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Rampant/Upgrade.lua
2020-05-03 17:35:59 -07:00

185 lines
6.6 KiB
Lua
Executable File

local upgrade = {}
-- imports
local constants = require("libs/Constants")
local mathUtils = require("libs/MathUtils")
-- constants
local CONVERSION_TABLE = constants.CONVERSION_TABLE
local BASE_AI_STATE_DORMANT = constants.BASE_AI_STATE_DORMANT
local INTERVAL_LOGIC = constants.INTERVAL_LOGIC
local CHUNK_SIZE = constants.CHUNK_SIZE
local ATTACK_SCORE = constants.ATTACK_SCORE
local SQUAD_GUARDING = constants.SQUAD_GUARDING
local AI_MAX_OVERFLOW_POINTS = constants.AI_MAX_OVERFLOW_POINTS
-- imported functions
local roundToNearest = mathUtils.roundToNearest
-- module code
function upgrade.attempt(natives, setNewSurface, gameSurfaces)
local starting = global.version
if not global.version or global.version < 106 then
global.version = 106
game.forces.enemy.kill_all_units()
natives.squads = {}
natives.points = 0
natives.state = constants.AI_STATE_AGGRESSIVE
natives.safeEntities = {}
natives.aiPointsScaler = settings.global["rampant-aiPointsScaler"].value
natives.aiNocturnalMode = settings.global["rampant-permanentNocturnal"].value
-- needs to be on inner logic tick loop interval
natives.stateTick = roundToNearest(game.tick + INTERVAL_LOGIC, INTERVAL_LOGIC)
natives.temperamentTick = roundToNearest(game.tick + INTERVAL_LOGIC, INTERVAL_LOGIC)
-- used to precompute some values per logic cycle
natives.retreatThreshold = 0
natives.rallyThreshold = 0
natives.formSquadThreshold = 0
natives.attackWaveSize = 0
natives.attackWaveDeviation = 0
natives.attackWaveUpperBound = 0
natives.unitRefundAmount = 0
natives.regroupIndex = 1
natives.randomGenerator = game.create_random_generator(settings.startup["rampant-enemySeed"].value+1024)
game.map_settings.path_finder.min_steps_to_check_path_find_termination = constants.PATH_FINDER_MIN_STEPS_TO_CHECK_PATH
natives.evolutionTableAlignment = {}
natives.bases = {}
natives.baseIndex = 1
natives.baseIncrement = 0
natives.kamikazeThreshold = 0
natives.attackWaveLowerBound = 1
natives.expansion = game.map_settings.enemy_expansion.enabled
natives.expansionMaxDistance = game.map_settings.enemy_expansion.max_expansion_distance * CHUNK_SIZE
natives.expansionMaxDistanceDerivation = natives.expansionMaxDistance * 0.33
natives.expansionMinTime = game.map_settings.enemy_expansion.min_expansion_cooldown
natives.expansionMaxTime = game.map_settings.enemy_expansion.max_expansion_cooldown
natives.expansionMinSize = game.map_settings.enemy_expansion.settler_group_min_size
natives.expansionMaxSize = game.map_settings.enemy_expansion.settler_group_max_size
natives.settlerCooldown = 0
natives.settlerWaveDeviation = 0
natives.settlerWaveSize = 0
natives.drainPylons = {}
natives.building = {}
natives.pendingAttack = {}
natives.cleanBuildingIndex = 1
natives.attackIndex = 1
natives.enabledMigration = natives.expansion and settings.global["rampant-enableMigration"].value
natives.enemyAlignmentLookup = {}
natives.canAttackTick = 0
game.map_settings.unit_group.min_group_radius = constants.UNIT_GROUP_MAX_RADIUS * 0.5
game.map_settings.unit_group.max_group_radius = constants.UNIT_GROUP_MAX_RADIUS
game.map_settings.unit_group.member_disown_distance = constants.UNIT_GROUP_DISOWN_DISTANCE
game.map_settings.unit_group.tick_tolerance_when_member_arrives = constants.UNIT_GROUP_TICK_TOLERANCE
game.map_settings.unit_group.max_member_speedup_when_behind = constants.UNIT_GROUP_MAX_SPEED_UP
game.map_settings.unit_group.max_member_slowdown_when_ahead = constants.UNIT_GROUP_MAX_SLOWDOWN
game.map_settings.unit_group.max_group_slowdown_factor = constants.UNIT_GROUP_SLOWDOWN_FACTOR
game.map_settings.max_failed_behavior_count = 3
natives.ENEMY_VARIATIONS = settings.startup["rampant-newEnemyVariations"].value
natives.evolutionLevel = game.forces.enemy.evolution_factor
natives.pendingAttack.len = #natives.pendingAttack
natives.squads.len = #natives.squads
natives.activeRaidNests = 0
natives.activeNests = 0
natives.destroyPlayerBuildings = 0
natives.lostEnemyUnits = 0
natives.lostEnemyBuilding = 0
natives.rocketLaunched = 0
natives.builtEnemyBuilding = 0
natives.ionCannonBlasts = 0
natives.artilleryBlasts = 0
natives.temperament = 0
natives.temperamentScore = 0
natives.stateTick = 0
natives.pendingStealGroups = {}
natives.pendingStealGroups.len = 1
end
if (global.version < 107) then
global.version = 107
local gameSurfs
if not gameSurfaces then
gameSurfs = {}
global.gameSurfaces = gameSurfs
if natives.activeSurface == 1 then
natives.activeSurface = "nauvis"
end
else
gameSurfs = gameSurfaces
end
end
if (global.version < 108) then
global.version = 108
for _,player in pairs(game.connected_players) do
if player and player.valid and not settings.get_player_settings(player)["rampant-suppress-surface-change-warnings"].value then
local surface = player.surface
if (natives.activeSurface ~= surface.name) then
local playerName = player.name
local surfaceName = surface.name
local playerSurfaces = gameSurfs[surfaceName]
if not playerSurfaces then
playerSurfaces = {}
gameSurfs[surfaceName] = playerSurfaces
player.print({"description.rampant-change-surface", surfaceName, natives.activeSurface})
playerSurfaces[playerName] = true
elseif not playerSurfaces[playerName] then
player.print({"description.rampant-change-surface", surfaceName, natives.activeSurface})
playerSurfaces[playerName] = true
end
end
end
end
if not setNewSurface then
game.get_surface(natives.activeSurface).print("Rampant - Version 0.18.8")
end
end
return starting ~= global.version, natives
end
function upgrade.compareTable(entities, option, new)
local changed = false
if (entities[option] ~= new) then
entities[option] = new
changed = true
end
return changed, new
end
return upgrade