND_TIMEOUT = Constants.COMMAND_TIMEOUT
local PLAYER_PHEROMONE = Constants.PLAYER_PHEROMONE
local BASE_PHEROMONE = Constants.BASE_PHEROMONE
local ENEMY_PHEROMONE = Constants.ENEMY_PHEROMONE
local RESOURCE_PHEROMONE = Constants.RESOURCE_PHEROMONE
local FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT = Constants.FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT
local SQUAD_BUILDING = Constants.SQUAD_BUILDING
local SQUAD_RAIDING = Constants.SQUAD_RAIDING
local SQUAD_SETTLING = Constants.SQUAD_SETTLING
local SQUAD_GUARDING = Constants.SQUAD_GUARDING
local SQUAD_RETREATING = Constants.SQUAD_RETREATING
local BASE_AI_STATE_SIEGE = Constants.BASE_AI_STATE_SIEGE
local BASE_AI_STATE_AGGRESSIVE = Constants.BASE_AI_STATE_AGGRESSIVE
local PLAYER_PHEROMONE_MULTIPLER = Constants.PLAYER_PHEROMONE_MULTIPLER
local DEFINES_DISTRACTION_NONE = defines.distraction.none
local DEFINES_DISTRACTION_BY_ENEMY = defines.distraction.by_enemy
local DEFINES_DISTRACTION_BY_ANYTHING = defines.distraction.by_anything
-- imported functions
local tableSize = table_size
local setPositionInCommand = QueryUtils.setPositionInCommand
local euclideanDistancePoints = MathUtils.euclideanDistancePoints
local findMovementPosition = MovementUtils.findMovementPosition
local removeSquadFromChunk = ChunkPropertyUtils.removeSquadFromChunk
local addDeathGenerator = ChunkPropertyUtils.addDeathGenerator
local getNeighborChunks = MapUtils.getNeighborChunks
local addSquadToChunk = ChunkPropertyUtils.addSquadToChunk
local getChunkByXY = MapUtils.getChunkByXY
local positionToChunkXY = MapUtils.positionToChunkXY
local addMovementPenalty = MovementUtils.addMovementPenalty
local positionFromDirectionAndFlat = MapUtils.positionFromDirectionAndFlat
local euclideanDistanceNamed = MathUtils.euclideanDistanceNamed
local scoreNeighborsForAttack = MovementUtils.scoreNeighborsForAttack
local scoreNeighborsForSettling = MovementUtils.scoreNeighborsForSettling
-- module code
local function scoreResourceLocation(map, neighborChunk)
return neighborChunk[RESOURCE_PHEROMONE]
- (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
- neighborChunk[ENEMY_PHEROMONE]
end
local function scoreSiegeLocation(map, neighborChunk)
local settle = neighborChunk[BASE_PHEROMONE]
+ neighborChunk[RESOURCE_PHEROMONE] * 0.5
+ (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
return settle - neighborChunk[ENEMY_PHEROMONE]
end
local function scoreAttackLocation(map, neighborChunk)
local damage = neighborChunk[BASE_PHEROMONE] +
(neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
return damage
end
local function settleMove(map, squad)
local group = squad.group
local targetPosition = {x=0,y=0}
local groupPosition = group.position
local x, y = positionToChunkXY(groupPosition)
local chunk = getChunkByXY(map, x, y)
local scoreFunction = scoreResourceLocation
if (squad.type == BASE_AI_STATE_SIEGE) then
scoreFunction = scoreSiegeLocation
end
local squadChunk = squad.chunk
if squadChunk ~= -1 then
addDeathGenerator(squadChunk, -FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
end
if chunk ~= -1 then
addSquadToChunk(chunk, squad)
addMovementPenalty(squad, chunk)
if not squad.group.valid then
return
end
end
local distance = euclideanDistancePoints(groupPosition.x,
groupPosition.y,
squad.originPosition.x,
squad.originPosition.y)
local cmd
local position
local surface = map.surface
if (chunk ~= -1) and
(
(distance >= squad.maxDistance) or
(
chunk.resourceGenerator and (not chunk.nestCount) and (not chunk.hiveCount)
)
)
then
position = findMovementPosition(surface, groupPosition)
if not position then
position = groupPosition
end
cmd = Universe.settleCommand
if squad.kamikaze then
cmd.distraction = DEFINES_DISTRACTION_NONE
else
cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
end
setPositionInCommand(cmd, position)
squad.status = SQUAD_BUILDING
group.set_command(cmd)
else
local attackChunk,
attackDirection,
nextAttackChunk,
nextAttackDirection = scoreNeighborsForSettling(map,
chunk,
getNeighborChunks(map, x, y),
scoreFunction)
if (attackChunk == -1) then
cmd = Universe.wanderCommand
group.set_command(cmd)
return
elseif (attackDirection ~= 0) then
local attackPlayerThreshold = Universe.attackPlayerThreshold
if (nextAttackChunk ~= -1) then
if (not nextAttackChunk.playerBaseGenerator)
and ((nextAttackChunk.playerGenerator or 0) < PLAYER_PHEROMONE_GENERATOR_THRESHOLD)
then
attackChunk = nextAttackChunk
position = findMovementPosition(
surface,
positionFromDirectionAndFlat(
nextAttackDirection,
positionFromDirectionAndFlat(
attackDirection,
groupPosition
)
)
)
else
position = groupPosition
end
else
position = findMovementPosition(
surface,
positionFromDirectionAndFlat(
attackDirection,
groupPosition
)
)
end
if position then
targetPosition.x = position.x
targetPosition.y = position.y
if nextAttackChunk ~= -1 then
addDeathGenerator(nextAttackChunk, -FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
else
addDeathGenerator(attackChunk, -FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
end
else
cmd = Universe.wanderCommand
group.set_command(cmd)
return
end
if (nextAttackChunk ~= -1)
and (
nextAttackChunk.playerBaseGenerator
or ((nextAttackChunk.playerBaseGenerator or 0) >= PLAYER_PHEROMONE_GENERATOR_THRESHOLD)
)
then
cmd = Universe.settleCommand
squad.status = SQUAD_BUILDING
if squad.kamikaze then
cmd.distraction = DEFINES_DISTRACTION_NONE
else
cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
end
elseif attackChunk.playerBaseGenerator
or (attackChunk[PLAYER_PHEROMONE] >= attackPlayerThreshold)
then
cmd = Universe.attackCommand
if not squad.rabid then
squad.frenzy = true
squad.frenzyPosition.x = groupPosition.x
squad.frenzyPosition.y = groupPosition.y
end
else
cmd = Universe.moveCommand
if squad.rabid or squad.kamikaze then
cmd.distraction = DEFINES_DISTRACTION_NONE
else
cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
end
end
else
cmd = Universe.settleCommand
targetPosition.x = groupPosition.x
targetPosition.y = groupPosition.y
if squad.kamikaze then
cmd.distraction = DEFINES_DISTRACTION_NONE
else
cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
end
squad.status = SQUAD_BUILDING
end
setPositionInCommand(cmd, targetPosition)
group.set_command(cmd)
end
end
local function attackMove(map, squad)
local targetPosition = {0,0}
local group = squad.group
local surface = map.surface
local position
local groupPosition = group.position
local x, y = positionToChunkXY(groupPosition)
local chunk = getChunkByXY(map, x, y)
local attackScorer = scoreAttackLocation
local squadChunk = squad.chunk
if squadChunk ~= -1 then
addDeathGenerator(squadChunk, -FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
end
if chunk ~= -1 then
addSquadToChunk(chunk, squad)
addMovementPenalty(squad, chunk)
if not squad.group.valid then
return
end
end
squad.frenzy = (squad.frenzy and (euclideanDistanceNamed(groupPosition, squad.frenzyPosition) < 100))
local attackChunk, attackDirection,
nextAttackChunk, nextAttackDirection = scoreNeighborsForAttack(map,
chunk,
getNeighborChunks(map, x, y),
attackScorer)
local cmd
if (attackChunk == -1) then
cmd = Universe.wanderCommand
group.set_command(cmd)
return
end
if (nextAttackChunk ~= -1) then
attackChunk = nextAttackChunk
position = findMovementPosition(
surface,
positionFromDirectionAndFlat(
nextAttackDirection,
positionFromDirectionAndFlat(
attackDirection,
groupPosition
)
)
)
else
position = findMovementPosition(
surface,
positionFromDirectionAndFlat(
attackDirection,
groupPosition
)
)
end
if not position then
cmd = Universe.wanderCommand
group.set_command(cmd)
return
else
targetPosition.x = position.x
targetPosition.y = position.y
if (nextAttackChunk ~= -1) then
addDeathGenerator(nextAttackChunk, -FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
else
addDeathGenerator(attackChunk, -FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
end
end
if attackChunk.playerBaseGenerator and
(attackChunk[PLAYER_PHEROMONE] >= Universe.attackPlayerThreshold)
then
cmd = Universe.attackCommand
if not squad.rabid then
squad.frenzy = true
squad.frenzyPosition.x = groupPosition.x
squad.frenzyPosition.y = groupPosition.y
end
else
cmd = Universe.moveCommand
if squad.rabid or squad.frenzy then
cmd.distraction = DEFINES_DISTRACTION_BY_ANYTHING
else
cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
end
end
setPositionInCommand(cmd, targetPosition)
group.set_command(cmd)
end
local function buildMove(map, squad)
local group = squad.group
local groupPosition = group.position
local newGroupPosition = findMovementPosition(map.surface, groupPosition)
if not newGroupPosition then
setPositionInCommand(Universe.settleCommand, groupPosition)
else
setPositionInCommand(Universe.settleCommand, newGroupPosition)
end
group.set_command(Universe.compoundSettleCommand)
end
function SquadAttack.cleanSquads(tick)
local squads = Universe.groupNumberToSquad
local groupId = Universe.squadIterator
local squad
if not groupId then
groupId, squad = next(squads, groupId)
else
squad = squads[groupId]
end
if not groupId then
Universe.squadIterator = nil
if (tableSize(squads) == 0) then
-- this is needed as the next command remembers the max length a table has been
Universe.groupNumberToSquad = {}
end
else
Universe.squadIterator = next(squads, groupId)
local group = squad.group
if not group.valid then
if squad.chunk ~= -1 then
addDeathGenerator(squad.chunk, -FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
end
removeSquadFromChunk(squad)
if squad.settlers then
Universe.builderCount = Universe.builderCount - 1
if Universe.builderCount < 0 then
Universe.builderCount = 0
end
else
Universe.squadCount = Universe.squadCount - 1
if Universe.squadCount < 0 then
Universe.squadCount = 0
end
if squad.type == BASE_AI_STATE_AGGRESSIVE then
local base = squad.base
base.sentAggressiveGroups = base.sentAggressiveGroups - 1
if base.sentAggressiveGroups < 0 then
base.sentAggressiveGroups = 0
end
end
end
squads[groupId] = nil
elseif (group.state == 4) then
squad.wanders = 0
SquadAttack.squadDispatch(squad.map, squad, tick)
elseif (squad.commandTick and (squad.commandTick < tick)) then
if squad.wanders > 5 then
squad.group.destroy()
else
squad.wanders = squad.wanders + 1
local cmd = Universe.wander2Command
squad.commandTick = tick + COMMAND_TIMEOUT
group.set_command(cmd)
group.start_moving()
end
end
end
end
function SquadAttack.squadDispatch(map, squad, tick)
local group = squad.group
if group and group.valid then
local status = squad.status
if (status == SQUAD_RAIDING) then
squad.commandTick = tick + COMMAND_TIMEOUT
attackMove(map, squad)
elseif (status == SQUAD_SETTLING) then
squad.commandTick = tick + COMMAND_TIMEOUT
settleMove(map, squad)
elseif (status == SQUAD_RETREATING) then
squad.commandTick = tick + COMMAND_TIMEOUT
if squad.settlers then
squad.status = SQUAD_SETTLING
settleMove(map, squad)
else
squad.status = SQUAD_RAIDING
attackMove(map, squad)
end
elseif (status == SQUAD_BUILDING) then
squad.commandTick = tick + COMMAND_TIMEOUT
removeSquadFromChunk(squad)
buildMove(map, squad)
elseif (status == SQUAD_GUARDING) then
squad.commandTick = tick + COMMAND_TIMEOUT
if squad.settlers then
squad.status = SQUAD_SETTLING
settleMove(map, squad)
else
squad.status = SQUAD_RAIDING
attackMove(map, squad)
end
end
end
end
function SquadAttack.init(universe)
Universe = universe
end
SquadAttackG = SquadAttack
return SquadAttack

View File

@ -1,169 +0,0 @@
-- Copyright (C) 2022 veden
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
if AiDefenseG then
return AiDefenseG
end
local AiDefense = {}
--
local Universe
-- imports
local Constants = require("Constants")
local MapUtils = require("MapUtils")
local UnitGroupUtils = require("UnitGroupUtils")
local MovementUtils = require("MovementUtils")
local ChunkPropertyUtils = require("ChunkPropertyUtils")
-- Constants
local PLAYER_PHEROMONE = Constants.PLAYER_PHEROMONE
local BASE_PHEROMONE = Constants.BASE_PHEROMONE
local PLAYER_PHEROMONE_MULTIPLER = Constants.PLAYER_PHEROMONE_MULTIPLER
local SQUAD_RETREATING = Constants.SQUAD_RETREATING
local COOLDOWN_RETREAT = Constants.COOLDOWN_RETREAT
-- imported functions
local findNearbyBase = ChunkPropertyUtils.findNearbyBase
local addSquadToChunk = ChunkPropertyUtils.addSquadToChunk
local positionFromDirectionAndFlat = MapUtils.positionFromDirectionAndFlat
local getNeighborChunks = MapUtils.getNeighborChunks
local findNearbyRetreatingSquad = UnitGroupUtils.findNearbyRetreatingSquad
local createSquad = UnitGroupUtils.createSquad
local scoreNeighborsForRetreat = MovementUtils.scoreNeighborsForRetreat
local findMovementPosition = MovementUtils.findMovementPosition
local getRetreatTick = ChunkPropertyUtils.getRetreatTick
local setRetreatTick = ChunkPropertyUtils.setRetreatTick
local getEnemyStructureCount = ChunkPropertyUtils.getEnemyStructureCount
-- module code
local function scoreRetreatLocation(map, neighborChunk)
return (-neighborChunk[BASE_PHEROMONE] +
-(neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER) +
-((neighborChunk.playerBaseGenerator or 0) * 1000))
end
function AiDefense.retreatUnits(chunk, cause, map, tick, radius)
if (tick - getRetreatTick(chunk) > COOLDOWN_RETREAT) and (getEnemyStructureCount(chunk) == 0) then
setRetreatTick(chunk, tick)
local exitPath,exitDirection,
nextExitPath,nextExitDirection = scoreNeighborsForRetreat(chunk,
getNeighborChunks(map,
chunk.x,
chunk.y),
scoreRetreatLocation,
map)
local position = {
x = chunk.x + 16,
y = chunk.y + 16
}
local retreatPosition
local surface = map.surface
if (exitPath == -1) then
return
elseif (nextExitPath ~= -1) then
retreatPosition = findMovementPosition(
surface,
positionFromDirectionAndFlat(
nextExitDirection,
positionFromDirectionAndFlat(
exitDirection,
position
)
)
)
exitPath = nextExitPath
else
retreatPosition = findMovementPosition(
surface,
positionFromDirectionAndFlat(
exitDirection,
position
)
)
end
if retreatPosition then
position.x = retreatPosition.x
position.y = retreatPosition.y
else
return
end
local newSquad = findNearbyRetreatingSquad(map, exitPath)
local created = false
if not newSquad then
if (Universe.squadCount < Universe.AI_MAX_SQUAD_COUNT) then
created = true
local base = findNearbyBase(chunk)
if not base then
return
end
newSquad = createSquad(position, map, nil, false, base)
else
return
end
end
Universe.fleeCommand.from = cause
Universe.retreatCommand.group = newSquad.group
Universe.formRetreatCommand.unit_search_distance = radius
local foundUnits = surface.set_multi_command(Universe.formRetreatCommand)
if (foundUnits == 0) then
if created then
newSquad.group.destroy()
end
return
end
if created then
Universe.groupNumberToSquad[newSquad.groupNumber] = newSquad
Universe.squadCount = Universe.squadCount + 1
end
newSquad.status = SQUAD_RETREATING
addSquadToChunk(chunk, newSquad)
newSquad.frenzy = true
local squadPosition = newSquad.group.position
newSquad.frenzyPosition.x = squadPosition.x
newSquad.frenzyPosition.y = squadPosition.y
end
end
function AiDefense.init(universe)
Universe = universe
end
AiDefenseG = AiDefense
return AiDefense

View File

@ -1,60 +0,0 @@
-- Copyright (C) 2022 veden
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
if stringUtilsG then
return stringUtilsG
end
local stringUtils = {}
local sSub = string.sub
local sGMatch = string.gmatch
function stringUtils.isRampantSetting(str)
return sSub(str, 1, #"rampant--") == "rampant--"
end
function stringUtils.split(str)
local result = {}
for i in sGMatch(str, "[a-zA-Z-]+") do
result[#result+1] = i
end
return result
end
function stringUtils.isMember(str, set)
for _,s in pairs(set) do
if str == s then
return true
end
end
return false
end
function stringUtils.intersection(set1, set2)
local result = {}
for s1 in pairs(set1) do
for s2 in pairs(set2) do
if s1 == s2 then
result[#result+1] = s1
break
end
end
end
return result
end
stringUtilsG = stringUtils
return stringUtils

View File

@ -1,178 +0,0 @@
-- Copyright (C) 2022 veden
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
if UnitGroupUtilsG then
return UnitGroupUtilsG
end
local UnitGroupUtils = {}
--
local Universe
-- imports
local MapUtils = require("MapUtils")
local Constants = require("Constants")
local ChunkPropertyUtils = require("ChunkPropertyUtils")
local MathUtils = require("MathUtils")
-- Constants
local MINIMUM_EXPANSION_DISTANCE = Constants.MINIMUM_EXPANSION_DISTANCE
local SQUAD_RETREATING = Constants.SQUAD_RETREATING
local SQUAD_GUARDING = Constants.SQUAD_GUARDING
-- imported functions
local gaussianRandomRangeRG = MathUtils.gaussianRandomRangeRG
local getNeighborChunks = MapUtils.getNeighborChunks
-- module code
function UnitGroupUtils.findNearbyRetreatingSquad(map, chunk)
if chunk.squads then
for _,squad in pairs(chunk.squads) do
local unitGroup = squad.group
if (squad.status == SQUAD_RETREATING) and unitGroup and unitGroup.valid then
return squad
end
end
end
local neighbors = getNeighborChunks(map, chunk.x, chunk.y)
for i=1,#neighbors do
local neighbor = neighbors[i]
if (neighbor ~= -1) and neighbor.squads then
for _,squad in pairs(neighbor.squads) do
local unitGroup = squad.group
if (squad.status == SQUAD_RETREATING) and unitGroup and unitGroup.valid then
return squad
end
end
end
end
return nil
end
function UnitGroupUtils.findNearbySquad(map, chunk)
if chunk.squads then
for _,squad in pairs(chunk.squads) do
local unitGroup = squad.group
if unitGroup and unitGroup.valid then
return squad
end
end
end
local neighbors = getNeighborChunks(map, chunk.x, chunk.y)
for i=1,#neighbors do
local neighbor = neighbors[i]
if (neighbor ~= -1) and neighbor.squads then
for _,squad in pairs(neighbor.squads) do
local unitGroup = squad.group
if unitGroup and unitGroup.valid then
return squad
end
end
end
end
return nil
end
function UnitGroupUtils.calculateSettlerMaxDistance()
local targetDistance
local distanceRoll = Universe.random()
if distanceRoll < 0.05 then
return 0
elseif distanceRoll < 0.30 then
targetDistance = Universe.expansionLowTargetDistance
elseif distanceRoll < 0.70 then
targetDistance = Universe.expansionMediumTargetDistance
elseif distanceRoll < 0.95 then
targetDistance = Universe.expansionHighTargetDistance
else
return Universe.expansionMaxDistance
end
return gaussianRandomRangeRG(targetDistance,
Universe.expansionDistanceDeviation,
MINIMUM_EXPANSION_DISTANCE,
Universe.expansionMaxDistance,
Universe.random)
end
function UnitGroupUtils.createSquad(position, map, group, settlers, base)
local unitGroup = group or map.surface.create_unit_group({position=position})
local squad = {
group = unitGroup,
status = SQUAD_GUARDING,
rabid = false,
penalties = {},
base = base,
type = base.stateAI,
frenzy = false,
map = map,
wanders = 0,
settlers = settlers or false,
kamikaze = false,
frenzyPosition = {x = 0,
y = 0},
maxDistance = 0,
groupNumber = unitGroup.group_number,
originPosition = {x = 0,
y = 0},
commandTick = nil,
chunk = -1
}
if settlers then
squad.maxDistance = UnitGroupUtils.calculateSettlerMaxDistance()
end
if position then
squad.originPosition.x = position.x
squad.originPosition.y = position.y
elseif group then
squad.originPosition.x = group.position.x
squad.originPosition.y = group.position.y
end
return squad
end
function UnitGroupUtils.calculateKamikazeSquadThreshold(memberCount)
local threshold = (memberCount / Universe.attackWaveMaxSize) * 0.2 + (Universe.evolutionLevel * 0.2)
return threshold
end
function UnitGroupUtils.calculateKamikazeSettlerThreshold(memberCount)
local threshold = (memberCount / Universe.expansionMaxSize) * 0.2 + (Universe.evolutionLevel * 0.2)
return threshold
end
function UnitGroupUtils.init(universe)
Universe = universe
end
UnitGroupUtilsG = UnitGroupUtils
return UnitGroupUtils

View File

@ -19,7 +19,7 @@ local Upgrade = {}
-- imports
local Constants = require("libs/Constants")
local ChunkProcessor = require("libs/ChunkProcessor")
local Processor = require("libs/Processor")
local ChunkPropertyUtils = require("libs/ChunkPropertyUtils")
local MapUtils = require("libs/MapUtils")
@ -58,7 +58,7 @@ local TICKS_A_MINUTE = Constants.TICKS_A_MINUTE
local addBaseResourceChunk = ChunkPropertyUtils.addBaseResourceChunk
local sFind = string.find
local queueGeneratedChunk = MapUtils.queueGeneratedChunk
local processPendingChunks = ChunkProcessor.processPendingChunks
local processPendingChunks = Processor.processPendingChunks
-- module code

146
libs/Utils.lua Normal file
View File

@ -0,0 +1,146 @@
-- Copyright (C) 2022 veden
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
if UtilsG then
return UtilsG
end
local Utils = {}
--
local Constants = require("Constants")
--
local CHUNK_SIZE = Constants.CHUNK_SIZE
--
local mFloor = math.floor
local sSub = string.sub
local sGMatch = string.gmatch
--
function Utils.isRampantSetting(str)
return sSub(str, 1, #"rampant--") == "rampant--"
end
function Utils.split(str)
local result = {}
for i in sGMatch(str, "[a-zA-Z-]+") do
result[#result+1] = i
end
return result
end
function Utils.isMember(str, set)
for _,s in pairs(set) do
if str == s then
return true
end
end
return false
end
function Utils.intersection(set1, set2)
local result = {}
for s1 in pairs(set1) do
for s2 in pairs(set2) do
if s1 == s2 then
result[#result+1] = s1
break
end
end
end
return result
end
function Utils.setPositionInQuery(query, position)
local point = query.position
point[1] = position.x
point[2] = position.y
end
function Utils.setPositionInCommand(cmd, position)
local point = cmd.destination
point[1] = position.x
point[2] = position.y
end
function Utils.setPositionXYInQuery(query, x, y)
local point = query.position
point[1] = x
point[2] = y
end
function Utils.setAreaInQuery(query, topLeftPosition, size)
local area = query.area
area[1][1] = topLeftPosition.x
area[1][2] = topLeftPosition.y
area[2][1] = topLeftPosition.x + size
area[2][2] = topLeftPosition.y + size
end
function Utils.setAreaInQueryChunkSize(query, topLeftPosition)
local area = query.area
area[1][1] = topLeftPosition.x
area[1][2] = topLeftPosition.y
area[2][1] = topLeftPosition.x + CHUNK_SIZE
area[2][2] = topLeftPosition.y + CHUNK_SIZE
end
function Utils.setPointAreaInQuery(query, position, size)
local area = query.area
area[1][1] = position.x - size
area[1][2] = position.y - size
area[2][1] = position.x + size
area[2][2] = position.y + size
end
function Utils.setAreaYInQuery(query, y1, y2)
local area = query.area
area[1][2] = y1
area[2][2] = y2
end
function Utils.setAreaXInQuery(query, x1, x2)
local area = query.area
area[1][1] = x1
area[2][1] = x2
end
function Utils.validPlayer(player)
if player and player.valid then
local char = player.character
return char and char.valid
end
return false
end
function Utils.getTimeStringFromTick(tick)
local tickToSeconds = tick / 60
local days = mFloor(tickToSeconds / 86400)
local hours = mFloor((tickToSeconds % 86400) / 3600)
local minutes = mFloor((tickToSeconds % 3600) / 60)
local seconds = mFloor(tickToSeconds % 60)
return days .. "d " .. hours .. "h " .. minutes .. "m " .. seconds .. "s"
end
UtilsG = Utils
return Utils

View File

@ -22,7 +22,7 @@ local chunkUtils = require("libs/ChunkUtils")
local chunkPropertyUtils = require("libs/ChunkPropertyUtils")
local mapUtils = require("libs/MapUtils")
local baseUtils = require("libs/BaseUtils")
local queryUtils = require("libs/QueryUtils")
local Utils = require("libs/Utils")
-- local tendrilUtils = require("libs/TendrilUtils")
function tests.chunkCount()
@ -364,7 +364,7 @@ function tests.scanEnemy()
local chunk = mapUtils.getChunkByPosition(map, game.player.character.position)
local universe = map.universe
local query = universe.filteredEntitiesEnemyStructureQuery
queryUtils.setAreaInQuery(query, chunk, constants.CHUNK_SIZE)
Utils.setAreaInQuery(query, chunk, constants.CHUNK_SIZE)
local buildings = map.surface.find_entities_filtered(query)
local counts = map.chunkScanCounts
for i=1,#constants.HIVE_BUILDINGS_TYPES do