mirror of
https://github.com/veden/Rampant.git
synced 2025-01-03 22:52:20 +02:00
326 lines
10 KiB
Lua
Executable File
326 lines
10 KiB
Lua
Executable File
local upgrade = {}
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-- imports
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local constants = require("libs/Constants")
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local mathUtils = require("libs/MathUtils")
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-- constants
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local BASE_AI_STATE_DORMANT = constants.BASE_AI_STATE_DORMANT
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local INTERVAL_LOGIC = constants.INTERVAL_LOGIC
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local CHUNK_SIZE = constants.CHUNK_SIZE
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local ATTACK_SCORE = constants.ATTACK_SCORE
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local SQUAD_GUARDING = constants.SQUAD_GUARDING
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local AI_MAX_OVERFLOW_POINTS = constants.AI_MAX_OVERFLOW_POINTS
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-- imported functions
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local roundToNearest = mathUtils.roundToNearest
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-- module code
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function upgrade.attempt(natives, setNewSurface)
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local starting = global.version
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if (global.version == nil) then
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natives.squads = {}
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natives.points = 0
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global.version = constants.VERSION_5
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end
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if (global.version < constants.VERSION_10) then
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for _,squad in pairs(natives.squads) do
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squad.frenzy = false
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squad.frenzyPosition = {x=0,y=0}
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squad.rabid = false
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end
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global.version = constants.VERSION_10
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end
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if (global.version < constants.VERSION_11) then
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natives.state = constants.AI_STATE_AGGRESSIVE
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natives.temperament = 0
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global.version = constants.VERSION_11
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end
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if (global.version < constants.VERSION_12) then
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for _,squad in pairs(natives.squads) do
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squad.status = constants.SQUAD_GUARDING
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squad.kamikaze = false
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end
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-- reset ai build points due to error in earning points
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natives.points = 0
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global.version = constants.VERSION_12
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end
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if (global.version < constants.VERSION_16) then
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natives.lastShakeMessage = 0
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--remove version 14 retreat limit, it has been made redundant
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natives.retreats = nil
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global.version = constants.VERSION_16
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end
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if (global.version < constants.VERSION_18) then
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natives.safeEntities = {}
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natives.safeEntityName = {}
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global.version = constants.VERSION_18
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end
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if (global.version < constants.VERSION_20) then
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natives.aiPointsScaler = settings.global["rampant-aiPointsScaler"].value
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natives.aiNocturnalMode = settings.global["rampant-permanentNocturnal"].value
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global.version = constants.VERSION_20
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end
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if (global.version < constants.VERSION_22) then
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-- been made redundant
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natives.rallyCries = nil
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-- needs to be on inner logic tick loop interval
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natives.stateTick = roundToNearest(game.tick + INTERVAL_LOGIC, INTERVAL_LOGIC)
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natives.temperamentTick = roundToNearest(game.tick + INTERVAL_LOGIC, INTERVAL_LOGIC)
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--[[
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For making changes to maps that haven't had Rampant loaded and aren't starting from a brand new map
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Was causing desyncs when client connected before having the below settings saved into the map 0.15.15 factorio
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--]]
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-- game.map_settings.path_finder.short_request_ratio = constants.PATH_FINDER_SHORT_REQUEST_RATIO
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-- game.map_settings.path_finder.short_cache_size = constants.PATH_FINDER_SHORT_CACHE_SIZE
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-- game.map_settings.path_finder.long_cache_size = constants.PATH_FINDER_LONG_REQUEST_RATIO
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-- game.map_settings.unit_group.max_group_radius = constants.UNIT_GROUP_MAX_RADIUS
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global.version = constants.VERSION_22
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end
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if (global.version < constants.VERSION_23) then
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-- used to precompute some values per logic cycle
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natives.retreatThreshold = 0
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-- natives.maxSquads = 0
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natives.rallyThreshold = 0
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natives.formSquadThreshold = 0
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natives.attackWaveSize = 0
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natives.attackWaveDeviation = 0
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natives.attackWaveUpperBound = 0
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natives.unitRefundAmount = 0
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-- natives.attackWaveThreshold = 0
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-- game.map_settings.unit_group.member_disown_distance = constants.UNIT_GROUP_DISOWN_DISTANCE
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-- game.map_settings.unit_group.tick_tolerance_when_member_arrives = constants.UNIT_GROUP_TICK_TOLERANCE
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-- used for breaking up how many squads are processing per logic cycle
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natives.regroupIndex = 1
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natives.randomGenerator = game.create_random_generator(settings.startup["rampant-enemySeed"].value+1024)
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global.version = constants.VERSION_23
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end
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if (global.version < constants.VERSION_25) then
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game.map_settings.path_finder.min_steps_to_check_path_find_termination = constants.PATH_FINDER_MIN_STEPS_TO_CHECK_PATH
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global.version = constants.VERSION_25
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end
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if (global.version < constants.VERSION_33) then
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global.world = nil
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global.version = constants.VERSION_33
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end
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if (global.version < constants.VERSION_38) then
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for _,squad in pairs(natives.squads) do
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squad.chunk = nil
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end
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global.regionMap = nil
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global.version = constants.VERSION_38
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end
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if (global.version < constants.VERSION_41) then
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natives.evolutionTableAlignment = {}
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natives.bases = {}
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natives.baseIndex = 1
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natives.baseIncrement = 0
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global.version = constants.VERSION_41
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end
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if (global.version < constants.VERSION_44) then
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natives.kamikazeThreshold = 0
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global.version = constants.VERSION_44
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end
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if (global.version < constants.VERSION_51) then
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natives.scouts = nil
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natives.tunnels = nil
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natives.baseLookup = nil
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global.version = constants.VERSION_51
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end
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if (global.version < constants.VERSION_57) then
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natives.attackWaveLowerBound = 1
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for _,squad in pairs(natives.squads) do
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squad.maxDistance = 0
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squad.originPosition = {
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x = 0,
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y = 0
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}
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squad.settlers = false
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end
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natives.expansion = game.map_settings.enemy_expansion.enabled
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natives.expansionMaxDistance = game.map_settings.enemy_expansion.max_expansion_distance * CHUNK_SIZE
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natives.expansionMaxDistanceDerivation = natives.expansionMaxDistance * 0.33
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natives.expansionMinTime = game.map_settings.enemy_expansion.min_expansion_cooldown
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natives.expansionMaxTime = game.map_settings.enemy_expansion.max_expansion_cooldown
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natives.expansionMinSize = game.map_settings.enemy_expansion.settler_group_min_size
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natives.expansionMaxSize = game.map_settings.enemy_expansion.settler_group_max_size
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natives.settlerCooldown = 0
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natives.settlerWaveDeviation = 0
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natives.settlerWaveSize = 0
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global.version = constants.VERSION_57
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end
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if (global.version < constants.VERSION_72) then
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for _,squad in pairs(natives.squads) do
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squad.status = SQUAD_GUARDING
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squad.cycles = 0
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end
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for _,base in pairs(natives.bases) do
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base.temperament = 0
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base.temperamentTick = 0
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base.state = BASE_AI_STATE_DORMANT
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base.stateTick = 0
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base.alignment = {base.alignment}
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end
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global.version = constants.VERSION_72
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end
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if (global.version < constants.VERSION_75) then
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for _,squad in pairs(natives.squads) do
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squad.attackScoreFunction = ATTACK_SCORE
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end
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global.version = constants.VERSION_75
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end
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if (global.version < constants.VERSION_76) then
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natives.drainPylons = {}
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global.version = constants.VERSION_76
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end
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if (global.version < constants.VERSION_77) then
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natives.attackWaveThreshold = nil
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natives.attackWav = nil
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global.version = constants.VERSION_77
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end
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if (global.version < constants.VERSION_85) then
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natives.building = {}
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natives.pendingAttack = {}
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natives.cleanBuildingIndex = 1
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natives.attackIndex = 1
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global.version = constants.VERSION_85
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end
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if (global.version < constants.VERSION_86) then
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natives.expansion = game.map_settings.enemy_expansion.enabled
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natives.enabledMigration = natives.expansion and settings.global["rampant-enableMigration"].value
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global.version = constants.VERSION_86
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end
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if (global.version < constants.VERSION_87) then
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natives.enemyAlignmentLookup = {}
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global.version = constants.VERSION_87
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end
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if (global.version < 89) then
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natives.canAttackTick = 0
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global.version = 89
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end
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if (global.version < 95) then
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natives.randomGenerator = game.create_random_generator(settings.startup["rampant-enemySeed"].value+1024)
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global.version = 95
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end
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if (global.version < 99) then
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game.map_settings.unit_group.min_group_radius = constants.UNIT_GROUP_MAX_RADIUS * 0.5
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game.map_settings.unit_group.max_group_radius = constants.UNIT_GROUP_MAX_RADIUS
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game.map_settings.unit_group.member_disown_distance = constants.UNIT_GROUP_DISOWN_DISTANCE
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game.map_settings.unit_group.tick_tolerance_when_member_arrives = constants.UNIT_GROUP_TICK_TOLERANCE
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game.map_settings.unit_group.max_member_speedup_when_behind = constants.UNIT_GROUP_MAX_SPEED_UP
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game.map_settings.unit_group.max_member_slowdown_when_ahead = constants.UNIT_GROUP_MAX_SLOWDOWN
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game.map_settings.unit_group.max_group_slowdown_factor = constants.UNIT_GROUP_SLOWDOWN_FACTOR
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game.map_settings.max_failed_behavior_count = 3
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for i=#natives.squads,1,-1 do
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natives.squads[i].penalties = {}
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if not natives.squads[i].chunk then
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natives.squads[i].chunk = SENTINEL_IMPASSABLE_CHUNK
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end
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end
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natives.ENEMY_VARIATIONS = settings.startup["rampant-newEnemyVariations"].value
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natives.nextChunkSort = nil
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natives.nextChunkSortTick = nil
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natives.evolutionLevel = game.forces.enemy.evolution_factor
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natives.evolutionTableUnitSpawner = nil
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natives.evolutionTableWorm = nil
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natives.pendingAttack.len = #natives.pendingAttack
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natives.squads.len = #natives.squads
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if not setNewSurface then
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game.surfaces[natives.activeSurface].print("Rampant - Version 0.17.29")
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end
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global.version = 99
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end
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return starting ~= global.version, natives
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end
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function upgrade.compareTable(entities, option, new)
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local changed = false
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if (entities[option] ~= new) then
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entities[option] = new
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changed = true
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end
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return changed, new
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end
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return upgrade
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