mirror of
https://github.com/ComfyFactory/ComfyFactorio.git
synced 2024-12-28 23:06:38 +02:00
135 lines
4.0 KiB
Lua
135 lines
4.0 KiB
Lua
local LootRaffle = require 'functions.loot_raffle'
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local Public = {}
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local random = math.random
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local abs = math.abs
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local floor = math.floor
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local sqrt = math.sqrt
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local blacklist = {
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['atomic-bomb'] = true,
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['cargo-wagon'] = true,
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['car'] = true,
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['tank'] = true,
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['spidertron'] = true,
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['locomotive'] = true,
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['artillery-wagon'] = true,
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['artillery-turret'] = true,
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['landfill'] = true,
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['discharge-defense-equipment'] = true,
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['discharge-defense-remote'] = true,
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['fluid-wagon'] = true,
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['pistol'] = true
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}
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function Public.get_distance(position)
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local difficulty = sqrt(position.x ^ 2 + position.y ^ 2) * 0.0001
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return difficulty
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end
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function Public.add(surface, position, chest)
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local budget = 48 + abs(position.y) * 1.75
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budget = budget * random(25, 175) * 0.01
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if random(1, 128) == 1 then
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budget = budget * 4
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chest = 'crash-site-chest-' .. random(1, 2)
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end
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if random(1, 256) == 1 then
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budget = budget * 4
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chest = 'crash-site-chest-' .. random(1, 2)
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end
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budget = floor(budget) + 1
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local amount = random(1, 5)
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local base_amount = 12 * amount
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local distance_mod = Public.get_distance(position)
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local result = base_amount + budget + distance_mod
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local c = game.entity_prototypes[chest]
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local slots = c.get_inventory_size(defines.inventory.chest)
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local item_stacks = LootRaffle.roll(result, slots, blacklist)
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local container = surface.create_entity({name = chest, position = position, force = 'neutral'})
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for _, item_stack in pairs(item_stacks) do
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container.insert(item_stack)
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end
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container.minable = false
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if random(1, 8) == 1 then
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container.insert({name = 'coin', count = random(1, 32)})
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elseif random(1, 32) == 1 then
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container.insert({name = 'coin', count = random(1, 128)})
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elseif random(1, 128) == 1 then
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container.insert({name = 'coin', count = random(1, 256)})
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elseif random(1, 256) == 1 then
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container.insert({name = 'coin', count = random(1, 512)})
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elseif random(1, 512) == 1 then
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container.insert({name = 'coin', count = random(1, 1024)})
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end
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for _ = 1, 3, 1 do
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if random(1, 16) == 1 then
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container.insert({name = 'explosives', count = random(25, 50)})
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else
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break
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end
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end
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end
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function Public.add_rare(surface, position, chest, magic)
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local budget = magic * 48 + abs(position.y) * 1.75
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budget = budget * random(25, 175) * 0.01
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if random(1, 128) == 1 then
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budget = budget * 6
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chest = 'crash-site-chest-' .. random(1, 2)
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end
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if random(1, 128) == 1 then
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budget = budget * 6
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chest = 'crash-site-chest-' .. random(1, 2)
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end
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local amount = random(1, 5)
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local base_amount = 12 * amount
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local distance_mod = Public.get_distance(position)
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budget = floor(budget) + 1
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local result = base_amount + budget + distance_mod
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local c = game.entity_prototypes[chest]
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local slots = c.get_inventory_size(defines.inventory.chest)
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local item_stacks = LootRaffle.roll(result, slots, blacklist)
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local container = surface.create_entity({name = chest, position = position, force = 'neutral'})
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for _, item_stack in pairs(item_stacks) do
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container.insert(item_stack)
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end
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container.minable = false
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if random(1, 8) == 1 then
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container.insert({name = 'coin', count = random(1, 32)})
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elseif random(1, 32) == 1 then
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container.insert({name = 'coin', count = random(1, 128)})
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elseif random(1, 128) == 1 then
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container.insert({name = 'coin', count = random(1, 256)})
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elseif random(1, 256) == 1 then
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container.insert({name = 'coin', count = random(1, 512)})
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elseif random(1, 512) == 1 then
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container.insert({name = 'coin', count = random(1, 2048)})
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end
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for _ = 1, 3, 1 do
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if random(1, 16) == 1 then
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container.insert({name = 'explosives', count = random(25, 50)})
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else
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break
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end
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end
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end
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return Public
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