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Rampant/libs/SquadDefense.lua
2020-05-16 15:34:54 -07:00

159 lines
6.5 KiB
Lua
Executable File

if aiDefenseG then
return aiDefenseG
end
local aiDefense = {}
-- imports
local constants = require("Constants")
local mapUtils = require("MapUtils")
local unitGroupUtils = require("UnitGroupUtils")
local movementUtils = require("MovementUtils")
local chunkPropetyUtils = require("ChunkPropertyUtils")
-- constants
local MOVEMENT_PHEROMONE = constants.MOVEMENT_PHEROMONE
local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
local BASE_PHEROMONE = constants.BASE_PHEROMONE
local PLAYER_PHEROMONE_MULTIPLER = constants.PLAYER_PHEROMONE_MULTIPLER
local SQUAD_RETREATING = constants.SQUAD_RETREATING
local INTERVAL_RETREAT = constants.INTERVAL_RETREAT
-- imported functions
local mRandom = math.random
local addSquadToChunk = chunkPropetyUtils.addSquadToChunk
local calculateKamikazeThreshold = unitGroupUtils.calculateKamikazeThreshold
local positionFromDirectionAndFlat = mapUtils.positionFromDirectionAndFlat
local getNeighborChunks = mapUtils.getNeighborChunks
local findNearbyRetreatingSquad = unitGroupUtils.findNearbyRetreatingSquad
local addMovementPenalty = movementUtils.addMovementPenalty
local createSquad = unitGroupUtils.createSquad
local membersToSquad = unitGroupUtils.membersToSquad
local scoreNeighborsForRetreat = movementUtils.scoreNeighborsForRetreat
local findMovementPosition = movementUtils.findMovementPosition
local getRetreatTick = chunkPropetyUtils.getRetreatTick
local getPlayerBaseGenerator = chunkPropetyUtils.getPlayerBaseGenerator
local setRetreatTick = chunkPropetyUtils.setRetreatTick
local getEnemyStructureCount = chunkPropetyUtils.getEnemyStructureCount
-- module code
local function scoreRetreatLocation(map, neighborChunk)
return (-neighborChunk[BASE_PHEROMONE] +
neighborChunk[MOVEMENT_PHEROMONE] +
-(neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER) +
-(getPlayerBaseGenerator(map, neighborChunk) * 1000))
end
function aiDefense.retreatUnits(chunk, position, squad, map, surface, tick, radius, artilleryBlast)
if (tick - getRetreatTick(map, chunk) > INTERVAL_RETREAT) and
((getEnemyStructureCount(map, chunk) == 0) or artilleryBlast)
then
local performRetreat = false
local enemiesToSquad = nil
if not squad then
enemiesToSquad = map.enemiesToSquad
local unitCount = 0
local units = surface.find_enemy_units(position, radius)
for i=1,#units do
local unit = units[i]
if not unit.unit_group then
unitCount = unitCount + 1
enemiesToSquad[unitCount] = unit
end
end
enemiesToSquad.len = unitCount
if (mRandom() < calculateKamikazeThreshold(unitCount, map.natives)) then
setRetreatTick(map, chunk, tick)
return
end
performRetreat = unitCount > 6
elseif squad.group and squad.group.valid and (squad.status ~= SQUAD_RETREATING) and not squad.kamikaze then
performRetreat = #squad.group.members > 6
end
if performRetreat then
setRetreatTick(map, chunk, tick)
local exitPath,exitDirection,nextExitPath,nextExitDirection = scoreNeighborsForRetreat(chunk,
getNeighborChunks(map,
chunk.x,
chunk.y),
scoreRetreatLocation,
map)
if (exitPath ~= -1) then
local targetPosition = map.position
local targetPosition2 = map.position2
positionFromDirectionAndFlat(exitDirection, position, targetPosition)
local retreatPosition = findMovementPosition(surface, targetPosition)
if not retreatPosition then
return
end
if (nextExitPath ~= -1) then
positionFromDirectionAndFlat(nextExitDirection, retreatPosition, targetPosition2)
local retreatPosition2 = findMovementPosition(surface, targetPosition2)
if retreatPosition2 then
retreatPosition.x = retreatPosition2.x
retreatPosition.y = retreatPosition2.y
end
end
-- in order for units in a group attacking to retreat, we have to create a new group and give the command to join
-- to each unit, this is the only way I have found to have snappy mid battle retreats even after 0.14.4
local newSquad = findNearbyRetreatingSquad(map, exitPath)
if not newSquad then
newSquad = createSquad(retreatPosition, surface)
local squads = map.natives.squads
squads.len = squads.len+1
squads[squads.len] = newSquad
end
if newSquad then
newSquad.status = SQUAD_RETREATING
newSquad.cycles = 13
local cmd = map.retreatCommand
cmd.group = newSquad.group
if enemiesToSquad then
membersToSquad(cmd, enemiesToSquad.len, enemiesToSquad, artilleryBlast)
else
membersToSquad(cmd, #squad.group.members, squad.group.members, true)
if squad.rabid then
newSquad.rabid = true
end
end
if not newSquad.rabid then
newSquad.frenzy = true
local squadPosition = newSquad.group.position
newSquad.frenzyPosition.x = squadPosition.x
newSquad.frenzyPosition.y = squadPosition.y
end
addMovementPenalty(newSquad, chunk)
addSquadToChunk(map, chunk, newSquad)
end
end
end
end
end
aiDefenseG = aiDefense
return aiDefense