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Rampant/libs/ChunkPropertyUtils.lua

668 lines
22 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 chunkPropertyUtilsG then
return chunkPropertyUtilsG
end
local chunkPropertyUtils = {}
local constants = require("Constants")
local mathUtils = require("MathUtils")
-- constants
local COOLDOWN_DRAIN = constants.COOLDOWN_DRAIN
local RAIDING_MINIMUM_BASE_THRESHOLD = constants.RAIDING_MINIMUM_BASE_THRESHOLD
local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
local BASE_PHEROMONE = constants.BASE_PHEROMONE
local MOVEMENT_GENERATOR_PERSISTANCE = constants.MOVEMENT_GENERATOR_PERSISTANCE
local CHUNK_ALL_DIRECTIONS = constants.CHUNK_ALL_DIRECTIONS
local MAGIC_MAXIMUM_NUMBER = constants.MAGIC_MAXIMUM_NUMBER
-- imported functions
local manhattenDistancePoints = mathUtils.manhattenDistancePoints
local mMin = math.min
-- module code
function chunkPropertyUtils.getTurretCount(map, chunk)
return map.chunkToTurrets[chunk.id] or 0
end
function chunkPropertyUtils.getTrapCount(map, chunk)
return map.chunkToTraps[chunk.id] or 0
end
function chunkPropertyUtils.getUtilityCount(map, chunk)
return map.chunkToUtilities[chunk.id] or 0
end
function chunkPropertyUtils.getHiveCount(map, chunk)
return map.chunkToHives[chunk.id] or 0
end
function chunkPropertyUtils.addTurretCount(map, chunk, unitNumber)
map.activeSurface = true
if not map.chunkToTurretIds[chunk.id] then
map.chunkToTurretIds[chunk.id] = {}
end
if not map.chunkToTurretIds[chunk.id][unitNumber] then
map.chunkToTurretIds[chunk.id][unitNumber] = true
map.chunkToTurrets[chunk.id] = (map.chunkToTurrets[chunk.id] or 0) + 1
return true
end
return false
end
function chunkPropertyUtils.removeTurretCount(map, chunk, unitNumber)
if map.chunkToTurretIds[chunk.id] and map.chunkToTurretIds[chunk.id][unitNumber] then
map.chunkToTurretIds[chunk.id][unitNumber] = nil
map.chunkToTurrets[chunk.id] = map.chunkToTurrets[chunk.id] - 1
if map.chunkToTurrets[chunk.id] == 0 then
map.chunkToTurretIds[chunk.id] = nil
map.chunkToTurrets[chunk.id] = nil
end
return true
end
return false
end
function chunkPropertyUtils.addTrapCount(map, chunk, unitNumber)
map.activeSurface = true
if not map.chunkToTrapIds[chunk.id] then
map.chunkToTrapIds[chunk.id] = {}
end
if not map.chunkToTrapIds[chunk.id][unitNumber] then
map.chunkToTrapIds[chunk.id][unitNumber] = true
map.chunkToTraps[chunk.id] = (map.chunkToTraps[chunk.id] or 0) + 1
return true
end
return false
end
function chunkPropertyUtils.removeTrapCount(map, chunk, unitNumber)
if map.chunkToTrapIds[chunk.id] and map.chunkToTrapIds[chunk.id][unitNumber] then
map.chunkToTrapIds[chunk.id][unitNumber] = nil
map.chunkToTraps[chunk.id] = map.chunkToTraps[chunk.id] - 1
if map.chunkToTraps[chunk.id] == 0 then
map.chunkToTrapIds[chunk.id] = nil
map.chunkToTraps[chunk.id] = nil
end
return true
end
return false
end
function chunkPropertyUtils.addUtilitiesCount(map, chunk, unitNumber)
map.activeSurface = true
if not map.chunkToUtilityIds[chunk.id] then
map.chunkToUtilityIds[chunk.id] = {}
end
if not map.chunkToUtilityIds[chunk.id][unitNumber] then
map.chunkToUtilityIds[chunk.id][unitNumber] = true
map.chunkToUtilities[chunk.id] = (map.chunkToUtilities[chunk.id] or 0) + 1
return true
end
return false
end
function chunkPropertyUtils.removeUtilitiesCount(map, chunk, unitNumber)
if map.chunkToUtilityIds[chunk.id] and map.chunkToUtilityIds[chunk.id][unitNumber] then
map.chunkToUtilityIds[chunk.id][unitNumber] = nil
map.chunkToUtilities[chunk.id] = map.chunkToUtilities[chunk.id] - 1
if map.chunkToUtilities[chunk.id] == 0 then
map.chunkToUtilityIds[chunk.id] = nil
map.chunkToUtilities[chunk.id] = nil
end
return true
end
return false
end
function chunkPropertyUtils.addHiveCount(map, chunk, unitNumber)
map.activeSurface = true
if not map.chunkToHiveIds[chunk.id] then
map.chunkToHiveIds[chunk.id] = {}
end
if not map.chunkToHiveIds[chunk.id][unitNumber] then
map.chunkToHiveIds[chunk.id][unitNumber] = true
map.chunkToHives[chunk.id] = (map.chunkToHives[chunk.id] or 0) + 1
return true
end
return false
end
function chunkPropertyUtils.removeHiveCount(map, chunk, unitNumber)
if map.chunkToHiveIds[chunk.id] and map.chunkToHiveIds[chunk.id][unitNumber] then
map.chunkToHiveIds[chunk.id][unitNumber] = nil
map.chunkToHives[chunk.id] = map.chunkToHives[chunk.id] - 1
if map.chunkToHives[chunk.id] == 0 then
map.chunkToHiveIds[chunk.id] = nil
map.chunkToHives[chunk.id] = nil
end
return true
end
return false
end
function chunkPropertyUtils.addNestCount(map, chunk, unitNumber)
map.activeSurface = true
local chunkId = chunk.id
if not map.chunkToNestIds[chunkId] then
map.chunkToNestIds[chunkId] = {}
end
if not map.chunkToNestIds[chunkId][unitNumber] then
map.chunkToNestIds[chunkId][unitNumber] = true
local cToN = map.universe.chunkToNests
local pack = cToN[chunkId]
if not pack then
cToN[chunkId] = {
map = map,
v = 0
}
end
cToN[chunkId].v = cToN[chunkId].v + 1
return true
end
return false
end
function chunkPropertyUtils.removeNestCount(map, chunk, unitNumber)
local chunkId = chunk.id
if map.chunkToNestIds[chunkId] and map.chunkToNestIds[chunkId][unitNumber] then
map.chunkToNestIds[chunkId][unitNumber] = nil
local cToN = map.universe.chunkToNests
cToN[chunkId].v = cToN[chunkId].v - 1
if cToN[chunkId].v == 0 then
map.chunkToNestIds[chunkId] = nil
cToN[chunkId] = nil
if (map.universe.processMigrationIterator == chunkId) then
map.universe.processMigrationIterator = nil
end
if (map.universe.processNestIterator == chunkId) then
map.universe.processNestIterator = nil
end
end
return true
end
return false
end
function chunkPropertyUtils.getNestCount(map, chunk)
local nestPack = map.universe.chunkToNests[chunk.id]
if not nestPack then
return 0
end
return nestPack.v
end
function chunkPropertyUtils.getChunkBase(map, chunk)
return map.chunkToBase[chunk.id]
end
function chunkPropertyUtils.removeChunkBase(map, chunk, base)
if map.chunkToBase[chunk.id] then
base.chunkCount = base.chunkCount - 1
map.chunkToBase[chunk.id] = nil
end
end
function chunkPropertyUtils.setChunkBase(map, chunk, base)
if not map.chunkToBase[chunk.id] then
base.chunkCount = base.chunkCount + 1
map.chunkToBase[chunk.id] = base
end
end
function chunkPropertyUtils.getEnemyStructureCount(map, chunk)
local nests = 0
local nestPack = map.universe.chunkToNests[chunk.id]
if nestPack then
nests = nestPack.v
end
return nests + (map.chunkToTurrets[chunk.id] or 0) + (map.chunkToTraps[chunk.id] or 0) +
(map.chunkToUtilities[chunk.id] or 0) + (map.chunkToHives[chunk.id] or 0)
end
function chunkPropertyUtils.setDrainPylons(map, entity1, entity2)
local pair = {entity1, entity2}
map.drainPylons[entity1.unit_number] = pair
map.drainPylons[entity2.unit_number] = pair
end
function chunkPropertyUtils.removeDrainPylons(map, unitNumber)
local pair = map.drainPylons[unitNumber]
if pair then
local target = pair[1]
local pole = pair[2]
if target.unit_number == unitNumber then
map.drainPylons[unitNumber] = nil
if pole.valid then
map.drainPylons[pole.unit_number] = nil
pole.destroy()
end
elseif (pole.unit_number == unitNumber) then
map.drainPylons[unitNumber] = nil
if target.valid then
map.drainPylons[target.unit_number] = nil
target.die()
end
end
end
end
function chunkPropertyUtils.getDrainPylonPair(map, unitNumber)
return map.drainPylons[unitNumber]
end
function chunkPropertyUtils.isDrained(map, chunk, tick)
local pack = map.universe.chunkToDrained[chunk.id]
if not pack then
return false
end
return (tick - pack.tick) < COOLDOWN_DRAIN
end
function chunkPropertyUtils.setDrainedTick(map, chunk, tick)
local chunkId = chunk.id
local pack = map.universe.chunkToDrained[chunkId]
if not pack then
pack = {
map = map,
tick = 0
}
map.universe.chunkToDrained[chunkId] = pack
end
pack.tick = tick
end
function chunkPropertyUtils.getRetreatTick(map, chunk)
local pack = map.universe.chunkToRetreats[chunk.id]
if not pack then
return 0
end
return pack.tick
end
function chunkPropertyUtils.getRallyTick(map, chunk)
local pack = map.universe.chunkToRallys[chunk.id]
if not pack then
return 0
end
return pack.tick
end
function chunkPropertyUtils.setRallyTick(map, chunk, tick)
local chunkId = chunk.id
local pack = map.universe.chunkToRallys[chunkId]
if not pack then
pack = {
map = map,
tick = tick
}
map.universe.chunkToRallys[chunkId] = pack
end
pack.tick = tick
end
function chunkPropertyUtils.setRetreatTick(map, chunk, tick)
local chunkId = chunk.id
local pack = map.universe.chunkToRetreats[chunkId]
if not pack then
pack = {
map = map,
tick = tick
}
map.universe.chunkToRetreats[chunkId] = pack
end
pack.tick = tick
end
function chunkPropertyUtils.setResourceGenerator(map, chunk, resourceGenerator)
if (resourceGenerator <= 0) then
map.chunkToResource[chunk.id] = nil
else
map.chunkToResource[chunk.id] = resourceGenerator
end
end
function chunkPropertyUtils.getResourceGenerator(map, chunk)
return map.chunkToResource[chunk.id] or 0
end
function chunkPropertyUtils.addResourceGenerator(map, chunk, delta)
map.chunkToResource[chunk.id] = (map.chunkToResource[chunk.id] or 0) + delta
end
function chunkPropertyUtils.getDeathGeneratorRating(map, chunk)
return 1 - (map.chunkToDeathGenerator[chunk.id] or 0)
end
function chunkPropertyUtils.getDeathGenerator(map, chunk)
return map.chunkToDeathGenerator[chunk.id] or 0
end
function chunkPropertyUtils.getPassable(map, chunk)
return map.chunkToPassable[chunk.id] or CHUNK_ALL_DIRECTIONS
end
function chunkPropertyUtils.getRaidNestActiveness(map, chunk)
local activeness = map.universe.chunkToActiveRaidNest[chunk.id]
if not activeness then
return 0
end
return activeness.v or 0
end
function chunkPropertyUtils.setRaidNestActiveness(map, chunk, value, base)
local universe = map.universe
if (value <= 0) then
if universe.chunkToActiveRaidNest[chunk.id] then
base.activeRaidNests = base.activeRaidNests - 1
end
if (universe.processActiveRaidSpawnerIterator == chunk.id) then
universe.processActiveRaidSpawnerIterator = nil
end
universe.chunkToActiveRaidNest[chunk.id] = nil
else
if not universe.chunkToActiveRaidNest[chunk.id] then
base.activeRaidNests = base.activeRaidNests + 1
universe.chunkToActiveRaidNest[chunk.id] = {
map = map,
v = 0
}
end
universe.chunkToActiveRaidNest[chunk.id].v = value
end
end
function chunkPropertyUtils.getNestActiveness(map, chunk)
local activeness = map.universe.chunkToActiveNest[chunk.id]
if not activeness then
return 0
end
return activeness.v or 0
end
function chunkPropertyUtils.setNestActiveness(map, chunk, value, base)
local universe = map.universe
if (value <= 0) then
if universe.chunkToActiveNest[chunk.id] then
base.activeNests = base.activeNests - 1
end
if (universe.processActiveSpawnerIterator == chunk.id) then
universe.processActiveSpawnerIterator = nil
end
universe.chunkToActiveNest[chunk.id] = nil
else
if not universe.chunkToActiveNest[chunk.id] then
base.activeNests = base.activeNests + 1
universe.chunkToActiveNest[chunk.id] = {
map = map,
v = 0
}
end
universe.chunkToActiveNest[chunk.id].v = value
end
end
function chunkPropertyUtils.setPassable(map, chunk, value)
if (value == CHUNK_ALL_DIRECTIONS) then
map.chunkToPassable[chunk.id] = nil
else
map.chunkToPassable[chunk.id] = value
end
end
function chunkPropertyUtils.getPathRating(map, chunk)
return map.chunkToPathRating[chunk.id] or 1
end
function chunkPropertyUtils.setPathRating(map, chunk, value)
if (value == 1) then
map.chunkToPathRating[chunk.id] = nil
else
map.chunkToPathRating[chunk.id] = value
end
end
function chunkPropertyUtils.addDeathGenerator(map, chunk, value)
map.chunkToDeathGenerator[chunk.id] = (map.chunkToDeathGenerator[chunk.id] or 0) + value
end
function chunkPropertyUtils.setDeathGenerator(map, chunk, value)
if (value <= 0.001) and (value >= -0.001) then
map.chunkToDeathGenerator[chunk.id] = nil
else
map.chunkToDeathGenerator[chunk.id] = value
end
end
function chunkPropertyUtils.addVictoryGenerator(map, chunk, value)
local cToV = map.universe.chunkToVictory
local chunkId = chunk.id
if not cToV[chunkId] then
cToV[chunkId] = {
map = map,
v = 0
}
end
cToV[chunkId].v = cToV[chunkId].v + value
end
function chunkPropertyUtils.decayDeathGenerator(map, chunk)
local gen = map.chunkToDeathGenerator[chunk.id]
if gen then
local v = gen * MOVEMENT_GENERATOR_PERSISTANCE
if v <= 0.001 then
map.chunkToDeathGenerator[chunk.id] = nil
else
map.chunkToDeathGenerator[chunk.id] = v
end
end
end
function chunkPropertyUtils.addPlayerToChunk(map, chunk, name)
local playerCountChunks = map.chunkToPlayerCount
local playerChunk = map.playerToChunk[name]
if not playerChunk then
map.playerToChunk[name] = chunk
local playerCount = playerCountChunks[chunk.id]
if not playerCount then
playerCountChunks[chunk.id] = 1
else
playerCountChunks[chunk.id] = playerCount + 1
end
elseif (playerChunk.id ~= chunk.id) then
map.playerToChunk[name] = chunk
local playerCount = playerCountChunks[playerChunk.id]
if playerCount then
chunkPropertyUtils.setPlayersOnChunk(map, playerChunk, playerCount - 1)
end
playerCount = playerCountChunks[chunk.id]
if not playerCount then
playerCountChunks[chunk.id] = 1
else
playerCountChunks[chunk.id] = playerCount + 1
end
end
end
function chunkPropertyUtils.setPlayersOnChunk(map, chunk, value)
if (value <= 0) then
map.chunkToPlayerCount[chunk.id] = nil
else
map.chunkToPlayerCount[chunk.id] = value
end
end
function chunkPropertyUtils.getPlayersOnChunk(map, chunk)
return map.chunkToPlayerCount[chunk.id] or 0
end
function chunkPropertyUtils.getPlayerBaseGenerator(map, chunk)
return map.chunkToPlayerBase[chunk.id] or 0
end
function chunkPropertyUtils.addSquadToChunk(map, chunk, squad)
local chunkToSquad = map.chunkToSquad
if (chunk ~= -1) and ((squad.chunk == -1) or (squad.chunk.id ~= chunk.id)) then
chunkPropertyUtils.removeSquadFromChunk(map, squad)
local squads = chunkToSquad[chunk.id]
if not squads then
squads = {}
chunkToSquad[chunk.id] = squads
end
squads[squad.groupNumber] = squad
squad.chunk = chunk
end
end
function chunkPropertyUtils.removeSquadFromChunk(map, squad)
local chunkToSquad = map.chunkToSquad
local chunk = squad.chunk
if (chunk ~= -1) then
local squads = chunkToSquad[chunk.id]
if squads then
squads[squad.groupNumber] = nil
if (table_size(squads) == 0) then
chunkToSquad[chunk.id] = nil
end
end
end
end
function chunkPropertyUtils.getSquadsOnChunk(map, chunk)
return map.chunkToSquad[chunk.id] or map.emptySquadsOnChunk
end
function chunkPropertyUtils.setPlayerBaseGenerator(map, chunk, playerGenerator)
if (playerGenerator <= 0) then
map.chunkToPlayerBase[chunk.id] = nil
else
map.chunkToPlayerBase[chunk.id] = playerGenerator
end
end
function chunkPropertyUtils.addPlayerBaseGenerator(map, chunk, playerGenerator)
map.chunkToPlayerBase[chunk.id] = (map.chunkToPlayerBase[chunk.id] or 0) + playerGenerator
end
function chunkPropertyUtils.findNearbyBase(map, chunk)
local x = chunk.x
local y = chunk.y
local foundBase = chunkPropertyUtils.getChunkBase(map, chunk)
if foundBase then
return foundBase
end
local closest = MAGIC_MAXIMUM_NUMBER
for _, base in pairs(map.bases) do
local distance = manhattenDistancePoints(base.x, base.y, x, y)
if (distance <= base.distanceThreshold) and (distance < closest) then
closest = distance
foundBase = base
end
end
return foundBase
end
function chunkPropertyUtils.findNearbyBaseByPosition(map, x, y)
local foundBase
local closest = MAGIC_MAXIMUM_NUMBER
for _, base in pairs(map.bases) do
local distance = manhattenDistancePoints(base.x, base.y, x, y)
if (distance <= base.distanceThreshold) and (distance < closest) then
closest = distance
foundBase = base
end
end
return foundBase
end
function chunkPropertyUtils.processNestActiveness(map, chunk)
local nests = chunkPropertyUtils.getNestCount(map, chunk)
local base = chunkPropertyUtils.findNearbyBase(map, chunk)
if (nests > 0) then
local surface = map.surface
local activeness = chunkPropertyUtils.getNestActiveness(map, chunk)
local universe = map.universe
local raidActiveness = chunkPropertyUtils.getRaidNestActiveness(map, chunk)
if universe.attackUsePlayer and (chunk[PLAYER_PHEROMONE] > universe.attackPlayerThreshold) then
chunkPropertyUtils.setNestActiveness(map, chunk, mMin(activeness + 5, 20), base)
elseif (chunk[BASE_PHEROMONE] > 0) then
if (surface.get_pollution(chunk) > 0) then
chunkPropertyUtils.setNestActiveness(map, chunk, mMin(activeness + 5, 20), base)
else
local x = chunk.x
local y = chunk.y
local position = {x=0,y=0}
local pollutionThreshold = universe.pollutionDiffuseMinimum
position.x = x + 32
position.y = y
if (surface.get_pollution(position) > pollutionThreshold) then
chunkPropertyUtils.setNestActiveness(map, chunk, mMin(activeness + 5, 20), base)
else
position.x = x - 32
if (surface.get_pollution(position) > pollutionThreshold) then
chunkPropertyUtils.setNestActiveness(map, chunk, mMin(activeness + 5, 20), base)
else
position.x = x
position.y = y - 32
if (surface.get_pollution(position) > pollutionThreshold) then
chunkPropertyUtils.setNestActiveness(map, chunk, mMin(activeness + 5, 20), base)
else
position.y = y + 32
if (surface.get_pollution(position) > pollutionThreshold) then
chunkPropertyUtils.setNestActiveness(map, chunk, mMin(activeness + 5, 20), base)
else
chunkPropertyUtils.setNestActiveness(map, chunk, activeness - 2, base)
if (chunk[BASE_PHEROMONE] > RAIDING_MINIMUM_BASE_THRESHOLD) then
chunkPropertyUtils.setRaidNestActiveness(map, chunk, mMin(raidActiveness + 3, 20), base)
else
chunkPropertyUtils.setRaidNestActiveness(map, chunk, raidActiveness - 1, base)
end
end
end
end
end
end
else
chunkPropertyUtils.setNestActiveness(map, chunk, activeness - 5, base)
chunkPropertyUtils.setRaidNestActiveness(map, chunk, raidActiveness - 5, base)
end
elseif base then
chunkPropertyUtils.setNestActiveness(map, chunk, 0, base)
chunkPropertyUtils.setRaidNestActiveness(map, chunk, 0, base)
end
end
chunkPropertyUtilsG = chunkPropertyUtils
return chunkPropertyUtils