local squadAttack = {} -- imports local constants = require("Constants") local mapUtils = require("MapUtils") local unitGroupUtils = require("UnitGroupUtils") local playerUtils = require("PlayerUtils") local movementUtils = require("MovementUtils") local mathUtils = require("MathUtils") local chunkUtils = require("ChunkUtils") -- constants local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE local MOVEMENT_PHEROMONE = constants.MOVEMENT_PHEROMONE local BASE_PHEROMONE = constants.BASE_PHEROMONE local SQUAD_RAIDING = constants.SQUAD_RAIDING local SQUAD_GUARDING = constants.SQUAD_GUARDING local CHUNK_SIZE = constants.CHUNK_SIZE local PLAYER_PHEROMONE_MULTIPLER = constants.PLAYER_PHEROMONE_MULTIPLER local DEFINES_COMMAND_ATTACK_AREA = defines.command.attack_area local DEFINES_GROUP_FINISHED = defines.group_state.finished local DEFINES_GROUP_GATHERING = defines.group_state.gathering local DEFINES_GROUP_MOVING = defines.group_state.moving local DEFINES_GROUP_ATTACKING_DISTRACTION = defines.group_state.attacking_distraction local DEFINES_GROUP_ATTACKING_TARGET = defines.group_state.attacking_target local DEFINES_DISTRACTION_BY_ENEMY = defines.distraction.by_enemy local DEFINES_DISTRACTION_BY_ANYTHING = defines.distraction.by_anything local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK -- imported functions local mRandom = math.random local findMovementPosition = movementUtils.findMovementPosition local getNeighborChunks = mapUtils.getNeighborChunks local getChunkByPosition = mapUtils.getChunkByPosition local addMovementPenalty = movementUtils.addMovementPenalty local lookupMovementPenalty = movementUtils.lookupMovementPenalty local calculateKamikazeThreshold = unitGroupUtils.calculateKamikazeThreshold local positionFromDirectionAndChunk = mapUtils.positionFromDirectionAndChunk local euclideanDistanceNamed = mathUtils.euclideanDistanceNamed local playersWithinProximityToPosition = playerUtils.playersWithinProximityToPosition local getPlayerBaseGenerator = chunkUtils.getPlayerBaseGenerator local positionToChunkXY = mapUtils.positionToChunkXY local scoreNeighborsForAttack = movementUtils.scoreNeighborsForAttack -- module code local function scoreAttackLocation(squad, neighborChunk) local damage = (2*neighborChunk[MOVEMENT_PHEROMONE]) + neighborChunk[BASE_PHEROMONE] + (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER) return damage - lookupMovementPenalty(squad, neighborChunk) end function squadAttack.squadsAttack(regionMap, surface, natives) local squads = natives.squads local attackPosition local attackCmd if (#squads > 0) then attackPosition = regionMap.position attackCmd = { type = DEFINES_COMMAND_ATTACK_AREA, destination = attackPosition, radius = CHUNK_SIZE, distraction = DEFINES_DISTRACTION_BY_ENEMY } end for i=1,#squads do local squad = squads[i] local group = squad.group if group.valid and (squad.status == SQUAD_RAIDING) then local groupState = group.state if (groupState == DEFINES_GROUP_FINISHED) or (groupState == DEFINES_GROUP_GATHERING) or ((groupState == DEFINES_GROUP_MOVING) and (squad.cycles == 0)) then local groupPosition = group.position local chunk = getChunkByPosition(regionMap, groupPosition) if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then local attackChunk, attackDirection = scoreNeighborsForAttack(chunk, getNeighborChunks(regionMap, chunk.x, chunk.y), scoreAttackLocation, squad) addMovementPenalty(natives, squad, chunk) if group.valid and (attackChunk ~= SENTINEL_IMPASSABLE_CHUNK) then local playerBaseGenerator = getPlayerBaseGenerator(regionMap, attackChunk) if (playerBaseGenerator == 0) or ((groupState == DEFINES_GROUP_FINISHED) or (groupState == DEFINES_GROUP_GATHERING)) then squad.cycles = ((#squad.group.members > 80) and 6) or 4 local moreFrenzy = not squad.rabid and squad.frenzy and (euclideanDistanceNamed(groupPosition, squad.frenzyPosition) < 100) squad.frenzy = moreFrenzy if squad.rabid or squad.frenzy then attackCmd.distraction = DEFINES_DISTRACTION_BY_ANYTHING else attackCmd.distraction = DEFINES_DISTRACTION_BY_ENEMY end local position = findMovementPosition(surface, positionFromDirectionAndChunk(attackDirection, groupPosition, attackPosition, 1.35)) if position then attackPosition.x = position.x attackPosition.y = position.y group.set_command(attackCmd) group.start_moving() else addMovementPenalty(natives, squad, attackChunk) end elseif not squad.frenzy and not squad.rabid and ((groupState == DEFINES_GROUP_ATTACKING_DISTRACTION) or (groupState == DEFINES_GROUP_ATTACKING_TARGET) or (playerBaseGenerator ~= 0)) then squad.frenzy = true squad.frenzyPosition.x = groupPosition.x squad.frenzyPosition.y = groupPosition.y end end end end end end end function squadAttack.squadsBeginAttack(natives, players) local squads = natives.squads for i=1,#squads do local squad = squads[i] local group = squad.group if (squad.status == SQUAD_GUARDING) and group.valid then local kamikazeThreshold = calculateKamikazeThreshold(squad, natives) local groupPosition = group.position if playersWithinProximityToPosition(players, groupPosition, 100) then squad.frenzy = true squad.frenzyPosition.x = groupPosition.x squad.frenzyPosition.y = groupPosition.y end squad.kamikaze = mRandom() < kamikazeThreshold squad.status = SQUAD_RAIDING end end end return squadAttack