--luacheck: ignore
-- By Gerkiz

require 'forest_world'
require 'player_elevator'
require 'modules.rocks_broken_paint_tiles'
require 'cave_miner_kaboomsticks'

local enable_fishbank_terminal = true
local simplex_noise = require 'utils.simplex_noise'.d2
local Event = require 'utils.event'
local Module = require 'infinity_chest'
local market_items = require 'cave_miner_market_items'
local Map = require 'modules.map_info'

local spawn_dome_size = 8000

local darkness_messages = {
    'Something is lurking in the dark...',
    'A shadow moves. I doubt it is friendly...',
    'The silence grows louder...',
    'Trust not your eyes. They are useless in the dark.',
    'The darkness hides only death. Turn back now.',
    'You hear noises...',
    'They chitter as if laughing, hungry for their next foolish meal...',
    'Despite what the radars tell you, it is not safe here...',
    'The shadows are moving...',
    'You feel like, something is watching you...'
}

local rock_inhabitants = {
    [1] = {'small-biter'},
    [2] = {'small-biter', 'small-biter', 'small-biter', 'small-biter', 'small-biter', 'medium-biter'},
    [3] = {'small-biter', 'small-biter', 'small-biter', 'small-biter', 'medium-biter', 'medium-biter'},
    [4] = {'small-biter', 'small-biter', 'small-biter', 'medium-biter', 'medium-biter', 'small-spitter'},
    [5] = {'small-biter', 'small-biter', 'medium-biter', 'medium-biter', 'medium-biter', 'small-spitter'},
    [6] = {'small-biter', 'small-biter', 'medium-biter', 'medium-biter', 'big-biter', 'small-spitter'},
    [7] = {'small-biter', 'small-biter', 'medium-biter', 'medium-biter', 'big-biter', 'medium-spitter'},
    [8] = {'small-biter', 'medium-biter', 'medium-biter', 'medium-biter', 'big-biter', 'medium-spitter'},
    [9] = {'small-biter', 'medium-biter', 'medium-biter', 'big-biter', 'big-biter', 'medium-spitter'},
    [10] = {'medium-biter', 'medium-biter', 'medium-biter', 'big-biter', 'big-biter', 'big-spitter'},
    [11] = {'medium-biter', 'medium-biter', 'big-biter', 'big-biter', 'big-biter', 'big-spitter'},
    [12] = {'medium-biter', 'big-biter', 'big-biter', 'big-biter', 'big-biter', 'big-spitter'},
    [13] = {'big-biter', 'big-biter', 'big-biter', 'big-biter', 'big-biter', 'big-spitter'},
    [14] = {'big-biter', 'big-biter', 'big-biter', 'big-biter', 'behemoth-biter', 'big-spitter'},
    [15] = {'big-biter', 'big-biter', 'big-biter', 'behemoth-biter', 'behemoth-biter', 'big-spitter'},
    [16] = {'big-biter', 'big-biter', 'big-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-spitter'},
    [17] = {'big-biter', 'big-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-spitter'},
    [18] = {'big-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-biter', 'behemoth-spitter'},
    [19] = {
        'behemoth-biter',
        'behemoth-biter',
        'behemoth-biter',
        'behemoth-biter',
        'behemoth-biter',
        'behemoth-spitter'
    },
    [20] = {
        'behemoth-biter',
        'behemoth-biter',
        'behemoth-biter',
        'behemoth-biter',
        'behemoth-spitter',
        'behemoth-spitter'
    }
}

local worm_raffle_table = {
    [1] = {
        'small-worm-turret',
        'small-worm-turret',
        'small-worm-turret',
        'small-worm-turret',
        'small-worm-turret',
        'small-worm-turret'
    },
    [2] = {
        'small-worm-turret',
        'small-worm-turret',
        'small-worm-turret',
        'small-worm-turret',
        'small-worm-turret',
        'medium-worm-turret'
    },
    [3] = {
        'small-worm-turret',
        'small-worm-turret',
        'small-worm-turret',
        'small-worm-turret',
        'medium-worm-turret',
        'medium-worm-turret'
    },
    [4] = {
        'small-worm-turret',
        'small-worm-turret',
        'small-worm-turret',
        'medium-worm-turret',
        'medium-worm-turret',
        'medium-worm-turret'
    },
    [5] = {
        'small-worm-turret',
        'small-worm-turret',
        'medium-worm-turret',
        'medium-worm-turret',
        'medium-worm-turret',
        'big-worm-turret'
    },
    [6] = {
        'small-worm-turret',
        'medium-worm-turret',
        'medium-worm-turret',
        'medium-worm-turret',
        'medium-worm-turret',
        'big-worm-turret'
    },
    [7] = {
        'medium-worm-turret',
        'medium-worm-turret',
        'medium-worm-turret',
        'medium-worm-turret',
        'big-worm-turret',
        'big-worm-turret'
    },
    [8] = {
        'medium-worm-turret',
        'medium-worm-turret',
        'medium-worm-turret',
        'medium-worm-turret',
        'big-worm-turret',
        'big-worm-turret'
    },
    [9] = {
        'medium-worm-turret',
        'medium-worm-turret',
        'medium-worm-turret',
        'big-worm-turret',
        'big-worm-turret',
        'big-worm-turret'
    },
    [10] = {
        'medium-worm-turret',
        'medium-worm-turret',
        'medium-worm-turret',
        'big-worm-turret',
        'big-worm-turret',
        'big-worm-turret'
    }
}

local player_hunger_fish_food_value = 10
local player_hunger_spawn_value = 80
local player_hunger_stages = {}
for x = 1, 200, 1 do
    if x <= 200 then
        player_hunger_stages[x] = 'Obese'
    end
    if x <= 179 then
        player_hunger_stages[x] = 'Stuffed'
    end
    if x <= 150 then
        player_hunger_stages[x] = 'Bloated'
    end
    if x <= 130 then
        player_hunger_stages[x] = 'Sated'
    end
    if x <= 110 then
        player_hunger_stages[x] = 'Well Fed'
    end
    if x <= 89 then
        player_hunger_stages[x] = 'Nourished'
    end
    if x <= 70 then
        player_hunger_stages[x] = 'Hungry'
    end
    if x <= 35 then
        player_hunger_stages[x] = 'Starving'
    end
end

local player_hunger_color_list = {}
for x = 1, 50, 1 do
    player_hunger_color_list[x] = {r = 0.5 + x * 0.01, g = x * 0.01, b = x * 0.005}
    player_hunger_color_list[50 + x] = {r = 1 - x * 0.02, g = 0.5 + x * 0.01, b = 0.25}
    player_hunger_color_list[100 + x] = {r = 0 + x * 0.02, g = 1 - x * 0.01, b = 0.25}
    player_hunger_color_list[150 + x] = {r = 1 - x * 0.01, g = 0.5 - x * 0.01, b = 0.25 - x * 0.005}
end

local player_hunger_buff = {}
local buff_top_value = 0.70
for x = 1, 200, 1 do
    player_hunger_buff[x] = buff_top_value
end
local y = 1
for x = 89, 1, -1 do
    player_hunger_buff[x] = buff_top_value - y * 0.015
    y = y + 1
end
local y = 1
for x = 111, 200, 1 do
    player_hunger_buff[x] = buff_top_value - y * 0.015
    y = y + 1
end

local function shuffle(tbl)
    local size = #tbl
    for i = size, 1, -1 do
        local rand = math.random(size)
        tbl[i], tbl[rand] = tbl[rand], tbl[i]
    end
    return tbl
end

local function init_surface(surface)
    surface.map_gen_settings = {}
    return surface
end

local function create_cave_miner_stats_gui(player)
    if player.gui.top['hunger_frame'] then
        player.gui.top['hunger_frame'].destroy()
    end
    if player.gui.top['caver_miner_stats_frame'] then
        player.gui.top['caver_miner_stats_frame'].destroy()
    end

    local captions = {}
    local caption_style = {
        {'font', 'default-bold'},
        {'font_color', {r = 0.63, g = 0.63, b = 0.63}},
        {'top_padding', 2},
        {'left_padding', 0},
        {'right_padding', 0},
        {'minimal_width', 0}
    }
    local stat_numbers = {}
    local stat_number_style = {
        {'font', 'default-bold'},
        {'font_color', {r = 0.77, g = 0.77, b = 0.77}},
        {'top_padding', 2},
        {'left_padding', 0},
        {'right_padding', 0},
        {'minimal_width', 0}
    }
    local separators = {}
    local separator_style = {
        {'font', 'default-bold'},
        {'font_color', {r = 0.15, g = 0.15, b = 0.89}},
        {'top_padding', 2},
        {'left_padding', 2},
        {'right_padding', 2},
        {'minimal_width', 0}
    }

    local frame = player.gui.top.add {type = 'frame', name = 'hunger_frame'}
    frame.style.minimal_height = 38
    frame.style.maximal_height = 38
    local str = tostring(global.player_hunger[player.name])
    str = str .. '% '
    str = str .. player_hunger_stages[global.player_hunger[player.name]]
    local caption_hunger = frame.add {type = 'label', caption = str}
    caption_hunger.tooltip = 'Eat fish to survive!'
    caption_hunger.style.font = 'default-bold'
    caption_hunger.style.font_color = player_hunger_color_list[global.player_hunger[player.name]]
    caption_hunger.style.top_padding = 2

    local frame = player.gui.top.add {type = 'frame', name = 'caver_miner_stats_frame'}
    frame.style.minimal_height = 38
    frame.style.maximal_height = 38

    local t = frame.add {type = 'table', column_count = 11}

    captions[1] = t.add {type = 'label', caption = '[img=item/iron-ore] :'}
    captions[1].tooltip = 'Amount of ores harvested.'

    global.total_ores_mined =
        global.stats_ores_found + game.forces.player.item_production_statistics.get_input_count('coal') + game.forces.player.item_production_statistics.get_input_count('iron-ore') +
        game.forces.player.item_production_statistics.get_input_count('copper-ore') +
        game.forces.player.item_production_statistics.get_input_count('uranium-ore')

    stat_numbers[1] = t.add {type = 'label', caption = global.total_ores_mined}

    separators[1] = t.add {type = 'label', caption = '|'}

    captions[2] = t.add {type = 'label', caption = '[img=entity.rock-huge] :'}
    captions[2].tooltip = 'Amount of rocks mined.'
    stat_numbers[2] = t.add {type = 'label', caption = global.stats_rocks_broken}

    separators[2] = t.add {type = 'label', caption = '|'}

    captions[3] = t.add {type = 'label', caption = '[img=item.productivity-module] :'}
    captions[3].tooltip = 'Current mining speed bonus.'
    local x = math.floor(game.forces.player.manual_mining_speed_modifier * 100 + player_hunger_buff[global.player_hunger[player.name]] * 100)
    local str = ''
    if x > 0 then
        str = str .. '+'
    end
    str = str .. tostring(x)
    str = str .. '%'
    stat_numbers[3] = t.add {type = 'label', caption = str}

    if game.forces.player.manual_mining_speed_modifier > 0 or game.forces.player.mining_drill_productivity_bonus > 0 then
        separators[3] = t.add {type = 'label', caption = '|'}

        captions[5] = t.add {type = 'label', caption = '[img=utility.hand] :'}
        local str = '+'
        str = str .. tostring(game.forces.player.mining_drill_productivity_bonus * 100)
        str = str .. '%'
        stat_numbers[4] = t.add {type = 'label', caption = str}
    end

    for _, s in pairs(caption_style) do
        for _, l in pairs(captions) do
            l.style[s[1]] = s[2]
        end
    end
    for _, s in pairs(stat_number_style) do
        for _, l in pairs(stat_numbers) do
            l.style[s[1]] = s[2]
        end
    end
    for _, s in pairs(separator_style) do
        for _, l in pairs(separators) do
            l.style[s[1]] = s[2]
        end
    end
    stat_numbers[1].style.minimal_width = 9 * string.len(tostring(global.stats_ores_found))
    stat_numbers[2].style.minimal_width = 9 * string.len(tostring(global.stats_rocks_broken))
end

local function refresh_gui()
    for _, player in pairs(game.connected_players) do
        local frame = player.gui.top['caver_miner_stats_frame']
        if (frame) then
            create_cave_miner_stats_gui(player)
        end
    end
end

local function treasure_chest(position, distance_to_center)
    local chest_raffle = {}
    local chest_loot = {
        --{{name = "steel-axe", count = math.random(1,3)}, weight = 2, evolution_min = 0.0, evolution_max = 0.5},
        {{name = 'submachine-gun', count = math.random(1, 3)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1},
        {{name = 'slowdown-capsule', count = math.random(16, 32)}, weight = 1, evolution_min = 0.3, evolution_max = 0.7},
        {{name = 'poison-capsule', count = math.random(16, 32)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
        {
            {name = 'uranium-cannon-shell', count = math.random(16, 32)},
            weight = 5,
            evolution_min = 0.6,
            evolution_max = 1
        },
        {{name = 'cannon-shell', count = math.random(16, 32)}, weight = 5, evolution_min = 0.4, evolution_max = 0.7},
        {
            {name = 'explosive-uranium-cannon-shell', count = math.random(16, 32)},
            weight = 5,
            evolution_min = 0.6,
            evolution_max = 1
        },
        {
            {name = 'explosive-cannon-shell', count = math.random(16, 32)},
            weight = 5,
            evolution_min = 0.4,
            evolution_max = 0.8
        },
        {{name = 'shotgun', count = 1}, weight = 2, evolution_min = 0.0, evolution_max = 0.2},
        {{name = 'shotgun-shell', count = math.random(16, 32)}, weight = 5, evolution_min = 0.0, evolution_max = 0.2},
        {{name = 'combat-shotgun', count = 1}, weight = 3, evolution_min = 0.3, evolution_max = 0.8},
        {
            {name = 'piercing-shotgun-shell', count = math.random(16, 32)},
            weight = 10,
            evolution_min = 0.2,
            evolution_max = 1
        },
        {{name = 'flamethrower', count = 1}, weight = 3, evolution_min = 0.3, evolution_max = 0.6},
        {{name = 'flamethrower-ammo', count = math.random(16, 32)}, weight = 5, evolution_min = 0.3, evolution_max = 1},
        {{name = 'rocket-launcher', count = 1}, weight = 3, evolution_min = 0.2, evolution_max = 0.6},
        {{name = 'rocket', count = math.random(16, 32)}, weight = 5, evolution_min = 0.2, evolution_max = 0.7},
        {{name = 'explosive-rocket', count = math.random(16, 32)}, weight = 5, evolution_min = 0.3, evolution_max = 1},
        {{name = 'land-mine', count = math.random(16, 32)}, weight = 5, evolution_min = 0.2, evolution_max = 0.7},
        {{name = 'grenade', count = math.random(16, 32)}, weight = 5, evolution_min = 0.0, evolution_max = 0.5},
        {{name = 'cluster-grenade', count = math.random(16, 32)}, weight = 5, evolution_min = 0.4, evolution_max = 1},
        {{name = 'firearm-magazine', count = math.random(32, 128)}, weight = 5, evolution_min = 0, evolution_max = 0.3},
        {
            {name = 'piercing-rounds-magazine', count = math.random(32, 128)},
            weight = 5,
            evolution_min = 0.1,
            evolution_max = 0.8
        },
        {
            {name = 'uranium-rounds-magazine', count = math.random(32, 128)},
            weight = 5,
            evolution_min = 0.5,
            evolution_max = 1
        },
        {{name = 'defender-capsule', count = math.random(8, 16)}, weight = 2, evolution_min = 0.0, evolution_max = 0.7},
        {{name = 'distractor-capsule', count = math.random(8, 16)}, weight = 2, evolution_min = 0.2, evolution_max = 1},
        {{name = 'destroyer-capsule', count = math.random(8, 16)}, weight = 2, evolution_min = 0.3, evolution_max = 1},
        --{{name = "atomic-bomb", count = math.random(8,16)}, weight = 1, evolution_min = 0.3, evolution_max = 1},
        {{name = 'light-armor', count = 1}, weight = 3, evolution_min = 0, evolution_max = 0.1},
        {{name = 'heavy-armor', count = 1}, weight = 3, evolution_min = 0.1, evolution_max = 0.3},
        {{name = 'modular-armor', count = 1}, weight = 2, evolution_min = 0.2, evolution_max = 0.6},
        {{name = 'power-armor', count = 1}, weight = 2, evolution_min = 0.4, evolution_max = 1},
        --{{name = "power-armor-mk2", count = 1}, weight = 1, evolution_min = 0.9, evolution_max = 1},
        {{name = 'battery-equipment', count = 1}, weight = 2, evolution_min = 0.3, evolution_max = 0.7},
        {{name = 'battery-mk2-equipment', count = 1}, weight = 2, evolution_min = 0.6, evolution_max = 1},
        {{name = 'belt-immunity-equipment', count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1},
        --{{name = "solar-panel-equipment", count = math.random(1,4)}, weight = 5, evolution_min = 0.3, evolution_max = 0.8},
        {{name = 'discharge-defense-equipment', count = 1}, weight = 1, evolution_min = 0.5, evolution_max = 0.8},
        {
            {name = 'energy-shield-equipment', count = math.random(1, 2)},
            weight = 2,
            evolution_min = 0.3,
            evolution_max = 0.8
        },
        {{name = 'energy-shield-mk2-equipment', count = 1}, weight = 2, evolution_min = 0.7, evolution_max = 1},
        {{name = 'exoskeleton-equipment', count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1},
        {{name = 'fusion-reactor-equipment', count = 1}, weight = 1, evolution_min = 0.5, evolution_max = 1},
        --{{name = "night-vision-equipment", count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
        {{name = 'personal-laser-defense-equipment', count = 1}, weight = 2, evolution_min = 0.5, evolution_max = 1},
        {{name = 'exoskeleton-equipment', count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1},
        {{name = 'iron-gear-wheel', count = math.random(80, 100)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
        {{name = 'copper-cable', count = math.random(100, 200)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
        {{name = 'engine-unit', count = math.random(16, 32)}, weight = 2, evolution_min = 0.1, evolution_max = 0.5},
        {
            {name = 'electric-engine-unit', count = math.random(16, 32)},
            weight = 2,
            evolution_min = 0.4,
            evolution_max = 0.8
        },
        {{name = 'battery', count = math.random(50, 150)}, weight = 2, evolution_min = 0.3, evolution_max = 0.8},
        {{name = 'advanced-circuit', count = math.random(50, 150)}, weight = 3, evolution_min = 0.4, evolution_max = 1},
        {
            {name = 'electronic-circuit', count = math.random(50, 150)},
            weight = 3,
            evolution_min = 0.0,
            evolution_max = 0.4
        },
        {{name = 'processing-unit', count = math.random(50, 150)}, weight = 3, evolution_min = 0.7, evolution_max = 1},
        {{name = 'explosives', count = math.random(40, 50)}, weight = 10, evolution_min = 0.0, evolution_max = 1},
        {{name = 'lubricant-barrel', count = math.random(4, 10)}, weight = 1, evolution_min = 0.3, evolution_max = 0.5},
        {{name = 'rocket-fuel', count = math.random(4, 10)}, weight = 2, evolution_min = 0.3, evolution_max = 0.7},
        {{name = 'steel-plate', count = math.random(25, 75)}, weight = 2, evolution_min = 0.1, evolution_max = 0.3},
        {{name = 'nuclear-fuel', count = 1}, weight = 2, evolution_min = 0.7, evolution_max = 1},
        {{name = 'burner-inserter', count = math.random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1},
        {{name = 'inserter', count = math.random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4},
        {
            {name = 'long-handed-inserter', count = math.random(8, 16)},
            weight = 3,
            evolution_min = 0.0,
            evolution_max = 0.4
        },
        {{name = 'fast-inserter', count = math.random(8, 16)}, weight = 3, evolution_min = 0.1, evolution_max = 1},
        {{name = 'filter-inserter', count = math.random(8, 16)}, weight = 1, evolution_min = 0.2, evolution_max = 1},
        {
            {name = 'stack-filter-inserter', count = math.random(4, 8)},
            weight = 1,
            evolution_min = 0.4,
            evolution_max = 1
        },
        {{name = 'stack-inserter', count = math.random(4, 8)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
        {
            {name = 'small-electric-pole', count = math.random(16, 24)},
            weight = 3,
            evolution_min = 0.0,
            evolution_max = 0.3
        },
        {
            {name = 'medium-electric-pole', count = math.random(8, 16)},
            weight = 3,
            evolution_min = 0.2,
            evolution_max = 1
        },
        {{name = 'big-electric-pole', count = math.random(4, 8)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
        {{name = 'substation', count = math.random(2, 4)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
        {{name = 'wooden-chest', count = math.random(16, 24)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2},
        {{name = 'iron-chest', count = math.random(4, 8)}, weight = 3, evolution_min = 0.1, evolution_max = 0.4},
        {{name = 'steel-chest', count = math.random(4, 8)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
        {{name = 'small-lamp', count = math.random(16, 32)}, weight = 3, evolution_min = 0.1, evolution_max = 0.3},
        {{name = 'rail', count = math.random(25, 75)}, weight = 3, evolution_min = 0.1, evolution_max = 0.6},
        {
            {name = 'assembling-machine-1', count = math.random(2, 4)},
            weight = 3,
            evolution_min = 0.0,
            evolution_max = 0.3
        },
        {
            {name = 'assembling-machine-2', count = math.random(2, 4)},
            weight = 3,
            evolution_min = 0.2,
            evolution_max = 0.8
        },
        {{name = 'assembling-machine-3', count = math.random(1, 2)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
        {{name = 'accumulator', count = math.random(4, 8)}, weight = 3, evolution_min = 0.4, evolution_max = 1},
        {{name = 'offshore-pump', count = math.random(1, 3)}, weight = 2, evolution_min = 0.0, evolution_max = 0.1},
        {{name = 'beacon', count = math.random(1, 2)}, weight = 3, evolution_min = 0.7, evolution_max = 1},
        {{name = 'boiler', count = math.random(4, 8)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
        {{name = 'steam-engine', count = math.random(2, 4)}, weight = 3, evolution_min = 0.0, evolution_max = 0.5},
        {{name = 'steam-turbine', count = math.random(1, 2)}, weight = 2, evolution_min = 0.6, evolution_max = 1},
        --{{name = "nuclear-reactor", count = 1}, weight = 1, evolution_min = 0.6, evolution_max = 1},
        {{name = 'centrifuge', count = math.random(1, 2)}, weight = 1, evolution_min = 0.6, evolution_max = 1},
        {{name = 'heat-pipe', count = math.random(4, 8)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
        {{name = 'heat-exchanger', count = math.random(2, 4)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
        {
            {name = 'arithmetic-combinator', count = math.random(8, 16)},
            weight = 1,
            evolution_min = 0.1,
            evolution_max = 1
        },
        {{name = 'constant-combinator', count = math.random(8, 16)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
        {{name = 'decider-combinator', count = math.random(8, 16)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
        {{name = 'power-switch', count = math.random(1, 2)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
        {{name = 'programmable-speaker', count = math.random(4, 8)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
        {{name = 'green-wire', count = math.random(50, 99)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
        {{name = 'red-wire', count = math.random(50, 99)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
        {{name = 'chemical-plant', count = math.random(1, 3)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
        {
            {name = 'burner-mining-drill', count = math.random(2, 4)},
            weight = 3,
            evolution_min = 0.0,
            evolution_max = 0.2
        },
        {
            {name = 'electric-mining-drill', count = math.random(2, 4)},
            weight = 3,
            evolution_min = 0.2,
            evolution_max = 0.6
        },
        {
            {name = 'express-transport-belt', count = math.random(25, 75)},
            weight = 3,
            evolution_min = 0.5,
            evolution_max = 1
        },
        {
            {name = 'express-underground-belt', count = math.random(4, 8)},
            weight = 3,
            evolution_min = 0.5,
            evolution_max = 1
        },
        {{name = 'express-splitter', count = math.random(2, 4)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
        {
            {name = 'fast-transport-belt', count = math.random(25, 75)},
            weight = 3,
            evolution_min = 0.2,
            evolution_max = 0.7
        },
        {
            {name = 'fast-underground-belt', count = math.random(4, 8)},
            weight = 3,
            evolution_min = 0.2,
            evolution_max = 0.7
        },
        {{name = 'fast-splitter', count = math.random(2, 4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.3},
        {{name = 'transport-belt', count = math.random(25, 75)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
        {{name = 'underground-belt', count = math.random(4, 8)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
        {{name = 'splitter', count = math.random(2, 4)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
        --{{name = "oil-refinery", count = math.random(2,4)}, weight = 2, evolution_min = 0.3, evolution_max = 1},
        {{name = 'pipe', count = math.random(30, 50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
        {{name = 'pipe-to-ground', count = math.random(4, 8)}, weight = 1, evolution_min = 0.2, evolution_max = 0.5},
        {{name = 'pumpjack', count = math.random(1, 3)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
        {{name = 'pump', count = math.random(1, 2)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
        --{{name = "solar-panel", count = math.random(8,16)}, weight = 3, evolution_min = 0.4, evolution_max = 0.9},
        {{name = 'electric-furnace', count = math.random(2, 4)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
        {{name = 'steel-furnace', count = math.random(4, 8)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
        {{name = 'stone-furnace', count = math.random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1},
        {{name = 'radar', count = math.random(1, 2)}, weight = 1, evolution_min = 0.1, evolution_max = 0.3},
        {{name = 'rail-signal', count = math.random(8, 16)}, weight = 2, evolution_min = 0.2, evolution_max = 0.8},
        {{name = 'rail-chain-signal', count = math.random(8, 16)}, weight = 2, evolution_min = 0.2, evolution_max = 0.8},
        {{name = 'stone-wall', count = math.random(25, 75)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5},
        {{name = 'gate', count = math.random(4, 8)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5},
        {{name = 'storage-tank', count = math.random(1, 4)}, weight = 3, evolution_min = 0.3, evolution_max = 0.6},
        {{name = 'train-stop', count = math.random(1, 2)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7},
        --{{name = "express-loader", count = math.random(1,3)}, weight = 1, evolution_min = 0.5, evolution_max = 1},
        --{{name = "fast-loader", count = math.random(1,3)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7},
        --{{name = "loader", count = math.random(1,3)}, weight = 1, evolution_min = 0.0, evolution_max = 0.5},
        {{name = 'lab', count = math.random(1, 2)}, weight = 2, evolution_min = 0.0, evolution_max = 0.1},
        --{{name = "roboport", count = math.random(2,4)}, weight = 2, evolution_min = 0.6, evolution_max = 1},
        --{{name = "flamethrower-turret", count = math.random(1,3)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
        --{{name = "laser-turret", count = math.random(4,8)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
        {{name = 'gun-turret', count = math.random(2, 6)}, weight = 3, evolution_min = 0.2, evolution_max = 0.9}
    }

    distance_to_center = distance_to_center - spawn_dome_size
    if distance_to_center < 1 then
        distance_to_center = 0.1
    else
        distance_to_center = math.sqrt(distance_to_center) / 1250
    end
    if distance_to_center > 1 then
        distance_to_center = 1
    end
    for _, t in pairs(chest_loot) do
        for x = 1, t.weight, 1 do
            if t.evolution_min <= distance_to_center and t.evolution_max >= distance_to_center then
                table.insert(chest_raffle, t[1])
            end
        end
    end
    --game.print(distance_to_center)
    local n = 'wooden-chest'
    if distance_to_center > 750 then
        n = 'iron-chest'
    end
    if distance_to_center > 1250 then
        n = 'steel-chest'
    end
    local e = game.surfaces['cave_miner'].create_entity({name = n, position = position, force = 'player'})
    e.minable = false
    local i = e.get_inventory(defines.inventory.chest)
    for x = 1, math.random(3, 5), 1 do
        local loot = chest_raffle[math.random(1, #chest_raffle)]
        i.insert(loot)
    end
end

local function rare_treasure_chest(position)
    local p = game.surfaces[1].find_non_colliding_position('steel-chest', position, 2, 0.5)
    if not p then
        return
    end

    local rare_treasure_chest_raffle_table = {}
    local rare_treasure_chest_loot_weights = {}
    table.insert(rare_treasure_chest_loot_weights, {{name = 'combat-shotgun', count = 1}, 5})
    table.insert(rare_treasure_chest_loot_weights, {{name = 'piercing-shotgun-shell', count = math.random(16, 48)}, 5})
    table.insert(rare_treasure_chest_loot_weights, {{name = 'flamethrower', count = 1}, 5})
    table.insert(rare_treasure_chest_loot_weights, {{name = 'rocket-launcher', count = 1}, 5})
    table.insert(rare_treasure_chest_loot_weights, {{name = 'flamethrower-ammo', count = math.random(16, 48)}, 5})
    table.insert(rare_treasure_chest_loot_weights, {{name = 'rocket', count = math.random(16, 48)}, 5})
    table.insert(rare_treasure_chest_loot_weights, {{name = 'explosive-rocket', count = math.random(16, 48)}, 5})
    table.insert(rare_treasure_chest_loot_weights, {{name = 'modular-armor', count = 1}, 3})
    table.insert(rare_treasure_chest_loot_weights, {{name = 'power-armor', count = 1}, 1})
    table.insert(rare_treasure_chest_loot_weights, {{name = 'uranium-rounds-magazine', count = math.random(16, 48)}, 3})
    table.insert(rare_treasure_chest_loot_weights, {{name = 'piercing-rounds-magazine', count = math.random(64, 128)}, 3})
    table.insert(rare_treasure_chest_loot_weights, {{name = 'exoskeleton-equipment', count = 1}, 2})
    table.insert(rare_treasure_chest_loot_weights, {{name = 'defender-capsule', count = math.random(8, 16)}, 5})
    table.insert(rare_treasure_chest_loot_weights, {{name = 'distractor-capsule', count = math.random(4, 8)}, 4})
    table.insert(rare_treasure_chest_loot_weights, {{name = 'destroyer-capsule', count = math.random(4, 8)}, 3})
    table.insert(rare_treasure_chest_loot_weights, {{name = 'atomic-bomb', count = 1}, 1})
    for _, t in pairs(rare_treasure_chest_loot_weights) do
        for x = 1, t[2], 1 do
            table.insert(rare_treasure_chest_raffle_table, t[1])
        end
    end

    local e = game.surfaces[1].create_entity {name = 'steel-chest', position = p, force = 'player'}
    e.minable = false
    local i = e.get_inventory(defines.inventory.chest)
    for x = 1, math.random(2, 3), 1 do
        local loot = rare_treasure_chest_raffle_table[math.random(1, #rare_treasure_chest_raffle_table)]
        i.insert(loot)
    end
end

local function secret_shop(pos)
    local secret_market_items = {
        {price = {{'raw-fish', math.random(250, 450)}}, offer = {type = 'give-item', item = 'combat-shotgun'}},
        {price = {{'raw-fish', math.random(250, 450)}}, offer = {type = 'give-item', item = 'flamethrower'}},
        {price = {{'raw-fish', math.random(75, 125)}}, offer = {type = 'give-item', item = 'rocket-launcher'}},
        {price = {{'raw-fish', math.random(2, 4)}}, offer = {type = 'give-item', item = 'piercing-rounds-magazine'}},
        {price = {{'raw-fish', math.random(8, 16)}}, offer = {type = 'give-item', item = 'uranium-rounds-magazine'}},
        {price = {{'raw-fish', math.random(8, 16)}}, offer = {type = 'give-item', item = 'piercing-shotgun-shell'}},
        {price = {{'raw-fish', math.random(6, 12)}}, offer = {type = 'give-item', item = 'flamethrower-ammo'}},
        {price = {{'raw-fish', math.random(8, 16)}}, offer = {type = 'give-item', item = 'rocket'}},
        {price = {{'raw-fish', math.random(10, 20)}}, offer = {type = 'give-item', item = 'explosive-rocket'}},
        {price = {{'raw-fish', math.random(15, 30)}}, offer = {type = 'give-item', item = 'explosive-cannon-shell'}},
        {
            price = {{'raw-fish', math.random(25, 35)}},
            offer = {type = 'give-item', item = 'explosive-uranium-cannon-shell'}
        },
        {price = {{'raw-fish', math.random(20, 40)}}, offer = {type = 'give-item', item = 'cluster-grenade'}},
        {price = {{'raw-fish', math.random(1, 3)}}, offer = {type = 'give-item', item = 'land-mine'}},
        {price = {{'raw-fish', math.random(250, 500)}}, offer = {type = 'give-item', item = 'modular-armor'}},
        {price = {{'raw-fish', math.random(1500, 3000)}}, offer = {type = 'give-item', item = 'power-armor'}},
        {price = {{'raw-fish', math.random(15000, 20000)}}, offer = {type = 'give-item', item = 'power-armor-mk2'}},
        {
            price = {{'raw-fish', math.random(4000, 7000)}},
            offer = {type = 'give-item', item = 'fusion-reactor-equipment'}
        },
        {price = {{'raw-fish', math.random(50, 100)}}, offer = {type = 'give-item', item = 'battery-equipment'}},
        {price = {{'raw-fish', math.random(700, 1100)}}, offer = {type = 'give-item', item = 'battery-mk2-equipment'}},
        {price = {{'raw-fish', math.random(400, 700)}}, offer = {type = 'give-item', item = 'belt-immunity-equipment'}},
        {
            price = {{'raw-fish', math.random(12000, 16000)}},
            offer = {type = 'give-item', item = 'night-vision-equipment'}
        },
        {price = {{'raw-fish', math.random(300, 500)}}, offer = {type = 'give-item', item = 'exoskeleton-equipment'}},
        {
            price = {{'raw-fish', math.random(350, 500)}},
            offer = {type = 'give-item', item = 'personal-roboport-equipment'}
        },
        {price = {{'raw-fish', math.random(25, 50)}}, offer = {type = 'give-item', item = 'construction-robot'}},
        {price = {{'raw-fish', math.random(250, 450)}}, offer = {type = 'give-item', item = 'energy-shield-equipment'}},
        {
            price = {{'raw-fish', math.random(350, 550)}},
            offer = {type = 'give-item', item = 'personal-laser-defense-equipment'}
        },
        {price = {{'raw-fish', math.random(100, 175)}}, offer = {type = 'give-item', item = 'loader'}},
        {price = {{'raw-fish', math.random(200, 350)}}, offer = {type = 'give-item', item = 'fast-loader'}},
        {price = {{'raw-fish', math.random(400, 600)}}, offer = {type = 'give-item', item = 'express-loader'}}
    }
    secret_market_items = shuffle(secret_market_items)

    local surface = game.surfaces['cave_miner']
    local market = surface.create_entity {name = 'market', position = pos}
    market.destructible = false

    if enable_fishbank_terminal then
        market.add_market_item({price = {}, offer = {type = 'nothing', effect_description = 'Deposit Fish'}})
        market.add_market_item({price = {}, offer = {type = 'nothing', effect_description = 'Withdraw Fish - 1% Bank Fee'}})
        market.add_market_item({price = {}, offer = {type = 'nothing', effect_description = 'Show Account Balance'}})
    end

    for i = 1, math.random(8, 12), 1 do
        market.add_market_item(secret_market_items[i])
    end
end

local function on_chunk_generated(event)
    if not global.noise_seed then
        global.noise_seed = math.random(1, 5000000)
    end
    local surface = event.surface
    if surface.name ~= 'cave_miner' then
        goto continue
    end
    local noise = {}
    local tiles = {}
    local enemy_building_positions = {}
    local enemy_worm_positions = {}
    local enemy_can_place_worm_positions = {}
    local rock_positions = {}
    local fish_positions = {}
    local rare_treasure_chest_positions = {}
    local treasure_chest_positions = {}
    local secret_shop_locations = {}
    local extra_tree_positions = {}
    local spawn_tree_positions = {}
    local tile_to_insert = false
    local entity_has_been_placed = false
    local pos_x = 0
    local pos_y = 0
    local tile_distance_to_center = 0
    local entities = surface.find_entities(event.area)
    for _, e in pairs(entities) do
        if e.type == 'resource' or e.type == 'tree' or e.force.name == 'enemy' then
            e.destroy()
        end
    end
    local noise_seed_add = 25000
    local current_noise_seed_add = noise_seed_add
    local m1 = 0.13
    local m2 = 0.13 --10
    local m3 = 0.10 --07

    for x = 0, 31, 1 do
        for y = 0, 31, 1 do
            pos_x = event.area.left_top.x + x
            pos_y = event.area.left_top.y + y
            tile_distance_to_center = pos_x ^ 2 + pos_y ^ 2

            noise[1] = simplex_noise(pos_x / 350, pos_y / 350, global.noise_seed + current_noise_seed_add)
            current_noise_seed_add = current_noise_seed_add + noise_seed_add
            noise[2] = simplex_noise(pos_x / 200, pos_y / 200, global.noise_seed + current_noise_seed_add)
            current_noise_seed_add = current_noise_seed_add + noise_seed_add
            noise[3] = simplex_noise(pos_x / 50, pos_y / 50, global.noise_seed + current_noise_seed_add)
            current_noise_seed_add = current_noise_seed_add + noise_seed_add
            noise[4] = simplex_noise(pos_x / 20, pos_y / 20, global.noise_seed + current_noise_seed_add)
            current_noise_seed_add = current_noise_seed_add + noise_seed_add
            local cave_noise = noise[1] + noise[2] * 0.35 + noise[3] * 0.05 + noise[4] * 0.015

            noise[1] = simplex_noise(pos_x / 120, pos_y / 120, global.noise_seed + current_noise_seed_add)
            current_noise_seed_add = current_noise_seed_add + noise_seed_add
            noise[2] = simplex_noise(pos_x / 60, pos_y / 60, global.noise_seed + current_noise_seed_add)
            current_noise_seed_add = current_noise_seed_add + noise_seed_add
            noise[3] = simplex_noise(pos_x / 40, pos_y / 40, global.noise_seed + current_noise_seed_add)
            current_noise_seed_add = current_noise_seed_add + noise_seed_add
            noise[4] = simplex_noise(pos_x / 20, pos_y / 20, global.noise_seed + current_noise_seed_add)
            current_noise_seed_add = current_noise_seed_add + noise_seed_add
            local cave_noise_2 = noise[1] + noise[2] * 0.30 + noise[3] * 0.20 + noise[4] * 0.09

            noise[1] = simplex_noise(pos_x / 50, pos_y / 50, global.noise_seed + current_noise_seed_add)
            current_noise_seed_add = current_noise_seed_add + noise_seed_add
            noise[2] = simplex_noise(pos_x / 30, pos_y / 30, global.noise_seed + current_noise_seed_add)
            current_noise_seed_add = current_noise_seed_add + noise_seed_add
            noise[3] = simplex_noise(pos_x / 20, pos_y / 20, global.noise_seed + current_noise_seed_add)
            current_noise_seed_add = current_noise_seed_add + noise_seed_add
            noise[4] = simplex_noise(pos_x / 10, pos_y / 10, global.noise_seed + current_noise_seed_add)
            current_noise_seed_add = current_noise_seed_add + noise_seed_add
            local cave_noise_3 = noise[1] + noise[2] * 0.5 + noise[3] * 0.25 + noise[4] * 0.1

            current_noise_seed_add = noise_seed_add

            tile_to_insert = false
            if tile_distance_to_center > spawn_dome_size then
                if tile_distance_to_center > (spawn_dome_size + 5000) * (cave_noise_3 * 0.05 + 1.1) then
                    if cave_noise > 1 then
                        tile_to_insert = 'deepwater'
                        table.insert(fish_positions, {pos_x, pos_y})
                    else
                        if cave_noise > 0.98 then
                            tile_to_insert = 'water'
                        else
                            if cave_noise > 0.82 then
                                tile_to_insert = 'grass-1'
                                table.insert(enemy_building_positions, {pos_x, pos_y})
                                table.insert(enemy_can_place_worm_positions, {pos_x, pos_y})
                                --tile_to_insert = "grass-4"
                                --if cave_noise > 0.88 then tile_to_insert = "grass-2" end
                                if cave_noise > 0.94 then
                                    table.insert(extra_tree_positions, {pos_x, pos_y})
                                    table.insert(secret_shop_locations, {pos_x, pos_y})
                                end
                            else
                                if cave_noise > 0.72 then
                                    tile_to_insert = 'dirt-6'
                                    if cave_noise < 0.79 then
                                        table.insert(rock_positions, {pos_x, pos_y})
                                    end
                                end
                            end
                        end
                        if cave_noise < -0.80 then
                            tile_to_insert = 'dirt-6'
                            if noise[3] > 0.18 or noise[3] < -0.18 then
                                table.insert(rock_positions, {pos_x, pos_y})
                                table.insert(enemy_worm_positions, {pos_x, pos_y})
                                table.insert(enemy_worm_positions, {pos_x, pos_y})
                                table.insert(enemy_worm_positions, {pos_x, pos_y})
                            else
                                tile_to_insert = 'sand-3'
                                table.insert(treasure_chest_positions, {{pos_x, pos_y}, tile_distance_to_center})
                                table.insert(treasure_chest_positions, {{pos_x, pos_y}, tile_distance_to_center})
                                table.insert(treasure_chest_positions, {{pos_x, pos_y}, tile_distance_to_center})
                                table.insert(treasure_chest_positions, {{pos_x, pos_y}, tile_distance_to_center})
                                table.insert(rare_treasure_chest_positions, {pos_x, pos_y})
                            end
                        else
                            if cave_noise < -0.75 then
                                tile_to_insert = 'dirt-6'
                                if cave_noise > -0.78 then
                                    table.insert(rock_positions, {pos_x, pos_y})
                                end
                            end
                        end
                    end
                end

                if tile_to_insert == false then
                    if cave_noise < m1 and cave_noise > m1 * -1 then
                        tile_to_insert = 'dirt-7'
                        if cave_noise < 0.06 and cave_noise > -0.06 and noise[1] > 0.4 and tile_distance_to_center > spawn_dome_size + 5000 then
                            table.insert(enemy_can_place_worm_positions, {pos_x, pos_y})
                            table.insert(enemy_can_place_worm_positions, {pos_x, pos_y})
                            table.insert(enemy_can_place_worm_positions, {pos_x, pos_y})
                            table.insert(enemy_can_place_worm_positions, {pos_x, pos_y})
                            table.insert(enemy_building_positions, {pos_x, pos_y})
                            table.insert(enemy_building_positions, {pos_x, pos_y})
                            table.insert(enemy_building_positions, {pos_x, pos_y})
                            table.insert(enemy_building_positions, {pos_x, pos_y})
                            table.insert(enemy_building_positions, {pos_x, pos_y})
                        else
                            table.insert(rock_positions, {pos_x, pos_y})
                            if math.random(1, 3) == 1 then
                                table.insert(enemy_worm_positions, {pos_x, pos_y})
                            end
                        end
                        if cave_noise_2 > 0.85 and tile_distance_to_center > spawn_dome_size + 25000 then
                            if math.random(1, 48) == 1 then
                                local p = surface.find_non_colliding_position('crude-oil', {pos_x, pos_y}, 5, 1)
                                if p then
                                    surface.create_entity {
                                        name = 'crude-oil',
                                        position = p,
                                        amount = math.floor(math.random(25000 + tile_distance_to_center * 0.5, 50000 + tile_distance_to_center), 0)
                                    }
                                end
                            end
                        end
                    else
                        if cave_noise_2 < m2 and cave_noise_2 > m2 * -1 then
                            tile_to_insert = 'dirt-4'
                            table.insert(rock_positions, {pos_x, pos_y})
                            table.insert(treasure_chest_positions, {{pos_x, pos_y}, tile_distance_to_center})
                        else
                            if cave_noise_3 < m3 and cave_noise_3 > m3 * -1 and cave_noise_2 < m2 + 0.3 and cave_noise_2 > (m2 * -1) - 0.3 then
                                tile_to_insert = 'dirt-2'
                                table.insert(rock_positions, {pos_x, pos_y})
                                table.insert(treasure_chest_positions, {{pos_x, pos_y}, tile_distance_to_center})
                                table.insert(treasure_chest_positions, {{pos_x, pos_y}, tile_distance_to_center})
                                table.insert(treasure_chest_positions, {{pos_x, pos_y}, tile_distance_to_center})
                            end
                        end
                    end
                end

                if tile_distance_to_center < spawn_dome_size * (cave_noise_3 * 0.05 + 1.1) then
                    if tile_to_insert == false then
                        table.insert(rock_positions, {pos_x, pos_y})
                    end
                    tile_to_insert = 'dirt-7'
                end
            else
                if tile_distance_to_center < 550 * (1 + cave_noise_3 * 0.8) then
                    tile_to_insert = 'water'
                    table.insert(fish_positions, {pos_x, pos_y})
                else
                    tile_to_insert = 'grass-1'
                    if cave_noise_3 > 0 and tile_distance_to_center + 3000 < spawn_dome_size then
                        table.insert(spawn_tree_positions, {pos_x, pos_y})
                    end
                end
            end

            if tile_distance_to_center < spawn_dome_size and tile_distance_to_center > spawn_dome_size - 500 and tile_to_insert == 'grass-1' then
                table.insert(rock_positions, {pos_x, pos_y})
            end

            if tile_to_insert == false then
                table.insert(tiles, {name = 'out-of-map', position = {pos_x, pos_y}})
            else
                table.insert(tiles, {name = tile_to_insert, position = {pos_x, pos_y}})
            end
        end
    end
    surface.set_tiles(tiles, true)

    for _, k in pairs(treasure_chest_positions) do
        if math.random(1, 800) == 1 then
            treasure_chest(k[1], k[2])
        end
    end
    for _, p in pairs(rare_treasure_chest_positions) do
        if math.random(1, 100) == 1 then
            rare_treasure_chest(p)
        end
    end

    for _, p in pairs(rock_positions) do
        local x = math.random(1, 100)
        if x < global.rock_density then
            surface.create_entity {name = global.rock_raffle[math.random(1, #global.rock_raffle)], position = p}
        end
        --[[
		local z = 1
		if p[2] % 2 == 1 then z = 0 end
		if p[1] % 2 == z then
			surface.create_entity {name=global.rock_raffle[math.random(1,#global.rock_raffle)], position=p}
		end
		]]
        --
    end

    for _, p in pairs(enemy_building_positions) do
        if math.random(1, 50) == 1 then
            local pos = surface.find_non_colliding_position('biter-spawner', p, 8, 1)
            if pos then
                if math.random(1, 3) == 1 then
                    surface.create_entity {name = 'spitter-spawner', position = pos}
                else
                    surface.create_entity {name = 'biter-spawner', position = pos}
                end
            end
        end
    end

    for _, p in pairs(enemy_worm_positions) do
        if math.random(1, 300) == 1 then
            local tile_distance_to_center = math.sqrt(p[1] ^ 2 + p[2] ^ 2)
            if tile_distance_to_center > global.worm_free_zone_radius then
                local raffle_index = math.ceil((tile_distance_to_center - global.worm_free_zone_radius) * 0.01, 0)
                if raffle_index < 1 then
                    raffle_index = 1
                end
                if raffle_index > 10 then
                    raffle_index = 10
                end
                local entity_name = worm_raffle_table[raffle_index][math.random(1, #worm_raffle_table[raffle_index])]
                surface.create_entity {name = entity_name, position = p}
            end
        end
    end

    for _, p in pairs(enemy_can_place_worm_positions) do
        if math.random(1, 30) == 1 then
            local tile_distance_to_center = math.sqrt(p[1] ^ 2 + p[2] ^ 2)
            if tile_distance_to_center > global.worm_free_zone_radius then
                local raffle_index = math.ceil((tile_distance_to_center - global.worm_free_zone_radius) * 0.01, 0)
                if raffle_index < 1 then
                    raffle_index = 1
                end
                if raffle_index > 10 then
                    raffle_index = 10
                end
                local entity_name = worm_raffle_table[raffle_index][math.random(1, #worm_raffle_table[raffle_index])]
                if surface.can_place_entity({name = entity_name, position = p}) then
                    surface.create_entity {name = entity_name, position = p}
                end
            end
        end
    end

    for _, p in pairs(fish_positions) do
        if math.random(1, 16) == 1 then
            if surface.can_place_entity({name = 'fish', position = p}) then
                surface.create_entity {name = 'fish', position = p}
            end
        end
    end

    for _, p in pairs(secret_shop_locations) do
        if math.random(1, 10) == 1 then
            if
                surface.count_entities_filtered {
                    area = {{p[1] - 125, p[2] - 125}, {p[1] + 125, p[2] + 125}},
                    name = 'market',
                    limit = 1
                } == 0
             then
                secret_shop(p)
            end
        end
    end

    for _, p in pairs(spawn_tree_positions) do
        if math.random(1, 6) == 1 then
            surface.create_entity {name = 'tree-04', position = p}
        end
    end

    for _, p in pairs(extra_tree_positions) do
        if math.random(1, 20) == 1 then
            surface.create_entity {name = 'tree-02', position = p}
        end
    end

    local decorative_names = {}
    for k, v in pairs(game.decorative_prototypes) do
        if v.autoplace_specification then
            decorative_names[#decorative_names + 1] = k
        end
    end
    surface.regenerate_decorative(decorative_names, {{x = math.floor(event.area.left_top.x / 32), y = math.floor(event.area.left_top.y / 32)}})
    ::continue::
end

local function hunger_update(player, food_value)
    if not player.character then
        return
    end

    if food_value == -1 and player.character.driving == true then
        return
    end

    local past_hunger = global.player_hunger[player.name]
    global.player_hunger[player.name] = global.player_hunger[player.name] + food_value
    if global.player_hunger[player.name] > 200 then
        global.player_hunger[player.name] = 200
    end

    if past_hunger == 200 and global.player_hunger[player.name] + food_value > 200 then
        global.player_hunger[player.name] = player_hunger_spawn_value
        player.character.die('player')
        local t = {
            ' ate too much and exploded.',
            ' should have gone on a diet.',
            ' needs to work on their bad eating habbits.',
            ' should have skipped dinner today.'
        }
        game.print(player.name .. t[math.random(1, #t)], {r = 0.75, g = 0.0, b = 0.0})
    end

    if global.player_hunger[player.name] < 1 then
        global.player_hunger[player.name] = player_hunger_spawn_value
        player.character.die('player')
        local t = {' ran out of foodstamps.', ' starved.', ' should not have skipped breakfast today.'}
        game.print(player.name .. t[math.random(1, #t)], {r = 0.75, g = 0.0, b = 0.0})
    end

    if player.character then
        if player_hunger_stages[global.player_hunger[player.name]] ~= player_hunger_stages[past_hunger] then
            local print_message = 'You feel ' .. player_hunger_stages[global.player_hunger[player.name]] .. '.'
            if player_hunger_stages[global.player_hunger[player.name]] == 'Obese' then
                print_message = 'You have become ' .. player_hunger_stages[global.player_hunger[player.name]] .. '.'
            end
            if player_hunger_stages[global.player_hunger[player.name]] == 'Starving' then
                print_message = 'You are starving!'
            end
            player.print(print_message, player_hunger_color_list[global.player_hunger[player.name]])
        end
    end

    player.character.character_running_speed_modifier = player_hunger_buff[global.player_hunger[player.name]] * 0.15
    player.character.character_mining_speed_modifier = player_hunger_buff[global.player_hunger[player.name]]
end

local function on_player_joined_game(event)
    if not global.surface_done then
        init_surface(game.create_surface('cave_miner'))
        global.surface_done = true
    end
    local surface = game.surfaces['cave_miner']
    local player = game.players[event.player_index]
    if not global.cave_miner_init_done then
        surface.daytime = 0.5
        surface.freeze_daytime = 1
        game.forces['player'].technologies['landfill'].enabled = false
        game.forces['player'].technologies['night-vision-equipment'].enabled = false
        game.forces['player'].technologies['artillery-shell-range-1'].enabled = false
        game.forces['player'].technologies['artillery-shell-speed-1'].enabled = false
        game.forces['player'].technologies['artillery'].enabled = false
        game.forces['player'].technologies['atomic-bomb'].enabled = false

        game.map_settings.enemy_evolution.destroy_factor = 0.004

        global.player_hunger = {}

        global.damaged_rocks = {}

        surface.request_to_generate_chunks({0, -40}, 0.2)
        surface.force_generate_chunk_requests()
        local p = game.surfaces['cave_miner'].find_non_colliding_position('character', {0, -40}, 10, 1)
        game.forces['player'].set_spawn_position(p, 'cave_miner')

        global.biter_spawn_amount_weights = {}
        global.biter_spawn_amount_weights[1] = {64, 1}
        global.biter_spawn_amount_weights[2] = {32, 4}
        global.biter_spawn_amount_weights[3] = {16, 8}
        global.biter_spawn_amount_weights[4] = {8, 16}
        global.biter_spawn_amount_weights[5] = {4, 32}
        global.biter_spawn_amount_weights[6] = {2, 64}
        global.biter_spawn_amount_raffle = {}
        for _, t in pairs(global.biter_spawn_amount_weights) do
            for x = 1, t[2], 1 do
                table.insert(global.biter_spawn_amount_raffle, t[1])
            end
        end

        global.rock_density = 62 ---- table.insert value up to 100
        global.rock_raffle = {
            'sand-rock-big',
            'sand-rock-big',
            'rock-big',
            'rock-big',
            'rock-big',
            'rock-big',
            'rock-big',
            'rock-big',
            'rock-huge'
        }

        global.worm_free_zone_radius = math.sqrt(spawn_dome_size) + 40

        global.biter_spawn_schedule = {}

        global.ore_spill_cap = 60
        global.stats_rocks_broken = 0
        global.stats_wood_chopped = 0
        global.stats_ores_found = 0
        global.total_ores_mined = 0

        --player.teleport({0,-40}, "cave_miner")
        --game.forces["player"].set_spawn_position({0,-40}, surface)

        global.rock_mining_chance_weights = {}

        global.rock_mining_chance_weights[1] = {'iron-ore', 25}
        global.rock_mining_chance_weights[2] = {'copper-ore', 18}
        global.rock_mining_chance_weights[3] = {'coal', 14}
        global.rock_mining_chance_weights[4] = {'uranium-ore', 3}
        global.mining_raffle_table = {}
        for _, t in pairs(global.rock_mining_chance_weights) do
            for x = 1, t[2], 1 do
                table.insert(global.mining_raffle_table, t[1])
            end
        end

        global.darkness_threat_level = {}

        game.forces.player.chart(surface, {{-160, -160}, {160, 160}})

        global.cave_miner_init_done = true
    end
    if player.online_time < 10 then
        --player.teleport(game.surfaces["cave_miner"].find_non_colliding_position("character", {0,-20}, 20, 10), "cave_miner")
        local pos = game.forces['player'].get_spawn_position('cave_miner')
        player.teleport(game.surfaces['cave_miner'].find_non_colliding_position('character', pos, 10, 2), 'cave_miner')
        global.player_hunger[player.name] = player_hunger_spawn_value
        hunger_update(player, 0)
        global.darkness_threat_level[player.name] = 0
        player.insert {name = 'pistol', count = 1}
        player.insert {name = 'firearm-magazine', count = 16}
    end
    create_cave_miner_stats_gui(player)
    --if surface.name ~= "cave_miner" then return end
end

local function spawn_cave_inhabitant(pos, target_position)
    if not pos.x then
        return nil
    end
    if not pos.y then
        return nil
    end
    local surface = game.surfaces['cave_miner']
    local tile_distance_to_center = math.sqrt(pos.x ^ 2 + pos.y ^ 2)
    local rock_inhabitants_index = math.ceil((tile_distance_to_center - math.sqrt(spawn_dome_size)) * 0.015, 0)
    if rock_inhabitants_index < 1 then
        rock_inhabitants_index = 1
    end
    if rock_inhabitants_index > #rock_inhabitants then
        rock_inhabitants_index = #rock_inhabitants
    end
    local entity_name = rock_inhabitants[rock_inhabitants_index][math.random(1, #rock_inhabitants[rock_inhabitants_index])]
    local p = surface.find_non_colliding_position(entity_name, pos, 6, 0.5)
    local biter = 1
    if p then
        biter = surface.create_entity {name = entity_name, position = p}
    end
    if target_position then
        biter.set_command(
            {
                type = defines.command.attack_area,
                destination = target_position,
                radius = 5,
                distraction = defines.distraction.by_anything
            }
        )
    end
    if not target_position then
        return
    end
end

local function find_first_entity_spiral_scan(pos, entities, range)
    if not pos then
        return
    end
    if not entities then
        return
    end
    if not range then
        return
    end
    local surface = game.surfaces['cave_miner']
    local out_of_map_count = 0
    local out_of_map_cap = 1
    for z = 2, range, 2 do
        pos.y = pos.y - 1
        pos.x = pos.x - 1
        for modifier = 1, -1, -2 do
            for x = 1, z, 1 do
                pos.x = pos.x + modifier
                local t = surface.get_tile(pos)
                if t.name == 'out-of-map' then
                    out_of_map_count = out_of_map_count + 1
                end
                if out_of_map_count > out_of_map_cap then
                    return
                end
                local e = surface.find_entities_filtered {position = pos, name = entities}
                if e[1] then
                    return e[1].position
                end
            end
            for y = 1, z, 1 do
                pos.y = pos.y + modifier
                local t = surface.get_tile(pos)
                if t.name == 'out-of-map' then
                    out_of_map_count = out_of_map_count + 1
                end
                if out_of_map_count > out_of_map_cap then
                    return
                end
                local e = surface.find_entities_filtered {position = pos, name = entities}
                if e[1] then
                    return e[1].position
                end
            end
            if out_of_map_count > out_of_map_cap then
                return
            end
        end
        if out_of_map_count > out_of_map_cap then
            return
        end
    end
end

local function biter_attack_event()
    local valid_positions = {}
    for _, player in pairs(game.connected_players) do
        if player.character.driving == false then
            local position = {x = player.position.x, y = player.position.y}
            local p = find_first_entity_spiral_scan(position, {'rock-huge', 'rock-big', 'sand-rock-big'}, 32)
            if p then
                if p.x ^ 2 + p.y ^ 2 > spawn_dome_size then
                    table.insert(valid_positions, p)
                end
            end
        end
    end
    if valid_positions[1] then
        if #valid_positions == 1 then
            for x = 1, global.biter_spawn_amount_raffle[math.random(1, #global.biter_spawn_amount_raffle)], 1 do
                table.insert(global.biter_spawn_schedule, {game.tick + 20 * x, valid_positions[1]})
            end
        end
        if #valid_positions > 1 then
            for y = math.random(1, 2), #valid_positions, 2 do
                if y > #valid_positions then
                    break
                end
                for x = 1, global.biter_spawn_amount_raffle[math.random(1, #global.biter_spawn_amount_raffle)], 1 do
                    table.insert(global.biter_spawn_schedule, {game.tick + 20 * x, valid_positions[y]})
                end
            end
        end
    end
end

local function darkness_events()
    for _, p in pairs(game.connected_players) do
        if p.surface.name ~= 'cave_miner' then
            return
        end
        if global.darkness_threat_level[p.name] > 4 then
            for x = 1, 2 + global.darkness_threat_level[p.name], 1 do
                spawn_cave_inhabitant(p.position)
            end
            local biters_found = p.surface.find_enemy_units(p.position, 12, 'player')
            if p.character then
                for _, biter in pairs(biters_found) do
                    biter.set_command({type = defines.command.attack, target = p.character, distraction = defines.distraction.none})
                end
                p.character.damage(math.random(global.darkness_threat_level[p.name] * 2, global.darkness_threat_level[p.name] * 3), 'enemy')
            end
        end
        if global.darkness_threat_level[p.name] == 2 then
            p.print(darkness_messages[math.random(1, #darkness_messages)], {r = 0.65, g = 0.0, b = 0.0})
        end
        global.darkness_threat_level[p.name] = global.darkness_threat_level[p.name] + 1
    end
end

local function darkness_checks()
    for _, p in pairs(game.connected_players) do
        if p.surface.name ~= 'cave_miner' then
            return
        end
        if p.character then
            p.character.disable_flashlight()
        end
        local tile_distance_to_center = math.sqrt(p.position.x ^ 2 + p.position.y ^ 2)
        if tile_distance_to_center < math.sqrt(spawn_dome_size) then
            global.darkness_threat_level[p.name] = 0
        else
            if p.character and p.character.driving == true then
                global.darkness_threat_level[p.name] = 0
            else
                local light_source_entities =
                    p.surface.find_entities_filtered {
                    area = {{p.position.x - 12, p.position.y - 12}, {p.position.x + 12, p.position.y + 12}},
                    name = 'small-lamp'
                }
                for _, lamp in pairs(light_source_entities) do
                    local circuit = lamp.get_or_create_control_behavior()
                    if circuit then
                        if lamp.energy > 50 and circuit.disabled == false then
                            global.darkness_threat_level[p.name] = 0
                            break
                        end
                    else
                        if lamp.energy > 50 then
                            global.darkness_threat_level[p.name] = 0
                            break
                        end
                    end
                end
            end
        end
    end
end

local healing_amount = {
    ['rock-big'] = 4,
    ['sand-rock-big'] = 4,
    ['rock-huge'] = 16
}
local function heal_rocks()
    for key, rock in pairs(global.damaged_rocks) do
        if rock.last_damage + 300 < game.tick then
            if rock.entity.valid then
                rock.entity.health = rock.entity.health + healing_amount[rock.entity.name]
                if rock.entity.prototype.max_health == rock.entity.health then
                    global.damaged_rocks[key] = nil
                end
            else
                global.damaged_rocks[key] = nil
            end
        end
    end
end

local function on_tick()
    local storage = {}
    if game.tick % 30 == 0 then
        if global.biter_spawn_schedule then
            for x = 1, #global.biter_spawn_schedule, 1 do
                if global.biter_spawn_schedule[x] then
                    if game.tick >= global.biter_spawn_schedule[x][1] then
                        local pos = {x = global.biter_spawn_schedule[x][2].x, y = global.biter_spawn_schedule[x][2].y}
                        global.biter_spawn_schedule[x] = nil
                        spawn_cave_inhabitant(pos)
                    end
                end
            end
        end
    end

    if game.tick % 240 == 0 then
        darkness_checks()
        darkness_events()
        heal_rocks()
    end

    if game.tick % 5400 == 2700 then
        for _, player in pairs(game.connected_players) do
            if player.afk_time < 18000 then
                hunger_update(player, -1)
            end
        end
        refresh_gui()

        if math.random(1, 2) == 1 then
            biter_attack_event()
        end
    end

    if game.tick == 150 then
        local surface = game.surfaces['cave_miner']
        local p = game.surfaces['cave_miner'].find_non_colliding_position('market', {0, -15}, 60, 2)
        local x = game.surfaces['cave_miner'].find_non_colliding_position('player-port', {-5, -15}, 60, 2)
        local o = game.surfaces['cave_miner'].find_non_colliding_position('player-port', {5, -25}, 60, 2)

        global.market = surface.create_entity {name = 'market', position = p}
        global.surface_cave_elevator = surface.create_entity {name = 'player-port', position = x, force = game.forces.neutral}
        global.surface_cave_chest = Module.create_chest(surface, o, storage)

        rendering.draw_text {
            text = 'Storage',
            surface = surface,
            target = global.surface_cave_chest,
            target_offset = {0, 0.4},
            color = {r = 0.98, g = 0.66, b = 0.22},
            alignment = 'center'
        }

        rendering.draw_text {
            text = 'Elevator',
            surface = surface,
            target = global.surface_cave_elevator,
            target_offset = {0, 1},
            color = {r = 0.98, g = 0.66, b = 0.22},
            alignment = 'center'
        }

        rendering.draw_text {
            text = 'Market',
            surface = surface,
            target = global.market,
            target_offset = {0, 2},
            color = {r = 0.98, g = 0.66, b = 0.22},
            alignment = 'center'
        }

        global.market.destructible = false
        global.surface_cave_chest.minable = false
        global.surface_cave_chest.destructible = false
        global.surface_cave_elevator.minable = false
        global.surface_cave_elevator.destructible = false

        if enable_fishbank_terminal then
            global.market.add_market_item({price = {}, offer = {type = 'nothing', effect_description = 'Deposit Fish'}})
            global.market.add_market_item({price = {}, offer = {type = 'nothing', effect_description = 'Withdraw Fish - 1% Bank Fee'}})
            global.market.add_market_item({price = {}, offer = {type = 'nothing', effect_description = 'Show Account Balance'}})
        end

        for _, item in pairs(market_items.spawn) do
            global.market.add_market_item(item)
        end
        surface.regenerate_entity({'rock-big', 'rock-huge'})
    end
end

local disabled_for_deconstruction = {
    ['fish'] = true,
    ['rock-huge'] = true,
    ['rock-big'] = true,
    ['sand-rock-big'] = true,
    ['tree-02'] = true,
    ['tree-04'] = true
}

local function on_marked_for_deconstruction(event)
    if disabled_for_deconstruction[event.entity.name] then
        event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
    end
end

local treasure_chest_messages = {
    "You notice an old crate within the rubble. It's filled with treasure!",
    "You find a chest underneath the broken rocks. It's filled with goodies!",
    'We has found the precious!'
}

local function pre_player_mined_item(event)
    local player = game.players[event.player_index]
    local surface = player.surface
    if player.surface.name ~= 'cave_miner' then
        return
    end
    if math.random(1, 12) == 1 then
        if event.entity.name == 'rock-huge' or event.entity.name == 'rock-big' or event.entity.name == 'sand-rock-big' then
            for x = 1, math.random(6, 10), 1 do
                table.insert(global.biter_spawn_schedule, {game.tick + 30 * x, event.entity.position})
            end
        end
    end

    if event.entity.type == 'tree' then
        surface.spill_item_stack(player.position, {name = 'raw-fish', count = math.random(1, 2)}, true)
    end

    if event.entity.name == 'rock-huge' or event.entity.name == 'rock-big' or event.entity.name == 'sand-rock-big' then
        local rock_position = {x = event.entity.position.x, y = event.entity.position.y}
        event.entity.destroy()

        local distance_to_center = rock_position.x ^ 2 + rock_position.y ^ 2
        if math.random(1, 250) == 1 then
            treasure_chest(rock_position, distance_to_center)
            player.print(treasure_chest_messages[math.random(1, #treasure_chest_messages)], {r = 0.98, g = 0.66, b = 0.22})
        end

        local tile_distance_to_center = math.sqrt(rock_position.x ^ 2 + rock_position.y ^ 2)
        if tile_distance_to_center > 1450 then
            tile_distance_to_center = 1450
        end
        if math.random(1, 3) == 1 then
            hunger_update(player, -1)
        end

        surface.spill_item_stack(player.position, {name = 'raw-fish', count = math.random(3, 4)}, true)
        local bonus_amount = math.floor((tile_distance_to_center - math.sqrt(spawn_dome_size)) * 0.10, 0)
        if bonus_amount < 1 then
            bonus_amount = 0
        end
        local amount = math.random(45, 55) + bonus_amount
        if amount > 200 then
            amount = 200
        end
        amount = amount * (1 + game.forces.player.mining_drill_productivity_bonus)

        amount = math.round(amount, 0)
        local amount_of_stone = math.round(amount * 0.15, 0)

        global.stats_ores_found = global.stats_ores_found + amount + amount_of_stone

        local mined_loot = global.mining_raffle_table[math.random(1, #global.mining_raffle_table)]

        surface.create_entity(
            {
                name = 'flying-text',
                position = rock_position,
                text = '+' .. amount .. ' [img=item/' .. mined_loot .. ']',
                color = {r = 0.98, g = 0.66, b = 0.22}
            }
        )
        --surface.create_entity({name = "flying-text", position = rock_position, text = amount .. " " .. ore_floaty_texts[mined_loot][1], color = ore_floaty_texts[mined_loot][2]})

        if amount > global.ore_spill_cap then
            surface.spill_item_stack(rock_position, {name = mined_loot, count = global.ore_spill_cap}, true)
            amount = amount - global.ore_spill_cap
            local i = player.insert {name = mined_loot, count = amount}
            amount = amount - i
            if amount > 0 then
                surface.spill_item_stack(rock_position, {name = mined_loot, count = amount}, true)
            end
        else
            surface.spill_item_stack(rock_position, {name = mined_loot, count = amount}, true)
        end

        if amount_of_stone > global.ore_spill_cap then
            surface.spill_item_stack(rock_position, {name = 'stone', count = global.ore_spill_cap}, true)
            amount_of_stone = amount_of_stone - global.ore_spill_cap
            local i = player.insert {name = 'stone', count = amount_of_stone}
            amount_of_stone = amount_of_stone - i
            if amount_of_stone > 0 then
                surface.spill_item_stack(rock_position, {name = 'stone', count = amount_of_stone}, true)
            end
        else
            surface.spill_item_stack(rock_position, {name = 'stone', count = amount_of_stone}, true)
        end

        global.stats_rocks_broken = global.stats_rocks_broken + 1
        refresh_gui()

        if math.random(1, 32) == 1 then
            local p = {x = rock_position.x, y = rock_position.y}
            local tile_distance_to_center = p.x ^ 2 + p.y ^ 2
            if tile_distance_to_center > spawn_dome_size + 100 then
                local radius = 32
                if
                    surface.count_entities_filtered {
                        area = {{p.x - radius, p.y - radius}, {p.x + radius, p.y + radius}},
                        type = 'resource',
                        limit = 1
                    } == 0
                 then
                    local size_raffle = {{'huge', 33, 42}, {'big', 17, 32}, {'', 8, 16}, {'tiny', 3, 7}}
                    local size = size_raffle[math.random(1, #size_raffle)]
                    local ore_prints = {
                        coal = {'dark', 'Coal'},
                        ['iron-ore'] = {'shiny', 'Iron'},
                        ['copper-ore'] = {'glimmering', 'Copper'},
                        ['uranium-ore'] = {'glowing', 'Uranium'}
                    }
                    player.print(
                        'You notice something ' ..
                            ore_prints[mined_loot][1] .. " underneath the rubble covered floor. It's a " .. size[1] .. ' vein of ' .. ore_prints[mined_loot][2] .. '!!',
                        {r = 0.98, g = 0.66, b = 0.22}
                    )
                    tile_distance_to_center = math.sqrt(tile_distance_to_center)
                    local ore_entities_placed = 0
                    local modifier_raffle = {{0, -1}, {-1, 0}, {1, 0}, {0, 1}}
                    while ore_entities_placed < math.random(size[2], size[3]) do
                        local a = math.ceil((math.random(tile_distance_to_center * 4, tile_distance_to_center * 5)) / 1 + ore_entities_placed * 0.5, 0)
                        for x = 1, 150, 1 do
                            local m = modifier_raffle[math.random(1, #modifier_raffle)]
                            local pos = {x = p.x + m[1], y = p.y + m[2]}
                            if surface.can_place_entity({name = mined_loot, position = pos, amount = a}) then
                                surface.create_entity {name = mined_loot, position = pos, amount = a}
                                p = pos
                                break
                            end
                        end
                        ore_entities_placed = ore_entities_placed + 1
                    end
                end
            end
        end
    end
end

local function on_player_mined_entity(event)
    local player = game.players[event.player_index]
    if player.surface.name ~= 'cave_miner' then
        return
    end
    if event.entity.name == 'rock-huge' or event.entity.name == 'rock-big' or event.entity.name == 'sand-rock-big' then
        event.buffer.clear()
    end
    if event.entity.name == 'fish' then
        if math.random(1, 2) == 1 then
            local health = player.character.health
            player.character.damage(math.random(50, 150), 'enemy')
            if not player.character then
                game.print(player.name .. ' should have kept their hands out of the foggy lake waters.', {r = 0.75, g = 0.0, b = 0.0})
            else
                if health > 200 then
                    player.print('You got bitten by an angry cave piranha.', {r = 0.75, g = 0.0, b = 0.0})
                else
                    local messages = {
                        'Ouch.. That hurt! Better be careful now.',
                        'Just a fleshwound.',
                        'Better keep those hands to yourself or you might loose them.'
                    }
                    player.print(messages[math.random(1, #messages)], {r = 0.75, g = 0.0, b = 0.0})
                end
            end
        end
    end
end

local function on_entity_damaged(event)
    local entity = event.entity
    if not event.entity.valid then
        return
    end
    if event.entity.name == 'rock-huge' or event.entity.name == 'rock-big' or event.entity.name == 'sand-rock-big' then
        local rock_is_alive = true
        if event.force.name == 'enemy' then
            event.entity.health = event.entity.health + (event.final_damage_amount - 0.2)
            if event.entity.health <= event.final_damage_amount then
                rock_is_alive = false
            end
        end
        if event.force.name == 'player' then
            event.entity.health = event.entity.health + (event.final_damage_amount * 0.8)
            if event.entity.health <= event.final_damage_amount then
                rock_is_alive = false
            end
        end
        if event.entity.health <= 0 then
            rock_is_alive = false
        end
        if rock_is_alive then
            global.damaged_rocks[tostring(event.entity.position.x) .. tostring(event.entity.position.y)] = {
                last_damage = game.tick,
                entity = event.entity
            }
        else
            --refresh_gui()
            global.damaged_rocks[tostring(event.entity.position.x) .. tostring(event.entity.position.y)] = nil
            if event.force.name == 'player' then
                if math.random(1, 12) == 1 then
                    for x = 1, math.random(6, 10), 1 do
                        table.insert(global.biter_spawn_schedule, {game.tick + 20 * x, event.entity.position})
                    end
                end
            end
            local p = {x = event.entity.position.x, y = event.entity.position.y}
            local drop_amount = math.random(4, 8)
            event.entity.destroy()
            game.surfaces['cave_miner'].spill_item_stack(p, {name = 'stone', count = drop_amount}, true)

            local drop_amount_ore = math.random(16, 32)
            local ore = global.mining_raffle_table[math.random(1, #global.mining_raffle_table)]
            game.surfaces['cave_miner'].spill_item_stack(p, {name = ore, count = drop_amount_ore}, true)

            global.stats_rocks_broken = global.stats_rocks_broken + 1
            global.stats_ores_found = global.stats_ores_found + drop_amount + drop_amount_ore
        end
    end
end

local function on_player_respawned(event)
    local player = game.players[event.player_index]
    if player.surface.name ~= 'cave_miner' then
        return
    end
    player.character.disable_flashlight()
    global.player_hunger[player.name] = player_hunger_spawn_value
    hunger_update(player, 0)
    refresh_gui()
end

local function on_research_finished(event)
    event.research.force.character_inventory_slots_bonus = game.forces.player.mining_drill_productivity_bonus * 500
    refresh_gui()
    if not event.research.force.technologies['steel-axe'].researched then
        return
    end
    event.research.force.manual_mining_speed_modifier = 1 + game.forces.player.mining_drill_productivity_bonus * 4
end

local function on_gui_click(event)
    if not event then
        return
    end
    if not event.element then
        return
    end
    if not event.element.valid then
        return
    end
    local player = game.players[event.element.player_index]
    local name = event.element.name
    local frame = player.gui.top['caver_miner_stats_frame']
    if name == 'caver_miner_stats_toggle_button' and frame == nil then
        create_cave_miner_stats_gui(player)
    end
    if name == 'caver_miner_stats_toggle_button' and frame then
        if player.gui.left['cave_miner_info'] then
            frame.destroy()
            player.gui.top['hunger_frame'].destroy()
            player.gui.left['cave_miner_info'].destroy()
        end
    end
    if name == 'close_cave_miner_info' then
        player.gui.left['cave_miner_info'].destroy()
    end
end

local function on_player_used_capsule(event)
    if event.item.name == 'raw-fish' then
        local player = game.players[event.player_index]
        if player.character.health < 250 then
            return
        end
        hunger_update(player, player_hunger_fish_food_value)
        player.play_sound {path = 'utility/armor_table', volume_modifier = 1}
        refresh_gui()
    end
end

local function changed_surface(event)
    local player = game.players[event.player_index]
    local surface = player.surface
    if surface.name ~= 'cave_miner' then
        return
    end
    if player.online_time < 10 then
        return
    end
    player.print('Warped to Cave Miner!', {r = 0.10, g = 0.75, b = 0.5})
    player.play_sound {path = 'utility/axe_mining_ore', volume_modifier = 1}
    if player.gui.left['map_intro_frame'] then
        player.gui.left['map_intro_frame'].destroy()
    end
    if player.gui.top['map_intro_button'] then
        player.gui.top['map_intro_button'].destroy()
    end
    if player.gui.top['choppy_stats_frame'] then
        player.gui.top['choppy_stats_frame'].destroy()
    end
    create_cave_miner_stats_gui(player)
    player.print('Hungry? Take a look at our market offers! No questions asked.', {r = 0.10, g = 0.75, b = 0.5})
end

local bank_messages = {
    'Caves are dangerous. Did you hear about our insurance programs?',
    'Get your wealth flowing today with Fishbank!',
    'Hungry? Take a look at our credit offers! No questions asked.',
    'Fishbank. The only choice.',
    'Smart miners use Fishbank!',
    'Your wealth is safe with Fishbank!',
    'Fishbank, because inventory space matters!',
    "Have you heard of our Caviar Card? Don't ask, we will ask you..",
    '9 out of 10 felines only trust in Fishbank.'
}

local function on_market_item_purchased(event)
    if not enable_fishbank_terminal then
        return
    end
    local player = game.players[event.player_index]
    local market = event.market
    local offer_index = event.offer_index
    local offers = market.get_market_items()
    local bought_offer = offers[offer_index].offer
    if bought_offer.type ~= 'nothing' then
        return
    end
    if not global.fish_bank then
        global.fish_bank = {}
    end
    if not global.fish_bank[player.name] then
        global.fish_bank[player.name] = 0
    end

    if offer_index == 1 then
        local fish_removed = player.remove_item({name = 'raw-fish', count = 999999})
        if fish_removed == 0 then
            return
        end
        global.fish_bank[player.name] = global.fish_bank[player.name] + fish_removed
        player.print(fish_removed .. ' Fish deposited into your account. Your balance is ' .. global.fish_bank[player.name] .. '.', {r = 0.10, g = 0.75, b = 0.5})
        player.print(bank_messages[math.random(1, #bank_messages)], {r = 0.77, g = 0.77, b = 0.77})
        player.surface.create_entity(
            {
                name = 'flying-text',
                position = player.position,
                text = tostring(fish_removed .. ' Fish deposited'),
                color = {r = 0.10, g = 0.75, b = 0.5}
            }
        )
    end

    if offer_index == 2 then
        if global.fish_bank[player.name] == 0 then
            player.print('No fish in your Bank account :(', {r = 0.10, g = 0.75, b = 0.5})
            return
        end

        local requested_withdraw_amount = 500
        local fee = 10
        if global.fish_bank[player.name] < requested_withdraw_amount + fee then
            fee = math.ceil(global.fish_bank[player.name] * 0.01, 0)
            if global.fish_bank[player.name] < 10 then
                fee = 0
            end
            requested_withdraw_amount = global.fish_bank[player.name] - fee
        end
        local fish_withdrawn = player.insert({name = 'raw-fish', count = requested_withdraw_amount})
        if fish_withdrawn ~= requested_withdraw_amount then
            player.remove_item({name = 'raw-fish', count = fish_withdrawn})
            return
        end
        global.fish_bank[player.name] = global.fish_bank[player.name] - (fish_withdrawn + fee)
        player.print(fish_withdrawn .. ' Fish withdrawn from your account. Your balance is ' .. global.fish_bank[player.name] .. '.', {r = 0.10, g = 0.75, b = 0.5})
        player.print(bank_messages[math.random(1, #bank_messages)], {r = 0.77, g = 0.77, b = 0.77})
        player.surface.create_entity(
            {
                name = 'flying-text',
                position = player.position,
                text = tostring(fish_withdrawn .. ' Fish withdrawn'),
                color = {r = 0.10, g = 0.75, b = 0.5}
            }
        )
    end

    if offer_index == 3 then
        player.print('Your balance is ' .. global.fish_bank[player.name] .. ' Fish.', {r = 0.10, g = 0.75, b = 0.5})
    end
end

local function disable_tech()
    game.forces.player.technologies['spidertron'].enabled = false
    game.forces.player.technologies['spidertron'].researched = false
    game.forces.player.technologies['optics'].researched = true
    game.forces.player.technologies['artillery'].researched = false
    game.forces.player.technologies['atomic-bomb'].enabled = false
end

local function on_init()
    local T = Map.Pop_info()
    T.main_caption = 'Cave Choppy'
    T.sub_caption = '    ..warping between dimensions..'
    T.text =
        ([[
	Delve deep for greater treasures, but also face increased dangers.
	Mining productivity research, will overhaul your mining equipment,
	reinforcing your pickaxe as well as increasing the size of your backpack.

	Breaking rocks is exhausting and might make you hungry.
	So don´t forget to eat some fish once in a while to stay well fed.
	But be careful, eating too much might have it´s consequences too.

	As you dig, you will encounter black bedrock that is just too solid for your pickaxe.
	Some explosives could even break through the impassable dark rock.
	All they need is a container and a well aimed shot.

	There is an elevator that goes to the surface, legends say that trees drop ores.
	However monsters lurk near them and chopping them down is not recommended.

	Duly note, darkness is a hazard in the mines, stay near your lamps..

	Step into the dimensional translocator and become a lumberjack with a passion to chop.

	Different kinds of trees, yield different kinds of ore and wood.
	Yes, they seem to draw minerals out of the ground and manifesting it as "fruit".
	Their yield increases with distance. Mining Productivity Research will increase chopping speed and backpack size.

	Beware, sometimes there are some bugs hiding underneath the trees.
	Even dangerous traps have been encountered before.

	These mysterious ore trees don't burn very well, so do not worry if some of them catch on fire.

	]])
    T.main_caption_color = {r = 150, g = 150, b = 0}
    T.sub_caption_color = {r = 0, g = 150, b = 0}

    disable_tech()
end

Event.on_init(on_init)
Event.add(defines.events.on_player_changed_surface, changed_surface)
Event.add(defines.events.on_market_item_purchased, on_market_item_purchased)
Event.add(defines.events.on_player_used_capsule, on_player_used_capsule)
Event.add(defines.events.on_gui_click, on_gui_click)
Event.add(defines.events.on_research_finished, on_research_finished)
Event.add(defines.events.on_player_respawned, on_player_respawned)
Event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
Event.add(defines.events.on_entity_damaged, on_entity_damaged)
Event.add(defines.events.on_pre_player_mined_item, pre_player_mined_item)
Event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
Event.add(defines.events.on_chunk_generated, on_chunk_generated)
Event.add(defines.events.on_tick, on_tick)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
