local chunkUtils = {} -- imports local stringUtils = require("StringUtils") local baseUtils = require("BaseUtils") local constants = require("Constants") local mapUtils = require("MapUtils") local chunkPropertyUtils = require("ChunkPropertyUtils") -- constants local WATER_TILE_NAMES = constants.WATER_TILE_NAMES local DEFINES_DIRECTION_EAST = defines.direction.east local DEFINES_WIRE_TYPE_RED = defines.wire_type.red local DEFINES_WIRE_TYPE_GREEN = defines.wire_type.green local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK local BASE_PHEROMONE = constants.BASE_PHEROMONE local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE local MOVEMENT_PHEROMONE = constants.MOVEMENT_PHEROMONE local RESOURCE_PHEROMONE = constants.RESOURCE_PHEROMONE local BUILDING_PHEROMONES = constants.BUILDING_PHEROMONES local CHUNK_NORTH_SOUTH = constants.CHUNK_NORTH_SOUTH local CHUNK_EAST_WEST = constants.CHUNK_EAST_WEST local CHUNK_ALL_DIRECTIONS = constants.CHUNK_ALL_DIRECTIONS local CHUNK_IMPASSABLE = constants.CHUNK_IMPASSABLE local CHUNK_TICK = constants.CHUNK_TICK local BASE_ALIGNMENT_DEADZONE = constants.BASE_ALIGNMENT_DEADZONE local PATH_RATING = constants.PATH_RATING local PASSABLE = constants.PASSABLE local RESOURCE_GENERATOR_INCREMENT = constants.RESOURCE_GENERATOR_INCREMENT -- imported functions local isRampant = stringUtils.isRampant local setNestCount = chunkPropertyUtils.setNestCount local setPlayerBaseGenerator = chunkPropertyUtils.setPlayerBaseGenerator local addPlayerBaseGenerator = chunkPropertyUtils.addPlayerBaseGenerator local setResourceGenerator = chunkPropertyUtils.setResourceGenerator local addResourceGenerator = chunkPropertyUtils.addResourceGenerator local setWormCount = chunkPropertyUtils.setWormCount local getPlayerBaseGenerator = chunkPropertyUtils.getPlayerBaseGenerator local getNestCount = chunkPropertyUtils.getNestCount local findNearbyBase = baseUtils.findNearbyBase local createBase = baseUtils.createBase local upgradeEntity = baseUtils.upgradeEntity local setChunkBase = chunkPropertyUtils.setChunkBase local getEnemyStructureCount = chunkPropertyUtils.getEnemyStructureCount local getChunkByUnalignedXY = mapUtils.getChunkByUnalignedXY local getChunkByPosition = mapUtils.getChunkByPosition local mFloor = math.floor -- module code local function fullScan(chunk, can_place_entity, canPlaceQuery) local x = chunk.x local y = chunk.y local passableNorthSouth = false local passableEastWest = false canPlaceQuery.name = "chunk-scanner-ns-rampant" local position = canPlaceQuery.position position[2] = y for xi=x, x + 32 do position[1] = xi if can_place_entity(canPlaceQuery) then passableNorthSouth = true break end end position[1] = x canPlaceQuery.name = "chunk-scanner-ew-rampant" for yi=y, y + 32 do position[2] = yi if can_place_entity(canPlaceQuery) then passableEastWest = true break end end return passableNorthSouth, passableEastWest end local function addEnemyStructureToChunk(map, chunk, entity, base) local lookup if (entity.type == "unit-spawner") then lookup = map.chunkToNests elseif (entity.type == "turret") then lookup = map.chunkToWorms else return end local entityCollection = lookup[chunk] if not entityCollection then lookup[chunk] = 0 end lookup[chunk] = lookup[chunk] + 1 setChunkBase(map, chunk, base) end local function removeEnemyStructureFromChunk(map, chunk, entity) local lookup if (entity.type == "unit-spawner") then lookup = map.chunkToNests elseif (entity.type == "turret") then lookup = map.chunkToWorms else return end if (getEnemyStructureCount(map, chunk) == 0) then setChunkBase(map, chunk, nil) end if lookup[chunk] then if ((lookup[chunk] - 1) <= 0) then lookup[chunk] = nil else lookup[chunk] = lookup[chunk] - 1 end end end local function getEntityOverlapChunks(map, entity) local boundingBox = entity.prototype.collision_box or entity.prototype.selection_box; local leftTopChunk = SENTINEL_IMPASSABLE_CHUNK local rightTopChunk = SENTINEL_IMPASSABLE_CHUNK local leftBottomChunk = SENTINEL_IMPASSABLE_CHUNK local rightBottomChunk = SENTINEL_IMPASSABLE_CHUNK if boundingBox then local center = entity.position local topXOffset local topYOffset local bottomXOffset local bottomYOffset if (entity.direction == DEFINES_DIRECTION_EAST) then topXOffset = boundingBox.left_top.y topYOffset = boundingBox.left_top.x bottomXOffset = boundingBox.right_bottom.y bottomYOffset = boundingBox.right_bottom.x else topXOffset = boundingBox.left_top.x topYOffset = boundingBox.left_top.y bottomXOffset = boundingBox.right_bottom.x bottomYOffset = boundingBox.right_bottom.y end local leftTopChunkX = mFloor(center.x + topXOffset) local leftTopChunkY = mFloor(center.y + topYOffset) -- used to force things on chunk boundary to not spill over 0.0001 local rightTopChunkX = mFloor(center.x + bottomXOffset - 0.0001) local rightTopChunkY = leftTopChunkY -- used to force things on chunk boundary to not spill over 0.0001 local leftBottomChunkX = leftTopChunkX local leftBottomChunkY = mFloor(center.y + bottomYOffset - 0.0001) local rightBottomChunkX = rightTopChunkX local rightBottomChunkY = leftBottomChunkY leftTopChunk = getChunkByUnalignedXY(map, leftTopChunkX, leftTopChunkY) if (leftTopChunkX ~= rightTopChunkX) then rightTopChunk = getChunkByUnalignedXY(map, rightTopChunkX, rightTopChunkY) end if (leftTopChunkY ~= leftBottomChunkY) then leftBottomChunk = getChunkByUnalignedXY(map, leftBottomChunkX, leftBottomChunkY) end if (leftTopChunkX ~= rightBottomChunkX) and (leftTopChunkY ~= rightBottomChunkY) then rightBottomChunk = getChunkByUnalignedXY(map, rightBottomChunkX, rightBottomChunkY) end end return leftTopChunk, rightTopChunk, leftBottomChunk, rightBottomChunk end -- external functions function chunkUtils.calculatePassScore(surface, map) local count_tiles_filtered = surface.count_tiles_filtered local filteredTilesQuery = map.filteredTilesQuery local passScore = 0 for i=1,#WATER_TILE_NAMES do filteredTilesQuery.name = WATER_TILE_NAMES[i] passScore = passScore + count_tiles_filtered(filteredTilesQuery) end return 1 - (passScore * 0.0009765625) end function chunkUtils.scanChunkPaths(chunk, surface, map) local pass = CHUNK_IMPASSABLE local passableNorthSouth, passableEastWest = fullScan(chunk, surface.can_place_entity, map.canPlaceQuery) if passableEastWest and passableNorthSouth then pass = CHUNK_ALL_DIRECTIONS elseif passableEastWest then pass = CHUNK_EAST_WEST elseif passableNorthSouth then pass = CHUNK_NORTH_SOUTH end return pass end function chunkUtils.scorePlayerBuildings(surface, map, natives) local entities = surface.find_entities_filtered(map.filteredEntitiesPlayerQuery) local playerObjects = 0 local safeBuildings = natives.safeBuildings local safeEntities = natives.safeEntities local safeEntityName = natives.safeEntityName if safeBuildings then for i=1, #entities do local entity = entities[i] local entityType = entity.type if safeEntities[entityType] or safeEntityName[entity.name] then entity.destructible = false end playerObjects = playerObjects + (BUILDING_PHEROMONES[entityType] or 0) end else for i=1, #entities do playerObjects = playerObjects + (BUILDING_PHEROMONES[entities[i].type] or 0) end end return playerObjects end function chunkUtils.scoreEnemyBuildings(surface, map) local nests = surface.find_entities_filtered(map.filteredEntitiesUnitSpawnereQuery) local worms = surface.find_entities_filtered(map.filteredEntitiesWormQuery) return nests, worms end function chunkUtils.initialScan(chunk, natives, surface, map, tick, evolutionFactor, rebuilding) local passScore = chunkUtils.calculatePassScore(surface, map) if (passScore >= 0.40) then local pass = chunkUtils.scanChunkPaths(chunk, surface, map) local playerObjects = chunkUtils.scorePlayerBuildings(surface, map, natives) local nests, worms = chunkUtils.scoreEnemyBuildings(surface, map) local resources = surface.count_entities_filtered(map.countResourcesQuery) * 0.001 if ((playerObjects > 0) or (#nests > 0)) and (pass == CHUNK_IMPASSABLE) then pass = CHUNK_ALL_DIRECTIONS end if natives.newEnemies and ((#nests > 0) or (#worms > 0)) then local base = findNearbyBase(map, chunk, natives) if base then if (base.alignment ~= BASE_ALIGNMENT_DEADZONE) then setChunkBase(map, chunk, base) end else base = createBase(map, natives, evolutionFactor, chunk, surface, tick) end local alignment = base.alignment if (#nests > 0) then for i = 1, #nests do if rebuilding then if not isRampant(nests[i].name) then upgradeEntity(nests[i], surface, alignment, natives, evolutionFactor) end else upgradeEntity(nests[i], surface, alignment, natives, evolutionFactor) end end end if (#worms > 0) then for i = 1, #worms do if rebuilding then if not isRampant(worms[i].name) then upgradeEntity(worms[i], surface, alignment, natives, evolutionFactor) end else upgradeEntity(worms[i], surface, alignment, natives, evolutionFactor) end end end end setNestCount(map, chunk, #nests) setPlayerBaseGenerator(map, chunk, playerObjects) setResourceGenerator(map, chunk, resources) setWormCount(map, chunk, #worms) chunk[PASSABLE] = pass chunk[PATH_RATING] = passScore return chunk end return SENTINEL_IMPASSABLE_CHUNK end function chunkUtils.chunkPassScan(chunk, surface, map) local passScore = chunkUtils.calculatePassScore(surface, map) if (passScore >= 0.40) then local pass = chunkUtils.scanChunkPaths(chunk, surface, map) local playerObjects = getPlayerBaseGenerator(map, chunk) local nests = getNestCount(map, chunk) if ((playerObjects > 0) or (nests > 0)) and (pass == CHUNK_IMPASSABLE) then pass = CHUNK_ALL_DIRECTIONS end chunk[PASSABLE] = pass chunk[PATH_RATING] = passScore return chunk end return SENTINEL_IMPASSABLE_CHUNK end function chunkUtils.analyzeChunk(chunk, natives, surface, map) local playerObjects = chunkUtils.scorePlayerBuildings(surface, map, natives) setPlayerBaseGenerator(map, chunk, playerObjects) end function chunkUtils.createChunk(topX, topY) local chunk = { x = topX, y = topY } chunk[MOVEMENT_PHEROMONE] = 0 chunk[BASE_PHEROMONE] = 0 chunk[PLAYER_PHEROMONE] = 0 chunk[RESOURCE_PHEROMONE] = 0 chunk[PASSABLE] = 0 chunk[CHUNK_TICK] = 0 chunk[PATH_RATING] = 0 return chunk end function chunkUtils.colorChunk(x, y, tileType, surface) local tiles = {} for xi=x+5, x + 27 do for yi=y+5, y + 27 do tiles[#tiles+1] = {name=tileType, position={xi, yi}} end end surface.set_tiles(tiles, false) end function chunkUtils.entityForPassScan(map, entity) local leftTop, rightTop, leftBottom, rightBottom = getEntityOverlapChunks(map, entity) if (leftTop ~= SENTINEL_IMPASSABLE_CHUNK) then map.chunkToPassScan[leftTop] = true end if (rightTop ~= SENTINEL_IMPASSABLE_CHUNK) then map.chunkToPassScan[rightTop] = true end if (leftBottom ~= SENTINEL_IMPASSABLE_CHUNK) then map.chunkToPassScan[leftBottom] = true end if (rightBottom ~= SENTINEL_IMPASSABLE_CHUNK) then map.chunkToPassScan[rightBottom] = true end end function chunkUtils.registerEnemyBaseStructure(map, entity, natives, evolutionFactor, surface, tick) local entityType = entity.type if ((entityType == "unit-spawner") or (entityType == "turret")) and (entity.force.name == "enemy") then local chunk = getChunkByPosition(map, entity.position) local base if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) and natives.newEnemies then base = findNearbyBase(map, chunk, natives) if not base then base = createBase(map, natives, evolutionFactor, chunk, surface, tick) end end local leftTop, rightTop, leftBottom, rightBottom = getEntityOverlapChunks(map, entity) if (leftTop ~= SENTINEL_IMPASSABLE_CHUNK) then addEnemyStructureToChunk(map, leftTop, entity, base) end if (rightTop ~= SENTINEL_IMPASSABLE_CHUNK) then addEnemyStructureToChunk(map, rightTop, entity, base) end if (leftBottom ~= SENTINEL_IMPASSABLE_CHUNK) then addEnemyStructureToChunk(map, leftBottom, entity, base) end if (rightBottom ~= SENTINEL_IMPASSABLE_CHUNK) then addEnemyStructureToChunk(map, rightBottom, entity, base) end end return entity end function chunkUtils.unregisterEnemyBaseStructure(map, entity) local entityType = entity.type if ((entityType == "unit-spawner") or (entityType == "turret")) and (entity.force.name == "enemy") then local leftTop, rightTop, leftBottom, rightBottom = getEntityOverlapChunks(map, entity) if (leftTop ~= SENTINEL_IMPASSABLE_CHUNK) then removeEnemyStructureFromChunk(map, leftTop, entity) end if (rightTop ~= SENTINEL_IMPASSABLE_CHUNK) then removeEnemyStructureFromChunk(map, rightTop, entity) end if (leftBottom ~= SENTINEL_IMPASSABLE_CHUNK) then removeEnemyStructureFromChunk(map, leftBottom, entity) end if (rightBottom ~= SENTINEL_IMPASSABLE_CHUNK) then removeEnemyStructureFromChunk(map, rightBottom, entity) end end end function chunkUtils.addRemovePlayerEntity(map, entity, natives, addObject, creditNatives) local leftTop, rightTop, leftBottom, rightBottom local entityValue if (BUILDING_PHEROMONES[entity.type] ~= nil) and (entity.force.name == "player") then entityValue = BUILDING_PHEROMONES[entity.type] leftTop, rightTop, leftBottom, rightBottom = getEntityOverlapChunks(map, entity) if not addObject then if creditNatives then natives.points = natives.points + entityValue end entityValue = -entityValue end if (leftTop ~= SENTINEL_IMPASSABLE_CHUNK) then addPlayerBaseGenerator(map, leftTop, entityValue) end if (rightTop ~= SENTINEL_IMPASSABLE_CHUNK) then addPlayerBaseGenerator(map, rightTop, entityValue) end if (leftBottom ~= SENTINEL_IMPASSABLE_CHUNK) then addPlayerBaseGenerator(map, leftBottom, entityValue) end if (rightBottom ~= SENTINEL_IMPASSABLE_CHUNK) then addPlayerBaseGenerator(map, rightBottom, entityValue) end end return entity end function chunkUtils.unregisterResource(entity, map) if entity.prototype.infinite_resource then return end local leftTop, rightTop, leftBottom, rightBottom = getEntityOverlapChunks(map, entity) if (leftTop ~= SENTINEL_IMPASSABLE_CHUNK) then addResourceGenerator(map, leftTop, -RESOURCE_GENERATOR_INCREMENT) end if (rightTop ~= SENTINEL_IMPASSABLE_CHUNK) then addResourceGenerator(map, rightTop, -RESOURCE_GENERATOR_INCREMENT) end if (leftBottom ~= SENTINEL_IMPASSABLE_CHUNK) then addResourceGenerator(map, leftBottom, -RESOURCE_GENERATOR_INCREMENT) end if (rightBottom ~= SENTINEL_IMPASSABLE_CHUNK) then addResourceGenerator(map, rightBottom, -RESOURCE_GENERATOR_INCREMENT) end end function chunkUtils.makeImmortalEntity(surface, entity) local repairPosition = entity.position local repairName = entity.name local repairForce = entity.force local repairDirection = entity.direction local wires if (entity.type == "electric-pole") then wires = entity.neighbours end entity.destroy() local newEntity = surface.create_entity({position=repairPosition, name=repairName, direction=repairDirection, force=repairForce}) if wires then for connectType,neighbourGroup in pairs(wires) do if connectType == "copper" then for _,v in pairs(neighbourGroup) do newEntity.connect_neighbour(v); end elseif connectType == "red" then for _,v in pairs(neighbourGroup) do newEntity.connect_neighbour({wire = DEFINES_WIRE_TYPE_RED, target_entity = v}); end elseif connectType == "green" then for _,v in pairs(neighbourGroup) do newEntity.connect_neighbour({wire = DEFINES_WIRE_TYPE_GREEN, target_entity = v}); end end end end newEntity.destructible = false end return chunkUtils