mirror of
https://github.com/veden/Rampant.git
synced 2024-12-26 20:54:12 +02:00
1bf1825320
- Centralized base points manipulation and chat messaging - Bases can no longer spend points that exceed the overflow limit
416 lines
19 KiB
Lua
416 lines
19 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 (aiAttackWaveG) then
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return aiAttackWaveG
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end
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local aiAttackWave = {}
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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 chunkPropertyUtils = require("ChunkPropertyUtils")
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local unitGroupUtils = require("UnitGroupUtils")
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local movementUtils = require("MovementUtils")
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local mathUtils = require("MathUtils")
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local baseUtils = require("libs/BaseUtils")
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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 RESOURCE_PHEROMONE = constants.RESOURCE_PHEROMONE
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local AI_SQUAD_COST = constants.AI_SQUAD_COST
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local AI_SETTLER_COST = constants.AI_SETTLER_COST
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local AI_VENGENCE_SQUAD_COST = constants.AI_VENGENCE_SQUAD_COST
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local COOLDOWN_RALLY = constants.COOLDOWN_RALLY
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local CHUNK_ALL_DIRECTIONS = constants.CHUNK_ALL_DIRECTIONS
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local CHUNK_SIZE = constants.CHUNK_SIZE
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local RALLY_CRY_DISTANCE = constants.RALLY_CRY_DISTANCE
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local BASE_AI_STATE_SIEGE = constants.BASE_AI_STATE_SIEGE
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local BASE_AI_STATE_ONSLAUGHT = constants.BASE_AI_STATE_ONSLAUGHT
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local BASE_AI_STATE_RAIDING = constants.BASE_AI_STATE_RAIDING
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local BASE_AI_STATE_AGGRESSIVE = constants.BASE_AI_STATE_AGGRESSIVE
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-- imported functions
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local calculateKamikazeSettlerThreshold = unitGroupUtils.calculateKamikazeSettlerThreshold
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local calculateKamikazeSquadThreshold = unitGroupUtils.calculateKamikazeSquadThreshold
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local positionFromDirectionAndChunk = mapUtils.positionFromDirectionAndChunk
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local getPassable = chunkPropertyUtils.getPassable
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local getNestCount = chunkPropertyUtils.getNestCount
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local getRaidNestActiveness = chunkPropertyUtils.getRaidNestActiveness
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local getNestActiveness = chunkPropertyUtils.getNestActiveness
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local getRallyTick = chunkPropertyUtils.getRallyTick
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local setRallyTick = chunkPropertyUtils.setRallyTick
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local gaussianRandomRangeRG = mathUtils.gaussianRandomRangeRG
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local getNeighborChunks = mapUtils.getNeighborChunks
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local getChunkByXY = mapUtils.getChunkByXY
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local scoreNeighborsForFormation = movementUtils.scoreNeighborsForFormation
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local scoreNeighborsForResource = movementUtils.scoreNeighborsForResource
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local createSquad = unitGroupUtils.createSquad
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local getDeathGeneratorRating = chunkPropertyUtils.getDeathGeneratorRating
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local mCeil = math.ceil
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local modifyBasePoints = baseUtils.modifyBasePoints
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-- module code
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local function settlerWaveScaling(universe)
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return mCeil(gaussianRandomRangeRG(universe.settlerWaveSize,
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universe.settlerWaveDeviation,
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universe.expansionMinSize,
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universe.expansionMaxSize,
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universe.random))
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end
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local function attackWaveScaling(universe)
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return mCeil(gaussianRandomRangeRG(universe.attackWaveSize,
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universe.attackWaveDeviation,
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1,
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universe.attackWaveUpperBound,
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universe.random))
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end
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local function attackWaveValidCandidate(chunk, map, base)
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local isValid = getNestActiveness(map, chunk)
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if (base.stateAI == BASE_AI_STATE_RAIDING) or
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(base.stateAI == BASE_AI_STATE_SIEGE) or
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(base.stateAI == BASE_AI_STATE_ONSLAUGHT)
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then
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isValid = isValid + getRaidNestActiveness(map, chunk)
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end
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return (isValid > 0)
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end
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local function scoreSettlerLocation(map, neighborChunk)
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return (getDeathGeneratorRating(map, neighborChunk) * neighborChunk[RESOURCE_PHEROMONE]) +
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-neighborChunk[PLAYER_PHEROMONE]
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end
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local function scoreSiegeSettlerLocation(map, neighborChunk)
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return ((neighborChunk[RESOURCE_PHEROMONE] +
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neighborChunk[BASE_PHEROMONE]) * getDeathGeneratorRating(map, neighborChunk)) +
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-neighborChunk[PLAYER_PHEROMONE]
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end
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local function scoreUnitGroupLocation(map, neighborChunk)
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return (neighborChunk[PLAYER_PHEROMONE] + neighborChunk[BASE_PHEROMONE]) *
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getDeathGeneratorRating(map, neighborChunk)
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end
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local function validSiegeSettlerLocation(map, neighborChunk)
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return (getPassable(map, neighborChunk) == CHUNK_ALL_DIRECTIONS) and
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(getNestCount(map, neighborChunk) == 0)
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end
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local function validSettlerLocation(map, chunk, neighborChunk)
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local chunkResource = chunk[RESOURCE_PHEROMONE]
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return (getPassable(map, neighborChunk) == CHUNK_ALL_DIRECTIONS) and
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(getNestCount(map, neighborChunk) == 0) and
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(neighborChunk[RESOURCE_PHEROMONE] >= chunkResource)
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end
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local function validUnitGroupLocation(map, neighborChunk)
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return getPassable(map, neighborChunk) == CHUNK_ALL_DIRECTIONS and
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(getNestCount(map, neighborChunk) == 0)
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end
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local function visitPattern(o, cX, cY, distance)
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local startX
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local endX
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local stepX
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local startY
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local endY
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local stepY
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if (o == 0) then
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startX = cX - distance
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endX = cX + distance
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stepX = 32
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startY = cY - distance
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endY = cY + distance
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stepY = 32
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elseif (o == 1) then
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startX = cX + distance
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endX = cX - distance
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stepX = -32
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startY = cY + distance
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endY = cY - distance
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stepY = -32
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elseif (o == 2) then
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startX = cX - distance
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endX = cX + distance
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stepX = 32
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startY = cY + distance
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endY = cY - distance
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stepY = -32
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elseif (o == 3) then
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startX = cX + distance
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endX = cX - distance
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stepX = -32
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startY = cY - distance
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endY = cY + distance
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stepY = 32
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end
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return startX, endX, stepX, startY, endY, stepY
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end
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function aiAttackWave.rallyUnits(chunk, map, tick, base)
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if ((tick - getRallyTick(map, chunk) > COOLDOWN_RALLY) and (base.unitPoints >= AI_VENGENCE_SQUAD_COST)) then
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setRallyTick(map, chunk, tick)
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local cX = chunk.x
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local cY = chunk.y
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local startX, endX, stepX, startY, endY, stepY = visitPattern(tick % 4, cX, cY, RALLY_CRY_DISTANCE)
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local vengenceQueue = map.universe.vengenceQueue
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for x=startX, endX, stepX do
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for y=startY, endY, stepY do
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if (x ~= cX) and (y ~= cY) then
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local rallyChunk = getChunkByXY(map, x, y)
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if (rallyChunk ~= -1) and (getNestCount(map, rallyChunk) > 0) then
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local pack = vengenceQueue[rallyChunk.id]
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if not pack then
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pack = {
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v = 0,
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map = map,
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base = base
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}
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vengenceQueue[rallyChunk.id] = pack
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end
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pack.v = pack.v + 1
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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 true
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end
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end
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function aiAttackWave.formSettlers(map, chunk, base)
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local universe = map.universe
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if (universe.builderCount < universe.AI_MAX_BUILDER_COUNT)
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and (base.sentExpansionGroups < base.maxExpansionGroups)
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and ((base.unitPoints - AI_SETTLER_COST) > 0)
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and (map.random() < universe.formSquadThreshold)
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then
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local surface = map.surface
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local squadPath, squadDirection
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if (base.stateAI == BASE_AI_STATE_SIEGE) then
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squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
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validSiegeSettlerLocation,
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scoreSiegeSettlerLocation,
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map)
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else
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squadPath, squadDirection = scoreNeighborsForResource(chunk,
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getNeighborChunks(map, chunk.x, chunk.y),
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validSettlerLocation,
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scoreSettlerLocation,
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map)
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end
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if (squadPath ~= -1) then
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local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
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positionFromDirectionAndChunk(squadDirection,
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chunk,
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0.98),
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CHUNK_SIZE,
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4,
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true)
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if squadPosition then
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local squad = createSquad(squadPosition, map, nil, true, base)
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local scaledWaveSize = settlerWaveScaling(universe)
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universe.formGroupCommand.group = squad.group
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universe.formCommand.unit_count = scaledWaveSize
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local foundUnits = surface.set_multi_command(universe.formCommand)
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if (foundUnits > 0) then
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base.sentExpansionGroups = base.sentExpansionGroups + 1
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squad.base = base
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local kamikazeThreshold = calculateKamikazeSettlerThreshold(foundUnits, universe)
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if base.stateAI == BASE_AI_STATE_SIEGE then
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kamikazeThreshold = kamikazeThreshold * 2.5
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end
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squad.kamikaze = map.random() < kamikazeThreshold
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universe.builderCount = universe.builderCount + 1
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modifyBasePoints(base, AI_SETTLER_COST*-1.0, "Settler", squadPosition.x, squadPosition.y)
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universe.groupNumberToSquad[squad.groupNumber] = squad
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else
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if (squad.group.valid) then
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squad.group.destroy()
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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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end
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function aiAttackWave.formVengenceSquad(map, chunk, base)
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local universe = map.universe
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if (universe.squadCount < universe.AI_MAX_SQUAD_COUNT)
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and ((base.unitPoints - AI_VENGENCE_SQUAD_COST) > 0)
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and (map.random() < universe.formSquadThreshold)
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then
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local surface = map.surface
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local squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
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validUnitGroupLocation,
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scoreUnitGroupLocation,
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map)
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if (squadPath ~= -1) then
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local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
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positionFromDirectionAndChunk(squadDirection,
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chunk,
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0.98),
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CHUNK_SIZE,
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4,
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true)
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if squadPosition then
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local squad = createSquad(squadPosition, map, nil, false, base)
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squad.rabid = map.random() < 0.03
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local scaledWaveSize = attackWaveScaling(universe)
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universe.formGroupCommand.group = squad.group
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universe.formCommand.unit_count = scaledWaveSize
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local foundUnits = surface.set_multi_command(universe.formCommand)
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if (foundUnits > 0) then
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squad.base = base
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squad.kamikaze = map.random() < calculateKamikazeSquadThreshold(foundUnits, universe)
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universe.groupNumberToSquad[squad.groupNumber] = squad
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universe.squadCount = universe.squadCount + 1
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modifyBasePoints(base, AI_VENGENCE_SQUAD_COST*-1.0, "Vengence", squadPosition.x, squadPosition.y)
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else
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if (squad.group.valid) then
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squad.group.destroy()
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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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end
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function aiAttackWave.formVengenceSettler(map, chunk, base)
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local universe = map.universe
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if (universe.builderCount < universe.AI_MAX_BUILDER_COUNT)
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and (base.sentExpansionGroups < base.maxExpansionGroups)
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and ((base.unitPoints - AI_VENGENCE_SQUAD_COST) > 0)
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and (map.random() < universe.formSquadThreshold)
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then
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local surface = map.surface
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local squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
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validUnitGroupLocation,
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scoreUnitGroupLocation,
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map)
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if (squadPath ~= -1) then
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local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
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positionFromDirectionAndChunk(squadDirection,
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chunk,
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0.98),
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CHUNK_SIZE,
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4,
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true)
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if squadPosition then
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local squad = createSquad(squadPosition, map, nil, true, base)
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squad.rabid = map.random() < 0.03
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local scaledWaveSize = settlerWaveScaling(universe)
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universe.formGroupCommand.group = squad.group
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universe.formCommand.unit_count = scaledWaveSize
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local foundUnits = surface.set_multi_command(universe.formCommand)
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if (foundUnits > 0) then
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base.sentExpansionGroups = base.sentExpansionGroups + 1
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squad.base = base
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squad.kamikaze = map.random() < calculateKamikazeSettlerThreshold(foundUnits, universe)
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universe.groupNumberToSquad[squad.groupNumber] = squad
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universe.builderCount = universe.builderCount + 1
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modifyBasePoints(base, AI_VENGENCE_SQUAD_COST*-1.0, "Vengence Settlers", squadPosition.x, squadPosition.y)
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else
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if (squad.group.valid) then
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squad.group.destroy()
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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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end
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function aiAttackWave.formSquads(map, chunk, base)
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local universe = map.universe
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if (universe.squadCount < universe.AI_MAX_SQUAD_COUNT)
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and attackWaveValidCandidate(chunk, map, base)
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and ((base.unitPoints - AI_SQUAD_COST) > 0)
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and (map.random() < universe.formSquadThreshold)
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then
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local surface = map.surface
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local squadPath, squadDirection = scoreNeighborsForFormation(getNeighborChunks(map, chunk.x, chunk.y),
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validUnitGroupLocation,
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scoreUnitGroupLocation,
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map)
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if (squadPath ~= -1) then
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local squadPosition = surface.find_non_colliding_position("chunk-scanner-squad-rampant",
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positionFromDirectionAndChunk(squadDirection,
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chunk,
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0.98),
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CHUNK_SIZE,
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4,
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true)
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if squadPosition then
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local squad = createSquad(squadPosition, map, nil, false, base)
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squad.rabid = map.random() < 0.03
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local scaledWaveSize = attackWaveScaling(universe)
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universe.formGroupCommand.group = squad.group
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universe.formCommand.unit_count = scaledWaveSize
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local foundUnits = surface.set_multi_command(universe.formCommand)
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if (foundUnits > 0) then
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squad.base = base
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squad.kamikaze = map.random() < calculateKamikazeSquadThreshold(foundUnits, universe)
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universe.squadCount = universe.squadCount + 1
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universe.groupNumberToSquad[squad.groupNumber] = squad
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if (base.stateAI == BASE_AI_STATE_AGGRESSIVE) then
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base.sentAggressiveGroups = base.sentAggressiveGroups + 1
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end
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modifyBasePoints(base, AI_SQUAD_COST*-1.0, "Squad", squadPosition.x, squadPosition.y)
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else
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if (squad.group.valid) then
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squad.group.destroy()
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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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end
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aiAttackWaveG = aiAttackWave
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return aiAttackWave
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