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Rampant/libs/BaseUtils.lua

710 lines
24 KiB
Lua

-- Copyright (C) 2022 veden
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
if baseUtilsG then
return baseUtilsG
end
local baseUtils = {}
-- imports
local mathUtils = require("MathUtils")
local constants = require("Constants")
local chunkPropertyUtils = require("ChunkPropertyUtils")
local mapUtils = require("MapUtils")
local queryUtils = require("QueryUtils")
-- constants
local MINIMUM_BUILDING_COST = constants.MINIMUM_BUILDING_COST
local FACTION_MUTATION_MAPPING = constants.FACTION_MUTATION_MAPPING
local MAGIC_MAXIMUM_NUMBER = constants.MAGIC_MAXIMUM_NUMBER
local FACTIONS_BY_DAMAGE_TYPE = constants.FACTIONS_BY_DAMAGE_TYPE
local BASE_GENERATION_STATE_ACTIVE = constants.BASE_GENERATION_STATE_ACTIVE
local FACTION_SET = constants.FACTION_SET
local HIVE_BUILDINGS_COST = constants.HIVE_BUILDINGS_COST
local BASE_DISTANCE_THRESHOLD = constants.BASE_DISTANCE_THRESHOLD
local BASE_DISTANCE_LEVEL_BONUS = constants.BASE_DISTANCE_LEVEL_BONUS
local BASE_DISTANCE_TO_EVO_INDEX = constants.BASE_DISTANCE_TO_EVO_INDEX
local CHUNK_SIZE = constants.CHUNK_SIZE
local BASE_AI_STATE_PEACEFUL = constants.BASE_AI_STATE_PEACEFUL
-- imported functions
local setPositionXYInQuery = queryUtils.setPositionXYInQuery
local euclideanDistancePoints = mathUtils.euclideanDistancePoints
local getChunkByPosition = mapUtils.getChunkByPosition
local gaussianRandomRangeRG = mathUtils.gaussianRandomRangeRG
local linearInterpolation = mathUtils.linearInterpolation
local mFloor = math.floor
local mMin = math.min
local mMax = math.max
local distort = mathUtils.distort
local getResourceGenerator = chunkPropertyUtils.getResourceGenerator
local next = next
-- module code
local function evoToTier(universe, evolutionFactor, maxSkips)
local v
local skipsRemaining = maxSkips
for i=10,1,-1 do
if universe.evoToTierMapping[i] <= evolutionFactor then
v = i
if (skipsRemaining == 0) or (universe.random() <= 0.75) then
break
end
skipsRemaining = skipsRemaining - 1
end
end
return v
end
local function findBaseMutation(universe, targetEvolution)
local tier = evoToTier(universe, targetEvolution or universe.evolutionLevel, 2)
local alignments = universe.evolutionTableAlignment[tier]
local roll = universe.random()
for i=1,#alignments do
local alignment = alignments[i]
roll = roll - alignment[1]
if (roll <= 0) then
return alignment[2]
end
end
return alignments[#alignments]
end
local function initialEntityUpgrade(baseAlignment, tier, maxTier, map, useHiveType, entityType)
local evolutionTable = map.universe.buildingEvolveLookup
local entity
local useTier
local tierRoll = map.random()
if (tierRoll < 0.4) then
useTier = maxTier
elseif (tierRoll < 0.7) then
useTier = mMax(maxTier - 1, tier)
elseif (tierRoll < 0.9) then
useTier = mMax(maxTier - 2, tier)
else
useTier = mMax(maxTier - 3, tier)
end
local alignmentTable = evolutionTable[baseAlignment]
local upgrades = alignmentTable[useTier]
if upgrades then
if useHiveType then
for ui=1,#upgrades do
local upgrade = upgrades[ui]
if upgrade[3] == useHiveType then
entity = upgrade[2][map.random(#upgrade[2])]
break
end
end
end
if not entity then
for ui=1,#upgrades do
local upgrade = upgrades[ui]
if upgrade[3] == entityType then
entity = upgrade[2][map.random(#upgrade[2])]
end
end
if not entity then
local mapTypes = FACTION_MUTATION_MAPPING[entityType]
for i=1, #mapTypes do
local mappedType = mapTypes[i]
for ui=1,#upgrades do
local upgrade = upgrades[ui]
if upgrade[3] == mappedType then
return upgrade[2][map.random(#upgrade[2])]
end
end
end
end
end
end
return entity
end
local function entityUpgrade(baseAlignment, tier, maxTier, originalEntity, map)
local universe = map.universe
local buildingHiveTypeLookup = universe.buildingHiveTypeLookup
local evolutionTable = universe.upgradeLookup
local entity
local hiveType = buildingHiveTypeLookup[originalEntity.name]
for t=maxTier,tier,-1 do
local factionLookup = evolutionTable[baseAlignment][t]
local upgrades = factionLookup[hiveType]
if not upgrades then
local mapTypes = FACTION_MUTATION_MAPPING[hiveType]
for i=1, #mapTypes do
local upgrade = factionLookup[mapTypes[i]]
if upgrade and (#upgrade > 0) then
entity = upgrade[map.random(#upgrade)]
if map.random() < 0.55 then
return entity
end
end
end
elseif (#upgrades > 0) then
entity = upgrades[map.random(#upgrades)]
if map.random() < 0.55 then
return entity
end
end
end
return entity
end
local function findEntityUpgrade(baseAlignment, currentEvo, evoIndex, originalEntity, map, evolve)
local universe = map.universe
local adjCurrentEvo = mMax(
((baseAlignment ~= universe.enemyAlignmentLookup[originalEntity.name]) and 0) or currentEvo,
0
)
local tier = evoToTier(universe, adjCurrentEvo, 5)
local maxTier = evoToTier(universe, evoIndex, 4)
if (tier > maxTier) then
maxTier = tier
end
if evolve then
local chunk = getChunkByPosition(map, originalEntity.position)
local entityName = originalEntity.name
local entityType = map.universe.buildingHiveTypeLookup[entityName]
if not entityType then
if map.random() < 0.5 then
entityType = "biter-spawner"
else
entityType = "spitter-spawner"
end
end
local roll = map.random()
local makeHive = (chunk ~= -1) and
(
(entityType == "biter-spawner") or (entityType == "spitter-spawner")
)
and
(
(
(roll <= 0.002) and
not map.universe.proxyEntityLookup[entityName]
)
or
(
(roll <= 0.202) and
(getResourceGenerator(map, chunk) > 0)
)
)
return initialEntityUpgrade(baseAlignment, tier, maxTier, map, (makeHive and "hive"), entityType)
else
return entityUpgrade(baseAlignment, tier, maxTier, originalEntity, map)
end
end
local function findBaseInitialAlignment(universe, evoIndex)
local dev = evoIndex * 0.15
local evoTop = gaussianRandomRangeRG(evoIndex - (evoIndex * 0.075), dev, 0, evoIndex, universe.random)
local result
if universe.random() < 0.05 then
result = {findBaseMutation(universe, evoTop), findBaseMutation(universe, evoTop)}
else
result = {findBaseMutation(universe, evoTop)}
end
return result
end
function baseUtils.recycleBases(universe)
local bases = universe.bases
local id = universe.recycleBaseIterator
local base
if not id then
id, base = next(bases, nil)
else
base = bases[id]
end
if not id then
universe.recycleBaseIterator = nil
else
universe.recycleBaseIterator = next(bases, id)
local map = base.map
if (base.chunkCount == 0) or not map.surface.valid then
bases[id] = nil
if universe.processBaseAIIterator == id then
universe.processBaseAIIterator = nil
end
if map.surface.valid then
map.universe.bases[id] = nil
end
end
end
end
function baseUtils.upgradeEntity(entity, base, map, disPos, evolve, register, timeDelay)
local position = entity.position
local currentEvo = entity.prototype.build_base_evolution_requirement or 0
local distance = mMin(1, euclideanDistancePoints(position.x, position.y, 0, 0) * BASE_DISTANCE_TO_EVO_INDEX)
local evoIndex = mMax(distance, map.universe.evolutionLevel)
local baseAlignment = base.alignment
local pickedBaseAlignment
if baseAlignment[2] then
if map.random() < 0.75 then
pickedBaseAlignment = baseAlignment[2]
else
pickedBaseAlignment = baseAlignment[1]
end
else
pickedBaseAlignment = baseAlignment[1]
end
local spawnerName = findEntityUpgrade(pickedBaseAlignment,
currentEvo,
evoIndex,
entity,
map,
evolve)
if spawnerName and (spawnerName ~= entity.name) then
local entityData = {
["name"] = spawnerName,
["position"] = disPos,
["register"] = register,
["map"] = map,
["base"] = base,
["entity"] = entity,
["delayTLL"] = timeDelay
}
map.universe.pendingUpgrades[entity.unit_number] = entityData
return spawnerName
end
if entity.valid then
if map.universe.proxyEntityLookup[entity.name] then
entity.destroy()
end
end
return nil
end
local function pickMutationFromDamageType(universe, damageType, roll, base)
local baseAlignment = base.alignment
local damageFactions = FACTIONS_BY_DAMAGE_TYPE[damageType]
local mutation
if (damageFactions and (#damageFactions > 0)) then
mutation = damageFactions[universe.random(#damageFactions)]
if baseAlignment[2] then
if (roll < 0.05) then
baseAlignment[2] = nil
baseAlignment[1] = mutation
elseif (roll < 0.25) then
baseAlignment[1] = mutation
else
baseAlignment[2] = mutation
end
else
if (roll < 0.85) then
base.alignment[1] = mutation
else
base.alignment[2] = mutation
end
end
else
mutation = findBaseMutation(universe)
if baseAlignment[2] then
if (roll < 0.05) then
baseAlignment[2] = nil
baseAlignment[1] = mutation
elseif (roll < 0.25) then
baseAlignment[1] = mutation
else
baseAlignment[2] = mutation
end
else
if (roll < 0.85) then
base.alignment[1] = mutation
else
base.alignment[2] = mutation
end
end
end
if (universe.printBaseAdaptation) then
if baseAlignment[2] then
game.print({"description.rampant--adaptation2DebugMessage",
damageType,
{"description.rampant--"..baseAlignment[1].."EnemyName"},
{"description.rampant--"..baseAlignment[2].."EnemyName"},
base.x,
base.y,
base.mutations,
universe.MAX_BASE_MUTATIONS})
else
game.print({"description.rampant--adaptation1DebugMessage",
damageType,
{"description.rampant--"..baseAlignment[1].."EnemyName"},
base.x,
base.y,
base.mutations,
universe.MAX_BASE_MUTATIONS})
end
end
end
function baseUtils.upgradeBaseBasedOnDamage(universe, base)
local total = 0
for _,amount in pairs(base.damagedBy) do
total = total + amount
end
local mutationAmount = total * 0.176471
base.damagedBy["RandomMutation"] = mutationAmount
total = total + mutationAmount
local pickedDamage
local roll = universe.random()
for damageTypeName,amount in pairs(base.damagedBy) do
base.damagedBy[damageTypeName] = amount / total
end
for damageType,amount in pairs(base.damagedBy) do
roll = roll - amount
if (roll <= 0) then
pickedDamage = damageType
break
end
end
pickMutationFromDamageType(universe, pickedDamage, roll, base)
end
function baseUtils.processBaseMutation(chunk, map, base)
if not base.alignment[1] or
(base.stateGeneration ~= BASE_GENERATION_STATE_ACTIVE) or
(map.random() >= 0.30)
then
return
end
if (base.points >= MINIMUM_BUILDING_COST) then
local surface = map.surface
local universe = map.universe
setPositionXYInQuery(universe.pbFilteredEntitiesPointQueryLimited,
chunk.x + (CHUNK_SIZE * map.random()),
chunk.y + (CHUNK_SIZE * map.random()))
local entities = surface.find_entities_filtered(universe.pbFilteredEntitiesPointQueryLimited)
if #entities ~= 0 then
local entity = entities[1]
local cost = (universe.costLookup[entity.name] or MAGIC_MAXIMUM_NUMBER)
if (base.points >= cost) then
local newEntity = baseUtils.upgradeEntity(entity, base, map)
if newEntity then
if universe.printBaseUpgrades then
surface.print("[gps=".. entity.position.x ..",".. entity.position.y .."] " .. "Scheduled upgrade for ".. entity.name .. " to " .. newEntity)
end
base.points = base.points - cost
end
end
end
end
end
function baseUtils.createBase(map, chunk, tick)
local x = chunk.x
local y = chunk.y
local distance = euclideanDistancePoints(x, y, 0, 0)
local meanLevel = mFloor(distance * 0.005)
local universe = map.universe
local distanceIndex = mMin(1, distance * BASE_DISTANCE_TO_EVO_INDEX)
local evoIndex = mMax(distanceIndex, universe.evolutionLevel)
local alignment = (universe.NEW_ENEMIES and findBaseInitialAlignment(universe, evoIndex)) or {"neutral"}
local baseLevel = gaussianRandomRangeRG(meanLevel,
meanLevel * 0.3,
meanLevel * 0.50,
meanLevel * 1.50,
universe.random)
local baseDistanceThreshold = gaussianRandomRangeRG(BASE_DISTANCE_THRESHOLD,
BASE_DISTANCE_THRESHOLD * 0.2,
BASE_DISTANCE_THRESHOLD * 0.75,
BASE_DISTANCE_THRESHOLD * 1.50,
universe.random)
local distanceThreshold = (baseLevel * BASE_DISTANCE_LEVEL_BONUS) + baseDistanceThreshold
local base = {
x = x,
y = y,
distanceThreshold = distanceThreshold * universe.baseDistanceModifier,
tick = tick,
alignment = alignment,
damagedBy = {},
deathEvents = 0,
mutations = 0,
stateGeneration = BASE_GENERATION_STATE_ACTIVE,
stateGenerationTick = 0,
chunkCount = 0,
createdTick = tick,
points = 0,
unitPoints = 0,
stateAI = BASE_AI_STATE_PEACEFUL,
stateAITick = 0,
maxAggressiveGroups = 0,
sentAggressiveGroups = 0,
maxSiegeGroups = 0,
sentSiegeGroups = 0,
activeRaidNests = 0,
activeNests = 0,
destroyPlayerBuildings = 0,
lostEnemyUnits = 0,
lostEnemyBuilding = 0,
rocketLaunched = 0,
builtEnemyBuilding = 0,
ionCannonBlasts = 0,
artilleryBlasts = 0,
temperament = 0.5,
temperamentScore = 0,
universe = universe,
map = map,
id = universe.baseId
}
universe.baseId = universe.baseId + 1
map.bases[base.id] = base
universe.bases[base.id] = base
return base
end
local function isMember(lst, x)
for _,l in pairs(lst) do
if l == x then
return true
end
end
return false
end
function baseUtils.rebuildNativeTables(universe, rg)
local alignmentSet = {}
universe.evolutionTableAlignment = alignmentSet
local buildingSpaceLookup = {}
universe.buildingSpaceLookup = buildingSpaceLookup
local enemyAlignmentLookup = {}
universe.enemyAlignmentLookup = enemyAlignmentLookup
local upgradeLookup = {}
universe.upgradeLookup = upgradeLookup
local buildingEvolveLookup = {}
universe.buildingEvolveLookup = buildingEvolveLookup
local costLookup = {}
universe.costLookup = costLookup
local buildingHiveTypeLookup = {}
universe.buildingHiveTypeLookup = buildingHiveTypeLookup
local proxyEntityLookup = {}
universe.proxyEntityLookup = proxyEntityLookup
local vanillaEntityLookup = {}
universe.vanillaEntityTypeLookup = vanillaEntityLookup
local entitySkipCountLookup = {}
universe.entitySkipCountLookup = entitySkipCountLookup
buildingHiveTypeLookup["biter-spawner"] = "biter-spawner"
buildingHiveTypeLookup["spitter-spawner"] = "spitter-spawner"
buildingHiveTypeLookup["small-worm-turret"] = "turret"
buildingHiveTypeLookup["medium-worm-turret"] = "turret"
buildingHiveTypeLookup["big-worm-turret"] = "turret"
buildingHiveTypeLookup["behemoth-worm-turret"] = "turret"
vanillaEntityLookup["biter-spawner"] = true
vanillaEntityLookup["spitter-spawner"] = true
vanillaEntityLookup["small-worm-turret"] = true
vanillaEntityLookup["medium-worm-turret"] = true
vanillaEntityLookup["big-worm-turret"] = true
vanillaEntityLookup["behemoth-worm-turret"] = true
for i=1,#FACTION_SET do
local faction = FACTION_SET[i]
local factionUpgradeLookup = {}
upgradeLookup[faction.type] = factionUpgradeLookup
local factionBuildingPicker = {}
buildingEvolveLookup[faction.type] = factionBuildingPicker
for t=1,10 do
local alignments = alignmentSet[t]
if not alignments then
alignments = {}
alignmentSet[t] = alignments
end
--[[
alignments table is a table that is used for selecting what factions are available
to pick given an evolution level.
evolutionTable is a table that given a faction allows the selection of a building
type based on the propabilities given. Once the the building type is selected given
a faction, then the evolution decides what level of building to select
--]]
local factionAcceptRate = faction.acceptRate
local low = factionAcceptRate[1]
local high = factionAcceptRate[2]
if (low <= t) and (t <= high) then
alignments[#alignments+1] = {
distort(rg,
linearInterpolation((t - low) / (high - low), factionAcceptRate[3], factionAcceptRate[4])),
faction.type
}
end
local tieredUpgradeBuildingSet = factionUpgradeLookup[t]
if not tieredUpgradeBuildingSet then
tieredUpgradeBuildingSet = {}
factionUpgradeLookup[t] = tieredUpgradeBuildingSet
end
local tieredBuildingPickerSet = factionBuildingPicker[t]
if not tieredBuildingPickerSet then
tieredBuildingPickerSet = {}
factionBuildingPicker[t] = tieredBuildingPickerSet
end
for b=1,#faction.buildings do
local building = faction.buildings[b]
local buildingSet = tieredUpgradeBuildingSet[building.type]
if not buildingSet then
buildingSet = {}
tieredUpgradeBuildingSet[building.type] = buildingSet
end
local variationSet = {}
for v=1,universe.ENEMY_VARIATIONS do
local entry = faction.type .. "-" .. building.name .. "-v" .. v .. "-t" .. t .. "-rampant"
enemyAlignmentLookup[entry] = faction.type
local proxyEntity = "entity-proxy-" .. building.type .. "-t" .. t .. "-rampant"
proxyEntityLookup[proxyEntity] = true
buildingSpaceLookup[entry] = proxyEntity
costLookup[entry] = HIVE_BUILDINGS_COST[building.type]
buildingHiveTypeLookup[entry] = building.type
if not buildingHiveTypeLookup[proxyEntity] then
buildingHiveTypeLookup[proxyEntity] = building.type
end
variationSet[#variationSet+1] = entry
for _,unit in pairs(faction.units) do
if isMember(unit.attributes, "skipKillCount") then
local name = faction.type .. "-" .. unit.name .. "-v" .. v .. "-t" .. t .. "-rampant"
universe.entitySkipCountLookup[name] = true
end
end
end
local buildingAcceptRate = building.acceptRate
local buildingLow = buildingAcceptRate[1]
local buildingHigh = buildingAcceptRate[2]
if (buildingLow <= t) and (t <= buildingHigh) then
for vi=1,#variationSet do
local variation = variationSet[vi]
buildingSet[#buildingSet+1] = variation
end
tieredBuildingPickerSet[#tieredBuildingPickerSet+1] = {
distort(rg,
linearInterpolation((t - buildingLow) / (buildingHigh - buildingLow),
buildingAcceptRate[3],
buildingAcceptRate[4])),
variationSet,
building.type
}
end
end
end
end
for t=1,10 do
local alignments = alignmentSet[t]
local totalAlignment = 0
for i=1,#alignments do
totalAlignment = totalAlignment + alignments[i][1]
end
for i=1,#alignments do
alignments[i][1] = alignments[i][1] / totalAlignment
end
for fi=1,#FACTION_SET do
local faction = FACTION_SET[fi]
local factionBuildingSet = buildingEvolveLookup[faction.type][t]
local totalBuildingSet = 0
for i=1,#factionBuildingSet do
totalBuildingSet = totalBuildingSet + factionBuildingSet[i][1]
end
for i=1,#factionBuildingSet do
factionBuildingSet[i][1] = factionBuildingSet[i][1] / totalBuildingSet
end
end
end
local evoIndex = evoToTier(universe, universe.evolutionLevel, 2)
if universe.bases then
for _,base in pairs(universe.bases) do
for x=1,2 do
local alignment = base.alignment[x]
if alignment and not universe.buildingEvolveLookup[alignment] then
base.alignment = findBaseInitialAlignment(universe, evoIndex)
break
elseif not alignment and (x == 1) then
base.alignment = findBaseInitialAlignment(universe, evoIndex)
break
end
end
end
end
end
baseUtilsG = baseUtils
return baseUtils