mirror of
https://github.com/veden/Rampant.git
synced 2024-12-28 21:08:22 +02:00
380 lines
13 KiB
Lua
Executable File
380 lines
13 KiB
Lua
Executable File
if mapProcessorG then
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return mapProcessorG
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end
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local mapProcessor = {}
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-- imports
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local unitGroupUtils = require("UnitGroupUtils")
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local pheromoneUtils = require("PheromoneUtils")
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local aiAttackWave = require("AIAttackWave")
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local aiPredicates = require("AIPredicates")
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local constants = require("Constants")
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local mapUtils = require("MapUtils")
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local playerUtils = require("PlayerUtils")
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local chunkUtils = require("ChunkUtils")
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local chunkPropertyUtils = require("ChunkPropertyUtils")
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local baseUtils = require("BaseUtils")
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-- constants
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local PROCESS_QUEUE_SIZE = constants.PROCESS_QUEUE_SIZE
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local SCAN_QUEUE_SIZE = constants.SCAN_QUEUE_SIZE
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local CHUNK_SIZE = constants.CHUNK_SIZE
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local TRIPLE_CHUNK_SIZE = constants.TRIPLE_CHUNK_SIZE
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local PROCESS_PLAYER_BOUND = constants.PROCESS_PLAYER_BOUND
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local CHUNK_TICK = constants.CHUNK_TICK
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local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK
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local AI_SQUAD_COST = constants.AI_SQUAD_COST
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local AI_VENGENCE_SQUAD_COST = constants.AI_VENGENCE_SQUAD_COST
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local AI_SETTLER_COST = constants.AI_SETTLER_COST
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local RAIDING_MINIMUM_BASE_THRESHOLD = constants.RAIDING_MINIMUM_BASE_THRESHOLD
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local MOVEMENT_PHEROMONE = constants.MOVEMENT_PHEROMONE
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local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
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local BASE_PHEROMONE = constants.BASE_PHEROMONE
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local INTERVAL_RALLY = constants.INTERVAL_RALLY
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local INTERVAL_RETREAT = constants.INTERVAL_RETREAT
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local INTERVAL_SPAWNER = constants.INTERVAL_SPAWNER
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local BASE_PROCESS_INTERVAL = constants.BASE_PROCESS_INTERVAL
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-- imported functions
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local scents = pheromoneUtils.scents
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local processPheromone = pheromoneUtils.processPheromone
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local commitPheromone = pheromoneUtils.commitPheromone
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local playerScent = pheromoneUtils.playerScent
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local formSquads = aiAttackWave.formSquads
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local formSettlers = aiAttackWave.formSettlers
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local formVengenceSquad = aiAttackWave.formVengenceSquad
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local getChunkByPosition = mapUtils.getChunkByPosition
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local getChunkByXY = mapUtils.getChunkByXY
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local recycleBiters = unitGroupUtils.recycleBiters
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local validPlayer = playerUtils.validPlayer
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local analyzeChunk = chunkUtils.analyzeChunk
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local getNestCount = chunkPropertyUtils.getNestCount
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local getEnemyStructureCount = chunkPropertyUtils.getEnemyStructureCount
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local getNestActiveness = chunkPropertyUtils.getNestActiveness
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local setNestActiveness = chunkPropertyUtils.setNestActiveness
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local getRaidNestActiveness = chunkPropertyUtils.getRaidNestActiveness
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local setRaidNestActiveness = chunkPropertyUtils.setRaidNestActiveness
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local canAttack = aiPredicates.canAttack
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local canMigrate = aiPredicates.canMigrate
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local findNearbySquad = unitGroupUtils.findNearbySquad
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local processBase = baseUtils.processBase
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local mMin = math.min
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local mMax = math.max
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local mRandom = math.random
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-- module code
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local function nonRepeatingRandom(players)
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local ordering = {}
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for _,player in pairs(players) do
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ordering[#ordering+1] = player.index
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end
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for i=#ordering,1,-1 do
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local s = mRandom(i)
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local t = ordering[i]
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ordering[i] = ordering[s]
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ordering[s] = t
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end
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return ordering
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end
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--[[
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processing is not consistant as it depends on the number of chunks that have been generated
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so if we process 400 chunks an iteration and 200 chunks have been generated than these are
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processed 3 times a second and 1200 generated chunks would be processed once a second
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In theory, this might be fine as smaller bases have less surface to attack and need to have
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pheromone dissipate at a faster rate.
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--]]
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function mapProcessor.processMap(map, surface, natives, tick, evolutionFactor)
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local roll = map.processRoll
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local index = map.processIndex
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local chunkToBase = map.chunkToBase
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if (index == 1) then
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roll = mRandom()
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map.processRoll = roll
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end
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local newEnemies = natives.newEnemies
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local scentStaging = map.scentStaging
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local squads = canAttack(natives, surface) and (0.11 <= roll) and (roll <= 0.35) and (natives.points >= AI_SQUAD_COST)
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local settlers = canMigrate(natives, surface) and (0.90 <= roll) and (natives.points >= AI_SETTLER_COST)
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local processQueue = map.processQueue
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local endIndex = mMin(index + PROCESS_QUEUE_SIZE, #processQueue)
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local i = 1
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for x=index,endIndex do
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local chunk = processQueue[x]
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if (chunk[CHUNK_TICK] ~= tick) then
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processPheromone(map, chunk, scentStaging[i])
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if squads then
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squads = formSquads(map, surface, natives, chunk)
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end
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if settlers and (getNestCount(map, chunk) > 0) then
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settlers = formSettlers(map, surface, natives, chunk, tick)
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end
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if newEnemies then
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local base = chunkToBase[chunk]
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if base and ((tick - base.tick) > BASE_PROCESS_INTERVAL) and (mRandom() < 0.10) then
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processBase(map, chunk, surface, natives, tick, base, evolutionFactor)
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end
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end
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end
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i = i + 1
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end
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i = 1
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for x=index,endIndex do
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local chunk = processQueue[x]
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if (chunk[CHUNK_TICK] ~= tick) then
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chunk[CHUNK_TICK] = tick
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commitPheromone(map, chunk, scentStaging[i])
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scents(map, chunk)
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end
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i = i + 1
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end
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if (endIndex == #processQueue) then
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map.processIndex = 1
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else
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map.processIndex = endIndex + 1
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end
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end
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--[[
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Localized player radius were processing takes place in realtime, doesn't store state
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between calls.
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vs
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the slower passive version processing the entire map in multiple passes.
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--]]
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function mapProcessor.processPlayers(players, map, surface, natives, tick)
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-- put down player pheromone for player hunters
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-- randomize player order to ensure a single player isn't singled out
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local playerOrdering = nonRepeatingRandom(players)
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local roll = mRandom()
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local allowingAttacks = canAttack(natives, surface)
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local scentStaging = map.scentStaging
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local squads = allowingAttacks and (0.11 <= roll) and (roll <= 0.20) and (natives.points >= AI_SQUAD_COST)
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for i=1,#playerOrdering do
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local player = players[playerOrdering[i]]
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if validPlayer(player, natives) then
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local playerChunk = getChunkByPosition(map, player.character.position)
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if (playerChunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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playerScent(playerChunk)
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end
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end
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end
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local i = 1
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-- not looping everyone because the cost is high enough already in multiplayer
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if (#playerOrdering > 0) then
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local player = players[playerOrdering[1]]
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if validPlayer(player, natives) then
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local playerChunk = getChunkByPosition(map, player.character.position)
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if (playerChunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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local vengence = (allowingAttacks and
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(natives.points >= AI_VENGENCE_SQUAD_COST) and
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((getEnemyStructureCount(map, playerChunk) > 0) or (playerChunk[MOVEMENT_PHEROMONE] < -natives.retreatThreshold)))
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for x=playerChunk.x - PROCESS_PLAYER_BOUND, playerChunk.x + PROCESS_PLAYER_BOUND, 32 do
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for y=playerChunk.y - PROCESS_PLAYER_BOUND, playerChunk.y + PROCESS_PLAYER_BOUND, 32 do
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local chunk = getChunkByXY(map, x, y)
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if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) and (chunk[CHUNK_TICK] ~= tick) then
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processPheromone(map, chunk, scentStaging[i])
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local nests = getNestCount(map, chunk)
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if (nests > 0) then
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local activeness = getNestActiveness(map, chunk)
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local raidActiveness = getRaidNestActiveness(map, chunk)
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if natives.attackUsePlayer and (chunk[PLAYER_PHEROMONE] > natives.attackPlayerThreshold) then
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setNestActiveness(map, chunk, mMin((activeness or 0) + 5, 20))
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elseif (chunk[BASE_PHEROMONE] > 0) then
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if (surface.get_pollution(chunk) > 0) then
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setNestActiveness(map, chunk, mMin((activeness or 0) + 5, 20))
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else
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setNestActiveness(map, chunk, activeness - 2)
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if (chunk[BASE_PHEROMONE] > RAIDING_MINIMUM_BASE_THRESHOLD) then
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setRaidNestActiveness(map, chunk, mMin((raidActiveness or 0) + 3, 20))
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else
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setRaidNestActiveness(map, chunk, raidActiveness - 1)
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end
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end
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else
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setNestActiveness(map, chunk, activeness - 5)
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setRaidNestActiveness(map, chunk, raidActiveness - 5)
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end
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else
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setNestActiveness(map, chunk, 0)
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setRaidNestActiveness(map, chunk, 0)
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end
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if squads then
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squads = formSquads(map, surface, natives, chunk)
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end
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if vengence and (getNestCount(map, chunk) > 0) then
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vengence = formVengenceSquad(map, surface, natives, chunk)
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end
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end
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i = i + 1
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end
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end
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i = 1
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for x=playerChunk.x + PROCESS_PLAYER_BOUND, playerChunk.x - PROCESS_PLAYER_BOUND, -32 do
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for y=playerChunk.y + PROCESS_PLAYER_BOUND, playerChunk.y - PROCESS_PLAYER_BOUND, -32 do
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local chunk = getChunkByXY(map, x, y)
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if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) and (chunk[CHUNK_TICK] ~= tick) then
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chunk[CHUNK_TICK] = tick
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commitPheromone(map, chunk, scentStaging[i])
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scents(map, chunk)
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end
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i = i + 1
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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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end
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--[[
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Passive scan to find entities that have been generated outside the factorio event system
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--]]
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function mapProcessor.scanMap(map, surface, natives, tick)
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local index = map.scanIndex
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local unitCountQuery = map.filteredEntitiesEnemyUnitQuery
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local offset = unitCountQuery.area[2]
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local chunkBox = unitCountQuery.area[1]
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local retreats = map.chunkToRetreats
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local rallys = map.chunkToRallys
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local spawners = map.chunkToSpawner
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local settlers = map.chunkToSettler
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local drained = map.chunkToDrained
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local processQueue = map.processQueue
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local endIndex = mMin(index + SCAN_QUEUE_SIZE, #processQueue)
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for x=index,endIndex do
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local chunk = processQueue[x]
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chunkBox[1] = chunk.x
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chunkBox[2] = chunk.y
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offset[1] = chunk.x + CHUNK_SIZE
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offset[2] = chunk.y + CHUNK_SIZE
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local retreatTick = retreats[chunk]
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if retreatTick and ((tick - retreatTick) > INTERVAL_RETREAT) then
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retreats[chunk] = nil
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end
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local rallyTick = rallys[chunk]
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if rallyTick and ((tick - rallyTick) > INTERVAL_RALLY) then
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rallys[chunk] = nil
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end
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local spawnerTick = spawners[chunk]
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if spawnerTick and ((tick - spawnerTick) > INTERVAL_SPAWNER) then
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spawners[chunk] = nil
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end
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local settlerTick = spawners[chunk]
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if settlerTick and ((tick - settlerTick) > 0) then
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settlers[chunk] = nil
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end
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local drainTick = drained[chunk]
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if drainTick and ((tick - drainTick) > 0) then
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drained[chunk] = nil
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end
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local closeBy = findNearbySquad(map, chunk, chunk)
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if closeBy then
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local deadGroup = surface.count_entities_filtered(unitCountQuery) > 300
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if deadGroup then
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recycleBiters(natives, surface.find_enemy_units(chunk, TRIPLE_CHUNK_SIZE))
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end
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end
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analyzeChunk(chunk, natives, surface, map)
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local nests = getNestCount(map, chunk)
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if (nests > 0) then
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local activeness = getNestActiveness(map, chunk)
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local raidActiveness = getRaidNestActiveness(map, chunk)
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if natives.attackUsePlayer and (chunk[PLAYER_PHEROMONE] > natives.attackPlayerThreshold) then
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setNestActiveness(map, chunk, mMin((activeness or 0) + 5, 20))
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elseif (chunk[BASE_PHEROMONE] > 0) then
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if (surface.get_pollution(chunk) > 0) then
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setNestActiveness(map, chunk, mMin((activeness or 0) + 5, 20))
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else
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setNestActiveness(map, chunk, activeness - 2)
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if (chunk[BASE_PHEROMONE] > RAIDING_MINIMUM_BASE_THRESHOLD) then
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setRaidNestActiveness(map, chunk, mMin((raidActiveness or 0) + 3, 20))
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else
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setRaidNestActiveness(map, chunk, raidActiveness - 1)
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end
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end
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else
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setNestActiveness(map, chunk, activeness - 5)
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setRaidNestActiveness(map, chunk, raidActiveness - 5)
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end
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else
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setNestActiveness(map, chunk, 0)
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setRaidNestActiveness(map, chunk, 0)
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end
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end
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if (endIndex == #processQueue) then
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map.scanIndex = 1
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else
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map.scanIndex = endIndex + 1
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end
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end
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mapProcessorG = mapProcessor
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return mapProcessor
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