mirror of
https://github.com/veden/Rampant.git
synced 2025-01-05 22:53:24 +02:00
352 lines
14 KiB
Lua
Executable File
352 lines
14 KiB
Lua
Executable File
if (squadAttackG) then
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return squadAttackG
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end
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local squadAttack = {}
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-- imports
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local constants = require("Constants")
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local mapUtils = require("MapUtils")
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local unitGroupUtils = require("UnitGroupUtils")
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local playerUtils = require("PlayerUtils")
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local movementUtils = require("MovementUtils")
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local mathUtils = require("MathUtils")
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local chunkPropertyUtils = require("ChunkPropertyUtils")
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-- constants
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local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
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local MOVEMENT_PHEROMONE = constants.MOVEMENT_PHEROMONE
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local BASE_PHEROMONE = constants.BASE_PHEROMONE
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local RESOURCE_PHEROMONE = constants.RESOURCE_PHEROMONE
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-- local ATTACK_SCORE = constants.ATTACK_SCORE
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local ATTACK_SCORE_KAMIKAZE = constants.ATTACK_SCORE_KAMIKAZE
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local SQUAD_BUILDING = constants.SQUAD_BUILDING
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local SQUAD_RAIDING = constants.SQUAD_RAIDING
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local SQUAD_SETTLING = constants.SQUAD_SETTLING
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local SQUAD_GUARDING = constants.SQUAD_GUARDING
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local SQUAD_RETREATING = constants.SQUAD_RETREATING
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local ATTACK_QUEUE_SIZE = constants.ATTACK_QUEUE_SIZE
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local AI_MAX_BITER_GROUP_SIZE = constants.AI_MAX_BITER_GROUP_SIZE
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local AI_STATE_SIEGE = constants.AI_STATE_SIEGE
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local PLAYER_PHEROMONE_MULTIPLER = constants.PLAYER_PHEROMONE_MULTIPLER
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local DEFINES_GROUP_FINISHED = defines.group_state.finished
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local DEFINES_GROUP_GATHERING = defines.group_state.gathering
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local DEFINES_GROUP_MOVING = defines.group_state.moving
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-- local DEFINES_GROUP_ATTACKING_DISTRACTION = defines.group_state.attacking_distraction
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-- local DEFINES_GROUP_ATTACKING_TARGET = defines.group_state.attacking_target
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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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local DEFINES_DISTRACTION_BY_ANYTHING = defines.distraction.by_anything
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local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK
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-- imported functions
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local mRandom = math.random
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local tRemove = table.remove
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local mMin = math.min
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local euclideanDistancePoints = mathUtils.euclideanDistancePoints
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local findMovementPosition = movementUtils.findMovementPosition
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local removeSquadFromChunk = chunkPropertyUtils.removeSquadFromChunk
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local getNestCount = chunkPropertyUtils.getNestCount
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local getNeighborChunks = mapUtils.getNeighborChunks
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local addSquadToChunk = chunkPropertyUtils.addSquadToChunk
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local getChunkByXY = mapUtils.getChunkByXY
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local positionToChunkXY = mapUtils.positionToChunkXY
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local addMovementPenalty = movementUtils.addMovementPenalty
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local lookupMovementPenalty = movementUtils.lookupMovementPenalty
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local calculateKamikazeThreshold = unitGroupUtils.calculateKamikazeThreshold
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local positionFromDirectionAndChunk = mapUtils.positionFromDirectionAndChunk
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local euclideanDistanceNamed = mathUtils.euclideanDistanceNamed
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-- local playersWithinProximityToPosition = playerUtils.playersWithinProximityToPosition
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local getPlayerBaseGenerator = chunkPropertyUtils.getPlayerBaseGenerator
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local getResourceGenerator = chunkPropertyUtils.getResourceGenerator
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local scoreNeighborsForAttack = movementUtils.scoreNeighborsForAttack
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local scoreNeighborsForSettling = movementUtils.scoreNeighborsForSettling
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-- module code
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local function scoreResourceLocation(squad, neighborChunk)
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local settle = neighborChunk[MOVEMENT_PHEROMONE] + neighborChunk[RESOURCE_PHEROMONE]
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return settle - lookupMovementPenalty(squad, neighborChunk) - (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
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end
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local function scoreSiegeLocation(squad, neighborChunk)
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local settle = neighborChunk[MOVEMENT_PHEROMONE] + neighborChunk[BASE_PHEROMONE] + neighborChunk[RESOURCE_PHEROMONE] + (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
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return settle - lookupMovementPenalty(squad, neighborChunk)
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end
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local function scoreAttackLocation(natives, squad, neighborChunk)
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local damage
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if (neighborChunk[MOVEMENT_PHEROMONE] >= 0) then
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damage = neighborChunk[MOVEMENT_PHEROMONE] + (neighborChunk[BASE_PHEROMONE] ) + (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
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else
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damage = (neighborChunk[BASE_PHEROMONE] * (1 - (neighborChunk[MOVEMENT_PHEROMONE] / -natives.retreatThreshold))) + (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
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end
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return damage - lookupMovementPenalty(squad, neighborChunk)
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end
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local function scoreAttackKamikazeLocation(natives, squad, neighborChunk)
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local damage = neighborChunk[BASE_PHEROMONE] + (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
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return damage - lookupMovementPenalty(squad, neighborChunk)
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end
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local function settleMove(map, attackPosition, attackCmd, settleCmd, squad, group, natives, surface)
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local groupState = group.state
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if (groupState == DEFINES_GROUP_FINISHED) or (groupState == DEFINES_GROUP_GATHERING) or ((groupState == DEFINES_GROUP_MOVING) and (squad.cycles <= 0)) then
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local groupPosition = group.position
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local x, y = positionToChunkXY(groupPosition)
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local chunk = getChunkByXY(map, x, y)
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local scoreFunction = scoreResourceLocation
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if (natives.state == AI_STATE_SIEGE) then
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scoreFunction = scoreSiegeLocation
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end
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local attackChunk, attackDirection = scoreNeighborsForSettling(map,
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chunk,
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getNeighborChunks(map, x, y),
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scoreFunction,
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squad)
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if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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addSquadToChunk(map, chunk, squad)
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addMovementPenalty(squad, chunk)
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-- elseif (attackChunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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-- addSquadToChunk(map, attackChunk, squad)
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-- addMovementPenalty(squad, attackChunk)
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end
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if group.valid and (attackChunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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local resourceGenerator = getResourceGenerator(map, chunk)
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local distance = euclideanDistancePoints(groupPosition.x, groupPosition.y, squad.originPosition.x, squad.originPosition.y)
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if (distance >= squad.maxDistance) or ((resourceGenerator ~= 0) and (getNestCount(map, chunk) == 0)) then
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local position = findMovementPosition(surface, groupPosition)
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if position then
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attackPosition.x = position.x
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attackPosition.y = position.y
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if squad.kamikaze then
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settleCmd.distraction = DEFINES_DISTRACTION_NONE
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else
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settleCmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
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end
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squad.status = SQUAD_BUILDING
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group.set_command(settleCmd)
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group.start_moving()
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else
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addMovementPenalty(squad, attackChunk)
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end
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elseif (groupState == DEFINES_GROUP_FINISHED) or (groupState == DEFINES_GROUP_GATHERING) then
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squad.cycles = ((#squad.group.members > 80) and 6) or 4
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if squad.kamikaze then
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attackCmd.distraction = DEFINES_DISTRACTION_NONE
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else
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attackCmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
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end
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local position = findMovementPosition(surface, positionFromDirectionAndChunk(attackDirection, groupPosition, attackPosition, 1.35))
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if position then
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attackPosition.x = position.x
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attackPosition.y = position.y
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group.set_command(attackCmd)
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group.start_moving()
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else
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addMovementPenalty(squad, attackChunk)
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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 attackMove(map, squad, natives, surface)
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-- print("attackMove", squad.group.group_number)
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local attackPosition = map.position
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local group = squad.group
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local groupPosition = group.position
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local x, y = positionToChunkXY(groupPosition)
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local chunk = getChunkByXY(map, x, y)
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local attackScorer = scoreAttackLocation
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if (squad.attackScoreFunction == ATTACK_SCORE_KAMIKAZE) then
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attackScorer = scoreAttackKamikazeLocation
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end
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if squad.chunk and (squad.chunk ~= SENTINEL_IMPASSABLE_CHUNK) and (squad.chunk ~= chunk) then
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addMovementPenalty(squad, squad.chunk)
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end
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local attackChunk, attackDirection = scoreNeighborsForAttack(map,
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natives,
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chunk,
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getNeighborChunks(map, x, y),
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attackScorer,
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squad)
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if (chunk ~= SENTINEL_IMPASSABLE_CHUNK)then
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addSquadToChunk(map, chunk, squad)
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end
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if (attackChunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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local playerBaseGenerator = getPlayerBaseGenerator(map, attackChunk)
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local playerPheromone = attackChunk[PLAYER_PHEROMONE]
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local cmd
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local position
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local largeGroup = (#squad.group.members > 80)
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if (playerBaseGenerator == 0) and (playerPheromone < natives.attackPlayerThreshold) then
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squad.cycles = (largeGroup and 7) or 5
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squad.frenzy = (squad.frenzy and (euclideanDistanceNamed(groupPosition, squad.frenzyPosition) < 100))
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cmd = map.moveCommand
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if squad.rabid or squad.frenzy then
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cmd.distraction = DEFINES_DISTRACTION_BY_ANYTHING
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else
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cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
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end
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else
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squad.cycles = (largeGroup and 7) or 5
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cmd = map.attackCommand
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if not squad.rabid then
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squad.frenzy = true
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squad.frenzyPosition.x = groupPosition.x
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squad.frenzyPosition.y = groupPosition.y
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end
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end
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position = findMovementPosition(surface,
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positionFromDirectionAndChunk(attackDirection,
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groupPosition,
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attackPosition,
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(largeGroup and 1.1) or 0.9))
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if position then
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attackPosition.x = position.x
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attackPosition.y = position.y
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group.set_command(cmd)
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group.start_moving()
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end
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end
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end
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function squadAttack.squadsDispatch(map, surface, natives)
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local squads = natives.squads
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local attackPosition = map.position
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local attackCmd = map.attackAreaCommand
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local settleCmd = map.settleCommand
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-- print("start dispatch")
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-- local startIndex = natives.attackIndex
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-- local maxSquadIndex = mMin(startIndex + ATTACK_QUEUE_SIZE, #squads)
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-- for i=maxSquadIndex,startIndex,-1 do
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for i=#squads,1,-1 do
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local squad = squads[i]
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local group = squad.group
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if group and group.valid then
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local memberCount = #group.members
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if (memberCount == 0) then
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tRemove(squads, i)
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removeSquadFromChunk(map, squad)
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group.destroy()
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elseif (memberCount > AI_MAX_BITER_GROUP_SIZE) then
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local members = group.members
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unitGroupUtils.recycleBiters(natives, members)
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tRemove(squads, i)
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removeSquadFromChunk(map, squad)
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group.destroy()
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else
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local status = squad.status
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local cycles = squad.cycles
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local groupState = group.state
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if (status == SQUAD_RAIDING) then
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if (groupState == DEFINES_GROUP_FINISHED) or
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(groupState == DEFINES_GROUP_GATHERING) or
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((groupState == DEFINES_GROUP_MOVING) and (cycles <= 0))
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then
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attackMove(map, squad, natives, surface)
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end
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elseif (status == SQUAD_SETTLING) then
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settleMove(map, attackPosition, attackCmd, settleCmd, squad, group, natives, surface)
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elseif (status == SQUAD_RETREATING) and (cycles <= 0) then
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natives.pendingAttack[#natives.pendingAttack+1] = squad
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squad.status = SQUAD_GUARDING
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elseif (status == SQUAD_BUILDING) then
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tRemove(squads, i)
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removeSquadFromChunk(map, squad)
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natives.building[#natives.building+1] = squad
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elseif (status == SQUAD_GUARDING) then
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tRemove(squads, i)
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natives.pendingAttack[#natives.pendingAttack+1] = squad
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end
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if (cycles > 0) then
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squad.cycles = cycles - 1
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end
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end
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else
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tRemove(squads, i)
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removeSquadFromChunk(map, squad)
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end
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end
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-- print("end dispatch")
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-- if (maxSquadIndex >= #squads) then
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-- natives.attackIndex = 1
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-- else
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-- natives.attackIndex = maxSquadIndex + 1
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-- end
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end
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function squadAttack.squadsBeginAttack(natives)
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local squads = natives.pendingAttack
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for i=1,#squads do
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local squad = squads[i]
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local group = squad.group
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if group and group.valid then
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local kamikazeThreshold = calculateKamikazeThreshold(#squad.group.members, natives)
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if not squad.kamikaze then
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squad.kamikaze = (mRandom() < kamikazeThreshold)
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end
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if squad.settlers then
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squad.status = SQUAD_SETTLING
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natives.squads[#natives.squads+1] = squad
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else
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if squad.kamikaze and (mRandom() < (kamikazeThreshold * 0.75)) then
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squad.attackScoreFunction = ATTACK_SCORE_KAMIKAZE
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end
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squad.status = SQUAD_RAIDING
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natives.squads[#natives.squads+1] = squad
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end
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end
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end
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natives.pendingAttack = {}
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end
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squadAttackG = squadAttack
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return squadAttack
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