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https://github.com/veden/Rampant.git
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110 lines
4.5 KiB
Lua
Executable File
110 lines
4.5 KiB
Lua
Executable File
local aiDefense = {}
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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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-- constants
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local DISTRACTION_NONE = defines.distraction.none
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local DEATH_PHEROMONE = constants.DEATH_PHEROMONE
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local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
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local ENEMY_BASE_PHEROMONE = constants.ENEMY_BASE_PHEROMONE
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local PLAYER_DEFENSE_PHEROMONE = constants.PLAYER_DEFENSE_PHEROMONE
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local DEATH_PHEROMONE_GENERATOR_AMOUNT = constants.DEATH_PHEROMONE_GENERATOR_AMOUNT
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local RETREAT_DEATH_PHEROMONE_LEVEL = constants.RETREAT_DEATH_PHEROMONE_LEVEL
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local ENEMY_BASE_GENERATOR = constants.ENEMY_BASE_GENERATOR
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local HALF_CHUNK_SIZE = constants.HALF_CHUNK_SIZE
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local SQUAD_RETREATING = constants.SQUAD_RETREATING
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local SQUAD_SUICIDE_HUNT = constants.SQUAD_SUICIDE_HUNT
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local SQUAD_SUICIDE_RAID = constants.SQUAD_SUICIDE_RAID
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local MAGIC_MAXIMUM_NUMBER = constants.MAGIC_MAXIMUM_NUMBER
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local RETREAT_FILTER = constants.RETREAT_FILTER
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-- imported functions
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local getChunkByPosition = mapUtils.getChunkByPosition
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local getCardinalChunksWithDirection = mapUtils.getCardinalChunksWithDirection
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local positionDirectionToChunkCornerCardinal = mapUtils.positionDirectionToChunkCornerCardinal
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local getChunkByIndex = mapUtils.getChunkByIndex
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local findNearBySquad = unitGroupUtils.findNearBySquad
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local createSquad = unitGroupUtils.createSquad
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local membersToSquad = unitGroupUtils.membersToSquad
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local mfloor = math.floor
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-- module code
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function aiDefense.retreatUnits(position, squad, regionMap, surface, natives)
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local chunk = getChunkByPosition(regionMap, position.x, position.y)
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if (chunk ~= nil) and (chunk[DEATH_PHEROMONE] > mfloor(game.evolution_factor * RETREAT_DEATH_PHEROMONE_LEVEL)) then
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local performRetreat = false
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local enemiesToSquad
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if (squad == nil) then
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enemiesToSquad = surface.find_enemy_units(position, 15)
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if (#enemiesToSquad > 0) then
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performRetreat = true
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end
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elseif squad.group.valid and (squad.status ~= SQUAD_RETREATING) and (squad.status ~= SQUAD_SUICIDE_HUNT) and (squad.status ~= SQUAD_SUICIDE_RAID) then
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if (#squad.group.members ~= 0) then
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performRetreat = true
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end
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end
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if performRetreat then
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local neighborDirectionChunks = getCardinalChunksWithDirection(regionMap, chunk.cX, chunk.cY)
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local exitPath
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local exitScore = -MAGIC_MAXIMUM_NUMBER
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local exitDirection
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local retreatPosition = {x=0, y=0}
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for i=1,#neighborDirectionChunks do
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local neighborDirectionChunk = neighborDirectionChunks[i]
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local neighborChunk = neighborDirectionChunk.c
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if (neighborChunk ~= nil) then
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retreatPosition.x = neighborChunk.pX
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retreatPosition.y = neighborChunk.pY
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local avoidScore = neighborChunk[ENEMY_BASE_PHEROMONE] - (neighborChunk[ENEMY_BASE_GENERATOR] * 3)
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local dangerScore = neighborChunk[DEATH_PHEROMONE] + surface.get_pollution(retreatPosition) + neighborChunk[PLAYER_PHEROMONE] + neighborChunk[PLAYER_DEFENSE_PHEROMONE]
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local score = avoidScore - dangerScore
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if (exitScore < score) then
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exitScore = score
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exitPath = neighborChunk
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exitDirection = neighborDirectionChunk.d
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end
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end
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end
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retreatPosition = positionDirectionToChunkCornerCardinal(exitDirection, exitPath)
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-- in order for units in a group attacking to retreat, we have to create a new group and give the command to join
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-- to each unit
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local newSquad = findNearBySquad(natives, retreatPosition, HALF_CHUNK_SIZE, retreatFilter)
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if (newSquad == nil) then
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newSquad = createSquad(retreatPosition, surface, natives)
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newSquad.status = SQUAD_RETREATING
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newSquad.cycles = 4
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end
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if (enemiesToSquad ~= nil) then
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membersToSquad(newSquad, enemiesToSquad, false, DISTRACTION_NONE)
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else
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membersToSquad(newSquad, squad.group.members, true, DISTRACTION_NONE)
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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 aiDefense |