local Public = {} local BiterRaffle = require "functions.biter_raffle" local LootRaffle = require "functions.loot_raffle" local table_shuffle_table = table.shuffle_table local table_insert = table.insert local table_remove = table.remove local math_random = math.random local math_abs = math.abs local math_floor = math.floor function Public.roll_spawner_name() if math_random(1, 3) == 1 then return "spitter-spawner" end return "biter-spawner" end function Public.roll_worm_name() return BiterRaffle.roll("worm", global.dungeons.depth * 0.001) end function Public.get_crude_oil_amount() return math_random(200000, 400000) + global.dungeons.depth * 500 end function Public.get_common_resource_amount() return math_random(350, 650) + global.dungeons.depth * 10 end function Public.common_loot_crate(surface, position) local item_stacks = LootRaffle.roll(global.dungeons.depth * 2 + math_random(8, 16), 16) local container = surface.create_entity({name = "wooden-chest", position = position, force = "neutral"}) for _, item_stack in pairs(item_stacks) do container.insert(item_stack) end end function Public.uncommon_loot_crate(surface, position) local item_stacks = LootRaffle.roll(global.dungeons.depth * 4 + math_random(32, 64), 16) local container = surface.create_entity({name = "iron-chest", position = position, force = "neutral"}) for _, item_stack in pairs(item_stacks) do container.insert(item_stack) end end function Public.rare_loot_crate(surface, position) local item_stacks = LootRaffle.roll(global.dungeons.depth * 8 + math_random(128, 256), 32) local container = surface.create_entity({name = "steel-chest", position = position, force = "neutral"}) for _, item_stack in pairs(item_stacks) do container.insert(item_stack) end end function Public.epic_loot_crate(surface, position) local item_stacks = LootRaffle.roll(global.dungeons.depth * 16 + math_random(512, 1024), 48) local container = surface.create_entity({name = "steel-chest", position = position, force = "neutral"}) for _, item_stack in pairs(item_stacks) do container.insert(item_stack) end end function Public.crash_site_chest(surface, position) local item_stacks = LootRaffle.roll(global.dungeons.depth * 6 + math_random(160, 320), 48) local container = surface.create_entity({name = "crash-site-chest-" .. math_random(1, 2), position = position, force = "neutral"}) for _, item_stack in pairs(item_stacks) do container.insert(item_stack) end end function Public.set_spawner_tier(spawner) local tier = math_floor(global.dungeons.depth * 0.005 - math_random(0, 5)) + 1 if tier < 1 then tier = 1 end global.dungeons.spawner_tier[spawner.unit_number] = tier --[[ rendering.draw_text{ text = "-Tier " .. tier .. "-", surface = spawner.surface, target = spawner, target_offset = {0, -2.65}, color = {25, 0, 100, 255}, scale = 1.25, font = "default-game", alignment = "center", scale_with_zoom = false } ]] end function Public.spawn_random_biter(surface, position) local name = BiterRaffle.roll("mixed", global.dungeons.depth * 0.0005) local non_colliding_position = surface.find_non_colliding_position(name, position, 16, 1) local unit if non_colliding_position then unit = surface.create_entity({name = name, position = non_colliding_position, force = "enemy"}) else unit = surface.create_entity({name = name, position = position, force = "enemy"}) end unit.ai_settings.allow_try_return_to_spawner = false unit.ai_settings.allow_destroy_when_commands_fail = false end function Public.place_border_rock(surface, position) local vectors = {{0, -1}, {0, 1}, {1, 0}, {-1, 0}} table_shuffle_table(vectors) local key = false for k, v in pairs(vectors) do local tile = surface.get_tile({position.x + v[1], position.y + v[2]}) if tile.name == "out-of-map" then key = k break end end if not key then return end local pos = {x = position.x + 0.5, y = position.y + 0.5} pos = {pos.x + vectors[key][1] * 0.45, pos.y + vectors[key][2] * 0.45} surface.create_entity({name = "rock-big", position = pos}) end return Public