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Rampant/libs/MovementUtils.lua
2022-01-14 14:14:15 -08:00

304 lines
9.9 KiB
Lua

-- Copyright (C) 2022 veden
-- This program is free software: you can redistribute it and/or modify
-- it under the terms of the GNU General Public License as published by
-- the Free Software Foundation, either version 3 of the License, or
-- (at your option) any later version.
-- This program is distributed in the hope that it will be useful,
-- but WITHOUT ANY WARRANTY; without even the implied warranty of
-- MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
-- GNU General Public License for more details.
-- You should have received a copy of the GNU General Public License
-- along with this program. If not, see <https://www.gnu.org/licenses/>.
if movementUtilsG then
return movementUtilsG
end
local movementUtils = {}
-- imports
local constants = require("Constants")
local mapUtils = require("MapUtils")
local mathUtils = require("MathUtils")
local unitGroupUtils = require("UnitGroupUtils")
-- constants
local MAGIC_MAXIMUM_NUMBER = constants.MAGIC_MAXIMUM_NUMBER
local SQUAD_SETTLING = constants.SQUAD_SETTLING
-- imported functions
local calculateSettlerMaxDistance = unitGroupUtils.calculateSettlerMaxDistance
local canMoveChunkDirection = mapUtils.canMoveChunkDirection
local getNeighborChunks = mapUtils.getNeighborChunks
local tableRemove = table.remove
local tableInsert = table.insert
local distortPosition = mathUtils.distortPosition
-- module code
function movementUtils.findMovementPosition(surface, position)
local pos = position
pos = surface.find_non_colliding_position("chunk-scanner-squad-movement-rampant", pos, 10, 2, false)
return pos
end
function movementUtils.findMovementPositionEntity(entityName, surface, position)
local pos = position
pos = surface.find_non_colliding_position(entityName, pos, 5, 4, true)
return pos
end
function movementUtils.findMovementPositionDistort(surface, position)
local pos = position
pos = surface.find_non_colliding_position("chunk-scanner-squad-movement-rampant", pos, 10, 2, false)
return distortPosition(pos, 8)
end
function movementUtils.addMovementPenalty(squad, chunk)
if (chunk == -1) then
return
end
local penalties = squad.penalties
local penaltyCount = #penalties
for i=1,penaltyCount do
local penalty = penalties[i]
if (penalty.c.id == chunk.id) then
penalty.v = penalty.v + 1
if (penalty.v > 2) and (penalty.v < 15) then
squad.kamikaze = true
elseif penalty.v >= 15 then
local universe = squad.map.universe
if universe.enabledMigration and
(universe.builderCount < universe.AI_MAX_BUILDER_COUNT) then
squad.settler = true
squad.originPosition.x = squad.group.position.x
squad.originPosition.y = squad.group.position.y
squad.maxDistance = calculateSettlerMaxDistance(universe)
squad.status = SQUAD_SETTLING
else
squad.group.destroy()
end
end
return
end
end
if (penaltyCount == 10) then
tableRemove(penalties, 10)
end
tableInsert(penalties,
1,
{ v = 1,
c = chunk })
end
--[[
Expects all neighbors adjacent to a chunk
--]]
function movementUtils.scoreNeighborsForAttack(map, chunk, neighborDirectionChunks, scoreFunction)
local highestChunk = -1
local highestScore = -MAGIC_MAXIMUM_NUMBER
local highestDirection
for x=1,8 do
local neighborChunk = neighborDirectionChunks[x]
if (neighborChunk ~= -1) then
if (chunk == -1) or canMoveChunkDirection(map, x, chunk, neighborChunk) then
local score = scoreFunction(map, neighborChunk)
if (score > highestScore) then
highestScore = score
highestChunk = neighborChunk
highestDirection = x
end
end
end
end
local nextHighestChunk = -1
local nextHighestScore = highestScore
local nextHighestDirection
if (highestChunk ~= -1) then
neighborDirectionChunks = getNeighborChunks(map, highestChunk.x, highestChunk.y)
for x=1,8 do
local neighborChunk = neighborDirectionChunks[x]
if ((neighborChunk ~= -1) and ((chunk == -1) or (neighborChunk.id ~= chunk.id)) and
canMoveChunkDirection(map, x, highestChunk, neighborChunk)) then
local score = scoreFunction(map, neighborChunk)
if (score > nextHighestScore) then
nextHighestScore = score
nextHighestChunk = neighborChunk
nextHighestDirection = x
end
end
end
end
return highestChunk, highestDirection, nextHighestChunk, nextHighestDirection
end
--[[
Expects all neighbors adjacent to a chunk
--]]
function movementUtils.scoreNeighborsForSettling(map, chunk, neighborDirectionChunks, scoreFunction)
local highestChunk = -1
local highestScore = -MAGIC_MAXIMUM_NUMBER
local highestDirection = 0
for x=1,8 do
local neighborChunk = neighborDirectionChunks[x]
if (neighborChunk ~= -1) then
if (chunk == -1) or canMoveChunkDirection(map, x, chunk, neighborChunk) then
local score = scoreFunction(map, neighborChunk)
if (score > highestScore) then
highestScore = score
highestChunk = neighborChunk
highestDirection = x
end
end
end
end
if (chunk ~= -1) and (scoreFunction(map, chunk) > highestScore) then
return chunk, 0, -1, 0
end
local nextHighestChunk = -1
local nextHighestScore = highestScore
local nextHighestDirection = 0
if (highestChunk ~= -1) then
neighborDirectionChunks = getNeighborChunks(map, highestChunk.x, highestChunk.y)
for x=1,8 do
local neighborChunk = neighborDirectionChunks[x]
if ((neighborChunk ~= -1) and ((chunk == -1) or (neighborChunk.id ~= chunk.id)) and
canMoveChunkDirection(map, x, highestChunk, neighborChunk)) then
local score = scoreFunction(map, neighborChunk)
if (score > nextHighestScore) then
nextHighestScore = score
nextHighestChunk = neighborChunk
nextHighestDirection = x
end
end
end
end
return highestChunk, highestDirection, nextHighestChunk, nextHighestDirection
end
--[[
Expects all neighbors adjacent to a chunk
--]]
function movementUtils.scoreNeighborsForResource(chunk, neighborDirectionChunks, validFunction, scoreFunction, map)
local highestChunk = -1
local highestScore = -MAGIC_MAXIMUM_NUMBER
local highestDirection
for x=1,8 do
local neighborChunk = neighborDirectionChunks[x]
if (neighborChunk ~= -1) and
canMoveChunkDirection(map, x, chunk, neighborChunk) and
validFunction(map, chunk, neighborChunk)
then
local score = scoreFunction(map, neighborChunk)
if (score > highestScore) then
highestScore = score
highestChunk = neighborChunk
highestDirection = x
end
end
end
if (chunk ~= -1) and (scoreFunction(map, chunk) > highestScore) then
return -1, -1
end
return highestChunk, highestDirection
end
--[[
Expects all neighbors adjacent to a chunk
--]]
function movementUtils.scoreNeighborsForRetreat(chunk, neighborDirectionChunks, scoreFunction, map)
local highestChunk = -1
local highestScore = -MAGIC_MAXIMUM_NUMBER
local highestDirection
for x=1,8 do
local neighborChunk = neighborDirectionChunks[x]
if (neighborChunk ~= -1) then
if (chunk == -1) or canMoveChunkDirection(map, x, chunk, neighborChunk) then
local score = scoreFunction(map, neighborChunk)
if (score > highestScore) then
highestScore = score
highestChunk = neighborChunk
highestDirection = x
end
end
end
end
local nextHighestChunk = -1
local nextHighestScore = highestScore
local nextHighestDirection
if (highestChunk ~= -1) then
neighborDirectionChunks = getNeighborChunks(map, highestChunk.x, highestChunk.y)
for x=1,8 do
local neighborChunk = neighborDirectionChunks[x]
if ((neighborChunk ~= -1) and ((chunk == -1) or (neighborChunk.id ~= chunk.id)) and
canMoveChunkDirection(map, x, highestChunk, neighborChunk)) then
local score = scoreFunction(map, neighborChunk)
if (score > nextHighestScore) then
nextHighestScore = score
nextHighestChunk = neighborChunk
nextHighestDirection = x
end
end
end
end
if (nextHighestChunk == nil) then
nextHighestChunk = -1
end
return highestChunk, highestDirection, nextHighestChunk, nextHighestDirection
end
--[[
Expects all neighbors adjacent to a chunk
--]]
function movementUtils.scoreNeighborsForFormation(neighborChunks, validFunction, scoreFunction, map)
local highestChunk = -1
local highestScore = -MAGIC_MAXIMUM_NUMBER
local highestDirection
for x=1,8 do
local neighborChunk = neighborChunks[x]
if (neighborChunk ~= -1) and validFunction(map, neighborChunk) then
local score = scoreFunction(map, neighborChunk)
if (score > highestScore) then
highestScore = score
highestChunk = neighborChunk
highestDirection = x
end
end
end
return highestChunk, highestDirection
end
movementUtilsG = movementUtils
return movementUtils