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https://github.com/veden/Rampant.git
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141 lines
5.9 KiB
Lua
Executable File
141 lines
5.9 KiB
Lua
Executable File
local aiBuilding = {}
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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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-- constants
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local PLAYER_BASE_PHEROMONE = constants.PLAYER_BASE_PHEROMONE
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local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
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local PLAYER_DEFENSE_PHEROMONE = constants.PLAYER_DEFENSE_PHEROMONE
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local ENEMY_BASE_PHEROMONE = constants.ENEMY_BASE_PHEROMONE
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local DEATH_PHEROMONE = constants.DEATH_PHEROMONE
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local AI_POINT_GENERATOR_AMOUNT = constants.AI_POINT_GENERATOR_AMOUNT
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local ENEMY_BASE_GENERATOR = constants.ENEMY_BASE_GENERATOR
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local AI_SCOUT_COST = constants.AI_SCOUT_COST
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local AI_SQUAD_COST = constants.AI_SQUAD_COST
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local AI_MAX_SQUAD_COUNT = constants.AI_MAX_SQUAD_COUNT
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local AI_MAX_SQUAD_SIZE = constants.AI_MAX_SQUAD_SIZE
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local HALF_CHUNK_SIZE = constants.HALF_CHUNK_SIZE
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local CHUNK_SIZE = constants.CHUNK_SIZE
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local MAGIC_MAXIMUM_NUMBER = constants.MAGIC_MAXIMUM_NUMBER
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local NORTH_SOUTH_PASSABLE = constants.NORTH_SOUTH_PASSABLE
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local EAST_WEST_PASSABLE = constants.EAST_WEST_PASSABLE
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local COMMAND_GROUP = defines.command.group
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local DISTRACTION_BY_DAMAGE = defines.distraction.by_damage
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-- imported functions
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local getNeighborChunks = mapUtils.getNeighborChunks
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local createSquad = unitGroupUtils.createSquad
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local tableRemove = table.remove
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local mRandom = math.random
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-- module code
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function aiBuilding.accumulatePoints(natives)
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natives.points = natives.points + AI_POINT_GENERATOR_AMOUNT
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end
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function aiBuilding.removeScout(entity, natives)
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local scouts = natives.scouts
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for i=1, #scouts do
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local scout = scouts[i]
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if (scout == entity) then
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tableRemove(scouts, i)
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return
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end
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end
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end
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function aiBuilding.sendScouts(regionMap, surface, natives, chunk, neighbors, evolution_factor)
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if (natives.points > AI_SCOUT_COST) then
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local scouts = natives.scouts
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if (#scouts < 5) and (mRandom() < 0.05) then -- TODO scaled with evolution factor
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local enemy = surface.find_nearest_enemy({ position = {x = chunk.pX + HALF_CHUNK_SIZE,
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y = chunk.pY + HALF_CHUNK_SIZE },
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max_distance = HALF_CHUNK_SIZE})
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if (enemy ~= nil) and (enemy.type == "unit") then
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-- print("making scouts", natives.points)
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natives.points = natives.points - AI_SCOUT_COST
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scouts[#scouts+1] = enemy
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end
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end
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end
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end
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function aiBuilding.scouting(regionMap, surface, natives)
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-- print("scouting")
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-- enemy.set_command({type=defines.command.attack,
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-- target=game.players[1].character})
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-- if ()
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end
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function aiBuilding.digTunnel(regionMap, surface, natives)
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end
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function aiBuilding.formSquads(regionMap, surface, natives, chunk, neighbors, evolution_factor)
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if (natives.points > AI_SQUAD_COST) then
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local score = chunk[PLAYER_BASE_PHEROMONE] + chunk[PLAYER_PHEROMONE] + chunk[PLAYER_DEFENSE_PHEROMONE] + surface.get_pollution({chunk.pX, chunk.pY})
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if (score > 20) and (chunk[ENEMY_BASE_GENERATOR] ~= 0) and (#natives.squads < AI_MAX_SQUAD_COUNT * evolution_factor) and (mRandom() < 0.03) then
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local squadNeighbors = getNeighborChunks(regionMap,
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chunk.cX,
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chunk.cY)
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local squadPath
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local squadScore = -MAGIC_MAXIMUM_NUMBER
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local squadDirection
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local squadPosition = {x = 0, y = 0}
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for i=1, #squadNeighbors do
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local neighborChunk = squadNeighbors[i]
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if (neighborChunk ~= nil) and (neighborChunk[ENEMY_BASE_GENERATOR] == 0) then
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squadPosition.x = neighborChunk.pX
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squadPosition.y = neighborChunk.pY
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if (neighborChunk[NORTH_SOUTH_PASSABLE] and neighborChunk[EAST_WEST_PASSABLE]) then
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local attackScore = surface.get_pollution(squadPosition) + neighborChunk[PLAYER_PHEROMONE] + neighborChunk[PLAYER_DEFENSE_PHEROMONE]
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local avoidScore = neighborChunk[DEATH_PHEROMONE] -- + neighborChunk[ENEMY_BASE_PHEROMONE]
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local score = attackScore - avoidScore
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if (squadScore < attackScore) then
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squadScore = attackScore
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squadPath = neighborChunk
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squadDirection = i
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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 (squadPath ~= nil) and (squadScore > 0) then
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squadPosition.x = squadPath.pX + HALF_CHUNK_SIZE
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squadPosition.y = squadPath.pY + HALF_CHUNK_SIZE
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local squad = createSquad(squadPosition, surface, natives)
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local foundUnits = surface.set_multi_command({command = { type = COMMAND_GROUP,
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group = squad.group,
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distraction = DISTRACTION_BY_DAMAGE },
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unit_count = AI_MAX_SQUAD_SIZE * evolution_factor,
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unit_search_distance = (CHUNK_SIZE*2) })
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if (foundUnits > 0) then
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-- print("making squad", natives.points, foundUnits, squadPath.cX, squadPath.cY)
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natives.points = natives.points - AI_SQUAD_COST
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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 aiBuilding |