mirror of
https://github.com/veden/Rampant.git
synced 2024-12-30 21:19:46 +02:00
491 lines
17 KiB
Lua
Executable File
491 lines
17 KiB
Lua
Executable File
if chunkUtilsG then
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return chunkUtilsG
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end
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local chunkUtils = {}
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-- imports
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local stringUtils = require("StringUtils")
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local baseUtils = require("BaseUtils")
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local constants = require("Constants")
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local mapUtils = require("MapUtils")
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local chunkPropertyUtils = require("ChunkPropertyUtils")
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-- constants
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local DEFINES_WIRE_TYPE_RED = defines.wire_type.red
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local DEFINES_WIRE_TYPE_GREEN = defines.wire_type.green
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local CHUNK_PASS_THRESHOLD = constants.CHUNK_PASS_THRESHOLD
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local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK
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local AI_STATE_ONSLAUGHT = constants.AI_STATE_ONSLAUGHT
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local BASE_PHEROMONE = constants.BASE_PHEROMONE
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local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
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local MOVEMENT_PHEROMONE = constants.MOVEMENT_PHEROMONE
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local RESOURCE_PHEROMONE = constants.RESOURCE_PHEROMONE
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local BUILDING_PHEROMONES = constants.BUILDING_PHEROMONES
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local CHUNK_SIZE = constants.CHUNK_SIZE
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local CHUNK_SIZE_DIVIDER = constants.CHUNK_SIZE_DIVIDER
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local CHUNK_NORTH_SOUTH = constants.CHUNK_NORTH_SOUTH
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local CHUNK_EAST_WEST = constants.CHUNK_EAST_WEST
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local CHUNK_ALL_DIRECTIONS = constants.CHUNK_ALL_DIRECTIONS
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local CHUNK_IMPASSABLE = constants.CHUNK_IMPASSABLE
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local RESOURCE_NORMALIZER = constants.RESOURCE_NORMALIZER
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local CHUNK_TICK = constants.CHUNK_TICK
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-- imported functions
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local isRampant = stringUtils.isRampant
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local setNestCount = chunkPropertyUtils.setNestCount
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local setPlayerBaseGenerator = chunkPropertyUtils.setPlayerBaseGenerator
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local addPlayerBaseGenerator = chunkPropertyUtils.addPlayerBaseGenerator
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local setResourceGenerator = chunkPropertyUtils.setResourceGenerator
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local addResourceGenerator = chunkPropertyUtils.addResourceGenerator
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local setWormCount = chunkPropertyUtils.setWormCount
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local getPlayerBaseGenerator = chunkPropertyUtils.getPlayerBaseGenerator
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local getNestCount = chunkPropertyUtils.getNestCount
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local setRaidNestActiveness = chunkPropertyUtils.setRaidNestActiveness
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local setNestActiveness = chunkPropertyUtils.setNestActiveness
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local findNearbyBase = baseUtils.findNearbyBase
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local createBase = baseUtils.createBase
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local upgradeEntity = baseUtils.upgradeEntity
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local setChunkBase = chunkPropertyUtils.setChunkBase
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local setPassable = chunkPropertyUtils.setPassable
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local setPathRating = chunkPropertyUtils.setPathRating
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local getChunkByXY = mapUtils.getChunkByXY
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local mFloor = math.floor
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local mRandom = math.random
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-- module code
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local function getEntityOverlapChunks(map, entity)
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local boundingBox = entity.prototype.collision_box or entity.prototype.selection_box;
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local overlapArray = map.chunkOverlapArray
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overlapArray[1] = SENTINEL_IMPASSABLE_CHUNK --LeftTop
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overlapArray[2] = SENTINEL_IMPASSABLE_CHUNK --RightTop
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overlapArray[3] = SENTINEL_IMPASSABLE_CHUNK --LeftBottom
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overlapArray[4] = SENTINEL_IMPASSABLE_CHUNK --RightBottom
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if boundingBox then
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local center = entity.position
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local topXOffset
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local topYOffset
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local bottomXOffset
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local bottomYOffset
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topXOffset = boundingBox.left_top.x
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topYOffset = boundingBox.left_top.y
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bottomXOffset = boundingBox.right_bottom.x
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bottomYOffset = boundingBox.right_bottom.y
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local leftTopChunkX = mFloor((center.x + topXOffset) * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
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local leftTopChunkY = mFloor((center.y + topYOffset) * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
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local rightTopChunkX = mFloor((center.x + bottomXOffset) * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
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local leftBottomChunkY = mFloor((center.y + bottomYOffset) * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
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overlapArray[1] = getChunkByXY(map, leftTopChunkX, leftTopChunkY) -- LeftTop
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if (leftTopChunkX ~= rightTopChunkX) then
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overlapArray[2] = getChunkByXY(map, rightTopChunkX, leftTopChunkY) -- RightTop
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end
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if (leftTopChunkY ~= leftBottomChunkY) then
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overlapArray[3] = getChunkByXY(map, leftTopChunkX, leftBottomChunkY) -- LeftBottom
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end
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if (leftTopChunkX ~= rightTopChunkX) and (leftTopChunkY ~= leftBottomChunkY) then
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overlapArray[4] = getChunkByXY(map, rightTopChunkX, leftBottomChunkY) -- RightBottom
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end
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end
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return overlapArray
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end
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local function scanPaths(chunk, surface, map)
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local pass = CHUNK_IMPASSABLE
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local x = chunk.x
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local y = chunk.y
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local filteredEntitiesCliffQuery = map.filteredEntitiesCliffQuery
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local filteredTilesPathQuery = map.filteredTilesPathQuery
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local count_entities_filtered = surface.count_entities_filtered
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local count_tiles_filtered = surface.count_tiles_filtered
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local passableNorthSouth = false
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local passableEastWest = false
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local topPosition = filteredEntitiesCliffQuery.area[1]
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local bottomPosition = filteredEntitiesCliffQuery.area[2]
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topPosition[2] = y
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bottomPosition[2] = y + 32
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for xi=x, x + 32 do
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topPosition[1] = xi
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bottomPosition[1] = xi + 1
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if (count_entities_filtered(filteredEntitiesCliffQuery) == 0) and
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(count_tiles_filtered(filteredTilesPathQuery) == 0)
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then
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passableNorthSouth = true
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break
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end
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end
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topPosition[1] = x
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bottomPosition[1] = x + 32
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for yi=y, y + 32 do
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topPosition[2] = yi
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bottomPosition[2] = yi + 1
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if (count_entities_filtered(filteredEntitiesCliffQuery) == 0) and
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(count_tiles_filtered(filteredTilesPathQuery) == 0)
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then
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passableEastWest = true
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break
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end
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end
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if passableEastWest and passableNorthSouth then
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pass = CHUNK_ALL_DIRECTIONS
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elseif passableEastWest then
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pass = CHUNK_EAST_WEST
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elseif passableNorthSouth then
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pass = CHUNK_NORTH_SOUTH
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end
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return pass
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end
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local function scorePlayerBuildings(surface, map)
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return (surface.count_entities_filtered(map.filteredEntitiesPlayerQuery50) * 25) +
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(surface.count_entities_filtered(map.filteredEntitiesPlayerQuery200) * 100) +
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(surface.count_entities_filtered(map.filteredEntitiesPlayerQuery1000) * 500) +
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(surface.count_entities_filtered(map.filteredEntitiesPlayerQuery2000) * 1000) +
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(surface.count_entities_filtered(map.filteredEntitiesPlayerQuery3500) * 1750) +
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(surface.count_entities_filtered(map.filteredEntitiesPlayerQuery12000) * 6000)
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end
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function chunkUtils.initialScan(chunk, natives, surface, map, tick, evolutionFactor, rebuilding)
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local passScore = 1 - (surface.count_tiles_filtered(map.filteredTilesQuery) * 0.0009765625)
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if (passScore >= CHUNK_PASS_THRESHOLD) then
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local pass = scanPaths(chunk, surface, map)
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local playerObjects = scorePlayerBuildings(surface, map)
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local nests = surface.find_entities_filtered(map.filteredEntitiesUnitSpawnereQuery)
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if ((playerObjects > 0) or (#nests > 0)) and (pass == CHUNK_IMPASSABLE) then
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pass = CHUNK_ALL_DIRECTIONS
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end
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if (pass ~= CHUNK_IMPASSABLE) then
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local worms = surface.find_entities_filtered(map.filteredEntitiesWormQuery)
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local resources = surface.count_entities_filtered(map.countResourcesQuery) * RESOURCE_NORMALIZER
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if natives.newEnemies and ((#nests > 0) or (#worms > 0)) then
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local nestCount = 0
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local wormCount = 0
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local base = findNearbyBase(map, chunk, natives)
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if base then
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setChunkBase(map, chunk, base)
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else
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base = createBase(map, natives, evolutionFactor, chunk, tick, rebuilding)
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end
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local alignment = base.alignment
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for _, unit in pairs(surface.find_entities_filtered(map.filteredEntitiesUnitQuery)) do
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if (unit.valid) then
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unit.destroy()
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end
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end
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if (#nests > 0) then
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for i = 1, #nests do
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if rebuilding then
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if not isRampant(nests[i].name) then
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if upgradeEntity(nests[i], surface, alignment[mRandom(#alignment)], natives, evolutionFactor) then
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nestCount = nestCount + 1
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end
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else
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nestCount = nestCount + 1
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end
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else
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if upgradeEntity(nests[i], surface, alignment[mRandom(#alignment)], natives, evolutionFactor) then
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nestCount = nestCount + 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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if (#worms > 0) then
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for i = 1, #worms do
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if rebuilding then
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if not isRampant(worms[i].name) then
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if upgradeEntity(worms[i], surface, alignment[mRandom(#alignment)], natives, evolutionFactor) then
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wormCount = wormCount + 1
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end
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else
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wormCount = wormCount + 1
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end
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else
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if upgradeEntity(worms[i], surface, alignment[mRandom(#alignment)], natives, evolutionFactor) then
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wormCount = wormCount + 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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setNestCount(map, chunk, nestCount)
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setWormCount(map, chunk, wormCount)
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else
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setNestCount(map, chunk, #nests)
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setWormCount(map, chunk, #worms)
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end
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setPlayerBaseGenerator(map, chunk, playerObjects)
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setResourceGenerator(map, chunk, resources)
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setPassable(map, chunk, pass)
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setPathRating(map, chunk, passScore)
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return chunk
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end
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end
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return SENTINEL_IMPASSABLE_CHUNK
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end
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function chunkUtils.chunkPassScan(chunk, surface, map)
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local passScore = 1 - (surface.count_tiles_filtered(map.filteredTilesQuery) * 0.0009765625)
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if (passScore >= CHUNK_PASS_THRESHOLD) then
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local pass = scanPaths(chunk, surface, map)
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local playerObjects = getPlayerBaseGenerator(map, chunk)
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local nests = getNestCount(map, chunk)
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if ((playerObjects > 0) or (nests > 0)) and (pass == CHUNK_IMPASSABLE) then
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pass = CHUNK_ALL_DIRECTIONS
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end
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setPassable(map, chunk, pass)
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setPathRating(map, chunk, passScore)
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return chunk
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end
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return SENTINEL_IMPASSABLE_CHUNK
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end
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function chunkUtils.mapScanChunk(chunk, surface, map)
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local playerObjects = scorePlayerBuildings(surface, map)
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setPlayerBaseGenerator(map, chunk, playerObjects)
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local resources = surface.count_entities_filtered(map.countResourcesQuery) * RESOURCE_NORMALIZER
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setResourceGenerator(map, chunk, resources)
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local nests = surface.count_entities_filtered(map.filteredEntitiesUnitSpawnereQuery)
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setNestCount(map, chunk, nests)
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local worms = surface.count_entities_filtered(map.filteredEntitiesWormQuery)
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setWormCount(map, chunk, worms)
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end
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function chunkUtils.entityForPassScan(map, entity)
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local overlapArray = getEntityOverlapChunks(map, entity)
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for i=1,#overlapArray do
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local chunk = overlapArray[i]
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if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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map.chunkToPassScan[chunk] = true
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end
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end
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end
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function chunkUtils.createChunk(topX, topY)
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local chunk = {
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x = topX,
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y = topY
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}
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chunk[MOVEMENT_PHEROMONE] = 0
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chunk[BASE_PHEROMONE] = 0
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chunk[PLAYER_PHEROMONE] = 0
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chunk[RESOURCE_PHEROMONE] = 0
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chunk[CHUNK_TICK] = 0
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return chunk
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end
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function chunkUtils.colorChunk(x, y, tileType, surface)
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local tiles = {}
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for xi=x+5, x + 27 do
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for yi=y+5, y + 27 do
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tiles[#tiles+1] = {name=tileType, position={xi, yi}}
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end
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end
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surface.set_tiles(tiles, false)
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end
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function chunkUtils.registerEnemyBaseStructure(map, entity, base)
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local entityType = entity.type
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if ((entityType == "unit-spawner") or (entityType == "turret")) and (entity.force.name == "enemy") then
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local overlapArray = getEntityOverlapChunks(map, entity)
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local lookup
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if (entityType == "unit-spawner") then
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lookup = map.chunkToNests
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elseif (entityType == "turret") then
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lookup = map.chunkToWorms
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end
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for i=1,#overlapArray do
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local chunk = overlapArray[i]
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if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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lookup[chunk] = (lookup[chunk] or 0) + 1
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setChunkBase(map, chunk, base)
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end
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end
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end
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return entity
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end
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function chunkUtils.unregisterEnemyBaseStructure(map, entity)
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local entityType = entity.type
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if ((entityType == "unit-spawner") or (entityType == "turret")) and (entity.force.name == "enemy") then
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local overlapArray = getEntityOverlapChunks(map, entity)
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local mainLookup
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local secondaryLookup
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if (entityType == "unit-spawner") then
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mainLookup = map.chunkToNests
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secondaryLookup = map.chunkToWorms
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elseif (entity.type == "turret") then
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mainLookup = map.chunkToWorms
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secondaryLookup = map.chunkToNests
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end
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for i=1,#overlapArray do
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local chunk = overlapArray[i]
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if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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local count = mainLookup[chunk]
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if count then
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if (count <= 1) then
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if (entityType == "unit-spawner") then
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setRaidNestActiveness(map, chunk, 0)
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setNestActiveness(map, chunk, 0)
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end
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mainLookup[chunk] = nil
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if not secondaryLookup[chunk] then
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setChunkBase(map, chunk, nil)
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end
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else
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mainLookup[chunk] = count - 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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function chunkUtils.accountPlayerEntity(map, entity, natives, addObject, creditNatives)
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if (BUILDING_PHEROMONES[entity.type] ~= nil) and (entity.force.name ~= "enemy") then
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local entityValue = BUILDING_PHEROMONES[entity.type]
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local overlapArray = getEntityOverlapChunks(map, entity)
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if not addObject then
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if creditNatives then
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if (natives.state == AI_STATE_ONSLAUGHT) then
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natives.points = natives.points + entityValue
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else
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natives.points = natives.points + (entityValue * 0.12)
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end
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end
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entityValue = -entityValue
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end
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for i=1,#overlapArray do
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local chunk = overlapArray[i]
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if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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addPlayerBaseGenerator(map, chunk, entityValue)
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end
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end
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end
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return entity
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end
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function chunkUtils.unregisterResource(entity, map)
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if entity.prototype.infinite_resource then
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return
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end
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local overlapArray = getEntityOverlapChunks(map, entity)
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for i=1,#overlapArray do
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local chunk = overlapArray[i]
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if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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addResourceGenerator(map, chunk, -RESOURCE_NORMALIZER)
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end
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end
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end
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function chunkUtils.registerResource(entity, map)
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local overlapArray = getEntityOverlapChunks(map, entity)
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for i=1,#overlapArray do
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local chunk = overlapArray[i]
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if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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addResourceGenerator(map, chunk, RESOURCE_NORMALIZER)
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end
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end
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end
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function chunkUtils.makeImmortalEntity(surface, entity)
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local repairPosition = entity.position
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local repairName = entity.name
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local repairForce = entity.force
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local repairDirection = entity.direction
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local wires
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if (entity.type == "electric-pole") then
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wires = entity.neighbours
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end
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entity.destroy()
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local newEntity = surface.create_entity({position=repairPosition,
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name=repairName,
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direction=repairDirection,
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force=repairForce})
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if wires then
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for _,v in pairs(wires.copper) do
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if (v.valid) then
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newEntity.connect_neighbour(v);
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end
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end
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for _,v in pairs(wires.red) do
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if (v.valid) then
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newEntity.connect_neighbour({wire = DEFINES_WIRE_TYPE_RED, target_entity = v});
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end
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end
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for _,v in pairs(wires.green) do
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if (v.valid) then
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newEntity.connect_neighbour({wire = DEFINES_WIRE_TYPE_GREEN, target_entity = v});
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end
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end
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end
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newEntity.destructible = false
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end
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chunkUtilsG = chunkUtils
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return chunkUtils
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