--luacheck: ignore
--spiral troopers-- mewmew wrote this -- inspired from kyte

local event = require 'utils.event'
require 'modules.dynamic_landfill'
require 'modules.spawners_contain_biters'
require 'modules.satellite_score'

local map_functions = require 'tools.map_functions'
--require "rewards"

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 treasure_chest(position, surface)
    local math_random = math.random
    local chest_raffle = {}
    local chest_loot = {
        {{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 = 0.0, evolution_max = 1},
        {{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 = 10, 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 = 5, evolution_min = 0.2, evolution_max = 0.6},
        {{name = 'rocket', count = math_random(16, 32)}, weight = 10, evolution_min = 0.2, evolution_max = 0.7},
        {{name = 'explosive-rocket', count = math_random(16, 32)}, weight = 10, evolution_min = 0.3, evolution_max = 1},
        {{name = 'land-mine', count = math_random(8, 16)}, weight = 10, evolution_min = 0.2, evolution_max = 0.7},
        {{name = 'grenade', count = math_random(8, 16)}, weight = 10, evolution_min = 0.0, evolution_max = 0.5},
        {{name = 'cluster-grenade', count = math_random(8, 16)}, weight = 5, evolution_min = 0.4, evolution_max = 1},
        {{name = 'firearm-magazine', count = math_random(32, 128)}, weight = 10, evolution_min = 0, evolution_max = 0.3},
        {{name = 'piercing-rounds-magazine', count = math_random(32, 128)}, weight = 10, evolution_min = 0.1, evolution_max = 0.8},
        {{name = 'uranium-rounds-magazine', count = math_random(32, 128)}, weight = 10, evolution_min = 0.5, evolution_max = 1},
        {{name = 'railgun', count = 1}, weight = 1, evolution_min = 0.2, evolution_max = 1},
        {{name = 'railgun-dart', count = math_random(16, 32)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
        {{name = 'defender-capsule', count = math_random(8, 16)}, weight = 10, evolution_min = 0.0, evolution_max = 0.7},
        {{name = 'distractor-capsule', count = math_random(8, 16)}, weight = 10, evolution_min = 0.2, evolution_max = 1},
        {{name = 'destroyer-capsule', count = math_random(8, 16)}, weight = 10, evolution_min = 0.3, evolution_max = 1},
        {{name = 'atomic-bomb', count = math_random(1, 2)}, weight = 1, evolution_min = 0.2, 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 = 0.8, 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 = 0.4, 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(100, 200)}, weight = 2, evolution_min = 0.3, evolution_max = 0.8},
        {{name = 'advanced-circuit', count = math_random(100, 200)}, weight = 3, evolution_min = 0.4, evolution_max = 1},
        {{name = 'electronic-circuit', count = math_random(100, 200)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4},
        {{name = 'processing-unit', count = math_random(100, 200)}, weight = 3, evolution_min = 0.7, evolution_max = 1},
        {{name = 'explosives', count = math_random(25, 50)}, weight = 1, evolution_min = 0.2, evolution_max = 0.6},
        {{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(50, 100)}, 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(16, 32)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1},
        {{name = 'inserter', count = math_random(16, 32)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4},
        {{name = 'long-handed-inserter', count = math_random(16, 32)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4},
        {{name = 'fast-inserter', count = math_random(16, 32)}, weight = 3, evolution_min = 0.1, evolution_max = 1},
        {{name = 'filter-inserter', count = math_random(16, 32)}, 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(8, 16)}, 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(8, 16)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
        {{name = 'substation', count = math_random(4, 8)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
        {{name = 'wooden-chest', count = math_random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2},
        {{name = 'iron-chest', count = math_random(8, 16)}, weight = 3, evolution_min = 0.1, evolution_max = 0.4},
        {{name = 'steel-chest', count = math_random(8, 16)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
        {{name = 'small-lamp', count = math_random(8, 16)}, weight = 3, evolution_min = 0.1, evolution_max = 0.3},
        {{name = 'rail', count = math_random(50, 100)}, 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(2, 4)}, 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(2, 4)}, weight = 2, evolution_min = 0.0, evolution_max = 0.1},
        {{name = 'beacon', count = math_random(2, 4)}, 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(4, 8)}, weight = 3, evolution_min = 0.0, evolution_max = 0.5},
        {{name = 'steam-turbine', count = math_random(2, 4)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
        {{name = 'nuclear-reactor', count = 1}, weight = 1, evolution_min = 0.5, evolution_max = 1},
        {{name = 'centrifuge', count = math_random(1, 2)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
        {{name = 'heat-pipe', count = math_random(8, 16)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
        {{name = 'heat-exchanger', count = math_random(4, 8)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
        {{name = 'arithmetic-combinator', count = math_random(25, 50)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
        {{name = 'constant-combinator', count = math_random(25, 50)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
        {{name = 'decider-combinator', count = math_random(25, 50)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
        {{name = 'power-switch', count = math_random(8, 16)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
        {{name = 'programmable-speaker', count = math_random(8, 16)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
        {{name = 'green-wire', count = math_random(100, 200)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
        {{name = 'red-wire', count = math_random(100, 200)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
        {{name = 'chemical-plant', count = math_random(2, 4)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
        {{name = 'burner-mining-drill', count = math_random(8, 16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2},
        {{name = 'electric-mining-drill', count = math_random(4, 8)}, weight = 3, evolution_min = 0.2, evolution_max = 0.6},
        {{name = 'express-transport-belt', count = math_random(50, 100)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
        {{name = 'express-underground-belt', count = math_random(4, 16)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
        {{name = 'express-splitter', count = math_random(8, 16)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
        {{name = 'fast-transport-belt', count = math_random(50, 100)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
        {{name = 'fast-underground-belt', count = math_random(4, 16)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
        {{name = 'fast-splitter', count = math_random(8, 16)}, weight = 3, evolution_min = 0.2, evolution_max = 0.3},
        {{name = 'transport-belt', count = math_random(50, 100)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
        {{name = 'underground-belt', count = math_random(4, 16)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
        {{name = 'splitter', count = math_random(8, 16)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
        {{name = 'oil-refinery', count = math_random(1, 2)}, weight = 2, evolution_min = 0.3, evolution_max = 1},
        {{name = 'pipe', count = math_random(40, 50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
        {{name = 'pipe-to-ground', count = math_random(25, 50)}, weight = 1, evolution_min = 0.2, evolution_max = 0.5},
        {{name = 'pumpjack', count = math_random(2, 4)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
        {{name = 'pump', count = math_random(2, 4)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
        {{name = 'solar-panel', count = math_random(4, 8)}, 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(50, 100)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5},
        {{name = 'gate', count = math_random(8, 16)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5},
        {{name = 'storage-tank', count = math_random(4, 8)}, weight = 3, evolution_min = 0.3, evolution_max = 0.6},
        {{name = 'train-stop', count = math_random(2, 4)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7},
        {{name = 'express-loader', count = math_random(1, 2)}, weight = 1, evolution_min = 0.5, evolution_max = 1},
        {{name = 'fast-loader', count = math_random(1, 2)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7},
        {{name = 'loader', count = math_random(1, 2)}, weight = 1, evolution_min = 0.0, evolution_max = 0.5},
        {{name = 'lab', count = math_random(2, 4)}, weight = 2, evolution_min = 0.0, evolution_max = 0.1}
    }

    local level = global.spiral_troopers_level / 40
    if level > 1 then
        level = 1
    end
    for _, t in pairs(chest_loot) do
        for x = 1, t.weight, 1 do
            if t.evolution_min <= level and t.evolution_max >= level then
                table.insert(chest_raffle, t[1])
            end
        end
    end
    local chest_type_raffle = {'steel-chest', 'iron-chest', 'wooden-chest'}
    local e = surface.create_entity {name = chest_type_raffle[math_random(1, #chest_type_raffle)], position = position, force = 'player'}
    e.destructible = false
    local i = e.get_inventory(defines.inventory.chest)
    for x = 1, math_random(3, 4), 1 do
        local loot = chest_raffle[math_random(1, #chest_raffle)]
        i.insert(loot)
    end
end

local function level_finished()
    local spiral_cords = {
        {x = 0, y = -1},
        {x = -1, y = 0},
        {x = 0, y = 1},
        {x = 1, y = 0}
    }
    local entities = {}
    local surface = game.surfaces['spiral_troopers']
    if not global.spiral_troopers_beaten_level then
        global.spiral_troopers_beaten_level = 1
    else
        global.spiral_troopers_beaten_level = global.spiral_troopers_beaten_level + 1
    end

    local evolution = global.spiral_troopers_beaten_level / 40
    if evolution > 1 then
        evolution = 1
    end
    game.forces.enemy.evolution_factor = evolution

    for _, player in pairs(game.connected_players) do
        player.play_sound {path = 'utility/new_objective', volume_modifier = 0.6}
    end
    game.print('Level ' .. global.spiral_troopers_beaten_level .. ' finished. Area Unlocked!')
    if not global.current_beaten_chunk then
        global.current_beaten_chunk = {x = 0, y = -1}
    end
    if global.spiral_troopers_beaten_level == 1 then
        return
    end
    local current_growth_direction = global.spiral_troopers_beaten_level % 4
    if current_growth_direction == 0 then
        current_growth_direction = 4
    end
    local old_growth_direction = (global.spiral_troopers_beaten_level - 1) % 4
    if old_growth_direction == 0 then
        old_growth_direction = 4
    end
    for levelsize = 1, global.spiral_troopers_beaten_level, 1 do
        if levelsize == 1 then
            global.current_beaten_chunk = {
                x = global.current_beaten_chunk.x + spiral_cords[old_growth_direction].x,
                y = global.current_beaten_chunk.y + spiral_cords[old_growth_direction].y
            }
        else
            global.current_beaten_chunk = {
                x = global.current_beaten_chunk.x + spiral_cords[current_growth_direction].x,
                y = global.current_beaten_chunk.y + spiral_cords[current_growth_direction].y
            }
        end
        local tiles = {}
        for x = 0, 31, 1 do
            for y = 0, 31, 1 do
                local pos = {x = global.current_beaten_chunk.x * 32 + x, y = global.current_beaten_chunk.y * 32 + y}
                table.insert(tiles, {name = 'water', position = pos})
                if math.random(1, 50) == 1 then
                    table.insert(entities, {name = 'fish', position = pos})
                end
            end
        end
        surface.set_tiles(tiles, true)
    end
    for _, e in pairs(entities) do
        surface.create_entity(e)
    end
    local radius = (global.spiral_troopers_beaten_level / 2) * 32
    radius = radius + 160
    game.forces.player.chart(surface, {{x = -1 * radius, y = -1 * radius}, {x = radius, y = radius}})
end

local rock_raffle = {'sand-rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-huge'}
local ore_rotation = {'iron-ore', 'copper-ore', 'coal', 'stone'}

local function get_furthest_chunk()
    local surface = game.surfaces['spiral_troopers']
    local x = 1
    while true do
        if not surface.is_chunk_generated({0 + x, 0}) then
            break
        end
        x = x + 1
    end
    x = x - 1
    local y = 1
    while true do
        if not surface.is_chunk_generated({0, 0 + y}) then
            break
        end
        y = y + 1
    end
    y = y - 1
    return x, y
end

local function clear_chunk_of_enemies(chunk, surface)
    local a = {
        left_top = {x = chunk.x * 32, y = chunk.y * 32},
        right_bottom = {x = (chunk.x * 32) + 31, y = (chunk.y * 32) + 31}
    }
    local enemies = surface.find_entities_filtered({force = 'enemy', area = a})
    if enemies[1] then
        for i = 1, #enemies, 1 do
            enemies[i].destroy()
        end
    end
end

local function grow_level()
    if not global.current_chunk then
        global.current_chunk = {x = 0, y = -1}
    end
    local surface = game.surfaces['spiral_troopers']
    local entities = {}
    local spiral_cords = {
        {x = 0, y = -1},
        {x = -1, y = 0},
        {x = 0, y = 1},
        {x = 1, y = 0}
    }
    if not global.spiral_troopers_level then
        global.spiral_troopers_level = 1
    else
        global.spiral_troopers_level = global.spiral_troopers_level + 1
    end
    if not global.checkpoint_barriers then
        global.checkpoint_barriers = {}
    end
    global.checkpoint_barriers[global.spiral_troopers_level] = {}
    local current_growth_direction = global.spiral_troopers_level % 4
    if current_growth_direction == 0 then
        current_growth_direction = 4
    end

    for levelsize = 1, global.spiral_troopers_level, 1 do
        global.current_chunk = {
            x = global.current_chunk.x + spiral_cords[current_growth_direction].x,
            y = global.current_chunk.y + spiral_cords[current_growth_direction].y
        }

        if levelsize == global.spiral_troopers_level then
            local tiles = {}

            local checkpoint_chunk = {
                x = global.current_chunk.x + spiral_cords[current_growth_direction].x,
                y = global.current_chunk.y + spiral_cords[current_growth_direction].y
            }

            local reward_chunk_offset = (global.spiral_troopers_level - 1) % 4
            if reward_chunk_offset == 0 then
                reward_chunk_offset = 4
            end
            local reward_chunk = {
                x = checkpoint_chunk.x + spiral_cords[reward_chunk_offset].x,
                y = checkpoint_chunk.y + spiral_cords[reward_chunk_offset].y
            }

            clear_chunk_of_enemies(checkpoint_chunk, surface)
            clear_chunk_of_enemies(reward_chunk, surface)

            for x = 0, 31, 1 do
                for y = 0, 31, 1 do
                    local pos = {x = checkpoint_chunk.x * 32 + x, y = checkpoint_chunk.y * 32 + y}
                    table.insert(tiles, {name = 'water-green', position = pos})
                    if math.random(1, 2) == 1 then
                        table.insert(entities, {name = rock_raffle[math.random(1, #rock_raffle)], position = pos})
                    end
                end
            end

            for x = 0, 31, 1 do
                for y = 0, 31, 1 do
                    local pos = {x = reward_chunk.x * 32 + x, y = reward_chunk.y * 32 + y}
                    if x == 16 and y == 16 then
                        local ore = ore_rotation[current_growth_direction]
                        if global.spiral_troopers_level % 12 == 0 then
                            ore = 'uranium-ore'
                        end
                        map_functions.draw_smoothed_out_ore_circle(pos, ore, surface, 14, 400 * global.spiral_troopers_level)
                        local unlocker = surface.create_entity({name = 'burner-inserter', position = pos, force = 'player'})
                        unlocker.destructible = false
                        unlocker.minable = false
                    end

                    if x >= 4 and x <= 5 and y >= 4 and y <= 5 then
                        if math.random(1, 3) ~= 1 then
                            treasure_chest(pos, surface)
                        end
                    end
                    if x >= 26 and x <= 27 and y >= 26 and y <= 27 then
                        if math.random(1, 3) ~= 1 then
                            treasure_chest(pos, surface)
                        end
                    end
                    if x >= 26 and x <= 27 and y >= 4 and y <= 5 then
                        if math.random(1, 3) ~= 1 then
                            treasure_chest(pos, surface)
                        end
                    end
                    if x >= 4 and x <= 5 and y >= 26 and y <= 27 then
                        if math.random(1, 3) ~= 1 then
                            treasure_chest(pos, surface)
                        end
                    end

                    if x >= 3 and x <= 6 and y >= 3 and y <= 6 then
                        table.insert(tiles, {name = 'concrete', position = pos})
                    end
                    if x >= 25 and x <= 28 and y >= 25 and y <= 28 then
                        table.insert(tiles, {name = 'concrete', position = pos})
                    end
                    if x >= 25 and x <= 28 and y >= 3 and y <= 6 then
                        table.insert(tiles, {name = 'concrete', position = pos})
                    end
                    if x >= 3 and x <= 6 and y >= 25 and y <= 28 then
                        table.insert(tiles, {name = 'concrete', position = pos})
                    end
                end
            end
            surface.set_tiles(tiles, true)
        end
        local tiles = {}
        for x = 0, 31, 1 do
            for y = 0, 31, 1 do
                local pos = {x = global.current_chunk.x * 32 + x, y = global.current_chunk.y * 32 + y}
                table.insert(tiles, {name = 'out-of-map', position = pos})
            end
        end
        surface.set_tiles(tiles, true)
    end
    for x, e in pairs(entities) do
        local entity = surface.create_entity(e)
        entity.destructible = false
        entity.minable = false
        table.insert(global.checkpoint_barriers[global.spiral_troopers_level], entity)
    end
    global.checkpoint_barriers[global.spiral_troopers_level] = shuffle(global.checkpoint_barriers[global.spiral_troopers_level])
end

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

local function on_chunk_generated(event)
    local surface = game.surfaces['spiral_troopers']
    if event.surface.name ~= surface.name then
        return
    end

    if not global.spiral_troopers_spawn_ores then
        if get_furthest_chunk() > 7 then
            map_functions.draw_smoothed_out_ore_circle({x = -16, y = 16}, 'copper-ore', surface, 16, 450)
            map_functions.draw_smoothed_out_ore_circle({x = 16, y = 16}, 'coal', surface, 16, 450)
            map_functions.draw_smoothed_out_ore_circle({x = 48, y = 16}, 'iron-ore', surface, 16, 450)
            map_functions.draw_noise_tile_circle({x = -20, y = -16}, 'water', surface, 7)
            local radius = 256
            game.forces.player.chart(surface, {{x = -1 * radius, y = -1 * radius}, {x = radius, y = radius}})
            global.spiral_troopers_spawn_ores = true
        end
    end

    local spawner_density_modifier = 100
    local worm_density_modifier = 1000
    if global.spiral_troopers_level then
        spawner_density_modifier = spawner_density_modifier - (global.spiral_troopers_level * 10)
        worm_density_modifier = worm_density_modifier - (global.spiral_troopers_level * 50)
    end
    if spawner_density_modifier < 10 then
        spawner_density_modifier = 10
    end
    if worm_density_modifier < 5 then
        worm_density_modifier = 5
    end

    if event.area.left_top.x > 64 or event.area.left_top.x < -64 or event.area.left_top.y > 32 or event.area.left_top.y < -48 then
        for x = 0, 31, 1 do
            for y = 0, 31, 1 do
                if math.random(1, spawner_density_modifier) == 1 then
                    local pos = {x = event.area.left_top.x + x, y = event.area.left_top.y + y}
                    if surface.can_place_entity({name = 'spitter-spawner', position = 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
        end
        for x = 0, 31, 1 do
            for y = 0, 31, 1 do
                if math.random(1, worm_density_modifier) == 1 then
                    local pos = {x = event.area.left_top.x + x, y = event.area.left_top.y + y}
                    local level = 0.1
                    if global.spiral_troopers_level then
                        level = global.spiral_troopers_level / 40
                    end
                    local index = math.ceil(level * 10, 0)
                    if index < 1 then
                        index = 1
                    end
                    if index > 10 then
                        index = 10
                    end
                    local name = worm_raffle[index][math.random(1, #worm_raffle[index])]
                    if surface.can_place_entity({name = name, position = pos}) then
                        surface.create_entity({name = name, position = pos})
                    end
                end
            end
        end
    else
        for x = 0, 31, 1 do
            for y = 0, 31, 1 do
                if math.random(1, 10) == 1 then
                    local pos = {x = event.area.left_top.x + x, y = event.area.left_top.y + y}
                    if surface.can_place_entity({name = 'tree-03', position = pos}) then
                        surface.create_entity({name = 'tree-03', position = pos})
                    end
                end
            end
        end
    end

    local chunk_position_x = event.area.left_top.x / 32
    local chunk_position_y = event.area.left_top.y / 32
    if chunk_position_x < 0 then
        chunk_position_x = chunk_position_x * -1
    end
    if chunk_position_y < 0 then
        chunk_position_y = chunk_position_y * -1
    end
    local level = 1
    if global.spiral_troopers_level then
        level = (global.spiral_troopers_level / 2) + 2
    end
    if chunk_position_x > level and chunk_position_y > level then
        grow_level()
    end
end

local function on_player_joined_game(event)
    local player = game.players[event.player_index]
    if not global.map_init_done then
        local map_gen_settings = {}
        map_gen_settings.water = 'none'
        map_gen_settings.cliff_settings = {cliff_elevation_interval = 50, cliff_elevation_0 = 50}
        map_gen_settings.autoplace_controls = {
            ['coal'] = {frequency = 'none', size = 'none', richness = 'none'},
            ['stone'] = {frequency = 'none', size = 'none', richness = 'none'},
            ['copper-ore'] = {frequency = 'none', size = 'none', richness = 'none'},
            ['iron-ore'] = {frequency = 'none', size = 'none', richness = 'none'},
            ['uranium-ore'] = {frequency = 'none', size = 'none', richness = 'none'},
            ['crude-oil'] = {frequency = 'none', size = 'none', richness = 'none'},
            ['trees'] = {frequency = 'none', size = 'none', richness = 'none'},
            ['enemy-base'] = {frequency = 'none', size = 'none', richness = 'very-good'}
        }
        game.create_surface('spiral_troopers', map_gen_settings)

        game.map_settings.enemy_evolution.destroy_factor = 0.0
        game.map_settings.enemy_evolution.time_factor = 0.0001
        game.map_settings.enemy_evolution.pollution_factor = 0.0

        game.forces['player'].set_spawn_position({0, 0}, game.surfaces['spiral_troopers'])
        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
        local surface = game.surfaces['spiral_troopers']
        local radius = 256
        game.forces.player.chart(surface, {{x = -1 * radius, y = -1 * radius}, {x = radius, y = radius}})
        global.map_init_done = true
    end
    local surface = game.surfaces['spiral_troopers']
    if player.online_time < 5 and surface.is_chunk_generated({0, 0}) then
        player.teleport(surface.find_non_colliding_position('character', {0, 0}, 2, 1), 'spiral_troopers')
    else
        if player.online_time < 5 then
            player.teleport({0, 0}, 'spiral_troopers')
        end
    end
    if player.online_time < 10 then
        player.insert {name = 'iron-plate', count = 32}
        player.insert {name = 'pistol', count = 1}
        player.insert {name = 'firearm-magazine', count = 64}
    end
end

local function on_player_rotated_entity(event)
    if event.entity.name == 'burner-inserter' and event.entity.destructible == false then
        game.surfaces['spiral_troopers'].create_entity {name = 'big-explosion', position = event.entity.position}
        event.entity.destroy()
        level_finished()
    end
end

--local disabled_entities = {"gun-turret", "laser-turret", "flamethrower-turret"}
local function on_built_entity(event)
    for _, e in pairs(disabled_entities) do
        if e == event.created_entity.name then
            local a = {
                left_top = {x = event.created_entity.position.x - 31, y = event.created_entity.position.y - 31},
                right_bottom = {x = event.created_entity.position.x + 32, y = event.created_entity.position.y + 32}
            }
            local enemy_count = event.created_entity.surface.count_entities_filtered({force = 'enemy', area = a, limit = 1})
            if enemy_count > 0 then
                event.created_entity.active = false
                if event.player_index then
                    local player = game.players[event.player_index]
                    player.print('The turret seems to be malfunctioning near those creatures.', {r = 0.75, g = 0.0, b = 0.0})
                end
            end
        end
    end
end
--[[
local function on_entity_damaged(event)
	for _, e in pairs(disabled_entities) do
		if e == event.entity.name then
			if event.entity.health <= event.final_damage_amount then
				event.entity.active = true
				event.entity.die("enemy")
			end
		end
	end
end
]]
local function on_robot_built_entity(event)
    on_built_entity(event)
end

local entity_drop_amount = {
    ['small-biter'] = {low = 10, high = 20},
    ['small-spitter'] = {low = 10, high = 20},
    ['medium-spitter'] = {low = 15, high = 30},
    ['big-spitter'] = {low = 20, high = 40},
    ['behemoth-spitter'] = {low = 30, high = 50},
    ['biter-spawner'] = {low = 50, high = 100},
    ['spitter-spawner'] = {low = 50, high = 100}
}
local ore_spill_raffle = {'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'coal', 'coal', 'coal', 'copper-ore', 'copper-ore', 'stone', 'landfill'}

local function on_entity_died(event)
    if event.entity.name == 'biter-spawner' or event.entity.name == 'spitter-spawner' then
        if math.random(1, 50) == 1 then
            local amount = 100000 * (1 + (game.forces.enemy.evolution_factor * 20))
            event.entity.surface.create_entity({name = 'crude-oil', position = event.entity.position, amount = amount})
        end
    end
    if entity_drop_amount[event.entity.name] then
        if game.forces.enemy.evolution_factor < 0.5 then
            local amount =
                math.ceil(math.random(entity_drop_amount[event.entity.name].low, entity_drop_amount[event.entity.name].high) * (0.5 - game.forces.enemy.evolution_factor) * 2, 0)
            event.entity.surface.spill_item_stack(event.entity.position, {name = ore_spill_raffle[math.random(1, #ore_spill_raffle)], count = amount}, true)
        end
    end
end

local function on_player_built_tile(event)
    local placed_tiles = event.tiles
    local player = game.players[event.player_index]
    for _, t in pairs(placed_tiles) do
        if t.old_tile.name == 'water-green' then
            local tiles = {}
            table.insert(tiles, {name = 'water-green', position = t.position})
            game.surfaces['spiral_troopers'].set_tiles(tiles, true)
        end
    end
end

local kabooms = {'big-artillery-explosion', 'big-explosion', 'explosion'}
local function on_tick(event)
    if not global.spiral_troopers_beaten_level then
        return
    end
    if not global.checkpoint_barriers[global.spiral_troopers_beaten_level] then
        return
    end
    if game.tick % 2 == 1 then
        if global.checkpoint_barriers[global.spiral_troopers_beaten_level][#global.checkpoint_barriers[global.spiral_troopers_beaten_level]].valid == true then
            local pos = global.checkpoint_barriers[global.spiral_troopers_beaten_level][#global.checkpoint_barriers[global.spiral_troopers_beaten_level]].position
            local surface = game.surfaces['spiral_troopers']
            surface.create_entity {name = kabooms[math.random(1, #kabooms)], position = pos}
            local a = {
                left_top = {x = pos.x - 10, y = pos.y - 10},
                right_bottom = {x = pos.x + 10, y = pos.y + 10}
            }
            local greenwater = surface.find_tiles_filtered({name = 'water-green', area = a})
            if greenwater then
                if greenwater[1] then
                    local tiles = {}
                    for _, tile in pairs(greenwater) do
                        table.insert(tiles, {name = 'grass-1', position = tile.position})
                    end
                    surface.set_tiles(tiles, true)
                end
            end
            global.checkpoint_barriers[global.spiral_troopers_beaten_level][#global.checkpoint_barriers[global.spiral_troopers_beaten_level]].destroy()
        end
        global.checkpoint_barriers[global.spiral_troopers_beaten_level][#global.checkpoint_barriers[global.spiral_troopers_beaten_level]] = nil
        if #global.checkpoint_barriers[global.spiral_troopers_beaten_level] == 0 then
            global.checkpoint_barriers[global.spiral_troopers_beaten_level] = nil
        end
    end
end

event.add(defines.events.on_tick, on_tick)
--event.add(defines.events.on_entity_damaged, on_entity_damaged)
event.add(defines.events.on_player_built_tile, on_player_built_tile)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_player_rotated_entity, on_player_rotated_entity)
event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
event.add(defines.events.on_built_entity, on_built_entity)
event.add(defines.events.on_chunk_generated, on_chunk_generated)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
