mirror of
https://github.com/veden/Rampant.git
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169 lines
5.2 KiB
Lua
169 lines
5.2 KiB
Lua
-- Copyright (C) 2022 veden
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-- This program is free software: you can redistribute it and/or modify
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-- it under the terms of the GNU General Public License as published by
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-- the Free Software Foundation, either version 3 of the License, or
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-- (at your option) any later version.
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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-- GNU General Public License for more details.
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-- You should have received a copy of the GNU General Public License
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-- along with this program. If not, see <https://www.gnu.org/licenses/>.
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if unitGroupUtilsG then
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return unitGroupUtilsG
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end
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local unitGroupUtils = {}
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-- imports
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local mapUtils = require("MapUtils")
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local constants = require("Constants")
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local chunkPropertyUtils = require("ChunkPropertyUtils")
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local mathUtils = require("MathUtils")
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-- constants
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local MINIMUM_EXPANSION_DISTANCE = constants.MINIMUM_EXPANSION_DISTANCE
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local SQUAD_RETREATING = constants.SQUAD_RETREATING
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local SQUAD_GUARDING = constants.SQUAD_GUARDING
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-- imported functions
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local gaussianRandomRangeRG = mathUtils.gaussianRandomRangeRG
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local getSquadsOnChunk = chunkPropertyUtils.getSquadsOnChunk
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local getNeighborChunks = mapUtils.getNeighborChunks
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-- module code
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function unitGroupUtils.findNearbyRetreatingSquad(map, chunk)
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for _,squad in pairs(getSquadsOnChunk(map, chunk)) do
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local unitGroup = squad.group
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if (squad.status == SQUAD_RETREATING) and unitGroup and unitGroup.valid then
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return squad
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end
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end
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local neighbors = getNeighborChunks(map, chunk.x, chunk.y)
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for i=1,#neighbors do
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local neighbor = neighbors[i]
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if neighbor ~= -1 then
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for _,squad in pairs(getSquadsOnChunk(map, neighbor)) do
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local unitGroup = squad.group
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if (squad.status == SQUAD_RETREATING) and unitGroup and unitGroup.valid then
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return squad
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end
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end
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end
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end
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return nil
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end
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function unitGroupUtils.findNearbySquad(map, chunk)
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for _,squad in pairs(getSquadsOnChunk(map, chunk)) do
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local unitGroup = squad.group
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if unitGroup and unitGroup.valid then
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return squad
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end
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end
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local neighbors = getNeighborChunks(map, chunk.x, chunk.y)
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for i=1,#neighbors do
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local neighbor = neighbors[i]
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if neighbor ~= -1 then
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for _,squad in pairs(getSquadsOnChunk(map, neighbor)) do
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local unitGroup = squad.group
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if unitGroup and unitGroup.valid then
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return squad
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end
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end
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end
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end
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return nil
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end
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function unitGroupUtils.calculateSettlerMaxDistance(universe)
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local targetDistance
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local distanceRoll = universe.random()
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if distanceRoll < 0.05 then
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return 0
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elseif distanceRoll < 0.30 then
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targetDistance = universe.expansionLowTargetDistance
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elseif distanceRoll < 0.70 then
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targetDistance = universe.expansionMediumTargetDistance
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elseif distanceRoll < 0.95 then
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targetDistance = universe.expansionHighTargetDistance
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else
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return universe.expansionMaxDistance
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end
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return gaussianRandomRangeRG(targetDistance,
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universe.expansionDistanceDeviation,
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MINIMUM_EXPANSION_DISTANCE,
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universe.expansionMaxDistance,
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universe.random)
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end
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function unitGroupUtils.createSquad(position, map, group, settlers, base)
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local unitGroup = group or map.surface.create_unit_group({position=position})
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local squad = {
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group = unitGroup,
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status = SQUAD_GUARDING,
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rabid = false,
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penalties = {},
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base = base,
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type = base.stateAI,
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frenzy = false,
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map = map,
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wanders = 0,
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settlers = settlers or false,
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kamikaze = false,
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frenzyPosition = {x = 0,
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y = 0},
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maxDistance = 0,
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groupNumber = unitGroup.group_number,
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originPosition = {x = 0,
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y = 0},
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commandTick = nil,
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chunk = -1
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}
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if settlers then
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squad.maxDistance = unitGroupUtils.calculateSettlerMaxDistance(map.universe)
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end
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if position then
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squad.originPosition.x = position.x
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squad.originPosition.y = position.y
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elseif group then
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squad.originPosition.x = group.position.x
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squad.originPosition.y = group.position.y
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end
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return squad
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end
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function unitGroupUtils.calculateKamikazeSquadThreshold(memberCount, universe)
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local threshold = (memberCount / universe.attackWaveMaxSize) * 0.2 + (universe.evolutionLevel * 0.2)
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return threshold
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end
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function unitGroupUtils.calculateKamikazeSettlerThreshold(memberCount, universe)
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local threshold = (memberCount / universe.expansionMaxSize) * 0.2 + (universe.evolutionLevel * 0.2)
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return threshold
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end
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unitGroupUtilsG = unitGroupUtils
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return unitGroupUtils
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