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Rampant/libs/MapProcessor.lua

534 lines
17 KiB
Lua

if mapProcessorG then
return mapProcessorG
end
local mapProcessor = {}
-- imports
local pheromoneUtils = require("PheromoneUtils")
local aiAttackWave = require("AIAttackWave")
local aiPredicates = require("AIPredicates")
local constants = require("Constants")
local mapUtils = require("MapUtils")
local playerUtils = require("PlayerUtils")
local chunkUtils = require("ChunkUtils")
local chunkPropertyUtils = require("ChunkPropertyUtils")
local baseUtils = require("BaseUtils")
-- constants
local DURATION_ACTIVE_NEST = constants.DURATION_ACTIVE_NEST
local PROCESS_QUEUE_SIZE = constants.PROCESS_QUEUE_SIZE
local RESOURCE_QUEUE_SIZE = constants.RESOURCE_QUEUE_SIZE
local ENEMY_QUEUE_SIZE = constants.ENEMY_QUEUE_SIZE
local PLAYER_QUEUE_SIZE = constants.PLAYER_QUEUE_SIZE
local CLEANUP_QUEUE_SIZE = constants.CLEANUP_QUEUE_SIZE
local PROCESS_PLAYER_BOUND = constants.PROCESS_PLAYER_BOUND
local CHUNK_TICK = constants.CHUNK_TICK
local PROCESS_STATIC_QUEUE_SIZE = constants.PROCESS_STATIC_QUEUE_SIZE
local AI_VENGENCE_SQUAD_COST = constants.AI_VENGENCE_SQUAD_COST
local AI_STATE_AGGRESSIVE = constants.AI_STATE_AGGRESSIVE
local AI_STATE_SIEGE = constants.AI_STATE_SIEGE
local AI_STATE_PEACEFUL = constants.AI_STATE_PEACEFUL
local AI_STATE_MIGRATING = constants.AI_STATE_MIGRATING
local COOLDOWN_DRAIN = constants.COOLDOWN_DRAIN
local COOLDOWN_RALLY = constants.COOLDOWN_RALLY
local COOLDOWN_RETREAT = constants.COOLDOWN_RETREAT
local BASE_PROCESS_INTERVAL = constants.BASE_PROCESS_INTERVAL
-- imported functions
local processStaticPheromone = pheromoneUtils.processStaticPheromone
local processPheromone = pheromoneUtils.processPheromone
local getDeathGenerator = chunkPropertyUtils.getDeathGenerator
local processBase = baseUtils.processBase
local processNestActiveness = chunkPropertyUtils.processNestActiveness
local getChunkBase = chunkPropertyUtils.getChunkBase
local formSquads = aiAttackWave.formSquads
local formVengenceSquad = aiAttackWave.formVengenceSquad
local formVengenceSettler = aiAttackWave.formVengenceSettler
local formSettlers = aiAttackWave.formSettlers
local getChunkByPosition = mapUtils.getChunkByPosition
local getChunkByXY = mapUtils.getChunkByXY
local getChunkById = mapUtils.getChunkById
local validPlayer = playerUtils.validPlayer
local addPlayerToChunk = chunkPropertyUtils.addPlayerToChunk
local mapScanEnemyChunk = chunkUtils.mapScanEnemyChunk
local mapScanPlayerChunk = chunkUtils.mapScanPlayerChunk
local mapScanResourceChunk = chunkUtils.mapScanResourceChunk
local getNestCount = chunkPropertyUtils.getNestCount
local getEnemyStructureCount = chunkPropertyUtils.getEnemyStructureCount
local getNestActiveness = chunkPropertyUtils.getNestActiveness
local getRaidNestActiveness = chunkPropertyUtils.getRaidNestActiveness
local canAttack = aiPredicates.canAttack
local canMigrate = aiPredicates.canMigrate
local tableSize = table_size
local mMin = math.min
local mMax = math.max
local next = next
-- module code
--[[
processing is not consistant as it depends on the number of chunks that have been generated
so if we process 400 chunks an iteration and 200 chunks have been generated than these are
processed 3 times a second and 1200 generated chunks would be processed once a second
In theory, this might be fine as smaller bases have less surface to attack and need to have
pheromone dissipate at a faster rate.
--]]
function mapProcessor.processMap(map, tick)
local index = map.processIndex
local outgoingWave = map.outgoingScanWave
local processQueue = map.processQueue
local processQueueLength = #processQueue
local step
local endIndex
if outgoingWave then
step = 1
endIndex = mMin(index + PROCESS_QUEUE_SIZE, processQueueLength)
else
step = -1
endIndex = mMax(index - PROCESS_QUEUE_SIZE, 1)
end
if (processQueueLength == 0) then
return
end
for x=index,endIndex,step do
local chunk = processQueue[x]
if chunk[CHUNK_TICK] ~= tick then
chunk[CHUNK_TICK] = tick
processPheromone(map, chunk)
end
end
if (endIndex == processQueueLength) then
map.outgoingScanWave = false
elseif (endIndex == 1) then
map.outgoingScanWave = true
elseif outgoingWave then
map.processIndex = endIndex + 1
else
map.processIndex = endIndex - 1
end
map.universe.processedChunks = map.universe.processedChunks + PROCESS_QUEUE_SIZE
end
function mapProcessor.processStaticMap(map)
local index = map.processStaticIndex
local outgoingWave = map.outgoingStaticScanWave
local processQueue = map.processQueue
local processQueueLength = #processQueue
local step
local endIndex
if outgoingWave then
step = 1
endIndex = mMin(index + PROCESS_STATIC_QUEUE_SIZE, processQueueLength)
else
step = -1
endIndex = mMax(index - PROCESS_STATIC_QUEUE_SIZE, 1)
end
if (processQueueLength == 0) then
return
end
for x=index,endIndex,step do
processStaticPheromone(map, processQueue[x])
end
if (endIndex == processQueueLength) then
map.outgoingStaticScanWave = false
elseif (endIndex == 1) then
map.outgoingStaticScanWave = true
elseif outgoingWave then
map.processStaticIndex = endIndex + 1
else
map.processStaticIndex = endIndex - 1
end
end
local function queueNestSpawners(map, chunk, tick)
local processActiveNest = map.universe.processActiveNest
local chunkId = chunk.id
if not processActiveNest[chunkId] then
if (getNestActiveness(map, chunk) > 0) or (getRaidNestActiveness(map, chunk) > 0) then
processActiveNest[chunkId] = {
map = map,
chunk = chunk,
tick = tick + DURATION_ACTIVE_NEST
}
end
end
end
--[[
Localized player radius were processing takes place in realtime, doesn't store state
between calls.
vs
the slower passive version processing the entire map in multiple passes.
--]]
function mapProcessor.processPlayers(players, universe, tick)
-- put down player pheromone for player hunters
-- randomize player order to ensure a single player isn't singled out
-- not looping everyone because the cost is high enough already in multiplayer
if (#players > 0) then
local player = players[universe.random(#players)]
if validPlayer(player) then
local char = player.character
local map = universe.maps[char.surface.index]
if map then
local allowingAttacks = canAttack(map)
local playerChunk = getChunkByPosition(map, char.position)
if (playerChunk ~= -1) then
local vengence = allowingAttacks and
(map.points >= AI_VENGENCE_SQUAD_COST) and
((getEnemyStructureCount(map, playerChunk) > 0) or
(-getDeathGenerator(map, playerChunk) < -universe.retreatThreshold))
for x=playerChunk.x - PROCESS_PLAYER_BOUND, playerChunk.x + PROCESS_PLAYER_BOUND, 32 do
for y=playerChunk.y - PROCESS_PLAYER_BOUND, playerChunk.y + PROCESS_PLAYER_BOUND, 32 do
local chunk = getChunkByXY(map, x, y)
if (chunk ~= -1) and (chunk[CHUNK_TICK] ~= tick) then
chunk[CHUNK_TICK] = tick
processPheromone(map, chunk, true)
if (getNestCount(map, chunk) > 0) then
processNestActiveness(map, chunk)
queueNestSpawners(map, chunk, tick)
if vengence then
local pack = universe.vengenceQueue[chunk.id]
if not pack then
pack = {
v = 0,
map = map
}
universe.vengenceQueue[chunk.id] = pack
end
pack.v = pack.v + 1
end
end
end
end
end
end
end
end
end
for i=1,#players do
local player = players[i]
if validPlayer(player) then
local char = player.character
local map = universe.maps[char.surface.index]
if map then
local playerChunk = getChunkByPosition(map, char.position)
if (playerChunk ~= -1) then
addPlayerToChunk(map, playerChunk, player.name)
end
end
end
end
end
local function processCleanUp(universe, chunks, iterator, tick, duration)
local chunkId = universe[iterator]
local chunkPack
if not chunkId then
chunkId, chunkPack = next(chunks, nil)
else
chunkPack = chunks[chunkId]
end
if not chunkId then
universe[iterator] = nil
else
universe[iterator] = next(chunks, chunkId)
if (tick - chunkPack.tick) > duration then
chunks[chunkId] = nil
end
end
end
function mapProcessor.cleanUpMapTables(universe, tick)
local retreats = universe.chunkToRetreats
local rallys = universe.chunkToRallys
local drained = universe.chunkToDrained
for _=1,CLEANUP_QUEUE_SIZE do
processCleanUp(universe, retreats, "chunkToRetreatIterator", tick, COOLDOWN_RETREAT)
processCleanUp(universe, rallys, "chunkToRallyIterator", tick, COOLDOWN_RALLY)
processCleanUp(universe, drained, "chunkToDrainedIterator", tick, COOLDOWN_DRAIN)
end
end
--[[
Passive scan to find entities that have been generated outside the factorio event system
--]]
function mapProcessor.scanPlayerMap(map, tick)
if (map.nextProcessMap == tick) or (map.nextPlayerScan == tick) or
(map.nextEnemyScan == tick) or (map.nextChunkProcess == tick)
then
return
end
local index = map.scanPlayerIndex
local processQueue = map.processQueue
local processQueueLength = #processQueue
local endIndex = mMin(index + PLAYER_QUEUE_SIZE, processQueueLength)
if (processQueueLength == 0) then
return
end
for x=index,endIndex do
mapScanPlayerChunk(processQueue[x], map)
end
if (endIndex == processQueueLength) then
map.scanPlayerIndex = 1
else
map.scanPlayerIndex = endIndex + 1
end
end
function mapProcessor.scanEnemyMap(map, tick)
if (map.nextProcessMap == tick) or (map.nextPlayerScan == tick) or (map.nextChunkProcess == tick) then
return
end
local index = map.scanEnemyIndex
local processQueue = map.processQueue
local processQueueLength = #processQueue
local endIndex = mMin(index + ENEMY_QUEUE_SIZE, #processQueue)
if (processQueueLength == 0) then
return
end
for x=index,endIndex do
mapScanEnemyChunk(processQueue[x], map, tick)
end
if (endIndex == processQueueLength) then
map.scanEnemyIndex = 1
else
map.scanEnemyIndex = endIndex + 1
end
end
function mapProcessor.scanResourceMap(map, tick)
if (map.nextProcessMap == tick) or (map.nextPlayerScan == tick) or
(map.nextEnemyScan == tick) or (map.nextChunkProcess == tick)
then
return
end
local index = map.scanResourceIndex
local processQueue = map.processQueue
local processQueueLength = #processQueue
local endIndex = mMin(index + RESOURCE_QUEUE_SIZE, processQueueLength)
if (processQueueLength == 0) then
return
end
for x=index,endIndex do
mapScanResourceChunk(processQueue[x], map)
end
if (endIndex == processQueueLength) then
map.scanResourceIndex = 1
else
map.scanResourceIndex = endIndex + 1
end
end
function mapProcessor.processActiveNests(universe, tick)
local processActiveNest = universe.processActiveNest
local chunkId = universe.processActiveNestIterator
local chunkPack
if not chunkId then
chunkId, chunkPack = next(processActiveNest, nil)
else
chunkPack = processActiveNest[chunkId]
end
if not chunkId then
universe.processActiveNestIterator = nil
else
universe.processActiveNestIterator = next(processActiveNest, chunkId)
if chunkPack.tick < tick then
local map = chunkPack.map
if not map.surface.valid then
processActiveNest[chunkId] = nil
return
end
local chunk = chunkPack.chunk
processNestActiveness(map, chunk)
if (getNestActiveness(map, chunk) == 0) and (getRaidNestActiveness(map, chunk) == 0) then
processActiveNest[chunkId] = nil
else
chunkPack.tick = tick + DURATION_ACTIVE_NEST
end
end
end
end
function mapProcessor.processVengence(universe)
local vengenceQueue = universe.vengenceQueue
local chunkId = universe.deployVengenceIterator
local vengencePack
if not chunkId then
chunkId, vengencePack = next(vengenceQueue, nil)
else
vengencePack = vengenceQueue[chunkId]
end
if not chunkId then
universe.deployVengenceIterator = nil
if (tableSize(vengenceQueue) == 0) then
universe.vengenceQueue = {}
end
else
universe.deployVengenceIterator = next(vengenceQueue, chunkId)
vengenceQueue[chunkId] = nil
local map = vengencePack.map
if not map.surface.valid then
return
end
local chunk = getChunkById(vengencePack.map, chunkId)
if universe.enabledMigration and (universe.random() < 0.075) then
formVengenceSettler(map, chunk)
else
formVengenceSquad(map, chunk)
end
end
end
function mapProcessor.processNests(universe, tick)
local chunkId = universe.processNestIterator
local chunkPack
if not chunkId then
chunkId,chunkPack = next(universe.chunkToNests, nil)
else
chunkPack = universe.chunkToNests[chunkId]
end
if not chunkId then
universe.processNestIterator = nil
else
universe.processNestIterator = next(universe.chunkToNests, chunkId)
local map = chunkPack.map
if not map.surface.valid then
universe.chunkToNests[chunkId] = nil
return
end
local chunk = getChunkById(map, chunkId)
processNestActiveness(map, chunk)
queueNestSpawners(map, chunk, tick)
if universe.NEW_ENEMIES then
local base = getChunkBase(map, chunk)
if base and ((tick - base.tick) > BASE_PROCESS_INTERVAL) then
processBase(chunk, map, tick, base)
end
end
end
end
local function processSpawnersBody(universe, iterator, chunks)
local chunkId = universe[iterator]
local chunkPack
if not chunkId then
chunkId,chunkPack = next(chunks, nil)
else
chunkPack = chunks[chunkId]
end
if not chunkId then
universe[iterator] = nil
else
universe[iterator] = next(chunks, chunkId)
local map = chunkPack.map
if not map.surface.valid then
chunks[chunkId] = nil
return
end
local state = chunkPack.map.state
if state == AI_STATE_PEACEFUL then
return
end
if iterator == "processMigrationIterator" then
if (state ~= AI_STATE_MIGRATING) and (state ~= AI_STATE_SIEGE) then
return
end
elseif iterator == "processActiveRaidSpawnerIterator" then
if (state == AI_STATE_AGGRESSIVE) or (state == AI_STATE_MIGRATING) then
return
end
elseif iterator == "processActiveSpawnerIterator" then
if (state == AI_STATE_MIGRATING) then
return
end
end
local chunk = getChunkById(map, chunkId)
local migrate = canMigrate(map)
local attack = canAttack(map)
if migrate then
formSettlers(map, chunk)
end
if attack then
formSquads(map, chunk)
end
end
end
function mapProcessor.processAttackWaves(universe)
processSpawnersBody(universe,
"processActiveSpawnerIterator",
universe.chunkToActiveNest)
processSpawnersBody(universe,
"processActiveRaidSpawnerIterator",
universe.chunkToActiveRaidNest)
processSpawnersBody(universe,
"processMigrationIterator",
universe.chunkToNests)
end
mapProcessorG = mapProcessor
return mapProcessor