mirror of
https://github.com/veden/Rampant.git
synced 2024-12-26 20:54:12 +02:00
643 lines
21 KiB
Lua
643 lines
21 KiB
Lua
-- Copyright (C) 2022 veden
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-- This program is free software: you can redistribute it and/or modify
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-- it under the terms of the GNU General Public License as published by
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-- the Free Software Foundation, either version 3 of the License, or
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-- (at your option) any later version.
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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-- GNU General Public License for more details.
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-- You should have received a copy of the GNU General Public License
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-- along with this program. If not, see <https://www.gnu.org/licenses/>.
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if MapUtilsG then
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return MapUtilsG
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end
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local MapUtils = {}
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--
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local Universe
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local NeighborChunks
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-- imports
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local Constants = require("Constants")
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local ChunkPropertyUtils = require("ChunkPropertyUtils")
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local MathUtils = require("MathUtils")
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-- Constants
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local MAGIC_MAXIMUM_NUMBER = Constants.MAGIC_MAXIMUM_NUMBER
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local ENEMY_PHEROMONE_MULTIPLER = Constants.ENEMY_PHEROMONE_MULTIPLER
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local BASE_PHEROMONE = Constants.BASE_PHEROMONE
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local PLAYER_PHEROMONE = Constants.PLAYER_PHEROMONE
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local RESOURCE_PHEROMONE = Constants.RESOURCE_PHEROMONE
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local ENEMY_PHEROMONE = Constants.ENEMY_PHEROMONE
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local CHUNK_TICK = Constants.CHUNK_TICK
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local VICTORY_SCENT = Constants.VICTORY_SCENT
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local VICTORY_SCENT_MULTIPLER = Constants.VICTORY_SCENT_MULTIPLER
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local VICTORY_SCENT_BOUND = Constants.VICTORY_SCENT_BOUND
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local DEATH_PHEROMONE_GENERATOR_AMOUNT = Constants.DEATH_PHEROMONE_GENERATOR_AMOUNT
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local TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT = Constants.TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT
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local CHUNK_NORTH_SOUTH = Constants.CHUNK_NORTH_SOUTH
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local CHUNK_EAST_WEST = Constants.CHUNK_EAST_WEST
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local CHUNK_IMPASSABLE = Constants.CHUNK_IMPASSABLE
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local CHUNK_ALL_DIRECTIONS = Constants.CHUNK_ALL_DIRECTIONS
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local CHUNK_SIZE = Constants.CHUNK_SIZE
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local CHUNK_SIZE_DIVIDER = Constants.CHUNK_SIZE_DIVIDER
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-- imported functions
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local addVictoryGenerator = ChunkPropertyUtils.addVictoryGenerator
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local addPermanentDeathGenerator = ChunkPropertyUtils.addPermanentDeathGenerator
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local addDeathGenerator = ChunkPropertyUtils.addDeathGenerator
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local getCombinedDeathGenerator = ChunkPropertyUtils.getCombinedDeathGenerator
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local getCombinedDeathGeneratorRating = ChunkPropertyUtils.getCombinedDeathGeneratorRating
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local getEnemyStructureCount = ChunkPropertyUtils.getEnemyStructureCount
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local setDeathGenerator = ChunkPropertyUtils.setDeathGenerator
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local decayPlayerGenerator = ChunkPropertyUtils.decayPlayerGenerator
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local getPathRating = ChunkPropertyUtils.getPathRating
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local linearInterpolation = MathUtils.linearInterpolation
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local decayDeathGenerator = ChunkPropertyUtils.decayDeathGenerator
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local mMax = math.max
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local mFloor = math.floor
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local getPassable = ChunkPropertyUtils.getPassable
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local tRemove = table.remove
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local mCeil = math.ceil
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local sFind = string.find
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-- module code
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function MapUtils.getChunkByXY(map, x, y)
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local chunkX = map[x]
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if chunkX then
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return chunkX[y] or -1
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end
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return -1
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end
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function MapUtils.getChunkByPosition(map, position)
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local chunkX = map[mFloor(position.x * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE]
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if chunkX then
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local chunkY = mFloor(position.y * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
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return chunkX[chunkY] or -1
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end
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return -1
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end
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function MapUtils.positionToChunkXY(position)
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local chunkX = mFloor(position.x * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
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local chunkY = mFloor(position.y * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
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return chunkX, chunkY
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end
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function MapUtils.queueGeneratedChunk(event)
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local map = Universe.maps[event.surface.index]
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if not map then
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return
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end
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event.tick = (event.tick or game.tick) + 20
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Universe.eventId = Universe.eventId + 1
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event.id = Universe.eventId
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event.map = map
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Universe.pendingChunks[event.id] = event
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end
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function MapUtils.activateMap(map)
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local mapId = map.id
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if Universe.activeMaps[mapId] then
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return
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end
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Universe.activeMaps[mapId] = map
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end
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function MapUtils.deactivateMap(map)
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local mapId = map.id
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if not Universe.activeMaps[mapId] then
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return
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end
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Universe.activeMaps[mapId] = nil
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end
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function MapUtils.excludeSurface()
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for mapId,map in pairs(Universe.maps) do
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local toBeRemoved = not map.surface.valid
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or MapUtils.isExcludedSurface(map.surface.name)
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or Universe.excludedSurfaces[map.surface.name]
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if toBeRemoved then
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if Universe.mapIterator == mapId then
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Universe.mapIterator, Universe.currentMap = next(
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Universe.activeMaps,
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Universe.mapIterator
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)
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end
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if Universe.processMapAIIterator == mapId then
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Universe.processMapAIIterator = nil
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end
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Universe.maps[mapId] = nil
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end
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end
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end
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function MapUtils.addExcludedSurface(surfaceName)
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Universe.excludedSurfaces[surfaceName] = true
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MapUtils.excludeSurface()
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end
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function MapUtils.removeExcludedSurface(surfaceName)
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Universe.excludedSurfaces[surfaceName] = nil
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local surface = game.get_surface(surfaceName)
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if surface then
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MapUtils.prepMap(surface)
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end
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end
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function MapUtils.isExcludedSurface(surfaceName)
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return
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(surfaceName == "aai-signals") or
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(surfaceName == "RTStasisRealm") or
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(surfaceName == "minime_dummy_dungeon") or
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(surfaceName == "minime-preview-character") or
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(surfaceName == "pipelayer") or
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(surfaceName == "beltlayer") or
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sFind(surfaceName, "Factory floor") or
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sFind(surfaceName, " Orbit") or
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sFind(surfaceName, "clonespace") or
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sFind(surfaceName, "BPL_TheLabplayer") or
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sFind(surfaceName, "starmap%-") or
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sFind(surfaceName, "NiceFill") or
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sFind(surfaceName, "Asteroid Belt") or
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sFind(surfaceName, "Vault ") or
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sFind(surfaceName, "spaceship") or
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sFind(surfaceName, "bpsb%-lab%-")
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end
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function MapUtils.prepMap(surface)
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if Universe.maps[surface.index] then
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return Universe.maps[surface.index]
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end
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local surfaceName = surface.name
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if MapUtils.isExcludedSurface(surfaceName) or Universe.excludedSurfaces[surfaceName] then
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return
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end
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game.print("Rampant - Indexing surface:" .. surfaceName .. ", index:" .. tostring(surface.index) .. ", please wait.")
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local map = {
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id = surface.index,
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processedChunks = 0,
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processQueue = {},
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processIndex = 1,
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scanPlayerIndex = 1,
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scanResourceIndex = 1,
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scanEnemyIndex = 1,
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outgoingScanWave = true,
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outgoingStaticScanWave = true,
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drainPylons = {},
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surface = surface,
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bases = {}
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}
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Universe.maps[map.id] = map
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-- queue all current chunks that wont be generated during play
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local tick = game.tick
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for chunk in surface.get_chunks() do
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if surface.is_chunk_generated(chunk) then
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MapUtils.queueGeneratedChunk({
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surface = surface,
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tick = tick,
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area = {
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left_top = {
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x = chunk.x * 32,
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y = chunk.y * 32
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}
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}
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}
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)
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end
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end
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return map
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end
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function MapUtils.nextMap()
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local map = Universe.currentMap
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if map and (Universe.processedChunks < (#map.processQueue * 0.05)) then
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return map
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end
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local mapIterator = Universe.mapIterator
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repeat
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Universe.mapIterator, map = next(Universe.activeMaps, Universe.mapIterator)
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if map then
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Universe.processedChunks = 0
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Universe.currentMap = map
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return map
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end
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until mapIterator == Universe.mapIterator
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return nil
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end
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function MapUtils.removeChunkToNest(chunkId)
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Universe.chunkToNests[chunkId] = nil
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if (chunkId == Universe.processNestIterator) then
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Universe.processNestIterator = nil
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end
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if (chunkId == Universe.processMigrationIterator) then
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Universe.processMigrationIterator = nil
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end
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end
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function MapUtils.findInsertionPoint(processQueue, chunk)
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local low = 1
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local high = #processQueue
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local pivot
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while (low <= high) do
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pivot = mCeil((low + high) * 0.5)
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local pivotChunk = processQueue[pivot]
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if (pivotChunk.dOrigin > chunk.dOrigin) then
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high = pivot - 1
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elseif (pivotChunk.dOrigin <= chunk.dOrigin) then
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low = pivot + 1
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end
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end
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return low
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end
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function MapUtils.removeProcessQueueChunk(processQueue, chunk)
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local insertionPoint = MapUtils.findInsertionPoint(processQueue, chunk)
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if insertionPoint > #processQueue then
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insertionPoint = insertionPoint - 1
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end
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for i=insertionPoint,1,-1 do
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local pqChunk = processQueue[i]
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if pqChunk.id == chunk.id then
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tRemove(processQueue, i)
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return
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elseif pqChunk.dOrigin < chunk.dOrigin then
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return
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end
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end
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end
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function MapUtils.removeChunkFromMap(map, chunk)
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local x = chunk.x
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local y = chunk.y
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if not map[x][y] then
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return
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end
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map[x][y] = nil
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local chunkId = chunk.id
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MapUtils.removeProcessQueueChunk(map.processQueue, chunk)
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Universe.chunkToActiveNest[chunkId] = nil
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Universe.chunkToActiveRaidNest[chunkId] = nil
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Universe.chunkToDrained[chunkId] = nil
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Universe.chunkToRetreats[chunkId] = nil
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Universe.chunkToRallys[chunkId] = nil
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Universe.chunkToPassScan[chunkId] = nil
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Universe.chunkToNests[chunkId] = nil
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Universe.chunkToTurrets[chunkId] = nil
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Universe.chunkToUtilities[chunkId] = nil
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Universe.chunkToHives[chunkId] = nil
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Universe.vengenceQueue[chunkId] = nil
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Universe.chunkToVictory[chunkId] = nil
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local base = chunk.base
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if base then
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base.chunkCount = base.chunkCount - 1
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end
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if Universe.processNestIterator == chunkId then
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Universe.processNestIterator = nil
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end
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if Universe.processActiveSpawnerIterator == chunkId then
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Universe.processActiveSpawnerIterator = nil
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end
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if Universe.processActiveRaidSpawnerIterator == chunkId then
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Universe.processActiveRaidSpawnerIterator = nil
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end
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if Universe.processMigrationIterator == chunkId then
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Universe.processMigrationIterator = nil
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end
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end
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--[[
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1 2 3
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\|/
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4- -5
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/|\
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6 7 8
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]]--
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function MapUtils.getNeighborChunks(map, x, y)
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local chunkYRow1 = y - CHUNK_SIZE
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local chunkYRow3 = y + CHUNK_SIZE
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local xChunks = map[x-CHUNK_SIZE]
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if xChunks then
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NeighborChunks[1] = xChunks[chunkYRow1] or -1
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NeighborChunks[4] = xChunks[y] or -1
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NeighborChunks[6] = xChunks[chunkYRow3] or -1
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else
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NeighborChunks[1] = -1
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NeighborChunks[4] = -1
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NeighborChunks[6] = -1
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end
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xChunks = map[x+CHUNK_SIZE]
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if xChunks then
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NeighborChunks[3] = xChunks[chunkYRow1] or -1
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NeighborChunks[5] = xChunks[y] or -1
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NeighborChunks[8] = xChunks[chunkYRow3] or -1
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else
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NeighborChunks[3] = -1
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NeighborChunks[5] = -1
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NeighborChunks[8] = -1
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end
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xChunks = map[x]
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if xChunks then
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NeighborChunks[2] = xChunks[chunkYRow1] or -1
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NeighborChunks[7] = xChunks[chunkYRow3] or -1
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else
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NeighborChunks[2] = -1
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NeighborChunks[7] = -1
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end
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return NeighborChunks
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end
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--[[
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1 2 3
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\|/
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4- -5
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/|\
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6 7 8
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]]--
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function MapUtils.canMoveChunkDirection(map, direction, startChunk, endChunk)
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local canMove = false
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local startPassable = getPassable(startChunk)
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local endPassable = getPassable(endChunk)
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if (startPassable == CHUNK_ALL_DIRECTIONS) then
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if ((direction == 1) or (direction == 3) or (direction == 6) or (direction == 8)) then
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canMove = (endPassable == CHUNK_ALL_DIRECTIONS)
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elseif (direction == 2) or (direction == 7) then
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canMove = ((endPassable == CHUNK_NORTH_SOUTH) or (endPassable == CHUNK_ALL_DIRECTIONS))
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elseif (direction == 4) or (direction == 5) then
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canMove = ((endPassable == CHUNK_EAST_WEST) or (endPassable == CHUNK_ALL_DIRECTIONS))
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end
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elseif (startPassable == CHUNK_NORTH_SOUTH) then
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if ((direction == 1) or (direction == 3) or (direction == 6) or (direction == 8)) then
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canMove = (endPassable == CHUNK_ALL_DIRECTIONS)
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elseif (direction == 2) or (direction == 7) then
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canMove = ((endPassable == CHUNK_NORTH_SOUTH) or (endPassable == CHUNK_ALL_DIRECTIONS))
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end
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elseif (startPassable == CHUNK_EAST_WEST) then
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if ((direction == 1) or (direction == 3) or (direction == 6) or (direction == 8)) then
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canMove = (endPassable == CHUNK_ALL_DIRECTIONS)
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elseif (direction == 4) or (direction == 5) then
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canMove = ((endPassable == CHUNK_EAST_WEST) or (endPassable == CHUNK_ALL_DIRECTIONS))
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end
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else
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canMove = (endPassable ~= CHUNK_IMPASSABLE)
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end
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return canMove
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end
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function MapUtils.getCardinalChunks(map, x, y)
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local neighbors = Universe.cardinalNeighbors
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local xChunks = map[x]
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if xChunks then
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neighbors[1] = xChunks[y-CHUNK_SIZE] or -1
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neighbors[4] = xChunks[y+CHUNK_SIZE] or -1
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else
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neighbors[1] = -1
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neighbors[4] = -1
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end
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xChunks = map[x-CHUNK_SIZE]
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if xChunks then
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neighbors[2] = xChunks[y] or -1
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else
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neighbors[2] = -1
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end
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xChunks = map[x+CHUNK_SIZE]
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if xChunks then
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neighbors[3] = xChunks[y] or -1
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else
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neighbors[3] = -1
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end
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return neighbors
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end
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function MapUtils.positionFromDirectionAndChunk(direction, startPosition, scaling)
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local endPosition = {}
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if (direction == 1) then
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endPosition.x = startPosition.x - CHUNK_SIZE * (scaling - 0.1)
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endPosition.y = startPosition.y - CHUNK_SIZE * (scaling - 0.1)
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elseif (direction == 2) then
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endPosition.x = startPosition.x
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endPosition.y = startPosition.y - CHUNK_SIZE * (scaling + 0.25)
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elseif (direction == 3) then
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endPosition.x = startPosition.x + CHUNK_SIZE * (scaling - 0.1)
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endPosition.y = startPosition.y - CHUNK_SIZE * (scaling - 0.1)
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elseif (direction == 4) then
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endPosition.x = startPosition.x - CHUNK_SIZE * (scaling + 0.25)
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endPosition.y = startPosition.y
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elseif (direction == 5) then
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endPosition.x = startPosition.x + CHUNK_SIZE * (scaling + 0.25)
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endPosition.y = startPosition.y
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elseif (direction == 6) then
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endPosition.x = startPosition.x - CHUNK_SIZE * (scaling - 0.1)
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endPosition.y = startPosition.y + CHUNK_SIZE * (scaling - 0.1)
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elseif (direction == 7) then
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endPosition.x = startPosition.x
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endPosition.y = startPosition.y + CHUNK_SIZE * (scaling + 0.25)
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elseif (direction == 8) then
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endPosition.x = startPosition.x + CHUNK_SIZE * (scaling - 0.1)
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endPosition.y = startPosition.y + CHUNK_SIZE * (scaling - 0.1)
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end
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return endPosition
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end
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function MapUtils.positionFromDirectionAndFlat(direction, startPosition, multipler)
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local lx = startPosition.x
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local ly = startPosition.y
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if not multipler then
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multipler = 1
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end
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if (direction == 1) then
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lx = lx - CHUNK_SIZE * multipler
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ly = ly - CHUNK_SIZE * multipler
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elseif (direction == 2) then
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ly = ly - CHUNK_SIZE * multipler
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elseif (direction == 3) then
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lx = lx + CHUNK_SIZE * multipler
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ly = ly - CHUNK_SIZE * multipler
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elseif (direction == 4) then
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lx = lx - CHUNK_SIZE * multipler
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elseif (direction == 5) then
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lx = lx + CHUNK_SIZE * multipler
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|
elseif (direction == 6) then
|
|
lx = lx - CHUNK_SIZE * multipler
|
|
ly = ly + CHUNK_SIZE * multipler
|
|
elseif (direction == 7) then
|
|
ly = ly + CHUNK_SIZE * multipler
|
|
elseif (direction == 8) then
|
|
lx = lx + CHUNK_SIZE * multipler
|
|
ly = ly + CHUNK_SIZE * multipler
|
|
end
|
|
return {
|
|
x = lx,
|
|
y = ly
|
|
}
|
|
end
|
|
|
|
function MapUtils.victoryScent(chunk, entityType)
|
|
local value = VICTORY_SCENT[entityType]
|
|
if value then
|
|
addVictoryGenerator(chunk, value)
|
|
end
|
|
end
|
|
|
|
function MapUtils.disperseVictoryScent()
|
|
local chunkToVictory = Universe.chunkToVictory
|
|
local chunkId, pheromonePack = next(chunkToVictory, nil)
|
|
if not chunkId then
|
|
return
|
|
end
|
|
|
|
chunkToVictory[chunkId] = nil
|
|
local chunk = pheromonePack.chunk
|
|
local map = chunk.map
|
|
if not map.surface.valid then
|
|
return
|
|
end
|
|
local chunkX = chunk.x
|
|
local chunkY = chunk.y
|
|
local i = 1
|
|
for x=chunkX - VICTORY_SCENT_BOUND, chunkX + VICTORY_SCENT_BOUND,32 do
|
|
for y = chunkY - VICTORY_SCENT_BOUND, chunkY + VICTORY_SCENT_BOUND,32 do
|
|
local c = MapUtils.getChunkByXY(map, x, y)
|
|
if (c ~= -1) then
|
|
local amount = pheromonePack.v * VICTORY_SCENT_MULTIPLER[i]
|
|
addDeathGenerator(c, amount)
|
|
addPermanentDeathGenerator(c, amount)
|
|
end
|
|
i = i + 1
|
|
end
|
|
end
|
|
end
|
|
|
|
function MapUtils.deathScent(chunk, structure)
|
|
local amount = -DEATH_PHEROMONE_GENERATOR_AMOUNT
|
|
if structure then
|
|
amount = -TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT
|
|
end
|
|
addDeathGenerator(chunk, amount)
|
|
addPermanentDeathGenerator(chunk, amount)
|
|
end
|
|
|
|
function MapUtils.processPheromone(map, chunk, tick, player)
|
|
if chunk[CHUNK_TICK] > tick then
|
|
return
|
|
end
|
|
chunk[CHUNK_TICK] = tick
|
|
|
|
local chunkPlayer = chunk[PLAYER_PHEROMONE]
|
|
local chunkBase = -MAGIC_MAXIMUM_NUMBER
|
|
local chunkDeath = getCombinedDeathGenerator(chunk)
|
|
local chunkResource = -MAGIC_MAXIMUM_NUMBER
|
|
local chunkEnemy = chunk[ENEMY_PHEROMONE]
|
|
|
|
local chunkCount = 1
|
|
|
|
local enemyStructureCount = getEnemyStructureCount(chunk)
|
|
|
|
local tempNeighbors = MapUtils.getNeighborChunks(map, chunk.x, chunk.y)
|
|
for i=1,8 do
|
|
local tempPheromone
|
|
local neighbor = tempNeighbors[i]
|
|
if (neighbor ~= -1) then
|
|
if MapUtils.canMoveChunkDirection(map, i, chunk, neighbor) then
|
|
chunkCount = chunkCount + 1
|
|
chunkPlayer = chunkPlayer + neighbor[PLAYER_PHEROMONE]
|
|
chunkEnemy = chunkEnemy + neighbor[ENEMY_PHEROMONE]
|
|
chunkDeath = chunkDeath + getCombinedDeathGenerator(neighbor)
|
|
tempPheromone = neighbor[BASE_PHEROMONE]
|
|
if chunkBase < tempPheromone then
|
|
chunkBase = tempPheromone
|
|
end
|
|
tempPheromone = neighbor[RESOURCE_PHEROMONE]
|
|
if chunkResource < tempPheromone then
|
|
chunkResource = tempPheromone
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
setDeathGenerator(chunk, (chunkDeath / chunkCount) * 0.75)
|
|
|
|
if not player then
|
|
decayDeathGenerator(chunk)
|
|
end
|
|
|
|
decayPlayerGenerator(chunk)
|
|
|
|
local chunkDeathRating = getCombinedDeathGeneratorRating(chunk) * getPathRating(chunk)
|
|
|
|
chunk[PLAYER_PHEROMONE] = chunkDeathRating * mMax(
|
|
chunk.playerGenerator or 0,
|
|
(chunkPlayer / chunkCount) * 0.98
|
|
)
|
|
|
|
chunk[BASE_PHEROMONE] = chunkDeathRating * mMax(
|
|
chunk.playerBaseGenerator or 0,
|
|
chunkBase * 0.9
|
|
)
|
|
|
|
chunk[ENEMY_PHEROMONE] = chunkDeathRating * mMax(
|
|
enemyStructureCount * ENEMY_PHEROMONE_MULTIPLER,
|
|
(chunkEnemy / chunkCount) * 0.9
|
|
)
|
|
|
|
local resourcePheromoneGenerator = chunk.resourceGenerator or 0
|
|
if (resourcePheromoneGenerator > 0) then
|
|
chunkResource = linearInterpolation(resourcePheromoneGenerator, 15000, 20000)
|
|
end
|
|
if enemyStructureCount ~= 0 then
|
|
chunkResource = chunkResource * 0.0001
|
|
end
|
|
chunk[RESOURCE_PHEROMONE] = chunkDeathRating * chunkResource * 0.9
|
|
end
|
|
|
|
function MapUtils.init(universe)
|
|
Universe = universe
|
|
NeighborChunks = universe.neighbors
|
|
end
|
|
|
|
MapUtilsG = MapUtils
|
|
return MapUtils
|