609 lines
21 KiB
Lua

if aiPlanningG then
return aiPlanningG
end
local aiPlanning = {}
-- imports
local constants = require("Constants")
local mathUtils = require("MathUtils")
local config = require("__RampantFixed__/config")
-- local aiPredicates = require("AIPredicates")
-- constants
local NO_RETREAT_BASE_PERCENT = constants.NO_RETREAT_BASE_PERCENT
local NO_RETREAT_EVOLUTION_BONUS_MAX = constants.NO_RETREAT_EVOLUTION_BONUS_MAX
local RAIDING_MINIMUM_BASE_THRESHOLD = constants.RAIDING_MINIMUM_BASE_THRESHOLD
local NO_POLLUTION_ATTACK_THRESHOLD = constants.NO_POLLUTION_ATTACK_THRESHOLD
local AI_STATE_PEACEFUL = constants.AI_STATE_PEACEFUL
local AI_STATE_AGGRESSIVE = constants.AI_STATE_AGGRESSIVE
local AI_STATE_RAIDING = constants.AI_STATE_RAIDING
local AI_STATE_MIGRATING = constants.AI_STATE_MIGRATING
local AI_STATE_ONSLAUGHT = constants.AI_STATE_ONSLAUGHT
local AI_STATE_SIEGE = constants.AI_STATE_SIEGE
local AI_STATE_GROWING = constants.AI_STATE_GROWING
local AI_UNIT_REFUND = constants.AI_UNIT_REFUND
local AI_MAX_POINTS = constants.AI_MAX_POINTS
local AI_POINT_GENERATOR_AMOUNT = constants.AI_POINT_GENERATOR_AMOUNT
local AI_MIN_STATE_DURATION = constants.AI_MIN_STATE_DURATION
local AI_MAX_STATE_DURATION = constants.AI_MAX_STATE_DURATION
local BASE_RALLY_CHANCE = constants.BASE_RALLY_CHANCE
local BONUS_RALLY_CHANCE = constants.BONUS_RALLY_CHANCE
local RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN = constants.RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN
local RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX = constants.RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX
local MINIMUM_AI_POINTS = constants.MINIMUM_AI_POINTS
local K_NO_ACTIVE_NESTS = constants.K_NO_ACTIVE_NESTS
local K_TOO_LOW_ACTIVE_NESTS = constants.K_TOO_LOW_ACTIVE_NESTS
local K_LOW_ACTIVE_NESTS = constants.K_LOW_ACTIVE_NESTS
-- imported functions
local randomTickEvent = mathUtils.randomTickEvent
local linearInterpolation = mathUtils.linearInterpolation
local mFloor = math.floor
local mRandom = math.random
local mMax = math.max
local mMin = math.min
-- module code
local function getTimeStringFromTick(tick)
local tickToSeconds = tick / 60
local days = math.floor(tickToSeconds / 86400)
local hours = math.floor((tickToSeconds % 86400) / 3600)
local minutes = math.floor((tickToSeconds % 3600) / 60)
local seconds = math.floor(tickToSeconds % 60)
return days .. "d " .. hours .. "h " .. minutes .. "m " .. seconds .. "s"
end
local function getEvoAI(universe, evolution_factor, tick)
if universe.agressiveStart then
return mMax(evolution_factor,mMin(0.3, 0.1 + 0.2 * tick / 216000)) -- 432000 = 60*60*60
end
return evolution_factor
end
local function getMaxActiveRaidNests(universe)
local activeRaidNests = 0
for mapId, map in pairs(universe.maps) do
if map and not map.suspended then
activeRaidNests = mMax(activeRaidNests, map.activeRaidNests)
end
end
return activeRaidNests
end
function aiPlanning.planningUniverse(universe, evo, tick)
local evolution_factor = getEvoAI(universe, evo, tick)
universe.evolutionLevel = evolution_factor
local maxPoints = mMax(AI_MAX_POINTS * evolution_factor, MINIMUM_AI_POINTS)
universe.maxPoints = maxPoints
local attackWaveMaxSize = config.getAttackWaveMaxSize(universe)
universe.retreatThreshold = linearInterpolation(evolution_factor,
RETREAT_MOVEMENT_PHEROMONE_LEVEL_MIN,
RETREAT_MOVEMENT_PHEROMONE_LEVEL_MAX)
universe.rallyThreshold = BASE_RALLY_CHANCE + (mMin(evolution_factor, 0.3) * BONUS_RALLY_CHANCE)
local vengefulnessModifier = settings.global["rampantFixed--vengenceProbabilityPercent"].value*25 -- 0.04 is default
if vengefulnessModifier ~= 1 then
universe.rallyThreshold = universe.rallyThreshold * vengefulnessModifier
end
universe.formSquadThreshold = mMax((0.35 * evolution_factor), 0.1)
local thresholdKf = 1 / mMin((1 + universe.retribution*0.01), 2.5)
universe.raiding_minimum_base_threshold = mFloor(RAIDING_MINIMUM_BASE_THRESHOLD * thresholdKf)
universe.no_pollution_attack_threshold = mFloor(NO_POLLUTION_ATTACK_THRESHOLD * thresholdKf)
local newWaveSize
local evoForMaxWaveSize = mMin(evolution_factor / (universe.attackWaveMaxSizeEvoPercent * 0.01), 1)
newWaveSize = mMin(mMax(attackWaveMaxSize * (evoForMaxWaveSize ^ 1.4), getMaxActiveRaidNests(universe)*0.02), attackWaveMaxSize)
universe.attackWaveSize = newWaveSize + mMin(mFloor(universe.retribution*0.3), 50)
if (universe.attackWaveSize < 2) then
universe.attackWaveSize = 2
end
newWaveSize = config.getAttackWaveSize(universe) -- if universe.externalControlValues.attackWaveSize defined, then use this value
----------
local aiDifficultySquadCostModifier
if universe.aiDifficulty == "Hard" then
aiDifficultySquadCostModifier = 1 + mMax(newWaveSize / attackWaveMaxSize - 0.5, 0)*0.5
else
aiDifficultySquadCostModifier = 1 + mMax(newWaveSize / attackWaveMaxSize - 0.3, 0)*2
end
aiDifficultySquadCostModifier = aiDifficultySquadCostModifier * mMax(0.99^(mFloor(universe.retribution*0.1)), 0.5)
universe.finalSquadCost = mFloor(constants.AI_SQUAD_COST * aiDifficultySquadCostModifier)
universe.finalVengenceSquadCost = mFloor(constants.AI_VENGENCE_SQUAD_COST * aiDifficultySquadCostModifier)
----------
universe.attackWaveDeviation = (newWaveSize * 0.333)
universe.attackWaveUpperBound = newWaveSize + (newWaveSize * 0.35)
universe.settlerWaveSize = linearInterpolation(evolution_factor ^ 1.66667,
universe.expansionMinSize,
universe.expansionMaxSize)
universe.settlerWaveDeviation = (universe.settlerWaveSize * 0.33)
universe.kamikazeThreshold = NO_RETREAT_BASE_PERCENT + (evolution_factor * NO_RETREAT_EVOLUTION_BONUS_MAX)
end
function aiPlanning.updateBasesToGrow(map, tick, ingnoreGrowingState)
local universe = map.universe
local basesToGrowSize = 0
universe.growingBasesIterator = nil
-- local basesIdList = "" -- debug
for baseId, base in pairs (map.basesToGrow) do
universe.growingBases[baseId] = nil
basesToGrowSize = basesToGrowSize + 1
-- -- debug
-- if basesIdList == "" then
-- basesIdList = tostring(baseId)
-- else
-- basesIdList = basesIdList .. ", " .. tostring(baseId)
-- end
end
-- game.print(" aiPlanning.updateBasesToGrow: clear bases, universe.growingBases = "..serpent.dump(universe.growingBases))
-- game.print(" aiPlanning.updateBasesToGrow: clear bases, map.basesToGrow = "..basesIdList)
--
if (basesToGrowSize > 0) and ((map.state == AI_STATE_GROWING) or ingnoreGrowingState)then
growCnt = mRandom(mMin(basesToGrowSize, 3))
local growIndexes = mathUtils.getRandomElementIndexes(map.basesToGrow, growCnt)
-- game.print(" aiPlanning.updateBasesToGrow:growIndexes "..serpent.dump(growIndexes)) -- debug
for i = 1, #growIndexes do
local baseId = growIndexes[i]
universe.growingBases[baseId] = {tick = tick}
-- game.print("base #"..baseId.." selected to grow") -- debug
end
end
end
local function planningMap(map, evolution_factor, tick)
local activeRaidNests = map.activeRaidNests
local activeNests = map.activeNests
local universe = map.universe
map.evolutionLevel = evolution_factor
local activeRaidNests_evo = activeRaidNests + mMin(mFloor(evolution_factor*50), 30)
local noActiveNests = (activeNests < mFloor(activeRaidNests_evo/K_NO_ACTIVE_NESTS))
local tooLowActiveNests = (activeNests < mFloor(activeRaidNests_evo/K_TOO_LOW_ACTIVE_NESTS))
local lowActiveNests = (activeNests < mFloor(activeRaidNests_evo/K_LOW_ACTIVE_NESTS))
local activeNestsModified = mMax(mMin(universe.retribution, 1)*60, activeNests)
if not map.state then
map.state = AI_STATE_AGGRESSIVE
end
local maxPoints = universe.maxPoints
local maxOverflowPoints = maxPoints * 3
local points = mMin(universe.evolutionLevel, 1)*100 + (activeNestsModified * 2) + mMin(universe.evolutionLevel*100, activeRaidNests)*0.1
if (map.temperament < 0.05) then -- settlers cost a lot AP
points = points + 180
elseif map.temperament > 0.95 then
points = points + 120
elseif (map.temperament < 0.25) or (map.temperament > 0.75) then
points = points + 90
elseif (map.temperament < 0.40) or (map.temperament > 0.60) then
points = points + 60
end
if points > 1200 then
points = 1200
end
if (map.state == AI_STATE_ONSLAUGHT) then
points = points * 2
end
if (map.pointsTick) and (tick > map.pointsTick) then
points = math.floor(points * universe.aiPointsScaler * ((tick - map.pointsTick)/360))*0.1
else
points = 0
end
map.pointsTick = tick
local currentPoints = map.points
if (currentPoints < maxPoints) then
map.points = currentPoints + points
end
if (currentPoints > maxOverflowPoints) then
map.points = maxOverflowPoints
end
local mapState = map.state
local mapStateChanged = false
if (map.surface.index == 1) and (map.stateTick == 0) and (tick<=72000) and (universe.peacefulAIToggle) then
if not (map.state == AI_STATE_PEACEFUL) and settings.global["rampantFixed--peacePeriod"].value > 0 then
game.print("<Rampant Fixed>:"..map.surface.name.." surface. Passive mode for the first ".. settings.global["rampantFixed--peacePeriod"].value.." minutes")
map.state = AI_STATE_PEACEFUL
map.stateTick = settings.global["rampantFixed--peacePeriod"].value*3600
end
elseif (universe.aiNocturnalMode and map.surface.darkness < 0.65) -- if daytime and aiNocturnalMode...
and (tick>216000)
and universe.siegeAIToggle
and (activeRaidNests > 0)
then
if (map.stateTick <= tick) then
map.state = AI_STATE_SIEGE
mapStateChanged = true
end
else
if (map.stateTick <= tick) then
--
local basesToGrowCnt = table_size(map.basesToGrow)
--
local roll = mRandom()
if (basesToGrowCnt > 0) and (mRandom() < 0.1) and (tick>36000) then -- dont use "roll" variable here
map.state = AI_STATE_GROWING
mapStateChanged = true
elseif (map.temperament < 0.05) then -- 0 - 0.05
if universe.enabledMigration then
if (roll < 0.7) and universe.siegeAIToggle then
map.state = AI_STATE_SIEGE
else
map.state = AI_STATE_MIGRATING
end
else
if universe.raidAIToggle then
if roll < 0.85 then
map.state = AI_STATE_AGGRESSIVE
else
map.state = AI_STATE_RAIDING
end
else
map.state = AI_STATE_AGGRESSIVE
end
end
elseif (map.temperament < 0.20) then -- 0.05 - 0.2
if (universe.enabledMigration) then
if (roll < 0.4) and universe.siegeAIToggle then
map.state = AI_STATE_SIEGE
elseif (roll < 0.6) and universe.raidAIToggle then
map.state = AI_STATE_RAIDING
else
map.state = AI_STATE_MIGRATING
end
else
if (roll < 0.2) and universe.siegeAIToggle then
map.state = AI_STATE_SIEGE
elseif universe.raidAIToggle then
if (roll < 0.95) then
map.state = AI_STATE_AGGRESSIVE
else
map.state = AI_STATE_RAIDING
end
else
map.state = AI_STATE_AGGRESSIVE
end
end
elseif (map.temperament < 0.4) then -- 0.2 - 0.4
if (universe.enabledMigration) then
if (roll < 0.2) then
map.state = AI_STATE_AGGRESSIVE
elseif (roll < 0.4) and universe.raidAIToggle then
map.state = AI_STATE_RAIDING
elseif (roll < 0.6) and universe.siegeAIToggle then
map.state = AI_STATE_SIEGE
elseif (roll < 0.8) then
map.state = AI_STATE_MIGRATING
elseif universe.peacefulAIToggle and (map.destroyPlayerBuildings > 0) then
map.state = AI_STATE_PEACEFUL
else
map.state = AI_STATE_MIGRATING
end
else
if (roll < 0.6) then
map.state = AI_STATE_AGGRESSIVE
elseif universe.peacefulAIToggle and (map.destroyPlayerBuildings > 0) then
map.state = AI_STATE_PEACEFUL
else
map.state = AI_STATE_AGGRESSIVE
end
end
elseif (map.temperament < 0.6) then -- 0.4 - 0.6
if (roll < 0.6) then
map.state = AI_STATE_AGGRESSIVE
elseif universe.siegeAIToggle and (roll < 0.65) then
map.state = AI_STATE_SIEGE
elseif universe.peacefulAIToggle and (map.destroyPlayerBuildings > 0) then
map.state = AI_STATE_PEACEFUL
else
if universe.enabledMigration then
map.state = AI_STATE_MIGRATING
else
map.state = AI_STATE_AGGRESSIVE
end
end
elseif (map.temperament < 0.8) then -- 0.6 - 0.8
if (roll < 0.4) then
map.state = AI_STATE_AGGRESSIVE
elseif (roll < 0.6) then
map.state = AI_STATE_ONSLAUGHT
elseif (roll < 0.8) then
if universe.raidAIToggle then
map.state = AI_STATE_RAIDING
else
map.state = AI_STATE_AGGRESSIVE
end
elseif universe.peacefulAIToggle and (map.destroyPlayerBuildings > 0) then
map.state = AI_STATE_PEACEFUL
else
map.state = AI_STATE_AGGRESSIVE
end
elseif (map.temperament < 0.95) then -- 0.8 - 0.95
if (universe.enabledMigration and universe.raidAIToggle) then
if (roll < 0.20) and universe.siegeAIToggle then
map.state = AI_STATE_SIEGE
elseif (roll < 0.45) then
map.state = AI_STATE_RAIDING
elseif (roll < 0.85) then
map.state = AI_STATE_ONSLAUGHT
else
map.state = AI_STATE_AGGRESSIVE
end
elseif (universe.enabledMigration) then
if (roll < 0.20) and universe.siegeAIToggle then
map.state = AI_STATE_SIEGE
elseif (roll < 0.75) then
map.state = AI_STATE_ONSLAUGHT
else
map.state = AI_STATE_AGGRESSIVE
end
elseif (universe.raidAIToggle) then
if (roll < 0.45) then
map.state = AI_STATE_ONSLAUGHT
elseif (roll < 0.75) then
map.state = AI_STATE_RAIDING
else
map.state = AI_STATE_AGGRESSIVE
end
else
if (roll < 0.65) then
map.state = AI_STATE_ONSLAUGHT
else
map.state = AI_STATE_AGGRESSIVE
end
end
else
if (universe.enabledMigration and universe.raidAIToggle) then
if (roll < 0.30) and universe.siegeAIToggle then
map.state = AI_STATE_SIEGE
elseif (roll < 0.65) then
map.state = AI_STATE_RAIDING
else
map.state = AI_STATE_ONSLAUGHT
end
elseif (universe.enabledMigration) then
if (roll < 0.30) and universe.siegeAIToggle then
map.state = AI_STATE_SIEGE
else
map.state = AI_STATE_ONSLAUGHT
end
elseif (universe.raidAIToggle) then
if (roll < 0.45) then
map.state = AI_STATE_ONSLAUGHT
else
map.state = AI_STATE_RAIDING
end
else
map.state = AI_STATE_ONSLAUGHT
end
end
-- post-processing
roll = mRandom()
if map.state == AI_STATE_ONSLAUGHT then
if activeNests< 70 and (universe.retribution < 1) then
map.state = AI_STATE_AGGRESSIVE
end
elseif map.state == AI_STATE_SIEGE then
-- if tick<=216000 or ((not lowActiveNests) and (activeRaidNests< 40)) then -- no siege if 1'st hour (60*60*60)
-- if universe.raidAIToggle and (roll<0.5) then
-- map.state = AI_STATE_RAIDING
-- else
-- map.state = AI_STATE_AGGRESSIVE
-- end
-- end
else
if universe.siegeAIToggle and (tick>216000) then
if (map.state == AI_STATE_MIGRATING) and lowActiveNests then
map.state = AI_STATE_SIEGE
elseif (map.state == AI_STATE_AGGRESSIVE) and (
(noActiveNests or (tooLowActiveNests and (roll<0.3)) or (lowActiveNests and (roll< (0.05 + mMin(0.1,activeRaidNests*0.00005))) ))
) then
map.state = AI_STATE_SIEGE
end
end
if (universe.raidAIToggle) then
if (map.state == AI_STATE_AGGRESSIVE)
and (
((activeNests == 0) and (activeRaidNests > 0))
or tooLowActiveNests
or ((map.points>=maxPoints*0.9) and ((roll> 0.3) and (roll< 0.6)))
)
then
map.state = AI_STATE_RAIDING
end
end
end
if (universe.retribution < 1) and (map.state == AI_STATE_ONSLAUGHT) and (mapState == AI_STATE_ONSLAUGHT) then
if universe.raidAIToggle then
map.state = AI_STATE_RAIDING
else
map.state = AI_STATE_AGGRESSIVE
end
end
------
mapStateChanged = true
end
end
if mapStateChanged then
map.squadsGenerated = 0
map.destroyPlayerBuildings = 0
map.lostEnemyUnits = 0
map.lostEnemyBuilding = 0
map.rocketLaunched = 0
map.builtEnemyBuilding = 0
map.ionCannonBlasts = 0
map.artilleryBlasts = 0
aiPlanning.updateBasesToGrow(map, tick, false)
map.stateTick = randomTickEvent(tick, AI_MIN_STATE_DURATION, AI_MAX_STATE_DURATION)
elseif map.stateTick < tick then
map.stateTick = randomTickEvent(tick, AI_MIN_STATE_DURATION, AI_MAX_STATE_DURATION)
end
if universe.printAIStateChanges and game.tick % 3600 == 0 then
game.print(map.surface.name .. ": AI is now: " .. constants.stateEnglish[map.state] .. ", Next state change is in " .. string.format("%.2f", (map.stateTick - tick) / (60*60)) .. " minutes @ " .. getTimeStringFromTick(map.stateTick) .. " playtime")
end
end
local function temperamentPlanner(map)
local destroyPlayerBuildings = map.destroyPlayerBuildings
local lostEnemyUnits = map.lostEnemyUnits
local lostEnemyBuilding = map.lostEnemyBuilding
local rocketLaunched = map.rocketLaunched
local builtEnemyBuilding = map.builtEnemyBuilding
local ionCannonBlasts = map.ionCannonBlasts
local artilleryBlasts = map.artilleryBlasts
local activeNests = map.activeNests
local activeRaidNests = map.activeRaidNests
local currentTemperament = map.temperamentScore
local delta = 0
local universe = map.universe
local evoK
if map.evolutionLevel < 0.3 then
evoK = 0.025
elseif map.evolutionLevel < 0.5 then
evoK = 0.0125
elseif map.evolutionLevel < 0.7 then
evoK = 0.00625
elseif map.evolutionLevel < 0.9 then
evoK = 0.003125
elseif map.evolutionLevel < 0.95 then
evoK = 0.0015625
else
evoK = 0.00078125
end
local balancingK = 0.5
local attackWaveSize = config.getAttackWaveSize(universe)
if attackWaveSize > 0 then
evoK = balancingK * evoK
end
if universe.aiPointsScaler > 1 then
evoK = evoK / universe.aiPointsScaler
end
if attackWaveSize > 75 then
evoK = evoK * (75 / attackWaveSize)
end
local LEU_evo = lostEnemyUnits * evoK
local AN = mMax(activeNests - destroyPlayerBuildings*0.5 - lostEnemyBuilding*1.5 - LEU_evo, 0)
local newTemp
local ARN_AN = 0
if AN == 0 then
ARN_AN = 1000
else
ARN_AN = activeRaidNests/AN
end
if ARN_AN>=1000 then
newTemp = 0
elseif ARN_AN >= K_NO_ACTIVE_NESTS then -- 40 - 1000
local percent = (ARN_AN - K_NO_ACTIVE_NESTS) / (1000 - K_NO_ACTIVE_NESTS)
newTemp = linearInterpolation(percent, 0.05, 0) -- ARN_AN = 40 =>0.05, ARN_AN = 1000 => 0
elseif ARN_AN >= K_TOO_LOW_ACTIVE_NESTS then -- 20 - 40
local percent = (ARN_AN - K_TOO_LOW_ACTIVE_NESTS) / (K_NO_ACTIVE_NESTS - K_TOO_LOW_ACTIVE_NESTS)
newTemp = linearInterpolation(percent, 0.2, 0.05)
elseif ARN_AN >= K_LOW_ACTIVE_NESTS then -- 10 - 20
local percent = (ARN_AN - K_LOW_ACTIVE_NESTS) / (K_TOO_LOW_ACTIVE_NESTS - K_LOW_ACTIVE_NESTS)
newTemp = linearInterpolation(percent, 0.7, 0.2)
elseif ARN_AN >= (K_LOW_ACTIVE_NESTS*0.5) then -- 5 - 10
local percent = (ARN_AN - (K_LOW_ACTIVE_NESTS*0.5)) / (K_LOW_ACTIVE_NESTS-(K_LOW_ACTIVE_NESTS*0.5))
newTemp = linearInterpolation(percent, 0.95, 0.7)
elseif ARN_AN >= 1 then -- 1 - 5
local percent = (ARN_AN - 1) / ((K_LOW_ACTIVE_NESTS*0.5)-1)
newTemp = linearInterpolation(percent, 1, 0.95)
else
newTemp = 1
end
map.temperament = newTemp
if universe.debugTemperament then
if game.tick % 1800 == 0 then
game.print("Rampant Stats:")
game.print("aN:" .. map.activeNests .. ", aRN:" .. map.activeRaidNests .. ", dPB:" .. map.destroyPlayerBuildings ..
", lEU:" .. map.lostEnemyUnits .."(evoK="..evoK..", LEU_evo:"..LEU_evo.. "), lEB:" .. map.lostEnemyBuilding ..", ARN_AN:"..ARN_AN)
game.print("temp: " .. map.temperament .. "-->" .. newTemp .. ", points:" .. math.floor(map.points).."/"..math.floor(universe.maxPoints).. ", state:" .. constants.stateEnglish[map.state] .. ", surface:" .. map.surface.index .. " [" .. map.surface.name .. "]")
game.print("aS:" .. universe.squadCount .. ", aB:" .. universe.builderCount .. ", atkSize:" .. attackWaveSize .. ", stlSize:" .. universe.settlerWaveSize .. ", formGroup:" .. universe.formSquadThreshold
.. ", Rtrb = "..universe.retribution)
game.print("Next state change is in " .. string.format("%.2f", (map.stateTick - game.tick) / (60*60)))
end
end
end
-- universe.evolutionLevel - takes into account the setting "rampantFixed--agressiveStart". Affects squad size and AI behavior
-- map.evolutionLevel - equals the actual evolution. Affects biter tier and nest/worm levels
function aiPlanning.processMapAIs(universe, evo, tick)
aiPlanning.planningUniverse(universe, evo, tick)
local mapId = universe.processMapAIIterator
local map
if not mapId then
mapId, map = next(universe.maps, nil)
else
map = universe.maps[mapId]
end
local mapCnt = 0
while mapId do
if map then
if not map.suspended then
planningMap(map, evo, tick)
temperamentPlanner(map)
end
end
mapId, map = next(universe.maps, mapId)
mapCnt = mapCnt + 1
if (mapCnt>=15) then
break
end
end
universe.processMapAIIterator = mapId
end
aiPlanningG = aiPlanning
return aiPlanning