local Functions = require 'maps.dungeons.functions' local table_shuffle_table = table.shuffle_table local table_insert = table.insert local math_random = math.random local rainbow_tiles = { 'cyan-refined-concrete', 'purple-refined-concrete' } -- balanced the same as end-game rocks from functions.lua:rocky_loot local ores = { 'copper-ore', 'copper-ore', 'copper-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'coal', 'coal', 'stone' } local function treasure(surface, room) local tiles = {} for _, tile in pairs(room.path_tiles) do table_insert(tiles, tile) end for _, tile in pairs(room.room_border_tiles) do table_insert(tiles, tile) end for _, tile in pairs(room.room_tiles) do table_insert(tiles, tile) end local scale_factor = 5 if room.room_tiles[1] then -- room.room_tiles[1] is set only if this is a real room not a walkway -- Small rooms are 9x9, big ones are 29x29, so 100-1000 tiles -- middle size about 400 tiles, but test at that showed treasure rooms over-buffed. -- test#2 at 200. scale_factor = 10 * 200 / #tiles end for _, tile in pairs(tiles) do surface.set_tiles({{name = rainbow_tiles[math_random(1, 2)], position = tile.position}}, true) if math_random(1, 3) == 1 then surface.create_entity({name = ores[math_random(1, #ores)], position = tile.position, amount = Functions.get_common_resource_amount(surface.index) * scale_factor}) end end if not room.room_border_tiles[1] then return end table_shuffle_table(room.room_tiles) for key, tile in pairs(room.room_tiles) do if math_random(1, 256) == 1 or key == 1 then Functions.epic_loot_crate(surface, tile.position, true) else if math_random(1, 128) == 1 then Functions.rare_loot_crate(surface, tile.position, true) end end end table_shuffle_table(room.room_border_tiles) for key, tile in pairs(room.room_border_tiles) do if key % 8 == 1 then Functions.place_border_rock(surface, tile.position) end end end return treasure