mirror of
https://github.com/veden/Rampant.git
synced 2025-01-16 02:33:53 +02:00
462 lines
16 KiB
Lua
462 lines
16 KiB
Lua
if chunkPropertyUtilsG then
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return chunkPropertyUtilsG
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end
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local chunkPropertyUtils = {}
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local constants = require("Constants")
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-- constants
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local RAIDING_MINIMUM_BASE_THRESHOLD = constants.RAIDING_MINIMUM_BASE_THRESHOLD
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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 MOVEMENT_GENERATOR_PERSISTANCE = constants.MOVEMENT_GENERATOR_PERSISTANCE
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local CHUNK_ALL_DIRECTIONS = constants.CHUNK_ALL_DIRECTIONS
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-- imported functions
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local mMin = math.min
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-- module code
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function chunkPropertyUtils.getNestCount(map, chunk)
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return map.chunkToNests[chunk.id] or 0
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end
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function chunkPropertyUtils.getTurretCount(map, chunk)
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return map.chunkToTurrets[chunk.id] or 0
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end
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function chunkPropertyUtils.getTrapCount(map, chunk)
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return map.chunkToTraps[chunk.id] or 0
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end
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function chunkPropertyUtils.getUtilityCount(map, chunk)
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return map.chunkToUtilities[chunk.id] or 0
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end
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function chunkPropertyUtils.getHiveCount(map, chunk)
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return map.chunkToHives[chunk.id] or 0
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end
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function chunkPropertyUtils.addTurretCount(map, chunk, unitNumber)
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if not map.chunkToTurretIds[chunk.id] then
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map.chunkToTurretIds[chunk.id] = {}
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end
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if not map.chunkToTurretIds[chunk.id][unitNumber] then
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map.chunkToTurretIds[chunk.id][unitNumber] = true
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map.chunkToTurrets[chunk.id] = (map.chunkToTurrets[chunk.id] or 0) + 1
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end
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end
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function chunkPropertyUtils.removeTurretCount(map, chunk, unitNumber)
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if map.chunkToTurretIds[chunk.id] and map.chunkToTurretIds[chunk.id][unitNumber] then
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map.chunkToTurretIds[chunk.id][unitNumber] = nil
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map.chunkToTurrets[chunk.id] = map.chunkToTurrets[chunk.id] - 1
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if map.chunkToTurrets[chunk.id] == 0 then
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map.chunkToTurretIds[chunk.id] = nil
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map.chunkToTurrets[chunk.id] = nil
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end
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end
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end
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function chunkPropertyUtils.addTrapCount(map, chunk, unitNumber)
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if not map.chunkToTrapIds[chunk.id] then
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map.chunkToTrapIds[chunk.id] = {}
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end
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if not map.chunkToTrapIds[chunk.id][unitNumber] then
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map.chunkToTrapIds[chunk.id][unitNumber] = true
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map.chunkToTraps[chunk.id] = (map.chunkToTraps[chunk.id] or 0) + 1
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end
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end
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function chunkPropertyUtils.removeTrapCount(map, chunk, unitNumber)
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if map.chunkToTrapIds[chunk.id] and map.chunkToTrapIds[chunk.id][unitNumber] then
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map.chunkToTrapIds[chunk.id][unitNumber] = nil
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map.chunkToTraps[chunk.id] = map.chunkToTraps[chunk.id] - 1
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if map.chunkToTraps[chunk.id] == 0 then
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map.chunkToTrapIds[chunk.id] = nil
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map.chunkToTraps[chunk.id] = nil
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end
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end
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end
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function chunkPropertyUtils.addUtilitiesCount(map, chunk, unitNumber)
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if not map.chunkToUtilityIds[chunk.id] then
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map.chunkToUtilityIds[chunk.id] = {}
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end
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if not map.chunkToUtilityIds[chunk.id][unitNumber] then
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map.chunkToUtilityIds[chunk.id][unitNumber] = true
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map.chunkToUtilities[chunk.id] = (map.chunkToUtilities[chunk.id] or 0) + 1
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end
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end
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function chunkPropertyUtils.removeUtilitiesCount(map, chunk, unitNumber)
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if map.chunkToUtilityIds[chunk.id] and map.chunkToUtilityIds[chunk.id][unitNumber] then
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map.chunkToUtilityIds[chunk.id][unitNumber] = nil
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map.chunkToUtilities[chunk.id] = map.chunkToUtilities[chunk.id] - 1
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if map.chunkToUtilities[chunk.id] == 0 then
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map.chunkToUtilityIds[chunk.id] = nil
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map.chunkToUtilities[chunk.id] = nil
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end
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end
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end
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function chunkPropertyUtils.addHiveCount(map, chunk, unitNumber)
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if not map.chunkToHiveIds[chunk.id] then
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map.chunkToHiveIds[chunk.id] = {}
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end
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if not map.chunkToHiveIds[chunk.id][unitNumber] then
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map.chunkToHiveIds[chunk.id][unitNumber] = true
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map.chunkToHives[chunk.id] = (map.chunkToHives[chunk.id] or 0) + 1
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end
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end
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function chunkPropertyUtils.removeHiveCount(map, chunk, unitNumber)
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if map.chunkToHiveIds[chunk.id] and map.chunkToHiveIds[chunk.id][unitNumber] then
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map.chunkToHiveIds[chunk.id][unitNumber] = nil
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map.chunkToHives[chunk.id] = map.chunkToHives[chunk.id] - 1
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if map.chunkToHives[chunk.id] == 0 then
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map.chunkToHiveIds[chunk.id] = nil
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map.chunkToHives[chunk.id] = nil
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end
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end
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end
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function chunkPropertyUtils.addNestCount(map, chunk, unitNumber)
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if not map.chunkToNestIds[chunk.id] then
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map.chunkToNestIds[chunk.id] = {}
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end
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if not map.chunkToNestIds[chunk.id][unitNumber] then
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map.chunkToNestIds[chunk.id][unitNumber] = true
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map.chunkToNests[chunk.id] = (map.chunkToNests[chunk.id] or 0) + 1
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end
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end
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function chunkPropertyUtils.removeNestCount(map, chunk, unitNumber)
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if map.chunkToNestIds[chunk.id] and map.chunkToNestIds[chunk.id][unitNumber] then
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map.chunkToNestIds[chunk.id][unitNumber] = nil
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map.chunkToNests[chunk.id] = map.chunkToNests[chunk.id] - 1
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if map.chunkToNests[chunk.id] == 0 then
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map.chunkToNestIds[chunk.id] = nil
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map.chunkToNests[chunk.id] = nil
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if (map.processMigrationIterator == chunk.id) then
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map.processMigrationIterator = nil
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end
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if (map.processNestIterator == chunk.id) then
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map.processNestIterator = nil
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end
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end
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end
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end
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function chunkPropertyUtils.getNestCount(map, chunk)
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return map.chunkToNests[chunk.id] or 0
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end
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function chunkPropertyUtils.getChunkBase(map, chunk)
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return map.chunkToBase[chunk.id]
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end
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function chunkPropertyUtils.removeChunkBase(map, chunk, base)
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if map.chunkToBase[chunk.id] then
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base.chunkCount = base.chunkCount - 1
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map.chunkToBase[chunk.id] = nil
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end
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end
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function chunkPropertyUtils.setChunkBase(map, chunk, base)
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if not map.chunkToBase[chunk.id] then
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base.chunkCount = base.chunkCount + 1
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map.chunkToBase[chunk.id] = base
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end
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end
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function chunkPropertyUtils.getEnemyStructureCount(map, chunk)
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return (map.chunkToNests[chunk.id] or 0) + (map.chunkToTurrets[chunk.id] or 0) + (map.chunkToTraps[chunk.id] or 0) +
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(map.chunkToUtilities[chunk.id] or 0) + (map.chunkToHives[chunk.id] or 0)
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end
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function chunkPropertyUtils.getRetreatTick(map, chunk)
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return map.chunkToRetreats[chunk.id] or 0
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end
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function chunkPropertyUtils.getRallyTick(map, chunk)
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return map.chunkToRallys[chunk.id] or 0
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end
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function chunkPropertyUtils.setRallyTick(map, chunk, tick)
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map.chunkToRallys[chunk.id] = tick
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end
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function chunkPropertyUtils.setRetreatTick(map, chunk, tick)
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map.chunkToRetreats[chunk.id] = tick
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end
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function chunkPropertyUtils.setResourceGenerator(map, chunk, resourceGenerator)
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if (resourceGenerator <= 0) then
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map.chunkToResource[chunk.id] = nil
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else
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map.chunkToResource[chunk.id] = resourceGenerator
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end
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end
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function chunkPropertyUtils.getResourceGenerator(map, chunk)
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return map.chunkToResource[chunk.id] or 0
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end
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function chunkPropertyUtils.addResourceGenerator(map, chunk, delta)
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map.chunkToResource[chunk.id] = (map.chunkToResource[chunk.id] or 0) + delta
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end
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function chunkPropertyUtils.getDeathGenerator(map, chunk)
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return map.chunkToDeathGenerator[chunk.id] or 0
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end
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function chunkPropertyUtils.getPassable(map, chunk)
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return map.chunkToPassable[chunk.id] or CHUNK_ALL_DIRECTIONS
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end
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function chunkPropertyUtils.getRaidNestActiveness(map, chunk)
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return map.chunkToActiveRaidNest[chunk.id] or 0
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end
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function chunkPropertyUtils.setRaidNestActiveness(map, chunk, value)
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if (value <= 0) then
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if map.chunkToActiveRaidNest[chunk.id] then
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map.activeRaidNests = map.activeRaidNests - 1
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end
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if (map.processActiveRaidSpawnerIterator == chunk.id) then
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map.processActiveRaidSpawnerIterator = nil
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end
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map.chunkToActiveRaidNest[chunk.id] = nil
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else
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if not map.chunkToActiveRaidNest[chunk.id] then
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map.activeRaidNests = map.activeRaidNests + 1
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end
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map.chunkToActiveRaidNest[chunk.id] = value
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end
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end
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function chunkPropertyUtils.getNestActiveTick(map, chunk)
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return map.tickActiveNest[chunk.id] or 0
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end
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function chunkPropertyUtils.setNestActiveTick(map, chunk, tick)
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if (tick == 0) then
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map.tickActiveNest[chunk.id] = nil
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else
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map.tickActiveNest[chunk.id] = tick
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end
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end
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function chunkPropertyUtils.getNestActiveness(map, chunk)
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return map.chunkToActiveNest[chunk.id] or 0
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end
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function chunkPropertyUtils.setNestActiveness(map, chunk, value)
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if (value <= 0) then
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if map.chunkToActiveNest[chunk.id] then
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map.activeNests = map.activeNests - 1
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end
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if (map.processActiveSpawnerIterator == chunk.id) then
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map.processActiveSpawnerIterator = nil
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end
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map.chunkToActiveNest[chunk.id] = nil
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else
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if not map.chunkToActiveNest[chunk.id] then
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map.activeNests = map.activeNests + 1
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end
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map.chunkToActiveNest[chunk.id] = value
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end
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end
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function chunkPropertyUtils.setPassable(map, chunk, value)
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if (value == CHUNK_ALL_DIRECTIONS) then
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map.chunkToPassable[chunk.id] = nil
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else
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map.chunkToPassable[chunk.id] = value
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end
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end
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function chunkPropertyUtils.getPathRating(map, chunk)
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return map.chunkToPathRating[chunk.id] or 1
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end
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function chunkPropertyUtils.setPathRating(map, chunk, value)
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if (value == 1) then
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map.chunkToPathRating[chunk.id] = nil
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else
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map.chunkToPathRating[chunk.id] = value
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end
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end
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function chunkPropertyUtils.addDeathGenerator(map, chunk, value)
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map.chunkToDeathGenerator[chunk.id] = (map.chunkToDeathGenerator[chunk.id] or 0) + value
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end
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function chunkPropertyUtils.addVictoryGenerator(map, chunk, value)
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map.chunkToVictory[chunk.id] = (map.chunkToVictory[chunk.id] or 0) + value
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end
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function chunkPropertyUtils.decayDeathGenerator(map, chunk)
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local gen = map.chunkToDeathGenerator[chunk.id]
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if gen then
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gen = gen * MOVEMENT_GENERATOR_PERSISTANCE
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if (gen >= -2) and (gen <= 2) then
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map.chunkToDeathGenerator[chunk.id] = nil
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else
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map.chunkToDeathGenerator[chunk.id] = gen
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end
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end
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end
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function chunkPropertyUtils.addPlayerToChunk(map, chunk, name)
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local playerChunks = map.playerToChunk
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local playerCountChunks = map.chunkToPlayerCount
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local playerChunk = playerChunks[name]
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if not playerChunk then
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playerChunks[name] = chunk
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local playerCount = playerCountChunks[chunk.id]
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if not playerCount then
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playerCountChunks[chunk.id] = 1
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else
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playerCountChunks[chunk.id] = playerCount + 1
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end
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elseif (playerChunk.id ~= chunk.id) then
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playerChunks[name] = chunk
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local playerCount = playerCountChunks[playerChunk.id]
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chunkPropertyUtils.setPlayersOnChunk(map, playerChunk, playerCount - 1)
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playerCount = playerCountChunks[chunk.id]
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if not playerCount then
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playerCountChunks[chunk.id] = 1
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else
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playerCountChunks[chunk.id] = playerCount + 1
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end
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end
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end
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function chunkPropertyUtils.setPlayersOnChunk(map, chunk, value)
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if (value <= 0) then
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map.chunkToPlayerCount[chunk.id] = nil
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else
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map.chunkToPlayerCount[chunk.id] = value
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end
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end
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function chunkPropertyUtils.getPlayersOnChunk(map, chunk)
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return map.chunkToPlayerCount[chunk.id] or 0
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end
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function chunkPropertyUtils.getPlayerBaseGenerator(map, chunk)
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return map.chunkToPlayerBase[chunk.id] or 0
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end
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function chunkPropertyUtils.addSquadToChunk(map, chunk, squad)
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local chunkToSquad = map.chunkToSquad
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if (chunk ~= -1) and ((squad.chunk == -1) or (squad.chunk.id ~= chunk.id)) then
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chunkPropertyUtils.removeSquadFromChunk(map, squad)
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local squads = chunkToSquad[chunk.id]
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if not squads then
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squads = {}
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chunkToSquad[chunk.id] = squads
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end
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squads[squad.groupNumber] = squad
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squad.chunk = chunk
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end
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end
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function chunkPropertyUtils.removeSquadFromChunk(map, squad)
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local chunkToSquad = map.chunkToSquad
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local chunk = squad.chunk
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if (chunk ~= -1) then
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local squads = chunkToSquad[chunk.id]
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if squads then
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squads[squad.groupNumber] = nil
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if (table_size(squads) == 0) then
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chunkToSquad[chunk.id] = nil
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end
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end
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end
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end
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function chunkPropertyUtils.getSquadsOnChunk(map, chunk)
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return map.chunkToSquad[chunk.id] or map.emptySquadsOnChunk
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end
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function chunkPropertyUtils.setPlayerBaseGenerator(map, chunk, playerGenerator)
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if (playerGenerator <= 0) then
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map.chunkToPlayerBase[chunk.id] = nil
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else
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map.chunkToPlayerBase[chunk.id] = playerGenerator
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end
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end
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function chunkPropertyUtils.addPlayerBaseGenerator(map, chunk, playerGenerator)
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map.chunkToPlayerBase[chunk.id] = (map.chunkToPlayerBase[chunk.id] or 0) + playerGenerator
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end
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function chunkPropertyUtils.processNestActiveness(map, chunk)
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local nests = chunkPropertyUtils.getNestCount(map, chunk)
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if (nests > 0) then
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local surface = map.surface
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local activeness = chunkPropertyUtils.getNestActiveness(map, chunk)
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local universe = map.universe
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local raidActiveness = chunkPropertyUtils.getRaidNestActiveness(map, chunk)
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if universe.attackUsePlayer and (chunk[PLAYER_PHEROMONE] > universe.attackPlayerThreshold) then
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chunkPropertyUtils.setNestActiveness(map, chunk, mMin(activeness + 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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chunkPropertyUtils.setNestActiveness(map, chunk, mMin(activeness + 5, 20))
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else
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local x = chunk.x
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local y = chunk.y
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local position = {x=0,y=0}
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position.x = x + 32
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position.y = y
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if (surface.get_pollution(position) > 0) then
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chunkPropertyUtils.setNestActiveness(map, chunk, mMin(activeness + 5, 20))
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else
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position.x = x - 32
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if (surface.get_pollution(position) > 0) then
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chunkPropertyUtils.setNestActiveness(map, chunk, mMin(activeness + 5, 20))
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else
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position.x = x
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position.y = y - 32
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if (surface.get_pollution(position) > 0) then
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chunkPropertyUtils.setNestActiveness(map, chunk, mMin(activeness + 5, 20))
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else
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position.y = y + 32
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if (surface.get_pollution(position) > 0) then
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chunkPropertyUtils.setNestActiveness(map, chunk, mMin(activeness + 5, 20))
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else
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chunkPropertyUtils.setNestActiveness(map, chunk, activeness - 2)
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if (chunk[BASE_PHEROMONE] > RAIDING_MINIMUM_BASE_THRESHOLD) then
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chunkPropertyUtils.setRaidNestActiveness(map, chunk, mMin(raidActiveness + 3, 20))
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else
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chunkPropertyUtils.setRaidNestActiveness(map, chunk, raidActiveness - 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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else
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chunkPropertyUtils.setNestActiveness(map, chunk, activeness - 5)
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chunkPropertyUtils.setRaidNestActiveness(map, chunk, raidActiveness - 5)
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end
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else
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chunkPropertyUtils.setNestActiveness(map, chunk, 0)
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chunkPropertyUtils.setRaidNestActiveness(map, chunk, 0)
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end
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end
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chunkPropertyUtilsG = chunkPropertyUtils
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return chunkPropertyUtils
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