1
0
mirror of https://github.com/veden/Rampant.git synced 2024-12-24 20:14:35 +02:00
Rampant/control.lua
Marcos Miller Dantas 5307304ad2 Fixes crash
updated readme

added preventive fix from @Frag31337
2023-09-24 22:27:04 -07:00

1288 lines
46 KiB
Lua

-- 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/>.
-- imports
local ChunkPropertyUtils = require("libs/ChunkPropertyUtils")
local UnitUtils = require("libs/UnitUtils")
local BaseUtils = require("libs/BaseUtils")
local Processor = require("libs/Processor")
local Constants = require("libs/Constants")
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 Utils = require("libs/Utils")
-- Constants
local FACTION_SET = Constants.FACTION_SET
local ENEMY_ALIGNMENT_LOOKUP = Constants.ENEMY_ALIGNMENT_LOOKUP
local VANILLA_ENTITY_TYPE_LOOKUP = Constants.VANILLA_ENTITY_TYPE_LOOKUP
local ENTITY_SKIP_COUNT_LOOKUP = Constants.ENTITY_SKIP_COUNT_LOOKUP
local BUILDING_HIVE_TYPE_LOOKUP = Constants.BUILDING_HIVE_TYPE_LOOKUP
local TICKS_A_MINUTE = Constants.TICKS_A_MINUTE
local COMMAND_TIMEOUT = Constants.COMMAND_TIMEOUT
local RECOVER_NEST_COST = Constants.RECOVER_NEST_COST
local RECOVER_WORM_COST = Constants.RECOVER_WORM_COST
local RETREAT_GRAB_RADIUS = Constants.RETREAT_GRAB_RADIUS
local RETREAT_SPAWNER_GRAB_RADIUS = Constants.RETREAT_SPAWNER_GRAB_RADIUS
local BASE_PHEROMONE = Constants.BASE_PHEROMONE
local PLAYER_PHEROMONE = Constants.PLAYER_PHEROMONE
local UNIT_DEATH_POINT_COST = Constants.UNIT_DEATH_POINT_COST
local SETTLE_CLOUD_WARMUP = Constants.SETTLE_CLOUD_WARMUP
-- imported functions
local isMember = Utils.isMember
local split = Utils.split
local planning = BaseUtils.planning
local addExcludeSurface = MapUtils.addExcludedSurface
local removeExcludeSurface = MapUtils.removeExcludedSurface
local setPointAreaInQuery = Utils.setPointAreaInQuery
local nextMap = MapUtils.nextMap
local processClouds = Processor.processClouds
local prepMap = MapUtils.prepMap
local activateMap = MapUtils.activateMap
local findBaseInitialAlignment = BaseUtils.findBaseInitialAlignment
local processBaseAIs = BaseUtils.processBaseAIs
local registerEnemyBaseStructure = ChunkUtils.registerEnemyBaseStructure
local queueGeneratedChunk = MapUtils.queueGeneratedChunk
local isRampantSetting = Utils.isRampantSetting
local processPendingUpgrades = Processor.processPendingUpgrades
local canMigrate = BaseUtils.canMigrate
local squadDispatch = Squad.squadDispatch
local cleanUpMapTables = Processor.cleanUpMapTables
local positionToChunkXY = MapUtils.positionToChunkXY
local processVengence = Processor.processVengence
local processAttackWaves = Processor.processAttackWaves
local disperseVictoryScent = MapUtils.disperseVictoryScent
local getChunkByPosition = MapUtils.getChunkByPosition
local removeChunkFromMap = MapUtils.removeChunkFromMap
local getChunkByXY = MapUtils.getChunkByXY
local entityForPassScan = ChunkUtils.entityForPassScan
local processPendingChunks = Processor.processPendingChunks
local processScanChunks = Processor.processScanChunks
local processMap = Processor.processMap
local processPlayers = Processor.processPlayers
local scanEnemyMap = Processor.scanEnemyMap
local scanPlayerMap = Processor.scanPlayerMap
local scanResourceMap = Processor.scanResourceMap
local processNests = Processor.processNests
local processHives = Processor.processHives
local cleanHivesData = Processor.cleanHivesData
local rallyUnits = Squad.rallyUnits
local recycleBases = BaseUtils.recycleBases
local deathScent = MapUtils.deathScent
local victoryScent = MapUtils.victoryScent
local createSquad = Squad.createSquad
local createBase = BaseUtils.createBase
local findNearbyBaseByPosition = ChunkPropertyUtils.findNearbyBaseByPosition
local findNearbyBase = ChunkPropertyUtils.findNearbyBase
local removeDrainPylons = ChunkPropertyUtils.removeDrainPylons
local getDrainPylonPair = ChunkPropertyUtils.getDrainPylonPair
local createDrainPylon = UnitUtils.createDrainPylon
local decompressSquad = Squad.decompressSquad
local isDrained = ChunkPropertyUtils.isDrained
local setDrainedTick = ChunkPropertyUtils.setDrainedTick
local getCombinedDeathGeneratorRating = ChunkPropertyUtils.getCombinedDeathGeneratorRating
local retreatUnits = Squad.retreatUnits
local accountPlayerEntity = ChunkUtils.accountPlayerEntity
local unregisterEnemyBaseStructure = ChunkUtils.unregisterEnemyBaseStructure
local makeImmortalEntity = ChunkUtils.makeImmortalEntity
local registerResource = ChunkUtils.registerResource
local unregisterResource = ChunkUtils.unregisterResource
local cleanSquads = Squad.cleanSquads
local queueUpgrade = BaseUtils.queueUpgrade
local modifyBaseUnitPoints = BaseUtils.modifyBaseUnitPoints
local tRemove = table.remove
local sFind = string.find
local mRandom = math.random
-- local references to global
local Universe -- manages the chunks that make up the game Universe
-- hook functions
local function onIonCannonFired(event)
--[[
event.force, event.surface, event.player_index, event.position, event.radius
--]]
local map = Universe.maps[event.surface.index]
if not map then
return
end
local chunk = getChunkByPosition(map, event.position)
if (chunk ~= -1) then
local base = findNearbyBase(chunk)
if base then
base.ionCannonBlasts = base.ionCannonBlasts + 1
rallyUnits(chunk, event.tick)
modifyBaseUnitPoints(base, 4000, "Ion Cannon")
end
end
end
local function onAbandonedRuins(event)
local entity = event.entity
if entity.valid and (entity.force.name ~= "enemy") then
local map = Universe.maps[entity.surface.index]
if not map then
return
end
accountPlayerEntity(entity, map, true)
end
end
local function hookEvents()
if settings.startup["ion-cannon-radius"] ~= nil then
script.on_event(remote.call("orbital_ion_cannon", "on_ion_cannon_fired"),
onIonCannonFired)
end
if settings.global["AbandonedRuins-set"] ~= nil then
script.on_event(remote.call("AbandonedRuins", "get_on_entity_force_changed_event"),
onAbandonedRuins)
end
end
local function initializeLibraries(addProperties)
Upgrade.init(Universe)
if addProperties then
Upgrade.addUniverseProperties()
end
BaseUtils.init(Universe)
Squad.init(Universe)
BaseUtils.init(Universe)
Processor.init(Universe)
MapUtils.init(Universe)
ChunkPropertyUtils.init(Universe, MapUtils)
ChunkUtils.init(Universe)
end
local function onLoad()
Universe = global.universe
initializeLibraries()
hookEvents()
end
local function onChunkGenerated(event)
-- queue generated chunk for delayed processing, queuing is required because
-- some mods (RSO) mess with chunk as they are generated, which messes up the
-- scoring.
queueGeneratedChunk(event)
end
local function onModSettingsChange(event)
if not isRampantSetting(event.setting) then
return
end
Universe.safeEntities["curved-rail"] = settings.global["rampant--safeBuildings-curvedRail"].value
Universe.safeEntities["straight-rail"] = settings.global["rampant--safeBuildings-straightRail"].value
Universe.safeEntities["rail-signal"] = settings.global["rampant--safeBuildings-railSignals"].value
Universe.safeEntities["rail-chain-signal"] = settings.global["rampant--safeBuildings-railChainSignals"].value
Universe.safeEntities["train-stop"] = settings.global["rampant--safeBuildings-trainStops"].value
Universe.safeEntities["lamp"] = settings.global["rampant--safeBuildings-lamps"].value
Universe.safeEntities["big-electric-pole"] = settings.global["rampant--safeBuildings-bigElectricPole"].value
Universe.safeEntities["big-electric-pole"] = Universe.safeEntities["big-electric-pole"]
Universe.safeEntities["big-electric-pole-2"] = Universe.safeEntities["big-electric-pole"]
Universe.safeEntities["big-electric-pole-3"] = Universe.safeEntities["big-electric-pole"]
Universe.safeEntities["big-electric-pole-4"] = Universe.safeEntities["big-electric-pole"]
Universe.safeEntities["lighted-big-electric-pole-4"] = Universe.safeEntities["big-electric-pole"]
Universe.safeEntities["lighted-big-electric-pole-3"] = Universe.safeEntities["big-electric-pole"]
Universe.safeEntities["lighted-big-electric-pole-2"] = Universe.safeEntities["big-electric-pole"]
Universe.safeEntities["lighted-big-electric-pole"] = Universe.safeEntities["big-electric-pole"]
Universe["temperamentRateModifier"] = settings.global["rampant--temperamentRateModifier"].value
Universe["baseDistanceModifier"] = settings.global["rampant--baseDistanceModifier"].value
Universe["printBaseAdaptation"] = settings.global["rampant--printBaseAdaptation"].value
Universe["adaptationModifier"] = settings.global["rampant--adaptationModifier"].value
Universe["raidAIToggle"] = settings.global["rampant--raidAIToggle"].value
Universe["siegeAIToggle"] = settings.global["rampant--siegeAIToggle"].value
Universe["attackPlayerThreshold"] = settings.global["rampant--attackPlayerThreshold"].value
Universe["attackUsePlayer"] = settings.global["rampant--attackWaveGenerationUsePlayerProximity"].value
Universe["attackWaveMaxSize"] = settings.global["rampant--attackWaveMaxSize"].value
Universe["aiNocturnalMode"] = settings.global["rampant--permanentNocturnal"].value
Universe["aiPointsScaler"] = settings.global["rampant--aiPointsScaler"].value
Universe["aiPointsPrintGainsToChat"] = settings.global["rampant--aiPointsPrintGainsToChat"].value
Universe["aiPointsPrintSpendingToChat"] = settings.global["rampant--aiPointsPrintSpendingToChat"].value
Universe["printBaseUpgrades"] = settings.global["rampant--printBaseUpgrades"].value
Universe["PRINT_BASE_SETTLING"] = settings.global["rampant--printBaseSettling"].value
Universe["enabledMigration"] = Universe.expansion and settings.global["rampant--enableMigration"].value
Universe["peacefulAIToggle"] = settings.global["rampant--peacefulAIToggle"].value
Universe["printAIStateChanges"] = settings.global["rampant--printAIStateChanges"].value
Universe["debugTemperament"] = settings.global["rampant--debugTemperament"].value
Universe["legacyChunkScanning"] = settings.global["rampant--legacyChunkScanning"].value
Universe["enabledPurpleSettlerCloud"] = settings.global["rampant--enabledPurpleSettlerCloud"].value
Universe["squadCompressionThreshold"] = settings.global["rampant--squadCompressionThreshold"].value
Universe["AI_MAX_SQUAD_COUNT"] = settings.global["rampant--maxNumberOfSquads"].value
Universe["AI_MAX_BUILDER_COUNT"] = settings.global["rampant--maxNumberOfBuilders"].value
Universe["AI_MAX_VANILLA_SQUAD_COUNT"] = Universe["AI_MAX_SQUAD_COUNT"] * 0.65
Universe["AI_MAX_VANILLA_BUILDER_COUNT"] = Universe["AI_MAX_BUILDER_COUNT"] * 0.65
Universe["MAX_BASE_MUTATIONS"] = settings.global["rampant--max-base-mutations"].value
Universe["MAX_BASE_ALIGNMENT_HISTORY"] = settings.global["rampant--maxBaseAlignmentHistory"].value
Universe["initialPeaceTime"] =
(settings.global["rampant--initialPeaceTime"].value * TICKS_A_MINUTE) + Universe.modAddedTick
Universe["printAwakenMessage"] = settings.global["rampant--printAwakenMessage"].value
Universe["minimumAdaptationEvolution"] = settings.global["rampant--minimumAdaptationEvolution"].value
return true
end
local function onConfigChanged()
game.print("Rampant - Version 3.3.3")
initializeLibraries(true)
Upgrade.attempt()
onModSettingsChange({setting="rampant--"})
Universe["NEW_ENEMIES"] = settings.startup["rampant--newEnemies"].value
-- not a completed implementation needs if checks to use all forces
-- both in the data stage, commands, and if then logic
local enemyForces = {
["enemy"]=true
}
local npcForces = {
["neutral"]=true
}
if game.active_mods["AbandonedRuins"] then
npcForces["AbandonedRuins:enemy"] = true
end
Upgrade.setCommandForces(npcForces, enemyForces)
for _,surface in pairs(game.surfaces) do
if not Universe.maps[surface.index] then
prepMap(surface)
end
end
if not Universe.ranIncompatibleMessage and Universe.newEnemies and
(game.active_mods["bobenemies"] or game.active_mods["Natural_Evolution_Enemies"]) then
Universe.ranIncompatibleMessage = true
game.print({"description.rampant-bobs-nee-newEnemies"})
end
end
local function onEnemyBaseBuild(entity, tick)
local map = Universe.maps[entity.surface.index]
if not map then
return
end
local chunk = getChunkByPosition(map, entity.position)
if (chunk ~= -1) then
local base = findNearbyBase(chunk)
if not base then
base = createBase(map,
chunk,
tick)
end
if Universe.NEW_ENEMIES then
if VANILLA_ENTITY_TYPE_LOOKUP[entity.name] then
queueUpgrade(entity,
base,
nil,
true)
else
registerEnemyBaseStructure(entity, base, tick, true)
end
else
registerEnemyBaseStructure(entity, base, tick)
end
else
local x,y = positionToChunkXY(entity.position)
onChunkGenerated({
surface = entity.surface,
tick = tick,
area = {
left_top = {
x = x,
y = y
}
}
})
end
end
local function onBuild(event)
local entity = event.created_entity or event.entity
if entity.valid then
local entityForceName = entity.force.name
if entityForceName == "enemy" then
onEnemyBaseBuild(entity, event.tick)
else
local map = Universe.maps[entity.surface.index]
if not map then
return
end
if entity.type == "resource" then
registerResource(entity, map)
else
accountPlayerEntity(entity, map, true)
if Universe.safeEntities[entity.type] or Universe.safeEntities[entity.name] then
entity.destructible = false
end
end
end
end
end
local function onMine(event)
local entity = event.entity
if entity.valid then
local map = Universe.maps[entity.surface.index]
if not map then
return
end
accountPlayerEntity(entity, map, false)
end
end
local function onDeath(event)
local entity = event.entity
if not entity.valid then
return
end
local surface = entity.surface
local map = Universe.maps[surface.index]
if not map then
return
end
local entityForceName = entity.force.name
if (entityForceName == "neutral") then
if (entity.name == "cliff") then
entityForPassScan(map, entity)
end
return
end
local cause = event.cause
local causedByEnemyForce = event.force and (event.force.name == "enemy")
local tick = event.tick
local entityType = entity.type
local entityPosition = entity.position
local damageTypeName = event.damage_type and event.damage_type.name
local chunk = getChunkByPosition(map, entityPosition)
local base
local squad
if entityForceName == "enemy" then
if entityType ~= "unit" then
if getDrainPylonPair(map, entity.unit_number) then
removeDrainPylons(map, entity.unit_number)
else
unregisterEnemyBaseStructure(map, entity, damageTypeName)
end
else
local group = entity.unit_group
if group and group.valid then
squad = Universe.groupNumberToSquad[group.group_number]
if squad then
decompressSquad(squad, tick)
if damageTypeName then
base = squad.base
end
end
end
end
if (chunk ~= -1) then
if not base then
base = findNearbyBase(chunk)
end
local artilleryBlast = (cause and ((cause.type == "artillery-wagon") or (cause.type == "artillery-turret")))
if (entityType == "unit") and not ENTITY_SKIP_COUNT_LOOKUP[entity.name] then
deathScent(chunk)
if base then
base.lostEnemyUnits = base.lostEnemyUnits + 1
if damageTypeName then
base.damagedBy[damageTypeName] = (base.damagedBy[damageTypeName] or 0) + 0.01
base.deathEvents = base.deathEvents + 1
end
if base.lostEnemyUnits % 20 == 0 then
modifyBaseUnitPoints(base, -(20*UNIT_DEATH_POINT_COST), "20 Units Lost")
end
if (Universe.random() < Universe.rallyThreshold) and not surface.peaceful_mode then
rallyUnits(chunk, tick)
end
if artilleryBlast then
base.artilleryBlasts = base.artilleryBlasts + 1
end
end
if (getCombinedDeathGeneratorRating(chunk) < Universe.retreatThreshold) and cause and cause.valid and cause.get_health_ratio() ~= nil then
retreatUnits(chunk,
cause,
tick,
squad,
(artilleryBlast and RETREAT_SPAWNER_GRAB_RADIUS) or RETREAT_GRAB_RADIUS)
end
elseif BUILDING_HIVE_TYPE_LOOKUP[entity.name] or
(entityType == "unit-spawner") or
(entityType == "turret")
then
deathScent(chunk, true)
if base then
if (entityType == "unit-spawner") then
modifyBaseUnitPoints(base, RECOVER_NEST_COST, "Nest Lost")
elseif (entityType == "turret") then
modifyBaseUnitPoints(base, RECOVER_WORM_COST, "Worm Lost")
end
rallyUnits(chunk, tick)
if artilleryBlast then
base.artilleryBlasts = base.artilleryBlasts + 1
end
end
if cause and cause.valid and cause.get_health_ratio() ~= nil then
retreatUnits(chunk,
cause,
tick,
nil,
RETREAT_SPAWNER_GRAB_RADIUS)
end
end
end
else
local creditNatives = false
if causedByEnemyForce then
creditNatives = true
local drained = false
if chunk ~= -1 then
victoryScent(chunk, entityType)
drained = (entityType == "electric-turret") and isDrained(chunk, tick)
if cause and cause.type == "unit" then
local group = cause.unit_group
if group and group.valid then
squad = Universe.groupNumberToSquad[group.group_number]
if squad then
base = squad.base
end
end
end
if not base then
base = findNearbyBase(chunk)
end
end
if cause or drained then
createDrainPylon(map, cause, entity, entityType)
end
end
if creditNatives and (Universe.safeEntities[entityType] or Universe.safeEntities[entity.name])
then
makeImmortalEntity(surface, entity)
else
accountPlayerEntity(entity, map, false, base)
end
end
end
local function processSurfaceTile(map, position, chunks, tick)
local chunk = getChunkByPosition(map, position)
if (chunk ~= -1) then
Universe.chunkToPassScan[chunk.id] = chunk
else
local x,y = positionToChunkXY(position)
local addMe = true
if chunks then
for ci=1,#chunks do
local c = chunks[ci]
if (c.x == x) and (c.y == y) then
addMe = false
break
end
end
end
if addMe then
local chunkXY = {x=x,y=y}
if chunks then
chunks[#chunks+1] = chunkXY
end
onChunkGenerated({area = { left_top = chunkXY },
tick = tick,
surface = map.surface})
end
end
end
local function onSurfaceTileChange(event)
local surfaceIndex = event.surface_index or (event.robot and event.robot.surface and event.robot.surface.index)
local map = Universe.maps[surfaceIndex]
if not map then
return
end
local chunks = {}
local tiles = event.tiles
if event.tile then
if ((event.tile.name == "landfill") or sFind(event.tile.name, "water")) then
for i=1,#tiles do
processSurfaceTile(map, tiles[i].position, chunks, event.tick)
end
end
else
for i=1,#tiles do
local tile = tiles[i]
if (tile.name == "landfill") or sFind(tile.name, "water") then
processSurfaceTile(map, tiles[i].position, chunks, event.tick)
end
end
end
end
local function onResourceDepleted(event)
local entity = event.entity
if entity.valid then
local map = Universe.maps[entity.surface.index]
if not map then
return
end
unregisterResource(entity, map)
end
end
local function onRobotCliff(event)
local entity = event.robot
if entity.valid then
local map = Universe.maps[entity.surface.index]
if not map then
return
end
if (event.item.name == "cliff-explosives") then
entityForPassScan(map, event.cliff)
end
end
end
local function onUsedCapsule(event)
local surface = game.players[event.player_index].surface
local map = Universe.maps[surface.index]
if not map then
return
end
if (event.item.name == "cliff-explosives") then
setPointAreaInQuery(Universe.oucCliffQuery, event.position, 0.75)
local cliffs = surface.find_entities_filtered(Universe.oucCliffQuery)
for i=1,#cliffs do
entityForPassScan(map, cliffs[i])
end
end
end
local function onRocketLaunch(event)
local entity = event.rocket_silo or event.rocket
if entity.valid then
local map = Universe.maps[entity.surface.index]
if not map then
return
end
local chunk = getChunkByPosition(map, entity.position)
if (chunk ~= -1) then
local base = findNearbyBase(chunk)
if base then
base.rocketLaunched = base.rocketLaunched + 1
modifyBaseUnitPoints(base, 5000, "Rocket Launch")
end
end
end
end
local function onTriggerEntityCreated(event)
if (event.effect_id == "rampant-drain-trigger") then
local entity = event.target_entity
if (entity and entity.valid) then
local map = Universe.maps[event.surface_index]
if not map then
return
end
local chunk = getChunkByPosition(map, entity.position)
if (chunk ~= -1) then
setDrainedTick(chunk, event.tick)
end
elseif (event.target_position) then
local map = Universe.maps[event.surface_index]
if not map then
return
end
local chunk = getChunkByPosition(map, event.target_position)
if (chunk ~= -1) then
setDrainedTick(chunk, event.tick)
end
end
elseif (event.effect_id == "deathLandfillParticle--rampant") then
local map = Universe.maps[event.surface_index]
if not map then
return
end
processSurfaceTile(
map,
event.target_position,
nil,
event.tick
)
end
end
local function onInit()
global.universe = {}
Universe = global.universe
hookEvents()
onConfigChanged()
end
local function onUnitGroupCreated(event)
local group = event.group
if (group.force.name ~= "enemy") then
return
end
local surface = group.surface
local squad
if group.is_script_driven then
return
end
if not Universe.awake then
group.destroy()
return
end
local map = Universe.maps[surface.index]
if not map then
return
end
activateMap(map)
local position = group.position
local chunk = getChunkByPosition(map, position)
local base
if (chunk == -1) then
base = findNearbyBaseByPosition(map, position.x, position.y)
else
base = findNearbyBase(chunk)
end
if not base then
group.destroy()
return
end
if not Universe.aiNocturnalMode then
local settler = canMigrate(base) and
(Universe.builderCount < Universe.AI_MAX_VANILLA_BUILDER_COUNT) and
(Universe.random() < 0.25)
if not settler then
if (Universe.squadCount >= Universe.AI_MAX_VANILLA_SQUAD_COUNT)
or (chunk == -1)
or ((chunk[BASE_PHEROMONE] < 0.0001) and (chunk[PLAYER_PHEROMONE] < 0.0001))
then
group.destroy()
return
end
end
squad = createSquad(nil, map, group, settler, base)
Universe.groupNumberToSquad[group.group_number] = squad
if settler then
Universe.builderCount = Universe.builderCount + 1
else
Universe.squadCount = Universe.squadCount + 1
end
else
if not (surface.darkness > 0.65) then
group.destroy()
return
end
local settler = canMigrate(base) and
(Universe.builderCount < Universe.AI_MAX_VANILLA_BUILDER_COUNT) and
(Universe.random() < 0.25)
if not settler then
if (Universe.squadCount >= Universe.AI_MAX_VANILLA_SQUAD_COUNT)
or (chunk == -1)
or ((chunk[BASE_PHEROMONE] < 0.0001) and (chunk[PLAYER_PHEROMONE] < 0.0001))
then
group.destroy()
return
end
end
squad = createSquad(nil, map, group, settler, base)
Universe.groupNumberToSquad[group.group_number] = squad
if settler then
Universe.builderCount = Universe.builderCount + 1
else
Universe.squadCount = Universe.squadCount + 1
end
end
end
local function onGroupFinishedGathering(event)
local group = event.group
if not group.valid or (group.force.name ~= "enemy") then
return
end
if not Universe.awake then
group.destroy()
return
end
local map = Universe.maps[group.surface.index]
if not map then
return
end
activateMap(map)
local squad = Universe.groupNumberToSquad[group.group_number]
if squad then
if squad.settler then
if (Universe.builderCount <= Universe.AI_MAX_BUILDER_COUNT) then
squadDispatch(squad, event.tick)
else
group.destroy()
end
else
local chunk = getChunkByPosition(map, squad.group.position)
if (chunk ~= -1) and (chunk[BASE_PHEROMONE] < 0.0001) and (chunk[PLAYER_PHEROMONE] < 0.0001) then
group.destroy()
return
end
if (Universe.squadCount <= Universe.AI_MAX_SQUAD_COUNT) then
squadDispatch(squad, event.tick)
else
group.destroy()
end
end
else
local position = group.position
local chunk = getChunkByPosition(map, position)
local base
if chunk == -1 then
base = findNearbyBaseByPosition(map, position.x, position.y)
else
base = findNearbyBase(chunk)
end
if not base then
group.destroy()
return
end
local settler = canMigrate(base) and
(Universe.builderCount < Universe.AI_MAX_VANILLA_BUILDER_COUNT) and
(Universe.random() < 0.25)
if not settler then
if (Universe.squadCount >= Universe.AI_MAX_VANILLA_SQUAD_COUNT)
or (chunk == -1)
or ((chunk[BASE_PHEROMONE] < 0.0001) and (chunk[PLAYER_PHEROMONE] < 0.0001))
then
group.destroy()
return
end
end
squad = createSquad(nil, map, group, settler, base)
Universe.groupNumberToSquad[group.group_number] = squad
if settler then
Universe.builderCount = Universe.builderCount + 1
else
Universe.squadCount = Universe.squadCount + 1
end
squadDispatch(squad, event.tick)
end
end
local function onForceCreated(event)
if Universe.playerForces then
Universe.playerForces[#Universe.playerForces+1] = event.force.name
end
end
local function onForceMerged(event)
for i=#Universe.playerForces,1,-1 do
if (Universe.playerForces[i] == event.source_name) then
tRemove(Universe.playerForces, i)
break
end
end
end
local function onSurfaceCreated(event)
prepMap(game.surfaces[event.surface_index])
end
local function onSurfaceDeleted(event)
local surfaceIndex = event.surface_index
if (Universe.mapIterator == surfaceIndex) then
Universe.mapIterator, Universe.currentMap = next(
Universe.activeMaps,
Universe.mapIterator
)
end
if (Universe.processMapAIIterator == surfaceIndex) then
Universe.processMapAIIterator = nil
end
Universe.maps[surfaceIndex] = nil
end
local function onSurfaceCleared(event)
onSurfaceDeleted(event)
onSurfaceCreated(event)
end
local function onChunkDeleted(event)
local surfaceIndex = event.surface_index
local map = Universe.maps[surfaceIndex]
if map then
local positions = event.positions
for i=1,#positions do
local position = positions[i]
local x = position.x * 32
local y = position.y * 32
local chunk = getChunkByXY(map, x, y)
if chunk ~= -1 then
removeChunkFromMap(map, chunk)
end
end
end
end
local function onBuilderArrived(event)
local builder = event.group
local usingUnit = false
if not (builder and builder.valid) then
builder = event.unit
if not (builder and builder.valid and builder.force.name == "enemy") then
return
end
usingUnit = true
elseif (builder.force.name ~= "enemy") then
return
end
local map = Universe.maps[builder.surface.index]
if not map then
return
end
activateMap(map)
if not usingUnit then
local squad = Universe.groupNumberToSquad[builder.group_number]
squad.commandTick = event.tick + COMMAND_TIMEOUT * 10
end
if Universe.PRINT_BASE_SETTLING then
game.print(map.surface.name.." Settled: [gps=" .. builder.position.x .. "," .. builder.position.y .."]")
end
if Universe.enabledPurpleSettlerCloud then
Universe.eventId = Universe.eventId + 1
Universe.settlePurpleCloud[Universe.eventId] = {
map = map,
group = builder,
tick = event.tick + SETTLE_CLOUD_WARMUP
}
end
end
-- hooks
script.on_event(defines.events.on_tick,
function ()
local gameRef = game
local tick = gameRef.tick
local range = (Universe.legacyChunkScanning and 4) or 3
local pick = tick % range
-- local profiler = game.create_profiler()
local map = nextMap()
if (pick == 0) then
processPendingChunks(tick)
if map then
recycleBases()
end
cleanUpMapTables(tick)
planning(gameRef.forces.enemy.evolution_factor)
processHives(tick)
cleanHivesData()
elseif (pick == 1) then
processPlayers(gameRef.connected_players, tick)
elseif (pick == 2) then
processPendingUpgrades(tick)
processVengence()
disperseVictoryScent()
processAttackWaves()
processClouds(tick)
processScanChunks()
elseif (pick == 3) then
if map then
scanPlayerMap(map)
scanResourceMap(map)
scanEnemyMap(map, tick)
end
end
if map then
processMap(map, tick)
end
-- game.print({"", "--dispatch3 ", profiler, " , ", pick," , ",math.random()})
processBaseAIs(tick)
processNests(tick)
cleanSquads(tick)
-- game.print({"", "--dispatch4 ", profiler, " , ", pick," , ",math.random()})
end)
script.on_event(defines.events.on_chunk_deleted, onChunkDeleted)
script.on_event(defines.events.on_surface_deleted, onSurfaceDeleted)
script.on_event(defines.events.on_surface_cleared, onSurfaceCleared)
script.on_event(defines.events.on_surface_created, onSurfaceCreated)
script.on_init(onInit)
script.on_load(onLoad)
script.on_event(defines.events.on_runtime_mod_setting_changed, onModSettingsChange)
script.on_configuration_changed(onConfigChanged)
script.on_event(defines.events.on_resource_depleted, onResourceDepleted)
script.on_event({defines.events.on_player_built_tile,
defines.events.on_robot_built_tile,
defines.events.script_raised_set_tiles}, onSurfaceTileChange)
script.on_event(defines.events.on_player_used_capsule, onUsedCapsule)
script.on_event(defines.events.on_script_trigger_effect, onTriggerEntityCreated)
script.on_event(defines.events.on_pre_robot_exploded_cliff, onRobotCliff)
script.on_event({defines.events.on_player_mined_entity,
defines.events.on_robot_mined_entity}, onMine)
script.on_event(
{
defines.events.on_built_entity,
defines.events.on_robot_built_entity,
defines.events.script_raised_built,
defines.events.script_raised_revive,
defines.events.on_biter_base_built
},
onBuild)
script.on_event(defines.events.on_rocket_launched, onRocketLaunch)
script.on_event({defines.events.on_entity_died,
defines.events.script_raised_destroy}, onDeath)
script.on_event(defines.events.on_chunk_generated, onChunkGenerated)
script.on_event(defines.events.on_unit_group_created, onUnitGroupCreated)
script.on_event(defines.events.on_force_created, onForceCreated)
script.on_event(defines.events.on_forces_merged, onForceMerged)
script.on_event(defines.events.on_unit_group_finished_gathering, onGroupFinishedGathering)
script.on_event(defines.events.on_build_base_arrived, onBuilderArrived)
-- testing
remote.add_interface("rampantTests",
{
dumpEnvironment = tests.dumpEnvironment,
-- fillableDirtTest = tests.fillableDirtTest,
-- tunnelTest = tests.tunnelTest,
reveal = tests.reveal,
-- showMovementGrid = tests.showMovementGrid,
-- showBaseGrid = tests.showBaseGrid,
-- colorResourcePoints = tests.colorResourcePoints,
exportAiState = tests.exportAiState(nil),
scanEnemy = tests.scanEnemy,
chunkCount = tests.chunkCount
}
)
local function removeNewEnemies()
game.print({"description.rampant--removeNewEnemies"})
Universe.NEW_ENEMIES = false
game.forces.enemy.kill_all_units()
for _,map in pairs(Universe.maps) do
local surface = map.surface
if surface.valid then
local entities = surface.find_entities_filtered({
force=Universe.enemyForces,
type={
"turret",
"unit-spawner"
}
})
for entityIndex = 1,#entities do
local entity = entities[entityIndex]
if entity.valid and not VANILLA_ENTITY_TYPE_LOOKUP[entity.name] then
local position = entity.position
local newEntityName
local entityType = entity.type
unregisterEnemyBaseStructure(map, entity, nil, true)
entity.destroy()
if entityType == "unit-spawner" then
if mRandom() < 0.5 then
newEntityName = "biter-spawner"
else
newEntityName = "spitter-spawner"
end
elseif entityType == "turret" then
if Universe.evolutionLevel >= 0.9 then
newEntityName = "behemoth-worm-turret"
elseif Universe.evolutionLevel >= 0.5 then
newEntityName = "big-worm-turret"
elseif Universe.evolutionLevel >= 0.3 then
newEntityName = "medium-worm-turret"
else
newEntityName = "small-worm-turret"
end
end
local newEntity = surface.create_entity({
name=newEntityName,
position=position
})
local chunk = getChunkByPosition(map, position)
if chunk ~= -1 then
local tick = game.tick
local base = findNearbyBase(chunk)
if not base then
base = createBase(map,
chunk,
tick)
end
registerEnemyBaseStructure(newEntity, base, tick)
end
end
end
end
end
end
local function removeFaction(cmd)
local factionNames = cmd.parameter
if not factionNames then
game.print({"description.rampant--removeFactionNames"})
return
end
game.forces.enemy.kill_all_units()
factionNames = split(factionNames)
for _,factionName in pairs(factionNames) do
local found = false
if (factionName ~= "neutral") then
for _,faction in pairs(FACTION_SET) do
if (faction.type == factionName) then
found = true
break
end
end
end
if not found then
game.print({"description.rampant--removeFactionNames"})
return
end
end
local localizedFactionNames = ""
for _,name in pairs(factionNames) do
if localizedFactionNames == "" then
localizedFactionNames = name
else
localizedFactionNames = localizedFactionNames .. "," .. name
end
end
game.print({"description.rampant--removeFaction", localizedFactionNames})
for _,base in pairs(Universe.bases) do
if isMember(base.alignment[1], factionNames) then
base.alignment = findBaseInitialAlignment(Universe.evolutionLevel, factionNames)
elseif isMember(base.alignment[2], factionNames) then
base.alignment = findBaseInitialAlignment(Universe.evolutionLevel, factionNames)
end
end
for _,map in pairs(Universe.maps) do
local surface = map.surface
if surface.valid then
local entities = surface.find_entities_filtered({
force=Universe.enemyForces,
type={
"turret",
"unit-spawner"
}
})
for entityIndex = 1,#entities do
local entity = entities[entityIndex]
if entity.valid and isMember(ENEMY_ALIGNMENT_LOOKUP[entity.name], factionNames) then
local position = entity.position
local newEntityName
local entityType = entity.type
unregisterEnemyBaseStructure(map, entity, nil, true)
entity.destroy()
if entityType == "unit-spawner" then
if mRandom() < 0.5 then
newEntityName = "biter-spawner"
else
newEntityName = "spitter-spawner"
end
elseif entityType == "turret" then
if Universe.evolutionLevel >= 0.9 then
newEntityName = "behemoth-worm-turret"
elseif Universe.evolutionLevel >= 0.5 then
newEntityName = "big-worm-turret"
elseif Universe.evolutionLevel >= 0.3 then
newEntityName = "medium-worm-turret"
else
newEntityName = "small-worm-turret"
end
end
local newEntity = surface.create_entity({
name=newEntityName,
position=position
})
local chunk = getChunkByPosition(map, position)
if chunk ~= -1 then
local tick = game.tick
local base = findNearbyBase(chunk)
if not base then
base = createBase(map,
chunk,
tick)
end
registerEnemyBaseStructure(newEntity, base, tick)
end
end
end
end
end
end
remote.add_interface("Rampant", {
addExcludeSurface = addExcludeSurface,
removeExcludeSurface = removeExcludeSurface
})
commands.add_command('rampantRemoveNewEnemies', "", removeNewEnemies)
commands.add_command('rampantRemoveFaction', "", removeFaction)
local function rampantSetAIState(event)
if event.parameter then
local target
local baseId
local i = 0
for m in string.gmatch(event.parameter, "%d+") do
if i == 0 then
i = i + 1
target = tonumber(m)
else
baseId = tonumber(m)
end
end
if not target or not Constants.STATE_ENGLISH[target] then
game.print(target .. " is not a valid state. /rampantSetAIState <stateId> <baseId>")
else
if not baseId then
game.print("Invalid baseId. /rampantSetAIState <stateId> <baseId>")
return
end
local base = Universe.bases[baseId]
if not base then
game.print(baseId .. " is not a valid base. /rampantSetAIState <stateId> <baseId>")
return
end
local previousState = base.stateAI
base.stateAI = target
local surface = base.map.surface
if not surface.valid then
game.print("Base is invalid because surface is invalid")
return
end
game.print("id:" .. baseId .. " on surface:" .. surface.name
.. " was in " .. Constants.STATE_ENGLISH[previousState]
.. " is now in " .. Constants.STATE_ENGLISH[base.stateAI])
end
else
game.print("Missing parameters: /rampantSetAIState <stateId> <baseId>")
end
end
commands.add_command('rampantSetAIState', "", rampantSetAIState)