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Rampant/libs/AIAttackWave.lua
2019-03-06 22:12:39 -08:00

296 lines
11 KiB
Lua
Executable File

if (aiAttackWaveG) then
return aiAttackWaveG
end
local aiAttackWave = {}
-- imports
local constants = require("Constants")
local mapUtils = require("MapUtils")
local chunkPropertyUtils = require("ChunkPropertyUtils")
local unitGroupUtils = require("UnitGroupUtils")
local movementUtils = require("MovementUtils")
local mathUtils = require("MathUtils")
local config = require("__Rampant__/config")
-- constants
local BASE_PHEROMONE = constants.BASE_PHEROMONE
local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
local MOVEMENT_PHEROMONE = constants.MOVEMENT_PHEROMONE
local RESOURCE_PHEROMONE = constants.RESOURCE_PHEROMONE
local AI_SQUAD_COST = constants.AI_SQUAD_COST
local AI_SETTLER_COST = constants.AI_SETTLER_COST
local AI_MAX_SQUAD_COUNT = constants.AI_MAX_SQUAD_COUNT
local AI_VENGENCE_SQUAD_COST = constants.AI_VENGENCE_SQUAD_COST
local INTERVAL_RALLY = constants.INTERVAL_RALLY
local TRIPLE_CHUNK_SIZE = constants.TRIPLE_CHUNK_SIZE
local CHUNK_ALL_DIRECTIONS = constants.CHUNK_ALL_DIRECTIONS
local CHUNK_SIZE = constants.CHUNK_SIZE
local RALLY_CRY_DISTANCE = constants.RALLY_CRY_DISTANCE
local SETTLER_DISTANCE = constants.SETTLER_DISTANCE
local RESOURCE_MINIMUM_FORMATION_DELTA = constants.RESOURCE_MINIMUM_FORMATION_DELTA
local AI_STATE_SIEGE = constants.AI_STATE_SIEGE
local DEFINES_COMMAND_GROUP = defines.command.group
local DEFINES_DISTRACTION_NONE = defines.distraction.none
local AI_STATE_RAIDING = constants.AI_STATE_RAIDING
local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK
-- local PASSABLE = constants.PASSABLE
-- imported functions
local mRandom = math.random
local positionFromDirectionAndChunk = mapUtils.positionFromDirectionAndChunk
local getPassable = chunkPropertyUtils.getPassable
local getNestCount = chunkPropertyUtils.getNestCount
local getChunkSettlerTick = chunkPropertyUtils.getChunkSettlerTick
local getRaidNestActiveness = chunkPropertyUtils.getRaidNestActiveness
local getNestActiveness = chunkPropertyUtils.getNestActiveness
local setChunkSettlerTick = chunkPropertyUtils.setChunkSettlerTick
local getRallyTick = chunkPropertyUtils.getRallyTick
local setRallyTick = chunkPropertyUtils.setRallyTick
local gaussianRandomRange = mathUtils.gaussianRandomRange
local getNeighborChunks = mapUtils.getNeighborChunks
local getChunkByXY = mapUtils.getChunkByXY
local scoreNeighborsForFormation = movementUtils.scoreNeighborsForFormation
local scoreNeighborsForResource = movementUtils.scoreNeighborsForResource
local createSquad = unitGroupUtils.createSquad
local attackWaveScaling = config.attackWaveScaling
local settlerWaveScaling = config.settlerWaveScaling
-- module code
local function attackWaveValidCandidate(chunk, natives, map)
local isValid = getNestActiveness(map, chunk)
if natives.state == AI_STATE_RAIDING then
isValid = isValid + getRaidNestActiveness(map, chunk)
end
return (isValid > 0)
end
local function scoreSettlerLocation(neighborChunk)
return neighborChunk[RESOURCE_PHEROMONE] + -neighborChunk[MOVEMENT_PHEROMONE] + -neighborChunk[PLAYER_PHEROMONE]
end
local function scoreSiegeSettlerLocation(neighborChunk)
return neighborChunk[RESOURCE_PHEROMONE] + neighborChunk[BASE_PHEROMONE] + -neighborChunk[MOVEMENT_PHEROMONE] + -neighborChunk[PLAYER_PHEROMONE]
end
local function validSiegeSettlerLocation(map, neighborChunk)
return (getPassable(map, neighborChunk) == CHUNK_ALL_DIRECTIONS) and (getNestCount(map, neighborChunk) == 0)
end
local function validSettlerLocation(map, chunk, neighborChunk)
local chunkResource = chunk[RESOURCE_PHEROMONE]
return (getPassable(map, neighborChunk) == CHUNK_ALL_DIRECTIONS) and (getNestCount(map, neighborChunk) == 0) and (neighborChunk[RESOURCE_PHEROMONE] >= (chunkResource * RESOURCE_MINIMUM_FORMATION_DELTA))
end
local function scoreUnitGroupLocation(neighborChunk)
return neighborChunk[PLAYER_PHEROMONE] + neighborChunk[MOVEMENT_PHEROMONE] + neighborChunk[BASE_PHEROMONE]
end
local function validUnitGroupLocation(map, neighborChunk)
return getPassable(map, neighborChunk) == CHUNK_ALL_DIRECTIONS and (getNestCount(map, neighborChunk) == 0)
end
function aiAttackWave.rallyUnits(chunk, map, surface, natives, tick)
if ((tick - getRallyTick(map, chunk) > INTERVAL_RALLY) and (natives.points >= AI_VENGENCE_SQUAD_COST)) then
setRallyTick(map, chunk, tick)
local cX = chunk.x
local cY = chunk.y
for x=cX - RALLY_CRY_DISTANCE, cX + RALLY_CRY_DISTANCE, 32 do
for y=cY - RALLY_CRY_DISTANCE, cY + RALLY_CRY_DISTANCE, 32 do
if (x ~= cX) and (y ~= cY) then
local rallyChunk = getChunkByXY(map, x, y)
if (rallyChunk ~= SENTINEL_IMPASSABLE_CHUNK) and (getNestCount(map, rallyChunk) > 0) then
if not aiAttackWave.formVengenceSquad(map, surface, natives, rallyChunk) then
return
end
end
end
end
end
end
end
local function noNearbySettlers(map, chunk, tick)
local cX = chunk.x
local cY = chunk.y
for x=cX - SETTLER_DISTANCE, cX + SETTLER_DISTANCE, 32 do
for y=cY - SETTLER_DISTANCE, cY + SETTLER_DISTANCE, 32 do
if (x ~= cX) and (y ~= cY) then
local c = getChunkByXY(map, x, y)
if (c ~= SENTINEL_IMPASSABLE_CHUNK) and ((tick - getChunkSettlerTick(map, c)) < 0) then
return false
end
end
end
end
return true
end
function aiAttackWave.formSettlers(map, surface, natives, chunk, tick)
if (mRandom() < natives.formSquadThreshold) and ((#natives.squads + #natives.building) < AI_MAX_SQUAD_COUNT) then
local squadPath, squadDirection
if (natives.state == AI_STATE_SIEGE) then
squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
validSiegeSettlerLocation,
scoreSiegeSettlerLocation,
map)
else
squadPath, squadDirection = scoreNeighborsForResource(chunk,
getNeighborChunks(map, chunk.x, chunk.y),
validSettlerLocation,
scoreSettlerLocation,
map)
end
if (squadPath ~= SENTINEL_IMPASSABLE_CHUNK) and noNearbySettlers(map, chunk, tick) then
local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
positionFromDirectionAndChunk(squadDirection,
chunk,
map.position,
0.98),
CHUNK_SIZE,
4,
true)
if squadPosition then
local squad = createSquad(squadPosition, surface, nil, true)
squad.maxDistance = gaussianRandomRange(natives.expansionMaxDistance,
natives.expansionMaxDistanceDerivation,
CHUNK_SIZE * 1,
natives.expansionMaxDistance)
squad.originPosition.x = squadPosition.x
squad.originPosition.y = squadPosition.y
local scaledWaveSize = settlerWaveScaling(natives)
local foundUnits = surface.set_multi_command({ command = { type = DEFINES_COMMAND_GROUP,
group = squad.group,
distraction = DEFINES_DISTRACTION_NONE },
unit_count = scaledWaveSize,
unit_search_distance = TRIPLE_CHUNK_SIZE })
if (foundUnits > 0) then
setChunkSettlerTick(map, squadPath, tick + natives.settlerCooldown)
natives.pendingAttack[#natives.pendingAttack+1] = squad
natives.points = natives.points - AI_SETTLER_COST
else
if (squad.group.valid) then
squad.group.destroy()
end
end
end
end
end
return (natives.points - AI_SETTLER_COST) > 0
end
function aiAttackWave.formVengenceSquad(map, surface, natives, chunk)
if (mRandom() < natives.formSquadThreshold) and (#natives.squads < AI_MAX_SQUAD_COUNT)
then
local squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
validUnitGroupLocation,
scoreUnitGroupLocation,
map)
if (squadPath ~= SENTINEL_IMPASSABLE_CHUNK) then
local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
positionFromDirectionAndChunk(squadDirection,
chunk,
map.position,
0.98),
CHUNK_SIZE,
4,
true)
if squadPosition then
local squad = createSquad(squadPosition, surface)
squad.rabid = mRandom() < 0.03
local scaledWaveSize = attackWaveScaling(natives)
local foundUnits = surface.set_multi_command({ command = { type = DEFINES_COMMAND_GROUP,
group = squad.group,
distraction = DEFINES_DISTRACTION_NONE },
unit_count = scaledWaveSize,
unit_search_distance = TRIPLE_CHUNK_SIZE })
if (foundUnits > 0) then
natives.pendingAttack[#natives.pendingAttack+1] = squad
natives.points = natives.points - AI_VENGENCE_SQUAD_COST
else
if (squad.group.valid) then
squad.group.destroy()
end
end
end
end
end
return (natives.points - AI_VENGENCE_SQUAD_COST) > 0
end
function aiAttackWave.formSquads(map, surface, natives, chunk)
if attackWaveValidCandidate(chunk, natives, map) and
(mRandom() < natives.formSquadThreshold) and
(#natives.squads < AI_MAX_SQUAD_COUNT)
then
local squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
validUnitGroupLocation,
scoreUnitGroupLocation,
map)
if (squadPath ~= SENTINEL_IMPASSABLE_CHUNK) then
local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
positionFromDirectionAndChunk(squadDirection,
chunk,
map.position,
0.98),
CHUNK_SIZE,
4,
true)
if squadPosition then
local squad = createSquad(squadPosition, surface)
squad.rabid = mRandom() < 0.03
local scaledWaveSize = attackWaveScaling(natives)
local foundUnits = surface.set_multi_command({ command = { type = DEFINES_COMMAND_GROUP,
group = squad.group,
distraction = DEFINES_DISTRACTION_NONE },
unit_count = scaledWaveSize,
unit_search_distance = TRIPLE_CHUNK_SIZE })
if (foundUnits > 0) then
natives.pendingAttack[#natives.pendingAttack+1] = squad
natives.points = natives.points - AI_SQUAD_COST
else
if (squad.group.valid) then
squad.group.destroy()
end
end
end
end
end
return (natives.points - AI_SQUAD_COST) > 0
end
aiAttackWaveG = aiAttackWave
return aiAttackWave