local LootRaffle = require 'functions.loot_raffle' local Public = {} local math_random = math.random local math_abs = math.abs local math_floor = math.floor local blacklist = { ['cargo-wagon'] = true, ['locomotive'] = true, ['artillery-wagon'] = true, ['fluid-wagon'] = true } function Public.add(surface, position, chest) local budget = 48 + math_abs(position.y) * 1.75 budget = budget * math_random(25, 175) * 0.01 if math_random(1, 128) == 1 then budget = budget * 4 chest = 'crash-site-chest-' .. math_random(1, 2) end budget = math_floor(budget) + 1 local item_stacks = LootRaffle.roll(budget, 8, blacklist) local container = surface.create_entity({name = chest, position = position, force = 'neutral'}) for _, item_stack in pairs(item_stacks) do container.insert(item_stack) end container.minable = false for _ = 1, 3, 1 do if math_random(1, 8) == 1 then container.insert({name = 'explosives', count = math_random(25, 50)}) else break end end end function Public.add_rare(surface, position, chest, magic) local budget = magic * 48 + math_abs(position.y) * 1.75 budget = budget * math_random(25, 175) * 0.01 if math_random(1, 128) == 1 then budget = budget * 6 chest = 'crash-site-chest-' .. math_random(1, 2) end budget = math_floor(budget) + 1 local item_stacks = LootRaffle.roll(budget, 8, blacklist) local container = surface.create_entity({name = chest, position = position, force = 'neutral'}) for _, item_stack in pairs(item_stacks) do container.insert(item_stack) end container.minable = false for _ = 1, 3, 1 do if math_random(1, 8) == 1 then container.insert({name = 'explosives', count = math_random(25, 50)}) else break end end end return Public