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https://github.com/veden/Rampant.git
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109 lines
3.6 KiB
Lua
109 lines
3.6 KiB
Lua
local aiDefense = {}
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-- imports
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local constants = require("Constants")
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local mapUtils = require("MapUtils")
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local unitGroupUtils = require("UnitGroupUtils")
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local neighborUtils = require("NeighborUtils")
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local movementUtils = require("MovementUtils")
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-- constants
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local RETREAT_GRAB_RADIUS = constants.RETREAT_GRAB_RADIUS
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local PLAYER_BASE_GENERATOR = constants.PLAYER_BASE_GENERATOR
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local MOVEMENT_PHEROMONE = constants.MOVEMENT_PHEROMONE
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local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
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local BASE_PHEROMONE = constants.BASE_PHEROMONE
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local HALF_CHUNK_SIZE = constants.HALF_CHUNK_SIZE
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local SQUAD_RETREATING = constants.SQUAD_RETREATING
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local RETREAT_FILTER = constants.RETREAT_FILTER
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local RETREAT_TRIGGERED = constants.RETREAT_TRIGGERED
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local INTERVAL_LOGIC = constants.INTERVAL_LOGIC
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local NEST_COUNT = constants.NEST_COUNT
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local WORM_COUNT = constants.WORM_COUNT
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-- imported functions
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local positionFromDirectionAndChunk = mapUtils.positionFromDirectionAndChunk
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local getNeighborChunks = mapUtils.getNeighborChunks
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local findNearBySquad = unitGroupUtils.findNearBySquad
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local addMovementPenalty = movementUtils.addMovementPenalty
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local createSquad = unitGroupUtils.createSquad
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local membersToSquad = unitGroupUtils.membersToSquad
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local scoreNeighborsForRetreat = neighborUtils.scoreNeighborsForRetreat
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local findMovementPosition = movementUtils.findMovementPosition
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-- module code
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local function scoreRetreatLocation(neighborChunk)
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return -(neighborChunk[BASE_PHEROMONE] + -neighborChunk[MOVEMENT_PHEROMONE] + (neighborChunk[PLAYER_PHEROMONE] * 100) + (neighborChunk[PLAYER_BASE_GENERATOR] * 20))
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end
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function aiDefense.retreatUnits(chunk, position, squad, regionMap, surface, natives, tick)
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if (tick - chunk[RETREAT_TRIGGERED] > INTERVAL_LOGIC) and (chunk[NEST_COUNT] == 0) and (chunk[WORM_COUNT] == 0) then
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local performRetreat = false
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local enemiesToSquad = nil
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if not squad then
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enemiesToSquad = surface.find_enemy_units(chunk, RETREAT_GRAB_RADIUS)
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performRetreat = #enemiesToSquad > 0
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elseif squad.group.valid and (squad.status ~= SQUAD_RETREATING) and not squad.kamikaze then
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performRetreat = #squad.group.members > 1
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end
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if performRetreat then
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chunk[RETREAT_TRIGGERED] = tick
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local exitPath,exitDirection = scoreNeighborsForRetreat(chunk,
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getNeighborChunks(regionMap,
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chunk.cX,
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chunk.cY),
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scoreRetreatLocation)
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if exitPath then
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local retreatPosition = findMovementPosition(surface,
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positionFromDirectionAndChunk(exitDirection,
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position,
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regionMap.position,
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0.98),
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false)
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if not retreatPosition then
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return
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end
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-- in order for units in a group attacking to retreat, we have to create a new group and give the command to join
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-- to each unit, this is the only way I have found to have snappy mid battle retreats even after 0.14.4
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local newSquad = findNearBySquad(natives, retreatPosition, HALF_CHUNK_SIZE, RETREAT_FILTER)
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if not newSquad then
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newSquad = createSquad(retreatPosition, surface, natives)
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newSquad.status = SQUAD_RETREATING
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newSquad.cycles = 4
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end
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if enemiesToSquad then
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membersToSquad(newSquad, enemiesToSquad, false)
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else
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membersToSquad(newSquad, squad.group.members, true)
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newSquad.penalties = squad.penalties
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if squad.rabid then
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newSquad.rabid = true
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end
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end
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addMovementPenalty(natives, newSquad, chunk.cX, chunk.cY)
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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 aiDefense
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