1
0
mirror of https://github.com/Refactorio/RedMew.git synced 2024-12-12 10:04:40 +02:00
RedMew/utils/alien_evolution_progress.lua
RedRafe 26e1c28dc0
Factorio 2.0 update (#1436)
* Init Factorio 2.0 update

* add credits

* fix test module

* I know luackeck, I know

* Fixes

* Fix bad event.player_index handling

* Hotfixes

* Remove all filter inserters

* Migrate removed items

* Deprecating spidertron control and landfill features
2024-10-22 20:22:35 +01:00

180 lines
5.0 KiB
Lua

--[[-- info
Original (javascript) version: https://hastebin.com/udakacavap.js
Can be tested against: https://wiki.factorio.com/Enemies#Spawn_chances_by_evolution_factor
]]
-- dependencies
local Global = require 'utils.global'
local Debug = require 'utils.debug'
local table = require 'utils.table'
-- localized functions
local get_random_weighted = table.get_random_weighted
local round = math.round
local ceil = math.ceil
local floor = math.floor
local random = math.random
local pairs = pairs
local format = string.format
-- this
local AlienEvolutionProgress = {}
local memory = {
spawner_specifications = {},
spawner_specifications_count = 0,
evolution_cache = {
['biter-spawner'] = {
evolution = -1,
weight_table = {},
},
['spitters-spawner'] = {
evolution = -1,
weight_table = {},
},
},
}
Global.register_init({
memory = memory,
}, function(tbl)
for name, prototype in pairs(prototypes.entity) do
if prototype.type == 'unit-spawner' and prototype.subgroup.name == 'enemies' then
tbl.memory.spawner_specifications[name] = prototype.result_units
memory.spawner_specifications_count = memory.spawner_specifications_count + 1
end
end
end, function(tbl)
memory = tbl.memory
end)
local function lerp(low, high, pos)
local s = high.evolution_factor - low.evolution_factor;
local l = (pos - low.evolution_factor) / s;
return (low.weight * (1 - l)) + (high.weight * l)
end
local function get_values(map, evolution_factor)
local result = {}
local sum = 0
for _, spawner_data in pairs(map) do
local list = spawner_data.spawn_points;
local low = list[1];
local high = list[#list];
for _, val in pairs(list) do
local val_evolution = val.evolution_factor
if val_evolution <= evolution_factor and val_evolution > low.evolution_factor then
low = val;
end
if val_evolution >= evolution_factor and val_evolution < high.evolution_factor then
high = val
end
end
local val
if evolution_factor <= low.evolution_factor then
val = low.weight
elseif evolution_factor >= high.evolution_factor then
val = high.weight;
else
val = lerp(low, high, evolution_factor)
end
sum = sum + val;
result[spawner_data.unit] = val;
end
local weighted_table = {}
local count = 0
for index, _ in pairs(result) do
count = count + 1
weighted_table[count] = {index, result[index] / sum}
end
return weighted_table;
end
local function get_spawner_values(spawner, evolution)
local spawner_specification = memory.spawner_specifications[spawner]
if not spawner_specification then
Debug.print(format('Spawner "%s" does not exist in the prototype data', spawner))
return
end
local cache = memory.evolution_cache[spawner]
if not cache then
cache = {
evolution = -1,
weight_table = {},
}
memory.evolution_cache[spawner] = cache
end
local evolution_value = round(evolution * 100)
if (cache.evolution < evolution_value) then
cache.evolution = evolution_value
cache.weight_table = get_values(spawner_specification, evolution)
end
return cache.weight_table
end
local function calculate_total(count, spawner, evolution)
if count == 0 then
return {}
end
local spawner_values = get_spawner_values(spawner, evolution)
if not spawner_values then
return {}
end
local aliens = {}
for _ = 1, count do
local name = get_random_weighted(spawner_values)
aliens[name] = (aliens[name] or 0) + 1
end
return aliens
end
---Creates the spawner_request structure required for AlienEvolutionProgress.get_aliens for all
---available spawners. If dividing the total spawners by the total aliens causes a fraction, the
---fraction will decide a chance to spawn. 1 alien for 2 spawners will have 50% on both.
---@param total_aliens table
function AlienEvolutionProgress.create_spawner_request(total_aliens)
local per_spawner = total_aliens / memory.spawner_specifications_count
local fraction = per_spawner % 1
local spawner_request = {}
for spawner, _ in pairs(memory.spawner_specifications) do
local count = per_spawner
if fraction > 0 then
if random() > fraction then
count = ceil(count)
else
count = floor(count)
end
end
spawner_request[spawner] = count
end
return spawner_request
end
function AlienEvolutionProgress.get_aliens(spawner_requests, evolution)
local aliens = {}
for spawner, count in pairs(spawner_requests) do
for name, amount in pairs(calculate_total(count, spawner, evolution)) do
aliens[name] = (aliens[name] or 0) + amount
end
end
return aliens
end
return AlienEvolutionProgress