mirror of
https://github.com/veden/Rampant.git
synced 2024-12-28 21:08:22 +02:00
281 lines
9.1 KiB
Lua
Executable File
281 lines
9.1 KiB
Lua
Executable File
if unitGroupUtilsG then
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return unitGroupUtilsG
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end
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local unitGroupUtils = {}
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-- imports
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local mapUtils = require("MapUtils")
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-- local mathUtils = require("MathUtils")
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local constants = require("Constants")
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local chunkPropertyUtils = require("ChunkPropertyUtils")
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-- constants
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-- local HALF_CHUNK_SIZE = constants.HALF_CHUNK_SIZE
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local SQUAD_QUEUE_SIZE = constants.SQUAD_QUEUE_SIZE
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-- local DEFINES_GROUP_STATE_FINISHED = defines.group_state.finished
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local DEFINES_GROUP_STATE_ATTACKING_TARGET = defines.group_state.attacking_target
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local DEFINES_GROUP_STATE_ATTACKING_DISTRACTION = defines.group_state.attacking_distraction
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local SQUAD_RETREATING = constants.SQUAD_RETREATING
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local SQUAD_GUARDING = constants.SQUAD_GUARDING
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-- local SQUAD_SETTLING = constants.SQUAD_SETTLING
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-- local SQUAD_BUILDING = constants.SQUAD_BUILDING
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-- local GROUP_MERGE_DISTANCE = constants.GROUP_MERGE_DISTANCE
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-- local RETREAT_FILTER = constants.RETREAT_FILTER
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local NO_RETREAT_SQUAD_SIZE_BONUS_MAX = constants.NO_RETREAT_SQUAD_SIZE_BONUS_MAX
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local AI_MAX_OVERFLOW_POINTS = constants.AI_MAX_OVERFLOW_POINTS
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local AI_MAX_BITER_GROUP_SIZE = constants.AI_MAX_BITER_GROUP_SIZE
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local AI_SQUAD_MERGE_THRESHOLD = constants.AI_SQUAD_MERGE_THRESHOLD
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local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK
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-- imported functions
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local tRemove = table.remove
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local mRandom = math.random
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local mLog = math.log10
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-- local removeSquadFromChunk = chunkPropertyUtils.removeSquadFromChunk
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local mMin = math.min
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local getSquadsOnChunk = chunkPropertyUtils.getSquadsOnChunk
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-- local removeSquadFromChunk = chunkPropertyUtils.removeSquadFromChunk
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local getNeighborChunks = mapUtils.getNeighborChunks
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-- local euclideanDistanceNamed = mathUtils.euclideanDistanceNamed
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-- module code
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function unitGroupUtils.findNearbySquadFiltered(map, chunk)
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local squads = getSquadsOnChunk(map, chunk)
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for i=1,#squads do
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local squad = squads[i]
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local unitGroup = squad.group
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if unitGroup and unitGroup.valid and (squad.status == SQUAD_RETREATING) then
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return squad
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end
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end
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local neighbors = getNeighborChunks(map, chunk.x, chunk.y)
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for i=1,#neighbors do
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local neighbor = neighbors[i]
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if neighbor ~= SENTINEL_IMPASSABLE_CHUNK then
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squads = getSquadsOnChunk(map, neighbor)
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for squadIndex=1,#squads do
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local squad = squads[squadIndex]
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local unitGroup = squad.group
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if unitGroup and unitGroup.valid and (squad.status == SQUAD_RETREATING) then
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return squad
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end
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end
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end
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end
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return nil
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end
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function unitGroupUtils.findNearbySquad(map, chunk)
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local squads = getSquadsOnChunk(map, chunk)
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for i=1,#squads do
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local squad = squads[i]
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local unitGroup = squad.group
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if unitGroup and unitGroup.valid then
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return squad
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end
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end
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local neighbors = getNeighborChunks(map, chunk.x, chunk.y)
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for i=1,#neighbors do
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local neighbor = neighbors[i]
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if neighbor ~= SENTINEL_IMPASSABLE_CHUNK then
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squads = getSquadsOnChunk(map, neighbor)
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for squadIndex=1,#squads do
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local squad = squads[squadIndex]
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local unitGroup = squad.group
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if unitGroup and unitGroup.valid then
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return squad
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end
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end
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end
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end
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return nil
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end
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function unitGroupUtils.createSquad(position, surface, group, settlers)
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local unitGroup = group or surface.create_unit_group({position=position})
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local squad = {
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group = unitGroup,
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status = SQUAD_GUARDING,
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penalties = {},
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rabid = false,
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frenzy = false,
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settlers = settlers or false,
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kamikaze = false,
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frenzyPosition = {x = 0,
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y = 0},
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cycles = 0,
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maxDistance = 0,
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attackScoreFunction = 1,
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originPosition = {x = 0,
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y = 0},
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chunk = nil
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}
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if position then
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squad.originPosition.x = position.x
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squad.originPosition.y = position.y
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elseif group then
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squad.originPosition.x = group.position.x
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squad.originPosition.y = group.position.y
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end
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return squad
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end
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function unitGroupUtils.membersToSquad(cmd, members, overwriteGroup)
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if (members ~= nil) then
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for i=1,#members do
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local member = members[i]
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if member.valid and (overwriteGroup or (not overwriteGroup and not member.unit_group)) then
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member.set_command(cmd)
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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 unitGroupUtils.convertUnitGroupToSquad(natives, unitGroup)
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if not unitGroup then
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return nil
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end
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local squads = natives.squads
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for i=1,#squads do
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local squad = squads[i]
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if (squad.group == unitGroup) then
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return squad
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end
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end
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local squad = unitGroupUtils.createSquad(nil,nil,unitGroup)
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squad.kamikaze = mRandom() < unitGroupUtils.calculateKamikazeThreshold(#unitGroup.members, natives)
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return squad
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end
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function unitGroupUtils.calculateKamikazeThreshold(memberCount, natives)
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local squadSizeBonus = mLog((memberCount / natives.attackWaveMaxSize) + 0.1) + 1
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return natives.kamikazeThreshold + (NO_RETREAT_SQUAD_SIZE_BONUS_MAX * squadSizeBonus)
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end
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function unitGroupUtils.recycleBiters(natives, biters)
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local unitCount = #biters
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for i=1,unitCount do
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biters[i].destroy()
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end
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natives.points = natives.points + (unitCount * natives.unitRefundAmount)
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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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end
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function unitGroupUtils.cleanBuilders(natives)
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local squads = natives.building
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local squadCount = #squads
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local startIndex = natives.cleanBuildingIndex
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local maxSquadIndex = mMin(startIndex + SQUAD_QUEUE_SIZE, squadCount)
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for i=maxSquadIndex,startIndex,-1 do
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local squad = squads[i]
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local group = squad.group
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if not (group and group.valid) then
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tRemove(squads, i)
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end
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end
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if (maxSquadIndex >= squadCount) then
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natives.cleanBuildingIndex = 1
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else
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natives.cleanBuildingIndex = maxSquadIndex + 1
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end
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end
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local function isAttacking(group)
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local state = group.state
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return (state == DEFINES_GROUP_STATE_ATTACKING_TARGET) or (state == DEFINES_GROUP_STATE_ATTACKING_DISTRACTION)
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end
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function unitGroupUtils.regroupSquads(natives, map)
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local squads = natives.squads
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local squadCount = #squads
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local startIndex = natives.regroupIndex
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local maxSquadIndex = mMin(startIndex + SQUAD_QUEUE_SIZE, squadCount)
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for i=startIndex,maxSquadIndex 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 and not isAttacking(group) then
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local memberCount = #group.members
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if (memberCount < AI_SQUAD_MERGE_THRESHOLD) then
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local status = squad.status
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local chunk = squad.chunk
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if chunk then
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local chunkSquads = getSquadsOnChunk(map, chunk)
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for p=1,#chunkSquads do
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local mergeSquad = chunkSquads[p]
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if (mergeSquad ~= squad) then
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local mergeGroup = mergeSquad.group
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if mergeGroup and
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mergeGroup.valid and
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(mergeSquad.status == status) and
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not isAttacking(mergeGroup)
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then
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local mergeMembers = mergeGroup.members
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local mergeCount = #mergeMembers
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if ((mergeCount + memberCount) < AI_MAX_BITER_GROUP_SIZE) then
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for memberIndex=1, mergeCount do
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group.add_member(mergeMembers[memberIndex])
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end
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mergeGroup.destroy()
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end
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squad.status = SQUAD_GUARDING
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memberCount = memberCount + mergeCount
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if (memberCount > AI_SQUAD_MERGE_THRESHOLD) then
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break
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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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if (maxSquadIndex >= squadCount) then
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natives.regroupIndex = 1
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else
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natives.regroupIndex = maxSquadIndex + 1
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end
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end
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unitGroupUtilsG = unitGroupUtils
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return unitGroupUtils
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