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mirror of https://github.com/veden/Rampant.git synced 2024-12-30 21:19:46 +02:00
Rampant/libs/ChunkUtils.lua

626 lines
22 KiB
Lua

if chunkUtilsG then
return chunkUtilsG
end
local chunkUtils = {}
-- imports
local baseUtils = require("BaseUtils")
local constants = require("Constants")
local mapUtils = require("MapUtils")
local chunkPropertyUtils = require("ChunkPropertyUtils")
local mathUtils = require("MathUtils")
local queryUtils = require("QueryUtils")
-- constants
local HIVE_BUILDINGS_TYPES = constants.HIVE_BUILDINGS_TYPES
local DEFINES_WIRE_TYPE_RED = defines.wire_type.red
local DEFINES_WIRE_TYPE_GREEN = defines.wire_type.green
local CHUNK_PASS_THRESHOLD = constants.CHUNK_PASS_THRESHOLD
local AI_STATE_ONSLAUGHT = constants.AI_STATE_ONSLAUGHT
local BASE_PHEROMONE = constants.BASE_PHEROMONE
local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
local RESOURCE_PHEROMONE = constants.RESOURCE_PHEROMONE
local BUILDING_PHEROMONES = constants.BUILDING_PHEROMONES
local CHUNK_SIZE = constants.CHUNK_SIZE
local CHUNK_SIZE_DIVIDER = constants.CHUNK_SIZE_DIVIDER
local CHUNK_NORTH_SOUTH = constants.CHUNK_NORTH_SOUTH
local CHUNK_EAST_WEST = constants.CHUNK_EAST_WEST
local CHUNK_ALL_DIRECTIONS = constants.CHUNK_ALL_DIRECTIONS
local CHUNK_IMPASSABLE = constants.CHUNK_IMPASSABLE
local RESOURCE_NORMALIZER = constants.RESOURCE_NORMALIZER
local CHUNK_TICK = constants.CHUNK_TICK
local GENERATOR_PHEROMONE_LEVEL_1 = constants.GENERATOR_PHEROMONE_LEVEL_1
local GENERATOR_PHEROMONE_LEVEL_3 = constants.GENERATOR_PHEROMONE_LEVEL_3
local GENERATOR_PHEROMONE_LEVEL_5 = constants.GENERATOR_PHEROMONE_LEVEL_5
local GENERATOR_PHEROMONE_LEVEL_6 = constants.GENERATOR_PHEROMONE_LEVEL_6
-- imported functions
local setAreaInQuery = queryUtils.setAreaInQuery
local setPlayerBaseGenerator = chunkPropertyUtils.setPlayerBaseGenerator
local addPlayerBaseGenerator = chunkPropertyUtils.addPlayerBaseGenerator
local setResourceGenerator = chunkPropertyUtils.setResourceGenerator
local addResourceGenerator = chunkPropertyUtils.addResourceGenerator
local addNestCount = chunkPropertyUtils.addNestCount
local removeNestCount = chunkPropertyUtils.removeNestCount
local addHiveCount = chunkPropertyUtils.addHiveCount
local removeHiveCount = chunkPropertyUtils.removeHiveCount
local addTrapCount = chunkPropertyUtils.addTrapCount
local removeTrapCount = chunkPropertyUtils.removeTrapCount
local addTurretCount = chunkPropertyUtils.addTurretCount
local removeTurretCount = chunkPropertyUtils.removeTurretCount
local addUtilityCount = chunkPropertyUtils.addUtilityCount
local removeUtilityCount = chunkPropertyUtils.removeUtilityCount
local getPlayerBaseGenerator = chunkPropertyUtils.getPlayerBaseGenerator
local getNestCount = chunkPropertyUtils.getNestCount
local setRaidNestActiveness = chunkPropertyUtils.setRaidNestActiveness
local setNestActiveness = chunkPropertyUtils.setNestActiveness
local processNestActiveness = chunkPropertyUtils.processNestActiveness
local removeChunkBase = chunkPropertyUtils.removeChunkBase
local getEnemyStructureCount = chunkPropertyUtils.getEnemyStructureCount
local findNearbyBase = baseUtils.findNearbyBase
local createBase = baseUtils.createBase
local upgradeEntity = baseUtils.upgradeEntity
local euclideanDistancePoints = mathUtils.euclideanDistancePoints
local getChunkBase = chunkPropertyUtils.getChunkBase
local setChunkBase = chunkPropertyUtils.setChunkBase
local setPassable = chunkPropertyUtils.setPassable
local setPathRating = chunkPropertyUtils.setPathRating
local getChunkByXY = mapUtils.getChunkByXY
local mMin = math.min
local mMax = math.max
local mFloor = math.floor
-- module code
local function getEntityOverlapChunks(map, entity)
local boundingBox = entity.prototype.collision_box or entity.prototype.selection_box
local overlapArray = map.universe.chunkOverlapArray
overlapArray[1] = -1 --LeftTop
overlapArray[2] = -1 --RightTop
overlapArray[3] = -1 --LeftBottom
overlapArray[4] = -1 --RightBottom
if boundingBox then
local center = entity.position
local topXOffset = boundingBox.left_top.x
local topYOffset = boundingBox.left_top.y
local bottomXOffset = boundingBox.right_bottom.x
local bottomYOffset = boundingBox.right_bottom.y
local leftTopChunkX = mFloor((center.x + topXOffset) * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
local leftTopChunkY = mFloor((center.y + topYOffset) * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
local rightTopChunkX = mFloor((center.x + bottomXOffset) * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
local leftBottomChunkY = mFloor((center.y + bottomYOffset) * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
overlapArray[1] = getChunkByXY(map, leftTopChunkX, leftTopChunkY) -- LeftTop
if (leftTopChunkX ~= rightTopChunkX) then
overlapArray[2] = getChunkByXY(map, rightTopChunkX, leftTopChunkY) -- RightTop
end
if (leftTopChunkY ~= leftBottomChunkY) then
overlapArray[3] = getChunkByXY(map, leftTopChunkX, leftBottomChunkY) -- LeftBottom
end
if (leftTopChunkX ~= rightTopChunkX) and (leftTopChunkY ~= leftBottomChunkY) then
overlapArray[4] = getChunkByXY(map, rightTopChunkX, leftBottomChunkY) -- RightBottom
end
end
return overlapArray
end
local function scanPaths(chunk, map)
local surface = map.surface
local pass = CHUNK_IMPASSABLE
local x = chunk.x
local y = chunk.y
local universe = map.universe
local filteredEntitiesCliffQuery = universe.filteredEntitiesCliffQuery
local filteredTilesPathQuery = universe.filteredTilesPathQuery
local count_entities_filtered = surface.count_entities_filtered
local count_tiles_filtered = surface.count_tiles_filtered
local passableNorthSouth = false
local passableEastWest = false
local topPosition = filteredEntitiesCliffQuery.area[1]
local bottomPosition = filteredEntitiesCliffQuery.area[2]
topPosition[2] = y
bottomPosition[2] = y + 32
for xi=x, x + 32 do
topPosition[1] = xi
bottomPosition[1] = xi + 1
if (count_entities_filtered(filteredEntitiesCliffQuery) == 0) and
(count_tiles_filtered(filteredTilesPathQuery) == 0)
then
passableNorthSouth = true
break
end
end
topPosition[1] = x
bottomPosition[1] = x + 32
for yi=y, y + 32 do
topPosition[2] = yi
bottomPosition[2] = yi + 1
if (count_entities_filtered(filteredEntitiesCliffQuery) == 0) and
(count_tiles_filtered(filteredTilesPathQuery) == 0)
then
passableEastWest = true
break
end
end
if passableEastWest and passableNorthSouth then
pass = CHUNK_ALL_DIRECTIONS
elseif passableEastWest then
pass = CHUNK_EAST_WEST
elseif passableNorthSouth then
pass = CHUNK_NORTH_SOUTH
end
return pass
end
local function scorePlayerBuildings(map)
local surface = map.surface
local universe = map.universe
if surface.count_entities_filtered(universe.hasPlayerStructuresQuery) > 0 then
return (surface.count_entities_filtered(universe.filteredEntitiesPlayerQueryLowest) * GENERATOR_PHEROMONE_LEVEL_1) +
(surface.count_entities_filtered(universe.filteredEntitiesPlayerQueryLow) * GENERATOR_PHEROMONE_LEVEL_3) +
(surface.count_entities_filtered(universe.filteredEntitiesPlayerQueryHigh) * GENERATOR_PHEROMONE_LEVEL_5) +
(surface.count_entities_filtered(universe.filteredEntitiesPlayerQueryHighest) * GENERATOR_PHEROMONE_LEVEL_6)
end
return 0
end
function chunkUtils.initialScan(chunk, map, tick)
local surface = map.surface
local universe = map.universe
local waterTiles = (1 - (surface.count_tiles_filtered(universe.filteredTilesQuery) * 0.0009765625)) * 0.80
local enemyBuildings = surface.find_entities_filtered(universe.filteredEntitiesEnemyStructureQuery)
if (waterTiles >= CHUNK_PASS_THRESHOLD) or (#enemyBuildings > 0) then
local neutralObjects = mMax(0,
mMin(1 - (surface.count_entities_filtered(universe.filteredEntitiesChunkNeutral) * 0.005),
1) * 0.20)
local pass = scanPaths(chunk, map)
local playerObjects = scorePlayerBuildings(map)
if ((playerObjects > 0) or (#enemyBuildings > 0)) and (pass == CHUNK_IMPASSABLE) then
pass = CHUNK_ALL_DIRECTIONS
end
if (pass ~= CHUNK_IMPASSABLE) then
local resources = surface.count_entities_filtered(universe.countResourcesQuery) * RESOURCE_NORMALIZER
local buildingHiveTypeLookup = universe.buildingHiveTypeLookup
local counts = map.chunkScanCounts
for i=1,#HIVE_BUILDINGS_TYPES do
counts[HIVE_BUILDINGS_TYPES[i]] = 0
end
if (#enemyBuildings > 0) then
if universe.NEW_ENEMIES then
local base = findNearbyBase(map, chunk)
if not base then
base = createBase(map, chunk, tick)
end
local unitList = surface.find_entities_filtered(universe.filteredEntitiesUnitQuery)
for i=1,#unitList do
local unit = unitList[i]
if (unit.valid) then
unit.destroy()
end
end
for i = 1, #enemyBuildings do
local enemyBuilding = enemyBuildings[i]
chunkUtils.registerEnemyBaseStructure(map, enemyBuilding, tick, base)
if not buildingHiveTypeLookup[enemyBuilding.name] then
upgradeEntity(enemyBuilding, base, map, nil, true)
end
end
else
for i=1,#enemyBuildings do
local building = enemyBuildings[i]
chunkUtils.registerEnemyBaseStructure(map, building, tick)
end
end
end
setPlayerBaseGenerator(map, chunk, playerObjects)
setResourceGenerator(map, chunk, resources)
setPassable(map, chunk, pass)
setPathRating(map, chunk, waterTiles + neutralObjects)
return chunk
end
end
return -1
end
function chunkUtils.chunkPassScan(chunk, map)
local surface = map.surface
local universe = map.universe
local waterTiles = (1 - (surface.count_tiles_filtered(universe.filteredTilesQuery) * 0.0009765625)) * 0.80
if (waterTiles >= CHUNK_PASS_THRESHOLD) then
local neutralObjects = mMax(0,
mMin(1 - (surface.count_entities_filtered(universe.filteredEntitiesChunkNeutral) * 0.005),
1) * 0.20)
local pass = scanPaths(chunk, map)
local playerObjects = getPlayerBaseGenerator(map, chunk)
local nests = getNestCount(map, chunk)
if ((playerObjects > 0) or (nests > 0)) and (pass == CHUNK_IMPASSABLE) then
pass = CHUNK_ALL_DIRECTIONS
end
setPassable(map, chunk, pass)
setPathRating(map, chunk, waterTiles + neutralObjects)
if pass == CHUNK_IMPASSABLE then
return -1
end
return chunk
end
return -1
end
function chunkUtils.mapScanPlayerChunk(chunk, map)
local playerObjects = scorePlayerBuildings(map)
setPlayerBaseGenerator(map, chunk, playerObjects)
end
function chunkUtils.mapScanResourceChunk(chunk, map)
local surface = map.surface
local universe = map.universe
local resources = surface.count_entities_filtered(universe.countResourcesQuery) * RESOURCE_NORMALIZER
setResourceGenerator(map, chunk, resources)
local waterTiles = (1 - (surface.count_tiles_filtered(universe.filteredTilesQuery) * 0.0009765625)) * 0.80
local neutralObjects = mMax(0,
mMin(1 - (surface.count_entities_filtered(universe.filteredEntitiesChunkNeutral) * 0.005),
1) * 0.20)
setPathRating(map, chunk, waterTiles + neutralObjects)
end
function chunkUtils.mapScanEnemyChunk(chunk, map, tick)
local universe = map.universe
local query = universe.filteredEntitiesEnemyStructureQuery
setAreaInQuery(query, chunk, CHUNK_SIZE)
local buildings = map.surface.find_entities_filtered(query)
local counts = map.chunkScanCounts
for i=1,#HIVE_BUILDINGS_TYPES do
counts[HIVE_BUILDINGS_TYPES[i]] = 0
end
local base
if universe.NEW_ENEMIES then
base = findNearbyBase(map, chunk)
if not base then
base = createBase(map, chunk, tick)
end
end
for i=1,#buildings do
local building = buildings[i]
chunkUtils.registerEnemyBaseStructure(map, building, tick, base)
end
end
function chunkUtils.entityForPassScan(map, entity)
local overlapArray = getEntityOverlapChunks(map, entity)
for i=1,#overlapArray do
local chunk = overlapArray[i]
if (chunk ~= -1) and not map.universe.chunkToPassScan[chunk.id] then
map.universe.chunkToPassScan[chunk.id] = {
map = map,
chunk = chunk
}
end
end
end
local function newChunkId(universe)
local id = universe.chunkId
universe.chunkId = universe.chunkId + 1
return id
end
function chunkUtils.createChunk(map, topX, topY)
local chunk = {
x = topX,
y = topY,
dOrigin = euclideanDistancePoints(topX, topY, 0, 0),
id = newChunkId(map.universe)
}
chunk[BASE_PHEROMONE] = 0
chunk[PLAYER_PHEROMONE] = 0
chunk[RESOURCE_PHEROMONE] = 0
chunk[CHUNK_TICK] = 0
return chunk
end
function chunkUtils.colorChunk(chunk, surface, color, ttl)
local lx = math.floor(chunk.x * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
local ly = math.floor(chunk.y * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
rendering.draw_rectangle({
color = color or {0.1, 0.3, 0.1, 0.6},
width = 32 * 32,
filled = true,
left_top = {lx, ly},
right_bottom = {lx+32, ly+32},
surface = surface,
time_to_live = ttl or 180,
draw_on_ground = true,
visible = true
})
end
function chunkUtils.colorXY(x, y, surface, color)
local lx = math.floor(x * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
local ly = math.floor(y * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
rendering.draw_rectangle({
color = color or {0.1, 0.3, 0.1, 0.6},
width = 32 * 32,
filled = true,
left_top = {lx, ly},
right_bottom = {lx+32, ly+32},
surface = surface,
time_to_live = 180,
draw_on_ground = true,
visible = true
})
end
function chunkUtils.registerEnemyBaseStructure(map, entity, tick, incomingBase, skipCount)
local entityType = entity.type
local addFunc
local universe = map.universe
local hiveTypeLookup = universe.buildingHiveTypeLookup
local hiveType = hiveTypeLookup[entity.name]
if (hiveType == "spitter-spawner") or (hiveType == "biter-spawner") then
addFunc = addNestCount
elseif (hiveType == "turret") then
addFunc = addTurretCount
elseif (hiveType == "trap") then
addFunc = addTrapCount
elseif (hiveType == "utility") then
addFunc = addUtilityCount
elseif (hiveType == "hive") then
addFunc = addHiveCount
else
if (entityType == "turret") then
addFunc = addTurretCount
else
addFunc = addNestCount
end
end
local added = false
local entityUnitNumber = entity.unit_number
local chunks = getEntityOverlapChunks(map, entity)
for i=1,#chunks do
local chunk = chunks[i]
if (chunk ~= -1) then
if universe.NEW_ENEMIES then
local base = incomingBase
if not base then
base = findNearbyBase(map, chunk)
if not base then
base = createBase(map, chunk, tick)
end
end
setChunkBase(map, chunk, base)
end
if addFunc(map, chunk, entityUnitNumber) then
added = true
end
if (hiveType == "spitter-spawner") or (hiveType == "biter-spawner") then
processNestActiveness(map, chunk)
end
end
end
if added and (not skipCount) then
map.builtEnemyBuilding = map.builtEnemyBuilding + 1
end
end
function chunkUtils.unregisterEnemyBaseStructure(map, entity, damageType, skipCount)
local entityType = entity.type
local removeFunc
local hiveTypeLookup = map.universe.buildingHiveTypeLookup
local hiveType = hiveTypeLookup[entity.name]
if (hiveType == "spitter-spawner") or (hiveType == "biter-spawner") then
removeFunc = removeNestCount
elseif (hiveType == "turret") then
removeFunc = removeTurretCount
elseif (hiveType == "trap") then
removeFunc = removeTrapCount
elseif (hiveType == "utility") then
removeFunc = removeUtilityCount
elseif (hiveType == "hive") then
removeFunc = removeHiveCount
else
if (entityType == "turret") then
removeFunc = removeTurretCount
else
hiveType = "biter-spawner"
removeFunc = removeNestCount
end
end
local removed = false
local entityUnitNumber = entity.unit_number
local usedBases = {}
local chunks = getEntityOverlapChunks(map, entity)
for i=1,#chunks do
local chunk = chunks[i]
if (chunk ~= -1) then
if (hiveType == "spitter-spawner") or (hiveType == "biter-spawner") then
setRaidNestActiveness(map, chunk, 0)
setNestActiveness(map, chunk, 0)
end
if removeFunc(map, chunk, entityUnitNumber) then
removed = true
end
if map.universe.NEW_ENEMIES then
local base = getChunkBase(map, chunk)
if damageType and usedBases[base.id] then
usedBases[base.id] = true
local damageTypeName = damageType.name
base.damagedBy[damageTypeName] = (base.damagedBy[damageTypeName] or 0) + 3
base.deathEvents = base.deathEvents + 3
end
if (getEnemyStructureCount(map, chunk) <= 0) then
removeChunkBase(map, chunk, base)
end
end
end
end
if removed and (not skipCount) and (hiveType ~= "trap") then
map.lostEnemyBuilding = map.lostEnemyBuilding + 1
end
end
function chunkUtils.accountPlayerEntity(entity, map, addObject, creditNatives)
if (BUILDING_PHEROMONES[entity.type] ~= nil) and (entity.force.name ~= "enemy") then
local universe = map.universe
local entityValue = BUILDING_PHEROMONES[entity.type]
local overlapArray = getEntityOverlapChunks(map, entity)
if not addObject then
if creditNatives then
map.destroyPlayerBuildings = map.destroyPlayerBuildings + 1
if (map.state == AI_STATE_ONSLAUGHT) then
map.points = map.points + entityValue
if universe.aiPointsPrintGainsToChat then
game.print(map.surface.name .. ": Points: +" .. math.floor(entityValue) .. ". [Structure Kill] Total: " .. string.format("%.2f", map.points))
end
else
map.points = map.points + (entityValue * 0.12)
if universe.aiPointsPrintGainsToChat then
game.print(map.surface.name .. ": Points: +" .. math.floor(entityValue * 0.12) .. ". [Structure Kill] Total: " .. string.format("%.2f", map.points))
end
end
end
entityValue = -entityValue
end
for i=1,#overlapArray do
local chunk = overlapArray[i]
if (chunk ~= -1) then
addPlayerBaseGenerator(map, chunk, entityValue)
end
end
end
return entity
end
function chunkUtils.unregisterResource(entity, map)
if entity.prototype.infinite_resource then
return
end
local overlapArray = getEntityOverlapChunks(map, entity)
for i=1,#overlapArray do
local chunk = overlapArray[i]
if (chunk ~= -1) then
addResourceGenerator(map, chunk, -RESOURCE_NORMALIZER)
end
end
end
function chunkUtils.registerResource(entity, map)
local overlapArray = getEntityOverlapChunks(map, entity)
for i=1,#overlapArray do
local chunk = overlapArray[i]
if (chunk ~= -1) then
addResourceGenerator(map, chunk, RESOURCE_NORMALIZER)
end
end
end
function chunkUtils.makeImmortalEntity(surface, entity)
local repairPosition = entity.position
local repairName = entity.name
local repairForce = entity.force
local repairDirection = entity.direction
local wires
if (entity.type == "electric-pole") then
wires = entity.neighbours
end
entity.destroy()
local newEntity = surface.create_entity({position=repairPosition,
name=repairName,
direction=repairDirection,
force=repairForce})
if wires then
for _,v in pairs(wires.copper) do
if (v.valid) then
newEntity.connect_neighbour(v);
end
end
for _,v in pairs(wires.red) do
if (v.valid) then
newEntity.connect_neighbour({wire = DEFINES_WIRE_TYPE_RED, target_entity = v});
end
end
for _,v in pairs(wires.green) do
if (v.valid) then
newEntity.connect_neighbour({wire = DEFINES_WIRE_TYPE_GREEN, target_entity = v});
end
end
end
newEntity.destructible = false
end
chunkUtilsG = chunkUtils
return chunkUtils