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115 lines
4.1 KiB
Lua
Executable File
115 lines
4.1 KiB
Lua
Executable File
local aiDefense = {}
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-- imports
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local constants = require("Constants")
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local mapUtils = require("MapUtils")
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local unitGroupUtils = require("UnitGroupUtils")
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local movementUtils = require("MovementUtils")
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local chunkPropetyUtils = require("ChunkPropertyUtils")
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-- constants
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-- local RETREAT_SPAWNER_GRAB_RADIUS = constants.RETREAT_SPAWNER_GRAB_RADIUS
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local MOVEMENT_PHEROMONE = constants.MOVEMENT_PHEROMONE
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local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
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local BASE_PHEROMONE = constants.BASE_PHEROMONE
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local SQUAD_RETREATING = constants.SQUAD_RETREATING
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local INTERVAL_LOGIC = constants.INTERVAL_LOGIC
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local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK
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-- imported functions
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local mRandom = math.random
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local addSquadToChunk = chunkPropetyUtils.addSquadToChunk
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local calculateKamikazeThreshold = unitGroupUtils.calculateKamikazeThreshold
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local positionFromDirectionAndChunk = mapUtils.positionFromDirectionAndChunk
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local getNeighborChunks = mapUtils.getNeighborChunks
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local findNearbySquadFiltered = unitGroupUtils.findNearbySquadFiltered
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local addMovementPenalty = movementUtils.addMovementPenalty
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local createSquad = unitGroupUtils.createSquad
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local membersToSquad = unitGroupUtils.membersToSquad
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local scoreNeighborsForRetreat = movementUtils.scoreNeighborsForRetreat
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local findMovementPosition = movementUtils.findMovementPosition
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local getRetreatTick = chunkPropetyUtils.getRetreatTick
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local getPlayerBaseGenerator = chunkPropetyUtils.getPlayerBaseGenerator
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local setRetreatTick = chunkPropetyUtils.setRetreatTick
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local getEnemyStructureCount = chunkPropetyUtils.getEnemyStructureCount
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-- module code
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local function scoreRetreatLocation(map, neighborChunk)
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return -(neighborChunk[BASE_PHEROMONE] + -neighborChunk[MOVEMENT_PHEROMONE] + (neighborChunk[PLAYER_PHEROMONE] * 100) + (getPlayerBaseGenerator(map, neighborChunk) * 20))
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end
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function aiDefense.retreatUnits(chunk, position, squad, map, surface, natives, tick, radius, force)
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if (tick - getRetreatTick(map, chunk) > INTERVAL_LOGIC) and ((getEnemyStructureCount(map, chunk) == 0) or force) then
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local performRetreat = false
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local enemiesToSquad = nil
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if not squad then
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enemiesToSquad = surface.find_enemy_units(position, radius)
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performRetreat = #enemiesToSquad > 0
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if (mRandom() < calculateKamikazeThreshold(#enemiesToSquad, natives)) then
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setRetreatTick(map, chunk, tick + (INTERVAL_LOGIC * 10))
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performRetreat = false
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end
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elseif squad.group and squad.group.valid and (squad.status ~= SQUAD_RETREATING) and not squad.kamikaze then
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performRetreat = #squad.group.members > 1
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end
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if performRetreat then
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setRetreatTick(map, chunk, tick)
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local exitPath,exitDirection = scoreNeighborsForRetreat(chunk,
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getNeighborChunks(map, chunk.x, chunk.y),
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scoreRetreatLocation,
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map)
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if (exitPath ~= SENTINEL_IMPASSABLE_CHUNK) then
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local retreatPosition = findMovementPosition(surface,
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positionFromDirectionAndChunk(exitDirection, position, map.position, 0.98),
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false)
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if not retreatPosition then
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return
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end
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-- in order for units in a group attacking to retreat, we have to create a new group and give the command to join
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-- to each unit, this is the only way I have found to have snappy mid battle retreats even after 0.14.4
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local newSquad = findNearbySquadFiltered(map, exitPath, retreatPosition)
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if not newSquad then
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newSquad = createSquad(retreatPosition, surface, natives)
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newSquad.status = SQUAD_RETREATING
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newSquad.cycles = 4
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end
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if newSquad then
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local cmd = map.retreatCommand
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cmd.group = newSquad.group
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if enemiesToSquad then
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membersToSquad(cmd, enemiesToSquad, force)
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else
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membersToSquad(cmd, squad.group.members, true)
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newSquad.penalties = squad.penalties
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if squad.rabid then
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newSquad.rabid = true
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end
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end
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addSquadToChunk(map, chunk, newSquad)
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addMovementPenalty(natives, newSquad, 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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return aiDefense
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