if baseUtilsG then return baseUtilsG end local baseUtils = {} -- imports local mathUtils = require("MathUtils") local constants = require("Constants") local chunkPropertyUtils = require("ChunkPropertyUtils") local mapUtils = require("MapUtils") -- constants local FACTION_MUTATION_MAPPING = constants.FACTION_MUTATION_MAPPING local MAGIC_MAXIMUM_NUMBER = constants.MAGIC_MAXIMUM_NUMBER local BASE_AI_STATE_DORMANT = constants.BASE_AI_STATE_DORMANT local BASE_AI_STATE_ACTIVE = constants.BASE_AI_STATE_ACTIVE local BASE_AI_STATE_WORMS = constants.BASE_AI_STATE_WORMS local BASE_AI_STATE_NESTS = constants.BASE_AI_STATE_NESTS local BASE_AI_STATE_OVERDRIVE = constants.BASE_AI_STATE_OVERDRIVE local BASE_AI_STATE_MUTATE = constants.BASE_AI_STATE_MUTATE local FACTION_SET = constants.FACTION_SET local BASE_DEADZONE_TTL = constants.BASE_DEADZONE_TTL local BASE_AI_MIN_STATE_DURATION = constants.BASE_AI_MIN_STATE_DURATION local BASE_AI_MIN_TEMPERAMENT_DURATION = constants.BASE_AI_MIN_TEMPERAMENT_DURATION local BASE_AI_MAX_STATE_DURATION = constants.BASE_AI_MAX_STATE_DURATION local BASE_AI_MAX_TEMPERAMENT_DURATION = constants.BASE_AI_MAX_TEMPERAMENT_DURATION local BASE_UPGRADE = constants.BASE_UPGRADE local HIVE_BUILDINGS_COST = constants.HIVE_BUILDINGS_COST 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_COLLECTION_THRESHOLD = constants.BASE_COLLECTION_THRESHOLD local CHUNK_SIZE = constants.CHUNK_SIZE -- imported functions local randomTickEvent = mathUtils.randomTickEvent local euclideanDistancePoints = mathUtils.euclideanDistancePoints local getChunkByPosition = mapUtils.getChunkByPosition local gaussianRandomRange = mathUtils.gaussianRandomRange local linearInterpolation = mathUtils.linearInterpolation local mFloor = math.floor local mMin = math.min local mMax = math.max local distort = mathUtils.distort local getChunkBase = chunkPropertyUtils.getChunkBase local setChunkBase = chunkPropertyUtils.setChunkBase local getResourceGenerator = chunkPropertyUtils.getResourceGenerator local next = next local mRandom = math.random -- module code local function evoToTier(universe, evolutionFactor) local v for i=10,1,-1 do if universe.evoToTierMapping[i] <= evolutionFactor then v = i if mRandom() <= 0.65 then break end end end return v end function baseUtils.findNearbyBase(map, chunk) local x = chunk.x local y = chunk.y local foundBase = getChunkBase(map, chunk) if foundBase then return foundBase end local bases = map.bases local closest = MAGIC_MAXIMUM_NUMBER for _, base in pairs(bases) do local distance = euclideanDistancePoints(base.x, base.y, x, y) if (distance <= base.distanceThreshold) and (distance < closest) then closest = distance foundBase = base end end return foundBase end local function findBaseMutation(map, targetEvolution) local universe = map.universe local tier = evoToTier(universe, targetEvolution or map.evolutionLevel) local alignments = universe.evolutionTableAlignment[tier] local roll = mRandom() for i=1,#alignments do local alignment = alignments[i] roll = roll - alignment[1] if (roll <= 0) then return alignment[2] end end return alignments[#alignments] end local function initialEntityUpgrade(baseAlignment, tier, maxTier, map, useHiveType) local evolutionTable = map.universe.buildingEvolveLookup local entity local useTier local tierRoll = mRandom() if (tierRoll < 0.4) then useTier = maxTier elseif (tierRoll < 0.7) then useTier = mMax(maxTier - 1, tier) elseif (tierRoll < 0.9) then useTier = mMax(maxTier - 2, tier) else useTier = mMax(maxTier - 3, tier) end local upgrades = evolutionTable[baseAlignment][useTier] if upgrades then if useHiveType then for ui=1,#upgrades do local upgrade = upgrades[ui] if upgrade[3] == useHiveType then entity = upgrade[2][mRandom(#upgrade[2])] break end end end if not entity then local roll = mRandom() for ui=1,#upgrades do local upgrade = upgrades[ui] roll = roll - upgrade[1] if (roll <= 0) then entity = upgrade[2][mRandom(#upgrade[2])] break end end end end return entity end local function entityUpgrade(baseAlignment, tier, maxTier, originalEntity, map) local universe = map.universe local buildingHiveTypeLookup = universe.buildingHiveTypeLookup local evolutionTable = universe.upgradeLookup local entity local hiveType = buildingHiveTypeLookup[originalEntity.name] for t=maxTier,tier,-1 do local factionLookup = evolutionTable[baseAlignment][t] local upgrades = factionLookup[hiveType] if not upgrades then local mapTypes = FACTION_MUTATION_MAPPING[hiveType] for i=1, #mapTypes do local upgrade = factionLookup[mapTypes[i]] if upgrade and (#upgrade > 0) then entity = upgrade[mRandom(#upgrade)] if mRandom() < 0.55 then return entity end end end elseif (#upgrades > 0) then entity = upgrades[mRandom(#upgrades)] if mRandom() < 0.55 then return entity end end end return entity end local function findEntityUpgrade(baseAlignment, currentEvo, evoIndex, originalEntity, map, evolve) local universe = map.universe local adjCurrentEvo = mMax( ((baseAlignment ~= universe.enemyAlignmentLookup[originalEntity.name]) and 0) or currentEvo, 0 ) local tier = evoToTier(universe, adjCurrentEvo) local maxTier = evoToTier(universe, evoIndex) if (tier > maxTier) then return nil end if evolve then local chunk = getChunkByPosition(map, originalEntity.position) local makeHive = (chunk ~= -1) and (getResourceGenerator(map, chunk) > 0) and (mRandom() < 0.2) return initialEntityUpgrade(baseAlignment, tier, maxTier, map, (makeHive and "hive")) else return entityUpgrade(baseAlignment, tier, maxTier, originalEntity, map) end end local function findBaseInitialAlignment(map, evoIndex) local dev = evoIndex * 0.3 local evoTop = gaussianRandomRange(evoIndex - dev, dev, 0, evoIndex) local result if mRandom() < 0.05 then result = {findBaseMutation(map, evoTop), findBaseMutation(map, evoTop)} else result = {findBaseMutation(map, evoTop)} end return result end function baseUtils.recycleBases(map, tick) local bases = map.bases local id, base = next(bases, map.recycleBaseIterator) -- for _=1,2 do if not id then map.recycleBaseIterator = nil return else if ((tick - base.tick) > BASE_COLLECTION_THRESHOLD) then local nextId nextId = next(bases, id) bases[id] = nil id = nextId else id = next(bases, id) end end -- end map.recycleBaseIterator = id end function baseUtils.upgradeEntity(entity, baseAlignment, map, disPos, evolve) local surface = map.surface local position = entity.position local currentEvo = entity.prototype.build_base_evolution_requirement or 0 local universe = map.universe if not baseAlignment[1] then entity.destroy() return nil end local distance = mMin(1, euclideanDistancePoints(position.x, position.y, 0, 0) * BASE_DISTANCE_TO_EVO_INDEX) local evoIndex = mMax(distance, map.evolutionLevel) local spawnerName = findEntityUpgrade(baseAlignment[mRandom(#baseAlignment)], currentEvo, evoIndex, entity, map, evolve) if spawnerName then entity.destroy() local name = universe.buildingSpaceLookup[spawnerName] or spawnerName local query = universe.upgradeEntityQuery query.name = name query.position = disPos or position if not surface.can_place_entity(query) then local newPosition = surface.find_non_colliding_position( name, disPos or position, CHUNK_SIZE, 1, true ) query.position = newPosition or disPos or position end query.name = spawnerName if remote.interfaces["kr-creep"] then remote.call("kr-creep", "spawn_creep_at_position", surface, query.position) end return surface.create_entity(query) end return entity end local function upgradeBase(map, base) local baseAlignment = base.alignment local roll = mRandom() if baseAlignment[2] then if (roll < 0.05) then baseAlignment[2] = nil baseAlignment[1] = findBaseMutation(map) elseif (roll < 0.25) then baseAlignment[1] = findBaseMutation(map) else baseAlignment[2] = findBaseMutation(map) end return true else if (roll < 0.85) then base.alignment[1] = findBaseMutation(map) else base.alignment[2] = findBaseMutation(map) end return true end end function baseUtils.processBase(chunk, map, tick, base) if not base.alignment[1] then base.state = BASE_AI_STATE_DORMANT return end local surface = map.surface local point = map.position local universe = map.universe point.x = chunk.x + (CHUNK_SIZE * mRandom()) point.y = chunk.y + (CHUNK_SIZE * mRandom()) if (base.state == BASE_AI_STATE_ACTIVE) then local entity = surface.find_entities_filtered(map.filteredEntitiesPointQueryLimited) local cost = (universe.costLookup[entity.name] or MAGIC_MAXIMUM_NUMBER) if entity and (base.points >= cost) then local newEntity = baseUtils.upgradeEntity(entity, surface, base.alignment, map) if newEntity then base.points = base.points - cost end end elseif (base.state == BASE_AI_STATE_MUTATE) then if (base.points >= BASE_UPGRADE) then if upgradeBase(map, base) then base.points = base.points - BASE_UPGRADE end end end if (base.state == BASE_AI_STATE_OVERDRIVE) then base.points = base.points + (map.baseIncrement * 5) elseif (base.state ~= BASE_AI_STATE_DORMANT) then base.points = base.points + map.baseIncrement end if (base.temperamentTick <= tick) then base.temperament = mRandom() base.temperamentTick = randomTickEvent(tick, BASE_AI_MIN_TEMPERAMENT_DURATION, BASE_AI_MAX_TEMPERAMENT_DURATION) end if (base.stateTick <= tick) then local roll = mRandom() * mMax(1 - map.evolutionLevel, 0.15) if (roll > map.temperament) then base.state = BASE_AI_STATE_DORMANT else roll = mRandom() if (roll < 0.70) then base.state = BASE_AI_STATE_ACTIVE elseif (roll < 0.80) then base.state = BASE_AI_STATE_NESTS elseif (roll < 0.90) then base.state = BASE_AI_STATE_WORMS elseif (roll < 0.975) then base.state = BASE_AI_STATE_OVERDRIVE else base.state = BASE_AI_STATE_MUTATE end end base.stateTick = randomTickEvent(tick, BASE_AI_MIN_STATE_DURATION, BASE_AI_MAX_STATE_DURATION) end base.tick = tick end function baseUtils.createBase(map, chunk, tick, rebuilding) local x = chunk.x local y = chunk.y local distance = euclideanDistancePoints(x, y, 0, 0) local meanLevel = mFloor(distance * 0.005) local distanceIndex = mMin(1, distance * BASE_DISTANCE_TO_EVO_INDEX) local evoIndex = mMax(distanceIndex, map.evolutionLevel) local baseTick = tick local alignment if (not rebuilding) and (mRandom() < map.universe.deadZoneFrequency) then alignment = {} baseTick = BASE_DEADZONE_TTL else alignment = findBaseInitialAlignment(map, evoIndex) or {"neutral"} end local baseLevel = gaussianRandomRange(meanLevel, meanLevel * 0.3, meanLevel * 0.50, meanLevel * 1.50) local baseDistanceThreshold = gaussianRandomRange(BASE_DISTANCE_THRESHOLD, BASE_DISTANCE_THRESHOLD * 0.2, BASE_DISTANCE_THRESHOLD * 0.75, BASE_DISTANCE_THRESHOLD * 1.50) local distanceThreshold = (baseLevel * BASE_DISTANCE_LEVEL_BONUS) + baseDistanceThreshold local base = { x = x, y = y, distanceThreshold = distanceThreshold, tick = baseTick, alignment = alignment, state = BASE_AI_STATE_DORMANT, stateTick = 0, temperamentTick = 0, createdTick = tick, temperament = 0, points = 0, id = map.baseId } map.baseId = map.baseId + 1 setChunkBase(map, chunk, base) map.bases[base.id] = base return base end function baseUtils.rebuildNativeTables(universe, rg) local alignmentSet = {} universe.evolutionTableAlignment = alignmentSet local buildingSpaceLookup = {} universe.buildingSpaceLookup = buildingSpaceLookup local enemyAlignmentLookup = {} universe.enemyAlignmentLookup = enemyAlignmentLookup local evoToTierMapping = {} universe.evoToTierMapping = evoToTierMapping local upgradeLookup = {} universe.upgradeLookup = upgradeLookup local buildingEvolveLookup = {} universe.buildingEvolveLookup = buildingEvolveLookup local costLookup = {} universe.costLookup = costLookup local buildingHiveTypeLookup = {} universe.buildingHiveTypeLookup = buildingHiveTypeLookup for i=1,10 do evoToTierMapping[#evoToTierMapping+1] = (((i - 1) * 0.1) ^ 0.5) - 0.05 end for i=1,#FACTION_SET do local faction = FACTION_SET[i] local factionUpgradeLookup = {} upgradeLookup[faction.type] = factionUpgradeLookup local factionBuildingPicker = {} buildingEvolveLookup[faction.type] = factionBuildingPicker for t=1,10 do local alignments = alignmentSet[t] if not alignments then alignments = {} alignmentSet[t] = alignments end --[[ alignments table is a table that is used for selecting what factions are available to pick given an evolution level. evolutionTable is a table that given a faction allows the selection of a building type based on the propabilities given. Once the the building type is selected given a faction, then the evolution decides what level of building to select --]] local factionAcceptRate = faction.acceptRate local low = factionAcceptRate[1] local high = factionAcceptRate[2] if (low <= t) and (t <= high) then alignments[#alignments+1] = { distort(rg, linearInterpolation((t - low) / (high - low), factionAcceptRate[3], factionAcceptRate[4])), faction.type } end local tieredUpgradeBuildingSet = factionUpgradeLookup[t] if not tieredUpgradeBuildingSet then tieredUpgradeBuildingSet = {} factionUpgradeLookup[t] = tieredUpgradeBuildingSet end local tieredBuildingPickerSet = factionBuildingPicker[t] if not tieredBuildingPickerSet then tieredBuildingPickerSet = {} factionBuildingPicker[t] = tieredBuildingPickerSet end for b=1,#faction.buildings do local building = faction.buildings[b] local buildingSet = tieredUpgradeBuildingSet[building.type] if not buildingSet then buildingSet = {} tieredUpgradeBuildingSet[building.type] = buildingSet end local variationSet = {} for v=1,universe.ENEMY_VARIATIONS do local entry = faction.type .. "-" .. building.name .. "-v" .. v .. "-t" .. t .. "-rampant" enemyAlignmentLookup[entry] = faction.type local proxyEntity = "entity-proxy-" .. building.type .. "-t" .. t .. "-rampant" buildingSpaceLookup[entry] = proxyEntity costLookup[entry] = HIVE_BUILDINGS_COST[building.type] buildingHiveTypeLookup[entry] = building.type if not buildingHiveTypeLookup[proxyEntity] then buildingHiveTypeLookup[proxyEntity] = building.type end variationSet[#variationSet+1] = entry end local buildingAcceptRate = building.acceptRate local buildingLow = buildingAcceptRate[1] local buildingHigh = buildingAcceptRate[2] if (buildingLow <= t) and (t <= buildingHigh) then for vi=1,#variationSet do local variation = variationSet[vi] buildingSet[#buildingSet+1] = variation end tieredBuildingPickerSet[#tieredBuildingPickerSet+1] = { distort(rg, linearInterpolation((t - buildingLow) / (buildingHigh - buildingLow), buildingAcceptRate[3], buildingAcceptRate[4])), variationSet, building.type } end end end end for t=1,10 do local alignments = alignmentSet[t] local totalAlignment = 0 for i=1,#alignments do totalAlignment = totalAlignment + alignments[i][1] end for i=1,#alignments do alignments[i][1] = alignments[i][1] / totalAlignment end for fi=1,#FACTION_SET do local faction = FACTION_SET[fi] local factionBuildingSet = buildingEvolveLookup[faction.type][t] local totalBuildingSet = 0 for i=1,#factionBuildingSet do totalBuildingSet = totalBuildingSet + factionBuildingSet[i][1] end for i=1,#factionBuildingSet do factionBuildingSet[i][1] = factionBuildingSet[i][1] / totalBuildingSet end end end -- local evoIndex = evoToTier(universe, universe.evolutionLevel) -- for _,base in pairs(universe.bases) do -- for x=1,#base.alignment do -- local alignment = base.alignment[x] -- if not universe.buildingEvolveLookup[alignment] then -- base.alignment = findBaseInitialAlignment(universe, evoIndex) -- break -- end -- end -- end end baseUtilsG = baseUtils return baseUtils