mirror of
https://github.com/veden/Rampant.git
synced 2025-01-03 22:52:20 +02:00
524 lines
21 KiB
Lua
Executable File
524 lines
21 KiB
Lua
Executable File
local tests = {}
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local constants = require("libs/Constants")
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local mathUtils = require("libs/MathUtils")
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local chunkUtils = require("libs/ChunkUtils")
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local chunkPropertyUtils = require("libs/ChunkPropertyUtils")
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local mapUtils = require("libs/MapUtils")
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local baseUtils = require("libs/BaseUtils")
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-- local tendrilUtils = require("libs/TendrilUtils")
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function tests.pheromoneLevels(size)
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local player = game.player.character
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local playerChunkX = math.floor(player.position.x / 32) * constants.CHUNK_SIZE
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local playerChunkY = math.floor(player.position.y / 32) * constants.CHUNK_SIZE
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if not size then
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size = 3 * constants.CHUNK_SIZE
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else
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size = size * constants.CHUNK_SIZE
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end
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print("------")
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print(#global.map.processQueue)
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print(playerChunkX .. ", " .. playerChunkY)
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print("--")
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for y=playerChunkY-size, playerChunkY+size,32 do
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for x=playerChunkX-size, playerChunkX+size,32 do
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if (global.map[x] ~= nil) then
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local chunk = global.map[x][y]
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if (chunk ~= nil) then
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local str = ""
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for i=1,#chunk do
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str = str .. " " .. tostring(i) .. "/" .. tostring(chunk[i])
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end
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str = str .. " " .. "p/" .. game.get_surface(global.natives.activeSurface).get_pollution(chunk) .. " " .. "n/" .. chunkPropertyUtils.getNestCount(global.map, chunk) .. " " .. "w/" .. chunkPropertyUtils.getTurretCount(global.map, chunk) .. " pg/" .. chunkPropertyUtils.getPlayerBaseGenerator(global.map, chunk)
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if (chunk.x == playerChunkX) and (chunk.y == playerChunkY) then
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print("=============")
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print(chunk.x, chunk.y, str)
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print("=============")
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else
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print(chunk.x, chunk.y, str)
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end
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-- print(str)
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print("----")
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end
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end
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end
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print("------------------")
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end
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end
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function tests.killActiveSquads()
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print("--")
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for i=1, global.natives.squads.len do
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local squad = global.natives.squads[i]
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if (squad.group.valid) then
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local members = squad.group.members
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for x=1, #members do
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local member = members[x]
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local val = member.valid and member.die()
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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 tests.activeSquads()
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print("-----")
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print("Squads", global.natives.squads.len)
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for i=1, global.natives.squads.len do
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print("-")
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local squad = global.natives.squads[i]
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local squadHealth = 0
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local squadMakeup = {}
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if squad.group.valid then
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-- for x=1,#squad.group.members do
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-- local member = squad.group.members[x].prototype
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-- if not squadMakeup[member.name] then
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-- squadMakeup[member.name] = 0
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-- end
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-- squadHealth = squadHealth + member.max_health
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-- squadMakeup[member.name] = squadMakeup[member.name] + 1
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-- end
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print(math.floor(squad.group.position.x * 0.03125), math.floor(squad.group.position.y * 0.03125), squad.status, squad.group.state, #squad.group.members, squad.cycles, squad.group.group_number -- , squadHealth
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)
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-- print(serpent.dump(squadResistances))
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-- print(serpent.dump(squadMakeup))
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-- print(serpent.dump(squad))
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end
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end
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print("---")
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print("pending", global.natives.pendingAttack.len)
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for i=1, global.natives.pendingAttack.len do
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print("-")
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local squad = global.natives.pendingAttack[i]
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local squadHealth = 0
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local squadMakeup = {}
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if squad.group.valid then
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-- for x=1,#squad.group.members do
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-- local member = squad.group.members[x].prototype
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-- if not squadMakeup[member.name] then
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-- squadMakeup[member.name] = 0
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-- end
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-- squadHealth = squadHealth + member.max_health
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-- squadMakeup[member.name] = squadMakeup[member.name] + 1
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-- end
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print(math.floor(squad.group.position.x * 0.03125), math.floor(squad.group.position.y * 0.03125), squad.status, squad.group.state, #squad.group.members, squad.cycles, -- squadHealth,
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squad.group.group_number)
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-- print(serpent.dump(squadResistances))
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-- print(serpent.dump(squadMakeup))
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-- print(serpent.dump(squad))
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end
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end
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print("---")
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print("building", #global.natives.building)
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for i=1, #global.natives.building do
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print("-")
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local squad = global.natives.building[i]
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local squadHealth = 0
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local squadMakeup = {}
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if squad.group.valid then
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-- for x=1,#squad.group.members do
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-- local member = squad.group.members[x].prototype
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-- if not squadMakeup[member.name] then
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-- squadMakeup[member.name] = 0
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-- end
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-- squadHealth = squadHealth + member.max_health
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-- squadMakeup[member.name] = squadMakeup[member.name] + 1
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-- end
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print(math.floor(squad.group.position.x * 0.03125), math.floor(squad.group.position.y * 0.03125), squad.status, squad.group.state, #squad.group.members, squad.cycles, squad.group.group_number, squadHealth)
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-- print(serpent.dump(squadResistances))
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-- print(serpent.dump(squadMakeup))
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-- print(serpent.dump(squad))
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end
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end
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end
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function tests.entitiesOnPlayerChunk()
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local playerPosition = game.players[1].position
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local chunkX = math.floor(playerPosition.x * 0.03125) * 32
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local chunkY = math.floor(playerPosition.y * 0.03125) * 32
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local entities = game.get_surface(global.natives.activeSurface).find_entities_filtered({area={{chunkX, chunkY},
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{chunkX + constants.CHUNK_SIZE, chunkY + constants.CHUNK_SIZE}},
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force="player"})
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for i=1, #entities do
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print(entities[i].name)
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end
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print("--")
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end
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function tests.findNearestPlayerEnemy()
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local playerPosition = game.players[1].position
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local chunkX = math.floor(playerPosition.x * 0.03125) * 32
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local chunkY = math.floor(playerPosition.y * 0.03125) * 32
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local entity = game.get_surface(global.natives.activeSurface).find_nearest_enemy({position={chunkX, chunkY},
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max_distance=constants.CHUNK_SIZE,
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force = "enemy"})
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if (entity ~= nil) then
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print(entity.name)
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end
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print("--")
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end
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function tests.morePoints(points)
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global.natives.points = global.natives.points + points
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end
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function tests.getOffsetChunk(x, y)
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local playerPosition = game.players[1].position
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local chunkX = math.floor(playerPosition.x * 0.03125)
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local chunkY = math.floor(playerPosition.y * 0.03125)
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local chunk = mapUtils.getChunkByIndex(global.map, chunkX + x, chunkY + y)
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print(serpent.dump(chunk))
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end
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function tests.aiStats()
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print(global.natives.points, game.tick, global.natives.state, global.natives.temperament, global.natives.stateTick, global.natives.temperamentTick)
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end
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function tests.fillableDirtTest()
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local playerPosition = game.players[1].position
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local chunkX = math.floor(playerPosition.x * 0.03125) * 32
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local chunkY = math.floor(playerPosition.y * 0.03125) * 32
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game.get_surface(global.natives.activeSurface).set_tiles({{name="fillableDirt", position={chunkX-1, chunkY-1}},
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{name="fillableDirt", position={chunkX, chunkY-1}},
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{name="fillableDirt", position={chunkX-1, chunkY}},
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{name="fillableDirt", position={chunkX, chunkY}}},
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false)
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end
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function tests.tunnelTest()
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local playerPosition = game.players[1].position
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local chunkX = math.floor(playerPosition.x * 0.03125) * 32
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local chunkY = math.floor(playerPosition.y * 0.03125) * 32
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game.get_surface(global.natives.activeSurface).create_entity({name="tunnel-entrance-rampant", position={chunkX, chunkY}})
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end
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function tests.createEnemy(x,d)
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local playerPosition = game.players[1].position
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local chunkX = math.floor(playerPosition.x * 0.03125) * 32
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local chunkY = math.floor(playerPosition.y * 0.03125) * 32
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local a = {name=x, position={chunkX, chunkY}, force="enemy"}
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if d then
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a['direction'] = d
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end
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return game.get_surface(global.natives.activeSurface).create_entity(a)
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end
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function tests.registeredNest(x)
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local entity = tests.createEnemy(x)
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chunk.registerEnemyBaseStructure(global.map,
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entity,
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nil,
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game.get_surface(global.natives.activeSurface))
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end
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function tests.attackOrigin()
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local enemy = game.get_surface(global.natives.activeSurface).find_nearest_enemy({position={0,0},
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max_distance = 1000})
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if (enemy ~= nil) and enemy.valid then
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print(enemy, enemy.unit_number)
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enemy.set_command({type=defines.command.attack_area,
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destination={0,0},
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radius=32})
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end
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end
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function tests.dumpNatives()
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print(serpent.dump(global.natives))
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end
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function tests.cheatMode()
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game.players[1].cheat_mode = true
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game.forces.player.research_all_technologies()
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end
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function tests.gaussianRandomTest()
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local result = {}
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for x=0,100,1 do
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result[x] = 0
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end
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for _=1,10000 do
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local s = mathUtils.roundToNearest(mathUtils.gaussianRandomRange(50, 25, 0, 100), 1)
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result[s] = result[s] + 1
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end
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for x=0,100,1 do
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print(x, result[x])
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end
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end
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function tests.reveal (size)
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local pos = game.player.character.position
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game.player.force.chart(game.player.surface,
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{{x=-size+pos.x, y=-size+pos.y}, {x=size+pos.x, y=size+pos.y}})
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end
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function tests.baseStats()
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local natives = global.natives
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print ("x", "y", "distanceThreshold", "tick", "points", "temperament", "temperamentTick", "state", "stateTick", "alignments")
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for i=1, #natives.bases do
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local base = natives.bases[i]
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print(base.x,
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base.y,
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base.distanceThreshold,
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base.tick,
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base.points,
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base.temperament,
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base.temperamentTick,
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base.state,
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base.stateTick,
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serpent.dump(base.alignment))
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print("---")
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end
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end
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function tests.clearBases()
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local surface = game.get_surface(global.natives.activeSurface)
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for x=#global.natives.bases,1,-1 do
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local base = global.natives.bases[x]
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for c=1,#base.chunks do
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local chunk = base.chunks[c]
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chunkUtils.clearChunkNests(chunk, surface)
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end
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base.chunks = {}
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if (surface.can_place_entity({name="biter-spawner-powered", position={base.cX * 32, base.cY * 32}})) then
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surface.create_entity({name="biter-spawner-powered", position={base.cX * 32, base.cY * 32}})
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local slice = math.pi / 12
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local pos = 0
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for i=1,24 do
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if (math.random() < 0.8) then
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local distance = mathUtils.roundToNearest(mathUtils.gaussianRandomRange(45, 5, 37, 60), 1)
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if (surface.can_place_entity({name="biter-spawner", position={base.cX * 32 + (distance*math.sin(pos)), base.cY * 32 + (distance*math.cos(pos))}})) then
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if (math.random() < 0.3) then
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surface.create_entity({name="small-worm-turret", position={base.cX * 32 + (distance*math.sin(pos)), base.cY * 32 + (distance*math.cos(pos))}})
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else
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surface.create_entity({name="biter-spawner", position={base.cX * 32 + (distance*math.sin(pos)), base.cY * 32 + (distance*math.cos(pos))}})
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end
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end
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end
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pos = pos + slice
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end
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else
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table.remove(global.natives.bases, x)
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end
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end
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end
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function tests.mergeBases()
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local natives = global.natives
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baseUtils.mergeBases(global.natives)
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end
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function tests.unitBuildBase()
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end
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function tests.showBaseGrid()
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local n = {}
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for k,v in pairs(global.natives.bases) do
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n[v] = k % 4
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end
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local chunks = global.map.chunkToBase
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for chunk,base in pairs(chunks) do
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local pick = n[base]
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local color = "concrete"
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if base.alignment == constants.BASE_ALIGNMENT_NE then
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color = "hazard-concrete-left"
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elseif (pick == 1) then
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color = "water"
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elseif (pick == 2) then
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color = "deepwater"
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elseif (pick == 3) then
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color = "water-green"
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end
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chunkUtils.colorChunk(chunk.x, chunk.y, color, game.get_surface(global.natives.activeSurface))
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end
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end
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function tests.showMovementGrid()
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local chunks = global.map.processQueue
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for i=1,#chunks do
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local chunk = chunks[i]
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local color = "concrete"
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if (chunkPropertyUtils.getPassable(global.map, chunk) == constants.CHUNK_ALL_DIRECTIONS) then
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color = "hazard-concrete-left"
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elseif (chunkPropertyUtils.getPassable(global.map, chunk) == constants.CHUNK_NORTH_SOUTH) then
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color = "concrete"
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elseif (chunkPropertyUtils.getPassable(global.map, chunk) == constants.CHUNK_EAST_WEST) then
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color = "stone-path"
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end
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chunkUtils.colorChunk(chunk.x, chunk.y, color, game.get_surface(global.natives.activeSurface))
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end
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end
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function tests.colorResourcePoints()
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local chunks = global.map.processQueue
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for i=1,#chunks do
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local chunk = chunks[i]
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local color = "concrete"
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if (chunk[constants.RESOURCE_GENERATOR] ~= 0) and (chunk[constants.NEST_COUNT] ~= 0) then
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color = "hazard-concrete-left"
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elseif (chunk[constants.RESOURCE_GENERATOR] ~= 0) then
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color = "deepwater"
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elseif (chunk[constants.NEST_COUNT] ~= 0) then
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color = "stone-path"
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end
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chunkUtils.colorChunk(chunk.x, chunk.y, color, game.get_surface(global.natives.activeSurface))
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end
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end
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function tests.entityStats(name, d)
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local playerPosition = game.players[1].position
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local chunkX = math.floor(playerPosition.x * 0.03125) * 32
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local chunkY = math.floor(playerPosition.y * 0.03125) * 32
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local a = game.get_surface(global.natives.activeSurface).create_entity({name=name, position={chunkX, chunkY}})
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if d then
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a['direction'] = d
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end
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print(serpent.dump(a))
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a.destroy()
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end
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local function lookupIndexFaction(targetFaction)
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for i=1,#constants.FACTION_SET do
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if constants.FACTION_SET[i].type == targetFaction then
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return i
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end
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end
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return 0
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end
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function tests.exportAiState()
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local printState = function ()
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local chunks = global.map.processQueue
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local s = ""
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for i=1,#chunks do
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local chunk = chunks[i]
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local base = chunkPropertyUtils.getChunkBase(global.map, chunk)
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local alignmentCount = 0
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if base then
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if (#base.alignment == 2) then
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alignmentCount = (math.abs(base.x) * 10000) + (math.abs(base.y) * 10000) + (lookupIndexFaction(base.alignment[1]) * 100) + lookupIndexFaction(base.alignment[2])
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else
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alignmentCount = (math.abs(base.x) * 10000) + (math.abs(base.y) * 10000) + lookupIndexFaction(base.alignment[1])
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end
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end
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s = s .. table.concat({chunk[constants.MOVEMENT_PHEROMONE],
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chunk[constants.BASE_PHEROMONE],
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chunk[constants.PLAYER_PHEROMONE],
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chunk[constants.RESOURCE_PHEROMONE],
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chunkPropertyUtils.getPassable(global.map, chunk),
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chunk[constants.CHUNK_TICK],
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chunkPropertyUtils.getPathRating(global.map, chunk),
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chunk.x,
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chunk.y,
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chunkPropertyUtils.getNestCount(global.map, chunk),
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chunkPropertyUtils.getTurretCount(global.map, chunk),
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chunkPropertyUtils.getRallyTick(global.map, chunk),
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chunkPropertyUtils.getRetreatTick(global.map, chunk),
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chunkPropertyUtils.getResourceGenerator(global.map, chunk),
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chunkPropertyUtils.getPlayerBaseGenerator(global.map, chunk),
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chunkPropertyUtils.getDeathGenerator(global.map, chunk),
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game.get_surface(global.natives.activeSurface).get_pollution(chunk),
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chunkPropertyUtils.getNestActiveness(global.map, chunk),
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chunkPropertyUtils.getRaidNestActiveness(global.map, chunk),
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#chunkPropertyUtils.getSquadsOnChunk(global.map, chunk),
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alignmentCount,
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chunkPropertyUtils.getHiveCount(global.map, chunk),
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chunkPropertyUtils.getTrapCount(global.map, chunk),
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chunkPropertyUtils.getUtilityCount(global.map, chunk)}, ",") .. "\n"
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end
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game.write_file("rampantState.txt", s, false)
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end
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return function(interval)
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if not interval then
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interval = 0
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else
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interval = tonumber(interval)
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end
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printState()
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if (interval > 0) then
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script.on_nth_tick(interval, printState)
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end
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end
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end
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function tests.createEnergyTest(x)
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local entity = tests.createEnemy(x)
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local playerPosition = game.players[1].position
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local chunkX = math.floor(playerPosition.x * 0.03125) * 32
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local chunkY = math.floor(playerPosition.y * 0.03125) * 32
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local entities = game.get_surface(global.natives.activeSurface).find_entities_filtered({area={{chunkX, chunkY},
|
|
{chunkX + constants.CHUNK_SIZE, chunkY + constants.CHUNK_SIZE}},
|
|
type = "electric-pole",
|
|
force="player"})
|
|
-- for i=1, #entities do
|
|
-- print(entities[i].name)
|
|
-- end
|
|
local wires
|
|
|
|
if #entities > 0 then
|
|
entity.connect_neighbour(entities[1])
|
|
end
|
|
|
|
-- if wires then
|
|
-- for connectType,neighbourGroup in pairs(wires) do
|
|
-- if connectType == "copper" then
|
|
-- for _,v in pairs(neighbourGroup) do
|
|
-- ;
|
|
-- end
|
|
-- end
|
|
-- end
|
|
-- end
|
|
end
|
|
|
|
function tests.unitGroupBuild()
|
|
local surface = game.get_surface(global.natives.activeSurface)
|
|
local group = surface.create_unit_group({position={-32, -32}})
|
|
|
|
for i=1,10 do
|
|
group.add_member(surface.create_entity({name="small-biter", position={-32, -32}}))
|
|
end
|
|
|
|
group.set_command({
|
|
type = defines.command.build_base,
|
|
destination = {-64, -64},
|
|
distraction = defines.distraction.by_enemy,
|
|
ignore_planner = true
|
|
})
|
|
end
|
|
|
|
function tests.dumpEnvironment(x)
|
|
print (serpent.dump(global[x]))
|
|
end
|
|
|
|
-- function tests.scanChunkPaths()
|
|
-- local surface = game.get_surface(global.natives.activeSurface)
|
|
-- local playerPosition = game.players[1].position
|
|
-- local chunk = mapUtils.getChunkByPosition(global.map, playerPosition)
|
|
-- print("------")
|
|
-- print(chunkUtils.scanChunkPaths(chunk, surface, global.map))
|
|
-- print("------")
|
|
-- end
|
|
|
|
function tests.stepAdvanceTendrils()
|
|
-- for _, base in pairs(global.natives.bases) do
|
|
-- tendrilUtils.advanceTendrils(global.map, base, game.get_surface(global.natives.activeSurface), {nil,nil,nil,nil,nil,nil,nil,nil})
|
|
-- end
|
|
end
|
|
|
|
return tests
|