Removed background sector wave simulation
This commit is contained in:
@@ -4,379 +4,17 @@ import arc.math.*;
|
||||
import arc.math.geom.*;
|
||||
import arc.struct.*;
|
||||
import mindustry.ai.*;
|
||||
import mindustry.ai.types.*;
|
||||
import mindustry.content.*;
|
||||
import mindustry.core.*;
|
||||
import mindustry.entities.*;
|
||||
import mindustry.game.*;
|
||||
import mindustry.gen.*;
|
||||
import mindustry.logic.*;
|
||||
import mindustry.type.*;
|
||||
import mindustry.world.*;
|
||||
import mindustry.world.blocks.defense.*;
|
||||
import mindustry.world.blocks.defense.turrets.*;
|
||||
import mindustry.world.blocks.defense.turrets.Turret.*;
|
||||
import mindustry.world.blocks.storage.*;
|
||||
|
||||
import static mindustry.Vars.*;
|
||||
|
||||
public class SectorDamage{
|
||||
public static final int maxRetWave = 110, maxWavesSimulated = 111;
|
||||
|
||||
//direct damage is for testing only
|
||||
private static final boolean rubble = true;
|
||||
|
||||
/** @return calculated capture progress of the enemy */
|
||||
public static float getDamage(Sector sector){
|
||||
return getDamage(sector, sector.info.wavesPassed);
|
||||
}
|
||||
|
||||
/** @return calculated capture progress of the enemy */
|
||||
public static float getDamage(Sector sector, int wavesPassed){
|
||||
return getDamage(sector, wavesPassed, false);
|
||||
}
|
||||
|
||||
/** @return maximum waves survived, up to maxRetWave. */
|
||||
public static int getWavesSurvived(Sector sector){
|
||||
return (int)getDamage(sector, maxRetWave, true);
|
||||
}
|
||||
|
||||
/** @return calculated capture progress of the enemy if retWave is false, otherwise return the maximum waves survived as int.
|
||||
* if it survives all the waves, returns maxRetWave. */
|
||||
public static float getDamage(Sector sector, int wavesPassed, boolean retWave){
|
||||
var info = sector.info;
|
||||
float health = info.sumHealth;
|
||||
int wave = info.wave;
|
||||
float waveSpace = info.waveSpacing;
|
||||
|
||||
//this approach is O(n), it simulates every wave passing.
|
||||
//other approaches can assume all the waves come as one, but that's not as fair.
|
||||
if(wavesPassed > 0){
|
||||
int waveBegin = wave;
|
||||
int waveEnd = wave + wavesPassed;
|
||||
|
||||
//do not simulate every single wave if there's too many
|
||||
if(wavesPassed > maxWavesSimulated && !retWave){
|
||||
waveBegin = waveEnd - maxWavesSimulated;
|
||||
}
|
||||
|
||||
int groundSpawns = Math.max(spawner.countFlyerSpawns(), 1), airSpawns = Math.max(spawner.countGroundSpawns(), 1);
|
||||
|
||||
for(int i = waveBegin; i <= waveEnd; i++){
|
||||
float enemyDps = 0f, enemyHealth = 0f;
|
||||
|
||||
if(sector.save != null || sector.isBeingPlayed()){
|
||||
for(SpawnGroup group : (sector.isBeingPlayed() ? state.rules.spawns : sector.save.meta.rules.spawns)){
|
||||
//calculate the amount of spawn points used
|
||||
//if there's a spawn position override, there is only one potential place they spawn
|
||||
//assume that all overridden positions are valid, should always be true in properly designed campaign maps
|
||||
int spawnCount = group.spawn != -1 ? 1 : group.type.flying ? airSpawns : groundSpawns;
|
||||
|
||||
float healthMult = 1f + Mathf.clamp(group.type.armor / 20f);
|
||||
StatusEffect effect = (group.effect == null ? StatusEffects.none : group.effect);
|
||||
int spawned = group.getSpawned(i) * spawnCount;
|
||||
if(spawned <= 0) continue;
|
||||
enemyHealth += spawned * (group.getShield(i) + group.type.health * effect.healthMultiplier * healthMult);
|
||||
enemyDps += spawned * group.type.dpsEstimate * effect.damageMultiplier;
|
||||
}
|
||||
}
|
||||
|
||||
float efficiency = health / info.sumHealth;
|
||||
float dps = info.sumDps * efficiency;
|
||||
float rps = info.sumRps * efficiency;
|
||||
|
||||
if(info.bossWave == i){
|
||||
enemyDps += info.bossDps;
|
||||
enemyHealth += info.bossHealth;
|
||||
}
|
||||
|
||||
if(i == waveBegin){
|
||||
enemyDps += info.curEnemyDps;
|
||||
enemyHealth += info.curEnemyHealth;
|
||||
}
|
||||
|
||||
//happens due to certain regressions
|
||||
if(enemyHealth < 0 || enemyDps < 0) continue;
|
||||
|
||||
//calculate time to destroy both sides
|
||||
float timeDestroyEnemy = dps <= 0.0001f ? Float.POSITIVE_INFINITY : enemyHealth / dps; //if dps == 0, this is infinity
|
||||
float timeDestroyBase = health / (enemyDps - rps); //if regen > enemyDps this is negative
|
||||
|
||||
//regenerating faster than the base can be damaged
|
||||
if(timeDestroyBase < 0) continue;
|
||||
|
||||
//sector is lost, enemy took too long.
|
||||
if(timeDestroyEnemy > timeDestroyBase){
|
||||
health = 0f;
|
||||
//return current wave if simulating
|
||||
if(retWave) return Math.max(i - waveBegin - 1, waveBegin);
|
||||
break;
|
||||
}
|
||||
|
||||
//otherwise, the enemy shoots for timeDestroyEnemy seconds, so calculate damage taken
|
||||
float damageTaken = timeDestroyEnemy * (enemyDps - rps);
|
||||
|
||||
//damage the base.
|
||||
health -= damageTaken;
|
||||
|
||||
//regen health after wave.
|
||||
health = Math.min(health + rps / 60f * waveSpace, info.sumHealth);
|
||||
}
|
||||
}
|
||||
|
||||
//survived everything
|
||||
if(retWave){
|
||||
return maxRetWave;
|
||||
}
|
||||
|
||||
return 1f - Mathf.clamp(health / info.sumHealth);
|
||||
}
|
||||
|
||||
/** Applies wave damage based on sector parameters. */
|
||||
public static void applyCalculatedDamage(){
|
||||
//calculate base damage fraction
|
||||
float damage = getDamage(state.rules.sector);
|
||||
|
||||
//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;
|
||||
|
||||
|
||||
Reference in New Issue
Block a user