mirror of
https://github.com/veden/Rampant.git
synced 2024-12-28 21:08:22 +02:00
557 lines
17 KiB
Lua
Executable File
557 lines
17 KiB
Lua
Executable File
if mapProcessorG then
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return mapProcessorG
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end
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local mapProcessor = {}
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-- imports
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local pheromoneUtils = require("PheromoneUtils")
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local aiAttackWave = require("AIAttackWave")
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local aiPredicates = require("AIPredicates")
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local constants = require("Constants")
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local mapUtils = require("MapUtils")
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local playerUtils = require("PlayerUtils")
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local chunkUtils = require("ChunkUtils")
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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 DURATION_ACTIVE_NEST_DIVIDER = constants.DURATION_ACTIVE_NEST_DIVIDER
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local DURATION_ACTIVE_NEST = constants.DURATION_ACTIVE_NEST
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local PROCESS_QUEUE_SIZE = constants.PROCESS_QUEUE_SIZE
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local RESOURCE_QUEUE_SIZE = constants.RESOURCE_QUEUE_SIZE
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local ENEMY_QUEUE_SIZE = constants.ENEMY_QUEUE_SIZE
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local PLAYER_QUEUE_SIZE = constants.PLAYER_QUEUE_SIZE
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local CLEANUP_QUEUE_SIZE = constants.CLEANUP_QUEUE_SIZE
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local CHUNK_SIZE = constants.CHUNK_SIZE
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local PROCESS_PLAYER_BOUND = constants.PROCESS_PLAYER_BOUND
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local CHUNK_TICK = constants.CHUNK_TICK
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local PROCESS_STATIC_QUEUE_SIZE = constants.PROCESS_STATIC_QUEUE_SIZE
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local AI_VENGENCE_SQUAD_COST = constants.AI_VENGENCE_SQUAD_COST
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local AI_STATE_AGGRESSIVE = constants.AI_STATE_AGGRESSIVE
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local AI_STATE_PEACEFUL = constants.AI_STATE_PEACEFUL
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local AI_STATE_MIGRATING = constants.AI_STATE_MIGRATING
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local AI_STATE_SIEGE = constants.AI_STATE_SIEGE
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local COOLDOWN_RALLY = constants.COOLDOWN_RALLY
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local COOLDOWN_RETREAT = constants.COOLDOWN_RETREAT
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local BASE_PROCESS_INTERVAL = constants.BASE_PROCESS_INTERVAL
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-- imported functions
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local processStaticPheromone = pheromoneUtils.processStaticPheromone
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local processPheromone = pheromoneUtils.processPheromone
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local getDeathGenerator = chunkPropertyUtils.getDeathGenerator
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local processBase = baseUtils.processBase
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local processNestActiveness = chunkPropertyUtils.processNestActiveness
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local formSquads = aiAttackWave.formSquads
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local formVengenceSquad = aiAttackWave.formVengenceSquad
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local formSettlers = aiAttackWave.formSettlers
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local getChunkByPosition = mapUtils.getChunkByPosition
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local getChunkByXY = mapUtils.getChunkByXY
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local validPlayer = playerUtils.validPlayer
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local addPlayerToChunk = chunkPropertyUtils.addPlayerToChunk
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local mapScanEnemyChunk = chunkUtils.mapScanEnemyChunk
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local mapScanPlayerChunk = chunkUtils.mapScanPlayerChunk
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local mapScanResourceChunk = chunkUtils.mapScanResourceChunk
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local getNestCount = chunkPropertyUtils.getNestCount
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local getEnemyStructureCount = chunkPropertyUtils.getEnemyStructureCount
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local getNestActiveness = chunkPropertyUtils.getNestActiveness
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local getNestActiveTick = chunkPropertyUtils.getNestActiveTick
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local setNestActiveTick = chunkPropertyUtils.setNestActiveTick
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local getRaidNestActiveness = chunkPropertyUtils.getRaidNestActiveness
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local canAttack = aiPredicates.canAttack
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local canMigrate = aiPredicates.canMigrate
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local tableSize = table_size
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local mMin = math.min
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local mMax = math.max
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local next = next
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local mRandom = math.random
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-- module code
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--[[
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processing is not consistant as it depends on the number of chunks that have been generated
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so if we process 400 chunks an iteration and 200 chunks have been generated than these are
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processed 3 times a second and 1200 generated chunks would be processed once a second
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In theory, this might be fine as smaller bases have less surface to attack and need to have
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pheromone dissipate at a faster rate.
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--]]
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function mapProcessor.processMap(map, tick)
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local index = map.processIndex
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local outgoingWave = map.outgoingScanWave
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local processQueue = map.processQueue
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local processQueueLength = #processQueue
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local step
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local endIndex
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if outgoingWave then
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step = 1
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endIndex = mMin(index + PROCESS_QUEUE_SIZE, processQueueLength)
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else
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step = -1
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endIndex = mMax(index - PROCESS_QUEUE_SIZE, 1)
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end
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if (processQueueLength == 0) then
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return
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end
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for x=index,endIndex,step do
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local chunk = processQueue[x]
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if chunk and (chunk[CHUNK_TICK] ~= tick) then
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chunk[CHUNK_TICK] = tick
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processPheromone(map, chunk)
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end
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end
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if (endIndex == processQueueLength) then
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map.outgoingScanWave = false
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elseif (endIndex == 1) then
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map.outgoingScanWave = true
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elseif outgoingWave then
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map.processIndex = endIndex + 1
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else
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map.processIndex = endIndex - 1
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end
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end
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function mapProcessor.processStaticMap(map)
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local index = map.processStaticIndex
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local outgoingWave = map.outgoingStaticScanWave
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local processQueue = map.processQueue
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local processQueueLength = #processQueue
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local step
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local endIndex
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if outgoingWave then
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step = 1
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endIndex = mMin(index + PROCESS_STATIC_QUEUE_SIZE, processQueueLength)
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else
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step = -1
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endIndex = mMax(index - PROCESS_STATIC_QUEUE_SIZE, 1)
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end
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if (processQueueLength == 0) then
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return
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end
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for x=index,endIndex,step do
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local chunk = processQueue[x]
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processStaticPheromone(map, chunk)
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end
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if (endIndex == processQueueLength) then
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map.outgoingStaticScanWave = false
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elseif (endIndex == 1) then
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map.outgoingStaticScanWave = true
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elseif outgoingWave then
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map.processStaticIndex = endIndex + 1
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else
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map.processStaticIndex = endIndex - 1
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end
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end
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local function queueNestSpawners(map, chunk, tick)
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local limitPerActiveChunkTick =
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(map.native.activeNests + map.native.activeRaidNests) * DURATION_ACTIVE_NEST_DIVIDER
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local processActiveNest = map.processActiveNest
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if ((getNestActiveness(map, chunk) > 0) or (getRaidNestActiveness(map, chunk) > 0)) and
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(getNestActiveTick(map, chunk) == 0)
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then
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local nextTick = tick + DURATION_ACTIVE_NEST
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local slot = processActiveNest[nextTick]
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if not slot then
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slot = {}
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processActiveNest[nextTick] = slot
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slot[#slot+1] = chunk
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else
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if (#slot > limitPerActiveChunkTick) then
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while (#slot > limitPerActiveChunkTick) do
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nextTick = nextTick + 1
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slot = processActiveNest[nextTick]
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if not slot then
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slot = {}
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processActiveNest[nextTick] = slot
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slot[#slot+1] = chunk
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break
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elseif (#slot < limitPerActiveChunkTick) then
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slot[#slot+1] = chunk
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break
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end
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end
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else
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slot[#slot+1] = chunk
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end
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end
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setNestActiveTick(map, chunk, tick)
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end
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end
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--[[
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Localized player radius were processing takes place in realtime, doesn't store state
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between calls.
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vs
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the slower passive version processing the entire map in multiple passes.
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--]]
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function mapProcessor.processPlayers(players, map, tick)
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-- put down player pheromone for player hunters
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-- randomize player order to ensure a single player isn't singled out
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local native = map.native
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local allowingAttacks = canAttack(native, tick)
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-- not looping everyone because the cost is high enough already in multiplayer
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if (#players > 0) then
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local player = players[mRandom(#players)]
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if validPlayer(player, native) then
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local playerChunk = getChunkByPosition(map, player.character.position)
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if (playerChunk ~= -1) then
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local vengence = allowingAttacks and
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(native.points >= AI_VENGENCE_SQUAD_COST) and
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((getEnemyStructureCount(map, playerChunk) > 0) or
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(-getDeathGenerator(map, playerChunk) < -native.retreatThreshold))
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for x=playerChunk.x - PROCESS_PLAYER_BOUND, playerChunk.x + PROCESS_PLAYER_BOUND, 32 do
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for y=playerChunk.y - PROCESS_PLAYER_BOUND, playerChunk.y + PROCESS_PLAYER_BOUND, 32 do
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local chunk = getChunkByXY(map, x, y)
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if (chunk ~= -1) and (chunk[CHUNK_TICK] ~= tick) then
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chunk[CHUNK_TICK] = tick
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processPheromone(map, chunk, true)
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if (getNestCount(map, chunk) > 0) then
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processNestActiveness(map, chunk)
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queueNestSpawners(map, chunk, tick)
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if vengence then
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local count = native.vengenceQueue[chunk]
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if not count then
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count = 0
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native.vengenceQueue[chunk] = count
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end
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native.vengenceQueue[chunk] = count + 1
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end
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end
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end
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end
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end
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end
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end
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end
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for i=1,#players do
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local player = players[i]
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if validPlayer(player, native) then
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local playerChunk = getChunkByPosition(map, player.character.position)
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if (playerChunk ~= -1) then
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addPlayerToChunk(map, playerChunk, player.name)
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end
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end
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end
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end
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function mapProcessor.cleanUpMapTables(map, tick)
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local index = map.cleanupIndex
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local retreats = map.chunkToRetreats
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local rallys = map.chunkToRallys
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local drained = map.chunkToDrained
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local processQueue = map.processQueue
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local processQueueLength = #processQueue
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local endIndex = mMin(index + CLEANUP_QUEUE_SIZE, processQueueLength)
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if (processQueueLength == 0) then
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return
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end
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for x=index,endIndex do
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local chunk = processQueue[x]
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local retreatTick = retreats[chunk]
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if retreatTick and ((tick - retreatTick) > COOLDOWN_RETREAT) then
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retreats[chunk] = nil
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end
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local rallyTick = rallys[chunk]
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if rallyTick and ((tick - rallyTick) > COOLDOWN_RALLY) then
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rallys[chunk] = nil
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end
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local drainTick = drained[chunk]
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if drainTick and ((tick - drainTick) > 0) then
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drained[chunk] = nil
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end
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end
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if (endIndex == processQueueLength) then
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map.cleanupIndex = 1
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else
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map.cleanupIndex = endIndex + 1
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end
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end
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--[[
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Passive scan to find entities that have been generated outside the factorio event system
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--]]
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function mapProcessor.scanPlayerMap(map, tick)
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if (map.nextProcessMap == tick) or (map.nextPlayerScan == tick) or
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(map.nextEnemyScan == tick) or (map.nextChunkProcess == tick)
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then
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return
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end
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local index = map.scanPlayerIndex
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local offset = map.area[2]
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local chunkBox = map.area[1]
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local processQueue = map.processQueue
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local processQueueLength = #processQueue
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local endIndex = mMin(index + PLAYER_QUEUE_SIZE, processQueueLength)
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if (processQueueLength == 0) then
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return
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end
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for x=index,endIndex do
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local chunk = processQueue[x]
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chunkBox[1] = chunk.x
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chunkBox[2] = chunk.y
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offset[1] = chunk.x + CHUNK_SIZE
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offset[2] = chunk.y + CHUNK_SIZE
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mapScanPlayerChunk(chunk, map)
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end
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if (endIndex == processQueueLength) then
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map.scanPlayerIndex = 1
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else
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map.scanPlayerIndex = endIndex + 1
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end
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end
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function mapProcessor.scanEnemyMap(map, tick)
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if (map.nextProcessMap == tick) or (map.nextPlayerScan == tick) or (map.nextChunkProcess == tick) then
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return
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end
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local index = map.scanEnemyIndex
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local offset = map.area[2]
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local chunkBox = map.area[1]
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local processQueue = map.processQueue
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local processQueueLength = #processQueue
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local endIndex = mMin(index + ENEMY_QUEUE_SIZE, #processQueue)
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if (processQueueLength == 0) then
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return
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end
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for x=index,endIndex do
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local chunk = processQueue[x]
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chunkBox[1] = chunk.x
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chunkBox[2] = chunk.y
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offset[1] = chunk.x + CHUNK_SIZE
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offset[2] = chunk.y + CHUNK_SIZE
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mapScanEnemyChunk(chunk, map)
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end
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if (endIndex == processQueueLength) then
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map.scanEnemyIndex = 1
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else
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map.scanEnemyIndex = endIndex + 1
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end
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end
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function mapProcessor.scanResourceMap(map, tick)
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if (map.nextProcessMap == tick) or (map.nextPlayerScan == tick) or
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(map.nextEnemyScan == tick) or (map.nextChunkProcess == tick)
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then
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return
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end
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local index = map.scanResourceIndex
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local offset = map.area[2]
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local chunkBox = map.area[1]
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local processQueue = map.processQueue
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local processQueueLength = #processQueue
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local endIndex = mMin(index + RESOURCE_QUEUE_SIZE, processQueueLength)
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if (processQueueLength == 0) then
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return
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end
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for x=index,endIndex do
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local chunk = processQueue[x]
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chunkBox[1] = chunk.x
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chunkBox[2] = chunk.y
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offset[1] = chunk.x + CHUNK_SIZE
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offset[2] = chunk.y + CHUNK_SIZE
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mapScanResourceChunk(chunk, map)
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end
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if (endIndex == processQueueLength) then
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map.scanResourceIndex = 1
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else
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map.scanResourceIndex = endIndex + 1
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end
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end
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function mapProcessor.processActiveNests(map, tick)
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local processActiveNest = map.processActiveNest
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local slot = processActiveNest[tick]
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if slot then
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for i=1,#slot do
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local chunk = slot[i]
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if (getNestActiveness(map, chunk) > 0) or (getRaidNestActiveness(map, chunk) > 0) then
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processNestActiveness(map, chunk)
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local nextTick = tick + DURATION_ACTIVE_NEST
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local nextSlot = processActiveNest[nextTick]
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if not nextSlot then
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nextSlot = {}
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processActiveNest[nextTick] = nextSlot
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end
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nextSlot[#nextSlot+1] = chunk
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else
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setNestActiveTick(map, chunk, 0)
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end
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end
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processActiveNest[tick] = nil
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end
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end
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function mapProcessor.processVengence(map)
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local native = map.native
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local ss = native.vengenceQueue
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local chunk = next(ss, map.deployVengenceIterator)
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if not chunk then
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map.deployVengenceIterator = nil
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if (tableSize(ss) == 0) then
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native.vengenceQueue = {}
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end
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else
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formVengenceSquad(map, chunk)
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local nextChunk
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nextChunk = next(ss, chunk)
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ss[chunk] = nil
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chunk = nextChunk
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end
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map.deployVengenceIterator = chunk
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end
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function mapProcessor.processNests(map, tick)
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local native = map.native
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local bases = map.chunkToBase
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local chunks = map.chunkToNests
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local chunk = next(chunks, map.processNestIterator)
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if not chunk then
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map.processNestIterator = nil
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return
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else
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processNestActiveness(map, chunk)
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queueNestSpawners(map, chunk, tick)
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if native.newEnemies then
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local base = bases[chunk]
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if base and ((tick - base.tick) > BASE_PROCESS_INTERVAL) then
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processBase(chunk, native, tick, base)
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end
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end
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chunk = next(chunks, chunk)
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end
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map.processNestIterator = chunk
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end
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local function processSpawners(map, tick, iterator, chunks)
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local native = map.native
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local chunk = next(chunks, map[iterator])
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local migrate = canMigrate(native)
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local attack = canAttack(native, tick)
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if not chunk then
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map[iterator] = nil
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return
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else
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if migrate then
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formSettlers(map, chunk)
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elseif attack then
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formSquads(map, chunk, tick)
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end
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chunk = next(chunks, chunk)
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end
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map[iterator] = chunk
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end
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function mapProcessor.processSpawners(map, tick)
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local native = map.native
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if (native.state ~= AI_STATE_PEACEFUL) then
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if (native.state == AI_STATE_MIGRATING) or
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((native.state == AI_STATE_SIEGE) and native.temperament <= 0.5)
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then
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processSpawners(map,
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tick,
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"processMigrationIterator",
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map.chunkToNests)
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else
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if (native.state ~= AI_STATE_AGGRESSIVE) then
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processSpawners(map,
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tick,
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"processActiveSpawnerIterator",
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map.chunkToActiveNest)
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processSpawners(map,
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tick,
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"processActiveRaidSpawnerIterator",
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map.chunkToActiveRaidNest)
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else
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processSpawners(map,
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tick,
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"processActiveSpawnerIterator",
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map.chunkToActiveNest)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
mapProcessorG = mapProcessor
|
|
return mapProcessor
|