mirror of
https://github.com/veden/Rampant.git
synced 2024-12-28 21:08:22 +02:00
150 lines
5.1 KiB
Lua
150 lines
5.1 KiB
Lua
if aiDefenseG then
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return aiDefenseG
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end
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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 movementUtils = require("MovementUtils")
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local chunkPropertyUtils = require("ChunkPropertyUtils")
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local baseUtils = require("BaseUtils")
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-- constants
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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 PLAYER_PHEROMONE_MULTIPLER = constants.PLAYER_PHEROMONE_MULTIPLER
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local SQUAD_RETREATING = constants.SQUAD_RETREATING
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local COOLDOWN_RETREAT = constants.COOLDOWN_RETREAT
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-- imported functions
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local findNearbyBase = baseUtils.findNearbyBase
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local addSquadToChunk = chunkPropertyUtils.addSquadToChunk
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local positionFromDirectionAndFlat = mapUtils.positionFromDirectionAndFlat
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local getNeighborChunks = mapUtils.getNeighborChunks
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local findNearbyRetreatingSquad = unitGroupUtils.findNearbyRetreatingSquad
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local createSquad = unitGroupUtils.createSquad
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local scoreNeighborsForRetreat = movementUtils.scoreNeighborsForRetreat
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local findMovementPosition = movementUtils.findMovementPosition
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local getRetreatTick = chunkPropertyUtils.getRetreatTick
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local getPlayerBaseGenerator = chunkPropertyUtils.getPlayerBaseGenerator
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local setRetreatTick = chunkPropertyUtils.setRetreatTick
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local getDeathGenerator = chunkPropertyUtils.getDeathGenerator
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local getEnemyStructureCount = chunkPropertyUtils.getEnemyStructureCount
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-- module code
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local function scoreRetreatLocation(map, neighborChunk)
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return (-neighborChunk[BASE_PHEROMONE] +
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-getDeathGenerator(map, neighborChunk) +
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-(neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER) +
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-(getPlayerBaseGenerator(map, neighborChunk) * 1000))
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end
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function aiDefense.retreatUnits(chunk, cause, map, tick, radius)
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if (tick - getRetreatTick(map, chunk) > COOLDOWN_RETREAT) and (getEnemyStructureCount(map, chunk) == 0) then
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setRetreatTick(map, chunk, tick)
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local exitPath,exitDirection,
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nextExitPath,nextExitDirection = scoreNeighborsForRetreat(chunk,
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getNeighborChunks(map,
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chunk.x,
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chunk.y),
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scoreRetreatLocation,
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map)
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local universe = map.universe
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local position = {
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x = chunk.x + 16,
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y = chunk.y + 16
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}
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local retreatPosition
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local surface = map.surface
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if (exitPath == -1) then
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return
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elseif (nextExitPath ~= -1) then
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retreatPosition = findMovementPosition(
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surface,
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positionFromDirectionAndFlat(
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nextExitDirection,
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positionFromDirectionAndFlat(
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exitDirection,
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position
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)
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)
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)
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exitPath = nextExitPath
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else
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retreatPosition = findMovementPosition(
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surface,
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positionFromDirectionAndFlat(
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exitDirection,
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position
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)
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)
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end
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if retreatPosition then
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position.x = retreatPosition.x
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position.y = retreatPosition.y
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else
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return
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end
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local newSquad = findNearbyRetreatingSquad(map, exitPath)
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local created = false
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if not newSquad then
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if (universe.squadCount < universe.AI_MAX_SQUAD_COUNT) then
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created = true
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newSquad = createSquad(position, map)
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else
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return
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end
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end
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universe.fleeCommand.from = cause
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universe.retreatCommand.group = newSquad.group
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universe.formRetreatCommand.unit_search_distance = radius
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local foundUnits = surface.set_multi_command(universe.formRetreatCommand)
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if (foundUnits == 0) then
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if created then
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newSquad.group.destroy()
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end
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return
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end
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if created then
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if universe.NEW_ENEMIES then
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newSquad.base = findNearbyBase(map, chunk)
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end
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universe.groupNumberToSquad[newSquad.groupNumber] = newSquad
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universe.squadCount = universe.squadCount + 1
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end
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newSquad.status = SQUAD_RETREATING
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addSquadToChunk(map, chunk, newSquad)
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newSquad.frenzy = true
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local squadPosition = newSquad.group.position
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newSquad.frenzyPosition.x = squadPosition.x
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newSquad.frenzyPosition.y = squadPosition.y
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end
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end
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aiDefenseG = aiDefense
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return aiDefense
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