mirror of
https://github.com/veden/Rampant.git
synced 2024-12-28 21:08:22 +02:00
673 lines
25 KiB
Lua
673 lines
25 KiB
Lua
-- Copyright (C) 2022 veden
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-- This program is free software: you can redistribute it and/or modify
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-- it under the terms of the GNU General Public License as published by
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-- the Free Software Foundation, either version 3 of the License, or
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-- (at your option) any later version.
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-- This program is distributed in the hope that it will be useful,
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-- but WITHOUT ANY WARRANTY; without even the implied warranty of
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-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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-- GNU General Public License for more details.
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-- You should have received a copy of the GNU General Public License
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-- along with this program. If not, see <https://www.gnu.org/licenses/>.
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if chunkUtilsG then
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return chunkUtilsG
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end
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local chunkUtils = {}
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-- imports
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local baseUtils = require("BaseUtils")
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local constants = require("Constants")
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local mapUtils = require("MapUtils")
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local chunkPropertyUtils = require("ChunkPropertyUtils")
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local mathUtils = require("MathUtils")
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local queryUtils = require("QueryUtils")
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-- constants
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local VANILLA_ENTITY_TYPE_LOOKUP = constants.VANILLA_ENTITY_TYPE_LOOKUP
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local BUILDING_HIVE_TYPE_LOOKUP = constants.BUILDING_HIVE_TYPE_LOOKUP
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local HIVE_BUILDINGS_TYPES = constants.HIVE_BUILDINGS_TYPES
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local DEFINES_WIRE_TYPE_RED = defines.wire_type.red
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local DEFINES_WIRE_TYPE_GREEN = defines.wire_type.green
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local BASE_AI_STATE_ONSLAUGHT = constants.BASE_AI_STATE_ONSLAUGHT
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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 RESOURCE_PHEROMONE = constants.RESOURCE_PHEROMONE
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local ENEMY_PHEROMONE = constants.ENEMY_PHEROMONE
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local BUILDING_PHEROMONES = constants.BUILDING_PHEROMONES
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local CHUNK_SIZE = constants.CHUNK_SIZE
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local CHUNK_SIZE_DIVIDER = constants.CHUNK_SIZE_DIVIDER
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local CHUNK_NORTH_SOUTH = constants.CHUNK_NORTH_SOUTH
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local CHUNK_EAST_WEST = constants.CHUNK_EAST_WEST
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local CHUNK_ALL_DIRECTIONS = constants.CHUNK_ALL_DIRECTIONS
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local CHUNK_IMPASSABLE = constants.CHUNK_IMPASSABLE
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local RESOURCE_NORMALIZER = constants.RESOURCE_NORMALIZER
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local CHUNK_TICK = constants.CHUNK_TICK
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local GENERATOR_PHEROMONE_LEVEL_1 = constants.GENERATOR_PHEROMONE_LEVEL_1
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local GENERATOR_PHEROMONE_LEVEL_3 = constants.GENERATOR_PHEROMONE_LEVEL_3
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local GENERATOR_PHEROMONE_LEVEL_5 = constants.GENERATOR_PHEROMONE_LEVEL_5
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local GENERATOR_PHEROMONE_LEVEL_6 = constants.GENERATOR_PHEROMONE_LEVEL_6
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-- imported functions
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local setAreaInQueryChunkSize = queryUtils.setAreaInQueryChunkSize
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local setAreaXInQuery = queryUtils.setAreaXInQuery
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local setAreaYInQuery = queryUtils.setAreaYInQuery
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local setPlayerBaseGenerator = chunkPropertyUtils.setPlayerBaseGenerator
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local addPlayerBaseGenerator = chunkPropertyUtils.addPlayerBaseGenerator
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local setResourceGenerator = chunkPropertyUtils.setResourceGenerator
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local addResourceGenerator = chunkPropertyUtils.addResourceGenerator
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local addNestCount = chunkPropertyUtils.addNestCount
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local removeNestCount = chunkPropertyUtils.removeNestCount
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local addHiveCount = chunkPropertyUtils.addHiveCount
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local removeHiveCount = chunkPropertyUtils.removeHiveCount
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local addTrapCount = chunkPropertyUtils.addTrapCount
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local removeTrapCount = chunkPropertyUtils.removeTrapCount
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local addTurretCount = chunkPropertyUtils.addTurretCount
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local removeTurretCount = chunkPropertyUtils.removeTurretCount
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local addUtilityCount = chunkPropertyUtils.addUtilityCount
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local removeUtilityCount = chunkPropertyUtils.removeUtilityCount
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local getPlayerBaseGenerator = chunkPropertyUtils.getPlayerBaseGenerator
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local setRaidNestActiveness = chunkPropertyUtils.setRaidNestActiveness
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local setNestActiveness = chunkPropertyUtils.setNestActiveness
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local getChunkById = mapUtils.getChunkById
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local processNestActiveness = chunkPropertyUtils.processNestActiveness
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local removeChunkBase = chunkPropertyUtils.removeChunkBase
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local getEnemyStructureCount = chunkPropertyUtils.getEnemyStructureCount
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local findNearbyBase = chunkPropertyUtils.findNearbyBase
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local queueUpgrade = baseUtils.queueUpgrade
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local createBase = baseUtils.createBase
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local modifyBaseUnitPoints = baseUtils.modifyBaseUnitPoints
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local euclideanDistancePoints = mathUtils.euclideanDistancePoints
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local getChunkBase = chunkPropertyUtils.getChunkBase
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local setChunkBase = chunkPropertyUtils.setChunkBase
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local setPassable = chunkPropertyUtils.setPassable
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local setPathRating = chunkPropertyUtils.setPathRating
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local getChunkByXY = mapUtils.getChunkByXY
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local mMin = math.min
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local mMax = math.max
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local mFloor = math.floor
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-- module code
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local function getEntityOverlapChunks(map, entity)
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local boundingBox = entity.prototype.collision_box or entity.prototype.selection_box
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local overlapArray = map.universe.chunkOverlapArray
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overlapArray[1] = -1 --LeftTop
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overlapArray[2] = -1 --RightTop
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overlapArray[3] = -1 --LeftBottom
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overlapArray[4] = -1 --RightBottom
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if boundingBox then
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local center = entity.position
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local topXOffset = boundingBox.left_top.x
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local topYOffset = boundingBox.left_top.y
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local bottomXOffset = boundingBox.right_bottom.x
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local bottomYOffset = boundingBox.right_bottom.y
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local leftTopChunkX = mFloor((center.x + topXOffset) * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
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local leftTopChunkY = mFloor((center.y + topYOffset) * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
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local rightTopChunkX = mFloor((center.x + bottomXOffset) * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
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local leftBottomChunkY = mFloor((center.y + bottomYOffset) * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
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overlapArray[1] = getChunkByXY(map, leftTopChunkX, leftTopChunkY) -- LeftTop
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if (leftTopChunkX ~= rightTopChunkX) then
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overlapArray[2] = getChunkByXY(map, rightTopChunkX, leftTopChunkY) -- RightTop
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end
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if (leftTopChunkY ~= leftBottomChunkY) then
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overlapArray[3] = getChunkByXY(map, leftTopChunkX, leftBottomChunkY) -- LeftBottom
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end
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if (leftTopChunkX ~= rightTopChunkX) and (leftTopChunkY ~= leftBottomChunkY) then
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overlapArray[4] = getChunkByXY(map, rightTopChunkX, leftBottomChunkY) -- RightBottom
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end
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end
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return overlapArray
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end
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local function scanPaths(chunk, map)
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local surface = map.surface
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local pass = CHUNK_IMPASSABLE
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local x = chunk.x
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local y = chunk.y
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local universe = map.universe
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local filteredEntitiesCliffQuery = universe.spFilteredEntitiesCliffQuery
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local filteredTilesPathQuery = universe.spFilteredTilesPathQuery
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local count_entities_filtered = surface.count_entities_filtered
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local count_tiles_filtered = surface.count_tiles_filtered
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local passableNorthSouth = false
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local passableEastWest = false
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setAreaYInQuery(filteredEntitiesCliffQuery, y, y + CHUNK_SIZE)
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for xi=x, x + CHUNK_SIZE do
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setAreaXInQuery(filteredEntitiesCliffQuery, xi, xi + 1)
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if (count_entities_filtered(filteredEntitiesCliffQuery) == 0) and
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(count_tiles_filtered(filteredTilesPathQuery) == 0)
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then
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passableNorthSouth = true
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break
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end
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end
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setAreaXInQuery(filteredEntitiesCliffQuery, x, x + CHUNK_SIZE)
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for yi=y, y + CHUNK_SIZE do
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setAreaYInQuery(filteredEntitiesCliffQuery, yi, yi + 1)
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if (count_entities_filtered(filteredEntitiesCliffQuery) == 0) and
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(count_tiles_filtered(filteredTilesPathQuery) == 0)
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then
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passableEastWest = true
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break
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end
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end
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if passableEastWest and passableNorthSouth then
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pass = CHUNK_ALL_DIRECTIONS
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elseif passableEastWest then
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pass = CHUNK_EAST_WEST
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elseif passableNorthSouth then
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pass = CHUNK_NORTH_SOUTH
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end
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return pass
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end
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local function scorePlayerBuildings(map, chunk)
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local surface = map.surface
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local universe = map.universe
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setAreaInQueryChunkSize(universe.spbHasPlayerStructuresQuery, chunk)
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if surface.count_entities_filtered(universe.spbHasPlayerStructuresQuery) > 0 then
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return (surface.count_entities_filtered(universe.spbFilteredEntitiesPlayerQueryLowest) * GENERATOR_PHEROMONE_LEVEL_1) +
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(surface.count_entities_filtered(universe.spbFilteredEntitiesPlayerQueryLow) * GENERATOR_PHEROMONE_LEVEL_3) +
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(surface.count_entities_filtered(universe.spbFilteredEntitiesPlayerQueryHigh) * GENERATOR_PHEROMONE_LEVEL_5) +
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(surface.count_entities_filtered(universe.spbFilteredEntitiesPlayerQueryHighest) * GENERATOR_PHEROMONE_LEVEL_6)
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end
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return 0
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end
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function chunkUtils.initialScan(chunk, map, tick)
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local surface = map.surface
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local universe = map.universe
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setAreaInQueryChunkSize(universe.isFilteredTilesQuery, chunk)
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local pass = scanPaths(chunk, map)
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local enemyBuildings = surface.find_entities_filtered(universe.isFilteredEntitiesEnemyStructureQuery)
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local playerObjects = scorePlayerBuildings(map, chunk)
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if (pass ~= CHUNK_IMPASSABLE) or (#enemyBuildings > 0) or (playerObjects > 0) then
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if ((playerObjects > 0) or (#enemyBuildings > 0)) and (pass == CHUNK_IMPASSABLE) then
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pass = CHUNK_ALL_DIRECTIONS
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end
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if (pass ~= CHUNK_IMPASSABLE) then
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local neutralObjects = mMax(0,
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mMin(1 - (surface.count_entities_filtered(universe.isFilteredEntitiesChunkNeutral) * 0.005),
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1) * 0.20)
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setPassable(map, chunk, pass)
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local waterTiles = (1 - (surface.count_tiles_filtered(universe.isFilteredTilesQuery) * 0.0009765625)) * 0.80
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setPathRating(map, chunk, waterTiles + neutralObjects)
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setPlayerBaseGenerator(map, chunk, playerObjects)
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local resources = surface.count_entities_filtered(universe.isCountResourcesQuery) * RESOURCE_NORMALIZER
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setResourceGenerator(map, chunk, resources)
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local counts = map.chunkScanCounts
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for i=1,#HIVE_BUILDINGS_TYPES do
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counts[HIVE_BUILDINGS_TYPES[i]] = 0
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end
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if (#enemyBuildings > 0) then
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local base = findNearbyBase(map, chunk)
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if not base then
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base = createBase(map, chunk, tick)
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end
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if universe.NEW_ENEMIES then
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local unitList = surface.find_entities_filtered(universe.isFilteredEntitiesUnitQuery)
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for i=1,#unitList do
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local unit = unitList[i]
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if (unit.valid) then
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unit.destroy()
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end
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end
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for i = 1, #enemyBuildings do
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local enemyBuilding = enemyBuildings[i]
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chunkUtils.registerEnemyBaseStructure(map, enemyBuilding, base)
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local entityName = enemyBuilding.name
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local isVanilla = VANILLA_ENTITY_TYPE_LOOKUP[entityName]
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if isVanilla or (not isVanilla and not BUILDING_HIVE_TYPE_LOOKUP[entityName]) then
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queueUpgrade(enemyBuilding,
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base,
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nil,
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true,
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true)
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end
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end
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else
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for i=1,#enemyBuildings do
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local building = enemyBuildings[i]
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chunkUtils.registerEnemyBaseStructure(map, building, base)
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end
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end
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end
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return chunk
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end
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end
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return -1
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end
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function chunkUtils.chunkPassScan(chunk, map)
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local surface = map.surface
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local universe = map.universe
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setAreaInQueryChunkSize(universe.cpsFilteredTilesQuery, chunk)
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local pass = scanPaths(chunk, map)
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local enemyCount = surface.count_entities_filtered(universe.cpsFilteredEnemyAnyFound)
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local playerObjects = getPlayerBaseGenerator(map, chunk)
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if (pass ~= CHUNK_IMPASSABLE) or (enemyCount > 0) or (playerObjects > 0) then
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local neutralObjects = mMax(0,
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mMin(1 - (surface.count_entities_filtered(universe.cpsFilteredEntitiesChunkNeutral) * 0.005),
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1) * 0.20)
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local waterTiles = (1 - (surface.count_tiles_filtered(universe.cpsFilteredTilesQuery) * 0.0009765625)) * 0.80
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if ((playerObjects > 0) or (enemyCount > 0)) and (pass == CHUNK_IMPASSABLE) then
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pass = CHUNK_ALL_DIRECTIONS
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end
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setPassable(map, chunk, pass)
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setPathRating(map, chunk, waterTiles + neutralObjects)
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return chunk
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end
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return -1
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end
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function chunkUtils.mapScanPlayerChunk(chunk, map)
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local playerObjects = scorePlayerBuildings(map, chunk)
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setPlayerBaseGenerator(map, chunk, playerObjects)
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end
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function chunkUtils.mapScanResourceChunk(chunk, map)
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local universe = map.universe
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setAreaInQueryChunkSize(universe.msrcCountResourcesQuery, chunk)
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local surface = map.surface
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local resources = surface.count_entities_filtered(universe.msrcCountResourcesQuery) * RESOURCE_NORMALIZER
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setResourceGenerator(map, chunk, resources)
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local waterTiles = (1 - (surface.count_tiles_filtered(universe.msrcFilteredTilesQuery) * 0.0009765625)) * 0.80
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local neutralObjects = mMax(0,
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mMin(1 - (surface.count_entities_filtered(universe.msrcFilteredEntitiesChunkNeutral) * 0.005),
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1) * 0.20)
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setPathRating(map, chunk, waterTiles + neutralObjects)
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end
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function chunkUtils.mapScanEnemyChunk(chunk, map, tick)
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local universe = map.universe
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setAreaInQueryChunkSize(universe.msecFilteredEntitiesEnemyStructureQuery, chunk)
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local buildings = map.surface.find_entities_filtered(universe.msecFilteredEntitiesEnemyStructureQuery)
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local counts = map.chunkScanCounts
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for i=1,#HIVE_BUILDINGS_TYPES do
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counts[HIVE_BUILDINGS_TYPES[i]] = 0
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end
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if (#buildings > 0) then
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local base = findNearbyBase(map, chunk)
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if not base then
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base = createBase(map, chunk, tick)
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end
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for i=1,#buildings do
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local building = buildings[i]
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chunkUtils.registerEnemyBaseStructure(map, building, base)
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end
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end
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end
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function chunkUtils.addBasesToAllEnemyStructures(universe, tick)
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for chunkId, chunkPack in pairs(universe.chunkToNests) do
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local map = chunkPack.map
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if map.surface.valid then
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local chunk = getChunkById(map, chunkId)
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local base = findNearbyBase(map, chunk)
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if not base then
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base = createBase(map, chunk, tick)
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end
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setChunkBase(map, chunk, base)
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end
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end
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for _, map in pairs(universe.maps) do
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if map.surface.valid then
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for chunkId in pairs(map.chunkToTurrets) do
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local chunk = getChunkById(map, chunkId)
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local base = findNearbyBase(map, chunk)
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if not base then
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base = createBase(map, chunk, tick)
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end
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setChunkBase(map, chunk, base)
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end
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for chunkId in pairs(map.chunkToHives) do
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local chunk = getChunkById(map, chunkId)
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local base = findNearbyBase(map, chunk)
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if not base then
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base = createBase(map, chunk, tick)
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end
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setChunkBase(map, chunk, base)
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end
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for chunkId in pairs(map.chunkToUtilities) do
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local chunk = getChunkById(map, chunkId)
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local base = findNearbyBase(map, chunk)
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if not base then
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base = createBase(map, chunk, tick)
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end
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setChunkBase(map, chunk, base)
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end
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for chunkId in pairs(map.chunkToTraps) do
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local chunk = getChunkById(map, chunkId)
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local base = findNearbyBase(map, chunk)
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if not base then
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base = createBase(map, chunk, tick)
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end
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setChunkBase(map, chunk, base)
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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 chunkUtils.entityForPassScan(map, entity)
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local overlapArray = getEntityOverlapChunks(map, entity)
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for i=1,#overlapArray do
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local chunk = overlapArray[i]
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if (chunk ~= -1) and not map.universe.chunkToPassScan[chunk.id] then
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map.universe.chunkToPassScan[chunk.id] = {
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map = map,
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chunk = chunk
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}
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end
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end
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end
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local function newChunkId(universe)
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local id = universe.chunkId
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universe.chunkId = universe.chunkId + 1
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return id
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end
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function chunkUtils.createChunk(map, topX, topY)
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local chunk = {
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x = topX,
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y = topY,
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dOrigin = euclideanDistancePoints(topX, topY, 0, 0),
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id = newChunkId(map.universe)
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}
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chunk[BASE_PHEROMONE] = 0
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chunk[PLAYER_PHEROMONE] = 0
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chunk[RESOURCE_PHEROMONE] = 0
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chunk[ENEMY_PHEROMONE] = 0
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chunk[CHUNK_TICK] = 0
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return chunk
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end
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function chunkUtils.colorChunk(chunk, surface, color, ttl)
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local lx = math.floor(chunk.x * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
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local ly = math.floor(chunk.y * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
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rendering.draw_rectangle({
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color = color or {0.1, 0.3, 0.1, 0.6},
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width = 32 * 32,
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filled = true,
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left_top = {lx, ly},
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right_bottom = {lx+32, ly+32},
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surface = surface,
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time_to_live = ttl or 180,
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draw_on_ground = true,
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visible = true
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})
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end
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function chunkUtils.colorXY(x, y, surface, color)
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local lx = math.floor(x * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
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local ly = math.floor(y * CHUNK_SIZE_DIVIDER) * CHUNK_SIZE
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rendering.draw_rectangle({
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color = color or {0.1, 0.3, 0.1, 0.6},
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width = 32 * 32,
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|
filled = true,
|
|
left_top = {lx, ly},
|
|
right_bottom = {lx+32, ly+32},
|
|
surface = surface,
|
|
time_to_live = 180,
|
|
draw_on_ground = true,
|
|
visible = true
|
|
})
|
|
end
|
|
|
|
function chunkUtils.registerEnemyBaseStructure(map, entity, base, skipCount)
|
|
local entityType = entity.type
|
|
|
|
local addFunc
|
|
local hiveType = BUILDING_HIVE_TYPE_LOOKUP[entity.name]
|
|
if (hiveType == "spitter-spawner") or (hiveType == "biter-spawner") then
|
|
addFunc = addNestCount
|
|
elseif (hiveType == "turret") then
|
|
addFunc = addTurretCount
|
|
elseif (hiveType == "trap") then
|
|
addFunc = addTrapCount
|
|
elseif (hiveType == "utility") then
|
|
addFunc = addUtilityCount
|
|
elseif (hiveType == "hive") then
|
|
addFunc = addHiveCount
|
|
else
|
|
if (entityType == "turret") then
|
|
addFunc = addTurretCount
|
|
else
|
|
addFunc = addNestCount
|
|
end
|
|
end
|
|
|
|
local added = false
|
|
local entityUnitNumber = entity.unit_number
|
|
local chunks = getEntityOverlapChunks(map, entity)
|
|
for i=1,#chunks do
|
|
local chunk = chunks[i]
|
|
if (chunk ~= -1) then
|
|
if addFunc(map, chunk, entityUnitNumber) then
|
|
added = true
|
|
setChunkBase(map, chunk, base)
|
|
end
|
|
if (hiveType == "spitter-spawner") or (hiveType == "biter-spawner") then
|
|
processNestActiveness(map, chunk)
|
|
end
|
|
end
|
|
end
|
|
if added and (not skipCount) then
|
|
base.builtEnemyBuilding = base.builtEnemyBuilding + 1
|
|
end
|
|
end
|
|
|
|
function chunkUtils.unregisterEnemyBaseStructure(map, entity, damageTypeName, skipCount)
|
|
local entityType = entity.type
|
|
|
|
local removeFunc
|
|
local hiveType = BUILDING_HIVE_TYPE_LOOKUP[entity.name]
|
|
if (hiveType == "spitter-spawner") or (hiveType == "biter-spawner") then
|
|
removeFunc = removeNestCount
|
|
elseif (hiveType == "turret") then
|
|
removeFunc = removeTurretCount
|
|
elseif (hiveType == "trap") then
|
|
removeFunc = removeTrapCount
|
|
elseif (hiveType == "utility") then
|
|
removeFunc = removeUtilityCount
|
|
elseif (hiveType == "hive") then
|
|
removeFunc = removeHiveCount
|
|
else
|
|
if (entityType == "turret") then
|
|
removeFunc = removeTurretCount
|
|
else
|
|
hiveType = "biter-spawner"
|
|
removeFunc = removeNestCount
|
|
end
|
|
end
|
|
|
|
local entityUnitNumber = entity.unit_number
|
|
local usedBases = {}
|
|
local chunks = getEntityOverlapChunks(map, entity)
|
|
for i=1,#chunks do
|
|
local chunk = chunks[i]
|
|
if (chunk ~= -1) then
|
|
local base = getChunkBase(map, chunk)
|
|
if (hiveType == "spitter-spawner") or (hiveType == "biter-spawner") then
|
|
setRaidNestActiveness(map, chunk, 0, base)
|
|
setNestActiveness(map, chunk, 0, base)
|
|
end
|
|
if removeFunc(map, chunk, entityUnitNumber) then
|
|
if not usedBases[base.id] then
|
|
usedBases[base.id] = true
|
|
if damageTypeName then
|
|
base.damagedBy[damageTypeName] = (base.damagedBy[damageTypeName] or 0) + 3
|
|
base.deathEvents = base.deathEvents + 3
|
|
end
|
|
if (not skipCount) and (hiveType ~= "trap") then
|
|
base.lostEnemyBuilding = base.lostEnemyBuilding + 1
|
|
end
|
|
end
|
|
if (getEnemyStructureCount(map, chunk) <= 0) then
|
|
removeChunkBase(map, chunk, base)
|
|
end
|
|
end
|
|
end
|
|
end
|
|
end
|
|
|
|
function chunkUtils.accountPlayerEntity(entity, map, addObject, base)
|
|
if (BUILDING_PHEROMONES[entity.type] ~= nil) and (entity.force.name ~= "enemy") then
|
|
local entityValue = BUILDING_PHEROMONES[entity.type]
|
|
local overlapArray = getEntityOverlapChunks(map, entity)
|
|
if not addObject then
|
|
if base then
|
|
local pointValue = entityValue
|
|
if pointValue == GENERATOR_PHEROMONE_LEVEL_1 then
|
|
pointValue = 0
|
|
end
|
|
base.destroyPlayerBuildings = base.destroyPlayerBuildings + 1
|
|
if (base.stateAI ~= BASE_AI_STATE_ONSLAUGHT) then
|
|
pointValue = pointValue * 0.12
|
|
end
|
|
modifyBaseUnitPoints(base, pointValue, "Structure Kill")
|
|
end
|
|
entityValue = -entityValue
|
|
end
|
|
|
|
for i=1,#overlapArray do
|
|
local chunk = overlapArray[i]
|
|
if (chunk ~= -1) then
|
|
local amount = addPlayerBaseGenerator(map, chunk, entityValue)
|
|
if (amount == 0) then
|
|
chunk[BASE_PHEROMONE] = 0
|
|
end
|
|
end
|
|
end
|
|
end
|
|
return entity
|
|
end
|
|
|
|
function chunkUtils.unregisterResource(entity, map)
|
|
if entity.prototype.infinite_resource then
|
|
return
|
|
end
|
|
local overlapArray = getEntityOverlapChunks(map, entity)
|
|
|
|
for i=1,#overlapArray do
|
|
local chunk = overlapArray[i]
|
|
if (chunk ~= -1) then
|
|
addResourceGenerator(map, chunk, -RESOURCE_NORMALIZER)
|
|
end
|
|
end
|
|
end
|
|
|
|
function chunkUtils.registerResource(entity, map)
|
|
local overlapArray = getEntityOverlapChunks(map, entity)
|
|
|
|
for i=1,#overlapArray do
|
|
local chunk = overlapArray[i]
|
|
if (chunk ~= -1) then
|
|
addResourceGenerator(map, chunk, RESOURCE_NORMALIZER)
|
|
end
|
|
end
|
|
end
|
|
|
|
function chunkUtils.makeImmortalEntity(surface, entity)
|
|
local repairPosition = entity.position
|
|
local repairName = entity.name
|
|
local repairForce = entity.force
|
|
local repairDirection = entity.direction
|
|
|
|
local wires
|
|
if (entity.type == "electric-pole") then
|
|
wires = entity.neighbours
|
|
end
|
|
entity.destroy()
|
|
local newEntity = surface.create_entity({position=repairPosition,
|
|
name=repairName,
|
|
direction=repairDirection,
|
|
force=repairForce})
|
|
if wires then
|
|
for _,v in pairs(wires.copper) do
|
|
if (v.valid) then
|
|
newEntity.connect_neighbour(v);
|
|
end
|
|
end
|
|
for _,v in pairs(wires.red) do
|
|
if (v.valid) then
|
|
newEntity.connect_neighbour({wire = DEFINES_WIRE_TYPE_RED, target_entity = v});
|
|
end
|
|
end
|
|
for _,v in pairs(wires.green) do
|
|
if (v.valid) then
|
|
newEntity.connect_neighbour({wire = DEFINES_WIRE_TYPE_GREEN, target_entity = v});
|
|
end
|
|
end
|
|
end
|
|
|
|
newEntity.destructible = false
|
|
end
|
|
|
|
chunkUtilsG = chunkUtils
|
|
return chunkUtils
|