mirror of
https://github.com/veden/Rampant.git
synced 2025-01-03 22:52:20 +02:00
588 lines
21 KiB
Lua
Executable File
588 lines
21 KiB
Lua
Executable File
-- imports
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local baseUtils = require("libs/BaseUtils")
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local chunkPropertyUtils = require("ChunkPropertyUtils")
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local mapUtils = require("libs/MapUtils")
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local unitGroupUtils = require("libs/UnitGroupUtils")
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local chunkProcessor = require("libs/ChunkProcessor")
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local mapProcessor = require("libs/MapProcessor")
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local constants = require("libs/Constants")
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local pheromoneUtils = require("libs/PheromoneUtils")
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local squadDefense = require("libs/SquadDefense")
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local squadAttack = require("libs/SquadAttack")
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local aiAttackWave = require("libs/AIAttackWave")
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local aiPlanning = require("libs/AIPlanning")
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local interop = require("libs/Interop")
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local tests = require("tests")
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local chunkUtils = require("libs/ChunkUtils")
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local upgrade = require("Upgrade")
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local mathUtils = require("libs/MathUtils")
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local config = require("config")
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-- constants
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local INTERVAL_LOGIC = constants.INTERVAL_LOGIC
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local INTERVAL_PROCESS = constants.INTERVAL_PROCESS
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local INTERVAL_CHUNK = constants.INTERVAL_CHUNK
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local INTERVAL_SCAN = constants.INTERVAL_SCAN
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local INTERVAL_SQUAD = constants.INTERVAL_SQUAD
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local MOVEMENT_PHEROMONE = constants.MOVEMENT_PHEROMONE
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local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK
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local AI_MAX_OVERFLOW_POINTS = constants.AI_MAX_OVERFLOW_POINTS
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local RETREAT_GRAB_RADIUS = constants.RETREAT_GRAB_RADIUS
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local RETREAT_SPAWNER_GRAB_RADIUS = constants.RETREAT_SPAWNER_GRAB_RADIUS
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local DEFINES_COMMAND_GROUP = defines.command.group
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local DEFINES_COMMAND_ATTACK_AREA = defines.command.attack_area
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local CHUNK_SIZE = constants.CHUNK_SIZE
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local DEFINES_DISTRACTION_NONE = defines.distraction.none
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local DEFINES_DISTRACTION_BY_ENEMY = defines.distraction.by_enemy
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-- imported functions
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local positionToChunkXY = mapUtils.positionToChunkXY
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local roundToNearest = mathUtils.roundToNearest
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local getChunkByPosition = mapUtils.getChunkByPosition
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local entityForPassScan = chunkUtils.entityForPassScan
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local processPendingChunks = chunkProcessor.processPendingChunks
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local processScanChunks = chunkProcessor.processScanChunks
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local processMap = mapProcessor.processMap
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local processPlayers = mapProcessor.processPlayers
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local scanMap = mapProcessor.scanMap
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local planning = aiPlanning.planning
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local rallyUnits = aiAttackWave.rallyUnits
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local recycleBases = baseUtils.recycleBases
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local deathScent = pheromoneUtils.deathScent
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local victoryScent = pheromoneUtils.victoryScent
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local cleanSquads = unitGroupUtils.cleanSquads
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local regroupSquads = unitGroupUtils.regroupSquads
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local convertUnitGroupToSquad = unitGroupUtils.convertUnitGroupToSquad
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local createBase = baseUtils.createBase
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local squadsAttack = squadAttack.squadsAttack
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local squadsBeginAttack = squadAttack.squadsBeginAttack
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local retreatUnits = squadDefense.retreatUnits
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local getChunkBase = chunkPropertyUtils.getChunkBase
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local addRemovePlayerEntity = chunkUtils.addRemovePlayerEntity
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local unregisterEnemyBaseStructure = chunkUtils.unregisterEnemyBaseStructure
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local registerEnemyBaseStructure = chunkUtils.registerEnemyBaseStructure
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local makeImmortalEntity = chunkUtils.makeImmortalEntity
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local upgradeEntity = baseUtils.upgradeEntity
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local rebuildNativeTables = baseUtils.rebuildNativeTables
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local mRandom = math.random
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-- local references to global
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local map -- manages the chunks that make up the game world
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local natives -- manages the enemy units, structures, and ai
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local pendingChunks -- chunks that have yet to be processed by the mod
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-- hook functions
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local function onIonCannonFired(event)
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--[[
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event.force, event.surface, event.player_index, event.position, event.radius
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--]]
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local surface = event.surface
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if (surface.index == 1) then
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natives.points = natives.points + 3000
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if (natives.points > AI_MAX_OVERFLOW_POINTS) then
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natives.points = AI_MAX_OVERFLOW_POINTS
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end
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local chunk = getChunkByPosition(map, event.position)
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if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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rallyUnits(chunk, map, surface, natives, event.tick)
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end
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end
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end
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local function hookEvents()
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if config.ionCannonPresent then
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script.on_event(remote.call("orbital_ion_cannon", "on_ion_cannon_fired"),
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onIonCannonFired)
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-- script.on_event(remote.call("orbital_ion_cannon", "on_ion_cannon_targeted"),
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-- onIonCannonTargeted)
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end
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end
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local function onLoad()
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map = global.map
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natives = global.natives
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pendingChunks = global.pendingChunks
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hookEvents()
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end
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local function onChunkGenerated(event)
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-- queue generated chunk for delayed processing, queuing is required because some mods (RSO) mess with chunk as they
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-- are generated, which messes up the scoring.
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if (event.surface.index == 1) then
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pendingChunks[#pendingChunks+1] = event
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end
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end
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local function rebuildMap()
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game.surfaces[1].print("Rampant - Reindexing chunks, please wait.")
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-- clear old map processing Queue
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-- prevents queue adding duplicate chunks
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-- chunks are by key, so should overwrite old
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global.map = {}
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map = global.map
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map.processQueue = {}
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map.processIndex = 1
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map.scanIndex = 1
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map.chunkToBase = {}
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map.chunkToHives = {}
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map.chunkToNests = {}
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map.chunkToWorms = {}
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map.chunkToRetreats = {}
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map.chunkToRallys = {}
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map.chunkToPlayerBase = {}
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map.chunkToResource = {}
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map.chunkToPassScan = {}
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map.chunkToSquad = {}
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-- preallocating memory to be used in code, making it fast by reducing garbage generated.
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map.neighbors = { SENTINEL_IMPASSABLE_CHUNK,
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SENTINEL_IMPASSABLE_CHUNK,
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SENTINEL_IMPASSABLE_CHUNK,
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SENTINEL_IMPASSABLE_CHUNK,
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SENTINEL_IMPASSABLE_CHUNK,
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SENTINEL_IMPASSABLE_CHUNK,
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SENTINEL_IMPASSABLE_CHUNK,
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SENTINEL_IMPASSABLE_CHUNK }
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map.cardinalNeighbors = { SENTINEL_IMPASSABLE_CHUNK,
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SENTINEL_IMPASSABLE_CHUNK,
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SENTINEL_IMPASSABLE_CHUNK,
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SENTINEL_IMPASSABLE_CHUNK }
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map.position = {x=0,
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y=0}
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map.position2Top = {0, 0}
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map.position2Bottom = {0, 0}
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--this is shared between two different queries
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map.area = {{0, 0}, {0, 0}}
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map.area2 = {map.position2Top, map.position2Bottom}
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map.countResourcesQuery = { area=map.area, type="resource" }
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map.filteredEntitiesEnemyQuery = { area=map.area, force="enemy" }
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map.filteredEntitiesEnemyUnitQuery = { area=map.area, force="enemy", type="unit", limit=301 }
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map.filteredEntitiesUnitSpawnereQuery = { area=map.area, force="enemy", type="unit-spawner" }
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map.filteredEntitiesWormQuery = { area=map.area, force="enemy", type="turret" }
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map.filteredEntitiesSpawnerQueryLimited = { area=map.area2, force="enemy", type="unit-spawner" }
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map.filteredEntitiesWormQueryLimited = { area=map.area2, force="enemy", type="turret" }
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map.filteredEntitiesPlayerQuery = { area=map.area, force="player" }
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map.canPlaceQuery = { name="", position={0,0} }
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map.filteredTilesQuery = { name="", area=map.area }
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map.attackAreaCommand = {
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type = DEFINES_COMMAND_ATTACK_AREA,
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destination = map.position,
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radius = CHUNK_SIZE,
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distraction = DEFINES_DISTRACTION_BY_ENEMY
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}
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map.retreatCommand = { type = DEFINES_COMMAND_GROUP,
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group = nil,
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distraction = DEFINES_DISTRACTION_NONE }
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-- switched over to tick event
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map.logicTick = roundToNearest(game.tick + INTERVAL_LOGIC, INTERVAL_LOGIC)
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map.scanTick = roundToNearest(game.tick + INTERVAL_SCAN, INTERVAL_SCAN)
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map.processTick = roundToNearest(game.tick + INTERVAL_PROCESS, INTERVAL_PROCESS)
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map.chunkTick = roundToNearest(game.tick + INTERVAL_CHUNK, INTERVAL_CHUNK)
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map.squadTick = roundToNearest(game.tick + INTERVAL_SQUAD, INTERVAL_SQUAD)
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end
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local function onModSettingsChange(event)
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if event and (string.sub(event.setting, 1, 7) ~= "rampant") then
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return false
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end
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upgrade.compareTable(natives, "safeBuildings", settings.global["rampant-safeBuildings"].value)
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upgrade.compareTable(natives.safeEntities, "curved-rail", settings.global["rampant-safeBuildings-curvedRail"].value)
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upgrade.compareTable(natives.safeEntities, "straight-rail", settings.global["rampant-safeBuildings-straightRail"].value)
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upgrade.compareTable(natives.safeEntities, "rail-signal", settings.global["rampant-safeBuildings-railSignals"].value)
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upgrade.compareTable(natives.safeEntities, "rail-chain-signal", settings.global["rampant-safeBuildings-railChainSignals"].value)
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upgrade.compareTable(natives.safeEntities, "train-stop", settings.global["rampant-safeBuildings-trainStops"].value)
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upgrade.compareTable(natives.safeEntities, "lamp", settings.global["rampant-safeBuildings-lamps"].value)
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local changed, newValue = upgrade.compareTable(natives.safeEntityName,
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"big-electric-pole",
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settings.global["rampant-safeBuildings-bigElectricPole"].value)
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if changed then
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natives.safeEntityName["big-electric-pole"] = newValue
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natives.safeEntityName["big-electric-pole-2"] = newValue
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natives.safeEntityName["big-electric-pole-3"] = newValue
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natives.safeEntityName["big-electric-pole-4"] = newValue
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end
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upgrade.compareTable(natives, "attackUsePlayer", settings.global["rampant-attackWaveGenerationUsePlayerProximity"].value)
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upgrade.compareTable(natives, "attackUsePollution", settings.global["rampant-attackWaveGenerationUsePollution"].value)
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upgrade.compareTable(natives, "deadZoneFrequency", settings.global["rampant-deadZoneFrequency"].value)
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upgrade.compareTable(natives, "attackThresholdMin", settings.global["rampant-attackWaveGenerationThresholdMin"].value)
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upgrade.compareTable(natives, "attackThresholdMax", settings.global["rampant-attackWaveGenerationThresholdMax"].value)
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upgrade.compareTable(natives, "attackThresholdRange", natives.attackThresholdMax - natives.attackThresholdMin)
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upgrade.compareTable(natives, "attackWaveMaxSize", settings.global["rampant-attackWaveMaxSize"].value)
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upgrade.compareTable(natives, "attackPlayerThreshold", settings.global["rampant-attackPlayerThreshold"].value)
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upgrade.compareTable(natives, "aiNocturnalMode", settings.global["rampant-permanentNocturnal"].value)
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upgrade.compareTable(natives, "aiPointsScaler", settings.global["rampant-aiPointsScaler"].value)
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upgrade.compareTable(natives, "newEnemies", settings.startup["rampant-newEnemies"].value)
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upgrade.compareTable(natives, "enemySeed", settings.startup["rampant-enemySeed"].value)
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-- RE-ENABLE WHEN COMPLETE
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natives.useCustomAI = constants.DEV_CUSTOM_AI
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-- changed, newValue = upgrade.compareTable(natives, "useCustomAI", settings.startup["rampant-useCustomAI"].value)
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-- if natives.useCustomAI then
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-- game.forces.enemy.ai_controllable = false
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-- else
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-- game.forces.enemy.ai_controllable = true
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-- end
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-- if changed and newValue then
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-- rebuildMap()
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-- return false
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-- end
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return true
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end
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local function onConfigChanged()
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local upgraded
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upgraded, natives = upgrade.attempt(natives)
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if upgraded and onModSettingsChange(nil) then
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rebuildMap()
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if natives.newEnemies then
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rebuildNativeTables(natives, game.surfaces[1], game.create_random_generator(natives.enemySeed))
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end
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-- clear pending chunks, will be added when loop runs below
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global.pendingChunks = {}
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pendingChunks = global.pendingChunks
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-- queue all current chunks that wont be generated during play
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local surface = game.surfaces[1]
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local tick = game.tick
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for chunk in surface.get_chunks() do
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onChunkGenerated({ tick = tick,
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surface = surface,
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area = { left_top = { x = chunk.x * 32,
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y = chunk.y * 32 }}})
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end
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processPendingChunks(natives, map, surface, pendingChunks, tick, game.forces.enemy.evolution_factor, true)
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end
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end
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local function onTick(event)
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local tick = event.tick
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if (tick == map.processTick) then
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map.processTick = map.processTick + INTERVAL_PROCESS
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local gameRef = game
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local surface = gameRef.surfaces[1]
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processPlayers(gameRef.players, map, surface, natives, tick)
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processMap(map, surface, natives, tick, gameRef.forces.enemy.evolution_factor)
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end
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if (tick == map.scanTick) then
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map.scanTick = map.scanTick + INTERVAL_SCAN
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local gameRef = game
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local surface = gameRef.surfaces[1]
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processPendingChunks(natives, map, surface, pendingChunks, tick, gameRef.forces.enemy.evolution_factor)
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scanMap(map, surface, natives)
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map.chunkToPassScan = processScanChunks(map, surface)
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end
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if (tick == map.logicTick) then
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map.logicTick = map.logicTick + INTERVAL_LOGIC
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local gameRef = game
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local surface = gameRef.surfaces[1]
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planning(natives,
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gameRef.forces.enemy.evolution_factor,
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tick,
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surface,
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gameRef.connected_players)
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if natives.newEnemies then
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recycleBases(natives, tick)
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end
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end
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if (tick == map.squadTick) then
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map.squadTick = map.squadTick + INTERVAL_SQUAD
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local gameRef = game
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cleanSquads(natives, map)
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regroupSquads(natives, map)
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squadsBeginAttack(natives, gameRef.players)
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squadsAttack(map, gameRef.surfaces[1], natives)
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end
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end
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local function onBuild(event)
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local entity = event.created_entity
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if (entity.surface.index == 1) then
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addRemovePlayerEntity(map, entity, natives, true, false)
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if natives.safeBuildings then
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if natives.safeEntities[entity.type] or natives.safeEntityName[entity.name] then
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entity.destructible = false
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end
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end
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end
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end
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local function onMine(event)
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local entity = event.entity
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local surface = entity.surface
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if (surface.index == 1) then
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addRemovePlayerEntity(map, entity, natives, false, false)
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end
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end
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local function onDeath(event)
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local entity = event.entity
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local surface = entity.surface
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if (surface.index == 1) then
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local entityPosition = entity.position
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local chunk = getChunkByPosition(map, entityPosition)
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local cause = event.cause
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if (entity.force.name == "enemy") then
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if (entity.type == "unit") then
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if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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-- drop death pheromone where unit died
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deathScent(chunk)
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if event.force and (event.force.name == "player") and (chunk[MOVEMENT_PHEROMONE] < natives.retreatThreshold) then
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local tick = event.tick
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local artilleryBlast = (cause and ((cause.type == "artillery-wagon") or (cause.type == "artillery-turret")))
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retreatUnits(chunk,
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entityPosition,
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convertUnitGroupToSquad(natives, entity.unit_group),
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map,
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surface,
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natives,
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tick,
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(artilleryBlast and RETREAT_SPAWNER_GRAB_RADIUS) or RETREAT_GRAB_RADIUS,
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artilleryBlast)
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if (mRandom() < natives.rallyThreshold) and not surface.peaceful_mode then
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rallyUnits(chunk, map, surface, natives, tick)
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end
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end
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end
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elseif event.force and (event.force.name == "player") and (entity.type == "unit-spawner") or (entity.type == "turret") then
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local tick = event.tick
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if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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unregisterEnemyBaseStructure(map, entity)
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rallyUnits(chunk, map, surface, natives, tick)
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retreatUnits(chunk,
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entityPosition,
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nil,
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map,
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surface,
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natives,
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tick,
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RETREAT_SPAWNER_GRAB_RADIUS,
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(cause and ((cause.type == "artillery-wagon") or (cause.type == "artillery-turret"))))
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end
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end
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elseif (entity.force.name == "player") then
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local creditNatives = false
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if (event.force ~= nil) and (event.force.name == "enemy") then
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creditNatives = true
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if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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victoryScent(chunk, entity.type)
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end
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end
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if creditNatives and natives.safeBuildings and (natives.safeEntities[entity.type] or natives.safeEntityName[entity.name]) then
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makeImmortalEntity(surface, entity)
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else
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addRemovePlayerEntity(map, entity, natives, false, creditNatives)
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end
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end
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end
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end
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local function onEnemyBaseBuild(event)
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local entity = event.entity
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local surface = entity.surface
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if entity.valid and (surface.index == 1) then
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local chunk = getChunkByPosition(map, entity.position)
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if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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local evolutionFactor = entity.force.evolution_factor
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if natives.newEnemies then
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local base = getChunkBase(map, chunk)
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if not base then
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base = createBase(map, natives, evolutionFactor, chunk, surface, event.tick)
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end
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entity = upgradeEntity(entity, surface, base.alignment, natives, evolutionFactor)
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end
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if entity then
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event.entity = registerEnemyBaseStructure(map, entity, natives, evolutionFactor, surface, event.tick)
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end
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end
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end
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end
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local function onSurfaceTileChange(event)
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local surfaceIndex = event.surface_index or (event.robot and event.robot.surface.index)
|
|
if event.item and (event.item.name == "landfill") and (surfaceIndex == 1) then
|
|
local surface = game.surfaces[1]
|
|
local chunks = {}
|
|
local tiles = event.tiles
|
|
for i=1,#tiles do
|
|
local position = tiles[i].position
|
|
local chunk = getChunkByPosition(map, position, true)
|
|
|
|
-- weird bug with table pointer equality using name instead of pointer comparison
|
|
if not chunk.name then
|
|
map.chunkToPassScan[chunk] = true
|
|
else
|
|
local x,y = positionToChunkXY(position)
|
|
local addMe = true
|
|
for ci=1,#chunks do
|
|
local c = chunks[ci]
|
|
if (c.x == x) and (c.y == y) then
|
|
addMe = false
|
|
break
|
|
end
|
|
end
|
|
if addMe then
|
|
local chunkXY = {x=x,y=y}
|
|
chunks[#chunks+1] = chunkXY
|
|
onChunkGenerated({area = { left_top = chunkXY },
|
|
surface = surface})
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
local function onResourceDepleted(event)
|
|
local entity = event.entity
|
|
if (entity.surface.index == 1) then
|
|
chunkUtils.unregisterResource(entity, map)
|
|
end
|
|
end
|
|
|
|
local function onUsedCapsule(event)
|
|
local surface = game.players[event.player_index].surface
|
|
if (event.item.name == "cliff-explosives") and (surface.index == 1) then
|
|
local cliffs = surface.find_entities_filtered({area={{event.position.x-0.75,event.position.y-0.75},
|
|
{event.position.x+0.75,event.position.y+0.75}},
|
|
type="cliff"})
|
|
for i=1,#cliffs do
|
|
entityForPassScan(map, cliffs[i])
|
|
end
|
|
end
|
|
end
|
|
|
|
local function onInit()
|
|
global.map = {}
|
|
global.pendingChunks = {}
|
|
global.natives = {}
|
|
|
|
map = global.map
|
|
natives = global.natives
|
|
pendingChunks = global.pendingChunks
|
|
|
|
onConfigChanged()
|
|
hookEvents()
|
|
end
|
|
|
|
-- hooks
|
|
|
|
script.on_init(onInit)
|
|
script.on_load(onLoad)
|
|
script.on_event(defines.events.on_runtime_mod_setting_changed, onModSettingsChange)
|
|
script.on_configuration_changed(onConfigChanged)
|
|
|
|
script.on_event(defines.events.on_resource_depleted, onResourceDepleted)
|
|
script.on_event({defines.events.on_player_built_tile,
|
|
defines.events.on_robot_built_tile}, onSurfaceTileChange)
|
|
|
|
script.on_event(defines.events.on_player_used_capsule, onUsedCapsule)
|
|
|
|
script.on_event(defines.events.on_biter_base_built, onEnemyBaseBuild)
|
|
script.on_event({defines.events.on_player_mined_entity,
|
|
defines.events.on_robot_mined_entity}, onMine)
|
|
script.on_event({defines.events.on_built_entity,
|
|
defines.events.on_robot_built_entity}, onBuild)
|
|
|
|
script.on_event(defines.events.on_entity_died, onDeath)
|
|
script.on_event(defines.events.on_tick, onTick)
|
|
script.on_event(defines.events.on_chunk_generated, onChunkGenerated)
|
|
|
|
remote.add_interface("rampantTests",
|
|
{
|
|
pheromoneLevels = tests.pheromoneLevels,
|
|
activeSquads = tests.activeSquads,
|
|
entitiesOnPlayerChunk = tests.entitiesOnPlayerChunk,
|
|
findNearestPlayerEnemy = tests.findNearestPlayerEnemy,
|
|
aiStats = tests.aiStats,
|
|
fillableDirtTest = tests.fillableDirtTest,
|
|
tunnelTest = tests.tunnelTest,
|
|
createEnemy = tests.createEnemy,
|
|
attackOrigin = tests.attackOrigin,
|
|
cheatMode = tests.cheatMode,
|
|
gaussianRandomTest = tests.gaussianRandomTest,
|
|
reveal = tests.reveal,
|
|
showMovementGrid = tests.showMovementGrid,
|
|
showBaseGrid = tests.showBaseGrid,
|
|
baseStats = tests.baseStats,
|
|
mergeBases = tests.mergeBases,
|
|
clearBases = tests.clearBases,
|
|
getOffsetChunk = tests.getOffsetChunk,
|
|
registeredNest = tests.registeredNest,
|
|
colorResourcePoints = tests.colorResourcePoints,
|
|
entityStats = tests.entityStats,
|
|
stepAdvanceTendrils = tests.stepAdvanceTendrils,
|
|
exportAiState = tests.exportAiState(onTick)
|
|
}
|
|
)
|
|
|
|
remote.add_interface("rampant", interop)
|