mirror of
https://github.com/veden/Rampant.git
synced 2024-12-24 20:14:35 +02:00
742 lines
22 KiB
Lua
742 lines
22 KiB
Lua
-- Copyright (C) 2022 veden
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-- This program is free software: you can redistribute it and/or modify
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-- it under the terms of the GNU General Public License as published by
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-- the Free Software Foundation, either version 3 of the License, or
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-- (at your option) any later version.
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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-- GNU General Public License for more details.
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-- You should have received a copy of the GNU General Public License
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-- along with this program. If not, see <https://www.gnu.org/licenses/>.
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if ProcessorG then
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return ProcessorG
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end
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local Processor = {}
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--
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local TargetPosition
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local Universe
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local Queries
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-- imports
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local Utils = require("Utils")
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local MapUtils = require("MapUtils")
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local Squad = require("Squad")
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local Constants = require("Constants")
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local ChunkUtils = require("ChunkUtils")
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local ChunkPropertyUtils = require("ChunkPropertyUtils")
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local BaseUtils = require("BaseUtils")
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local MathUtils = require("MathUtils")
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-- Constants
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local CHUNK_SIZE = Constants.CHUNK_SIZE
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local EIGHTH_CHUNK_SIZE = Constants.EIGHTH_CHUNK_SIZE
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local PLAYER_PHEROMONE_GENERATOR_AMOUNT = Constants.PLAYER_PHEROMONE_GENERATOR_AMOUNT
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local PROCESS_QUEUE_SIZE = Constants.PROCESS_QUEUE_SIZE
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local RESOURCE_QUEUE_SIZE = Constants.RESOURCE_QUEUE_SIZE
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local ENEMY_QUEUE_SIZE = Constants.ENEMY_QUEUE_SIZE
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local PLAYER_QUEUE_SIZE = Constants.PLAYER_QUEUE_SIZE
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local CLEANUP_QUEUE_SIZE = Constants.CLEANUP_QUEUE_SIZE
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local PROCESS_PLAYER_BOUND = Constants.PROCESS_PLAYER_BOUND
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local AI_VENGENCE_SQUAD_COST = Constants.AI_VENGENCE_SQUAD_COST
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local COOLDOWN_DRAIN = Constants.COOLDOWN_DRAIN
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local COOLDOWN_RALLY = Constants.COOLDOWN_RALLY
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local COOLDOWN_RETREAT = Constants.COOLDOWN_RETREAT
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local BUILDING_HIVE_TYPE_LOOKUP = Constants.BUILDING_HIVE_TYPE_LOOKUP
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local DEV_HIVE_TTL = Constants.DEV_HIVE_TTL
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local MAX_HIVE_TTL = Constants.MAX_HIVE_TTL
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local MIN_HIVE_TTL = Constants.MIN_HIVE_TTL
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-- imported functions
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local distortPositionConcentricCircles = MathUtils.distortPositionConcentricCircles
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local linearInterpolation = MathUtils.linearInterpolation
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local gaussianRandomRangeRG = MathUtils.gaussianRandomRangeRG
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local findInsertionPoint = MapUtils.findInsertionPoint
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local createChunk = ChunkUtils.createChunk
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local initialScan = ChunkUtils.initialScan
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local removeChunkFromMap = MapUtils.removeChunkFromMap
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local chunkPassScan = ChunkUtils.chunkPassScan
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local unregisterEnemyBaseStructure = ChunkUtils.unregisterEnemyBaseStructure
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local setPositionInQuery = Utils.setPositionInQuery
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local addPlayerGenerator = ChunkPropertyUtils.addPlayerGenerator
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local findNearbyBase = ChunkPropertyUtils.findNearbyBase
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local removeChunkToNest = MapUtils.removeChunkToNest
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local queueCreation = BaseUtils.queueCreation
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local processPheromone = MapUtils.processPheromone
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local getCombinedDeathGeneratorRating = ChunkPropertyUtils.getCombinedDeathGeneratorRating
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local processBaseMutation = BaseUtils.processBaseMutation
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local processNestActiveness = ChunkPropertyUtils.processNestActiveness
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local formSquads = Squad.formSquads
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local formVengenceSquad = Squad.formVengenceSquad
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local formVengenceSettler = Squad.formVengenceSettler
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local formSettlers = Squad.formSettlers
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local getChunkByPosition = MapUtils.getChunkByPosition
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local getChunkByXY = MapUtils.getChunkByXY
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local validPlayer = Utils.validPlayer
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local mapScanEnemyChunk = ChunkUtils.mapScanEnemyChunk
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local mapScanPlayerChunk = ChunkUtils.mapScanPlayerChunk
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local mapScanResourceChunk = ChunkUtils.mapScanResourceChunk
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local getEnemyStructureCount = ChunkPropertyUtils.getEnemyStructureCount
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local canAttack = BaseUtils.canAttack
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local canMigrate = BaseUtils.canMigrate
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local tableSize = table_size
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local mMin = math.min
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local mMax = math.max
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local tableInsert = table.insert
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local next = next
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-- module code
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--[[
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processing is not consistant as it depends on the number of chunks that have been generated
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so if we process 400 chunks an iteration and 200 chunks have been generated than these are
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processed 3 times a second and 1200 generated chunks would be processed once a second
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In theory, this might be fine as smaller bases have less surface to attack and need to have
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pheromone dissipate at a faster rate.
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--]]
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function Processor.processMap(map, tick)
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local processQueue = map.processQueue
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local processQueueLength = #processQueue
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if (processQueueLength == 0) then
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return
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end
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local startIndex = mMin(map.processIndex, processQueueLength)
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local step
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local endIndex
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if map.outgoingScanWave then
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step = 1
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endIndex = mMin(startIndex + PROCESS_QUEUE_SIZE, processQueueLength)
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if (endIndex == processQueueLength) then
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map.outgoingScanWave = false
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map.processIndex = processQueueLength
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else
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map.processIndex = endIndex + 1
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end
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else
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step = -1
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endIndex = mMax(startIndex - PROCESS_QUEUE_SIZE, 1)
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if (endIndex == 1) then
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map.outgoingScanWave = true
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map.processIndex = 1
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else
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map.processIndex = endIndex - 1
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end
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end
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Universe.processedChunks = Universe.processedChunks + ((startIndex - endIndex) * step)
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for x=startIndex,endIndex,step do
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processPheromone(processQueue[x], tick)
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end
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end
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--[[
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Localized player radius were processing takes place in realtime, doesn't store state
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between calls.
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vs
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the slower passive version processing the entire map in multiple passes.
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--]]
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function Processor.processPlayers(players, tick)
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-- put down player pheromone for player hunters
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-- randomize player order to ensure a single player isn't singled out
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-- not looping everyone because the cost is high enough already in multiplayer
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local playerCount = #players
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local playerMaxGenerator = playerCount * PLAYER_PHEROMONE_GENERATOR_AMOUNT
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for i=1,playerCount do
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local player = players[i]
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if validPlayer(player) then
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local char = player.character
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local map = Universe.maps[char.surface.index]
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if map then
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local playerChunk = getChunkByPosition(map, char.position)
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if (playerChunk ~= -1) then
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addPlayerGenerator(playerChunk, playerMaxGenerator)
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end
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end
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end
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end
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if (#players == 0) then
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return
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end
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local player = players[Universe.random(#players)]
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if not validPlayer(player) then
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return
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end
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local char = player.character
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local map = Universe.maps[char.surface.index]
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if not map then
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return
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end
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local playerChunk = getChunkByPosition(map, char.position)
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if (playerChunk == -1) then
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return
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end
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local base = findNearbyBase(playerChunk)
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if not base then
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return
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end
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local allowingAttacks = canAttack(base)
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local vengence = allowingAttacks and
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(base.unitPoints >= AI_VENGENCE_SQUAD_COST) and
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((getEnemyStructureCount(playerChunk) > 0) or
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(getCombinedDeathGeneratorRating(playerChunk) < Universe.retreatThreshold))
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local quadrant = Universe.random(4)
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local pX = playerChunk.x
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local pY = playerChunk.y
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local pXStart
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local pYStart
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local pXEnd
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local pYEnd
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if quadrant == 1 then
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pXStart = pX - PROCESS_PLAYER_BOUND
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pXEnd = pX
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pYStart = pY - PROCESS_PLAYER_BOUND
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pYEnd = pY
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elseif quadrant == 2 then
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pXStart = pX
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pXEnd = pX + PROCESS_PLAYER_BOUND
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pYStart = pY - PROCESS_PLAYER_BOUND
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pYEnd = pY
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elseif quadrant == 3 then
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pXStart = pX - PROCESS_PLAYER_BOUND
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pXEnd = pX
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pYStart = pY
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pYEnd = pY + PROCESS_PLAYER_BOUND
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elseif quadrant == 4 then
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pXStart = pX
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pXEnd = pX + PROCESS_PLAYER_BOUND
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pYStart = pY
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pYEnd = pY + PROCESS_PLAYER_BOUND
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end
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for x=pXStart, pXEnd, CHUNK_SIZE do
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for y=pYStart, pYEnd, CHUNK_SIZE do
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local chunk = getChunkByXY(map, x, y)
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if (chunk ~= -1) then
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processPheromone(chunk, tick, true)
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if chunk.nestCount then
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processNestActiveness(chunk, tick)
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if vengence then
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Universe.vengenceQueue[chunk.id] = chunk
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end
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end
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end
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end
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end
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end
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local function processCleanUp(chunks, tick, duration)
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local chunkId, eventTick = next(chunks, nil)
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if not chunkId then
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return
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end
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if (tick - eventTick) > duration then
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chunks[chunkId] = nil
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end
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end
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function Processor.cleanUpMapTables(tick)
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local retreats = Universe.chunkToRetreats
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local rallys = Universe.chunkToRallys
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local drained = Universe.chunkToDrained
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for _=1,CLEANUP_QUEUE_SIZE do
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processCleanUp(retreats, tick, COOLDOWN_RETREAT)
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processCleanUp(rallys, tick, COOLDOWN_RALLY)
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processCleanUp(drained, tick, COOLDOWN_DRAIN)
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end
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end
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--[[
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Passive scan to find entities that have been generated outside the factorio event system
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--]]
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function Processor.scanPlayerMap(map)
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local index = map.scanPlayerIndex
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local processQueue = map.processQueue
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local processQueueLength = #processQueue
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local endIndex = mMin(index + PLAYER_QUEUE_SIZE, processQueueLength)
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if (processQueueLength == 0) then
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return
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end
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for x=index,endIndex do
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mapScanPlayerChunk(processQueue[x], map)
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end
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if (endIndex == processQueueLength) then
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map.scanPlayerIndex = 1
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else
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map.scanPlayerIndex = endIndex + 1
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end
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end
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function Processor.scanEnemyMap(map, tick)
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local index = map.scanEnemyIndex
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local processQueue = map.processQueue
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local processQueueLength = #processQueue
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local endIndex = mMin(index + ENEMY_QUEUE_SIZE, #processQueue)
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if (processQueueLength == 0) then
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return
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end
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for x=index,endIndex do
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mapScanEnemyChunk(processQueue[x], map, tick)
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end
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if (endIndex == processQueueLength) then
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map.scanEnemyIndex = 1
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else
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map.scanEnemyIndex = endIndex + 1
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end
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end
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function Processor.scanResourceMap(map)
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local index = map.scanResourceIndex
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local processQueue = map.processQueue
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local processQueueLength = #processQueue
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local endIndex = mMin(index + RESOURCE_QUEUE_SIZE, processQueueLength)
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if (processQueueLength == 0) then
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return
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end
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for x=index,endIndex do
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mapScanResourceChunk(processQueue[x], map)
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end
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if (endIndex == processQueueLength) then
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map.scanResourceIndex = 1
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else
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map.scanResourceIndex = endIndex + 1
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end
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end
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function Processor.processVengence()
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local vengenceQueue = Universe.vengenceQueue
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local chunkId, chunk = next(vengenceQueue, nil)
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if not chunkId then
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if (tableSize(vengenceQueue) == 0) then
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Universe.vengenceQueue = {}
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end
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return
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end
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vengenceQueue[chunkId] = nil
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local map = chunk.map
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if not map.surface.valid then
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return
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end
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local base = chunk.base
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if base then
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if canMigrate(base) and (Universe.random() < 0.075) then
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formVengenceSettler(chunk)
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else
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formVengenceSquad(chunk)
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end
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end
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end
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function Processor.processNests(tick)
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local chunkId = Universe.processNestIterator
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local chunk
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if not chunkId then
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chunkId,chunk = next(Universe.chunkToNests, nil)
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else
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chunk = Universe.chunkToNests[chunkId]
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end
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if not chunkId then
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Universe.processNestIterator = nil
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return
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end
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Universe.processNestIterator = next(Universe.chunkToNests, chunkId)
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local map = chunk.map
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if not map.surface.valid then
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removeChunkToNest(chunkId)
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return
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end
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processNestActiveness(chunk, tick)
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if Universe.NEW_ENEMIES then
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processBaseMutation(chunk,
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map,
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chunk.base)
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end
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end
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local function processSpawnersBody(iterator, chunks)
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local chunkId = Universe[iterator]
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local chunk
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if not chunkId then
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chunkId,chunk = next(chunks, nil)
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else
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chunk = chunks[chunkId]
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end
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if not chunkId then
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Universe[iterator] = nil
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return
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end
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Universe[iterator] = next(chunks, chunkId)
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local map = chunk.map
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if not map.surface.valid then
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if (iterator == "processMigrationIterator") then
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removeChunkToNest(chunkId)
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else
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chunks[chunkId] = nil
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end
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return
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end
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local base = chunk.base
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local migrate = canMigrate(base)
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local attack = canAttack(base)
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if migrate then
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formSettlers(chunk)
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end
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if attack then
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formSquads(chunk)
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end
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end
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function Processor.processAttackWaves()
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processSpawnersBody(
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"processActiveSpawnerIterator",
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Universe.chunkToActiveNest
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)
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processSpawnersBody(
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"processActiveRaidSpawnerIterator",
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Universe.chunkToActiveRaidNest
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)
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processSpawnersBody(
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"processMigrationIterator",
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Universe.chunkToNests
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)
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end
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function Processor.processClouds(tick)
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local eventId, builderPack = next(Universe.settlePurpleCloud, nil)
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if not builderPack or (builderPack.tick > tick) then
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return
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end
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Universe.settlePurpleCloud[eventId] = nil
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local map = builderPack.map
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if not builderPack.group.valid or not map.surface.valid then
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return
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end
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setPositionInQuery(
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Universe.obaCreateBuildCloudQuery,
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builderPack.group.position
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)
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map.surface.create_entity(Universe.obaCreateBuildCloudQuery)
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end
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function Processor.processHives(tick)
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local entityId = Universe.hiveIterator
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local hiveData
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if not entityId then
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entityId, hiveData = next(Universe.activeHives, nil)
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else
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hiveData = Universe.activeHives[entityId]
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end
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if not entityId then
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Universe.hiveIterator = nil
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return
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end
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if tick < hiveData.tick then
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return
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end
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Universe.hiveIterator = next(Universe.activeHives, entityId)
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local base = hiveData.base
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local map = base.map
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if not map.surface.valid then
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Universe.activeHives[entityId] = nil
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return
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end
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if not hiveData.e.valid then
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Universe.activeHives[entityId] = nil
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Universe.hives[entityId] = nil
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return
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end
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hiveData.tick = tick +
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gaussianRandomRangeRG(
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linearInterpolation(Universe.evolutionLevel, MAX_HIVE_TTL, MIN_HIVE_TTL),
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DEV_HIVE_TTL,
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MIN_HIVE_TTL,
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MAX_HIVE_TTL,
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Universe.random
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)
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local timeDelay = 0
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TargetPosition.x = hiveData.position.x
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TargetPosition.y = hiveData.position.y
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distortPositionConcentricCircles(
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Universe.random,
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TargetPosition,
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EIGHTH_CHUNK_SIZE * hiveData.tier,
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EIGHTH_CHUNK_SIZE
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)
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if hiveData.nest < hiveData.maxNests then
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local entityType = "biter-spawner"
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if Universe.random() < 0.5 then
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entityType = "spitter-spawner"
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end
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queueCreation(base, TargetPosition, entityType, timeDelay, hiveData)
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elseif hiveData.turret < hiveData.maxTurrets then
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queueCreation(base, TargetPosition, "turret", timeDelay, hiveData)
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elseif hiveData.hive < hiveData.maxHives then
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queueCreation(base, TargetPosition, "hive", timeDelay, hiveData)
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else
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Universe.activeHives[entityId] = nil
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end
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end
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function Processor.cleanHivesData()
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local entityId = Universe.hiveDataIterator
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local hiveData
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if not entityId then
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entityId, hiveData = next(Universe.hiveData, nil)
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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
|