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mirror of https://github.com/veden/Rampant.git synced 2025-02-11 13:39:05 +02:00
Rampant/libs/ChunkUtils.lua
Aaron Veden b6d0ac9d3a swiched tile, cliff, resource scans to events. Added artillery turret
to pheromones. Lowered pass score cutoff. added surface checks
2018-01-01 22:05:21 -08:00

602 lines
19 KiB
Lua
Executable File

local chunkUtils = {}
-- imports
local constants = require("Constants")
local mapUtils = require("MapUtils")
-- constants
local WATER_TILE_NAMES = constants.WATER_TILE_NAMES
local DEFINES_DIRECTION_EAST = defines.direction.east
local DEFINES_WIRE_TYPE_RED = defines.wire_type.red
local DEFINES_WIRE_TYPE_GREEN = defines.wire_type.green
local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK
local BASE_PHEROMONE = constants.BASE_PHEROMONE
local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
local MOVEMENT_PHEROMONE = constants.MOVEMENT_PHEROMONE
local RESOURCE_PHEROMONE = constants.RESOURCE_PHEROMONE
local BUILDING_PHEROMONES = constants.BUILDING_PHEROMONES
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 CHUNK_TICK = constants.CHUNK_TICK
local PATH_RATING = constants.PATH_RATING
local PASSABLE = constants.PASSABLE
local RESOURCE_GENERATOR_INCREMENT = constants.RESOURCE_GENERATOR_INCREMENT
-- imported functions
local getChunkByUnalignedXY = mapUtils.getChunkByUnalignedXY
local mFloor = math.floor
-- module code
local function fullScan(chunk, can_place_entity, canPlaceQuery)
local x = chunk.x
local y = chunk.y
local passableNorthSouth = false
local passableEastWest = false
canPlaceQuery.name = "chunk-scanner-ns-rampant"
local position = canPlaceQuery.position
position[2] = y
for xi=x, x + 32 do
position[1] = xi
if can_place_entity(canPlaceQuery) then
passableNorthSouth = true
break
end
end
position[1] = x
canPlaceQuery.name = "chunk-scanner-ew-rampant"
for yi=y, y + 32 do
position[2] = yi
if can_place_entity(canPlaceQuery) then
passableEastWest = true
break
end
end
return passableNorthSouth, passableEastWest
end
local function addEnemyStructureToChunk(regionMap, chunk, entity, base)
local lookup
if (entity.type == "unit-spawner") then
lookup = regionMap.chunkToNests
elseif (entity.type == "turret") then
lookup = regionMap.chunkToWorms
else
return
end
local entityCollection = lookup[chunk]
if not entityCollection then
lookup[chunk] = 0
end
lookup[chunk] = lookup[chunk] + 1
-- if base then
-- local baseCollection = regionMap.chunkToBases[chunk]
-- if not baseCollection then
-- baseCollection = {}
-- regionMap.chunkToBases[chunk] = baseCollection
-- end
-- baseCollection[base.id] = chunk
-- end
end
local function removeEnemyStructureFromChunk(regionMap, chunk, entity)
local lookup
if (entity.type == "unit-spawner") then
lookup = regionMap.chunkToNests
elseif (entity.type == "turret") then
lookup = regionMap.chunkToWorms
else
return
end
-- local base = indexChunk[entity.unit_number]
-- local indexBase
-- if base then
-- if (entity.type == "unit-spawner") then
-- if base.hives[entity.unit_number] then
-- indexBase = base.hives
-- else
-- indexBase = base.nests
-- end
-- elseif (entity.type == "turret") then
-- indexBase = base.worms
-- end
-- indexBase[entity.unit_number] = nil
-- end
if lookup[chunk] then
if ((lookup[chunk] - 1) <= 0) then
lookup[chunk] = nil
else
lookup[chunk] = lookup[chunk] - 1
end
end
end
local function getEntityOverlapChunks(regionMap, entity)
local boundingBox = entity.prototype.collision_box or entity.prototype.selection_box;
local leftTopChunk = SENTINEL_IMPASSABLE_CHUNK
local rightTopChunk = SENTINEL_IMPASSABLE_CHUNK
local leftBottomChunk = SENTINEL_IMPASSABLE_CHUNK
local rightBottomChunk = SENTINEL_IMPASSABLE_CHUNK
if boundingBox then
local center = entity.position
local topXOffset
local topYOffset
local bottomXOffset
local bottomYOffset
if (entity.direction == DEFINES_DIRECTION_EAST) then
topXOffset = boundingBox.left_top.y
topYOffset = boundingBox.left_top.x
bottomXOffset = boundingBox.right_bottom.y
bottomYOffset = boundingBox.right_bottom.x
else
topXOffset = boundingBox.left_top.x
topYOffset = boundingBox.left_top.y
bottomXOffset = boundingBox.right_bottom.x
bottomYOffset = boundingBox.right_bottom.y
end
local leftTopChunkX = mFloor(center.x + topXOffset)
local leftTopChunkY = mFloor(center.y + topYOffset)
-- used to force things on chunk boundary to not spill over 0.0001
local rightTopChunkX = mFloor(center.x + bottomXOffset - 0.0001)
local rightTopChunkY = leftTopChunkY
-- used to force things on chunk boundary to not spill over 0.0001
local leftBottomChunkX = leftTopChunkX
local leftBottomChunkY = mFloor(center.y + bottomYOffset - 0.0001)
local rightBottomChunkX = rightTopChunkX
local rightBottomChunkY = leftBottomChunkY
leftTopChunk = getChunkByUnalignedXY(regionMap, leftTopChunkX, leftTopChunkY)
if (leftTopChunkX ~= rightTopChunkX) then
rightTopChunk = getChunkByUnalignedXY(regionMap, rightTopChunkX, rightTopChunkY)
end
if (leftTopChunkY ~= leftBottomChunkY) then
leftBottomChunk = getChunkByUnalignedXY(regionMap, leftBottomChunkX, leftBottomChunkY)
end
if (leftTopChunkX ~= rightBottomChunkX) and (leftTopChunkY ~= rightBottomChunkY) then
rightBottomChunk = getChunkByUnalignedXY(regionMap, rightBottomChunkX, rightBottomChunkY)
end
end
return leftTopChunk, rightTopChunk, leftBottomChunk, rightBottomChunk
end
-- external functions
function chunkUtils.calculatePassScore(surface, regionMap)
local count_tiles_filtered = surface.count_tiles_filtered
local filteredTilesQuery = regionMap.filteredTilesQuery
local passScore = 0
for i=1,#WATER_TILE_NAMES do
filteredTilesQuery.name = WATER_TILE_NAMES[i]
passScore = passScore + count_tiles_filtered(filteredTilesQuery)
end
return 1 - (passScore * 0.0009765625)
end
function chunkUtils.scanChunkPaths(chunk, surface, regionMap)
local pass = CHUNK_IMPASSABLE
local passableNorthSouth, passableEastWest = fullScan(chunk,
surface.can_place_entity,
regionMap.canPlaceQuery)
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
function chunkUtils.scorePlayerBuildings(surface, regionMap, natives)
local entities = surface.find_entities_filtered(regionMap.filteredEntitiesPlayerQuery)
local playerObjects = 0
local safeBuildings = natives.safeBuildings
local safeEntities = natives.safeEntities
local safeEntityName = natives.safeEntityName
if safeBuildings then
for i=1, #entities do
local entity = entities[i]
local entityType = entity.type
if safeEntities[entityType] or safeEntityName[entity.name] then
entity.destructible = false
end
playerObjects = playerObjects + (BUILDING_PHEROMONES[entityType] or 0)
end
else
for i=1, #entities do
playerObjects = playerObjects + (BUILDING_PHEROMONES[entities[i].type] or 0)
end
end
return playerObjects
end
function chunkUtils.scoreEnemyBuildings(surface, regionMap)
local query = regionMap.filteredEntitiesEnemyTypeQuery
query.type = "unit-spawner"
local nests = surface.count_entities_filtered(regionMap.filteredEntitiesEnemyTypeQuery)
query.type = "turret"
local worms = surface.count_entities_filtered(regionMap.filteredEntitiesEnemyTypeQuery)
return nests, worms
end
function chunkUtils.initialScan(chunk, natives, surface, regionMap)
local passScore = chunkUtils.calculatePassScore(surface, regionMap)
if (passScore >= 0.40) then
local pass = chunkUtils.scanChunkPaths(chunk, surface, regionMap)
local playerObjects = chunkUtils.scorePlayerBuildings(surface, regionMap, natives)
local nests, worms = chunkUtils.scoreEnemyBuildings(surface, regionMap)
local resources = surface.count_entities_filtered(regionMap.countResourcesQuery) * 0.001
if ((playerObjects > 0) or (nests > 0)) and (pass == CHUNK_IMPASSABLE) then
pass = CHUNK_ALL_DIRECTIONS
end
chunkUtils.setNestCount(regionMap, chunk, nests)
chunkUtils.setPlayerBaseGenerator(regionMap, chunk, playerObjects)
chunkUtils.setResourceGenerator(regionMap, chunk, resources)
chunkUtils.setWormCount(regionMap, chunk, worms)
chunk[PASSABLE] = pass
chunk[PATH_RATING] = passScore
return chunk
end
return SENTINEL_IMPASSABLE_CHUNK
end
function chunkUtils.chunkPassScan(chunk, surface, regionMap)
local passScore = chunkUtils.calculatePassScore(surface, regionMap)
if (passScore >= 0.40) then
local pass = chunkUtils.scanChunkPaths(chunk, surface, regionMap)
local playerObjects = chunkUtils.getPlayerBaseGenerator(regionMap, chunk)
local nests = chunkUtils.getNestCount(regionMap, chunk)
if ((playerObjects > 0) or (nests > 0)) and (pass == CHUNK_IMPASSABLE) then
pass = CHUNK_ALL_DIRECTIONS
end
chunk[PASSABLE] = pass
chunk[PATH_RATING] = passScore
return chunk
end
return SENTINEL_IMPASSABLE_CHUNK
end
function chunkUtils.analyzeChunk(chunk, natives, surface, regionMap)
local playerObjects = chunkUtils.scorePlayerBuildings(surface, regionMap, natives)
chunkUtils.setPlayerBaseGenerator(regionMap, chunk, playerObjects)
end
-- function chunkUtils.remakeChunk(regionMap, chunk, surface, natives, tick, tempQuery)
-- tempQuery.force = "enemy"
-- local enemies = surface.find_entities_filtered(tempQuery)
-- local points = 0
-- for f=1, #enemies do
-- local enemy = enemies[f]
-- local entityType = enemies[f].type
-- if not ((enemy.name == "small-tendril-biter-rampant") or (enemy.name == "biter-spawner-hive-rampant")) then
-- if (entityType == "unit-spawner") then
-- points = points + 3
-- elseif (entityType == "turret") then
-- points = points + 2
-- elseif (entityType == "unit") then
-- points = points + 1
-- end
-- enemy.destroy()
-- end
-- end
-- -- local foundBase = findNearbyBase(natives, chunk) or createBase(regionMap, natives, chunk, surface, tick)
-- -- if foundBase then
-- -- foundBase.upgradePoints = foundBase.upgradePoints + points
-- -- end
-- end
function chunkUtils.getNestCount(regionMap, chunk)
return regionMap.chunkToNests[chunk] or 0
end
function chunkUtils.getWormCount(regionMap, chunk)
return regionMap.chunkToWorms[chunk] or 0
end
function chunkUtils.setWormCount(regionMap, chunk, count)
if (count == 0) then
regionMap.chunkToWorms[chunk] = nil
else
regionMap.chunkToWorms[chunk] = count
end
end
function chunkUtils.setNestCount(regionMap, chunk, count)
if (count == 0) then
regionMap.chunkToNests[chunk] = nil
else
regionMap.chunkToNests[chunk] = count
end
end
function chunkUtils.getNestCount(regionMap, chunk)
return regionMap.chunkToNests[chunk] or 0
end
function chunkUtils.getWormCount(regionMap, chunk)
return regionMap.chunkToWorms[chunk] or 0
end
function chunkUtils.getEnemyStructureCount(regionMap, chunk)
return (regionMap.chunkToNests[chunk] or 0) + (regionMap.chunkToWorms[chunk] or 0)
end
function chunkUtils.getRetreatTick(regionMap, chunk)
return regionMap.chunkToRetreats[chunk] or 0
end
function chunkUtils.getRallyTick(regionMap, chunk)
return regionMap.chunkToRallys[chunk] or 0
end
function chunkUtils.setRallyTick(regionMap, chunk, tick)
regionMap.chunkToRallys[chunk] = tick
end
function chunkUtils.setRetreatTick(regionMap, chunk, tick)
regionMap.chunkToRetreats[chunk] = tick
end
function chunkUtils.setResourceGenerator(regionMap, chunk, resourceGenerator)
if (resourceGenerator == 0) then
regionMap.chunkToResource[chunk] = nil
else
regionMap.chunkToResource[chunk] = resourceGenerator
end
end
function chunkUtils.getResourceGenerator(regionMap, chunk)
return regionMap.chunkToResource[chunk] or 0
end
function chunkUtils.addResourceGenerator(regionMap, chunk, delta)
regionMap.chunkToResource[chunk] = (regionMap.chunkToResource[chunk] or 0) + delta
end
function chunkUtils.getPlayerBaseGenerator(regionMap, chunk)
return regionMap.chunkToPlayerBase[chunk] or 0
end
function chunkUtils.setPlayerBaseGenerator(regionMap, chunk, playerGenerator)
if (playerGenerator == 0) then
regionMap.chunkToPlayerBase[chunk] = nil
else
regionMap.chunkToPlayerBase[chunk] = playerGenerator
end
end
function chunkUtils.addPlayerBaseGenerator(regionMap, chunk, playerGenerator)
regionMap.chunkToPlayerBase[chunk] = (regionMap.chunkToPlayerBase[chunk] or 0) + playerGenerator
end
function chunkUtils.createChunk(topX, topY)
local chunk = {
x = topX,
y = topY
}
chunk[MOVEMENT_PHEROMONE] = 0
chunk[BASE_PHEROMONE] = 0
chunk[PLAYER_PHEROMONE] = 0
chunk[RESOURCE_PHEROMONE] = 0
chunk[PASSABLE] = 0
chunk[CHUNK_TICK] = 0
chunk[PATH_RATING] = 0
return chunk
end
function chunkUtils.colorChunk(x, y, tileType, surface)
local tiles = {}
for xi=x+5, x + 27 do
for yi=y+5, y + 27 do
tiles[#tiles+1] = {name=tileType, position={xi, yi}}
end
end
surface.set_tiles(tiles, false)
end
function chunkUtils.entityForPassScan(regionMap, entity)
local leftTop, rightTop, leftBottom, rightBottom = getEntityOverlapChunks(regionMap, entity)
if (leftTop ~= SENTINEL_IMPASSABLE_CHUNK) then
regionMap.chunkToPassScan[leftTop] = true
end
if (rightTop ~= SENTINEL_IMPASSABLE_CHUNK) then
regionMap.chunkToPassScan[rightTop] = true
end
if (leftBottom ~= SENTINEL_IMPASSABLE_CHUNK) then
regionMap.chunkToPassScan[leftBottom] = true
end
if (rightBottom ~= SENTINEL_IMPASSABLE_CHUNK) then
regionMap.chunkToPassScan[rightBottom] = true
end
end
function chunkUtils.registerEnemyBaseStructure(regionMap, entity, base)
local entityType = entity.type
if ((entityType == "unit-spawner") or (entityType == "turret")) and (entity.force.name == "enemy") then
local leftTop, rightTop, leftBottom, rightBottom = getEntityOverlapChunks(regionMap, entity)
if (leftTop ~= SENTINEL_IMPASSABLE_CHUNK) then
addEnemyStructureToChunk(regionMap, leftTop, entity, base)
end
if (rightTop ~= SENTINEL_IMPASSABLE_CHUNK) then
addEnemyStructureToChunk(regionMap, rightTop, entity, base)
end
if (leftBottom ~= SENTINEL_IMPASSABLE_CHUNK) then
addEnemyStructureToChunk(regionMap, leftBottom, entity, base)
end
if (rightBottom ~= SENTINEL_IMPASSABLE_CHUNK) then
addEnemyStructureToChunk(regionMap, rightBottom, entity, base)
end
end
end
function chunkUtils.unregisterEnemyBaseStructure(regionMap, entity)
local entityType = entity.type
if ((entityType == "unit-spawner") or (entityType == "turret")) and (entity.force.name == "enemy") then
local leftTop, rightTop, leftBottom, rightBottom = getEntityOverlapChunks(regionMap, entity)
if (leftTop ~= SENTINEL_IMPASSABLE_CHUNK) then
removeEnemyStructureFromChunk(regionMap, leftTop, entity)
end
if (rightTop ~= SENTINEL_IMPASSABLE_CHUNK) then
removeEnemyStructureFromChunk(regionMap, rightTop, entity)
end
if (leftBottom ~= SENTINEL_IMPASSABLE_CHUNK) then
removeEnemyStructureFromChunk(regionMap, leftBottom, entity)
end
if (rightBottom ~= SENTINEL_IMPASSABLE_CHUNK) then
removeEnemyStructureFromChunk(regionMap, rightBottom, entity)
end
end
end
function chunkUtils.addRemovePlayerEntity(regionMap, entity, natives, addObject, creditNatives)
local leftTop, rightTop, leftBottom, rightBottom
local entityValue
if (BUILDING_PHEROMONES[entity.type] ~= nil) and (entity.force.name == "player") then
entityValue = BUILDING_PHEROMONES[entity.type]
leftTop, rightTop, leftBottom, rightBottom = getEntityOverlapChunks(regionMap, entity)
if not addObject then
if creditNatives then
natives.points = natives.points + entityValue
end
entityValue = -entityValue
end
if (leftTop ~= SENTINEL_IMPASSABLE_CHUNK) then
chunkUtils.addPlayerBaseGenerator(regionMap, leftTop, entityValue)
end
if (rightTop ~= SENTINEL_IMPASSABLE_CHUNK) then
chunkUtils.addPlayerBaseGenerator(regionMap, rightTop, entityValue)
end
if (leftBottom ~= SENTINEL_IMPASSABLE_CHUNK) then
chunkUtils.addPlayerBaseGenerator(regionMap, leftBottom, entityValue)
end
if (rightBottom ~= SENTINEL_IMPASSABLE_CHUNK) then
chunkUtils.addPlayerBaseGenerator(regionMap, rightBottom, entityValue)
end
end
return entity
end
function chunkUtils.unregisterResource(entity, regionMap)
if entity.prototype.infinite_resource then
return
end
local leftTop, rightTop, leftBottom, rightBottom = getEntityOverlapChunks(regionMap, entity)
if (leftTop ~= SENTINEL_IMPASSABLE_CHUNK) then
chunkUtils.addResourceGenerator(regionMap, leftTop, -RESOURCE_GENERATOR_INCREMENT)
end
if (rightTop ~= SENTINEL_IMPASSABLE_CHUNK) then
chunkUtils.addResourceGenerator(regionMap, rightTop, -RESOURCE_GENERATOR_INCREMENT)
end
if (leftBottom ~= SENTINEL_IMPASSABLE_CHUNK) then
chunkUtils.addResourceGenerator(regionMap, leftBottom, -RESOURCE_GENERATOR_INCREMENT)
end
if (rightBottom ~= SENTINEL_IMPASSABLE_CHUNK) then
chunkUtils.addResourceGenerator(regionMap, rightBottom, -RESOURCE_GENERATOR_INCREMENT)
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 connectType,neighbourGroup in pairs(wires) do
if connectType == "copper" then
for _,v in pairs(neighbourGroup) do
newEntity.connect_neighbour(v);
end
elseif connectType == "red" then
for _,v in pairs(neighbourGroup) do
newEntity.connect_neighbour({wire = DEFINES_WIRE_TYPE_RED, target_entity = v});
end
elseif connectType == "green" then
for _,v in pairs(neighbourGroup) do
newEntity.connect_neighbour({wire = DEFINES_WIRE_TYPE_GREEN, target_entity = v});
end
end
end
end
newEntity.destructible = false
end
return chunkUtils