mirror of
https://github.com/veden/Rampant.git
synced 2025-01-03 22:52:20 +02:00
353 lines
12 KiB
Lua
Executable File
353 lines
12 KiB
Lua
Executable File
if aiPlanningG then
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return aiPlanningG
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end
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local aiPlanning = {}
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-- imports
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local constants = require("Constants")
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local mathUtils = require("MathUtils")
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-- local aiPredicates = require("AIPredicates")
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-- constants
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local NO_RETREAT_BASE_PERCENT = constants.NO_RETREAT_BASE_PERCENT
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local NO_RETREAT_EVOLUTION_BONUS_MAX = constants.NO_RETREAT_EVOLUTION_BONUS_MAX
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local AI_STATE_PEACEFUL = constants.AI_STATE_PEACEFUL
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local AI_STATE_AGGRESSIVE = constants.AI_STATE_AGGRESSIVE
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local AI_STATE_RAIDING = constants.AI_STATE_RAIDING
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local AI_STATE_MIGRATING = constants.AI_STATE_MIGRATING
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local AI_STATE_ONSLAUGHT = constants.AI_STATE_ONSLAUGHT
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local AI_STATE_SIEGE = constants.AI_STATE_SIEGE
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local AI_UNIT_REFUND = constants.AI_UNIT_REFUND
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local AI_MAX_POINTS = constants.AI_MAX_POINTS
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local AI_POINT_GENERATOR_AMOUNT = constants.AI_POINT_GENERATOR_AMOUNT
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local AI_MIN_STATE_DURATION = constants.AI_MIN_STATE_DURATION
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local AI_MAX_STATE_DURATION = constants.AI_MAX_STATE_DURATION
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local BASE_RALLY_CHANCE = constants.BASE_RALLY_CHANCE
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local BONUS_RALLY_CHANCE = constants.BONUS_RALLY_CHANCE
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local RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN = constants.RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN
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local RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX = constants.RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX
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local MINIMUM_AI_POINTS = constants.MINIMUM_AI_POINTS
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-- imported functions
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local randomTickEvent = mathUtils.randomTickEvent
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local linearInterpolation = mathUtils.linearInterpolation
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local mFloor = math.floor
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local mRandom = math.random
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local mMax = math.max
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local mMin = math.min
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-- module code
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function aiPlanning.planning(map, evolution_factor, tick)
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local universe = map.universe
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map.evolutionLevel = evolution_factor
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universe.evolutionLevel = evolution_factor
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local maxPoints = mMax(AI_MAX_POINTS * evolution_factor, MINIMUM_AI_POINTS)
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if not universe.ranIncompatibleMessage and universe.newEnemies and
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(game.active_mods["bobenemies"] or game.active_mods["Natural_Evolution_Enemies"]) then
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universe.ranIncompatibleMessage = true
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game.print({"description.rampant-bobs-nee-newEnemies"})
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end
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local maxOverflowPoints = maxPoints * 3
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local attackWaveMaxSize = universe.attackWaveMaxSize
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universe.retreatThreshold = linearInterpolation(evolution_factor,
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RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN,
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RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX)
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universe.rallyThreshold = BASE_RALLY_CHANCE + (evolution_factor * BONUS_RALLY_CHANCE)
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universe.formSquadThreshold = mMax((0.20 * evolution_factor), 0.05)
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universe.attackWaveSize = attackWaveMaxSize * (evolution_factor ^ 1.4)
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universe.attackWaveDeviation = (universe.attackWaveSize * 0.333)
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universe.attackWaveUpperBound = universe.attackWaveSize + (universe.attackWaveSize * 0.35)
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if (universe.attackWaveSize < 1) then
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universe.attackWaveSize = 2
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universe.attackWaveDeviation = 1
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universe.attackWaveUpperBound = 3
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end
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universe.settlerWaveSize = linearInterpolation(evolution_factor ^ 1.66667,
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universe.expansionMinSize,
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universe.expansionMaxSize)
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universe.settlerWaveDeviation = (universe.settlerWaveSize * 0.33)
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universe.settlerCooldown = mFloor(linearInterpolation(evolution_factor ^ 1.66667,
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universe.expansionMaxTime,
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universe.expansionMinTime))
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universe.unitRefundAmount = AI_UNIT_REFUND * evolution_factor
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universe.kamikazeThreshold = NO_RETREAT_BASE_PERCENT + (evolution_factor * NO_RETREAT_EVOLUTION_BONUS_MAX)
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local points = mFloor((AI_POINT_GENERATOR_AMOUNT * mRandom()) + (map.activeNests * 0.028702) +
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(((AI_POINT_GENERATOR_AMOUNT * 0.080367) * (evolution_factor ^ 2.5)) * universe.aiPointsScaler))
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if (map.state == AI_STATE_ONSLAUGHT) then
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points = points * 2
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end
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map.baseIncrement = points
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local currentPoints = map.points
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if (currentPoints < maxPoints) then
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map.points = currentPoints + points
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end
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if (currentPoints > maxOverflowPoints) then
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map.points = maxOverflowPoints
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end
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if (map.stateTick <= tick) then
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-- local roll = mRandom() * mMax(1 - evolution_factor, 0.15) * map.aiAggressiveness
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local roll = mRandom()
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if (map.temperament < 0.05) then -- 0 - 0.05
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if universe.enabledMigration then
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map.state = (universe.siegeAIToggle and AI_STATE_SIEGE) or AI_STATE_MIGRATING
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else
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if universe.raidAIToggle then
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if (roll < 0.85) then
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map.state = AI_STATE_AGGRESSIVE
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else
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map.state = AI_STATE_RAIDING
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end
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else
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map.state = AI_STATE_AGGRESSIVE
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end
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end
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elseif (map.temperament < 0.20) then -- 0.05 - 0.2
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if (universe.enabledMigration) then
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if (roll < 0.4) then
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map.state = (universe.siegeAIToggle and AI_STATE_SIEGE) or AI_STATE_MIGRATING
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else
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map.state = AI_STATE_MIGRATING
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end
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else
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if universe.raidAIToggle then
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if (roll < 0.95) then
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map.state = AI_STATE_AGGRESSIVE
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else
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map.state = AI_STATE_RAIDING
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end
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else
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map.state = AI_STATE_AGGRESSIVE
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end
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end
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elseif (map.temperament < 0.4) then -- 0.2 - 0.4
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if (universe.enabledMigration) then
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if (roll < 0.2) then
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map.state = AI_STATE_AGGRESSIVE
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elseif (roll < 0.8) then
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map.state = AI_STATE_MIGRATING
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else
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map.state = AI_STATE_PEACEFUL
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end
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else
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if (roll < 0.6) then
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map.state = AI_STATE_AGGRESSIVE
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else
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map.state = AI_STATE_PEACEFUL
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end
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end
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elseif (map.temperament < 0.6) then -- 0.4 - 0.6
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if (roll < 0.4) then
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map.state = AI_STATE_AGGRESSIVE
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else
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map.state = AI_STATE_PEACEFUL
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end
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elseif (map.temperament < 0.8) then -- 0.6 - 0.8
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if (roll < 0.6) then
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map.state = AI_STATE_AGGRESSIVE
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elseif (roll < 0.8) then
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map.state = AI_STATE_ONSLAUGHT
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else
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map.state = AI_STATE_PEACEFUL
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end
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else -- 0.8 - 1
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if (universe.enabledMigration and universe.raidAIToggle) then
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if (roll < 0.15) then
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map.state = (universe.siegeAIToggle and AI_STATE_SIEGE) or AI_STATE_ONSLAUGHT
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elseif (roll < 0.6) then
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map.state = AI_STATE_ONSLAUGHT
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elseif (roll < 0.8) then
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map.state = AI_STATE_RAIDING
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else
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map.state = AI_STATE_AGGRESSIVE
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end
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elseif (universe.enabledMigration) then
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if (roll < 0.15) then
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map.state = (universe.siegeAIToggle and AI_STATE_SIEGE) or AI_STATE_ONSLAUGHT
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elseif (roll < 0.7) then
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map.state = AI_STATE_ONSLAUGHT
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else
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map.state = AI_STATE_AGGRESSIVE
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end
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elseif (universe.raidAIToggle) then
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if (roll < 0.4) then
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map.state = AI_STATE_ONSLAUGHT
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elseif (roll < 0.7) then
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map.state = AI_STATE_RAIDING
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else
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map.state = AI_STATE_AGGRESSIVE
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end
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else
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if (roll < 0.6) then
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map.state = AI_STATE_ONSLAUGHT
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else
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map.state = AI_STATE_AGGRESSIVE
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end
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end
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end
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-- print("changing state", map.state)
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map.destroyPlayerBuildings = 0
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map.lostEnemyUnits = 0
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map.lostEnemyBuilding = 0
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map.rocketLaunched = 0
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map.builtEnemyBuilding = 0
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map.ionCannonBlasts = 0
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map.artilleryBlasts = 0
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map.stateTick = randomTickEvent(tick, AI_MIN_STATE_DURATION, AI_MAX_STATE_DURATION)
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end
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end
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function aiPlanning.temperamentPlanner(map)
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local destroyPlayerBuildings = map.destroyPlayerBuildings
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local lostEnemyUnits = map.lostEnemyUnits
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local lostEnemyBuilding = map.lostEnemyBuilding
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local rocketLaunched = map.rocketLaunched
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local builtEnemyBuilding = map.builtEnemyBuilding
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local ionCannonBlasts = map.ionCannonBlasts
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local artilleryBlasts = map.artilleryBlasts
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local activeNests = map.activeNests
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local activeRaidNests = map.activeRaidNests
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local currentTemperament = map.temperamentScore
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local delta = 0
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if activeNests > 0 then
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local val = (0.021695 * activeNests)
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delta = delta + val
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else
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delta = delta - 0.014463
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end
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if destroyPlayerBuildings > 0 then
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if currentTemperament > 0 then
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delta = delta - (0.014463 * destroyPlayerBuildings)
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else
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delta = delta + (0.014463 * destroyPlayerBuildings)
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end
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end
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if activeRaidNests > 0 then
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local val = (0.000221 * activeRaidNests)
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delta = delta - val
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else
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delta = delta - 0.007232
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end
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if lostEnemyUnits > 0 then
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local multipler
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if map.evolutionLevel < 0.3 then
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multipler = 0.000434
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elseif map.evolutionLevel < 0.5 then
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multipler = 0.000217
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elseif map.evolutionLevel < 0.7 then
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multipler = 0.000108
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elseif map.evolutionLevel < 0.9 then
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multipler = 0.000054
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elseif map.evolutionLevel < 0.9 then
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multipler = 0.000027
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else
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multipler = 0.0000135
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end
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local val = (multipler * lostEnemyUnits)
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if (currentTemperament > 0) then
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delta = delta - val
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else
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delta = delta + val
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end
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end
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if lostEnemyBuilding > 0 then
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local val = (0.072317 * lostEnemyBuilding)
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if (currentTemperament > 0) then
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delta = delta - val
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else
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delta = delta + val
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end
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end
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if (builtEnemyBuilding > 0) then
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local val = (0.004339 * builtEnemyBuilding)
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if (currentTemperament > 0) then
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delta = delta - val
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else
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delta = delta + val
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end
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else
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delta = delta - 0.007232
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end
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if (rocketLaunched > 0) then
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local val = (0.289268 * rocketLaunched)
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delta = delta + val
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end
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if (ionCannonBlasts > 0) then
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local val = (0.144634 * ionCannonBlasts)
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delta = delta + val
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end
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if (artilleryBlasts > 0) then
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local val = (0.144634 * artilleryBlasts)
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delta = delta + val
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end
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delta = delta * map.universe.temperamentRateModifier
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map.temperamentScore = mMin(10000, mMax(-10000, currentTemperament + delta))
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map.temperament = ((map.temperamentScore + 10000) * 0.00005)
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-- map.destroyPlayerBuildings = 0
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-- map.lostEnemyUnits = 0
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-- map.lostEnemyBuilding = 0
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-- map.rocketLaunched = 0
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-- map.builtEnemyBuilding = 0
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-- map.ionCannonBlasts = 0
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-- map.artilleryBlasts = 0
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-- if game.tick % 240 == 0 then
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-- print("temperament", map.activeNests, map.activeRaidNests, map.destroyPlayerBuildings,
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-- map.lostEnemyUnits, map.lostEnemyBuilding, map.rocketLaunched, map.builtEnemyBuilding,
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-- map.ionCannonBlasts, map.artilleryBlasts)
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-- print("tempResult", map.temperament, map.temperamentScore, map.points, map.state, map.surface.index)
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-- print("--")
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-- end
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end
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aiPlanningG = aiPlanning
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return aiPlanning
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