mirror of
https://github.com/veden/Rampant.git
synced 2024-12-26 20:54:12 +02:00
480 lines
17 KiB
Lua
480 lines
17 KiB
Lua
if (squadAttackG) then
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return squadAttackG
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end
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local squadAttack = {}
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-- imports
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local constants = require("Constants")
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local mapUtils = require("MapUtils")
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local movementUtils = require("MovementUtils")
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local mathUtils = require("MathUtils")
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local chunkPropertyUtils = require("ChunkPropertyUtils")
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local queryUtils = require("QueryUtils")
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-- constants
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local COMMAND_TIMEOUT = constants.COMMAND_TIMEOUT
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local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
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local BASE_PHEROMONE = constants.BASE_PHEROMONE
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local RESOURCE_PHEROMONE = constants.RESOURCE_PHEROMONE
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local FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT = constants.FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT
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local SQUAD_BUILDING = constants.SQUAD_BUILDING
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local SQUAD_RAIDING = constants.SQUAD_RAIDING
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local SQUAD_SETTLING = constants.SQUAD_SETTLING
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local SQUAD_GUARDING = constants.SQUAD_GUARDING
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local SQUAD_RETREATING = constants.SQUAD_RETREATING
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local AI_STATE_SIEGE = constants.AI_STATE_SIEGE
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local PLAYER_PHEROMONE_MULTIPLER = constants.PLAYER_PHEROMONE_MULTIPLER
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local DEFINES_DISTRACTION_NONE = defines.distraction.none
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local DEFINES_DISTRACTION_BY_ENEMY = defines.distraction.by_enemy
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local DEFINES_DISTRACTION_BY_ANYTHING = defines.distraction.by_anything
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-- imported functions
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local setPositionInCommand = queryUtils.setPositionInCommand
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local euclideanDistancePoints = mathUtils.euclideanDistancePoints
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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 getNestCount = chunkPropertyUtils.getNestCount
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local getNeighborChunks = mapUtils.getNeighborChunks
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local addSquadToChunk = chunkPropertyUtils.addSquadToChunk
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local getChunkByXY = mapUtils.getChunkByXY
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local positionToChunkXY = mapUtils.positionToChunkXY
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local addMovementPenalty = movementUtils.addMovementPenalty
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local positionFromDirectionAndFlat = mapUtils.positionFromDirectionAndFlat
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local euclideanDistanceNamed = mathUtils.euclideanDistanceNamed
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local getPlayerBaseGenerator = chunkPropertyUtils.getPlayerBaseGenerator
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local getResourceGenerator = chunkPropertyUtils.getResourceGenerator
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local scoreNeighborsForAttack = movementUtils.scoreNeighborsForAttack
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local scoreNeighborsForSettling = movementUtils.scoreNeighborsForSettling
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-- module code
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local function scoreResourceLocationKamikaze(_, neighborChunk)
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local settle = neighborChunk[RESOURCE_PHEROMONE]
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return settle - (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
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end
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local function scoreSiegeLocationKamikaze(_, neighborChunk)
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local settle = neighborChunk[BASE_PHEROMONE] +
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neighborChunk[RESOURCE_PHEROMONE] + (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
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return settle
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end
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local function scoreResourceLocation(map, neighborChunk)
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local settle = -getDeathGenerator(map, neighborChunk) + neighborChunk[RESOURCE_PHEROMONE]
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return settle - (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
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end
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local function scoreSiegeLocation(map, neighborChunk)
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local settle = -getDeathGenerator(map, neighborChunk) + neighborChunk[BASE_PHEROMONE] +
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neighborChunk[RESOURCE_PHEROMONE] + (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
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return settle
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end
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local function scoreAttackLocation(map, neighborChunk)
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local damage = -getDeathGenerator(map, neighborChunk) + neighborChunk[BASE_PHEROMONE] +
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(neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
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return damage
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end
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local function scoreAttackKamikazeLocation(_, neighborChunk)
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local damage = neighborChunk[BASE_PHEROMONE] + (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
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return damage
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end
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local function settleMove(map, squad)
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local universe = map.universe
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local group = squad.group
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local targetPosition = {x=0,y=0}
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local groupPosition = group.position
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local x, y = positionToChunkXY(groupPosition)
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local chunk = getChunkByXY(map, x, y)
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local scoreFunction = scoreResourceLocation
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if (map.state == AI_STATE_SIEGE) then
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if squad.kamikaze then
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scoreFunction = scoreSiegeLocationKamikaze
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else
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scoreFunction = scoreSiegeLocation
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end
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elseif squad.kamikaze then
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scoreFunction = scoreResourceLocationKamikaze
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end
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local squadChunk = squad.chunk
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if squadChunk ~= -1 then
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addDeathGenerator(map, squadChunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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end
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if chunk ~= -1 then
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addSquadToChunk(map, chunk, squad)
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addMovementPenalty(squad, chunk)
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if not squad.group.valid then
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return
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end
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end
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local distance = euclideanDistancePoints(groupPosition.x,
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groupPosition.y,
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squad.originPosition.x,
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squad.originPosition.y)
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local cmd
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local position
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local surface = map.surface
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if (chunk ~= -1) and
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((distance >= squad.maxDistance) or ((getResourceGenerator(map, chunk) ~= 0) and (getNestCount(map, chunk) == 0)))
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then
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position = findMovementPosition(surface, groupPosition)
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if not position then
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position = groupPosition
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end
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cmd = universe.settleCommand
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if squad.kamikaze then
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cmd.distraction = DEFINES_DISTRACTION_NONE
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else
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cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
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end
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setPositionInCommand(cmd, position)
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squad.status = SQUAD_BUILDING
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group.set_command(cmd)
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else
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local attackChunk,
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attackDirection,
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nextAttackChunk,
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nextAttackDirection = scoreNeighborsForSettling(map,
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chunk,
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getNeighborChunks(map, x, y),
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scoreFunction)
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if (attackChunk == -1) then
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cmd = universe.wanderCommand
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group.set_command(cmd)
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return
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elseif (attackDirection ~= 0) then
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local attackPlayerThreshold = universe.attackPlayerThreshold
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if (nextAttackChunk ~= -1) then
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if (getPlayerBaseGenerator(map,nextAttackChunk) == 0) or (map.state ~= AI_STATE_SIEGE) then
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attackChunk = nextAttackChunk
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position = findMovementPosition(
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surface,
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positionFromDirectionAndFlat(
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nextAttackDirection,
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positionFromDirectionAndFlat(
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attackDirection,
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groupPosition
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)
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)
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)
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else
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position = findMovementPosition(
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surface,
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positionFromDirectionAndFlat(
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nextAttackDirection,
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groupPosition,
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1.3
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)
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)
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if not position then
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position = findMovementPosition(
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surface,
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positionFromDirectionAndFlat(
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attackDirection,
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groupPosition,
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1.3
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)
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)
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end
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end
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else
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position = findMovementPosition(
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surface,
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positionFromDirectionAndFlat(
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attackDirection,
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groupPosition
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)
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)
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end
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if position then
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targetPosition.x = position.x
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targetPosition.y = position.y
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if nextAttackChunk ~= -1 then
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addDeathGenerator(map, nextAttackChunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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else
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addDeathGenerator(map, attackChunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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end
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else
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cmd = universe.wanderCommand
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group.set_command(cmd)
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return
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end
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if (nextAttackChunk ~= -1) and (map.state == AI_STATE_SIEGE) and (getPlayerBaseGenerator(map, nextAttackChunk) ~= 0) then
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cmd = universe.settleCommand
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squad.status = SQUAD_BUILDING
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if squad.kamikaze then
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cmd.distraction = DEFINES_DISTRACTION_NONE
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else
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cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
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end
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elseif (getPlayerBaseGenerator(map, attackChunk) ~= 0) or
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(attackChunk[PLAYER_PHEROMONE] >= attackPlayerThreshold)
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then
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cmd = universe.attackCommand
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if not squad.rabid then
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squad.frenzy = true
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squad.frenzyPosition.x = groupPosition.x
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squad.frenzyPosition.y = groupPosition.y
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end
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else
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cmd = universe.moveCommand
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if squad.rabid or squad.kamikaze then
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cmd.distraction = DEFINES_DISTRACTION_NONE
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else
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cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
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end
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end
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else
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cmd = universe.settleCommand
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targetPosition.x = groupPosition.x
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targetPosition.y = groupPosition.y
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if squad.kamikaze then
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cmd.distraction = DEFINES_DISTRACTION_NONE
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else
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cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
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end
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squad.status = SQUAD_BUILDING
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end
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setPositionInCommand(cmd, targetPosition)
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group.set_command(cmd)
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end
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end
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local function attackMove(map, squad)
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local universe = map.universe
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local targetPosition = {0,0}
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local group = squad.group
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local surface = map.surface
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local position
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local groupPosition = group.position
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local x, y = positionToChunkXY(groupPosition)
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local chunk = getChunkByXY(map, x, y)
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local attackScorer = scoreAttackLocation
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if squad.kamikaze then
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attackScorer = scoreAttackKamikazeLocation
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end
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local squadChunk = squad.chunk
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if squadChunk ~= -1 then
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addDeathGenerator(map, squadChunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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end
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if chunk ~= -1 then
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addSquadToChunk(map, chunk, squad)
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addMovementPenalty(squad, chunk)
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if not squad.group.valid then
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return
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end
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end
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squad.frenzy = (squad.frenzy and (euclideanDistanceNamed(groupPosition, squad.frenzyPosition) < 100))
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local attackChunk, attackDirection,
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nextAttackChunk, nextAttackDirection = scoreNeighborsForAttack(map,
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chunk,
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getNeighborChunks(map, x, y),
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attackScorer)
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local cmd
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if (attackChunk == -1) then
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cmd = universe.wanderCommand
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group.set_command(cmd)
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return
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end
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if (nextAttackChunk ~= -1) then
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attackChunk = nextAttackChunk
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position = findMovementPosition(
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surface,
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positionFromDirectionAndFlat(
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nextAttackDirection,
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positionFromDirectionAndFlat(
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attackDirection,
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groupPosition
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)
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)
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)
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else
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position = findMovementPosition(
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surface,
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positionFromDirectionAndFlat(
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attackDirection,
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groupPosition
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)
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)
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end
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if not position then
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cmd = universe.wanderCommand
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group.set_command(cmd)
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return
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else
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targetPosition.x = position.x
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targetPosition.y = position.y
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if (nextAttackChunk ~= -1) then
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addDeathGenerator(map, nextAttackChunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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else
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addDeathGenerator(map, attackChunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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end
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end
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if (getPlayerBaseGenerator(map, attackChunk) ~= 0) and
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(attackChunk[PLAYER_PHEROMONE] >= universe.attackPlayerThreshold)
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then
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cmd = universe.attackCommand
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if not squad.rabid then
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squad.frenzy = true
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squad.frenzyPosition.x = groupPosition.x
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squad.frenzyPosition.y = groupPosition.y
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end
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else
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cmd = universe.moveCommand
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if squad.rabid or squad.frenzy then
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cmd.distraction = DEFINES_DISTRACTION_BY_ANYTHING
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else
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cmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
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end
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end
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setPositionInCommand(cmd, targetPosition)
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group.set_command(cmd)
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end
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local function buildMove(map, squad)
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local group = squad.group
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local universe = map.universe
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local groupPosition = group.position
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local newGroupPosition = findMovementPosition(map.surface, groupPosition)
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if not newGroupPosition then
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setPositionInCommand(universe.settleCommand, groupPosition)
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else
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setPositionInCommand(universe.settleCommand, newGroupPosition)
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end
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group.set_command(universe.compoundSettleCommand)
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end
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function squadAttack.cleanSquads(universe, tick)
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local squads = universe.groupNumberToSquad
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local groupId = universe.squadIterator
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local squad
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if not groupId then
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groupId, squad = next(squads, groupId)
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else
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squad = squads[groupId]
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end
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if not groupId then
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universe.squadIterator = nil
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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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universe.groupNumberToSquad = {}
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end
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else
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universe.squadIterator = next(squads, groupId)
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local group = squad.group
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if not group.valid then
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if squad.chunk ~= -1 then
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addDeathGenerator(squad.map, squad.chunk, FIVE_DEATH_PHEROMONE_GENERATOR_AMOUNT)
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end
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removeSquadFromChunk(squad.map, squad)
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if squad.settlers then
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universe.builderCount = universe.builderCount - 1
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else
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universe.squadCount = universe.squadCount - 1
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end
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squads[groupId] = nil
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elseif (group.state == 4) then
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squad.wanders = 0
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squadAttack.squadDispatch(squad.map, squad, tick)
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elseif (squad.commandTick and (squad.commandTick < tick)) then
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if squad.wanders > 5 then
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squad.group.destroy()
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else
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squad.wanders = squad.wanders + 1
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local cmd = universe.wander2Command
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squad.commandTick = tick + COMMAND_TIMEOUT
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group.set_command(cmd)
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group.start_moving()
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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 squadAttack.squadDispatch(map, squad, tick)
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local group = squad.group
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if group and group.valid then
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local status = squad.status
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if (status == SQUAD_RAIDING) then
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squad.commandTick = tick + COMMAND_TIMEOUT
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attackMove(map, squad)
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elseif (status == SQUAD_SETTLING) then
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squad.commandTick = tick + COMMAND_TIMEOUT
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settleMove(map, squad)
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elseif (status == SQUAD_RETREATING) then
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squad.commandTick = tick + COMMAND_TIMEOUT
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if squad.settlers then
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squad.status = SQUAD_SETTLING
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settleMove(map, squad)
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else
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squad.status = SQUAD_RAIDING
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attackMove(map, squad)
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end
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elseif (status == SQUAD_BUILDING) then
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squad.commandTick = tick + COMMAND_TIMEOUT
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removeSquadFromChunk(map, squad)
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buildMove(map, squad)
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elseif (status == SQUAD_GUARDING) then
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squad.commandTick = tick + COMMAND_TIMEOUT
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if squad.settlers then
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squad.status = SQUAD_SETTLING
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settleMove(map, squad)
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else
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squad.status = SQUAD_RAIDING
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attackMove(map, 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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squadAttackG = squadAttack
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return squadAttack
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