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Rampant/libs/AIPlanning.lua
2022-12-30 14:20:55 -08:00

583 lines
22 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 aiPlanningG then
return aiPlanningG
end
local aiPlanning = {}
-- imports
local constants = require("Constants")
local mathUtils = require("MathUtils")
local baseUtils = require("BaseUtils")
-- constants
local BASE_PROCESS_INTERVAL = constants.BASE_PROCESS_INTERVAL
local BASE_GENERATION_STATE_ACTIVE = constants.BASE_GENERATION_STATE_ACTIVE
local BASE_GENERATION_STATE_DORMANT = constants.BASE_GENERATION_STATE_DORMANT
local BASE_GENERATION_MIN_STATE_DURATION = constants.BASE_GENERATION_MIN_STATE_DURATION
local BASE_GENERATION_MAX_STATE_DURATION = constants.BASE_GENERATION_MAX_STATE_DURATION
local TEMPERAMENT_RANGE_MAX = constants.TEMPERAMENT_RANGE_MAX
local TEMPERAMENT_RANGE_MIN = constants.TEMPERAMENT_RANGE_MIN
local TEMPERAMENT_DIVIDER = constants.TEMPERAMENT_DIVIDER
local NO_RETREAT_BASE_PERCENT = constants.NO_RETREAT_BASE_PERCENT
local NO_RETREAT_EVOLUTION_BONUS_MAX = constants.NO_RETREAT_EVOLUTION_BONUS_MAX
local AI_UNIT_REFUND = constants.AI_UNIT_REFUND
local AI_MAX_POINTS = constants.AI_MAX_POINTS
local BASE_RALLY_CHANCE = constants.BASE_RALLY_CHANCE
local BONUS_RALLY_CHANCE = constants.BONUS_RALLY_CHANCE
local RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN = constants.RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN
local RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX = constants.RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX
local MINIMUM_AI_POINTS = constants.MINIMUM_AI_POINTS
local ACTIVE_NESTS_PER_AGGRESSIVE_GROUPS = constants.ACTIVE_NESTS_PER_AGGRESSIVE_GROUPS
local ALL_NESTS_PER_EXPANSION_GROUPS = constants.ALL_NESTS_PER_EXPANSION_GROUPS
local BASE_AI_STATE_PEACEFUL = constants.BASE_AI_STATE_PEACEFUL
local BASE_AI_STATE_AGGRESSIVE = constants.BASE_AI_STATE_AGGRESSIVE
local BASE_AI_STATE_RAIDING = constants.BASE_AI_STATE_RAIDING
local BASE_AI_STATE_MIGRATING = constants.BASE_AI_STATE_MIGRATING
local BASE_AI_STATE_ONSLAUGHT = constants.BASE_AI_STATE_ONSLAUGHT
local BASE_AI_STATE_SIEGE = constants.BASE_AI_STATE_SIEGE
local AI_POINT_GENERATOR_AMOUNT = constants.AI_POINT_GENERATOR_AMOUNT
local BASE_AI_MIN_STATE_DURATION = constants.BASE_AI_MIN_STATE_DURATION
local BASE_AI_MAX_STATE_DURATION = constants.BASE_AI_MAX_STATE_DURATION
-- imported functions
local randomTickEvent = mathUtils.randomTickEvent
local randomTickDuration = mathUtils.randomTickDuration
local upgradeBaseBasedOnDamage = baseUtils.upgradeBaseBasedOnDamage
local linearInterpolation = mathUtils.linearInterpolation
local mFloor = math.floor
local mMax = math.max
local mMin = math.min
local mCeil = math.ceil
-- module code
local function getTimeStringFromTick(tick)
local tickToSeconds = tick / 60
local days = mFloor(tickToSeconds / 86400)
local hours = mFloor((tickToSeconds % 86400) / 3600)
local minutes = mFloor((tickToSeconds % 3600) / 60)
local seconds = mFloor(tickToSeconds % 60)
return days .. "d " .. hours .. "h " .. minutes .. "m " .. seconds .. "s"
end
function aiPlanning.planning(universe, evolutionLevel)
universe.evolutionLevel = evolutionLevel
local maxPoints = mMax(AI_MAX_POINTS * evolutionLevel, MINIMUM_AI_POINTS)
universe.maxPoints = maxPoints
local maxOverflowPoints = maxPoints * 3
universe.maxOverflowPoints = maxOverflowPoints
local attackWaveMaxSize = universe.attackWaveMaxSize
universe.retreatThreshold = linearInterpolation(evolutionLevel,
RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN,
RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX)
universe.rallyThreshold = BASE_RALLY_CHANCE + (evolutionLevel * BONUS_RALLY_CHANCE)
universe.formSquadThreshold = mMax((0.35 * evolutionLevel), 0.1)
universe.attackWaveSize = attackWaveMaxSize * (evolutionLevel ^ 1.4)
universe.attackWaveDeviation = (universe.attackWaveSize * 0.333)
universe.attackWaveUpperBound = universe.attackWaveSize + (universe.attackWaveSize * 0.35)
if (universe.attackWaveSize < 1) then
universe.attackWaveSize = 2
universe.attackWaveDeviation = 1
universe.attackWaveUpperBound = 3
end
universe.settlerWaveSize = linearInterpolation(evolutionLevel ^ 1.66667,
universe.expansionMinSize,
universe.expansionMaxSize)
universe.settlerWaveDeviation = (universe.settlerWaveSize * 0.33)
universe.settlerCooldown = randomTickDuration(universe.random,
universe.expansionMinTime,
mFloor(linearInterpolation(evolutionLevel ^ 1.66667,
universe.expansionMaxTime,
universe.expansionMinTime)))
universe.unitRefundAmount = AI_UNIT_REFUND * evolutionLevel
universe.kamikazeThreshold = NO_RETREAT_BASE_PERCENT + (evolutionLevel * NO_RETREAT_EVOLUTION_BONUS_MAX)
end
local function processBase(universe, base, tick)
base.maxAggressiveGroups = mCeil(base.activeNests / ACTIVE_NESTS_PER_AGGRESSIVE_GROUPS)
base.maxExpansionGroups = mCeil((base.activeNests + base.activeRaidNests) / ALL_NESTS_PER_EXPANSION_GROUPS)
if (base.stateAI == BASE_AI_STATE_MIGRATING or base.stateAI == BASE_AI_STATE_SIEGE)
and base.resetExpensionGroupsTick <= tick
then
base.resetExpensionGroupsTick = tick + universe.settlerCooldown
base.sentExpansionGroups = 0
end
local points = (AI_POINT_GENERATOR_AMOUNT * universe.random()) +
(base.activeNests * 0.144) +
(AI_POINT_GENERATOR_AMOUNT * mMax(universe.evolutionLevel ^ 2.5, 0.1))
if (base.temperament == 0) or (base.temperament == 1) then
points = points + 24
elseif (base.temperament < 0.20) or (base.temperament > 0.80) then
points = points + 14.4
elseif (base.temperament < 0.35) or (base.temperament > 0.65) then
points = points + 9.6
elseif (base.temperament < 0.45) or (base.temperament > 0.55) then
points = points + 4.8
end
if (base.stateAI == BASE_AI_STATE_ONSLAUGHT) then
points = points * 2
end
points = points * universe.aiPointsScaler
local currentPoints = base.unitPoints
if (currentPoints <= 0) then
currentPoints = 0
end
if (currentPoints < universe.maxPoints) then
base.unitPoints = currentPoints + points
elseif currentPoints > universe.maxOverflowPoints then
base.unitPoints = universe.maxOverflowPoints
end
if (base.points < universe.maxPoints) then
base.points = base.points + (points * 0.75)
else
base.points = universe.maxPoints
end
if universe.NEW_ENEMIES then
local deathThreshold = 0
local evolutionLevel = universe.evolutionLevel
if (evolutionLevel < universe.minimumAdaptationEvolution) then
base.deathEvents = 0
elseif (evolutionLevel < 0.5) then
deathThreshold = 17000
elseif (evolutionLevel < 0.7) then
deathThreshold = 34000
elseif (evolutionLevel < 0.9) then
deathThreshold = 60000
else
deathThreshold = 100000
end
deathThreshold = universe.adaptationModifier * deathThreshold
if ((base.deathEvents > deathThreshold) and (universe.random() > 0.95)) then
if (base.mutations < universe.MAX_BASE_MUTATIONS) then
base.mutations = base.mutations + 1
upgradeBaseBasedOnDamage(universe, base)
elseif (base.mutations == universe.MAX_BASE_MUTATIONS) then
local roll = universe.random()
if (roll < 0.001) then
base.mutations = 0
if (universe.printBaseAdaptation) then
game.print({"description.rampant--adaptationResetDebugMessage",
base.x,
base.y,
base.mutations,
universe.MAX_BASE_MUTATIONS})
end
elseif (roll > 0.999) then
base.mutations = base.mutations + 1
if (universe.printBaseAdaptation) then
game.print({"description.rampant--adaptationFrozenDebugMessage",
base.x,
base.y})
end
end
end
base.damagedBy = {}
base.deathEvents = 0
end
else
base.damagedBy = {}
base.deathEvents = 0
end
if (base.stateGenerationTick <= tick) then
local roll = universe.random()
if (roll < 0.85) then
base.stateGeneration = BASE_GENERATION_STATE_ACTIVE
else
base.stateGeneration = BASE_GENERATION_STATE_DORMANT
end
base.stateGenerationTick = randomTickEvent(universe.random,
tick,
BASE_GENERATION_MIN_STATE_DURATION,
BASE_GENERATION_MAX_STATE_DURATION)
end
base.tick = tick
end
local function temperamentPlanner(base, evolutionLevel)
local destroyPlayerBuildings = base.destroyPlayerBuildings
local lostEnemyUnits = base.lostEnemyUnits
local lostEnemyBuilding = base.lostEnemyBuilding
local rocketLaunched = base.rocketLaunched
local builtEnemyBuilding = base.builtEnemyBuilding
local ionCannonBlasts = base.ionCannonBlasts
local artilleryBlasts = base.artilleryBlasts
local activeNests = base.activeNests
local activeRaidNests = base.activeRaidNests
local currentTemperament = base.temperamentScore
local delta = 0
if activeNests > 0 then
local val = (5.76 * activeNests)
delta = delta + val
else
delta = delta - 5.553792
end
if destroyPlayerBuildings > 0 then
if currentTemperament > 0 then
delta = delta - (5.553792 * destroyPlayerBuildings)
else
delta = delta + (5.553792 * destroyPlayerBuildings)
end
end
if activeRaidNests > 0 then
local val = (0.2304 * activeRaidNests)
delta = delta - val
else
delta = delta - 3.84
end
if lostEnemyUnits > 0 then
local multipler
if evolutionLevel < 0.3 then
multipler = 0.083328
elseif evolutionLevel < 0.5 then
multipler = 0.041472
elseif evolutionLevel < 0.7 then
multipler = 0.020736
elseif evolutionLevel < 0.9 then
multipler = 0.010368
elseif evolutionLevel < 0.9 then
multipler = 0.005184
else
multipler = 0.002592
end
local val = (multipler * lostEnemyUnits)
if (currentTemperament > 0) then
delta = delta - val
else
delta = delta + val
end
end
if lostEnemyBuilding > 0 then
local val = (0.576 * lostEnemyBuilding)
if (currentTemperament > 0) then
delta = delta - val
else
delta = delta + val
end
end
if builtEnemyBuilding > 0 then
local val = (0.261952 * builtEnemyBuilding)
if (currentTemperament > 0) then
delta = delta - val
else
delta = delta + val
end
else
delta = delta - 2.777088
end
if (rocketLaunched > 0) then
local val = (27.76 * rocketLaunched)
delta = delta + val
end
if (ionCannonBlasts > 0) then
local val = (13.924864 * ionCannonBlasts)
delta = delta + val
end
if (artilleryBlasts > 0) then
local val = (13.924864 * artilleryBlasts)
delta = delta + val
end
local universe = base.universe
delta = delta * universe.temperamentRateModifier
base.temperamentScore = mMin(TEMPERAMENT_RANGE_MAX, mMax(TEMPERAMENT_RANGE_MIN, currentTemperament + delta))
base.temperament = ((base.temperamentScore + TEMPERAMENT_RANGE_MAX) * TEMPERAMENT_DIVIDER)
if universe.debugTemperament then
local strConsole = "Rampant Stats:\nbaseId:".. base.id .. ", aN:" .. base.activeNests ..
", aRN:" .. base.activeRaidNests .. ", dPB:" ..
base.destroyPlayerBuildings .. ", lEU:" .. base.lostEnemyUnits .. ", lEB:" ..
base.lostEnemyBuilding .. ", rL:" .. base.rocketLaunched .. ", bEB:" ..
base.builtEnemyBuilding .. ", iCB:" .. base.ionCannonBlasts .. ", aB:" ..
base.artilleryBlasts .. ", temp:" .. base.temperament .. ", tempScore:" .. base.temperamentScore ..
", points:" .. base.points .. ", unitPoints:" .. base.unitPoints .. ", state:" ..
constants.stateEnglish[base.stateAI] .. ", surface:" .. base.map.surface.index .. " [" ..
base.map.surface.name .. "]" .. ", aS:" .. universe.squadCount .. ", aB:" .. universe.builderCount ..
", atkSize:" .. universe.attackWaveSize .. ", stlSize:" .. universe.settlerWaveSize ..
", formGroup:" .. universe.formSquadThreshold .. ", sAgg:".. base.sentAggressiveGroups ..
", mAgg:" .. base.maxAggressiveGroups .. ", baseState:" .. base.stateGeneration .. ", sE:"
.. base.sentExpansionGroups .. ", mE:" .. base.maxExpansionGroups
game.print(strConsole)
print(strConsole)
end
end
local function processState(universe, base, tick)
if (base.stateAITick > tick) or not universe.awake then
if (not universe.awake) and (tick >= universe.initialPeaceTime) then
universe.awake = true
if universe.printAwakenMessage then
game.print({"description.rampant--planetHasAwoken"})
end
else
return
end
end
local roll = universe.random()
if (base.temperament < 0.05) then -- 0 - 0.05
if universe.enabledMigration then
if (roll < 0.30) then
base.stateAI = BASE_AI_STATE_MIGRATING
elseif (roll < 0.50) and universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
else
base.stateAI = BASE_AI_STATE_MIGRATING
end
else
if universe.raidAIToggle then
if (roll < 0.70) then
base.stateAI = BASE_AI_STATE_RAIDING
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
elseif (base.temperament < 0.20) then -- 0.05 - 0.2
if (universe.enabledMigration) then
if (roll < 0.4) then
base.stateAI = BASE_AI_STATE_MIGRATING
elseif (roll < 0.55) and universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
else
base.stateAI = BASE_AI_STATE_MIGRATING
end
else
if universe.raidAIToggle then
if (roll < 0.40) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
else
base.stateAI = BASE_AI_STATE_RAIDING
end
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
elseif (base.temperament < 0.4) then -- 0.2 - 0.4
if (universe.enabledMigration) then
if (roll < 0.2) and universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif (roll < 0.2) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif (roll < 0.8) then
base.stateAI = BASE_AI_STATE_MIGRATING
elseif universe.peacefulAIToggle then
base.stateAI = BASE_AI_STATE_PEACEFUL
else
base.stateAI = BASE_AI_STATE_MIGRATING
end
else
if (roll < 0.3) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif (roll < 0.6) and universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif (roll < 0.6) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif universe.peacefulAIToggle then
base.stateAI = BASE_AI_STATE_PEACEFUL
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
elseif (base.temperament < 0.6) then -- 0.4 - 0.6
if (roll < 0.4) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif (roll < 0.5) and universe.raidAIToggle then
base.stateAI = BASE_AI_STATE_RAIDING
elseif (roll < 0.75) and universe.peacefulAIToggle then
base.stateAI = BASE_AI_STATE_PEACEFUL
else
if universe.enabledMigration then
base.stateAI = BASE_AI_STATE_MIGRATING
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
elseif (base.temperament < 0.8) then -- 0.6 - 0.8
if (roll < 0.4) then
base.stateAI = BASE_AI_STATE_AGGRESSIVE
elseif (roll < 0.6) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
elseif (roll < 0.8) then
base.stateAI = BASE_AI_STATE_RAIDING
elseif universe.peacefulAIToggle then
base.stateAI = BASE_AI_STATE_PEACEFUL
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
elseif (base.temperament < 0.95) then -- 0.8 - 0.95
if (universe.enabledMigration and universe.raidAIToggle) then
if (roll < 0.20) and universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
elseif (roll < 0.45) then
base.stateAI = BASE_AI_STATE_RAIDING
elseif (roll < 0.85) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
elseif (universe.enabledMigration) then
if (roll < 0.20) and universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
elseif (roll < 0.75) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
elseif (universe.raidAIToggle) then
if (roll < 0.45) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
elseif (roll < 0.75) then
base.stateAI = BASE_AI_STATE_RAIDING
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
else
if (roll < 0.65) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
else
base.stateAI = BASE_AI_STATE_AGGRESSIVE
end
end
else
if (universe.enabledMigration and universe.raidAIToggle) then
if (roll < 0.30) and universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
elseif (roll < 0.65) then
base.stateAI = BASE_AI_STATE_RAIDING
else
base.stateAI = BASE_AI_STATE_ONSLAUGHT
end
elseif (universe.enabledMigration) then
if (roll < 0.30) and universe.siegeAIToggle then
base.stateAI = BASE_AI_STATE_SIEGE
else
base.stateAI = BASE_AI_STATE_ONSLAUGHT
end
elseif (universe.raidAIToggle) then
if (roll < 0.45) then
base.stateAI = BASE_AI_STATE_ONSLAUGHT
else
base.stateAI = BASE_AI_STATE_RAIDING
end
else
base.stateAI = BASE_AI_STATE_ONSLAUGHT
end
end
base.destroyPlayerBuildings = 0
base.lostEnemyUnits = 0
base.lostEnemyBuilding = 0
base.rocketLaunched = 0
base.builtEnemyBuilding = 0
base.ionCannonBlasts = 0
base.artilleryBlasts = 0
base.stateAITick = randomTickEvent(universe.random, tick, BASE_AI_MIN_STATE_DURATION, BASE_AI_MAX_STATE_DURATION)
if universe.printAIStateChanges then
game.print(base.id .. ": AI is now: " .. constants.stateEnglish[base.stateAI] .. ", Next state change is in "
.. string.format("%.2f", (base.stateAITick - tick) / (60*60)) .. " minutes @ " ..
getTimeStringFromTick(base.stateAITick) .. " playtime")
end
end
function aiPlanning.processBaseAIs(universe, tick)
local baseId = universe.processBaseAIIterator
local base
if not baseId then
baseId, base = next(universe.bases, nil)
else
base = universe.bases[baseId]
end
if not baseId then
universe.processBaseAIIterator = nil
return
else
universe.processBaseAIIterator = next(universe.bases, baseId)
if (tick - base.tick) <= BASE_PROCESS_INTERVAL then
return
end
temperamentPlanner(base, universe.evolutionLevel)
processState(universe, base, tick)
processBase(universe, base, tick)
end
end
aiPlanningG = aiPlanning
return aiPlanning