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https://github.com/veden/Rampant.git
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154 lines
5.7 KiB
Lua
Executable File
154 lines
5.7 KiB
Lua
Executable File
local squadAttack = {}
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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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local playerUtils = require("PlayerUtils")
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local movementUtils = require("MovementUtils")
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local mathUtils = require("MathUtils")
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local chunkUtils = require("ChunkUtils")
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-- constants
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local PLAYER_PHEROMONE = constants.PLAYER_PHEROMONE
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local MOVEMENT_PHEROMONE = constants.MOVEMENT_PHEROMONE
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local BASE_PHEROMONE = constants.BASE_PHEROMONE
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local SQUAD_RAIDING = constants.SQUAD_RAIDING
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local SQUAD_GUARDING = constants.SQUAD_GUARDING
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local CHUNK_SIZE = constants.CHUNK_SIZE
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local PLAYER_PHEROMONE_MULTIPLER = constants.PLAYER_PHEROMONE_MULTIPLER
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local DEFINES_COMMAND_ATTACK_AREA = defines.command.attack_area
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local DEFINES_GROUP_FINISHED = defines.group_state.finished
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local DEFINES_GROUP_GATHERING = defines.group_state.gathering
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local DEFINES_GROUP_MOVING = defines.group_state.moving
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local DEFINES_GROUP_ATTACKING_DISTRACTION = defines.group_state.attacking_distraction
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local DEFINES_GROUP_ATTACKING_TARGET = defines.group_state.attacking_target
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local DEFINES_DISTRACTION_BY_ENEMY = defines.distraction.by_enemy
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local DEFINES_DISTRACTION_BY_ANYTHING = defines.distraction.by_anything
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local SENTINEL_IMPASSABLE_CHUNK = constants.SENTINEL_IMPASSABLE_CHUNK
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-- imported functions
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local mRandom = math.random
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local findMovementPosition = movementUtils.findMovementPosition
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local getNeighborChunks = mapUtils.getNeighborChunks
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local getChunkByPosition = mapUtils.getChunkByPosition
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local addMovementPenalty = movementUtils.addMovementPenalty
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local lookupMovementPenalty = movementUtils.lookupMovementPenalty
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local calculateKamikazeThreshold = unitGroupUtils.calculateKamikazeThreshold
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local positionFromDirectionAndChunk = mapUtils.positionFromDirectionAndChunk
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local euclideanDistanceNamed = mathUtils.euclideanDistanceNamed
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local playersWithinProximityToPosition = playerUtils.playersWithinProximityToPosition
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local getPlayerBaseGenerator = chunkUtils.getPlayerBaseGenerator
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local positionToChunkXY = mapUtils.positionToChunkXY
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local scoreNeighborsForAttack = movementUtils.scoreNeighborsForAttack
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-- module code
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local function scoreAttackLocation(squad, neighborChunk)
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local damage = (2*neighborChunk[MOVEMENT_PHEROMONE]) + neighborChunk[BASE_PHEROMONE] + (neighborChunk[PLAYER_PHEROMONE] * PLAYER_PHEROMONE_MULTIPLER)
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return damage - lookupMovementPenalty(squad, neighborChunk)
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end
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function squadAttack.squadsAttack(regionMap, surface, natives)
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local squads = natives.squads
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local attackPosition
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local attackCmd
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if (#squads > 0) then
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attackPosition = regionMap.position
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attackCmd = { type = DEFINES_COMMAND_ATTACK_AREA,
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destination = attackPosition,
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radius = CHUNK_SIZE,
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distraction = DEFINES_DISTRACTION_BY_ENEMY }
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end
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for i=1,#squads do
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local squad = squads[i]
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local group = squad.group
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if group.valid and (squad.status == SQUAD_RAIDING) then
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local groupState = group.state
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if (groupState == DEFINES_GROUP_FINISHED) or (groupState == DEFINES_GROUP_GATHERING) or ((groupState == DEFINES_GROUP_MOVING) and (squad.cycles == 0)) then
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local groupPosition = group.position
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local chunk = getChunkByPosition(regionMap, groupPosition)
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if (chunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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local attackChunk, attackDirection = scoreNeighborsForAttack(chunk,
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getNeighborChunks(regionMap, chunk.x, chunk.y),
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scoreAttackLocation,
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squad)
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addMovementPenalty(natives, squad, chunk)
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if group.valid and (attackChunk ~= SENTINEL_IMPASSABLE_CHUNK) then
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local playerBaseGenerator = getPlayerBaseGenerator(regionMap, attackChunk)
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if (playerBaseGenerator == 0) or ((groupState == DEFINES_GROUP_FINISHED) or (groupState == DEFINES_GROUP_GATHERING)) then
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squad.cycles = ((#squad.group.members > 80) and 6) or 4
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local moreFrenzy = not squad.rabid and squad.frenzy and (euclideanDistanceNamed(groupPosition, squad.frenzyPosition) < 100)
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squad.frenzy = moreFrenzy
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if squad.rabid or squad.frenzy then
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attackCmd.distraction = DEFINES_DISTRACTION_BY_ANYTHING
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else
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attackCmd.distraction = DEFINES_DISTRACTION_BY_ENEMY
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end
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local position = findMovementPosition(surface, positionFromDirectionAndChunk(attackDirection, groupPosition, attackPosition, 1.35))
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if position then
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attackPosition.x = position.x
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attackPosition.y = position.y
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group.set_command(attackCmd)
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group.start_moving()
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else
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addMovementPenalty(natives, squad, attackChunk)
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end
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elseif not squad.frenzy and not squad.rabid and
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((groupState == DEFINES_GROUP_ATTACKING_DISTRACTION) or (groupState == DEFINES_GROUP_ATTACKING_TARGET) or
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(playerBaseGenerator ~= 0)) then
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squad.frenzy = true
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squad.frenzyPosition.x = groupPosition.x
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squad.frenzyPosition.y = groupPosition.y
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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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end
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function squadAttack.squadsBeginAttack(natives, players)
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local squads = natives.squads
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for i=1,#squads do
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local squad = squads[i]
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local group = squad.group
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if (squad.status == SQUAD_GUARDING) and group.valid then
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local kamikazeThreshold = calculateKamikazeThreshold(squad, natives)
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local groupPosition = group.position
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if playersWithinProximityToPosition(players, groupPosition, 100) then
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squad.frenzy = true
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squad.frenzyPosition.x = groupPosition.x
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squad.frenzyPosition.y = groupPosition.y
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end
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squad.kamikaze = mRandom() < kamikazeThreshold
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squad.status = SQUAD_RAIDING
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end
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end
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end
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return squadAttack
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