mirror of
https://github.com/veden/Rampant.git
synced 2024-12-28 21:08:22 +02:00
175 lines
5.2 KiB
Lua
Executable File
175 lines
5.2 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 constants = require("Constants")
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local chunkPropertyUtils = require("ChunkPropertyUtils")
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local chunkUtils = require("ChunkUtils")
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local movementUtils = require("MovementUtils")
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-- constants
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local TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT = constants.TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT
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local DIVISOR_DEATH_TRAIL_TABLE = constants.DIVISOR_DEATH_TRAIL_TABLE
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local SQUAD_QUEUE_SIZE = constants.SQUAD_QUEUE_SIZE
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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 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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-- imported functions
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local tRemove = table.remove
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local mRandom = math.random
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local findMovementPosition = movementUtils.findMovementPosition
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local removeSquadFromChunk = chunkPropertyUtils.removeSquadFromChunk
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local addDeathGenerator = chunkPropertyUtils.addDeathGenerator
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local getDeathGenerator = chunkPropertyUtils.getDeathGenerator
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local next = next
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local table_size = table_size
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local mLog = math.log10
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local mMin = math.min
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local getSquadsOnChunk = chunkPropertyUtils.getSquadsOnChunk
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local getNeighborChunks = mapUtils.getNeighborChunks
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-- module code
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function unitGroupUtils.findNearbyRetreatingSquad(map, chunk)
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for _,squad in pairs(getSquadsOnChunk(map, chunk)) do
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local unitGroup = squad.group
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if (squad.status == SQUAD_RETREATING) and 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 ~= -1 then
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for _,squad in pairs(getSquadsOnChunk(map, neighbor)) do
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local unitGroup = squad.group
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if (squad.status == SQUAD_RETREATING) and 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.findNearbySquad(map, chunk)
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for _,squad in pairs(getSquadsOnChunk(map, chunk)) do
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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 ~= -1 then
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for _,squad in pairs(getSquadsOnChunk(map, neighbor)) do
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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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rabid = false,
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penalties = {},
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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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maxDistance = 0,
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groupNumber = unitGroup.group_number,
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originPosition = {x = 0,
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y = 0},
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chunk = -1
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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.cleanSquads(natives, iterator)
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local squads = natives.groupNumberToSquad
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local map = natives.map
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local k, squad = next(squads, iterator)
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if not k then
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if (table_size(squads) == 0) then
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-- this is needed as the next command remembers the max length a table has been
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natives.groupNumberToSquad = {}
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end
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else
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local group = squad.group
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if not group.valid then
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addDeathGenerator(map, squad.chunk, TEN_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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removeSquadFromChunk(map, squad)
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if (map.regroupIterator == k) then
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map.regroupIterator = nil
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end
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if squad.settlers then
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natives.builderCount = natives.builderCount - 1
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else
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natives.squadCount = natives.squadCount - 1
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end
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local nextK
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nextK,squad = next(squads, k)
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squads[k] = nil
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k = nextK
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end
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end
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map.squadIterator = k
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end
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function unitGroupUtils.calculateKamikazeThreshold(memberCount, natives)
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local threshold = (memberCount / natives.attackWaveMaxSize) * 0.2 + (natives.evolutionLevel * 0.2)
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return threshold
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end
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unitGroupUtilsG = unitGroupUtils
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return unitGroupUtils
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