mirror of
https://github.com/veden/Rampant.git
synced 2024-12-28 21:08:22 +02:00
534 lines
17 KiB
Lua
534 lines
17 KiB
Lua
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 = 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 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_SIEGE = constants.AI_STATE_SIEGE
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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 COOLDOWN_DRAIN = constants.COOLDOWN_DRAIN
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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 getChunkBase = chunkPropertyUtils.getChunkBase
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local formSquads = aiAttackWave.formSquads
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local formVengenceSquad = aiAttackWave.formVengenceSquad
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local formVengenceSettler = aiAttackWave.formVengenceSettler
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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 getChunkById = mapUtils.getChunkById
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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 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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-- 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[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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map.universe.processedChunks = map.universe.processedChunks + PROCESS_QUEUE_SIZE
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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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processStaticPheromone(map, processQueue[x])
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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 processActiveNest = map.universe.processActiveNest
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local chunkId = chunk.id
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if not processActiveNest[chunkId] then
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if (getNestActiveness(map, chunk) > 0) or (getRaidNestActiveness(map, chunk) > 0) then
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processActiveNest[chunkId] = {
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map = map,
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chunk = chunk,
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tick = tick + DURATION_ACTIVE_NEST
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}
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end
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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, universe, 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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-- 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[universe.random(#players)]
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if validPlayer(player) then
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local char = player.character
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local map = universe.maps[char.surface.index]
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if map then
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local allowingAttacks = canAttack(map)
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local playerChunk = getChunkByPosition(map, char.position)
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if (playerChunk ~= -1) then
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local vengence = allowingAttacks and
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(map.points >= AI_VENGENCE_SQUAD_COST) and
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((getEnemyStructureCount(map, playerChunk) > 0) or
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(-getDeathGenerator(map, playerChunk) < -universe.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 pack = universe.vengenceQueue[chunk.id]
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if not pack then
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pack = {
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v = 0,
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map = map
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}
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universe.vengenceQueue[chunk.id] = pack
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end
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pack.v = pack.v + 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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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) then
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local char = player.character
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local map = universe.maps[char.surface.index]
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if map then
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local playerChunk = getChunkByPosition(map, char.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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end
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local function processCleanUp(universe, chunks, iterator, tick, duration)
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local chunkId = universe[iterator]
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local chunkPack
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if not chunkId then
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chunkId, chunkPack = next(chunks, nil)
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else
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chunkPack = chunks[chunkId]
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end
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if not chunkId then
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universe[iterator] = nil
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else
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universe[iterator] = next(chunks, chunkId)
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if (tick - chunkPack.tick) > duration then
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chunks[chunkId] = nil
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end
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end
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end
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function mapProcessor.cleanUpMapTables(universe, tick)
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local retreats = universe.chunkToRetreats
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local rallys = universe.chunkToRallys
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local drained = universe.chunkToDrained
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for _=1,CLEANUP_QUEUE_SIZE do
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processCleanUp(universe, retreats, "chunkToRetreatIterator", tick, COOLDOWN_RETREAT)
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processCleanUp(universe, rallys, "chunkToRallyIterator", tick, COOLDOWN_RALLY)
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processCleanUp(universe, drained, "chunkToDrainedIterator", tick, COOLDOWN_DRAIN)
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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 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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mapScanPlayerChunk(processQueue[x], 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 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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mapScanEnemyChunk(processQueue[x], map, tick)
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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 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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mapScanResourceChunk(processQueue[x], 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(universe, tick)
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local processActiveNest = universe.processActiveNest
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local chunkId = universe.processActiveNestIterator
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local chunkPack
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if not chunkId then
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chunkId, chunkPack = next(processActiveNest, nil)
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else
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chunkPack = processActiveNest[chunkId]
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end
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if not chunkId then
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universe.processActiveNestIterator = nil
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else
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universe.processActiveNestIterator = next(processActiveNest, chunkId)
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if chunkPack.tick < tick then
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local map = chunkPack.map
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if not map.surface.valid then
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processActiveNest[chunkId] = nil
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return
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end
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local chunk = chunkPack.chunk
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processNestActiveness(map, chunk)
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if (getNestActiveness(map, chunk) == 0) and (getRaidNestActiveness(map, chunk) == 0) then
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processActiveNest[chunkId] = nil
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else
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chunkPack.tick = tick + DURATION_ACTIVE_NEST
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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.processVengence(universe)
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local vengenceQueue = universe.vengenceQueue
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local chunkId = universe.deployVengenceIterator
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local vengencePack
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if not chunkId then
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chunkId, vengencePack = next(vengenceQueue, nil)
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else
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vengencePack = vengenceQueue[chunkId]
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end
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if not chunkId then
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universe.deployVengenceIterator = nil
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if (tableSize(vengenceQueue) == 0) then
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universe.vengenceQueue = {}
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end
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else
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universe.deployVengenceIterator = next(vengenceQueue, chunkId)
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vengenceQueue[chunkId] = nil
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local map = vengencePack.map
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if not map.surface.valid then
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return
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end
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local chunk = getChunkById(vengencePack.map, chunkId)
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if universe.enabledMigration and (universe.random() < 0.075) then
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formVengenceSettler(map, chunk)
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else
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formVengenceSquad(map, chunk)
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end
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end
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end
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function mapProcessor.processNests(universe, tick)
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local chunkId = universe.processNestIterator
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local chunkPack
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if not chunkId then
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chunkId,chunkPack = next(universe.chunkToNests, nil)
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else
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chunkPack = universe.chunkToNests[chunkId]
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end
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if not chunkId then
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universe.processNestIterator = nil
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else
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universe.processNestIterator = next(universe.chunkToNests, chunkId)
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local map = chunkPack.map
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if not map.surface.valid then
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universe.chunkToNests[chunkId] = nil
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return
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end
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local chunk = getChunkById(map, chunkId)
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processNestActiveness(map, chunk)
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queueNestSpawners(map, chunk, tick)
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if universe.NEW_ENEMIES then
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local base = getChunkBase(map, chunk)
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if base and ((tick - base.tick) > BASE_PROCESS_INTERVAL) then
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processBase(chunk, map, tick, base)
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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 processSpawnersBody(universe, iterator, chunks)
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local chunkId = universe[iterator]
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local chunkPack
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if not chunkId then
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chunkId,chunkPack = next(chunks, nil)
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else
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chunkPack = chunks[chunkId]
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end
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if not chunkId then
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universe[iterator] = nil
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else
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universe[iterator] = next(chunks, chunkId)
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local map = chunkPack.map
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if not map.surface.valid then
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chunks[chunkId] = nil
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return
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end
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local state = chunkPack.map.state
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if state == AI_STATE_PEACEFUL then
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return
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end
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if iterator == "processMigrationIterator" then
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if (state ~= AI_STATE_MIGRATING) and (state ~= AI_STATE_SIEGE) then
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return
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end
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elseif iterator == "processActiveRaidSpawnerIterator" then
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if (state == AI_STATE_AGGRESSIVE) or (state == AI_STATE_MIGRATING) then
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return
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end
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elseif iterator == "processActiveSpawnerIterator" then
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if (state == AI_STATE_MIGRATING) then
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return
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end
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end
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local chunk = getChunkById(map, chunkId)
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local migrate = canMigrate(map)
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local attack = canAttack(map)
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if migrate then
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formSettlers(map, chunk)
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end
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if attack then
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formSquads(map, chunk)
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end
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end
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end
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function mapProcessor.processAttackWaves(universe)
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processSpawnersBody(universe,
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"processActiveSpawnerIterator",
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universe.chunkToActiveNest)
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processSpawnersBody(universe,
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"processActiveRaidSpawnerIterator",
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universe.chunkToActiveRaidNest)
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processSpawnersBody(universe,
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"processMigrationIterator",
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universe.chunkToNests)
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end
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mapProcessorG = mapProcessor
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return mapProcessor
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