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