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mirror of https://github.com/veden/Rampant.git synced 2024-12-30 21:19:46 +02:00
Rampant/control.lua

816 lines
29 KiB
Lua
Executable File

-- imports
local unitUtils = require("libs/UnitUtils")
local baseUtils = require("libs/BaseUtils")
local chunkPropertyUtils = require("ChunkPropertyUtils")
local mapUtils = require("libs/MapUtils")
local unitGroupUtils = require("libs/UnitGroupUtils")
local chunkProcessor = require("libs/ChunkProcessor")
local mapProcessor = require("libs/MapProcessor")
local constants = require("libs/Constants")
local pheromoneUtils = require("libs/PheromoneUtils")
local squadDefense = require("libs/SquadDefense")
local squadAttack = require("libs/SquadAttack")
local aiAttackWave = require("libs/AIAttackWave")
local aiPlanning = require("libs/AIPlanning")
local interop = require("libs/Interop")
local tests = require("tests")
local chunkUtils = require("libs/ChunkUtils")
local upgrade = require("Upgrade")
-- local mathUtils = require("libs/MathUtils")
local config = require("config")
-- local stringUtils = require("StringUtils")
-- constants
local TRIPLE_CHUNK_SIZE = constants.TRIPLE_CHUNK_SIZE
local INTERVAL_LOGIC = constants.INTERVAL_LOGIC
local INTERVAL_PLAYER_PROCESS = constants.INTERVAL_PLAYER_PROCESS
local INTERVAL_MAP_PROCESS = constants.INTERVAL_MAP_PROCESS
-- local INTERVAL_CHUNK = constants.INTERVAL_CHUNK
local INTERVAL_SCAN = constants.INTERVAL_SCAN
local INTERVAL_SQUAD = constants.INTERVAL_SQUAD
-- local INTERVAL_SPAWNER = constants.INTERVAL_SPAWNER
local PROCESS_QUEUE_SIZE = constants.PROCESS_QUEUE_SIZE
local WATER_TILE_NAMES = constants.WATER_TILE_NAMES
local MOVEMENT_PHEROMONE = constants.MOVEMENT_PHEROMONE
local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK
local AI_MAX_OVERFLOW_POINTS = constants.AI_MAX_OVERFLOW_POINTS
local RETREAT_GRAB_RADIUS = constants.RETREAT_GRAB_RADIUS
local RETREAT_SPAWNER_GRAB_RADIUS = constants.RETREAT_SPAWNER_GRAB_RADIUS
local DEFINES_COMMAND_GROUP = defines.command.group
local DEFINES_COMMAND_BUILD_BASE = defines.command.build_base
local DEFINES_COMMAND_ATTACK_AREA = defines.command.attack_area
local DEFINES_COMMAND_GO_TO_LOCATION = defines.command.go_to_location
local CHUNK_SIZE = constants.CHUNK_SIZE
local DEFINES_DISTRACTION_NONE = defines.distraction.none
local DEFINES_DISTRACTION_BY_ENEMY = defines.distraction.by_enemy
local DEFINES_DISTRACTION_BY_ANYTHING = defines.distraction.by_anything
local DEFINES_WIRE_TYPE_RED = defines.wire_type.red
local DEFINES_WIRE_TYPE_GREEN = defines.wire_type.green
local ENERGY_THIEF_CONVERSION_TABLE = constants.ENERGY_THIEF_CONVERSION_TABLE
local ENERGY_THIEF_LOOKUP = constants.ENERGY_THIEF_LOOKUP
local POISON_LOOKUP = constants.POISON_LOOKUP
-- imported functions
local convertTypeToDrainCrystal = unitUtils.convertTypeToDrainCrystal
local squadsDispatch = squadAttack.squadsDispatch
local positionToChunkXY = mapUtils.positionToChunkXY
local getChunkByPosition = mapUtils.getChunkByPosition
local entityForPassScan = chunkUtils.entityForPassScan
local processPendingChunks = chunkProcessor.processPendingChunks
local processScanChunks = chunkProcessor.processScanChunks
local processMap = mapProcessor.processMap
local processPlayers = mapProcessor.processPlayers
local scanMap = mapProcessor.scanMap
local planning = aiPlanning.planning
local rallyUnits = aiAttackWave.rallyUnits
local recycleBases = baseUtils.recycleBases
local deathScent = pheromoneUtils.deathScent
local victoryScent = pheromoneUtils.victoryScent
local cleanBuilders = unitGroupUtils.cleanBuilders
local regroupSquads = unitGroupUtils.regroupSquads
local convertUnitGroupToSquad = unitGroupUtils.convertUnitGroupToSquad
local createBase = baseUtils.createBase
local findNearbyBase = baseUtils.findNearbyBase
local squadsBeginAttack = squadAttack.squadsBeginAttack
local retreatUnits = squadDefense.retreatUnits
local getChunkBase = chunkPropertyUtils.getChunkBase
-- local isSpawnerEgg = stringUtils.isSpawnerEgg
local accountPlayerEntity = chunkUtils.accountPlayerEntity
local unregisterEnemyBaseStructure = chunkUtils.unregisterEnemyBaseStructure
local registerEnemyBaseStructure = chunkUtils.registerEnemyBaseStructure
local makeImmortalEntity = chunkUtils.makeImmortalEntity
-- local getChunkSpawnerEggTick = chunkPropertyUtils.getChunkSpawnerEggTick
-- local setChunkSpawnerEggTick = chunkPropertyUtils.setChunkSpawnerEggTick
local upgradeEntity = baseUtils.upgradeEntity
local rebuildNativeTables = baseUtils.rebuildNativeTables
local mRandom = math.random
-- local references to global
local map -- manages the chunks that make up the game world
local natives -- manages the enemy units, structures, and ai
local pendingChunks -- chunks that have yet to be processed by the mod
-- hook functions
local function onIonCannonFired(event)
--[[
event.force, event.surface, event.player_index, event.position, event.radius
--]]
local surface = event.surface
if (surface.index == natives.activeSurface) then
natives.points = natives.points + 3000
if (natives.points > AI_MAX_OVERFLOW_POINTS) then
natives.points = AI_MAX_OVERFLOW_POINTS
end
local chunk = getChunkByPosition(map, event.position)
if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
rallyUnits(chunk, map, surface, natives, event.tick)
end
end
end
local function hookEvents()
if config.ionCannonPresent then
script.on_event(remote.call("orbital_ion_cannon", "on_ion_cannon_fired"),
onIonCannonFired)
-- script.on_event(remote.call("orbital_ion_cannon", "on_ion_cannon_targeted"),
-- onIonCannonTargeted)
end
end
local function onLoad()
map = global.map
natives = global.natives
pendingChunks = global.pendingChunks
-- print(serpent.dump(global))
-- print(serpent.dump(map.chunkToSquad))
-- print(serpent.dump(natives))
-- print(serpent.dump(natives.squads))
-- print(serpent.dump(natives.bases))
hookEvents()
end
local function onChunkGenerated(event)
-- queue generated chunk for delayed processing, queuing is required because some mods (RSO) mess with chunk as they
-- are generated, which messes up the scoring.
if (event.surface.index == natives.activeSurface) then
pendingChunks[#pendingChunks+1] = event
end
end
local function rebuildMap()
game.surfaces[natives.activeSurface].print("Rampant - Reindexing chunks, please wait.")
-- clear old map processing Queue
-- prevents queue adding duplicate chunks
-- chunks are by key, so should overwrite old
-- game.forces.enemy.kill_all_units()
global.map = {}
map = global.map
map.processQueue = {}
map.processIndex = 1
map.scanIndex = 1
map.chunkToBase = {}
map.chunkToNests = {}
map.chunkToWorms = {}
map.chunkToPlayerBase = {}
map.chunkToResource = {}
map.chunkToPassScan = {}
map.chunkToSquad = {}
map.chunkToRetreats = {}
map.chunkToRallys = {}
map.chunkToSpawner = {}
map.chunkToSettler = {}
map.chunkToPassable = {}
map.chunkToPathRating = {}
map.chunkToDeathGenerator = {}
map.chunkToDrained = {}
map.chunkToActiveNest = {}
map.chunkToActiveRaidNest = {}
-- map.queueSpawners = {}
-- preallocating memory to be used in code, making it fast by reducing garbage generated.
map.neighbors = {
SENTINEL_IMPASSABLE_CHUNK,
SENTINEL_IMPASSABLE_CHUNK,
SENTINEL_IMPASSABLE_CHUNK,
SENTINEL_IMPASSABLE_CHUNK,
SENTINEL_IMPASSABLE_CHUNK,
SENTINEL_IMPASSABLE_CHUNK,
SENTINEL_IMPASSABLE_CHUNK,
SENTINEL_IMPASSABLE_CHUNK
}
map.cardinalNeighbors = {
SENTINEL_IMPASSABLE_CHUNK,
SENTINEL_IMPASSABLE_CHUNK,
SENTINEL_IMPASSABLE_CHUNK,
SENTINEL_IMPASSABLE_CHUNK
}
map.position = {
x=0,
y=0
}
map.scentStaging = {}
for x=1,PROCESS_QUEUE_SIZE+1 do
map.scentStaging[x] = {0,0,0,0}
end
map.chunkOverlapArray = {
SENTINEL_IMPASSABLE_CHUNK,
SENTINEL_IMPASSABLE_CHUNK,
SENTINEL_IMPASSABLE_CHUNK,
SENTINEL_IMPASSABLE_CHUNK
}
map.position2Top = {0, 0}
map.position2Bottom = {0, 0}
--this is shared between two different queries
map.area = {{0, 0}, {0, 0}}
map.testArea = {{0, 0}, {0, 0}}
map.area2 = {map.position2Top, map.position2Bottom}
map.countResourcesQuery = { area=map.area, type="resource" }
map.filteredEntitiesEnemyQuery = { area=map.area, force="enemy" }
map.filteredEntitiesEnemyUnitQuery = { area=map.area, force="enemy", type="unit", limit=301 }
map.filteredEntitiesUnitSpawnereQuery = { area=map.area, force="enemy", type="unit-spawner" }
map.filteredEntitiesWormQuery = { area=map.area, force="enemy", type="turret" }
map.filteredEntitiesSpawnerQueryLimited = { area=map.area2, force="enemy", type="unit-spawner" }
map.filteredEntitiesWormQueryLimited = { area=map.area2, force="enemy", type="turret" }
map.filteredEntitiesPlayerQuery = { area=map.area, force={"enemy", "neutral"}, invert = true }
local sharedArea = {{0,0},{0,0}}
map.filteredEntitiesCliffQuery = { area=sharedArea, type="cliff", limit = 1 }
map.filteredTilesPathQuery = { area=sharedArea, name=WATER_TILE_NAMES, limit = 1 }
map.canPlaceQuery = { name="", position={0,0} }
map.filteredTilesQuery = { name=WATER_TILE_NAMES, area=map.area }
map.attackCommand = {
type = DEFINES_COMMAND_ATTACK_AREA,
destination = map.position,
radius = CHUNK_SIZE,
distraction = DEFINES_DISTRACTION_BY_ANYTHING
}
map.moveCommand = {
type = DEFINES_COMMAND_GO_TO_LOCATION,
destination = map.position,
radius = 2,
pathfind_flags = { prefer_straight_paths = true },
distraction = DEFINES_DISTRACTION_BY_ENEMY
}
map.settleCommand = {
type = DEFINES_COMMAND_BUILD_BASE,
destination = map.position,
distraction = DEFINES_DISTRACTION_BY_ENEMY,
ignore_planner = true
}
map.retreatCommand = {
type = DEFINES_COMMAND_GROUP,
group = nil,
distraction = DEFINES_DISTRACTION_NONE,
use_group_distraction = false
}
map.formGroupCommand = { type = DEFINES_COMMAND_GROUP,
group = nil,
distraction = DEFINES_DISTRACTION_NONE }
map.formCommand = { command = map.formGroupCommand,
unit_count = 0,
unit_search_distance = TRIPLE_CHUNK_SIZE }
end
local function onModSettingsChange(event)
if event and ((string.sub(event.setting, 1, 7) ~= "rampant") or (string.sub(event.setting, 1, 18) == "rampant-arsenal")) then
return false
end
upgrade.compareTable(natives, "safeBuildings", settings.global["rampant-safeBuildings"].value)
upgrade.compareTable(natives.safeEntities, "curved-rail", settings.global["rampant-safeBuildings-curvedRail"].value)
upgrade.compareTable(natives.safeEntities, "straight-rail", settings.global["rampant-safeBuildings-straightRail"].value)
upgrade.compareTable(natives.safeEntities, "rail-signal", settings.global["rampant-safeBuildings-railSignals"].value)
upgrade.compareTable(natives.safeEntities, "rail-chain-signal", settings.global["rampant-safeBuildings-railChainSignals"].value)
upgrade.compareTable(natives.safeEntities, "train-stop", settings.global["rampant-safeBuildings-trainStops"].value)
upgrade.compareTable(natives.safeEntities, "lamp", settings.global["rampant-safeBuildings-lamps"].value)
local changed, newValue = upgrade.compareTable(natives.safeEntityName,
"big-electric-pole",
settings.global["rampant-safeBuildings-bigElectricPole"].value)
if changed then
natives.safeEntityName["big-electric-pole"] = newValue
natives.safeEntityName["big-electric-pole-2"] = newValue
natives.safeEntityName["big-electric-pole-3"] = newValue
natives.safeEntityName["big-electric-pole-4"] = newValue
end
upgrade.compareTable(natives, "attackUsePlayer", settings.global["rampant-attackWaveGenerationUsePlayerProximity"].value)
upgrade.compareTable(natives, "deadZoneFrequency", settings.global["rampant-deadZoneFrequency"].value)
upgrade.compareTable(natives, "raidAIToggle", settings.global["rampant-raidAIToggle"].value)
upgrade.compareTable(natives, "siegeAIToggle", settings.global["rampant-siegeAIToggle"].value)
upgrade.compareTable(natives, "onslaughtAIToggle", settings.global["rampant-onslaughtAIToggle"].value)
upgrade.compareTable(natives, "attackWaveMaxSize", settings.global["rampant-attackWaveMaxSize"].value)
upgrade.compareTable(natives, "attackPlayerThreshold", settings.global["rampant-attackPlayerThreshold"].value)
upgrade.compareTable(natives, "aiNocturnalMode", settings.global["rampant-permanentNocturnal"].value)
upgrade.compareTable(natives, "aiPointsScaler", settings.global["rampant-aiPointsScaler"].value)
upgrade.compareTable(natives, "newEnemies", settings.startup["rampant-newEnemies"].value)
upgrade.compareTable(natives, "enemySeed", settings.startup["rampant-enemySeed"].value)
upgrade.compareTable(natives, "disableVanillaAI", settings.global["rampant-disableVanillaAI"].value)
natives.enabledMigration = natives.expansion and settings.global["rampant-enableMigration"].value
game.forces.enemy.ai_controllable = not natives.disableVanillaAI
return true
end
local function prepWorld(rebuild)
local upgraded
if (game.surfaces["battle_surface_2"] ~= nil) then
natives.activeSurface = game.surfaces["battle_surface_2"].index
elseif (game.surfaces["battle_surface_1"] ~= nil) then
natives.activeSurface = game.surfaces["battle_surface_1"].index
else
natives.activeSurface = game.surfaces["nauvis"].index
end
upgraded, natives = upgrade.attempt(natives)
onModSettingsChange(nil)
if natives.newEnemies then
rebuildNativeTables(natives, game.surfaces[natives.activeSurface], game.create_random_generator(natives.enemySeed))
end
if upgraded then
rebuildMap()
-- clear pending chunks, will be added when loop runs below
global.pendingChunks = {}
pendingChunks = global.pendingChunks
-- queue all current chunks that wont be generated during play
local surface = game.surfaces[natives.activeSurface]
local tick = game.tick
natives.nextChunkSort = 0
for chunk in surface.get_chunks() do
onChunkGenerated({ tick = tick,
surface = surface,
area = { left_top = { x = chunk.x * 32,
y = chunk.y * 32 }}})
end
if natives.newEnemies and rebuild then
game.forces.enemy.kill_all_units()
end
processPendingChunks(natives, map, surface, pendingChunks, tick, game.forces.enemy.evolution_factor, rebuild)
end
end
local function onConfigChanged()
prepWorld(true)
end
script.on_nth_tick(INTERVAL_PLAYER_PROCESS,
function (event)
local gameRef = game
local surface = gameRef.surfaces[natives.activeSurface]
processPlayers(gameRef.players,
map,
surface,
natives,
event.tick)
end)
script.on_nth_tick(INTERVAL_MAP_PROCESS,
function (event)
local gameRef = game
local surface = gameRef.surfaces[natives.activeSurface]
processMap(map,
surface,
natives,
event.tick,
gameRef.forces.enemy.evolution_factor)
end)
script.on_nth_tick(INTERVAL_SCAN,
function (event)
local tick = event.tick
local gameRef = game
local surface = gameRef.surfaces[natives.activeSurface]
processPendingChunks(natives, map, surface, pendingChunks, tick, gameRef.forces.enemy.evolution_factor)
scanMap(map, surface, natives, tick)
map.chunkToPassScan = processScanChunks(map, surface)
end)
script.on_nth_tick(INTERVAL_LOGIC,
function (event)
local tick = event.tick
planning(natives,
game.forces.enemy.evolution_factor,
tick)
if natives.newEnemies then
recycleBases(natives, tick)
end
end)
script.on_nth_tick(INTERVAL_SQUAD,
function ()
squadsBeginAttack(natives)
squadsDispatch(map, game.surfaces[natives.activeSurface], natives)
regroupSquads(natives, map)
cleanBuilders(natives)
end)
local function onBuild(event)
local entity = event.created_entity
if (entity.surface.index == natives.activeSurface) then
accountPlayerEntity(map, entity, natives, true, false)
if natives.safeBuildings then
if natives.safeEntities[entity.type] or natives.safeEntityName[entity.name] then
entity.destructible = false
end
end
end
end
local function onMine(event)
local entity = event.entity
local surface = entity.surface
if (surface.index == natives.activeSurface) then
accountPlayerEntity(map, entity, natives, false, false)
end
end
local function onDeath(event)
local entity = event.entity
local surface = entity.surface
if (surface.index == natives.activeSurface) then
local entityPosition = entity.position
local chunk = getChunkByPosition(map, entityPosition)
local cause = event.cause
local tick = event.tick
if (entity.force.name == "enemy") then
if (entity.type == "unit") then
if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
-- drop death pheromone where unit died
deathScent(map, chunk)
if event.force and (event.force.name ~= "enemy") and (chunk[MOVEMENT_PHEROMONE] < -natives.retreatThreshold) then
local artilleryBlast = (cause and ((cause.type == "artillery-wagon") or (cause.type == "artillery-turret")))
retreatUnits(chunk,
entityPosition,
convertUnitGroupToSquad(natives, entity.unit_group),
map,
surface,
natives,
tick,
(artilleryBlast and RETREAT_SPAWNER_GRAB_RADIUS) or RETREAT_GRAB_RADIUS,
artilleryBlast)
if (mRandom() < natives.rallyThreshold) and not surface.peaceful_mode then
rallyUnits(chunk, map, surface, natives, tick)
end
end
end
local cloudName = POISON_LOOKUP[entity.name]
if cloudName then
surface.create_entity({position=entity.position,
name=cloudName})
end
elseif event.force and (event.force.name ~= "enemy") and ((entity.type == "unit-spawner") or (entity.type == "turret")) then
if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
unregisterEnemyBaseStructure(map, entity)
rallyUnits(chunk, map, surface, natives, tick)
retreatUnits(chunk,
entityPosition,
nil,
map,
surface,
natives,
tick,
RETREAT_SPAWNER_GRAB_RADIUS,
(cause and ((cause.type == "artillery-wagon") or (cause.type == "artillery-turret"))))
end
end
local pair = natives.drainPylons[entity.unit_number]
if pair then
local target = pair[1]
local pole = pair[2]
if target == entity then
natives.drainPylons[entity.unit_number] = nil
if pole.valid then
natives.drainPylons[pole.unit_number] = nil
pole.die()
end
elseif (pole == entity) then
natives.drainPylons[entity.unit_number] = nil
if target.valid then
natives.drainPylons[target.unit_number] = nil
target.destroy()
end
end
end
elseif (entity.force.name ~= "enemy") then
local creditNatives = false
if (event.force ~= nil) and (event.force.name == "enemy") then
creditNatives = true
if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
victoryScent(map, chunk, entity.type)
end
local drained = (entity.type == "electric-turret") and map.chunkToDrained[chunk]
if (cause ~= nil) or (drained and (drained - tick) > 0) then
if ((cause and ENERGY_THIEF_LOOKUP[cause.name]) or (not cause)) then
local conversion = ENERGY_THIEF_CONVERSION_TABLE[entity.type]
if conversion then
local newEntity = surface.create_entity({position=entity.position,
name=convertTypeToDrainCrystal(entity.force.evolution_factor, conversion),
direction=entity.direction})
if (conversion == "pole") then
local targetEntity = surface.create_entity({position=entity.position,
name="pylon-target-rampant",
direction=entity.direction})
targetEntity.backer_name = ""
local pair = {targetEntity, newEntity}
natives.drainPylons[targetEntity.unit_number] = pair
natives.drainPylons[newEntity.unit_number] = pair
local wires = entity.neighbours
if wires then
for _,v in pairs(wires.copper) do
if (v.valid) then
newEntity.connect_neighbour(v);
end
end
for _,v in pairs(wires.red) do
if (v.valid) then
newEntity.connect_neighbour({wire = DEFINES_WIRE_TYPE_RED, target_entity = v});
end
end
for _,v in pairs(wires.green) do
if (v.valid) then
newEntity.connect_neighbour({wire = DEFINES_WIRE_TYPE_GREEN, target_entity = v});
end
end
end
elseif newEntity.backer_name then
newEntity.backer_name = ""
end
end
end
end
end
if creditNatives and natives.safeBuildings and (natives.safeEntities[entity.type] or natives.safeEntityName[entity.name]) then
makeImmortalEntity(surface, entity)
else
accountPlayerEntity(map, entity, natives, false, creditNatives)
end
end
end
end
local function onEnemyBaseBuild(event)
local entity = event.entity
local surface = entity.surface
if entity.valid and (surface.index == natives.activeSurface) then
print("built", entity.type, entity.name)
local chunk = getChunkByPosition(map, entity.position)
if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
print("valid", chunk.x, chunk.y)
local evolutionFactor = entity.force.evolution_factor
local base
if natives.newEnemies then
base = findNearbyBase(map, chunk, natives)
if not base then
print("no base")
base = createBase(map,
natives,
evolutionFactor,
chunk,
event.tick)
else
print("base")
end
entity = upgradeEntity(entity,
surface,
base.alignment[mRandom(#base.alignment)],
natives,
evolutionFactor)
end
if entity and entity.valid then
print("registering")
event.entity = registerEnemyBaseStructure(map, entity, base)
end
end
end
end
local function onSurfaceTileChange(event)
local surfaceIndex = event.surface_index or (event.robot and event.robot.surface and event.robot.surface.index)
if event.item and
((event.item.name == "landfill") or (event.item.name == "waterfill")) and
(surfaceIndex == natives.activeSurface)
then
local surface = game.surfaces[natives.activeSurface]
local chunks = {}
local tiles = event.tiles
for i=1,#tiles do
local position = tiles[i].position
local chunk = getChunkByPosition(map, position, true)
if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
map.chunkToPassScan[chunk] = true
else
local x,y = positionToChunkXY(position)
local addMe = true
for ci=1,#chunks do
local c = chunks[ci]
if (c.x == x) and (c.y == y) then
addMe = false
break
end
end
if addMe then
local chunkXY = {x=x,y=y}
chunks[#chunks+1] = chunkXY
onChunkGenerated({area = { left_top = chunkXY },
surface = surface})
end
end
end
end
end
local function onResourceDepleted(event)
local entity = event.entity
if (entity.surface.index == natives.activeSurface) then
chunkUtils.unregisterResource(entity, map)
end
end
local function onUsedCapsule(event)
local surface = game.players[event.player_index].surface
if (event.item.name == "cliff-explosives") and (surface.index == natives.activeSurface) then
local cliffs = surface.find_entities_filtered({area={{event.position.x-0.75,event.position.y-0.75},
{event.position.x+0.75,event.position.y+0.75}},
type="cliff"})
for i=1,#cliffs do
entityForPassScan(map, cliffs[i])
end
end
end
local function onRocketLaunch(event)
local entity = event.rocket_silo or event.rocket
if entity and (entity.surface.index == natives.activeSurface) then
natives.points = natives.points + 2000
if (natives.points > AI_MAX_OVERFLOW_POINTS) then
natives.points = AI_MAX_OVERFLOW_POINTS
end
end
end
local function onTriggerEntityCreated(event)
local entity = event.entity
if entity.valid and (entity.name == "drain-trigger-rampant") then
local chunk = getChunkByPosition(map, entity.position)
if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
map.chunkToDrained[chunk] = event.tick + 60
end
entity.destroy()
end
end
local function onInit()
global.map = {}
global.pendingChunks = {}
global.natives = {}
map = global.map
natives = global.natives
pendingChunks = global.pendingChunks
prepWorld(false)
hookEvents()
end
-- hooks
script.on_init(onInit)
script.on_load(onLoad)
script.on_event(defines.events.on_runtime_mod_setting_changed, onModSettingsChange)
script.on_configuration_changed(onConfigChanged)
script.on_event(defines.events.on_resource_depleted, onResourceDepleted)
script.on_event({defines.events.on_player_built_tile,
defines.events.on_robot_built_tile}, onSurfaceTileChange)
script.on_event(defines.events.on_player_used_capsule, onUsedCapsule)
script.on_event(defines.events.on_trigger_created_entity, onTriggerEntityCreated)
script.on_event(defines.events.on_biter_base_built, onEnemyBaseBuild)
script.on_event({defines.events.on_player_mined_entity,
defines.events.on_robot_mined_entity}, onMine)
script.on_event({defines.events.on_built_entity,
defines.events.on_robot_built_entity}, onBuild)
script.on_event(defines.events.on_rocket_launched, onRocketLaunch)
script.on_event(defines.events.on_entity_died, onDeath)
script.on_event(defines.events.on_chunk_generated, onChunkGenerated)
remote.add_interface("rampantTests",
{
pheromoneLevels = tests.pheromoneLevels,
activeSquads = tests.activeSquads,
entitiesOnPlayerChunk = tests.entitiesOnPlayerChunk,
findNearestPlayerEnemy = tests.findNearestPlayerEnemy,
morePoints = tests.morePoints,
aiStats = tests.aiStats,
dumpEnvironment = tests.dumpEnvironment,
fillableDirtTest = tests.fillableDirtTest,
tunnelTest = tests.tunnelTest,
dumpNatives = tests.dumpatives,
createEnemy = tests.createEnemy,
attackOrigin = tests.attackOrigin,
cheatMode = tests.cheatMode,
gaussianRandomTest = tests.gaussianRandomTest,
reveal = tests.reveal,
showMovementGrid = tests.showMovementGrid,
showBaseGrid = tests.showBaseGrid,
baseStats = tests.baseStats,
mergeBases = tests.mergeBases,
clearBases = tests.clearBases,
getOffsetChunk = tests.getOffsetChunk,
registeredNest = tests.registeredNest,
colorResourcePoints = tests.colorResourcePoints,
entityStats = tests.entityStats,
stepAdvanceTendrils = tests.stepAdvanceTendrils,
unitGroupBuild = tests.unitGroupBuild,
exportAiState = tests.exportAiState(nil),
createEnergyTest = tests.createEnergyTest,
killActiveSquads = tests.killActiveSquads,
scanChunkPaths = tests.scanChunkPaths
}
)
remote.add_interface("rampant", interop)