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Rampant/libs/Processor.lua
2023-04-07 21:07:13 -07:00

742 lines
22 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/>.
if ProcessorG then
return ProcessorG
end
local Processor = {}
--
local TargetPosition
local Universe
local Queries
-- imports
local Utils = require("Utils")
local MapUtils = require("MapUtils")
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 CHUNK_SIZE = Constants.CHUNK_SIZE
local EIGHTH_CHUNK_SIZE = Constants.EIGHTH_CHUNK_SIZE
local PLAYER_PHEROMONE_GENERATOR_AMOUNT = Constants.PLAYER_PHEROMONE_GENERATOR_AMOUNT
local PROCESS_QUEUE_SIZE = Constants.PROCESS_QUEUE_SIZE
local RESOURCE_QUEUE_SIZE = Constants.RESOURCE_QUEUE_SIZE
local ENEMY_QUEUE_SIZE = Constants.ENEMY_QUEUE_SIZE
local PLAYER_QUEUE_SIZE = Constants.PLAYER_QUEUE_SIZE
local CLEANUP_QUEUE_SIZE = Constants.CLEANUP_QUEUE_SIZE
local PROCESS_PLAYER_BOUND = Constants.PROCESS_PLAYER_BOUND
local AI_VENGENCE_SQUAD_COST = Constants.AI_VENGENCE_SQUAD_COST
local COOLDOWN_DRAIN = Constants.COOLDOWN_DRAIN
local COOLDOWN_RALLY = Constants.COOLDOWN_RALLY
local COOLDOWN_RETREAT = Constants.COOLDOWN_RETREAT
local BUILDING_HIVE_TYPE_LOOKUP = Constants.BUILDING_HIVE_TYPE_LOOKUP
local DEV_HIVE_TTL = Constants.DEV_HIVE_TTL
local MAX_HIVE_TTL = Constants.MAX_HIVE_TTL
local MIN_HIVE_TTL = Constants.MIN_HIVE_TTL
-- imported functions
local distortPositionConcentricCircles = MathUtils.distortPositionConcentricCircles
local linearInterpolation = MathUtils.linearInterpolation
local gaussianRandomRangeRG = MathUtils.gaussianRandomRangeRG
local findInsertionPoint = MapUtils.findInsertionPoint
local createChunk = ChunkUtils.createChunk
local initialScan = ChunkUtils.initialScan
local removeChunkFromMap = MapUtils.removeChunkFromMap
local chunkPassScan = ChunkUtils.chunkPassScan
local unregisterEnemyBaseStructure = ChunkUtils.unregisterEnemyBaseStructure
local setPositionInQuery = Utils.setPositionInQuery
local addPlayerGenerator = ChunkPropertyUtils.addPlayerGenerator
local findNearbyBase = ChunkPropertyUtils.findNearbyBase
local removeChunkToNest = MapUtils.removeChunkToNest
local queueCreation = BaseUtils.queueCreation
local processPheromone = MapUtils.processPheromone
local getCombinedDeathGeneratorRating = ChunkPropertyUtils.getCombinedDeathGeneratorRating
local processBaseMutation = BaseUtils.processBaseMutation
local processNestActiveness = ChunkPropertyUtils.processNestActiveness
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 validPlayer = Utils.validPlayer
local mapScanEnemyChunk = ChunkUtils.mapScanEnemyChunk
local mapScanPlayerChunk = ChunkUtils.mapScanPlayerChunk
local mapScanResourceChunk = ChunkUtils.mapScanResourceChunk
local getEnemyStructureCount = ChunkPropertyUtils.getEnemyStructureCount
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
-- module code
--[[
processing is not consistant as it depends on the number of chunks that have been generated
so if we process 400 chunks an iteration and 200 chunks have been generated than these are
processed 3 times a second and 1200 generated chunks would be processed once a second
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 Processor.processMap(map, tick)
local processQueue = map.processQueue
local processQueueLength = #processQueue
if (processQueueLength == 0) then
return
end
local startIndex = mMin(map.processIndex, processQueueLength)
local step
local endIndex
if map.outgoingScanWave then
step = 1
endIndex = mMin(startIndex + PROCESS_QUEUE_SIZE, processQueueLength)
if (endIndex == processQueueLength) then
map.outgoingScanWave = false
map.processIndex = processQueueLength
else
map.processIndex = endIndex + 1
end
else
step = -1
endIndex = mMax(startIndex - PROCESS_QUEUE_SIZE, 1)
if (endIndex == 1) then
map.outgoingScanWave = true
map.processIndex = 1
else
map.processIndex = endIndex - 1
end
end
Universe.processedChunks = Universe.processedChunks + ((startIndex - endIndex) * step)
for x=startIndex,endIndex,step do
processPheromone(processQueue[x], tick)
end
end
--[[
Localized player radius were processing takes place in realtime, doesn't store state
between calls.
vs
the slower passive version processing the entire map in multiple passes.
--]]
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
local playerCount = #players
local playerMaxGenerator = playerCount * PLAYER_PHEROMONE_GENERATOR_AMOUNT
for i=1,playerCount do
local player = players[i]
if validPlayer(player) then
local char = player.character
local map = Universe.maps[char.surface.index]
if map then
local playerChunk = getChunkByPosition(map, char.position)
if (playerChunk ~= -1) then
addPlayerGenerator(playerChunk, playerMaxGenerator)
end
end
end
end
if (#players == 0) then
return
end
local player = players[Universe.random(#players)]
if not validPlayer(player) then
return
end
local char = player.character
local map = Universe.maps[char.surface.index]
if not map then
return
end
local playerChunk = getChunkByPosition(map, char.position)
if (playerChunk == -1) then
return
end
local base = findNearbyBase(playerChunk)
if not base then
return
end
local allowingAttacks = canAttack(base)
local vengence = allowingAttacks and
(base.unitPoints >= AI_VENGENCE_SQUAD_COST) and
((getEnemyStructureCount(playerChunk) > 0) or
(getCombinedDeathGeneratorRating(playerChunk) < Universe.retreatThreshold))
local quadrant = Universe.random(4)
local pX = playerChunk.x
local pY = playerChunk.y
local pXStart
local pYStart
local pXEnd
local pYEnd
if quadrant == 1 then
pXStart = pX - PROCESS_PLAYER_BOUND
pXEnd = pX
pYStart = pY - PROCESS_PLAYER_BOUND
pYEnd = pY
elseif quadrant == 2 then
pXStart = pX
pXEnd = pX + PROCESS_PLAYER_BOUND
pYStart = pY - PROCESS_PLAYER_BOUND
pYEnd = pY
elseif quadrant == 3 then
pXStart = pX - PROCESS_PLAYER_BOUND
pXEnd = pX
pYStart = pY
pYEnd = pY + PROCESS_PLAYER_BOUND
elseif quadrant == 4 then
pXStart = pX
pXEnd = pX + PROCESS_PLAYER_BOUND
pYStart = pY
pYEnd = pY + PROCESS_PLAYER_BOUND
end
for x=pXStart, pXEnd, CHUNK_SIZE do
for y=pYStart, pYEnd, CHUNK_SIZE do
local chunk = getChunkByXY(map, x, y)
if (chunk ~= -1) then
processPheromone(chunk, tick, true)
if chunk.nestCount then
processNestActiveness(chunk, tick)
if vengence then
Universe.vengenceQueue[chunk.id] = chunk
end
end
end
end
end
end
local function processCleanUp(chunks, tick, duration)
local chunkId, eventTick = next(chunks, nil)
if not chunkId then
return
end
if (tick - eventTick) > duration then
chunks[chunkId] = nil
end
end
function Processor.cleanUpMapTables(tick)
local retreats = Universe.chunkToRetreats
local rallys = Universe.chunkToRallys
local drained = Universe.chunkToDrained
for _=1,CLEANUP_QUEUE_SIZE do
processCleanUp(retreats, tick, COOLDOWN_RETREAT)
processCleanUp(rallys, tick, COOLDOWN_RALLY)
processCleanUp(drained, tick, COOLDOWN_DRAIN)
end
end
--[[
Passive scan to find entities that have been generated outside the factorio event system
--]]
function Processor.scanPlayerMap(map)
local index = map.scanPlayerIndex
local processQueue = map.processQueue
local processQueueLength = #processQueue
local endIndex = mMin(index + PLAYER_QUEUE_SIZE, processQueueLength)
if (processQueueLength == 0) then
return
end
for x=index,endIndex do
mapScanPlayerChunk(processQueue[x], map)
end
if (endIndex == processQueueLength) then
map.scanPlayerIndex = 1
else
map.scanPlayerIndex = endIndex + 1
end
end
function Processor.scanEnemyMap(map, tick)
local index = map.scanEnemyIndex
local processQueue = map.processQueue
local processQueueLength = #processQueue
local endIndex = mMin(index + ENEMY_QUEUE_SIZE, #processQueue)
if (processQueueLength == 0) then
return
end
for x=index,endIndex do
mapScanEnemyChunk(processQueue[x], map, tick)
end
if (endIndex == processQueueLength) then
map.scanEnemyIndex = 1
else
map.scanEnemyIndex = endIndex + 1
end
end
function Processor.scanResourceMap(map)
local index = map.scanResourceIndex
local processQueue = map.processQueue
local processQueueLength = #processQueue
local endIndex = mMin(index + RESOURCE_QUEUE_SIZE, processQueueLength)
if (processQueueLength == 0) then
return
end
for x=index,endIndex do
mapScanResourceChunk(processQueue[x], map)
end
if (endIndex == processQueueLength) then
map.scanResourceIndex = 1
else
map.scanResourceIndex = endIndex + 1
end
end
function Processor.processVengence()
local vengenceQueue = Universe.vengenceQueue
local chunkId, chunk = next(vengenceQueue, nil)
if not chunkId then
if (tableSize(vengenceQueue) == 0) then
Universe.vengenceQueue = {}
end
return
end
vengenceQueue[chunkId] = nil
local map = chunk.map
if not map.surface.valid then
return
end
local base = chunk.base
if base then
if canMigrate(base) and (Universe.random() < 0.075) then
formVengenceSettler(chunk)
else
formVengenceSquad(chunk)
end
end
end
function Processor.processNests(tick)
local chunkId = Universe.processNestIterator
local chunk
if not chunkId then
chunkId,chunk = next(Universe.chunkToNests, nil)
else
chunk = Universe.chunkToNests[chunkId]
end
if not chunkId then
Universe.processNestIterator = nil
return
end
Universe.processNestIterator = next(Universe.chunkToNests, chunkId)
local map = chunk.map
if not map.surface.valid then
removeChunkToNest(chunkId)
return
end
processNestActiveness(chunk, tick)
if Universe.NEW_ENEMIES then
processBaseMutation(chunk,
map,
chunk.base)
end
end
local function processSpawnersBody(iterator, chunks)
local chunkId = Universe[iterator]
local chunk
if not chunkId then
chunkId,chunk = next(chunks, nil)
else
chunk = chunks[chunkId]
end
if not chunkId then
Universe[iterator] = nil
return
end
Universe[iterator] = next(chunks, chunkId)
local map = chunk.map
if not map.surface.valid then
if (iterator == "processMigrationIterator") then
removeChunkToNest(chunkId)
else
chunks[chunkId] = nil
end
return
end
local base = chunk.base
local migrate = canMigrate(base)
local attack = canAttack(base)
if migrate then
formSettlers(chunk)
end
if attack then
formSquads(chunk)
end
end
function Processor.processAttackWaves()
processSpawnersBody(
"processActiveSpawnerIterator",
Universe.chunkToActiveNest
)
processSpawnersBody(
"processActiveRaidSpawnerIterator",
Universe.chunkToActiveRaidNest
)
processSpawnersBody(
"processMigrationIterator",
Universe.chunkToNests
)
end
function Processor.processClouds(tick)
local eventId, builderPack = next(Universe.settlePurpleCloud, nil)
if not builderPack or (builderPack.tick > tick) then
return
end
Universe.settlePurpleCloud[eventId] = nil
local map = builderPack.map
if not builderPack.group.valid or not map.surface.valid then
return
end
setPositionInQuery(
Universe.obaCreateBuildCloudQuery,
builderPack.group.position
)
map.surface.create_entity(Universe.obaCreateBuildCloudQuery)
end
function Processor.processHives(tick)
local entityId = Universe.hiveIterator
local hiveData
if not entityId then
entityId, hiveData = next(Universe.activeHives, nil)
else
hiveData = Universe.activeHives[entityId]
end
if not entityId then
Universe.hiveIterator = nil
return
end
if tick < hiveData.tick then
return
end
Universe.hiveIterator = next(Universe.activeHives, entityId)
local base = hiveData.base
local map = base.map
if not map.surface.valid then
Universe.activeHives[entityId] = nil
return
end
if not hiveData.e.valid then
Universe.activeHives[entityId] = nil
Universe.hives[entityId] = nil
return
end
hiveData.tick = tick +
gaussianRandomRangeRG(
linearInterpolation(Universe.evolutionLevel, MAX_HIVE_TTL, MIN_HIVE_TTL),
DEV_HIVE_TTL,
MIN_HIVE_TTL,
MAX_HIVE_TTL,
Universe.random
)
local timeDelay = 0
TargetPosition.x = hiveData.position.x
TargetPosition.y = hiveData.position.y
distortPositionConcentricCircles(
Universe.random,
TargetPosition,
EIGHTH_CHUNK_SIZE * hiveData.tier,
EIGHTH_CHUNK_SIZE
)
if hiveData.nest < hiveData.maxNests then
local entityType = "biter-spawner"
if Universe.random() < 0.5 then
entityType = "spitter-spawner"
end
queueCreation(base, TargetPosition, entityType, timeDelay, hiveData)
elseif hiveData.turret < hiveData.maxTurrets then
queueCreation(base, TargetPosition, "turret", timeDelay, hiveData)
elseif hiveData.hive < hiveData.maxHives then
queueCreation(base, TargetPosition, "hive", timeDelay, hiveData)
else
Universe.activeHives[entityId] = nil
end
end
function Processor.cleanHivesData()
local entityId = Universe.hiveDataIterator
local hiveData
if not entityId then
entityId, hiveData = next(Universe.hiveData, nil)
else
hiveData = Universe.hiveData[entityId]
end
if not entityId then
Universe.hiveDataIterator = nil
return
end
Universe.hiveDataIterator = next(Universe.hiveData, entityId)
if not Universe.hives[hiveData.hiveId] then
Universe.hiveData[entityId] = nil
end
end
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
local flushAllChunks = flush or Universe.flushPendingChunks
if flushAllChunks then
endCount = tableSize(pendingChunks)
Universe.flushPendingChunks = false
end
for _=1,endCount do
if not flushAllChunks 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
local chunk = initialScan(initialChunk, map, tick)
if (chunk ~= -1) then
tableInsert(
map.processQueue,
findInsertionPoint(map.processQueue, chunk),
chunk
)
else
map[x][y] = nil
end
end
eventId = newEventId
event = newEvent
if not eventId then
return
end
end
end
function Processor.processPendingUpgrades(tick)
local upgradeId, entityData = next(Universe.pendingUpgrades, nil)
if not upgradeId then
if Universe.pendingUpgradesLength == 0 then
Universe.pendingUpgrades = {}
end
return
end
local entity = entityData.entity
if (entityData.state ~= 2) and not entity.valid then
Universe.pendingUpgrades[upgradeId] = nil
Universe.pendingUpgradesLength = Universe.pendingUpgradesLength - 1
return
end
if entityData.delayTLL and tick < entityData.delayTLL then
return
end
local state = entityData.state
if state == 1 then
local map = entityData.map
unregisterEnemyBaseStructure(map, entity, nil, true)
entity.destroy()
if not entityData.name or not entityData.position then
Universe.pendingUpgrades[upgradeId] = nil
Universe.pendingUpgradesLength = Universe.pendingUpgradesLength - 1
return
end
entityData.state = 2
else
Universe.pendingUpgrades[upgradeId] = nil
Universe.pendingUpgradesLength = Universe.pendingUpgradesLength - 1
local query = Queries.createEntityQuery
local name = entityData.name
query.name = name
local position = entityData.position
setPositionInQuery(query, position)
local surface = entityData.map.surface
local newEntity = surface.create_entity(query)
if newEntity and newEntity.valid then
local hiveType = BUILDING_HIVE_TYPE_LOOKUP[name]
if hiveType == "hive" then
Universe.hives[newEntity.unit_number] = entityData.hive
else
local hiveData = entityData.hive
if hiveData then
Universe.hiveData[newEntity.unit_number] = entityData.hive
local adjustedHiveType = (
(
(hiveType == "spitter-spawner")
or (hiveType == "biter-spawner")
)
and "nest"
) or hiveType
hiveData[adjustedHiveType] = hiveData[adjustedHiveType] + 1
end
end
end
if remote.interfaces["kr-creep"] then
remote.call(
"kr-creep",
"spawn_creep_at_position",
surface,
position,
false,
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
Queries = universe.processorQueries
if Queries then
TargetPosition = Queries.targetPosition
end
end
ProcessorG = Processor
return Processor