Removed background sector wave simulation
This commit is contained in:
@@ -133,7 +133,6 @@ public class Planets{
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sectorSeed = 2;
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allowWaves = true;
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allowLegacyLaunchPads = true;
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allowWaveSimulation = true;
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allowSectorInvasion = true;
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allowLaunchSchematics = true;
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enemyCoreSpawnReplace = true;
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@@ -157,7 +156,7 @@ public class Planets{
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landCloudColor = Pal.spore.cpy().a(0.5f);
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}};
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verilus = makeAsteroid("verlius", sun, Blocks.stoneWall, Blocks.iceWall, -1, 0.5f, 12, 2f, gen -> {
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verilus = makeAsteroid("verilus", sun, Blocks.stoneWall, Blocks.iceWall, -1, 0.5f, 12, 2f, gen -> {
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gen.berylChance = 0f;
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gen.iceChance = 0.6f;
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gen.carbonChance = 0.1f;
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@@ -77,37 +77,9 @@ public class Logic implements ApplicationListener{
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SectorInfo info = state.rules.sector.info;
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info.write();
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//only simulate waves if the planet allows it
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if(state.rules.sector.planet.allowWaveSimulation){
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//how much wave time has passed
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int wavesPassed = info.wavesPassed;
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//wave has passed, remove all enemies, they are assumed to be dead
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if(wavesPassed > 0){
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Groups.unit.each(u -> {
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if(u.team == state.rules.waveTeam){
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u.remove();
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}
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});
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}
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//simulate passing of waves
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if(wavesPassed > 0){
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//simulate wave counter moving forward
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state.wave += wavesPassed;
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state.wavetime = state.rules.waveSpacing * state.getPlanet().campaignRules.difficulty.waveTimeMultiplier;
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SectorDamage.applyCalculatedDamage();
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}
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}
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state.getSector().planet.applyRules(state.rules);
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//reset values
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info.damage = 0f;
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info.wavesPassed = 0;
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info.hasCore = true;
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info.secondsPassed = 0;
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state.rules.sector.saveInfo();
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}
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@@ -6,7 +6,6 @@ import arc.struct.*;
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import arc.util.*;
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import mindustry.content.*;
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import mindustry.ctype.*;
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import mindustry.maps.*;
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import mindustry.type.*;
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import mindustry.world.*;
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import mindustry.world.blocks.storage.CoreBlock.*;
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@@ -63,18 +62,10 @@ public class SectorInfo{
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public int attempts;
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/** Wave # from state */
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public int wave = 1, winWave = -1;
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/** Waves this sector can survive if under attack. Based on wave in info. <0 means uncalculated. */
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public int wavesSurvived = -1;
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/** Time between waves. */
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public float waveSpacing = 2 * Time.toMinutes;
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/** Damage dealt to sector. */
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public float damage;
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/** How many waves have passed while the player was away. */
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public int wavesPassed;
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/** Packed core spawn position. */
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public int spawnPosition;
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/** How long the player has been playing elsewhere. */
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public float secondsPassed;
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/** How many minutes this sector has been captured. */
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public float minutesCaptured;
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/** Light coverage in terms of radius. */
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@@ -90,11 +81,6 @@ public class SectorInfo{
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/** Whether this sector was indicated to the player or not. */
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public boolean shown = false;
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/** Special variables for simulation. */
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public float sumHealth, sumRps, sumDps, bossHealth, bossDps, curEnemyHealth, curEnemyDps;
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/** Wave where first boss shows up. */
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public int bossWave = -1;
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public ObjectFloatMap<Item> importCooldownTimers = new ObjectFloatMap<>();
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public @Nullable transient float[] importRateCache;
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@@ -233,9 +219,6 @@ public class SectorInfo{
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hasCore = entity != null;
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bestCoreType = !hasCore ? Blocks.air : state.rules.defaultTeam.cores().max(e -> e.block.size).block;
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storageCapacity = entity != null ? entity.storageCapacity : 0;
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secondsPassed = 0;
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wavesPassed = 0;
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damage = 0;
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hasSpawns = spawner.countSpawns() > 0;
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lastPresetName = sector.preset == null ? null : sector.preset.name;
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lastWidth = world.width();
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@@ -264,10 +247,6 @@ public class SectorInfo{
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sector.saveInfo();
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if(sector.planet.allowWaveSimulation){
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SectorDamage.writeParameters(sector);
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}
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if(sector.planet.generator != null){
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sector.planet.generator.beforeSaveWrite(sector);
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}
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@@ -9,7 +9,6 @@ import mindustry.game.EventType.*;
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import mindustry.game.Schematic.*;
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import mindustry.game.SectorInfo.*;
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import mindustry.gen.*;
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import mindustry.maps.*;
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import mindustry.type.*;
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import mindustry.world.blocks.storage.*;
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@@ -158,13 +157,8 @@ public class Universe{
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//update relevant sectors
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for(Planet planet : content.planets()){
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//planets with different wave simulation status are not updated
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if(current != null && current.allowWaveSimulation != planet.allowWaveSimulation){
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continue;
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}
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//don't simulate the planet if there is an in-progress mission on that planet
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if(!planet.allowWaveSimulation && planet.sectors.contains(s -> s.hasBase() && !s.isBeingPlayed() && s.isAttacked())){
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//do not update other planets
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if(current != null && current != planet && !current.updateGroup.contains(planet) && !planet.updateGroup.contains(current)){
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continue;
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}
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@@ -178,7 +172,7 @@ public class Universe{
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//second pass: update export & import statistics
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for(Sector sector : planet.sectors){
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if(sector.hasBase() && !sector.isBeingPlayed()){
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if(sector.hasBase() && !sector.isBeingPlayed() && !sector.isAttacked()){
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//export to another sector
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if(sector.info.destination != null){
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@@ -186,7 +180,7 @@ public class Universe{
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if(to.hasBase() && to.planet == planet){
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ItemSeq items = new ItemSeq();
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//calculated exported items to this sector
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sector.info.export.each((item, stat) -> items.add(item, (int)(stat.mean * newSecondsPassed * sector.getProductionScale())));
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sector.info.export.each((item, stat) -> items.add(item, (int)(stat.mean * newSecondsPassed)));
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to.addItems(items);
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to.info.lastImported.add(items);
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}
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@@ -209,95 +203,58 @@ public class Universe{
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sector.info.minutesCaptured += turnDuration / 60 / 60;
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}
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//increment seconds passed for this sector by the time that just passed with this turn
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if(!sector.isBeingPlayed()){
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//attacked sectors are frozen in time; don't update those
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if(!sector.isAttacked()){
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//TODO: if a planet has sectors under attack and simulation is OFF, just don't simulate it
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//increment seconds passed for this sector by the time that just passed with this turn
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if(!sector.isBeingPlayed()){
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//increment time if attacked
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if(sector.isAttacked()){
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sector.info.secondsPassed += turnDuration/60f;
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}
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//add production, making sure that it's capped
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sector.info.production.each((item, stat) -> sector.info.items.add(item, Math.min((int)(stat.mean * newSecondsPassed), sector.info.storageCapacity - sector.info.items.get(item))));
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int wavesPassed = (int)(sector.info.secondsPassed*60f / sector.info.waveSpacing);
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boolean attacked = sector.info.waves && sector.planet.allowWaveSimulation;
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if(attacked){
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sector.info.wavesPassed = wavesPassed;
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}
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float damage = attacked ? SectorDamage.getDamage(sector) : 0f;
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//damage never goes down until the player visits the sector, so use max
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sector.info.damage = Math.max(sector.info.damage, damage);
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//check if the sector has been attacked too many times...
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if(attacked && damage >= 0.999f){
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//fire event for losing the sector
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Events.fire(new SectorLoseEvent(sector));
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//sector is dead.
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sector.info.items.clear();
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sector.info.damage = 1f;
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sector.info.hasCore = false;
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sector.info.production.clear();
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}else if(attacked && wavesPassed > 0 && sector.info.winWave > 1 && sector.info.wave + wavesPassed >= sector.info.winWave && !sector.hasEnemyBase()){
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//autocapture the sector
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sector.info.waves = false;
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boolean was = sector.info.wasCaptured;
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sector.info.wasCaptured = true;
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//fire the event
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Events.fire(new SectorCaptureEvent(sector, !was));
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}
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float scl = sector.getProductionScale();
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//add production, making sure that it's capped
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sector.info.production.each((item, stat) -> sector.info.items.add(item, Math.min((int)(stat.mean * newSecondsPassed * scl), sector.info.storageCapacity - sector.info.items.get(item))));
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if(planet.campaignRules.legacyLaunchPads){
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sector.info.export.each((item, stat) -> {
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if(sector.info.items.get(item) <= 0 && sector.info.production.get(item, ExportStat::new).mean < 0 && stat.mean > 0){
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//cap export by import when production is negative.
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//TODO remove
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stat.mean = Math.min(sector.info.lastImported.get(item) / (float)newSecondsPassed, stat.mean);
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}
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});
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}
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//prevent negative values with unloaders
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sector.info.items.checkNegative();
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sector.saveInfo();
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}
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//queue random invasions
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if(!sector.isAttacked() && sector.planet.campaignRules.sectorInvasion && sector.info.minutesCaptured > invasionGracePeriod && sector.info.hasSpawns){
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int count = sector.near().count(s -> s.hasEnemyBase() && !s.hasBase() && (s.preset == null || !s.preset.requireUnlock));
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//invasion chance depends on # of nearby bases
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if(count > 0 && Mathf.chance(baseInvasionChance * (0.8f + (count - 1) * 0.3f))){
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int waveMax = Math.max(sector.info.winWave, sector.isBeingPlayed() ? state.wave : sector.info.wave + sector.info.wavesPassed) + Mathf.random(2, 4) * 5;
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//assign invasion-related things
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if(sector.isBeingPlayed()){
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state.rules.winWave = waveMax;
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state.rules.waves = true;
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state.rules.attackMode = false;
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planet.campaignRules.apply(planet, state.rules); //enabling waves may force changes in campaign rules
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//update rules in multiplayer
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if(net.server()){
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Call.setRules(state.rules);
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}
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}else{
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sector.info.winWave = waveMax;
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sector.info.waves = true;
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sector.info.attack = false;
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sector.saveInfo();
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if(planet.campaignRules.legacyLaunchPads){
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sector.info.export.each((item, stat) -> {
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if(sector.info.items.get(item) <= 0 && sector.info.production.get(item, ExportStat::new).mean < 0 && stat.mean > 0){
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//cap export by import when production is negative.
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//TODO remove
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stat.mean = Math.min(sector.info.lastImported.get(item) / (float)newSecondsPassed, stat.mean);
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}
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});
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}
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Events.fire(new SectorInvasionEvent(sector));
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//prevent negative values with unloaders
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sector.info.items.checkNegative();
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sector.saveInfo();
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}
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//queue random invasions
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if(sector.planet.campaignRules.sectorInvasion && sector.info.minutesCaptured > invasionGracePeriod && sector.info.hasSpawns){
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int count = sector.near().count(s -> s.hasEnemyBase() && !s.hasBase() && (s.preset == null || !s.preset.requireUnlock));
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//invasion chance depends on # of nearby bases
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if(count > 0 && Mathf.chance(baseInvasionChance * (0.8f + (count - 1) * 0.3f))){
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int waveMax = Math.max(sector.info.winWave, sector.isBeingPlayed() ? state.wave : sector.info.wave) + Mathf.random(2, 4) * 5;
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//assign invasion-related things
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if(sector.isBeingPlayed()){
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state.rules.winWave = waveMax;
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state.rules.waves = true;
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state.rules.attackMode = false;
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planet.campaignRules.apply(planet, state.rules); //enabling waves may force changes in campaign rules
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//update rules in multiplayer
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if(net.server()){
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Call.setRules(state.rules);
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}
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}else{
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sector.info.winWave = waveMax;
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sector.info.waves = true;
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sector.info.attack = false;
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sector.saveInfo();
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}
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Events.fire(new SectorInvasionEvent(sector));
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}
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}
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}
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}
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@@ -4,379 +4,17 @@ import arc.math.*;
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import arc.math.geom.*;
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import arc.struct.*;
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import mindustry.ai.*;
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import mindustry.ai.types.*;
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import mindustry.content.*;
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import mindustry.core.*;
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import mindustry.entities.*;
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import mindustry.game.*;
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import mindustry.gen.*;
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import mindustry.logic.*;
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import mindustry.type.*;
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import mindustry.world.*;
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import mindustry.world.blocks.defense.*;
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import mindustry.world.blocks.defense.turrets.*;
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import mindustry.world.blocks.defense.turrets.Turret.*;
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import mindustry.world.blocks.storage.*;
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import static mindustry.Vars.*;
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public class SectorDamage{
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public static final int maxRetWave = 110, maxWavesSimulated = 111;
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//direct damage is for testing only
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private static final boolean rubble = true;
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/** @return calculated capture progress of the enemy */
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public static float getDamage(Sector sector){
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return getDamage(sector, sector.info.wavesPassed);
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}
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/** @return calculated capture progress of the enemy */
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public static float getDamage(Sector sector, int wavesPassed){
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return getDamage(sector, wavesPassed, false);
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}
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/** @return maximum waves survived, up to maxRetWave. */
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public static int getWavesSurvived(Sector sector){
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return (int)getDamage(sector, maxRetWave, true);
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}
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/** @return calculated capture progress of the enemy if retWave is false, otherwise return the maximum waves survived as int.
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* if it survives all the waves, returns maxRetWave. */
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public static float getDamage(Sector sector, int wavesPassed, boolean retWave){
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var info = sector.info;
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float health = info.sumHealth;
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int wave = info.wave;
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float waveSpace = info.waveSpacing;
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//this approach is O(n), it simulates every wave passing.
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//other approaches can assume all the waves come as one, but that's not as fair.
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if(wavesPassed > 0){
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int waveBegin = wave;
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int waveEnd = wave + wavesPassed;
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//do not simulate every single wave if there's too many
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if(wavesPassed > maxWavesSimulated && !retWave){
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waveBegin = waveEnd - maxWavesSimulated;
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}
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int groundSpawns = Math.max(spawner.countFlyerSpawns(), 1), airSpawns = Math.max(spawner.countGroundSpawns(), 1);
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for(int i = waveBegin; i <= waveEnd; i++){
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float enemyDps = 0f, enemyHealth = 0f;
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if(sector.save != null || sector.isBeingPlayed()){
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for(SpawnGroup group : (sector.isBeingPlayed() ? state.rules.spawns : sector.save.meta.rules.spawns)){
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//calculate the amount of spawn points used
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//if there's a spawn position override, there is only one potential place they spawn
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//assume that all overridden positions are valid, should always be true in properly designed campaign maps
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int spawnCount = group.spawn != -1 ? 1 : group.type.flying ? airSpawns : groundSpawns;
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float healthMult = 1f + Mathf.clamp(group.type.armor / 20f);
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StatusEffect effect = (group.effect == null ? StatusEffects.none : group.effect);
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int spawned = group.getSpawned(i) * spawnCount;
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if(spawned <= 0) continue;
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enemyHealth += spawned * (group.getShield(i) + group.type.health * effect.healthMultiplier * healthMult);
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enemyDps += spawned * group.type.dpsEstimate * effect.damageMultiplier;
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}
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}
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float efficiency = health / info.sumHealth;
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float dps = info.sumDps * efficiency;
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float rps = info.sumRps * efficiency;
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if(info.bossWave == i){
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enemyDps += info.bossDps;
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enemyHealth += info.bossHealth;
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}
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if(i == waveBegin){
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enemyDps += info.curEnemyDps;
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enemyHealth += info.curEnemyHealth;
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}
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//happens due to certain regressions
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if(enemyHealth < 0 || enemyDps < 0) continue;
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//calculate time to destroy both sides
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float timeDestroyEnemy = dps <= 0.0001f ? Float.POSITIVE_INFINITY : enemyHealth / dps; //if dps == 0, this is infinity
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float timeDestroyBase = health / (enemyDps - rps); //if regen > enemyDps this is negative
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//regenerating faster than the base can be damaged
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if(timeDestroyBase < 0) continue;
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//sector is lost, enemy took too long.
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if(timeDestroyEnemy > timeDestroyBase){
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health = 0f;
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//return current wave if simulating
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if(retWave) return Math.max(i - waveBegin - 1, waveBegin);
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break;
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}
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//otherwise, the enemy shoots for timeDestroyEnemy seconds, so calculate damage taken
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float damageTaken = timeDestroyEnemy * (enemyDps - rps);
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//damage the base.
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health -= damageTaken;
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//regen health after wave.
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health = Math.min(health + rps / 60f * waveSpace, info.sumHealth);
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}
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}
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//survived everything
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if(retWave){
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return maxRetWave;
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}
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return 1f - Mathf.clamp(health / info.sumHealth);
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}
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/** Applies wave damage based on sector parameters. */
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public static void applyCalculatedDamage(){
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//calculate base damage fraction
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float damage = getDamage(state.rules.sector);
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||||
//scaled damage has a power component to make it seem a little more realistic (as systems fail, enemy capturing gets easier and easier)
|
||||
float scaled = Mathf.pow(damage, 1.2f);
|
||||
|
||||
Tile spawn = spawner.getFirstSpawn();
|
||||
|
||||
//damage only units near the spawn point
|
||||
if(spawn != null){
|
||||
Seq<Unit> allies = new Seq<>();
|
||||
float sumUnitHealth = 0f;
|
||||
for(Unit ally : Groups.unit){
|
||||
if(ally.team == state.rules.defaultTeam && ally.within(spawn, state.rules.dropZoneRadius * 2.5f)){
|
||||
allies.add(ally);
|
||||
sumUnitHealth += ally.health;
|
||||
}
|
||||
}
|
||||
|
||||
allies.sort(u -> u.dst2(spawn));
|
||||
|
||||
//apply damage to units
|
||||
float unitDamage = damage * sumUnitHealth;
|
||||
|
||||
//damage units one by one, not uniformly
|
||||
for(var u : allies){
|
||||
if(u.health < unitDamage){
|
||||
u.remove();
|
||||
unitDamage -= u.health;
|
||||
}else{
|
||||
u.health -= unitDamage;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if(state.rules.sector.info.wavesPassed > 0){
|
||||
//simply remove each block in the spawner range if a wave passed
|
||||
for(Tile spawner : spawner.getSpawns()){
|
||||
spawner.circle((int)(state.rules.dropZoneRadius / tilesize), tile -> {
|
||||
if(tile.team() == state.rules.defaultTeam){
|
||||
if(rubble && tile.floor().hasSurface() && Mathf.chance(0.4)){
|
||||
Effect.rubble(tile.build.x, tile.build.y, tile.block().size);
|
||||
}
|
||||
|
||||
tile.remove();
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
|
||||
//finally apply scaled damage
|
||||
apply(scaled);
|
||||
}
|
||||
|
||||
/** Calculates damage simulation parameters before a game is saved. */
|
||||
public static void writeParameters(Sector sector){
|
||||
var info = sector.info;
|
||||
Building core = state.rules.defaultTeam.core();
|
||||
Seq<Tile> spawns = new Seq<>();
|
||||
spawner.eachGroundSpawn((x, y) -> spawns.add(world.tile(x, y)));
|
||||
|
||||
if(spawns.isEmpty() && state.rules.waveTeam.core() != null){
|
||||
spawns.add(state.rules.waveTeam.core().tile);
|
||||
}
|
||||
|
||||
if(core == null || spawns.isEmpty()) return;
|
||||
|
||||
boolean airOnly = !state.rules.spawns.contains(g -> !g.type.flying);
|
||||
|
||||
Tile start = spawns.first();
|
||||
Seq<Tile> path = new Seq<>();
|
||||
|
||||
//TODO would be nice if this worked in a more generic way, with two different calculations and paths
|
||||
if(airOnly){
|
||||
World.raycastEach(start.x, start.y, core.tileX(), core.tileY(), (x, y) -> {
|
||||
path.add(world.rawTile(x, y));
|
||||
return false;
|
||||
});
|
||||
}else{
|
||||
var field = pathfinder.getField(state.rules.waveTeam, Pathfinder.costGround, Pathfinder.fieldCore);
|
||||
boolean found = false;
|
||||
|
||||
if(field != null && field.weights != null){
|
||||
int[] weights = field.weights;
|
||||
int count = 0;
|
||||
Tile current = start;
|
||||
while(count < weights.length){
|
||||
int minCost = Integer.MAX_VALUE;
|
||||
int cx = current.x, cy = current.y;
|
||||
for(Point2 p : Geometry.d4){
|
||||
int nx = cx + p.x, ny = cy + p.y, packed = world.packArray(nx, ny);
|
||||
|
||||
Tile other = world.tile(nx, ny);
|
||||
if(other != null && weights[packed] < minCost && weights[packed] != -1){
|
||||
minCost = weights[packed];
|
||||
current = other;
|
||||
}
|
||||
}
|
||||
|
||||
path.add(current);
|
||||
|
||||
if(current.build == core){
|
||||
found = true;
|
||||
break;
|
||||
}
|
||||
|
||||
count ++;
|
||||
}
|
||||
}
|
||||
|
||||
if(!found){
|
||||
path.clear();
|
||||
path.addAll(Astar.pathfind(start, core.tile, SectorDamage::cost, t -> !(t.block().isStatic() && t.solid())));
|
||||
}
|
||||
}
|
||||
|
||||
//create sparse tile array for fast range query
|
||||
int sparseSkip = 5, sparseSkip2 = 3;
|
||||
Seq<Tile> sparse = new Seq<>(path.size / sparseSkip + 1);
|
||||
Seq<Tile> sparse2 = new Seq<>(path.size / sparseSkip2 + 1);
|
||||
|
||||
for(int i = 0; i < path.size; i++){
|
||||
if(i % sparseSkip == 0){
|
||||
sparse.add(path.get(i));
|
||||
}
|
||||
if(i % sparseSkip2 == 0){
|
||||
sparse2.add(path.get(i));
|
||||
}
|
||||
}
|
||||
|
||||
//regen is in health per second
|
||||
//dps is per second
|
||||
float sumHealth = 0f, sumRps = 0f, sumDps = 0f;
|
||||
float totalPathBuild = 0;
|
||||
|
||||
//first, calculate the total health of blocks in the path
|
||||
|
||||
//radius around the path that gets counted
|
||||
int radius = 6;
|
||||
IntSet counted = new IntSet();
|
||||
|
||||
for(Tile t : sparse2){
|
||||
|
||||
//radius is square.
|
||||
for(int dx = -radius; dx <= radius; dx++){
|
||||
for(int dy = -radius; dy <= radius; dy++){
|
||||
int wx = dx + t.x, wy = dy + t.y;
|
||||
if(wx >= 0 && wy >= 0 && wx < world.width() && wy < world.height()){
|
||||
Tile tile = world.rawTile(wx, wy);
|
||||
|
||||
if(tile.build != null && tile.team() == state.rules.defaultTeam && counted.add(tile.pos())){
|
||||
//health is divided by block size, because multiblocks are counted multiple times.
|
||||
sumHealth += tile.build.health / (tile.block().size * tile.block().size);
|
||||
totalPathBuild += 1f / (tile.block().size * tile.block().size);
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float avgHealth = totalPathBuild <= 1 ? sumHealth : sumHealth / totalPathBuild;
|
||||
|
||||
//block dps + regen + extra health/shields
|
||||
for(Building build : state.rules.defaultTeam.data().buildings){
|
||||
float e = build.potentialEfficiency;
|
||||
if(e > 0.08f){
|
||||
if(build instanceof Ranged ranged && sparse.contains(t -> t.within(build, ranged.range() + 4*tilesize))){
|
||||
//TODO make sure power turret network supports the turrets?
|
||||
if(build instanceof TurretBuild b && b.hasAmmo()){
|
||||
sumDps += b.estimateDps();
|
||||
}
|
||||
|
||||
if(build.block instanceof MendProjector m){
|
||||
sumRps += m.healPercent / m.reload * avgHealth * 60f / 100f * e * build.timeScale();
|
||||
}
|
||||
|
||||
//point defense turrets act as flat health right now
|
||||
if(build.block instanceof PointDefenseTurret){
|
||||
sumHealth += 150f * build.timeScale() * build.potentialEfficiency;
|
||||
}
|
||||
|
||||
if(build.block instanceof ForceProjector f){
|
||||
sumHealth += f.shieldHealth * e * build.timeScale();
|
||||
sumRps += e;
|
||||
}
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
float curEnemyHealth = 0f, curEnemyDps = 0f;
|
||||
|
||||
//unit regen + health + dps
|
||||
for(Unit unit : Groups.unit){
|
||||
//skip player
|
||||
if(unit.isPlayer()) continue;
|
||||
|
||||
//scale health based on armor - yes, this is inaccurate, but better than nothing
|
||||
float healthMult = 1f + Mathf.clamp(unit.armor / 20f);
|
||||
|
||||
if(unit.team == state.rules.defaultTeam){
|
||||
sumHealth += unit.health*healthMult + unit.shield;
|
||||
sumDps += unit.type.dpsEstimate;
|
||||
sumRps += unit.type.weapons.sumf(w -> w.shotsPerSec() * (w.bullet.healPercent/100f * 20f + w.bullet.healAmount));
|
||||
if(unit.controller() instanceof CommandAI ai && ai.command == UnitCommand.rebuildCommand){
|
||||
sumRps += unit.type.buildSpeed * 20f;
|
||||
}
|
||||
}else{
|
||||
float bossMult = unit.isBoss() ? 3f : 1f;
|
||||
curEnemyDps += unit.type.dpsEstimate * unit.damageMultiplier() * bossMult;
|
||||
curEnemyHealth += unit.health * healthMult * unit.healthMultiplier() * bossMult + unit.shield;
|
||||
}
|
||||
}
|
||||
|
||||
SpawnGroup bossGroup = state.rules.spawns.find(s -> s.effect == StatusEffects.boss);
|
||||
|
||||
if(bossGroup != null){
|
||||
float bossMult = 1.2f;
|
||||
//calculate first boss appearance
|
||||
for(int wave = state.wave; wave < state.wave + 60; wave++){
|
||||
int spawned = bossGroup.getSpawned(wave - 1);
|
||||
if(spawned > 0){
|
||||
//set up relevant stats
|
||||
info.bossWave = wave;
|
||||
info.bossDps = spawned * bossGroup.type.dpsEstimate * StatusEffects.boss.damageMultiplier * bossMult;
|
||||
info.bossHealth = spawned * (bossGroup.getShield(wave) + bossGroup.type.health * StatusEffects.boss.healthMultiplier * (1f + Mathf.clamp(bossGroup.type.armor / 20f))) * bossMult;
|
||||
break;
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
info.sumHealth = sumHealth * 0.9f;
|
||||
info.sumDps = sumDps;
|
||||
info.sumRps = sumRps;
|
||||
|
||||
float cmult = 1.6f;
|
||||
|
||||
info.curEnemyDps = curEnemyDps*cmult;
|
||||
info.curEnemyHealth = curEnemyHealth*cmult;
|
||||
|
||||
info.wavesSurvived = getWavesSurvived(sector);
|
||||
}
|
||||
|
||||
public static void apply(float fraction){
|
||||
Tiles tiles = world.tiles;
|
||||
|
||||
|
||||
@@ -115,8 +115,6 @@ public class Planet extends UnlockableContent{
|
||||
public boolean allowLaunchSchematics = false;
|
||||
/** Whether to allow users to specify the resources they take to this map. */
|
||||
public boolean allowLaunchLoadout = false;
|
||||
/** Whether to allow sectors to simulate waves in the background. */
|
||||
public boolean allowWaveSimulation = false;
|
||||
/** Whether to simulate sector invasions from enemy bases. */
|
||||
public boolean allowSectorInvasion = false;
|
||||
/** If true, legacy launch pads can be enabled. */
|
||||
@@ -164,6 +162,8 @@ public class Planet extends UnlockableContent{
|
||||
/** Loads the planet grid outline mesh. Clientside only. */
|
||||
public Prov<Mesh> gridMeshLoader = () -> MeshBuilder.buildPlanetGrid(grid, outlineColor, outlineRad * radius);
|
||||
|
||||
/** Planets that are allowed to update at the same time as this one for background calculations. */
|
||||
public ObjectSet<Planet> updateGroup = new ObjectSet<>();
|
||||
/** Global difficulty/modifier settings for this planet's campaign. */
|
||||
public CampaignRules campaignRules = new CampaignRules();
|
||||
/** Defaults applied to the rules. */
|
||||
@@ -251,7 +251,6 @@ public class Planet extends UnlockableContent{
|
||||
|
||||
public void applyDefaultRules(CampaignRules rules){
|
||||
JsonIO.copy(campaignRuleDefaults, rules);
|
||||
rules.sectorInvasion = allowSectorInvasion;
|
||||
}
|
||||
|
||||
public @Nullable Sector getLastSector(){
|
||||
|
||||
@@ -121,10 +121,6 @@ public class Sector{
|
||||
Core.settings.remove(planet.name + "-s-" + id + "-info");
|
||||
}
|
||||
|
||||
public float getProductionScale(){
|
||||
return Math.max(1f - info.damage, 0);
|
||||
}
|
||||
|
||||
public boolean isAttacked(){
|
||||
if(isBeingPlayed()) return state.rules.waves || state.rules.attackMode;
|
||||
return save != null && (info.waves || info.attack) && info.hasCore;
|
||||
@@ -135,6 +131,10 @@ public class Sector{
|
||||
return save != null && info.hasCore && !(Vars.state.isGame() && Vars.state.rules.sector == this && state.gameOver);
|
||||
}
|
||||
|
||||
public boolean isFrozen(){
|
||||
return isAttacked() && !isBeingPlayed();
|
||||
}
|
||||
|
||||
/** @return whether the enemy has a generated base here. */
|
||||
public boolean hasEnemyBase(){
|
||||
return ((generateEnemyBase && preset == null) || (preset != null && preset.captureWave == 0)) && (save == null || info.attack);
|
||||
|
||||
@@ -587,8 +587,6 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
|
||||
}
|
||||
|
||||
boolean selectable(Planet planet){
|
||||
//TODO what if any sector is selectable?
|
||||
//TODO launch criteria - which planets can be launched to? Where should this be defined? Should planets even be selectable?
|
||||
if(mode == select) return planet == state.planet;
|
||||
if(mode == planetLaunch) return launchSector != null && (launchCandidates.contains(planet) || (planet == launchSector.planet && planet.allowSelfSectorLaunch));
|
||||
return (planet.alwaysUnlocked && planet.isLandable()) || planet.sectors.contains(Sector::hasBase) || debugSelect;
|
||||
@@ -1006,18 +1004,18 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
|
||||
state.uiAlpha = Mathf.lerpDelta(state.uiAlpha, Mathf.num(state.zoom < 1.9f), 0.1f);
|
||||
}
|
||||
|
||||
void displayItems(Table c, float scl, ObjectMap<Item, ExportStat> stats, String name){
|
||||
displayItems(c, scl, stats, name, t -> {});
|
||||
void displayItems(Table c, ObjectMap<Item, ExportStat> stats, String name){
|
||||
displayItems(c, stats, name, t -> {});
|
||||
}
|
||||
|
||||
void displayItems(Table c, float scl, ObjectMap<Item, ExportStat> stats, String name, Cons<Table> builder){
|
||||
void displayItems(Table c, ObjectMap<Item, ExportStat> stats, String name, Cons<Table> builder){
|
||||
Table t = new Table().left();
|
||||
|
||||
int i = 0;
|
||||
for(var item : content.items()){
|
||||
var stat = stats.get(item);
|
||||
if(stat == null) continue;
|
||||
int total = (int)(stat.mean * 60 * scl);
|
||||
int total = (int)(stat.mean * 60);
|
||||
if(total > 1){
|
||||
t.image(item.uiIcon).padRight(3);
|
||||
t.add(UI.formatAmount(total) + " " + Core.bundle.get("unit.perminute")).color(Color.lightGray).padRight(3);
|
||||
@@ -1052,7 +1050,7 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
|
||||
}
|
||||
|
||||
if(sector.info.waves && sector.hasBase()){
|
||||
c.add(Core.bundle.get("sectors.wave") + " [accent]" + (sector.info.wave + sector.info.wavesPassed)).left().row();
|
||||
c.add(Core.bundle.get("sectors.wave") + " [accent]" + sector.info.wave).left().row();
|
||||
}
|
||||
|
||||
if(sector.isAttacked() || !sector.hasBase()){
|
||||
@@ -1069,11 +1067,17 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
|
||||
}).padLeft(10f).left().row();
|
||||
}
|
||||
|
||||
boolean lockdown = sector.isAttacked() && !sector.isBeingPlayed();
|
||||
|
||||
if(lockdown){
|
||||
c.add(UI.formatIcons(bundle.get("sector.lockdown"))).wrap().fillX().padBottom(10f).row();
|
||||
}
|
||||
|
||||
//production
|
||||
displayItems(c, sector.getProductionScale(), sector.info.production, "@sectors.production");
|
||||
displayItems(c, sector.info.production, "@sectors.production");
|
||||
|
||||
//export
|
||||
displayItems(c, sector.getProductionScale(), sector.info.export, "@sectors.export", t -> {
|
||||
displayItems(c, sector.info.export, "@sectors.export", t -> {
|
||||
if(sector.info.destination != null && sector.info.destination.hasBase()){
|
||||
String ic = sector.info.destination.iconChar();
|
||||
t.add(Iconc.rightOpen + " " + (ic == null || ic.isEmpty() ? "" : ic + " ") + sector.info.destination.name()).padLeft(10f).row();
|
||||
@@ -1082,7 +1086,7 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
|
||||
|
||||
//import
|
||||
if(sector.hasBase()){
|
||||
displayItems(c, 1f, sector.info.imports, "@sectors.import", t -> {
|
||||
displayItems(c, sector.info.imports, "@sectors.import", t -> {
|
||||
sector.info.eachImport(sector.planet, other -> {
|
||||
String ic = other.iconChar();
|
||||
t.add(Iconc.rightOpen + " " + (ic == null || ic.isEmpty() ? "" : ic + " ") + other.name()).padLeft(10f).row();
|
||||
@@ -1138,7 +1142,6 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
|
||||
});
|
||||
}else{
|
||||
sector.info.items.clear();
|
||||
sector.info.damage = 1f;
|
||||
sector.info.hasCore = false;
|
||||
sector.info.production.clear();
|
||||
sector.saveInfo();
|
||||
@@ -1150,14 +1153,7 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
|
||||
|
||||
void addSurvivedInfo(Sector sector, Table table, boolean wrap){
|
||||
if(!wrap){
|
||||
table.add(sector.planet.allowWaveSimulation ? Core.bundle.format("sectors.underattack", (int)(sector.info.damage * 100)) : "@sectors.underattack.nodamage").wrapLabel(wrap).row();
|
||||
}
|
||||
|
||||
if(sector.planet.allowWaveSimulation && sector.info.wavesSurvived >= 0 && sector.info.wavesSurvived - sector.info.wavesPassed >= 0 && !sector.isBeingPlayed()){
|
||||
int toCapture = sector.info.attack || sector.info.winWave <= 1 ? -1 : sector.info.winWave - (sector.info.wave + sector.info.wavesPassed);
|
||||
boolean plus = (sector.info.wavesSurvived - sector.info.wavesPassed) >= SectorDamage.maxRetWave - 1;
|
||||
table.add(Core.bundle.format("sectors.survives", Math.min(sector.info.wavesSurvived - sector.info.wavesPassed, toCapture <= 0 ? 200 : toCapture) +
|
||||
(plus ? "+" : "") + (toCapture < 0 ? "" : "/" + toCapture))).wrapLabel(wrap).row();
|
||||
table.add("@sectors.underattack").wrapLabel(wrap).row();
|
||||
}
|
||||
}
|
||||
|
||||
@@ -1349,27 +1345,6 @@ public class PlanetDialog extends BaseDialog implements PlanetInterfaceRenderer{
|
||||
return;
|
||||
}
|
||||
|
||||
Planet planet = sector.planet;
|
||||
|
||||
//make sure there are no under-attack sectors (other than this one)
|
||||
if(!planet.allowWaveSimulation && !debugSelect){
|
||||
//if there are two or more attacked sectors... something went wrong, don't show the dialog to prevent softlock
|
||||
Sector attacked = planet.sectors.find(s -> s.isAttacked() && s != sector);
|
||||
if(attacked != null && planet.sectors.count(s -> s.isAttacked()) < 2){
|
||||
BaseDialog dialog = new BaseDialog("@sector.noswitch.title");
|
||||
dialog.cont.add(bundle.format("sector.noswitch", attacked.name(), attacked.planet.localizedName)).width(400f).labelAlign(Align.center).center().wrap();
|
||||
dialog.addCloseButton();
|
||||
dialog.buttons.button("@sector.view", Icon.eyeSmall, () -> {
|
||||
dialog.hide();
|
||||
lookAt(attacked);
|
||||
selectSector(attacked);
|
||||
});
|
||||
dialog.show();
|
||||
|
||||
return;
|
||||
}
|
||||
}
|
||||
|
||||
boolean shouldHide = true;
|
||||
|
||||
//save before launch.
|
||||
|
||||
@@ -231,7 +231,7 @@ public class ResearchDialog extends BaseDialog{
|
||||
//add global counts of each sector
|
||||
for(Planet planet : rootPlanets){
|
||||
for(Sector sector : planet.sectors){
|
||||
if(sector.hasBase()){
|
||||
if(sector.hasBase() && !sector.isFrozen()){
|
||||
ItemSeq cached = sector.items();
|
||||
cache.put(sector, cached);
|
||||
cached.each((item, amount) -> {
|
||||
|
||||
Reference in New Issue
Block a user