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mirror of https://github.com/veden/Rampant.git synced 2025-01-18 02:58:32 +02:00
Rampant/libs/BaseUtils.lua
2019-11-03 22:19:22 -08:00

759 lines
25 KiB
Lua
Executable File

if baseUtilsG then
return baseUtilsG
end
local baseUtils = {}
-- imports
local mathUtils = require("MathUtils")
local constants = require("Constants")
local chunkPropertyUtils = require("ChunkPropertyUtils")
local neUnits = require("NEBaseUtils")
local bobsUnits = require("BobsBaseUtils")
-- constants
local BUILDING_SPACE_LOOKUP = constants.BUILDING_SPACE_LOOKUP
local MAGIC_MAXIMUM_NUMBER = constants.MAGIC_MAXIMUM_NUMBER
local BASE_AI_STATE_DORMANT = constants.BASE_AI_STATE_DORMANT
local BASE_AI_STATE_ACTIVE = constants.BASE_AI_STATE_ACTIVE
local BASE_AI_STATE_WORMS = constants.BASE_AI_STATE_WORMS
local BASE_AI_STATE_NESTS = constants.BASE_AI_STATE_NESTS
local BASE_AI_STATE_OVERDRIVE = constants.BASE_AI_STATE_OVERDRIVE
local BASE_AI_STATE_MUTATE = constants.BASE_AI_STATE_MUTATE
local BASE_DEADZONE_TTL = constants.BASE_DEADZONE_TTL
local ENABLED_BOBS_UNITS = constants.ENABLED_BOBS_UNITS
local ENABLED_NE_UNITS = constants.ENABLED_NE_UNITS
local BASE_ALIGNMENT_SPAWNER = constants.BASE_ALIGNMENT_SPAWNER
local BASE_ALIGNMENT_WASP = constants.BASE_ALIGNMENT_WASP
local BASE_ALIGNMENT_NEUTRAL = constants.BASE_ALIGNMENT_NEUTRAL
local BASE_ALIGNMENT_ACID = constants.BASE_ALIGNMENT_ACID
local BASE_ALIGNMENT_ELECTRIC = constants.BASE_ALIGNMENT_ELECTRIC
local BASE_ALIGNMENT_PHYSICAL = constants.BASE_ALIGNMENT_PHYSICAL
local BASE_ALIGNMENT_SUICIDE = constants.BASE_ALIGNMENT_SUICIDE
local BASE_ALIGNMENT_NUCLEAR = constants.BASE_ALIGNMENT_NUCLEAR
local BASE_ALIGNMENT_INFERNO = constants.BASE_ALIGNMENT_INFERNO
local BASE_ALIGNMENT_FIRE = constants.BASE_ALIGNMENT_FIRE
local BASE_ALIGNMENT_FAST = constants.BASE_ALIGNMENT_FAST
local BASE_ALIGNMENT_LASER = constants.BASE_ALIGNMENT_LASER
local BASE_ALIGNMENT_TROLL = constants.BASE_ALIGNMENT_TROLL
local BASE_ALIGNMENT_ENERGY_THIEF = constants.BASE_ALIGNMENT_ENERGY_THIEF
local BASE_ALIGNMENT_DEADZONE = constants.BASE_ALIGNMENT_DEADZONE
local BASE_ALIGNMENT_POISON = constants.BASE_ALIGNMENT_POISON
local BASE_AI_MIN_STATE_DURATION = constants.BASE_AI_MIN_STATE_DURATION
local BASE_AI_MIN_TEMPERAMENT_DURATION = constants.BASE_AI_MIN_TEMPERAMENT_DURATION
local BASE_AI_MAX_STATE_DURATION = constants.BASE_AI_MAX_STATE_DURATION
local BASE_AI_MAX_TEMPERAMENT_DURATION = constants.BASE_AI_MAX_TEMPERAMENT_DURATION
local BASE_WORM_UPGRADE = constants.BASE_WORM_UPGRADE
local BASE_SPAWNER_UPGRADE = constants.BASE_SPAWNER_UPGRADE
local BASE_UPGRADE = constants.BASE_UPGRADE
local BASE_DISTANCE_THRESHOLD = constants.BASE_DISTANCE_THRESHOLD
local BASE_DISTANCE_LEVEL_BONUS = constants.BASE_DISTANCE_LEVEL_BONUS
local BASE_DISTANCE_TO_EVO_INDEX = constants.BASE_DISTANCE_TO_EVO_INDEX
local BASE_ALIGNMENT_EVOLUTION_BASELINE = constants.BASE_ALIGNMENT_EVOLUTION_BASELINE
local BASE_QUEUE_SIZE = constants.BASE_QUEUE_SIZE
local BASE_COLLECTION_THRESHOLD = constants.BASE_COLLECTION_THRESHOLD
local CHUNK_SIZE = constants.CHUNK_SIZE
local CHUNK_AND_HALF_SIZE = constants.CHUNK_AND_HALF_SIZE
local EVOLUTION_INCREMENTS = constants.EVOLUTION_INCREMENTS
-- local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK
-- imported functions
local randomTickEvent = mathUtils.randomTickEvent
local euclideanDistancePoints = mathUtils.euclideanDistancePoints
local roundToFloor = mathUtils.roundToFloor
local processNEUnitClass = neUnits.processNEUnitClass
local processBobsUnitClass = bobsUnits.processBobsUnitClass
local gaussianRandomRange = mathUtils.gaussianRandomRange
local gaussianRandomRangeRG = mathUtils.gaussianRandomRangeRG
local mFloor = math.floor
local mMin = math.min
local mMax = math.max
local getChunkBase = chunkPropertyUtils.getChunkBase
local setChunkBase = chunkPropertyUtils.setChunkBase
local tRemove = table.remove
local mRandom = math.random
-- module code
local function nonRepeatingRandom(natives, evoTable, rg)
local ordering = natives.baseOrdering
local baseCount = 0
for evo in pairs(evoTable) do
baseCount = baseCount + 1
ordering[baseCount] = evo
end
for i=baseCount,1,-1 do
local s = rg(i)
local t = ordering[i]
ordering[i] = ordering[s]
ordering[s] = t
end
ordering.len = baseCount
return ordering
end
local function sortNormals(a, b)
return a[1] < b[1]
end
local function normalizeProbabilities(probabilityTable)
local result = {}
for alignment,probabilitySet in pairs(probabilityTable) do
local max = 0
local min = MAGIC_MAXIMUM_NUMBER
for probability, _ in pairs(probabilitySet) do
if (probability > max) then
max = probability
end
if (probability < min) then
min = probability
end
end
local alignmentResult = {}
for probability, entities in pairs(probabilitySet) do
local normalizeProbability = 0
if (probability ~= 0) then
normalizeProbability = mMin(mFloor(((probability - min) / (max - min)) * 100), 97)
end
local set = alignmentResult[normalizeProbability]
if (not set) then
set = {}
alignmentResult[normalizeProbability] = set
end
for i=1,#entities do
set[#set+1] = entities[i]
end
end
local paired = {}
for probability, entities in pairs(alignmentResult) do
paired[#paired+1] = {probability, entities}
end
result[alignment] = paired
table.sort(paired, sortNormals)
end
return result
end
function baseUtils.findNearbyBase(map, chunk, natives)
local x = chunk.x
local y = chunk.y
local foundBase = getChunkBase(map, chunk)
if foundBase then
return foundBase
end
local bases = natives.bases
local closet = MAGIC_MAXIMUM_NUMBER
for i=1, #bases do
local base = bases[i]
local distance = euclideanDistancePoints(base.x, base.y, x, y)
if (distance <= base.distanceThreshold) and (distance < closet) then
closet = distance
foundBase = base
end
end
return foundBase
end
local function findEntityUpgrade(baseAlignment, currentEvo, evoIndex, entityAlignment, evolutionTable)
local alignments = evolutionTable[baseAlignment]
local adjCurrentEvo = mMax(
((baseAlignment ~= entityAlignment) and 0) or currentEvo,
0
)
if not alignments or (adjCurrentEvo > evoIndex) then
return nil
end
local entity = nil
if (evoIndex >= 0.5) then
for i=#alignments,1,-1 do
local pair = alignments[i]
local evo = pair[1]
local entitySet = pair[2]
if (evo <= evoIndex) then
if (evo < adjCurrentEvo) then
break
end
entity = entitySet[mRandom(#entitySet)]
if (mRandom() < 0.25) then
break
end
end
end
else
for i=1,#alignments do
local pair = alignments[i]
local evo = pair[1]
local entitySet = pair[2]
if (adjCurrentEvo <= evo) then
if (evo > evoIndex) then
break
end
entity = entitySet[mRandom(#entitySet)]
if (mRandom() < 0.25) then
break
end
end
end
end
return entity
end
local function findBaseInitialAlignment(evoIndex, natives, evolutionTable)
local evoTop = gaussianRandomRange(evoIndex, evoIndex * 0.3, 0, evoIndex)
local pickedEvo
local alignment
local alignmentTable = natives.evolutionTableAlignmentOrder
for i=1,alignmentTable.len do
local evo = alignmentTable[i]
local entitySet = evolutionTable[evo]
if (evo <= evoTop) and entitySet and (#entitySet > 0) then
if not pickedEvo then
alignment = entitySet[mRandom(#entitySet)]
pickedEvo = evo
else
local diff = pickedEvo - evo
if (diff > 0.2) then
if (mRandom() < 0.10) then
alignment = entitySet[mRandom(#entitySet)]
break
end
elseif (diff >= 0) then
if (mRandom() < 0.15)then
alignment = entitySet[mRandom(#entitySet)]
break
end
elseif (diff <= -0.2) then
if (mRandom() < 0.35)then
alignment = entitySet[mRandom(#entitySet)]
break
end
elseif (diff < 0) then
if (mRandom() < 0.25)then
alignment = entitySet[mRandom(#entitySet)]
break
end
end
end
end
end
return alignment
end
function baseUtils.recycleBases(natives, tick)
local baseIndex = natives.baseIndex
local bases = natives.bases
local endIndex = mMin(baseIndex+BASE_QUEUE_SIZE, #bases)
for index = endIndex, baseIndex, -1 do
local base = bases[index]
if ((tick - base.tick) > BASE_COLLECTION_THRESHOLD) then
tRemove(bases, index)
end
end
if (endIndex == #bases) then
natives.baseIndex = 1
else
natives.baseIndex = endIndex + 1
end
end
function baseUtils.upgradeEntity(entity, surface, baseAlignment, natives, evolutionFactor)
local position = entity.position
local entityType = entity.type
-- local entityName = entity.name
local currentEvo = entity.prototype.build_base_evolution_requirement or 0
if not baseAlignment or (baseAlignment == BASE_ALIGNMENT_DEADZONE) then
entity.destroy()
return nil
end
local distance = mMin(1, euclideanDistancePoints(position.x, position.y, 0, 0) * BASE_DISTANCE_TO_EVO_INDEX)
local evoIndex = mMax(distance, evolutionFactor)
local spawnerName = findEntityUpgrade(baseAlignment,
mFloor(currentEvo * 100),
mFloor(evoIndex * 100),
natives.enemyAlignmentLookup[entity.name],
((entityType == "unit-spawner") and natives.evolutionTableUnitSpawner) or
natives.evolutionTableWorm)
if spawnerName then
entity.destroy()
local newPosition = surface.find_non_colliding_position(
BUILDING_SPACE_LOOKUP[spawnerName] or spawnerName,
position,
CHUNK_SIZE,
1,
true
)
if newPosition then
return surface.create_entity({name = spawnerName, position = newPosition})
end
end
return nil
end
local function findMutation(natives, evolutionFactor)
local shuffled = nonRepeatingRandom(natives, natives.evolutionTableAlignment, natives.randomGenerator)
local evoTable = natives.evolutionTableAlignment
local alignment
for i=1,shuffled.len do
local evo = shuffled[i]
if (evo <= evolutionFactor) then
local alignmentSet = evoTable[evo]
alignment = alignmentSet[mRandom(#alignmentSet)]
break
end
end
return alignment
end
local function upgradeBase(natives, evolutionFactor, base)
local alignmentCount = #base.alignment
local roll = mRandom()
if alignmentCount == 2 then
if (roll < 0.05) then
base.alignment = {findMutation(natives, evolutionFactor)}
elseif (roll < 0.4) then
base.alignment = {findMutation(natives, evolutionFactor), base.alignment[2]}
else
base.alignment = {base.alignment[1], findMutation(natives, evolutionFactor)}
end
return true
elseif alignmentCount == 1 then
if (roll < 0.85) then
base.alignment = {findMutation(natives, evolutionFactor)}
else
base.alignment = {base.alignment[1], findMutation(natives, evolutionFactor)}
end
return true
end
return false
end
function baseUtils.processBase(map, chunk, surface, natives, tick, base, evolutionFactor)
if (base.alignment[1] == BASE_ALIGNMENT_DEADZONE) then
base.state = BASE_AI_STATE_DORMANT
return
end
local areaTop = map.position2Top
local areaBottom = map.position2Bottom
areaTop[1] = chunk.x
areaTop[2] = chunk.y
areaBottom[1] = chunk.x + CHUNK_SIZE
areaBottom[2] = chunk.y + CHUNK_SIZE
local entity
local cost
local choice = mRandom()
if (base.state == BASE_AI_STATE_NESTS) or ((base.state == BASE_AI_STATE_ACTIVE) and (choice < 0.5)) then
if (base.points >= BASE_SPAWNER_UPGRADE) then
entity = surface.find_entities_filtered(map.filteredEntitiesSpawnerQueryLimited)
cost = BASE_SPAWNER_UPGRADE
end
elseif (base.state == BASE_AI_STATE_WORMS) or (base.state == BASE_AI_STATE_ACTIVE) then
if (base.points >= BASE_WORM_UPGRADE) then
entity = surface.find_entities_filtered(map.filteredEntitiesWormQueryLimited)
cost = BASE_WORM_UPGRADE
end
elseif (base.state == BASE_AI_STATE_MUTATE) then
if (base.points >= BASE_UPGRADE) then
if upgradeBase(natives, evolutionFactor, base) then
base.points = base.points - BASE_UPGRADE
end
end
end
if entity and (#entity > 0) then
baseUtils.upgradeEntity(entity[mRandom(#entity)], surface, base.alignment[mRandom(#base.alignment)], natives, evolutionFactor)
base.points = base.points - cost
end
if (base.state == BASE_AI_STATE_OVERDRIVE) then
base.points = base.points + (natives.baseIncrement * 5)
elseif (base.state ~= BASE_AI_STATE_DORMANT) then
base.points = base.points + natives.baseIncrement
end
if (base.temperamentTick <= tick) then
base.temperament = mRandom()
base.temperamentTick = randomTickEvent(tick, BASE_AI_MIN_TEMPERAMENT_DURATION, BASE_AI_MAX_TEMPERAMENT_DURATION)
end
if (base.stateTick <= tick) then
local roll = mRandom() * mMax(1 - evolutionFactor, 0.15)
if (roll > natives.temperament) then
base.state = BASE_AI_STATE_DORMANT
else
roll = mRandom()
if (roll < 0.70) then
base.state = BASE_AI_STATE_ACTIVE
elseif (roll < 0.80) then
base.state = BASE_AI_STATE_NESTS
elseif (roll < 0.90) then
base.state = BASE_AI_STATE_WORMS
elseif (roll < 0.975) then
base.state = BASE_AI_STATE_OVERDRIVE
else
base.state = BASE_AI_STATE_MUTATE
end
end
base.stateTick = randomTickEvent(tick, BASE_AI_MIN_STATE_DURATION, BASE_AI_MAX_STATE_DURATION)
end
base.tick = tick
end
function baseUtils.createBase(map, natives, evolutionFactor, chunk, tick, rebuilding)
local x = chunk.x
local y = chunk.y
local distance = euclideanDistancePoints(x, y, 0, 0)
local meanLevel = mFloor(distance * 0.005) -- / 200
local distanceIndex = mMin(1, distance * BASE_DISTANCE_TO_EVO_INDEX)
local evoIndex = mMax(distanceIndex, evolutionFactor)
local alignment
if (not rebuilding) and (mRandom() < natives.deadZoneFrequency) then
alignment = BASE_ALIGNMENT_DEADZONE
else
alignment = findBaseInitialAlignment(evoIndex, natives, natives.evolutionTableAlignment) or BASE_ALIGNMENT_NEUTRAL
end
local baseLevel = gaussianRandomRange(meanLevel, meanLevel * 0.3, meanLevel * 0.50, meanLevel * 1.50)
local baseDistanceThreshold = gaussianRandomRange(BASE_DISTANCE_THRESHOLD, BASE_DISTANCE_THRESHOLD * 0.2, BASE_DISTANCE_THRESHOLD * 0.75, BASE_DISTANCE_THRESHOLD * 1.50)
local distanceThreshold = (baseLevel * BASE_DISTANCE_LEVEL_BONUS) + baseDistanceThreshold
local base = {
x = x,
y = y,
distanceThreshold = distanceThreshold,
tick = ((alignment == BASE_ALIGNMENT_DEADZONE) and BASE_DEADZONE_TTL) or tick,
alignment = {alignment},
state = BASE_AI_STATE_DORMANT,
stateTick = 0,
temperamentTick = 0,
createdTick = tick,
temperament = 0,
points = 0
}
setChunkBase(map, chunk, base)
natives.bases[#natives.bases+1] = base
return base
end
local function fileEntity(baseAlignment, entity, evolutionTable)
local evoRequirement = mMin(entity.prototype.build_base_evolution_requirement, 1)
local eTable = evolutionTable[baseAlignment]
if not eTable then
eTable = {}
evolutionTable[baseAlignment] = eTable
end
local aTable = eTable[evoRequirement]
if not aTable then
aTable = {}
eTable[evoRequirement] = aTable
end
aTable[#aTable+1] = entity.name
end
local function fileAlignment(baseAlignment, evolution, evolutionTable)
local evoRequirement = mMin(evolution, 1)
local eTable = evolutionTable[evolution]
if not eTable then
eTable = {}
evolutionTable[evoRequirement] = eTable
end
eTable[#eTable+1] = baseAlignment
end
local function processUnitClass(hasBiter, hasSpitter, surface, natives, baseAlignment, baseAlignmentString)
local position = { x = 0, y = 0 }
if hasBiter then
for tier=1,10 do
for v=1,natives.NEST_VARIATIONS do
local entityName = baseAlignmentString .. "-biter-spawner-v" .. v .. "-t" .. tier .. "-rampant"
local entity = surface.create_entity({
name= entityName,
position = position
})
natives.enemyAlignmentLookup[entityName] = baseAlignment
fileEntity(baseAlignment, entity, natives.evolutionTableUnitSpawner)
entity.destroy()
end
end
end
if hasSpitter then
for tier=1,10 do
for v=1,natives.NEST_VARIATIONS do
local entityName = baseAlignmentString .. "-spitter-spawner-v" .. v .. "-t" .. tier .. "-rampant"
local entity = surface.create_entity({
name = entityName,
position = position
})
natives.enemyAlignmentLookup[entityName] = baseAlignment
fileEntity(baseAlignment, entity, natives.evolutionTableUnitSpawner)
entity.destroy()
end
end
end
for tier=1,10 do
for v=1,natives.WORM_VARIATIONS do
local entityName = baseAlignmentString .. "-worm-v" .. v .. "-t" .. tier .. "-rampant"
local entity = surface.create_entity({
name=entityName,
position = position
})
natives.enemyAlignmentLookup[entityName] = baseAlignment
fileEntity(baseAlignment, entity, natives.evolutionTableWorm)
entity.destroy()
end
end
end
function baseUtils.rebuildNativeTables(natives, surface, rg)
natives.evolutionTableUnitSpawner = {}
natives.evolutionTableWorm = {}
natives.evolutionTableAlignment = {}
-- todo fill out alignment evolution levels
for alignment,evo in pairs(BASE_ALIGNMENT_EVOLUTION_BASELINE) do
fileAlignment(alignment,
gaussianRandomRangeRG(evo, evo * 0.2, evo * 0.5, evo * 1.5, rg),
natives.evolutionTableAlignment)
end
natives.evolutionTableAlignmentOrder = nonRepeatingRandom(natives,
natives.evolutionTableAlignment,
natives.randomGenerator)
if ENABLED_NE_UNITS then
processNEUnitClass(natives, surface)
end
if ENABLED_BOBS_UNITS then
processBobsUnitClass(natives, surface)
end
processUnitClass(true,
true,
surface,
natives,
BASE_ALIGNMENT_NEUTRAL,
"neutral")
if settings.startup["rampant-acidEnemy"].value then
processUnitClass(true,
true,
surface,
natives,
BASE_ALIGNMENT_ACID,
"acid")
end
if settings.startup["rampant-physicalEnemy"].value then
processUnitClass(true,
false,
surface,
natives,
BASE_ALIGNMENT_PHYSICAL,
"physical")
end
if settings.startup["rampant-fireEnemy"].value then
processUnitClass(true,
true,
surface,
natives,
BASE_ALIGNMENT_FIRE,
"fire")
end
if settings.startup["rampant-electricEnemy"].value then
processUnitClass(true,
false,
surface,
natives,
BASE_ALIGNMENT_ELECTRIC,
"electric")
end
if settings.startup["rampant-suicideEnemy"].value then
processUnitClass(true,
false,
surface,
natives,
BASE_ALIGNMENT_SUICIDE,
"suicide")
end
if settings.startup["rampant-nuclearEnemy"].value then
processUnitClass(true,
false,
surface,
natives,
BASE_ALIGNMENT_NUCLEAR,
"nuclear")
end
if settings.startup["rampant-trollEnemy"].value then
processUnitClass(true,
true,
surface,
natives,
BASE_ALIGNMENT_TROLL,
"troll")
end
if settings.startup["rampant-infernoEnemy"].value then
processUnitClass(false,
true,
surface,
natives,
BASE_ALIGNMENT_INFERNO,
"inferno")
end
if settings.startup["rampant-fastEnemy"].value then
processUnitClass(true,
true,
surface,
natives,
BASE_ALIGNMENT_FAST,
"fast")
end
if settings.startup["rampant-laserEnemy"].value then
processUnitClass(true,
true,
surface,
natives,
BASE_ALIGNMENT_LASER,
"laser")
end
if settings.startup["rampant-waspEnemy"].value then
processUnitClass(false,
true,
surface,
natives,
BASE_ALIGNMENT_WASP,
"wasp")
end
if settings.startup["rampant-spawnerEnemy"].value then
processUnitClass(false,
true,
surface,
natives,
BASE_ALIGNMENT_SPAWNER,
"spawner")
end
if settings.startup["rampant-energyThiefEnemy"].value then
processUnitClass(true,
false,
surface,
natives,
BASE_ALIGNMENT_ENERGY_THIEF,
"energy-thief")
end
if settings.startup["rampant-poisonEnemy"].value then
processUnitClass(true,
false,
surface,
natives,
BASE_ALIGNMENT_POISON,
"poison")
end
-- processUnitClass(DECAYING_NEST_VARIATIONS,
-- DECAYING_NEST_TIERS,
-- DECAYING_NEST_VARIATIONS,
-- DECAYING_NEST_TIERS,
-- DECAYING_WORM_VARIATIONS,
-- DECAYING_WORM_TIERS,
-- surface,
-- natives,
-- BASE_ALIGNMENT_DECAYING,
-- "decaying")
-- processUnitClass(UNDYING_NEST_VARIATIONS,
-- UNDYING_NEST_TIERS,
-- UNDYING_NEST_VARIATIONS,
-- UNDYING_NEST_TIERS,
-- UNDYING_WORM_VARIATIONS,
-- UNDYING_WORM_TIERS,
-- surface,
-- natives,
-- BASE_ALIGNMENT_UNDYING,
-- "undying")
natives.evolutionTableUnitSpawner = normalizeProbabilities(natives.evolutionTableUnitSpawner)
natives.evolutionTableWorm = normalizeProbabilities(natives.evolutionTableWorm)
end
baseUtilsG = baseUtils
return baseUtils