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Rampant/libs/UnitGroupUtils.lua
2018-01-19 23:15:13 -08:00

297 lines
8.5 KiB
Lua
Executable File

local unitGroupUtils = {}
-- imports
local mapUtils = require("MapUtils")
local mathUtils = require("MathUtils")
local constants = require("Constants")
local chunkPropertyUtils = require("ChunkPropertyUtils")
-- constants
local HALF_CHUNK_SIZE = constants.HALF_CHUNK_SIZE
local SQUAD_QUEUE_SIZE = constants.SQUAD_QUEUE_SIZE
local DEFINES_GROUP_STATE_FINISHED = defines.group_state.finished
local DEFINES_GROUP_STATE_ATTACKING_TARGET = defines.group_state.attacking_target
local DEFINES_GROUP_STATE_ATTACKING_DISTRACTION = defines.group_state.attacking_distraction
local SQUAD_RETREATING = constants.SQUAD_RETREATING
local SQUAD_GUARDING = constants.SQUAD_GUARDING
local GROUP_MERGE_DISTANCE = constants.GROUP_MERGE_DISTANCE
local RETREAT_FILTER = constants.RETREAT_FILTER
local NO_RETREAT_SQUAD_SIZE_BONUS_MAX = constants.NO_RETREAT_SQUAD_SIZE_BONUS_MAX
local AI_MAX_OVERFLOW_POINTS = constants.AI_MAX_OVERFLOW_POINTS
local AI_MAX_BITER_GROUP_SIZE = constants.AI_MAX_BITER_GROUP_SIZE
local AI_SQUAD_MERGE_THRESHOLD = constants.AI_SQUAD_MERGE_THRESHOLD
-- imported functions
local mRandom = math.random
local mLog = math.log10
local mMin = math.min
local getSquadsOnChunk = chunkPropertyUtils.getSquadsOnChunk
local removeSquadFromChunk = chunkPropertyUtils.removeSquadFromChunk
local getNeighborChunks = mapUtils.getNeighborChunks
local euclideanDistanceNamed = mathUtils.euclideanDistanceNamed
-- module code
function unitGroupUtils.findNearbySquadFiltered(map, chunk, position)
local squads = getSquadsOnChunk(map, chunk)
for s=1,#squads do
local squad = squads[s]
local unitGroup = squad.group
if unitGroup.valid and RETREAT_FILTER[squad.status] then
if (euclideanDistanceNamed(unitGroup.position, position) <= HALF_CHUNK_SIZE) then
return squad
end
end
end
local neighbors = getNeighborChunks(map, chunk.x, chunk.y)
for i=1,#neighbors do
squads = getSquadsOnChunk(map, neighbors[i])
for s=1,#squads do
local squad = squads[s]
local unitGroup = squad.group
if unitGroup.valid and RETREAT_FILTER[squad.status] then
if (euclideanDistanceNamed(unitGroup.position, position) <= HALF_CHUNK_SIZE) then
return squad
end
end
end
end
end
-- function unitGroupUtils.findNearbySquad(natives, position, distance)
-- local squads = natives.squads
-- for i=1,#squads do
-- local squad = squads[i]
-- local unitGroup = squad.group
-- if unitGroup.valid then
-- if (euclideanDistanceNamed(unitGroup.position, position) <= distance) then
-- return squad
-- end
-- end
-- end
-- end
function unitGroupUtils.createSquad(position, surface, natives, group)
local unitGroup = group or surface.create_unit_group({position=position})
local squad = {
group = unitGroup,
status = SQUAD_GUARDING,
penalties = {},
rabid = false,
frenzy = false,
kamikaze = false,
frenzyPosition = {x = 0,
y = 0},
cycles = 0,
chunk = nil
}
natives.squads[#natives.squads+1] = squad
return squad
end
function unitGroupUtils.membersToSquad(cmd, members, overwriteGroup)
if (members ~= nil) then
for i=1,#members do
local member = members[i]
if member.valid and (overwriteGroup or (not overwriteGroup and not member.unit_group)) then
member.set_command(cmd)
end
end
end
end
function unitGroupUtils.convertUnitGroupToSquad(natives, unitGroup)
if not unitGroup then
return nil
end
local squads = natives.squads
for i=1,#squads do
local squad = squads[i]
if (squad.group == unitGroup) then
return squad
end
end
local squad = unitGroupUtils.createSquad(nil,nil,natives,unitGroup)
squad.kamikaze = mRandom() < unitGroupUtils.calculateKamikazeThreshold(#unitGroup.members, natives)
return squad
end
function unitGroupUtils.calculateKamikazeThreshold(memberCount, natives)
local squadSizeBonus = mLog((memberCount / natives.attackWaveMaxSize) + 0.1) + 1
return natives.kamikazeThreshold + (NO_RETREAT_SQUAD_SIZE_BONUS_MAX * squadSizeBonus)
end
local function isAttacking(group)
local state = group.state
return (state == DEFINES_GROUP_STATE_ATTACKING_TARGET) or (state == DEFINES_GROUP_STATE_ATTACKING_DISTRACTION)
end
function unitGroupUtils.cleanSquads(natives, map)
local squads = natives.squads
local squadCount = #squads
local cleanSquads = {}
for i=1, squadCount do
local squad = squads[i]
local group = squad.group
if group.valid then
local memberCount = #group.members
if (memberCount == 0) then
removeSquadFromChunk(map, squad)
group.destroy()
elseif (memberCount > AI_MAX_BITER_GROUP_SIZE) then
local members = group.members
unitGroupUtils.recycleBiters(natives, members)
removeSquadFromChunk(map, squad)
group.destroy()
else
local status = squad.status
local cycles = squad.cycles
if (status == SQUAD_RETREATING) and (cycles == 0) then
squad.status = SQUAD_GUARDING
squad.frenzy = true
local squadPosition = group.position
squad.frenzyPosition.x = squadPosition.x
squad.frenzyPosition.y = squadPosition.y
elseif (group.state == DEFINES_GROUP_STATE_FINISHED) then
squad.status = SQUAD_GUARDING
elseif (cycles > 0) then
squad.cycles = cycles - 1
end
cleanSquads[#cleanSquads+1] = squad
end
end
end
natives.squads = cleanSquads
end
function unitGroupUtils.recycleBiters(natives, biters)
local unitCount = #biters
for i=1,unitCount do
biters[i].destroy()
end
natives.points = natives.points + (unitCount * natives.unitRefundAmount)
if (natives.points > AI_MAX_OVERFLOW_POINTS) then
natives.points = AI_MAX_OVERFLOW_POINTS
end
end
local function mergeGroups(squads, squad, group, status, position, memberCount)
local merge = false
local maxed = false
for x=1, #squads do
local mergeSquad = squads[x]
if mergeSquad ~= squad then
local mergeGroup = mergeSquad.group
if mergeGroup.valid and (euclideanDistanceNamed(position, mergeGroup.position) < GROUP_MERGE_DISTANCE) and (mergeSquad.status == status) and not isAttacking(mergeGroup) then
local mergeMembers = mergeGroup.members
local mergeCount = #mergeMembers
if ((mergeCount + memberCount) < AI_MAX_BITER_GROUP_SIZE) then
for memberIndex=1, mergeCount do
group.add_member(mergeMembers[memberIndex])
end
if mergeSquad.kamikaze then
squad.kamikaze = true
end
merge = true
mergeGroup.destroy()
end
memberCount = memberCount + mergeCount
if (memberCount > AI_SQUAD_MERGE_THRESHOLD) then
maxed = true
break
end
end
end
end
return merge, memberCount, maxed
end
function unitGroupUtils.regroupSquads(natives, map)
local squads = natives.squads
local squadCount = #squads
local startIndex = natives.regroupIndex
local maxSquadIndex = mMin(startIndex + SQUAD_QUEUE_SIZE, squadCount)
for i=startIndex,maxSquadIndex do
local squad = squads[i]
local group = squad.group
if group.valid and not isAttacking(group) then
local memberCount = #group.members
if (memberCount < AI_SQUAD_MERGE_THRESHOLD) then
local status = squad.status
local squadPosition = group.position
local mergedSquads
local maxed
local chunk = squad.chunk
if chunk then
mergedSquads, memberCount, maxed = mergeGroups(getSquadsOnChunk(map, chunk),
squad,
group,
status,
squadPosition,
memberCount)
if not maxed then
local neighbors = getNeighborChunks(map, chunk.x, chunk.y)
for x=1,#neighbors do
mergedSquads, memberCount, maxed = mergeGroups(getSquadsOnChunk(map, neighbors[x]),
squad,
group,
status,
squadPosition,
memberCount)
if maxed then
break
end
end
end
end
if mergedSquads and not squad.kamikaze then
local kamikazeThreshold = unitGroupUtils.calculateKamikazeThreshold(#squad.group.members, natives)
if (mRandom() < kamikazeThreshold) then
squad.kamikaze = true
end
end
end
end
end
if (maxSquadIndex == squadCount) then
natives.regroupIndex = 1
else
natives.regroupIndex = maxSquadIndex + 1
end
end
return unitGroupUtils