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Rampant/libs/MapProcessor.lua
2021-11-30 19:48:52 -08:00

547 lines
17 KiB
Lua

if mapProcessorG then
return mapProcessorG
end
local mapProcessor = {}
-- imports
local pheromoneUtils = require("PheromoneUtils")
local aiAttackWave = require("AIAttackWave")
local aiPredicates = require("AIPredicates")
local constants = require("Constants")
local mapUtils = require("MapUtils")
local playerUtils = require("PlayerUtils")
local chunkUtils = require("ChunkUtils")
local chunkPropertyUtils = require("ChunkPropertyUtils")
local baseUtils = require("BaseUtils")
-- constants
local DURATION_ACTIVE_NEST_DIVIDER = constants.DURATION_ACTIVE_NEST_DIVIDER
local DURATION_ACTIVE_NEST = constants.DURATION_ACTIVE_NEST
local PROCESS_QUEUE_SIZE = constants.PROCESS_QUEUE_SIZE
local RESOURCE_QUEUE_SIZE = constants.RESOURCE_QUEUE_SIZE
local ENEMY_QUEUE_SIZE = constants.ENEMY_QUEUE_SIZE
local PLAYER_QUEUE_SIZE = constants.PLAYER_QUEUE_SIZE
local CLEANUP_QUEUE_SIZE = constants.CLEANUP_QUEUE_SIZE
local CHUNK_SIZE = constants.CHUNK_SIZE
local PROCESS_PLAYER_BOUND = constants.PROCESS_PLAYER_BOUND
local CHUNK_TICK = constants.CHUNK_TICK
local PROCESS_STATIC_QUEUE_SIZE = constants.PROCESS_STATIC_QUEUE_SIZE
local AI_VENGENCE_SQUAD_COST = constants.AI_VENGENCE_SQUAD_COST
local AI_STATE_AGGRESSIVE = constants.AI_STATE_AGGRESSIVE
local AI_STATE_PEACEFUL = constants.AI_STATE_PEACEFUL
local AI_STATE_MIGRATING = constants.AI_STATE_MIGRATING
local AI_STATE_SIEGE = constants.AI_STATE_SIEGE
local COOLDOWN_RALLY = constants.COOLDOWN_RALLY
local COOLDOWN_RETREAT = constants.COOLDOWN_RETREAT
local BASE_PROCESS_INTERVAL = constants.BASE_PROCESS_INTERVAL
-- imported functions
local processStaticPheromone = pheromoneUtils.processStaticPheromone
local processPheromone = pheromoneUtils.processPheromone
local getDeathGenerator = chunkPropertyUtils.getDeathGenerator
local processBase = baseUtils.processBase
local processNestActiveness = chunkPropertyUtils.processNestActiveness
local getChunkBase = chunkPropertyUtils.getChunkBase
local formSquads = aiAttackWave.formSquads
local formVengenceSquad = aiAttackWave.formVengenceSquad
local formSettlers = aiAttackWave.formSettlers
local getChunkByPosition = mapUtils.getChunkByPosition
local getChunkByXY = mapUtils.getChunkByXY
local validPlayer = playerUtils.validPlayer
local addPlayerToChunk = chunkPropertyUtils.addPlayerToChunk
local mapScanEnemyChunk = chunkUtils.mapScanEnemyChunk
local mapScanPlayerChunk = chunkUtils.mapScanPlayerChunk
local mapScanResourceChunk = chunkUtils.mapScanResourceChunk
local getNestCount = chunkPropertyUtils.getNestCount
local getEnemyStructureCount = chunkPropertyUtils.getEnemyStructureCount
local getNestActiveness = chunkPropertyUtils.getNestActiveness
local getNestActiveTick = chunkPropertyUtils.getNestActiveTick
local setNestActiveTick = chunkPropertyUtils.setNestActiveTick
local getRaidNestActiveness = chunkPropertyUtils.getRaidNestActiveness
local canAttack = aiPredicates.canAttack
local canMigrate = aiPredicates.canMigrate
local tableSize = table_size
local mMin = math.min
local mMax = math.max
local next = next
local mRandom = math.random
-- module code
--[[
processing is not consistant as it depends on the number of chunks that have been generated
so if we process 400 chunks an iteration and 200 chunks have been generated than these are
processed 3 times a second and 1200 generated chunks would be processed once a second
In theory, this might be fine as smaller bases have less surface to attack and need to have
pheromone dissipate at a faster rate.
--]]
function mapProcessor.processMap(map, tick)
local index = map.processIndex
local outgoingWave = map.outgoingScanWave
local processQueue = map.processQueue
local processQueueLength = #processQueue
local step
local endIndex
if outgoingWave then
step = 1
endIndex = mMin(index + PROCESS_QUEUE_SIZE, processQueueLength)
else
step = -1
endIndex = mMax(index - PROCESS_QUEUE_SIZE, 1)
end
if (processQueueLength == 0) then
return
end
for x=index,endIndex,step do
local chunk = processQueue[x]
if chunk and (chunk[CHUNK_TICK] ~= tick) then
chunk[CHUNK_TICK] = tick
processPheromone(map, chunk)
end
end
if (endIndex == processQueueLength) then
map.outgoingScanWave = false
elseif (endIndex == 1) then
map.outgoingScanWave = true
elseif outgoingWave then
map.processIndex = endIndex + 1
else
map.processIndex = endIndex - 1
end
end
function mapProcessor.processStaticMap(map)
local index = map.processStaticIndex
local outgoingWave = map.outgoingStaticScanWave
local processQueue = map.processQueue
local processQueueLength = #processQueue
local step
local endIndex
if outgoingWave then
step = 1
endIndex = mMin(index + PROCESS_STATIC_QUEUE_SIZE, processQueueLength)
else
step = -1
endIndex = mMax(index - PROCESS_STATIC_QUEUE_SIZE, 1)
end
if (processQueueLength == 0) then
return
end
for x=index,endIndex,step do
local chunk = processQueue[x]
processStaticPheromone(map, chunk)
end
if (endIndex == processQueueLength) then
map.outgoingStaticScanWave = false
elseif (endIndex == 1) then
map.outgoingStaticScanWave = true
elseif outgoingWave then
map.processStaticIndex = endIndex + 1
else
map.processStaticIndex = endIndex - 1
end
end
local function queueNestSpawners(map, chunk, tick)
local limitPerActiveChunkTick =
(map.activeNests + map.activeRaidNests) * DURATION_ACTIVE_NEST_DIVIDER
local processActiveNest = map.processActiveNest
if ((getNestActiveness(map, chunk) > 0) or (getRaidNestActiveness(map, chunk) > 0)) and
(getNestActiveTick(map, chunk) == 0)
then
local nextTick = tick + DURATION_ACTIVE_NEST
local slot = processActiveNest[nextTick]
if not slot then
slot = {}
processActiveNest[nextTick] = slot
slot[#slot+1] = chunk
else
if (#slot > limitPerActiveChunkTick) then
while (#slot > limitPerActiveChunkTick) do
nextTick = nextTick + 1
slot = processActiveNest[nextTick]
if not slot then
slot = {}
processActiveNest[nextTick] = slot
slot[#slot+1] = chunk
break
elseif (#slot < limitPerActiveChunkTick) then
slot[#slot+1] = chunk
break
end
end
else
slot[#slot+1] = chunk
end
end
setNestActiveTick(map, chunk, tick)
end
end
--[[
Localized player radius were processing takes place in realtime, doesn't store state
between calls.
vs
the slower passive version processing the entire map in multiple passes.
--]]
function mapProcessor.processPlayers(players, map, tick)
-- put down player pheromone for player hunters
-- randomize player order to ensure a single player isn't singled out
local allowingAttacks = canAttack(map)
local universe = map.universe
-- not looping everyone because the cost is high enough already in multiplayer
if (#players > 0) then
local player = players[mRandom(#players)]
if validPlayer(player) then
local playerChunk = getChunkByPosition(map, player.character.position)
if (playerChunk ~= -1) then
local vengence = allowingAttacks and
(map.points >= AI_VENGENCE_SQUAD_COST) and
((getEnemyStructureCount(map, playerChunk) > 0) or
(-getDeathGenerator(map, playerChunk) < -universe.retreatThreshold))
for x=playerChunk.x - PROCESS_PLAYER_BOUND, playerChunk.x + PROCESS_PLAYER_BOUND, 32 do
for y=playerChunk.y - PROCESS_PLAYER_BOUND, playerChunk.y + PROCESS_PLAYER_BOUND, 32 do
local chunk = getChunkByXY(map, x, y)
if (chunk ~= -1) and (chunk[CHUNK_TICK] ~= tick) then
chunk[CHUNK_TICK] = tick
processPheromone(map, chunk, true)
if (getNestCount(map, chunk) > 0) then
processNestActiveness(map, chunk)
queueNestSpawners(map, chunk, tick)
if vengence then
local count = map.vengenceQueue[chunk]
if not count then
count = 0
map.vengenceQueue[chunk] = count
end
map.vengenceQueue[chunk] = count + 1
end
end
end
end
end
end
end
end
for i=1,#players do
local player = players[i]
if validPlayer(player) then
local playerChunk = getChunkByPosition(map, player.character.position)
if (playerChunk ~= -1) then
addPlayerToChunk(map, playerChunk, player.name)
end
end
end
end
function mapProcessor.cleanUpMapTables(map, tick)
local index = map.cleanupIndex
local retreats = map.chunkToRetreats
local rallys = map.chunkToRallys
local drained = map.chunkToDrained
local processQueue = map.processQueue
local processQueueLength = #processQueue
local endIndex = mMin(index + CLEANUP_QUEUE_SIZE, processQueueLength)
if (processQueueLength == 0) then
return
end
for x=index,endIndex do
local chunk = processQueue[x]
local retreatTick = retreats[chunk]
if retreatTick and ((tick - retreatTick) > COOLDOWN_RETREAT) then
retreats[chunk] = nil
end
local rallyTick = rallys[chunk]
if rallyTick and ((tick - rallyTick) > COOLDOWN_RALLY) then
rallys[chunk] = nil
end
local drainTick = drained[chunk]
if drainTick and ((tick - drainTick) > 0) then
drained[chunk] = nil
end
end
if (endIndex == processQueueLength) then
map.cleanupIndex = 1
else
map.cleanupIndex = endIndex + 1
end
end
--[[
Passive scan to find entities that have been generated outside the factorio event system
--]]
function mapProcessor.scanPlayerMap(map, tick)
if (map.nextProcessMap == tick) or (map.nextPlayerScan == tick) or
(map.nextEnemyScan == tick) or (map.nextChunkProcess == tick)
then
return
end
local index = map.scanPlayerIndex
local area = map.universe.area
local offset = area[2]
local chunkBox = area[1]
local processQueue = map.processQueue
local processQueueLength = #processQueue
local endIndex = mMin(index + PLAYER_QUEUE_SIZE, processQueueLength)
if (processQueueLength == 0) then
return
end
for x=index,endIndex do
local chunk = processQueue[x]
chunkBox[1] = chunk.x
chunkBox[2] = chunk.y
offset[1] = chunk.x + CHUNK_SIZE
offset[2] = chunk.y + CHUNK_SIZE
mapScanPlayerChunk(chunk, map)
end
if (endIndex == processQueueLength) then
map.scanPlayerIndex = 1
else
map.scanPlayerIndex = endIndex + 1
end
end
function mapProcessor.scanEnemyMap(map, tick)
if (map.nextProcessMap == tick) or (map.nextPlayerScan == tick) or (map.nextChunkProcess == tick) then
return
end
local index = map.scanEnemyIndex
local area = map.universe.area
local offset = area[2]
local chunkBox = area[1]
local processQueue = map.processQueue
local processQueueLength = #processQueue
local endIndex = mMin(index + ENEMY_QUEUE_SIZE, #processQueue)
if (processQueueLength == 0) then
return
end
for x=index,endIndex do
local chunk = processQueue[x]
chunkBox[1] = chunk.x
chunkBox[2] = chunk.y
offset[1] = chunk.x + CHUNK_SIZE
offset[2] = chunk.y + CHUNK_SIZE
mapScanEnemyChunk(chunk, map)
end
if (endIndex == processQueueLength) then
map.scanEnemyIndex = 1
else
map.scanEnemyIndex = endIndex + 1
end
end
function mapProcessor.scanResourceMap(map, tick)
if (map.nextProcessMap == tick) or (map.nextPlayerScan == tick) or
(map.nextEnemyScan == tick) or (map.nextChunkProcess == tick)
then
return
end
local index = map.scanResourceIndex
local area = map.universe.area
local offset = area[2]
local chunkBox = area[1]
local processQueue = map.processQueue
local processQueueLength = #processQueue
local endIndex = mMin(index + RESOURCE_QUEUE_SIZE, processQueueLength)
if (processQueueLength == 0) then
return
end
for x=index,endIndex do
local chunk = processQueue[x]
chunkBox[1] = chunk.x
chunkBox[2] = chunk.y
offset[1] = chunk.x + CHUNK_SIZE
offset[2] = chunk.y + CHUNK_SIZE
mapScanResourceChunk(chunk, map)
end
if (endIndex == processQueueLength) then
map.scanResourceIndex = 1
else
map.scanResourceIndex = endIndex + 1
end
end
function mapProcessor.processActiveNests(map, tick)
local processActiveNest = map.processActiveNest
local slot = processActiveNest[tick]
if slot then
for i=1,#slot do
local chunk = slot[i]
if (getNestActiveness(map, chunk) > 0) or (getRaidNestActiveness(map, chunk) > 0) then
processNestActiveness(map, chunk)
local nextTick = tick + DURATION_ACTIVE_NEST
local nextSlot = processActiveNest[nextTick]
if not nextSlot then
nextSlot = {}
processActiveNest[nextTick] = nextSlot
end
nextSlot[#nextSlot+1] = chunk
else
setNestActiveTick(map, chunk, 0)
end
end
processActiveNest[tick] = nil
end
end
function mapProcessor.processVengence(map)
local ss = map.vengenceQueue
local chunk = map.deployVengenceIterator
if not chunk then
chunk = next(ss, nil)
end
if not chunk then
map.deployVengenceIterator = nil
if (tableSize(ss) == 0) then
map.vengenceQueue = {}
end
else
map.deployVengenceIterator = next(ss, chunk)
formVengenceSquad(map, chunk)
ss[chunk] = nil
end
end
function mapProcessor.processNests(map, tick)
local chunk = next(map.chunkToNests, map.processNestIterator)
map.processNestIterator = chunk
if chunk then
processNestActiveness(map, chunk)
queueNestSpawners(map, chunk, tick)
if map.universe.NEW_ENEMIES then
local base = getChunkBase(map, chunk)
if base and ((tick - base.tick) > BASE_PROCESS_INTERVAL) then
processBase(chunk, map, tick, base)
end
end
end
end
local function processSpawners(map, iterator, chunks)
local chunk = next(chunks, map[iterator])
map[iterator] = chunk
if chunk then
local migrate = canMigrate(map)
local attack = canAttack(map)
if migrate then
formSettlers(map, chunk)
elseif attack then
formSquads(map, chunk)
end
end
end
function mapProcessor.processSpawners(map)
if (map.state ~= AI_STATE_PEACEFUL) then
if (map.state == AI_STATE_MIGRATING) then
processSpawners(map,
"processMigrationIterator",
map.chunkToNests)
elseif (map.state == AI_STATE_AGGRESSIVE) then
processSpawners(map,
"processActiveSpawnerIterator",
map.chunkToActiveNest)
elseif (map.state == AI_STATE_SIEGE) then
processSpawners(map,
"processActiveSpawnerIterator",
map.chunkToActiveNest)
processSpawners(map,
"processActiveRaidSpawnerIterator",
map.chunkToActiveRaidNest)
processSpawners(map,
"processMigrationIterator",
map.chunkToNests)
else
processSpawners(map,
"processActiveSpawnerIterator",
map.chunkToActiveNest)
processSpawners(map,
"processActiveRaidSpawnerIterator",
map.chunkToActiveRaidNest)
end
end
end
mapProcessorG = mapProcessor
return mapProcessor