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mirror of https://github.com/veden/Rampant.git synced 2024-12-26 20:54:12 +02:00
Rampant/libs/BaseUtils.lua

1336 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/>.
if BaseUtilsG then
return BaseUtilsG
end
local BaseUtils = {}
--
local Universe
-- imports
local Utils = require("Utils")
local MathUtils = require("MathUtils")
local Constants = require("Constants")
local MapUtils = require("MapUtils")
-- Constants
local PENDING_UPGRADE_CREATION_THESHOLD = Constants.PENDING_UPGRADE_CREATION_THESHOLD
local TIERS = Constants.TIERS
local EVO_TO_TIER_MAPPING = Constants.EVO_TO_TIER_MAPPING
local BUILDING_HIVE_TYPE_LOOKUP = Constants.BUILDING_HIVE_TYPE_LOOKUP
local COST_LOOKUP = Constants.COST_LOOKUP
local UPGRADE_LOOKUP = Constants.UPGRADE_LOOKUP
local ENEMY_ALIGNMENT_LOOKUP = Constants.ENEMY_ALIGNMENT_LOOKUP
local EVOLUTION_TABLE_ALIGNMENT = Constants.EVOLUTION_TABLE_ALIGNMENT
local BUILDING_EVOLVE_LOOKUP = Constants.BUILDING_EVOLVE_LOOKUP
local BASE_AI_STATE_RAIDING = Constants.BASE_AI_STATE_RAIDING
local BASE_AI_STATE_AGGRESSIVE = Constants.BASE_AI_STATE_AGGRESSIVE
local BASE_AI_STATE_MIGRATING = Constants.BASE_AI_STATE_MIGRATING
local BASE_AI_STATE_SIEGE = Constants.BASE_AI_STATE_SIEGE
local BASE_AI_STATE_ONSLAUGHT = Constants.BASE_AI_STATE_ONSLAUGHT
local MINIMUM_BUILDING_COST = Constants.MINIMUM_BUILDING_COST
local FACTION_MUTATION_MAPPING = Constants.FACTION_MUTATION_MAPPING
local MAGIC_MAXIMUM_NUMBER = Constants.MAGIC_MAXIMUM_NUMBER
local FACTIONS_BY_DAMAGE_TYPE = Constants.FACTIONS_BY_DAMAGE_TYPE
local BASE_GENERATION_STATE_ACTIVE = Constants.BASE_GENERATION_STATE_ACTIVE
local BASE_DISTANCE_THRESHOLD = Constants.BASE_DISTANCE_THRESHOLD
local BASE_DISTANCE_LEVEL_BONUS = Constants.BASE_DISTANCE_LEVEL_BONUS
local BASE_DISTANCE_TO_EVO_INDEX = Constants.BASE_DISTANCE_TO_EVO_INDEX
local CHUNK_SIZE = Constants.CHUNK_SIZE
local BASE_AI_STATE_PEACEFUL = Constants.BASE_AI_STATE_PEACEFUL
local BASE_RALLY_CHANCE = Constants.BASE_RALLY_CHANCE
local BONUS_RALLY_CHANCE = Constants.BONUS_RALLY_CHANCE
local RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN = Constants.RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN
local RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX = Constants.RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX
local MINIMUM_AI_POINTS = Constants.MINIMUM_AI_POINTS
local AI_POINT_GENERATOR_AMOUNT = Constants.AI_POINT_GENERATOR_AMOUNT
local BASE_AI_MIN_STATE_DURATION = Constants.BASE_AI_MIN_STATE_DURATION
local BASE_AI_MAX_STATE_DURATION = Constants.BASE_AI_MAX_STATE_DURATION
local NO_RETREAT_BASE_PERCENT = Constants.NO_RETREAT_BASE_PERCENT
local NO_RETREAT_EVOLUTION_BONUS_MAX = Constants.NO_RETREAT_EVOLUTION_BONUS_MAX
local AI_UNIT_REFUND = Constants.AI_UNIT_REFUND
local AI_MAX_POINTS = Constants.AI_MAX_POINTS
local BASE_GENERATION_MIN_STATE_DURATION = Constants.BASE_GENERATION_MIN_STATE_DURATION
local BASE_GENERATION_MAX_STATE_DURATION = Constants.BASE_GENERATION_MAX_STATE_DURATION
local BASE_GENERATION_STATE_DORMANT = Constants.BASE_GENERATION_STATE_DORMANT
local STATE_ENGLISH = Constants.STATE_ENGLISH
local ACTIVE_NESTS_PER_AGGRESSIVE_GROUPS = Constants.ACTIVE_NESTS_PER_AGGRESSIVE_GROUPS
local ALL_NESTS_PER_EXPANSION_GROUPS = Constants.ALL_NESTS_PER_EXPANSION_GROUPS
local TEMPERAMENT_RANGE_MAX = Constants.TEMPERAMENT_RANGE_MAX
local TEMPERAMENT_RANGE_MIN = Constants.TEMPERAMENT_RANGE_MIN
local TEMPERAMENT_DIVIDER = Constants.TEMPERAMENT_DIVIDER
local UNIT_DEATH_POINT_COST = Constants.UNIT_DEATH_POINT_COST
local BASE_PROCESS_INTERVAL = Constants.BASE_PROCESS_INTERVAL
-- imported functions
local getTimeStringFromTick = Utils.getTimeStringFromTick
local randomTickEvent = MathUtils.randomTickEvent
local linearInterpolation = MathUtils.linearInterpolation
local randomTickDuration = MathUtils.randomTickDuration
local isMember = Utils.isMember
local setPositionXYInQuery = Utils.setPositionXYInQuery
local euclideanDistancePoints = MathUtils.euclideanDistancePoints
local getChunkByPosition = MapUtils.getChunkByPosition
local gaussianRandomRangeRG = MathUtils.gaussianRandomRangeRG
local mFloor = math.floor
local mCeil = math.ceil
local tableSize = table_size
local tableRemove = table.remove
local mMin = math.min
local mMax = math.max
local next = next
-- module code
local function evoToTier(evolutionFactor, maxSkips)
local v
local skipsRemaining = maxSkips
for i=TIERS,1,-1 do
if EVO_TO_TIER_MAPPING[i] <= evolutionFactor then
v = i
if (skipsRemaining == 0) or (Universe.random() <= 0.75) then
break
end
skipsRemaining = skipsRemaining - 1
end
end
return v
end
local function findBaseMutation(targetEvolution, excludeFactions)
local tier = evoToTier(targetEvolution or Universe.evolutionLevel, 2)
local availableAlignments
local alignments = EVOLUTION_TABLE_ALIGNMENT[tier]
if excludeFactions then
availableAlignments = {}
for _,alignment in pairs(alignments) do
if not isMember(alignment[2], excludeFactions) then
availableAlignments[#availableAlignments+1] = alignment
end
end
else
availableAlignments = alignments
end
local roll = Universe.random()
for i=1,#availableAlignments do
local alignment = availableAlignments[i]
roll = roll - alignment[1]
if (roll <= 0) then
return alignment[2]
end
end
return availableAlignments[#availableAlignments]
end
local function initialEntityUpgrade(baseAlignment, tier, maxTier, useHiveType, entityType)
local entity
local useTier
local tierRoll = Universe.random()
if (tierRoll < 0.4) then
useTier = maxTier
elseif (tierRoll < 0.7) then
useTier = mMax(maxTier - 1, tier)
elseif (tierRoll < 0.9) then
useTier = mMax(maxTier - 2, tier)
else
useTier = mMax(maxTier - 3, tier)
end
local alignmentTable = BUILDING_EVOLVE_LOOKUP[baseAlignment]
if not alignmentTable then
alignmentTable = BUILDING_EVOLVE_LOOKUP["neutral"]
end
local upgrades = alignmentTable[useTier]
if alignmentTable and upgrades then
if useHiveType then
for ui=1,#upgrades do
local upgrade = upgrades[ui]
if upgrade[3] == useHiveType then
entity = upgrade[2][Universe.random(#upgrade[2])]
break
end
end
end
if not entity then
for ui=1,#upgrades do
local upgrade = upgrades[ui]
if upgrade[3] == entityType then
entity = upgrade[2][Universe.random(#upgrade[2])]
end
end
if not entity then
local mapTypes = FACTION_MUTATION_MAPPING[entityType]
for i=1, #mapTypes do
local mappedType = mapTypes[i]
for ui=1,#upgrades do
local upgrade = upgrades[ui]
if upgrade[3] == mappedType then
return upgrade[2][Universe.random(#upgrade[2])]
end
end
end
end
end
end
return entity
end
local function entityUpgrade(baseAlignment, tier, maxTier, originalEntity)
local entity
local hiveType = BUILDING_HIVE_TYPE_LOOKUP[originalEntity.name]
for t=maxTier,tier,-1 do
local factionLookup = UPGRADE_LOOKUP[baseAlignment][t]
local upgrades = factionLookup[hiveType]
if not upgrades then
local mapTypes = FACTION_MUTATION_MAPPING[hiveType]
for i=1, #mapTypes do
local upgrade = factionLookup[mapTypes[i]]
if upgrade and (#upgrade > 0) then
entity = upgrade[Universe.random(#upgrade)]
if Universe.random() < 0.55 then
return entity
end
end
end
elseif (#upgrades > 0) then
entity = upgrades[Universe.random(#upgrades)]
if Universe.random() < 0.55 then
return entity
end
end
end
return entity
end
local function findEntityCreation(baseAlignment, evoIndex, position, map, entityType)
local tier = evoToTier(evoIndex, 5)
local maxTier = evoToTier(evoIndex, 4)
if (tier > maxTier) then
maxTier = tier
end
local chunk = getChunkByPosition(map, position)
if not entityType then
if Universe.random() < 0.5 then
entityType = "biter-spawner"
else
entityType = "spitter-spawner"
end
end
local roll = Universe.random()
local makeHive = (chunk ~= -1) and
(
(entityType == "biter-spawner") or (entityType == "spitter-spawner")
)
and
(
(
(roll <= 0.01)
)
or
(
(roll <= 0.210) and
chunk.resourceGenerator
)
)
return initialEntityUpgrade(baseAlignment, tier, maxTier, (makeHive and "hive"), entityType)
end
local function findEntityUpgrade(baseAlignment, currentEvo, evoIndex, originalEntity, map, evolve)
local adjCurrentEvo = mMax(
((baseAlignment ~= ENEMY_ALIGNMENT_LOOKUP[originalEntity.name]) and 0) or currentEvo,
0
)
local tier = evoToTier(adjCurrentEvo, 5)
local maxTier = evoToTier(evoIndex, 4)
if (tier > maxTier) then
maxTier = tier
end
if evolve then
local chunk = getChunkByPosition(map, originalEntity.position)
local entityName = originalEntity.name
local entityType = BUILDING_HIVE_TYPE_LOOKUP[entityName]
if not entityType then
if Universe.random() < 0.5 then
entityType = "biter-spawner"
else
entityType = "spitter-spawner"
end
end
local roll = Universe.random()
local makeHive = (chunk ~= -1) and
(
(entityType == "biter-spawner") or (entityType == "spitter-spawner")
)
and
(
(
(roll <= 0.01)
)
or
(
(roll <= 0.210) and
chunk.resourceGenerator
)
)
return initialEntityUpgrade(baseAlignment, tier, maxTier, (makeHive and "hive"), entityType)
else
return entityUpgrade(baseAlignment, tier, maxTier, originalEntity)
end
end
-- local
function BaseUtils.findBaseInitialAlignment(evoIndex, excludeFactions)
local dev = evoIndex * 0.15
local evoTop = gaussianRandomRangeRG(evoIndex - (evoIndex * 0.075), dev, 0, evoIndex, Universe.random)
local result
if Universe.random() < 0.05 then
result = {findBaseMutation(evoTop, excludeFactions), findBaseMutation(evoTop, excludeFactions)}
else
result = {findBaseMutation(evoTop, excludeFactions)}
end
return result
end
function BaseUtils.recycleBases()
local bases = Universe.bases
local id = Universe.recycleBaseIterator
local base
if not id then
id, base = next(bases, nil)
else
base = bases[id]
end
if not id then
Universe.recycleBaseIterator = nil
else
Universe.recycleBaseIterator = next(bases, id)
local map = base.map
if (base.chunkCount == 0) or not map.surface.valid then
bases[id] = nil
if Universe.processBaseAIIterator == id then
Universe.processBaseAIIterator = nil
end
if map.surface.valid then
Universe.bases[id] = nil
end
end
end
end
function BaseUtils.canAttack(base)
local isAggressive = ((base.stateAI == BASE_AI_STATE_AGGRESSIVE)
and (base.sentAggressiveGroups < base.maxAggressiveGroups))
local isRaiding = (base.stateAI == BASE_AI_STATE_RAIDING)
local isOnslaught = (base.stateAI == BASE_AI_STATE_ONSLAUGHT)
local isRaidSieging = Universe.raidAIToggle
and (base.stateAI == BASE_AI_STATE_SIEGE)
and (base.sentExpansionGroups >= base.maxExpansionGroups)
local goodAI = isAggressive or isRaiding or isOnslaught or isRaidSieging
if not goodAI then
return false
end
local surface = base.map.surface
if surface.peaceful_mode then
return false
end
local nocturalMode = Universe.aiNocturnalMode
local noctural = (not nocturalMode) or (nocturalMode and surface.darkness > 0.65)
if not noctural then
return false
end
return true
end
function BaseUtils.canMigrate(base)
local badAIState = (base.stateAI ~= BASE_AI_STATE_MIGRATING) and (base.stateAI ~= BASE_AI_STATE_SIEGE)
if badAIState then
return false
end
if not Universe.expansion then
return false
end
local surface = base.map.surface
if surface.peaceful_mode then
return false
end
local nocturalMode = Universe.aiNocturnalMode
local noctural = (not nocturalMode) or (nocturalMode and surface.darkness > 0.65)
if not noctural then
return false
end
return true
end
function BaseUtils.queueUpgrade(entity, base, disPos, evolve, timeDelay)
local map = base.map
local baseAlignment = base.alignment
local position = disPos or entity.position
local pickedBaseAlignment
if baseAlignment[2] then
if Universe.random() < 0.75 then
pickedBaseAlignment = baseAlignment[2]
else
pickedBaseAlignment = baseAlignment[1]
end
else
pickedBaseAlignment = baseAlignment[1]
end
local currentEvo = entity.prototype.build_base_evolution_requirement or 0
local distance = mMin(
1,
euclideanDistancePoints(position.x, position.y, 0, 0) * BASE_DISTANCE_TO_EVO_INDEX
)
local evoIndex = mMax(distance, Universe.evolutionLevel)
local name = findEntityUpgrade(pickedBaseAlignment,
currentEvo,
evoIndex,
entity,
map,
evolve)
local entityName = entity.name
if name == entityName then
return
end
local surface = map.surface
if not evolve and Universe.printBaseUpgrades then
surface.print(
"["..base.id.."]:"..surface.name.." Upgrading "
.. entityName .. " to " .. name
.. " [gps=".. position.x ..",".. position.y .."]"
)
end
local unitNumber = entity.unit_number
position = surface.find_non_colliding_position(
name,
position,
8,
1,
true
)
Universe.pendingUpgrades[Universe.upgradeId] = {
["position"] = position,
["map"] = map,
["name"] = name,
["entity"] = entity,
["delayTLL"] = timeDelay,
["hive"] = Universe.hives[unitNumber] or Universe.hiveData[unitNumber],
["state"] = 1
}
Universe.pendingUpgradesLength = Universe.pendingUpgradesLength + 1
Universe.upgradeId = Universe.upgradeId + 1
end
function BaseUtils.queueCreation(base, position, entityType, timeDelay, hiveData)
local map = base.map
local baseAlignment = base.alignment
if Universe.pendingUpgradesLength > PENDING_UPGRADE_CREATION_THESHOLD then
return
end
local pickedBaseAlignment
if baseAlignment[2] then
if Universe.random() < 0.75 then
pickedBaseAlignment = baseAlignment[2]
else
pickedBaseAlignment = baseAlignment[1]
end
else
pickedBaseAlignment = baseAlignment[1]
end
local distance = mMin(
1,
euclideanDistancePoints(position.x, position.y, 0, 0) * BASE_DISTANCE_TO_EVO_INDEX
)
local evoIndex = mMax(distance, Universe.evolutionLevel)
local name = findEntityCreation(
pickedBaseAlignment,
evoIndex,
position,
map,
entityType
)
if not name then
return
end
position = map.surface.find_non_colliding_position(
name,
position,
8,
1,
true
)
if not position then
return
end
Universe.pendingUpgrades[Universe.upgradeId] = {
["position"] = position,
["map"] = map,
["name"] = name,
["delayTLL"] = timeDelay,
["hive"] = hiveData,
["state"] = 2
}
Universe.pendingUpgradesLength = Universe.pendingUpgradesLength + 1
Universe.upgradeId = Universe.upgradeId + 1
end
local function pickMutationFromDamageType(damageType, roll, base)
local baseAlignment = base.alignment
local damageFactions = FACTIONS_BY_DAMAGE_TYPE[damageType]
local mutation
local mutated = false
if damageFactions and (#damageFactions > 0) then
mutation = damageFactions[Universe.random(#damageFactions)]
if not isMember(mutation, base.alignmentHistory) then
if baseAlignment[2] then
if (baseAlignment[1] ~= mutation) and (baseAlignment[2] ~= mutation) then
mutated = true
if (roll < 0.05) then
base.alignmentHistory[#base.alignmentHistory+1] = baseAlignment[1]
base.alignmentHistory[#base.alignmentHistory+1] = baseAlignment[2]
baseAlignment[1] = mutation
baseAlignment[2] = nil
elseif (roll < 0.75) then
base.alignmentHistory[#base.alignmentHistory+1] = baseAlignment[1]
baseAlignment[1] = mutation
else
baseAlignment[2] = mutation
end
end
elseif (baseAlignment[1] ~= mutation) then
mutated = true
if (roll < 0.85) then
base.alignmentHistory[#base.alignmentHistory+1] = baseAlignment[1]
baseAlignment[1] = mutation
else
baseAlignment[2] = mutation
end
end
end
else
mutation = findBaseMutation()
if not isMember(mutation, base.alignmentHistory) then
if baseAlignment[2] then
if (baseAlignment[1] ~= mutation) and (baseAlignment[2] ~= mutation) then
mutated = true
if (roll < 0.05) then
base.alignmentHistory[#base.alignmentHistory+1] = baseAlignment[1]
base.alignmentHistory[#base.alignmentHistory+1] = baseAlignment[2]
baseAlignment[1] = mutation
baseAlignment[2] = nil
elseif (roll < 0.75) then
base.alignmentHistory[#base.alignmentHistory+1] = baseAlignment[1]
baseAlignment[1] = mutation
else
baseAlignment[2] = mutation
end
end
elseif (baseAlignment[1] ~= mutation) then
mutated = true
if (roll < 0.85) then
base.alignmentHistory[#base.alignmentHistory+1] = baseAlignment[1]
base.alignment[1] = mutation
else
base.alignment[2] = mutation
end
end
end
end
if mutated and Universe.printBaseAdaptation then
if baseAlignment[2] then
game.print({"description.rampant--adaptation2DebugMessage",
base.id,
base.map.surface.name,
damageType,
{"description.rampant--"..baseAlignment[1].."EnemyName"},
{"description.rampant--"..baseAlignment[2].."EnemyName"},
base.x,
base.y,
base.mutations,
Universe.MAX_BASE_MUTATIONS})
else
game.print({"description.rampant--adaptation1DebugMessage",
base.id,
base.map.surface.name,
damageType,
{"description.rampant--"..baseAlignment[1].."EnemyName"},
base.x,
base.y,
base.mutations,
Universe.MAX_BASE_MUTATIONS})
end
end
local alignmentCount = tableSize(base.alignmentHistory)
while (alignmentCount > Universe.MAX_BASE_ALIGNMENT_HISTORY) do
tableRemove(base.alignmentHistory, 1)
alignmentCount = alignmentCount - 1
end
return mutated
end
function BaseUtils.upgradeBaseBasedOnDamage(base)
local total = 0
for _,amount in pairs(base.damagedBy) do
total = total + amount
end
local mutationAmount = total * 0.176471
base.damagedBy["RandomMutation"] = mutationAmount
total = total + mutationAmount
local pickedDamage
local roll = Universe.random()
for damageTypeName,amount in pairs(base.damagedBy) do
base.damagedBy[damageTypeName] = amount / total
end
for damageType,amount in pairs(base.damagedBy) do
roll = roll - amount
if (roll <= 0) then
pickedDamage = damageType
break
end
end
return pickMutationFromDamageType(pickedDamage, roll, base)
end
function BaseUtils.processBaseMutation(chunk, map, base)
if not base.alignment[1]
or (base.stateGeneration ~= BASE_GENERATION_STATE_ACTIVE)
or (Universe.random() >= 0.30)
or (Universe.pendingUpgradesLength > PENDING_UPGRADE_CREATION_THESHOLD)
then
return
end
if (base.points >= MINIMUM_BUILDING_COST) then
local surface = map.surface
setPositionXYInQuery(Universe.pbFilteredEntitiesPointQueryLimited,
chunk.x + (CHUNK_SIZE * Universe.random()),
chunk.y + (CHUNK_SIZE * Universe.random()))
local entities = surface.find_entities_filtered(Universe.pbFilteredEntitiesPointQueryLimited)
if #entities ~= 0 then
local entity = entities[1]
local cost = (COST_LOOKUP[entity.name] or MAGIC_MAXIMUM_NUMBER)
if (base.points >= cost) then
local position = entity.position
BaseUtils.modifyBaseSpecialPoints(base, -cost, "Scheduling Entity upgrade", position.x, position.y)
BaseUtils.queueUpgrade(entity, base, nil, false)
end
end
end
end
function BaseUtils.createBase(map, chunk, tick)
local x = chunk.x
local y = chunk.y
local distance = euclideanDistancePoints(x, y, 0, 0)
local meanLevel = mFloor(distance * 0.005)
local distanceIndex = mMin(1, distance * BASE_DISTANCE_TO_EVO_INDEX)
local evoIndex = mMax(distanceIndex, Universe.evolutionLevel)
local alignment =
(Universe.NEW_ENEMIES and BaseUtils.findBaseInitialAlignment(evoIndex))
or {"neutral"}
local baseLevel = gaussianRandomRangeRG(meanLevel,
meanLevel * 0.3,
meanLevel * 0.50,
meanLevel * 1.50,
Universe.random)
local baseDistanceThreshold = gaussianRandomRangeRG(BASE_DISTANCE_THRESHOLD,
BASE_DISTANCE_THRESHOLD * 0.2,
BASE_DISTANCE_THRESHOLD * 0.75,
BASE_DISTANCE_THRESHOLD * 1.50,
Universe.random)
local distanceThreshold = (baseLevel * BASE_DISTANCE_LEVEL_BONUS) + baseDistanceThreshold
local base = {
x = x,
y = y,
totalX = 0,
totalY = 0,
distanceThreshold = distanceThreshold * Universe.baseDistanceModifier,
tick = tick,
alignment = alignment,
alignmentHistory = {},
damagedBy = {},
deathEvents = 0,
mutations = 0,
stateGeneration = BASE_GENERATION_STATE_ACTIVE,
stateGenerationTick = 0,
chunkCount = 0,
createdTick = tick,
points = 0,
unitPoints = 0,
stateAI = BASE_AI_STATE_PEACEFUL,
stateAITick = 0,
maxAggressiveGroups = 0,
sentAggressiveGroups = 0,
resetExpensionGroupsTick = 0,
maxExpansionGroups = 0,
sentExpansionGroups = 0,
activeRaidNests = 0,
activeNests = 0,
destroyPlayerBuildings = 0,
lostEnemyUnits = 0,
lostEnemyBuilding = 0,
rocketLaunched = 0,
builtEnemyBuilding = 0,
ionCannonBlasts = 0,
artilleryBlasts = 0,
resourceChunks = {},
resourceChunkCount = 0,
temperament = 0.5,
temperamentScore = 0,
map = map,
id = Universe.baseId
}
Universe.baseId = Universe.baseId + 1
map.bases[base.id] = base
Universe.bases[base.id] = base
return base
end
function BaseUtils.modifyBaseUnitPoints(base, points, tag, x, y)
if points > 0 and base.stateAI == BASE_AI_STATE_PEACEFUL then
return
end
tag = tag or ""
x = x or nil
y = y or nil
base.unitPoints = base.unitPoints + points
local overflowMessage = ""
if base.unitPoints > Universe.maxOverflowPoints then
base.unitPoints = Universe.maxOverflowPoints
overflowMessage = " [Point cap reached]"
end
local printPointChange = ""
if points > 0 and Universe.aiPointsPrintGainsToChat then
printPointChange = "+" .. string.format("%.2f", points)
elseif points < 0 and Universe.aiPointsPrintSpendingToChat then
printPointChange = string.format("%.2f", points)
end
if printPointChange ~= "" then
local gps = ""
if x ~= nil then
gps = " [gps=" .. x .. "," .. y .. "]"
end
game.print("[" .. base.id .. "]:" .. base.map.surface.name .. " " .. printPointChange .. " [" .. tag .. "] Unit Total:" .. string.format("%.2f", base.unitPoints) .. overflowMessage .. gps)
end
end
function BaseUtils.modifyBaseSpecialPoints(base, points, tag, x, y)
if points > 0 and base.stateAI == BASE_AI_STATE_PEACEFUL then
return
end
tag = tag or ""
x = x or nil
y = y or nil
base.points = base.points + points
local overflowMessage = ""
if base.points > Universe.maxOverflowPoints then
base.points = Universe.maxOverflowPoints
overflowMessage = " [Point cap reached]"
end
local printPointChange = ""
if points > 0 and Universe.aiPointsPrintGainsToChat then
printPointChange = "+" .. string.format("%.2f", points)
elseif points < 0 and Universe.aiPointsPrintSpendingToChat then
printPointChange = string.format("%.2f", points)
end
if printPointChange ~= "" then
local gps = ""
if x ~= nil then
gps = " [gps=" .. x .. "," .. y .. "]"
end
game.print("[" .. base.id .. "]:" .. base.map.surface.name .. " " .. printPointChange .. " [" .. tag .. "] Special Total:" .. string.format("%.2f", base.points) .. overflowMessage .. gps)
end
end
function BaseUtils.planning(evolutionLevel)
Universe.evolutionLevel = evolutionLevel
local maxPoints = mMax(AI_MAX_POINTS * evolutionLevel, MINIMUM_AI_POINTS)
Universe.maxPoints = maxPoints
local maxOverflowPoints = maxPoints * 3
Universe.maxOverflowPoints = maxOverflowPoints
local attackWaveMaxSize = Universe.attackWaveMaxSize
Universe.retreatThreshold = linearInterpolation(evolutionLevel,
RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN,
RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX)
Universe.rallyThreshold = BASE_RALLY_CHANCE + (evolutionLevel * BONUS_RALLY_CHANCE)
Universe.formSquadThreshold = mMax((0.35 * evolutionLevel), 0.1)
Universe.attackWaveSize = attackWaveMaxSize * (evolutionLevel ^ 1.4)
Universe.attackWaveDeviation = (Universe.attackWaveSize * 0.333)
Universe.attackWaveUpperBound = Universe.attackWaveSize + (Universe.attackWaveSize * 0.35)
if (Universe.attackWaveSize < 1) then
Universe.attackWaveSize = 2
Universe.attackWaveDeviation = 1
Universe.attackWaveUpperBound = 3
end
Universe.settlerWaveSize = linearInterpolation(evolutionLevel ^ 1.66667,
Universe.expansionMinSize,
Universe.expansionMaxSize)
Universe.settlerWaveDeviation = (Universe.settlerWaveSize * 0.33)
Universe.unitRefundAmount = AI_UNIT_REFUND * evolutionLevel
Universe.kamikazeThreshold = NO_RETREAT_BASE_PERCENT + (evolutionLevel * NO_RETREAT_EVOLUTION_BONUS_MAX)
end
local function processBase(base, tick)
base.maxAggressiveGroups = mCeil(base.activeNests / ACTIVE_NESTS_PER_AGGRESSIVE_GROUPS)
base.maxExpansionGroups = mCeil((base.activeNests + base.activeRaidNests) / ALL_NESTS_PER_EXPANSION_GROUPS)
if (base.stateAI == BASE_AI_STATE_MIGRATING or base.stateAI == BASE_AI_STATE_SIEGE)
and base.resetExpensionGroupsTick <= tick
then
local randomDuration = randomTickDuration(Universe.random,
Universe.expansionMinTime,
mFloor(linearInterpolation(Universe.evolutionLevel ^ 1.66667,
Universe.expansionMaxTime,
Universe.expansionMinTime)))
base.resetExpensionGroupsTick = tick + randomDuration
base.sentExpansionGroups = 0
end
local points = (AI_POINT_GENERATOR_AMOUNT * Universe.random()) +
(base.activeNests * 0.144) +
(AI_POINT_GENERATOR_AMOUNT * mMax(Universe.evolutionLevel ^ 2.5, 0.1))
if (base.temperament == 0) or (base.temperament == 1) then
points = points + 24
elseif (base.temperament < 0.20) or (base.temperament > 0.80) then
points = points + 14.4
elseif (base.temperament < 0.35) or (base.temperament > 0.65) then
points = points + 9.6
elseif (base.temperament < 0.45) or (base.temperament > 0.55) then
points = points + 4.8
end
if (base.stateAI == BASE_AI_STATE_ONSLAUGHT) then
points = points * 2
end
points = points * Universe.aiPointsScaler
local currentPoints = base.unitPoints
if (currentPoints <= 0) then
currentPoints = 0
end
if (currentPoints < Universe.maxPoints) then
BaseUtils.modifyBaseUnitPoints(base, points, "Logic Cycle", base.x, base.y)
end
if (base.points < Universe.maxPoints) then
BaseUtils.modifyBaseSpecialPoints(base, (points * 0.75), "Logic Cycle", base.x, base.y)
end
if Universe.NEW_ENEMIES then
local deathThreshold = 0
local evolutionLevel = Universe.evolutionLevel
if (evolutionLevel < Universe.minimumAdaptationEvolution) then
base.deathEvents = 0
elseif (evolutionLevel < 0.5) then
deathThreshold = 17000
elseif (evolutionLevel < 0.7) then
deathThreshold = 34000
elseif (evolutionLevel < 0.9) then
deathThreshold = 60000
else
deathThreshold = 100000
end
deathThreshold = Universe.adaptationModifier * deathThreshold
if ((base.deathEvents > deathThreshold) and (Universe.random() > 0.95)) then
if (base.mutations < Universe.MAX_BASE_MUTATIONS) then
if BaseUtils.upgradeBaseBasedOnDamage(base) then
base.mutations = base.mutations + 1
end
elseif (base.mutations == Universe.MAX_BASE_MUTATIONS) then
local roll = Universe.random()
if (roll < 0.001) then
base.mutations = 0
if (Universe.printBaseAdaptation) then
game.print({"description.rampant--adaptationResetDebugMessage",
base.x,
base.y,
base.mutations,
Universe.MAX_BASE_MUTATIONS})
end
elseif (roll > 0.999) then
base.mutations = base.mutations + 1
if (Universe.printBaseAdaptation) then
game.print({"description.rampant--adaptationFrozenDebugMessage",
base.x,
base.y})
end
end
end
base.damagedBy = {}
base.deathEvents = 0
end
else
base.damagedBy = {}
base.deathEvents = 0
end
if (base.stateGenerationTick <= tick) then
local roll = Universe.random()
if (roll < 0.85) then
base.stateGeneration = BASE_GENERATION_STATE_ACTIVE
else
base.stateGeneration = BASE_GENERATION_STATE_DORMANT
end
base.stateGenerationTick = randomTickEvent(Universe.random,
tick,
BASE_GENERATION_MIN_STATE_DURATION,
BASE_GENERATION_MAX_STATE_DURATION)
end
base.tick = tick
end
local function temperamentPlanner(base, evolutionLevel)
local destroyPlayerBuildings = base.destroyPlayerBuildings
local lostEnemyUnits = base.lostEnemyUnits
local lostEnemyBuilding = base.lostEnemyBuilding
local rocketLaunched = base.rocketLaunched
local builtEnemyBuilding = base.builtEnemyBuilding
local ionCannonBlasts = base.ionCannonBlasts
local artilleryBlasts = base.artilleryBlasts
local activeNests = base.activeNests
local activeRaidNests = base.activeRaidNests
local currentTemperament = base.temperamentScore
local delta = 0
if activeNests > 0 then
local val = (5.76 * activeNests)
delta = delta + val
else
delta = delta - 5.553792
end
if destroyPlayerBuildings > 0 then
if currentTemperament > 0 then
delta = delta - (5.553792 * destroyPlayerBuildings)
else
delta = delta + (5.553792 * destroyPlayerBuildings)
end
end
if activeRaidNests > 0 then
local val = (0.2304 * activeRaidNests)
delta = delta - val
else
delta = delta - 3.84
end
if lostEnemyUnits > 0 then
local multipler
if evolutionLevel < 0.3 then
multipler = 0.083328
elseif evolutionLevel < 0.5 then
multipler = 0.041472
elseif evolutionLevel < 0.7 then
multipler = 0.020736
elseif evolutionLevel < 0.9 then
multipler = 0.010368
elseif evolutionLevel < 0.9 then
multipler = 0.005184
else
multipler = 0.002592
end
local val = (multipler * lostEnemyUnits)
if (currentTemperament > 0) then
delta = delta - val
else
delta = delta + val
end
end
if lostEnemyBuilding > 0 then
local val = (0.576 * lostEnemyBuilding)
if (currentTemperament > 0) then
delta = delta - val
else
delta = delta + val
end
end
if builtEnemyBuilding > 0 then
local val = (0.261952 * builtEnemyBuilding)
if (currentTemperament > 0) then
delta = delta - val
else
delta = delta + val
end
else
delta = delta - 2.777088
end
if (rocketLaunched > 0) then
local val = (27.76 * rocketLaunched)
delta = delta + val
end
if (ionCannonBlasts > 0) then
local val = (13.924864 * ionCannonBlasts)
delta = delta + val
end
if (artilleryBlasts > 0) then
local val = (13.924864 * artilleryBlasts)
delta = delta + val
end
delta = delta * Universe.temperamentRateModifier
base.temperamentScore = mMin(TEMPERAMENT_RANGE_MAX, mMax(TEMPERAMENT_RANGE_MIN, currentTemperament + delta))
base.temperament = ((base.temperamentScore + TEMPERAMENT_RANGE_MAX) * TEMPERAMENT_DIVIDER)
if Universe.debugTemperament then
local strConsole = "Rampant Stats:\nbaseId:".. base.id .. ", aN:" .. base.activeNests ..
", aRN:" .. base.activeRaidNests .. ", dPB:" ..
base.destroyPlayerBuildings .. ", lEU:" .. base.lostEnemyUnits .. ", lEB:" ..
base.lostEnemyBuilding .. ", rL:" .. base.rocketLaunched .. ", bEB:" ..
base.builtEnemyBuilding .. ", iCB:" .. base.ionCannonBlasts .. ", aB:" ..
base.artilleryBlasts .. ", temp:" .. base.temperament .. ", tempScore:" .. base.temperamentScore ..
", points:" .. base.points .. ", unitPoints:" .. base.unitPoints .. ", state:" ..
STATE_ENGLISH[base.stateAI] .. ", surface:" .. base.map.surface.index .. " [" ..
base.map.surface.name .. "]" .. ", aS:" .. Universe.squadCount .. ", aB:" .. Universe.builderCount ..
", atkSize:" .. Universe.attackWaveSize .. ", stlSize:" .. Universe.settlerWaveSize ..
", formGroup:" .. Universe.formSquadThreshold .. ", sAgg:".. base.sentAggressiveGroups ..
", mAgg:" .. base.maxAggressiveGroups .. ", baseState:" .. base.stateGeneration .. ", sE:"
.. base.sentExpansionGroups .. ", mE:" .. base.maxExpansionGroups
game.print(strConsole)
print(strConsole)
end
end
local function processState(base, tick)
if (base.stateAITick > tick) or not Universe.awake then
if (not Universe.awake) and (tick >= Universe.initialPeaceTime) then
Universe.awake = true
if Universe.printAwakenMessage then
game.print({"description.rampant--planetHasAwoken"})
end
else
return
end
end
local roll = Universe.random()
if (base.temperament < 0.05) then -- 0 - 0.05
if Universe.enabledMigration then
if (roll < 0.30) then
base.stateAI = BASE_AI_STATE_MIGRATING
elseif (roll < 0.50) and Universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif Universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
else
base.stateAI = BASE_AI_STATE_MIGRATING
end
else
if Universe.raidAIToggle then
if (roll < 0.70) then
base.stateAI = BASE_AI_STATE_RAIDING
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
elseif (base.temperament < 0.20) then -- 0.05 - 0.2
if (Universe.enabledMigration) then
if (roll < 0.4) then
base.stateAI = BASE_AI_STATE_MIGRATING
elseif (roll < 0.55) and Universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif Universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
else
base.stateAI = BASE_AI_STATE_MIGRATING
end
else
if Universe.raidAIToggle then
if (roll < 0.40) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
else
base.stateAI = BASE_AI_STATE_RAIDING
end
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
elseif (base.temperament < 0.4) then -- 0.2 - 0.4
if (Universe.enabledMigration) then
if (roll < 0.2) and Universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif (roll < 0.2) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif (roll < 0.8) then
base.stateAI = BASE_AI_STATE_MIGRATING
elseif Universe.peacefulAIToggle then
base.stateAI = BASE_AI_STATE_PEACEFUL
else
base.stateAI = BASE_AI_STATE_MIGRATING
end
else
if (roll < 0.3) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif (roll < 0.6) and Universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif (roll < 0.6) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif Universe.peacefulAIToggle then
base.stateAI = BASE_AI_STATE_PEACEFUL
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
elseif (base.temperament < 0.6) then -- 0.4 - 0.6
if (roll < 0.4) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif (roll < 0.5) and Universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif (roll < 0.75) and Universe.peacefulAIToggle then
base.stateAI = BASE_AI_STATE_PEACEFUL
else
if Universe.enabledMigration then
base.stateAI = BASE_AI_STATE_MIGRATING
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
elseif (base.temperament < 0.8) then -- 0.6 - 0.8
if (roll < 0.4) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif (roll < 0.6) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
elseif (roll < 0.8) then
base.stateAI = BASE_AI_STATE_RAIDING
elseif Universe.peacefulAIToggle then
base.stateAI = BASE_AI_STATE_PEACEFUL
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
elseif (base.temperament < 0.95) then -- 0.8 - 0.95
if (Universe.enabledMigration and Universe.raidAIToggle) then
if (roll < 0.20) and Universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
elseif (roll < 0.45) then
base.stateAI = BASE_AI_STATE_RAIDING
elseif (roll < 0.85) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
elseif (Universe.enabledMigration) then
if (roll < 0.20) and Universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
elseif (roll < 0.75) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
elseif (Universe.raidAIToggle) then
if (roll < 0.45) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
elseif (roll < 0.75) then
base.stateAI = BASE_AI_STATE_RAIDING
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
else
if (roll < 0.65) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
else
if (Universe.enabledMigration and Universe.raidAIToggle) then
if (roll < 0.30) and Universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
elseif (roll < 0.65) then
base.stateAI = BASE_AI_STATE_RAIDING
else
base.stateAI = BASE_AI_STATE_ONSLAUGHT
end
elseif (Universe.enabledMigration) then
if (roll < 0.30) and Universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
else
base.stateAI = BASE_AI_STATE_ONSLAUGHT
end
elseif (Universe.raidAIToggle) then
if (roll < 0.45) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
else
base.stateAI = BASE_AI_STATE_RAIDING
end
else
base.stateAI = BASE_AI_STATE_ONSLAUGHT
end
end
local remainingUnits = base.lostEnemyUnits % 20
if remainingUnits ~= 0 then
BaseUtils.modifyBaseUnitPoints(base, -(remainingUnits*UNIT_DEATH_POINT_COST), remainingUnits.." Units Lost")
end
base.destroyPlayerBuildings = 0
base.lostEnemyUnits = 0
base.lostEnemyBuilding = 0
base.rocketLaunched = 0
base.builtEnemyBuilding = 0
base.ionCannonBlasts = 0
base.artilleryBlasts = 0
base.stateAITick = randomTickEvent(Universe.random, tick, BASE_AI_MIN_STATE_DURATION, BASE_AI_MAX_STATE_DURATION)
if Universe.printAIStateChanges then
game.print(base.id .. ": AI is now: " .. STATE_ENGLISH[base.stateAI] .. ", Next state change is in "
.. string.format("%.2f", (base.stateAITick - tick) / (60*60)) .. " minutes @ " ..
getTimeStringFromTick(base.stateAITick) .. " playtime")
end
end
function BaseUtils.processBaseAIs(tick)
local baseId = Universe.processBaseAIIterator
local base
if not baseId then
baseId, base = next(Universe.bases, nil)
else
base = Universe.bases[baseId]
end
if not baseId then
Universe.processBaseAIIterator = nil
return
else
Universe.processBaseAIIterator = next(Universe.bases, baseId)
if (tick - base.tick) <= BASE_PROCESS_INTERVAL then
return
end
temperamentPlanner(base, Universe.evolutionLevel)
processState(base, tick)
processBase(base, tick)
end
end
function BaseUtils.init(universe)
Universe = universe
end
BaseUtilsG = BaseUtils
return BaseUtils