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Rampant/libs/ChunkPropertyUtils.lua

276 lines
7.4 KiB
Lua
Executable File

if chunkPropertyUtilsG then
return chunkPropertyUtilsG
end
local chunkPropertyUtils = {}
local constants = require("Constants")
local tRemove = table.remove
-- imported functions
local MOVEMENT_GENERATOR_PERSISTANCE = constants.MOVEMENT_GENERATOR_PERSISTANCE
local CHUNK_ALL_DIRECTIONS = constants.CHUNK_ALL_DIRECTIONS
-- module code
function chunkPropertyUtils.getNestCount(map, chunk)
return map.chunkToNests[chunk] or 0
end
function chunkPropertyUtils.getTurretCount(map, chunk)
return map.chunkToTurrets[chunk] or 0
end
function chunkPropertyUtils.getTrapCount(map, chunk)
return map.chunkToTraps[chunk] or 0
end
function chunkPropertyUtils.getUtilityCount(map, chunk)
return map.chunkToUtilities[chunk] or 0
end
function chunkPropertyUtils.getHiveCount(map, chunk)
return map.chunkToHives[chunk] or 0
end
function chunkPropertyUtils.setTurretCount(map, chunk, count)
if (count <= 0) then
map.chunkToTurrets[chunk] = nil
else
map.chunkToTurrets[chunk] = count
end
end
function chunkPropertyUtils.setHiveCount(map, chunk, count)
if (count <= 0) then
map.chunkToHives[chunk] = nil
else
map.chunkToHives[chunk] = count
end
end
function chunkPropertyUtils.setTrapCount(map, chunk, count)
if (count <= 0) then
map.chunkToTraps[chunk] = nil
else
map.chunkToTraps[chunk] = count
end
end
function chunkPropertyUtils.setUtilityCount(map, chunk, count)
if (count <= 0) then
map.chunkToUtilities[chunk] = nil
else
map.chunkToUtilities[chunk] = count
end
end
function chunkPropertyUtils.setNestCount(map, chunk, count)
if (count <= 0) then
map.chunkToNests[chunk] = nil
else
map.chunkToNests[chunk] = count
end
end
function chunkPropertyUtils.getChunkSettlerTick(map, chunk)
return map.chunkToSettler[chunk] or 0
end
function chunkPropertyUtils.setChunkSettlerTick(map, chunk, tick)
if (tick <= 0) then
map.chunkToSettler[chunk] = nil
else
map.chunkToSettler[chunk] = tick
end
end
function chunkPropertyUtils.getNestCount(map, chunk)
return map.chunkToNests[chunk] or 0
end
function chunkPropertyUtils.getChunkBase(map, chunk)
return map.chunkToBase[chunk]
end
function chunkPropertyUtils.setChunkBase(map, chunk, base)
map.chunkToBase[chunk] = base
end
function chunkPropertyUtils.getEnemyStructureCount(map, chunk)
return (map.chunkToNests[chunk] or 0) + (map.chunkToTurrets[chunk] or 0) + (map.chunkToTraps[chunk] or 0) +
(map.chunkToUtilities[chunk] or 0) + (map.chunkToHives[chunk] or 0)
end
function chunkPropertyUtils.getRetreatTick(map, chunk)
return map.chunkToRetreats[chunk] or 0
end
function chunkPropertyUtils.getRallyTick(map, chunk)
return map.chunkToRallys[chunk] or 0
end
function chunkPropertyUtils.setRallyTick(map, chunk, tick)
map.chunkToRallys[chunk] = tick
end
function chunkPropertyUtils.setRetreatTick(map, chunk, tick)
map.chunkToRetreats[chunk] = tick
end
function chunkPropertyUtils.setResourceGenerator(map, chunk, resourceGenerator)
if (resourceGenerator <= 0) then
map.chunkToResource[chunk] = nil
else
map.chunkToResource[chunk] = resourceGenerator
end
end
function chunkPropertyUtils.getResourceGenerator(map, chunk)
return map.chunkToResource[chunk] or 0
end
function chunkPropertyUtils.addResourceGenerator(map, chunk, delta)
map.chunkToResource[chunk] = (map.chunkToResource[chunk] or 0) + delta
end
function chunkPropertyUtils.getDeathGenerator(map, chunk)
return map.chunkToDeathGenerator[chunk] or 0
end
function chunkPropertyUtils.getPassable(map, chunk)
return map.chunkToPassable[chunk] or CHUNK_ALL_DIRECTIONS
end
function chunkPropertyUtils.getRaidNestActiveness(map, chunk)
return map.chunkToActiveRaidNest[chunk] or 0
end
function chunkPropertyUtils.setRaidNestActiveness(map, chunk, value)
if (value <= 0) then
if (map.chunkToActiveRaidNest[chunk] ~= nil) then
map.natives.activeRaidNests = map.natives.activeRaidNests - 1
end
map.chunkToActiveRaidNest[chunk] = nil
else
if (map.chunkToActiveRaidNest[chunk] == nil) then
map.natives.activeRaidNests = map.natives.activeRaidNests + 1
end
map.chunkToActiveRaidNest[chunk] = value
end
end
function chunkPropertyUtils.getNestActiveness(map, chunk)
return map.chunkToActiveNest[chunk] or 0
end
function chunkPropertyUtils.setNestActiveness(map, chunk, value)
if (value <= 0) then
if (map.chunkToActiveNest[chunk] ~= nil) then
map.natives.activeNests = map.natives.activeNests - 1
end
map.chunkToActiveNest[chunk] = nil
else
if (map.chunkToActiveNest[chunk] == nil) then
map.natives.activeNests = map.natives.activeNests + 1
end
map.chunkToActiveNest[chunk] = value
end
end
function chunkPropertyUtils.setPassable(map, chunk, value)
if (value == CHUNK_ALL_DIRECTIONS) then
map.chunkToPassable[chunk] = nil
else
map.chunkToPassable[chunk] = value
end
end
function chunkPropertyUtils.getPathRating(map, chunk)
return map.chunkToPathRating[chunk] or 1
end
function chunkPropertyUtils.setPathRating(map, chunk, value)
if (value == 1) then
map.chunkToPathRating[chunk] = nil
else
map.chunkToPathRating[chunk] = value
end
end
function chunkPropertyUtils.addDeathGenerator(map, chunk, value)
map.chunkToDeathGenerator[chunk] = (map.chunkToDeathGenerator[chunk] or 0) + value
end
function chunkPropertyUtils.decayDeathGenerator(map, chunk)
local gen = map.chunkToDeathGenerator[chunk]
if gen and (gen > 0) then
gen = gen * MOVEMENT_GENERATOR_PERSISTANCE
if (gen >= -2) and (gen <= 2) then
map.chunkToDeathGenerator[chunk] = nil
else
map.chunkToDeathGenerator[chunk] = gen
end
end
end
function chunkPropertyUtils.getPlayerBaseGenerator(map, chunk)
return map.chunkToPlayerBase[chunk] or 0
end
function chunkPropertyUtils.addSquadToChunk(map, chunk, squad)
local chunkToSquad = map.chunkToSquad
if squad.chunk ~= chunk then
chunkPropertyUtils.removeSquadFromChunk(map, squad)
local squads = chunkToSquad[chunk]
if not squads then
squads = {}
chunkToSquad[chunk] = squads
end
squads[#squads+1] = squad
squad.chunk = chunk
end
end
function chunkPropertyUtils.removeSquadFromChunk(map, squad)
local chunkToSquad = map.chunkToSquad
local chunk = squad.chunk
if chunk then
local squads = chunkToSquad[chunk]
if squads then
for i=#squads,1,-1 do
if (squads[i] == squad) then
tRemove(squads, i)
end
end
if (#squads == 0) then
chunkToSquad[chunk] = nil
end
end
end
end
function chunkPropertyUtils.getSquadsOnChunk(map, chunk)
return map.chunkToSquad[chunk] or map.emptySquadsOnChunk
end
function chunkPropertyUtils.setPlayerBaseGenerator(map, chunk, playerGenerator)
if (playerGenerator <= 0) then
map.chunkToPlayerBase[chunk] = nil
else
map.chunkToPlayerBase[chunk] = playerGenerator
end
end
function chunkPropertyUtils.addPlayerBaseGenerator(map, chunk, playerGenerator)
map.chunkToPlayerBase[chunk] = (map.chunkToPlayerBase[chunk] or 0) + playerGenerator
end
chunkPropertyUtilsG = chunkPropertyUtils
return chunkPropertyUtils