1
0
mirror of https://github.com/ComfyFactory/ComfyFactorio.git synced 2024-12-26 22:56:43 +02:00
ComfyFactorio/maps/mountain_fortress_v3/loot.lua
2024-10-22 21:47:11 +02:00

146 lines
4.6 KiB
Lua

local LootRaffle = require 'utils.functions.loot_raffle'
local Public = require 'maps.mountain_fortress_v3.table'
local random = math.random
local abs = math.abs
local floor = math.floor
local sqrt = math.sqrt
local blacklist = {
['atomic-bomb'] = true,
['cargo-wagon'] = true,
['car'] = true,
['tank'] = true,
['spidertron'] = true,
['locomotive'] = true,
['artillery-wagon'] = true,
['artillery-turret'] = true,
['landfill'] = true,
['discharge-defense-equipment'] = true,
['discharge-defense-remote'] = true,
['fluid-wagon'] = true,
['pistol'] = true
}
function Public.get_distance(position)
local difficulty = sqrt(position.x ^ 2 + position.y ^ 2) * 0.0001
return difficulty
end
function Public.add_loot(surface, position, chest, collision)
local loot_stats = Public.get('loot_stats') -- loot_stats.normal == 48
local budget = loot_stats.normal + abs(position.y) * 1.75
budget = budget * random(25, 175) * 0.01
if random(1, 128) == 1 then
budget = budget * 4
chest = 'crash-site-chest-' .. random(1, 2)
end
if random(1, 256) == 1 then
budget = budget * 4
chest = 'crash-site-chest-' .. random(1, 2)
end
budget = floor(budget) + 1
local amount = random(1, 5)
local base_amount = 12 * amount
local distance_mod = Public.get_distance(position)
local result = base_amount + budget + distance_mod
local c = prototypes.entity[chest]
local slots = c.get_inventory_size(defines.inventory.chest)
local item_stacks = LootRaffle.roll(result, slots, blacklist)
local new_position = position
if collision then
new_position = surface.find_non_colliding_position(chest, position, 32, 1)
if not new_position then
new_position = position
end
end
local container = surface.create_entity({ name = chest, position = new_position, force = 'neutral', create_build_effect_smoke = false })
for _, item_stack in pairs(item_stacks) do
container.insert(item_stack)
end
container.minable = false
if random(1, 8) == 1 then
container.insert({ name = 'coin', count = random(1, 32) })
elseif random(1, 32) == 1 then
container.insert({ name = 'coin', count = random(1, 128) })
elseif random(1, 128) == 1 then
container.insert({ name = 'coin', count = random(1, 256) })
elseif random(1, 256) == 1 then
container.insert({ name = 'coin', count = random(1, 512) })
elseif random(1, 512) == 1 then
container.insert({ name = 'coin', count = random(1, 1024) })
end
for _ = 1, 3, 1 do
if random(1, 16) == 1 then
container.insert({ name = 'explosives', count = random(25, 50) })
else
break
end
end
end
function Public.add_loot_rare(surface, position, chest, magic)
local loot_stats = Public.get('loot_stats') -- loot_stats.rare == 48
local budget = (magic * loot_stats.rare) + abs(position.y) * 1.75
budget = budget * random(25, 175) * 0.01
if random(1, 128) == 1 then
budget = budget * 6
chest = 'crash-site-chest-' .. random(1, 2)
end
if random(1, 128) == 1 then
budget = budget * 6
chest = 'crash-site-chest-' .. random(1, 2)
end
local amount = random(1, 5)
local base_amount = 12 * amount
local distance_mod = Public.get_distance(position)
budget = floor(budget) + 1
local result = base_amount + budget + distance_mod
local c = prototypes.entity[chest]
local slots = c.get_inventory_size(defines.inventory.chest)
local item_stacks = LootRaffle.roll(result, slots, blacklist)
local container = surface.create_entity({ name = chest, position = position, force = 'neutral', create_build_effect_smoke = false })
for _, item_stack in pairs(item_stacks) do
container.insert(item_stack)
end
container.minable = false
if random(1, 8) == 1 then
container.insert({ name = 'coin', count = random(1, 32) })
elseif random(1, 32) == 1 then
container.insert({ name = 'coin', count = random(1, 128) })
elseif random(1, 128) == 1 then
container.insert({ name = 'coin', count = random(1, 256) })
elseif random(1, 256) == 1 then
container.insert({ name = 'coin', count = random(1, 512) })
elseif random(1, 512) == 1 then
container.insert({ name = 'coin', count = random(1, 2048) })
end
for _ = 1, 3, 1 do
if random(1, 16) == 1 then
container.insert({ name = 'explosives', count = random(25, 50) })
else
break
end
end
end
return Public