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Rampant/libs/BaseUtils.lua

596 lines
19 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 = {}
-- imports
local stringUtils = require("StringUtils")
local mathUtils = require("MathUtils")
local constants = require("Constants")
local chunkPropertyUtils = require("ChunkPropertyUtils")
local mapUtils = require("MapUtils")
local queryUtils = require("QueryUtils")
-- constants
local TIERS = constants.TIERS
local EVO_TO_TIER_MAPPING = constants.EVO_TO_TIER_MAPPING
local PROXY_ENTITY_LOOKUP = constants.PROXY_ENTITY_LOOKUP
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 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
-- imported functions
local isMember = stringUtils.isMember
local setPositionXYInQuery = queryUtils.setPositionXYInQuery
local euclideanDistancePoints = mathUtils.euclideanDistancePoints
local getChunkByPosition = mapUtils.getChunkByPosition
local gaussianRandomRangeRG = mathUtils.gaussianRandomRangeRG
local mFloor = math.floor
local mMin = math.min
local mMax = math.max
local getResourceGenerator = chunkPropertyUtils.getResourceGenerator
local next = next
-- module code
local function evoToTier(universe, 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(universe, targetEvolution, excludeFactions)
local tier = evoToTier(universe, 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, map, useHiveType, entityType)
local entity
local useTier
local tierRoll = map.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][map.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][map.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][map.random(#upgrade[2])]
end
end
end
end
end
end
return entity
end
local function entityUpgrade(baseAlignment, tier, maxTier, originalEntity, map)
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[map.random(#upgrade)]
if map.random() < 0.55 then
return entity
end
end
end
elseif (#upgrades > 0) then
entity = upgrades[map.random(#upgrades)]
if map.random() < 0.55 then
return entity
end
end
end
return entity
end
function baseUtils.findEntityUpgrade(baseAlignment, currentEvo, evoIndex, originalEntity, map, evolve)
local universe = map.universe
local adjCurrentEvo = mMax(
((baseAlignment ~= ENEMY_ALIGNMENT_LOOKUP[originalEntity.name]) and 0) or currentEvo,
0
)
local tier = evoToTier(universe, adjCurrentEvo, 5)
local maxTier = evoToTier(universe, 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 map.random() < 0.5 then
entityType = "biter-spawner"
else
entityType = "spitter-spawner"
end
end
local roll = map.random()
local makeHive = (chunk ~= -1) and
(
(entityType == "biter-spawner") or (entityType == "spitter-spawner")
)
and
(
(
(roll <= 0.01) and
not PROXY_ENTITY_LOOKUP[entityName]
)
or
(
(roll <= 0.210) and
(getResourceGenerator(map, chunk) > 0)
)
)
return initialEntityUpgrade(baseAlignment, tier, maxTier, map, (makeHive and "hive"), entityType)
else
return entityUpgrade(baseAlignment, tier, maxTier, originalEntity, map)
end
end
-- local
function baseUtils.findBaseInitialAlignment(universe, 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(universe, evoTop, excludeFactions), findBaseMutation(universe, evoTop, excludeFactions)}
else
result = {findBaseMutation(universe, evoTop, excludeFactions)}
end
return result
end
function baseUtils.recycleBases(universe)
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
map.universe.bases[id] = nil
end
end
end
end
function baseUtils.queueUpgrade(entity, base, disPos, evolve, register, timeDelay)
base.universe.pendingUpgrades[entity.unit_number] = {
["position"] = disPos,
["register"] = register,
["evolve"] = evolve,
["base"] = base,
["entity"] = entity,
["delayTLL"] = timeDelay
}
end
local function pickMutationFromDamageType(universe, 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 baseAlignment[2] then
if (baseAlignment[1] ~= mutation) and (baseAlignment[2] ~= mutation) then
mutated = true
end
if (roll < 0.05) then
baseAlignment[1] = mutation
baseAlignment[2] = nil
elseif (roll < 0.25) then
baseAlignment[1] = mutation
else
baseAlignment[2] = mutation
end
else
if (baseAlignment[1] ~= mutation) then
mutated = true
end
if (roll < 0.85) then
baseAlignment[1] = mutation
else
baseAlignment[2] = mutation
end
end
else
mutation = findBaseMutation(universe)
if baseAlignment[2] then
if (baseAlignment[1] ~= mutation) and (baseAlignment[2] ~= mutation) then
mutated = true
end
if (roll < 0.05) then
baseAlignment[2] = nil
baseAlignment[1] = mutation
elseif (roll < 0.25) then
baseAlignment[1] = mutation
else
baseAlignment[2] = mutation
end
else
if (baseAlignment[1] ~= mutation) then
mutated = true
end
if (roll < 0.85) then
base.alignment[1] = mutation
else
base.alignment[2] = mutation
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
return mutated
end
function baseUtils.upgradeBaseBasedOnDamage(universe, 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(universe, pickedDamage, roll, base)
end
function baseUtils.processBaseMutation(chunk, map, base)
if not base.alignment[1] or
(base.stateGeneration ~= BASE_GENERATION_STATE_ACTIVE) or
(map.random() >= 0.30)
then
return
end
if (base.points >= MINIMUM_BUILDING_COST) then
local surface = map.surface
local universe = map.universe
setPositionXYInQuery(universe.pbFilteredEntitiesPointQueryLimited,
chunk.x + (CHUNK_SIZE * map.random()),
chunk.y + (CHUNK_SIZE * map.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, true)
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 universe = map.universe
local distanceIndex = mMin(1, distance * BASE_DISTANCE_TO_EVO_INDEX)
local evoIndex = mMax(distanceIndex, universe.evolutionLevel)
local alignment =
(universe.NEW_ENEMIES and baseUtils.findBaseInitialAlignment(universe, 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,
distanceThreshold = distanceThreshold * universe.baseDistanceModifier,
tick = tick,
alignment = alignment,
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,
temperament = 0.5,
temperamentScore = 0,
universe = universe,
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 universe = base.universe
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 universe = base.universe
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
baseUtilsG = baseUtils
return baseUtils