mirror of
https://github.com/veden/Rampant.git
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184 lines
5.9 KiB
Lua
184 lines
5.9 KiB
Lua
local aiBuilding = {}
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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 unitGroupUtils = require("UnitGroupUtils")
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local neighborUtils = require("NeighborUtils")
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local nocturnalUtils = require("NocturnalUtils")
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package.path = "../?.lua;" .. package.path
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local config = require("config")
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-- constants
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local BASE_PHEROMONE = constants.BASE_PHEROMONE
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local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
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local MOVEMENT_PHEROMONE = constants.MOVEMENT_PHEROMONE
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local ENEMY_BASE_GENERATOR = constants.ENEMY_BASE_GENERATOR
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local AI_MAX_SQUAD_COUNT = constants.AI_MAX_SQUAD_COUNT
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local AI_SQUAD_COST = constants.AI_SQUAD_COST
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local AI_VENGENCE_SQUAD_COST = constants.AI_VENGENCE_SQUAD_COST
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local AI_STATE_NOCTURNAL = constants.AI_STATE_NOCTURNAL
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local HALF_CHUNK_SIZE = constants.HALF_CHUNK_SIZE
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local CHUNK_SIZE = constants.CHUNK_SIZE
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local NORTH_SOUTH_PASSABLE = constants.NORTH_SOUTH_PASSABLE
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local EAST_WEST_PASSABLE = constants.EAST_WEST_PASSABLE
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local RALLY_CRY_DISTANCE = 3
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-- imported functions
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local getNeighborChunks = mapUtils.getNeighborChunks
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local getChunkByIndex = mapUtils.getChunkByIndex
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local scoreNeighbors = neighborUtils.scoreNeighbors
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local createSquad = unitGroupUtils.createSquad
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local attackWaveScaling = config.attackWaveScaling
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local canAttackNocturnal = nocturnalUtils.canAttack
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local mMax = math.max
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-- module code
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local function attackWaveValidCandidate(chunk, natives, surface, evolutionFactor)
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local total = 0;
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if natives.attackUsePlayer then
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local playerPheromone = chunk[PLAYER_PHEROMONE]
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if (playerPheromone > natives.attackPlayerThreshold) then
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total = total + chunk[PLAYER_PHEROMONE]
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end
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end
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if natives.attackUsePollution then
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total = total + surface.get_pollution({chunk.pX, chunk.pY})
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end
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local threshold = natives.attackThresholdRange
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local delta = threshold * evolutionFactor
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if (total > ((threshold - delta) + natives.attackThresholdMin)) then
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return true
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else
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return false
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end
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end
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local function scoreUnitGroupLocation(position, squad, neighborChunk, surface)
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return surface.get_pollution(position) + neighborChunk[PLAYER_PHEROMONE] + neighborChunk[MOVEMENT_PHEROMONE] + neighborChunk[BASE_PHEROMONE]
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end
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local function validUnitGroupLocation(x, chunk, neighborChunk)
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return neighborChunk[NORTH_SOUTH_PASSABLE] and neighborChunk[EAST_WEST_PASSABLE] and neighborChunk[ENEMY_BASE_GENERATOR] == 0
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end
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-- function aiBuilding.removeScout(entity, natives)
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-- --[[
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-- local scouts = natives.scouts
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-- for i=1, #scouts do
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-- local scout = scouts[i]
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-- if (scout == entity) then
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-- tableRemove(scouts, i)
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-- return
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-- end
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-- end
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-- --]]
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-- end
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-- function aiBuilding.makeScouts(surface, natives, chunk, evolution_factor)
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-- --[[
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-- if (natives.points > AI_SCOUT_COST) then
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-- if (#global.natives.scouts < 5) and (math.random() < 0.05) then -- TODO scaled with evolution factor
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-- local enemy = surface.find_nearest_enemy({ position = { x = chunk.pX + HALF_CHUNK_SIZE,
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-- y = chunk.pY + HALF_CHUNK_SIZE },
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-- max_distance = 100})
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-- if (enemy ~= nil) and enemy.valid and (enemy.type == "unit") then
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-- natives.points = natives.points - AI_SCOUT_COST
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-- global.natives.scouts[#global.natives.scouts+1] = enemy
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-- -- print(enemy, enemy.unit_number)
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-- end
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-- end
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-- end
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-- --]]
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-- end
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-- function aiBuilding.scouting(regionMap, natives)
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-- --[[
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-- local scouts = natives.scouts
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-- for i=1,#scouts do
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-- local scout = scouts[i]
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-- if scout.valid then
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-- scout.set_command({type=defines.command.attack_area,
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-- destination={0,0},
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-- radius=32,
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-- distraction=defines.distraction.none})
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-- end
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-- end
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-- --]]
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-- end
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function aiBuilding.rallyUnits(chunk, regionMap, surface, natives, evolutionFactor)
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local cX = chunk.cX
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local cY = chunk.cY
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for x=cX - RALLY_CRY_DISTANCE, cX + RALLY_CRY_DISTANCE do
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for y=cY - RALLY_CRY_DISTANCE, cY + RALLY_CRY_DISTANCE do
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local rallyChunk = getChunkByIndex(regionMap, x, y)
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if (rallyChunk ~= nil) and (x ~= cX) and (y ~= cY) and (rallyChunk[ENEMY_BASE_GENERATOR] ~= 0) then
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aiBuilding.formSquads(regionMap, surface, natives, rallyChunk, evolutionFactor, AI_VENGENCE_SQUAD_COST)
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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 aiBuilding.formSquads(regionMap, surface, natives, chunk, evolution_factor, cost)
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if (natives.points > cost) and (chunk[ENEMY_BASE_GENERATOR] ~= 0) and (#natives.squads < (AI_MAX_SQUAD_COUNT * evolution_factor)) then
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local valid = false
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if not surface.peaceful_mode then
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if (cost == AI_VENGENCE_SQUAD_COST) then
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valid = true
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elseif (cost == AI_SQUAD_COST) then
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valid = attackWaveValidCandidate(chunk, natives, surface, evolution_factor)
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end
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end
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if valid and (math.random() < mMax((0.25 * evolution_factor), 0.10)) then
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local squadPosition = {x=0, y=0}
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local squadPath, _ = scoreNeighbors(chunk,
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getNeighborChunks(regionMap, chunk.cX, chunk.cY),
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validUnitGroupLocation,
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scoreUnitGroupLocation,
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nil,
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surface,
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squadPosition,
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false)
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if (squadPath ~= nil) then
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squadPosition.x = squadPath.pX + HALF_CHUNK_SIZE
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squadPosition.y = squadPath.pY + HALF_CHUNK_SIZE
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local squad = createSquad(squadPosition, surface, natives)
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if (math.random() < 0.03) then
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squad.rabid = true
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end
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local scaledWaveSize = attackWaveScaling(evolution_factor, natives)
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local foundUnits = surface.set_multi_command({ command = { type = defines.command.group,
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group = squad.group,
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distraction = defines.distraction.none },
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unit_count = scaledWaveSize,
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unit_search_distance = (CHUNK_SIZE * 3)})
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if (foundUnits > 0) then
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natives.points = natives.points - cost
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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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return aiBuilding
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