local Chrono_table = require 'maps.chronosphere.table'
local Rand = require 'maps.chronosphere.random'
local Balance = require 'maps.chronosphere.balance'
local Difficulty = require 'modules.difficulty_vote'
local math_random = math.random
local math_abs = math.abs
local math_max = math.max
local math_ceil = math.ceil

local Public = {}

local function treasure_chest_loot(difficulty, world)
    local function loot_data_sensible(loot_data_item)
        return {
            weight = loot_data_item[1],
            d_min = loot_data_item[2],
            d_max = loot_data_item[3],
            scaling = loot_data_item[4],
            name = loot_data_item[5],
            min_count = loot_data_item[6],
            max_count = loot_data_item[7]
        }
    end

    local loot_data_raw = {
        --always there (or normally always there):

        {8, 0, 1, false, 'coin', 50, 200},
        {4, 0, 1, false, 'pistol', 1, 2},
        {1, 0, 1, false, 'gun-turret', 2, 4},
        {6, 0, 1, false, 'grenade', 2, 21},
        {4, 0, 1, false, 'stone-wall', 24, 100},
        {4, 0, 1, false, 'gate', 14, 32},
        {1, 0, 1, false, 'radar', 1, 2},
        {2, 0, 1, false, 'explosives', 10, 50},
        {3, 0, 1, false, 'small-lamp', 8, 32},
        {2, 0, 1, false, 'electric-mining-drill', 2, 4},
        {3, 0, 1, false, 'long-handed-inserter', 4, 16},
        {0.5, 0, 1, false, 'filter-inserter', 2, 12},
        {0.2, 0, 1, false, 'stack-filter-inserter', 2, 6},
        {0.2, 0, 1, false, 'slowdown-capsule', 2, 4},
        {0.2, 0, 1, false, 'destroyer-capsule', 2, 4},
        {0.2, 0, 1, false, 'defender-capsule', 2, 4},
        {0.2, 0, 1, false, 'distractor-capsule', 2, 4},
        {0.25, 0, 1, false, 'rail', 50, 100},
        {0.25, 0, 1, false, 'uranium-rounds-magazine', 1, 4},
        {1, 0.15, 1, false, 'pump', 1, 2},
        {2, 0.15, 1, false, 'pumpjack', 1, 3},
        {0.02, 0.15, 1, false, 'oil-refinery', 1, 2},
        {3, 0, 1, false, 'effectivity-module', 1, 4},
        {3, 0, 1, false, 'speed-module', 1, 4},
        {3, 0, 1, false, 'productivity-module', 1, 4},
        --shotgun meta:
        {10, -0.2, 0.4, true, 'shotgun-shell', 12, 24},
        {5, 0, 0.4, true, 'shotgun', 1, 1},
        {3, 0.4, 1.2, true, 'piercing-shotgun-shell', 8, 24},
        {2, 0.4, 1.2, true, 'combat-shotgun', 1, 1},
        --modular armor meta:
        {0.7, 0.25, 0.6, true, 'modular-armor', 1, 1},
        {0.4, 0.5, 1, true, 'power-armor', 1, 1},
        -- {0.5, -1,3, true, "power-armor-mk2", 1, 1},
        {3, 0.1, 1, true, 'solar-panel-equipment', 1, 2},
        {2, 0.1, 1, true, 'battery-equipment', 1, 1},
        {1.6, 0.2, 1, true, 'energy-shield-equipment', 1, 2},
        {0.8, 0.1, 1, true, 'night-vision-equipment', 1, 1},
        {0.4, 0.5, 1.5, true, 'personal-laser-defense-equipment', 1, 1},
        --loader meta:
        {math_max(1.5 * difficulty - 1.25, 0), 0, 0.2, false, 'loader', 1, 2},
        {math_max(1.5 * difficulty - 1.25, 0), 0.2, 0.6, false, 'fast-loader', 1, 2},
        {math_max(1.5 * difficulty - 1.25, 0), 0.6, 1, false, 'express-loader', 1, 2},
        --science meta:
        {8, -0.5, 0.5, true, 'automation-science-pack', 4, 32},
        {8, -0.6, 0.6, true, 'logistic-science-pack', 4, 32},
        {6, -0.1, 1, true, 'military-science-pack', 8, 32},
        {6, 0.2, 1.4, true, 'chemical-science-pack', 16, 32},
        {6, 0.3, 1.5, true, 'production-science-pack', 16, 32},
        {4, 0.4, 1.5, true, 'utility-science-pack', 16, 32},
        {10, 0.5, 1.5, true, 'space-science-pack', 16, 32},
        --early-game:
        --{3, -0.1, 0.2, false, "railgun-dart", 2, 4},
        {3, -0.1, 0.1, true, 'wooden-chest', 8, 40},
        {5, -0.1, 0.1, true, 'burner-inserter', 8, 20},
        {1, -0.2, 0.2, true, 'offshore-pump', 1, 3},
        {3, -0.2, 0.2, true, 'boiler', 3, 6},
        {3, 0, 0.1, true, 'lab', 1, 3},
        {3, -0.2, 0.2, true, 'steam-engine', 2, 4},
        {3, -0.2, 0.2, true, 'burner-mining-drill', 2, 4},
        {2, 0, 0.1, false, 'submachine-gun', 1, 2},
        {3, 0, 0.3, true, 'iron-chest', 8, 40},
        {4, 0, 0.1, false, 'light-armor', 1, 1},
        {4, -0.3, 0.3, true, 'inserter', 8, 16},
        {8, -0.3, 0.3, true, 'small-electric-pole', 16, 32},
        {6, -0.4, 0.4, true, 'stone-furnace', 8, 16},
        {8, -0.5, 0.5, true, 'firearm-magazine', 32, 128},
        {1, -0.3, 0.3, true, 'underground-belt', 3, 10},
        {1, -0.3, 0.3, true, 'splitter', 1, 5},
        {1, -0.3, 0.3, true, 'assembling-machine-1', 2, 4},
        {5, -0.8, 0.8, true, 'transport-belt', 15, 120},
        --mid-game:
        --{6, 0.2, 0.5, false, "railgun-dart", 4, 8},
        {5, -0.2, 0.7, true, 'pipe', 30, 50},
        {1, -0.2, 0.7, true, 'pipe-to-ground', 4, 8},
        {5, -0.2, 0.7, true, 'iron-gear-wheel', 40, 160},
        {5, -0.2, 0.7, true, 'copper-cable', 60, 200},
        {5, -0.2, 0.7, true, 'electronic-circuit', 30, 200},
        {4, -0.1, 0.8, true, 'fast-transport-belt', 15, 90},
        {4, -0.1, 0.8, true, 'fast-underground-belt', 3, 10},
        {4, -0.1, 0.8, true, 'fast-splitter', 1, 5},
        {2, 0, 0.6, true, 'storage-tank', 2, 6},
        {2, 0, 0.5, true, 'heavy-armor', 1, 1},
        {3, 0, 0.7, true, 'steel-plate', 15, 100},
        {8, 0, 0.9, true, 'piercing-rounds-magazine', 20, 128},
        {4, 0.2, 0.6, true, 'engine-unit', 16, 32},
        {4, 0, 1, true, 'fast-inserter', 8, 16},
        {5, 0, 1, true, 'steel-furnace', 4, 8},
        {5, 0, 1, true, 'assembling-machine-2', 2, 4},
        {5, 0, 1, true, 'medium-electric-pole', 6, 20},
        {5, 0, 1, true, 'accumulator', 4, 8},
        {5, 0, 1, true, 'solar-panel', 3, 6},
        {8, 0, 1, true, 'steel-chest', 8, 16},
        {3, 0.2, 1, true, 'chemical-plant', 1, 3},
        --late-game:
        --{9, 0.5, 0.8, false, "railgun-dart", 8, 16},
        {3, 0, 1.2, true, 'rocket-launcher', 1, 1},
        {5, 0, 1.2, true, 'rocket', 16, 32},
        {3, 0, 1.2, true, 'land-mine', 16, 32},
        {4, 0.2, 1.2, true, 'lubricant-barrel', 4, 10},
        {1, 0.2, 1.2, true, 'battery', 50, 150},
        {5, 0.2, 1.8, true, 'explosive-rocket', 16, 32},
        {4, 0.2, 1.4, true, 'advanced-circuit', 30, 200},
        {3, 0.2, 1.8, true, 'stack-inserter', 4, 8},
        {3, 0.2, 1.4, true, 'big-electric-pole', 4, 8},
        {2, 0.3, 1, true, 'rocket-fuel', 4, 10},
        {5, 0.4, 0.7, true, 'cannon-shell', 16, 32},
        {5, 0.4, 0.8, true, 'explosive-cannon-shell', 16, 32},
        {2, 0.4, 1, true, 'electric-engine-unit', 16, 32},
        {5, 0.2, 1.8, true, 'cluster-grenade', 8, 16},
        {5, 0.2, 1.4, true, 'construction-robot', 5, 25},
        {2, 0.25, 1.75, true, 'logistic-robot', 5, 25},
        {2, 0.25, 1.75, true, 'substation', 2, 4},
        {3, 0.25, 1.75, true, 'assembling-machine-3', 2, 4},
        {3, 0.25, 1.75, true, 'express-transport-belt', 15, 90},
        {3, 0.25, 1.75, true, 'express-underground-belt', 3, 10},
        {3, 0.25, 1.75, true, 'express-splitter', 1, 5},
        {3, 0.25, 1.75, true, 'electric-furnace', 2, 4},
        {3, 0.25, 1.75, true, 'laser-turret', 3, 6},
        {4, 0.4, 1.6, true, 'processing-unit', 30, 200},
        {2, 0.6, 1.4, true, 'roboport', 1, 1},
        -- super late-game:
        --{9, 0.8, 1.2, false, "railgun-dart", 12, 20},
        {1, 0.9, 1.1, true, 'power-armor-mk2', 1, 1},
        {1, 0.8, 1.2, true, 'fusion-reactor-equipment', 1, 1}

        --{2, 0, 1, , "computer", 1, 1},
        --{1, 0.2, 1, , "railgun", 1, 1},
        --{1, 0.9, 1, , "personal-roboport-mk2-equipment", 1, 1},
    }
    local specialised_loot_raw = {}

    if world.id == 1 and world.variant.id == 3 then --stonewrld
        specialised_loot_raw = {
            {20, 0, 1, false, 'stone-brick', 10, 300},
            {25, 0, 1, false, 'stone-wall', 20, 100},
            {25, 0, 1, false, 'refined-hazard-concrete', 50, 200}
        }
    end

    if world.id == 1 and world.variant.id == 5 then --uraniumwrld
        specialised_loot_raw = {
            {3, 0.2, 1.6, true, 'steam-turbine', 1, 2},
            {3, 0.2, 1.6, true, 'heat-exchanger', 2, 4},
            {3, 0.2, 1.6, true, 'heat-pipe', 4, 8},
            {2, 0, 2, true, 'uranium-rounds-magazine', 6, 48},
            {2, 0, 1, true, 'uranium-cannon-shell', 12, 32},
            {4, 0.4, 1.6, true, 'explosive-uranium-cannon-shell', 12, 32},
            {8, 0, 1, false, 'uranium-238', 8, 32},
            {0.5, 0, 2, true, 'uranium-235', 2, 12},
            {2, 0.2, 1.6, true, 'nuclear-reactor', 1, 1},
            {2, 0.2, 1, false, 'centrifuge', 1, 1},
            {1, 0.25, 1.75, true, 'nuclear-fuel', 1, 1},
            {1, 0.5, 1.5, true, 'fusion-reactor-equipment', 1, 1},
            {1, 0.5, 1.5, true, 'atomic-bomb', 1, 1}
        }
    end

    --[[
	if world.id == 7 then --biterwrld
		specialised_loot_raw = {
			{4, 0, 1, false, "effectivity-module", 1, 4},
			{4, 0, 1, false, "productivity-module", 1, 4},
			{4, 0, 1, false, "speed-module", 1, 4},
			{2, 0, 1, false, "beacon", 1, 1},
			{0.5, 0, 1, false, "effectivity-module-2", 1, 4},
			{0.5, 0, 1, false, "productivity-module-2", 1, 4},
			{0.5, 0, 1, false, "speed-module-2", 1, 4},
			{0.1, 0, 1, false, "effectivity-module-3", 1, 4},
			{0.1, 0, 1, false, "productivity-module-3", 1, 4},
			{0.1, 0, 1, false, "speed-module-3", 1, 4},

		}
	end
	]]
    if world.id == 2 then --ancient battlefield
        specialised_loot_raw = {
            {4, -0.9, 0.5, true, 'light-armor', 1, 1},
            {4, -0.5, 0.7, true, 'heavy-armor', 1, 1},
            {4, 0.25, 0.75, true, 'modular-armor', 1, 1},
            {4, 0.5, 1, true, 'power-armor', 1, 1},
            {5, 0.4, 0.7, true, 'cannon-shell', 16, 32},
            {8, -0.7, 0.7, true, 'firearm-magazine', 32, 128},
            {4, -0.2, 1.2, true, 'piercing-rounds-magazine', 32, 128},
            {3, 0.2, 1.8, true, 'uranium-rounds-magazine', 32, 128},
            {3, 0, 2, true, 'rocket-launcher', 1, 1},
            {1, -1, 3, true, 'flamethrower', 1, 1},
            {1, -1, 3, true, 'flamethrower-ammo', 16, 32}
        }
    end

    if world.id == 1 and world.variant.id == 11 then --lavawrld
        specialised_loot_raw = {
            {6, -1, 3, true, 'flamethrower-turret', 1, 1},
            {7, -1, 2, true, 'flamethrower', 1, 1},
            {14, -1, 2, true, 'flamethrower-ammo', 16, 32}
        }
    end

    if world.id == 5 then --mazewrld
        specialised_loot_raw = {
            {2, 0, 1, false, 'programmable-speaker', 2, 4},
            {6, 0, 1, false, 'arithmetic-combinator', 4, 8},
            {6, 0, 1, false, 'constant-combinator', 4, 8},
            {6, 0, 1, false, 'decider-combinator', 4, 8},
            {6, 0, 1, false, 'power-switch', 1, 1},
            {9, 0, 1, false, 'green-wire', 10, 29},
            {9, 0, 1, false, 'red-wire', 10, 29},
            {11, 0.2, 0.6, true, 'modular-armor', 1, 1},
            {7, 0.4, 1.2, true, 'power-armor', 1, 1},
            {3, 0.8, 2, true, 'power-armor-mk2', 1, 1},
            {4, 0.4, 1.2, true, 'exoskeleton-equipment', 1, 1},
            {4, 0.2, 1, false, 'belt-immunity-equipment', 1, 1},
            {4, 0.3, 1, true, 'energy-shield-equipment', 1, 2},
            {4, 0.2, 1, false, 'night-vision-equipment', 1, 1},
            {4, 0.6, 1.4, true, 'discharge-defense-equipment', 1, 1},
            {4, 0.4, 1, false, 'personal-roboport-equipment', 1, 2},
            {4, 0.6, 1.4, true, 'personal-laser-defense-equipment', 1, 1},
            {8, 0.2, 1, true, 'solar-panel-equipment', 1, 2},
            {8, 0.2, 1, true, 'battery-equipment', 1, 1},
            {1, 0.6, 1.4, true, 'energy-shield-mk2-equipment', 1, 1},
            {1, 0.6, 1.4, true, 'battery-mk2-equipment', 1, 1},
            {3, 0, 1, true, 'copper-cable', 20, 400},
            {3, -0.3, 0.6, true, 'electronic-circuit', 50, 100},
            {3, 0.3, 1.4, true, 'advanced-circuit', 50, 100},
            {3, 0.5, 1.5, true, 'processing-unit', 50, 100}
        }
    end

    if world.id == 8 then --swampwrld
        specialised_loot_raw = {
            {25, 0, 1, false, 'poison-capsule', 4, 16},
            {45, 0, 1, false, 'sulfuric-acid-barrel', 4, 8}
        }
    end

    local loot_data = {}
    for l = 1, #loot_data_raw, 1 do
        table.insert(loot_data, loot_data_sensible(loot_data_raw[l]))
    end
    for l = 1, #specialised_loot_raw, 1 do
        table.insert(loot_data, loot_data_sensible(specialised_loot_raw[l]))
    end

    return loot_data
end

function Public.treasure_chest(surface, position, container_name)
    local objective = Chrono_table.get_table()
    if not container_name then
        if math_random(1, 6) == 1 then
            container_name = 'iron-chest'
        else
            container_name = 'wooden-chest'
        end
    end

    local jumps = 0
    if objective.chronojumps then
        jumps = objective.chronojumps
    end
    local difficulty = 1
    if Difficulty.get().difficulty_vote_value then
        difficulty = Difficulty.get().difficulty_vote_value
    end
    if jumps == 0 then
        difficulty = 1
    end --Always treat the first level as normal difficulty

    local distance = (jumps / 40)
    if distance > 1 then
        distance = 1
    end

    local loot_data = treasure_chest_loot(difficulty, objective.world)
    local loot_types, loot_weights = {}, {}
    for i = 1, #loot_data, 1 do
        table.insert(loot_types, {['name'] = loot_data[i].name, ['min_count'] = loot_data[i].min_count, ['max_count'] = loot_data[i].max_count})

        if loot_data[i].scaling then -- scale down weights away from the midpoint 'peak' (without changing the mean)
            local midpoint = (loot_data[i].d_max + loot_data[i].d_min) / 2
            local difference = (loot_data[i].d_max - loot_data[i].d_min)
            table.insert(loot_weights, loot_data[i].weight * math_max(0, 1 - (math_abs(distance - midpoint) / (difference / 2))))
        else -- no scaling
            if loot_data[i].d_min <= distance and loot_data[i].d_max >= distance then
                table.insert(loot_weights, loot_data[i].weight)
            else
                table.insert(loot_weights, 0)
            end
        end
    end

    local e = surface.create_entity({name = container_name, position = position, force = 'neutral', create_build_effect_smoke = false})
    e.minable = false
    local inv = e.get_inventory(defines.inventory.chest)
    for _ = 1, math_random(2, 6), 1 do
        local loot = Rand.raffle(loot_types, loot_weights)
        local difficulty_scaling = Balance.treasure_quantity_difficulty_scaling(difficulty)
        if objective.chronojumps == 0 then
            difficulty_scaling = 1
        end
        local low = math_max(1, math_ceil(loot.min_count * difficulty_scaling))
        local high = math_max(1, math_ceil(loot.max_count * difficulty_scaling))
        local _count = math_random(low, high)
        local lucky = math_random(1, 180)
        if lucky == 1 then --lucky
            _count = _count * 3
        elseif lucky <= 10 then
            _count = _count * 2
        end
        inv.insert({name = loot.name, count = _count})
    end
end

return Public.treasure_chest
