--luacheck: ignore
--deep jungle-- mewmew made this --
local map_functions = require 'tools.map_functions'
local simplex_noise = require 'utils.simplex_noise'
simplex_noise = simplex_noise.d2
local event = require 'utils.event'
local math_random = math.random

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

    treasure_chest_raffle_table = {}
    treasure_chest_loot_weights = {}
    table.insert(treasure_chest_loot_weights, {{name = 'iron-gear-wheel', count = math_random(16, 48)}, 10})
    table.insert(treasure_chest_loot_weights, {{name = 'coal', count = math_random(16, 48)}, 2})
    table.insert(treasure_chest_loot_weights, {{name = 'copper-cable', count = math_random(64, 128)}, 10})
    table.insert(treasure_chest_loot_weights, {{name = 'inserter', count = math_random(8, 16)}, 4})
    table.insert(treasure_chest_loot_weights, {{name = 'fast-inserter', count = math_random(4, 8)}, 3})
    table.insert(treasure_chest_loot_weights, {{name = 'stack-filter-inserter', count = math_random(2, 4)}, 1})
    table.insert(treasure_chest_loot_weights, {{name = 'stack-inserter', count = math_random(2, 4)}, 1})
    table.insert(treasure_chest_loot_weights, {{name = 'burner-inserter', count = math_random(16, 32)}, 6})
    table.insert(treasure_chest_loot_weights, {{name = 'electric-engine-unit', count = math_random(1, 16)}, 3})
    table.insert(treasure_chest_loot_weights, {{name = 'engine-unit', count = math_random(1, 16)}, 3})
    table.insert(treasure_chest_loot_weights, {{name = 'rocket-fuel', count = math_random(1, 5)}, 3})
    table.insert(treasure_chest_loot_weights, {{name = 'empty-barrel', count = math_random(1, 10)}, 7})
    table.insert(treasure_chest_loot_weights, {{name = 'lubricant-barrel', count = math_random(1, 10)}, 3})
    table.insert(treasure_chest_loot_weights, {{name = 'crude-oil-barrel', count = math_random(1, 10)}, 3})
    table.insert(treasure_chest_loot_weights, {{name = 'iron-stick', count = math_random(1, 100)}, 8})
    table.insert(treasure_chest_loot_weights, {{name = 'small-electric-pole', count = math_random(8, 32)}, 9})
    table.insert(treasure_chest_loot_weights, {{name = 'firearm-magazine', count = math_random(16, 48)}, 8})
    table.insert(treasure_chest_loot_weights, {{name = 'grenade', count = math_random(16, 32)}, 5})
    table.insert(treasure_chest_loot_weights, {{name = 'land-mine', count = math_random(24, 48)}, 5})
    table.insert(treasure_chest_loot_weights, {{name = 'light-armor', count = 1}, 1})
    table.insert(treasure_chest_loot_weights, {{name = 'heavy-armor', count = 1}, 2})
    table.insert(treasure_chest_loot_weights, {{name = 'pipe', count = math_random(10, 100)}, 6})
    table.insert(treasure_chest_loot_weights, {{name = 'wooden-chest', count = 1}, 1})
    table.insert(treasure_chest_loot_weights, {{name = 'burner-mining-drill', count = 1}, 1})
    table.insert(treasure_chest_loot_weights, {{name = 'iron-axe', count = 1}, 1})
    table.insert(treasure_chest_loot_weights, {{name = 'steel-axe', count = 1}, 3})
    table.insert(treasure_chest_loot_weights, {{name = 'raw-wood', count = math_random(5, 50)}, 2})
    table.insert(treasure_chest_loot_weights, {{name = 'sulfur', count = math_random(20, 50)}, 7})
    table.insert(treasure_chest_loot_weights, {{name = 'explosives', count = math_random(20, 50)}, 6})
    table.insert(treasure_chest_loot_weights, {{name = 'shotgun', count = 1}, 2})
    table.insert(treasure_chest_loot_weights, {{name = 'stone-brick', count = math_random(80, 100)}, 4})
    table.insert(treasure_chest_loot_weights, {{name = 'small-lamp', count = math_random(3, 10)}, 4})
    table.insert(treasure_chest_loot_weights, {{name = 'rail', count = math_random(32, 100)}, 4})
    table.insert(treasure_chest_loot_weights, {{name = 'coin', count = math_random(32, 100)}, 1})
    table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-1', count = math_random(1, 4)}, 2})
    table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-2', count = math_random(1, 3)}, 2})
    table.insert(treasure_chest_loot_weights, {{name = 'assembling-machine-3', count = math_random(1, 2)}, 1})
    for _, t in pairs(treasure_chest_loot_weights) do
        for x = 1, t[2], 1 do
            table.insert(treasure_chest_raffle_table, t[1])
        end
    end

    local e = game.surfaces['deep_jungle'].create_entity {name = 'wooden-chest', position = p, force = 'player'}
    e.minable = false
    local i = e.get_inventory(defines.inventory.chest)
    for x = 1, math_random(3, 7), 1 do
        local loot = treasure_chest_raffle_table[math_random(1, #treasure_chest_raffle_table)]
        i.insert(loot)
    end
end

local function rare_treasure_chest(position)
    local p = game.surfaces['deep_jungle'].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 = 'rocket-launcher', count = 1}, 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['deep_jungle'].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 get_noise(name, pos)
    local seed = game.surfaces[1].map_gen_settings.seed
    local noise_seed_add = 25000
    seed = seed + noise_seed_add
    if name == 1 then
        local noise = {}
        noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
        seed = seed + noise_seed_add
        noise[2] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
        local noise = noise[1] + noise[2] * 0.1
        return noise
    end
    seed = seed + noise_seed_add
    seed = seed + noise_seed_add
    if name == 2 then
        local noise = {}
        noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
        seed = seed + noise_seed_add
        noise[2] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
        local noise = noise[1] + noise[2] * 0.1
        return noise
    end
    seed = seed + noise_seed_add
    seed = seed + noise_seed_add
    if name == 3 then
        local noise = {}
        noise[1] = simplex_noise(pos.x * 0.001, pos.y * 0.001, seed)
        seed = seed + noise_seed_add
        noise[2] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
        local noise = noise[1] + noise[2] * 0.1
        return noise
    end
    seed = seed + noise_seed_add
    seed = seed + noise_seed_add
    if name == 4 then
        local noise = {}
        noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
        seed = seed + noise_seed_add
        noise[2] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
        local noise = noise[1] + noise[2] * 0.2
        return noise
    end
    seed = seed + noise_seed_add
    seed = seed + noise_seed_add
    if name == 5 then
        local noise = {}
        noise[1] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed)
        local noise = noise[1]
        return noise
    end
    seed = seed + noise_seed_add
    seed = seed + noise_seed_add
    if name == 6 then
        local noise = {}
        noise[1] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed)
        local noise = noise[1]
        return noise
    end
end

local worm_raffle = {'small-worm-turret', 'small-worm-turret', 'small-worm-turret', 'medium-worm-turret', 'medium-worm-turret', 'big-worm-turret'}
local rock_raffle = {'sand-rock-big', 'sand-rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-big', 'rock-huge'}

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

    local chunk_pos_x = event.area.left_top.x
    local chunk_pos_y = event.area.left_top.y

    local tiles = {}
    local entities_to_place = {
        rocks = {},
        worms = {},
        enemy_buildings = {},
        trees = {},
        fish = {},
        treasure_chests = {},
        rare_treasure_chests = {}
    }
    local decoratives = {}

    local entities = surface.find_entities(event.area)
    for _, e in pairs(entities) do
        if e.type == 'tree' or e.force.name == 'enemy' then
            e.destroy()
        end
    end

    local tile_to_insert = false
    for x = 0, 31, 1 do
        for y = 0, 31, 1 do
            local pos_x = chunk_pos_x + x
            local pos_y = chunk_pos_y + y
            local pos = {x = pos_x, y = pos_y}
            tile_to_insert = false

            local noise_3 = get_noise(3, pos)
            if noise_3 > -0.1 and noise_3 < 0.1 then
                if noise_3 > -0.05 and noise_3 < 0.05 then
                    tile_to_insert = 'water'
                    if math_random(1, 40) == 1 then
                        table.insert(entities_to_place.fish, pos)
                    end
                end
                if noise_3 > -0.03 and noise_3 < 0.03 then
                    tile_to_insert = 'deepwater'
                    if math_random(1, 40) == 1 then
                        table.insert(entities_to_place.fish, pos)
                    end
                end
            else
                local tile_distance_to_center = pos_x ^ 2 + pos_y ^ 2
                local noise_1 = get_noise(1, pos)
                local noise_2 = get_noise(2, pos)
                local noise_4 = get_noise(4, pos)
                if tile_distance_to_center > 10000 then
                    if math_random(1, 500) == 1 then
                        table.insert(entities_to_place.worms, pos)
                    end
                    if noise_4 > -0.1 and noise_4 < 0.1 and noise_1 > 0.3 and noise_2 > 0.3 then
                        if math_random(1, 8) == 1 then
                            table.insert(entities_to_place.rocks, pos)
                        end
                    end
                end

                if noise_4 < -0.8 or noise_4 > 0.8 then
                    tile_to_insert = 'dirt-6'
                end
                if noise_3 < -0.1 then
                    if noise_1 > 0.2 then
                        if math_random(1, 4) == 1 then
                            table.insert(entities_to_place.trees, {'tree-02', pos})
                        end
                        if math_random(1, 7500) == 1 then
                            table.insert(entities_to_place.rare_treasure_chests, pos)
                        end
                        if math_random(1, 1250) == 1 then
                            table.insert(entities_to_place.treasure_chests, pos)
                        end
                        if noise_1 > 0.8 and tile_distance_to_center > 8000 then
                            tile_to_insert = 'water-green'
                            if math_random(1, 24) == 1 then
                                table.insert(entities_to_place.fish, pos)
                            end
                        end
                    end
                    if noise_1 < -0.2 then
                        if math_random(1, 4) == 1 then
                            table.insert(entities_to_place.trees, {'tree-04', pos})
                        end
                        if math_random(1, 7500) == 1 then
                            table.insert(entities_to_place.rare_treasure_chests, pos)
                        end
                        if math_random(1, 1250) == 1 then
                            table.insert(entities_to_place.treasure_chests, pos)
                        end
                        if noise_1 < -0.75 and tile_distance_to_center > 8000 then
                            if math_random(1, 36) == 1 then
                                table.insert(entities_to_place.enemy_buildings, pos)
                            end
                        end
                    end
                else
                    if noise_2 > 0.2 then
                        if math_random(1, 4) == 1 then
                            table.insert(entities_to_place.trees, {'tree-07', pos})
                        end
                        if math_random(1, 7500) == 1 then
                            table.insert(entities_to_place.rare_treasure_chests, pos)
                        end
                        if math_random(1, 1250) == 1 then
                            table.insert(entities_to_place.treasure_chests, pos)
                        end
                        if noise_2 > 0.75 and tile_distance_to_center > 8000 then
                            if math_random(1, 36) == 1 then
                                table.insert(entities_to_place.enemy_buildings, pos)
                            end
                        end
                    end
                    if noise_2 < -0.2 then
                        if math_random(1, 4) == 1 then
                            table.insert(entities_to_place.trees, {'tree-09', pos})
                        end
                        if math_random(1, 7500) == 1 then
                            table.insert(entities_to_place.rare_treasure_chests, pos)
                        end
                        if math_random(1, 1250) == 1 then
                            table.insert(entities_to_place.treasure_chests, pos)
                        end
                        if noise_2 < -0.8 and tile_distance_to_center > 8000 then
                            tile_to_insert = 'water-green'
                            if math_random(1, 24) == 1 then
                                table.insert(entities_to_place.fish, pos)
                            end
                        end
                    end
                end
            end

            if tile_to_insert ~= 'deepwater' and tile_to_insert ~= 'water' and tile_to_insert ~= 'water-green' then
                if math_random(1, 3) == 1 then
                    local noise = get_noise(5, pos)
                    if noise > 0.2 then
                        table.insert(decoratives, {name = 'green-hairy-grass', position = pos, amount = 2})
                    end
                    if noise < -0.7 then
                        table.insert(decoratives, {name = 'green-pita', position = pos, amount = 2})
                    end
                    local noise = get_noise(6, pos)
                    if noise > 0.7 then
                        table.insert(decoratives, {name = 'green-croton', position = pos, amount = 3})
                    end
                    if noise < -0.2 then
                        table.insert(decoratives, {name = 'green-asterisk', position = pos, amount = 2})
                    end
                end
            end

            if tile_to_insert == false then
                table.insert(tiles, {name = 'grass-1', 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)
    surface.create_decoratives {check_collision = false, decoratives = decoratives}

    for _, p in pairs(entities_to_place.enemy_buildings) do
        if math_random(1, 3) == 1 then
            if surface.can_place_entity({name = 'spitter-spawner', position = p}) then
                surface.create_entity {name = 'spitter-spawner', position = p}
            end
        else
            if surface.can_place_entity({name = 'biter-spawner', position = p}) then
                surface.create_entity {name = 'biter-spawner', position = p}
            end
        end
    end
    for _, p in pairs(entities_to_place.worms) do
        local e = worm_raffle[math_random(1, #worm_raffle)]
        if surface.can_place_entity({name = e, position = p}) then
            surface.create_entity {name = e, position = p}
        end
    end
    for _, p in pairs(entities_to_place.rocks) do
        local e = rock_raffle[math_random(1, #rock_raffle)]
        surface.create_entity {name = e, position = p}
    end
    for _, p in pairs(entities_to_place.trees) do
        if surface.can_place_entity({name = p[1], position = p[2]}) then
            surface.create_entity {name = p[1], position = p[2]}
        end
    end
    for _, p in pairs(entities_to_place.treasure_chests) do
        treasure_chest(p)
    end
    for _, p in pairs(entities_to_place.rare_treasure_chests) do
        rare_treasure_chest(p)
    end
    for _, p in pairs(entities_to_place.fish) do
        surface.create_entity {name = 'fish', position = p}
    end
end

local function on_chunk_charted(event)
    if not global.chunks_charted then
        global.chunks_charted = {}
    end
    local surface = game.surfaces[event.surface_index]
    local position = event.position
    if global.chunks_charted[tostring(position.x) .. tostring(position.y)] then
        return
    end
    global.chunks_charted[tostring(position.x) .. tostring(position.y)] = true
    local force = event.force

    if math_random(1, 12) ~= 1 then
        return
    end
    map_functions.draw_rainbow_patch({x = position.x * 32 + math_random(1, 32), y = position.y * 32 + math_random(1, 32)}, surface, math_random(14, 26), 2000)
end

local function on_player_joined_game(event)
    local player = game.players[event.player_index]
    if not global.map_init_done then
        game.forces['player'].technologies['flamethrower'].enabled = false
        local map_gen_settings = {}
        map_gen_settings.water = 'none'
        map_gen_settings.cliff_settings = {cliff_elevation_interval = 4, cliff_elevation_0 = 0.1}
        map_gen_settings.autoplace_controls = {
            ['coal'] = {frequency = 'high', size = 'big', richness = 'normal'},
            ['stone'] = {frequency = 'high', size = 'big', richness = 'normal'},
            ['copper-ore'] = {frequency = 'high', size = 'big', richness = 'normal'},
            ['iron-ore'] = {frequency = 'high', size = 'big', richness = 'normal'},
            ['crude-oil'] = {frequency = 'high', size = 'big', richness = 'normal'},
            ['trees'] = {frequency = 'none', size = 'none', richness = 'none'},
            ['enemy-base'] = {frequency = 'none', size = 'none', richness = 'none'},
            --["grass"] = {frequency = "none", size = "none", richness = "none"},
            ['sand'] = {frequency = 'none', size = 'none', richness = 'none'},
            ['desert'] = {frequency = 'none', size = 'none', richness = 'none'},
            ['dirt'] = {frequency = 'none', size = 'none', richness = 'none'}
        }
        game.map_settings.pollution.pollution_restored_per_tree_damage = 0
        game.create_surface('deep_jungle', map_gen_settings)
        game.forces['player'].set_spawn_position({0, 0}, game.surfaces['deep_jungle'])
        global.map_init_done = true
    end
    local surface = game.surfaces['deep_jungle']
    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), 'deep_jungle')
    else
        if player.online_time < 5 then
            player.teleport({0, 0}, 'deep_jungle')
        end
    end
    if player.online_time < 10 then
        player.insert {name = 'submachine-gun', count = 1}
        player.insert {name = 'raw-fish', count = 12}
        player.insert {name = 'firearm-magazine', count = 32}
        player.insert {name = 'steel-axe', count = 1}
        player.insert {name = 'light-armor', count = 1}
    end
end

local function on_marked_for_deconstruction(event)
    if event.entity.name == 'rock-huge' or event.entity.name == 'rock-big' or event.entity.name == 'sand-rock-big' or event.entity.name == 'fish' or event.entity.type == 'tree' then
        event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
    end
end

local function on_entity_died(event)
    if event.entity.type == 'tree' then
        if math_random(1, 6) == 1 then
            local surface = game.surfaces['deep_jungle']
            local p = surface.find_non_colliding_position('small-biter', event.entity.position, 2, 0.5)
            if p then
                surface.create_entity {name = 'small-biter', position = event.entity.position}
            end
        end
    end
end

function cheat_mode()
    local cheat_mode_enabed = true
    if cheat_mode_enabed == true then
        local surface = game.surfaces['deep_jungle']
        game.player.cheat_mode = true
        game.players[1].insert({name = 'power-armor-mk2'})
        game.players[1].insert({name = 'fusion-reactor-equipment', count = 4})
        game.players[1].insert({name = 'personal-laser-defense-equipment', count = 8})
        game.players[1].insert({name = 'rocket-launcher'})
        game.players[1].insert({name = 'explosive-rocket', count = 200})
        game.speed = 2
        surface.daytime = 1
        game.player.force.research_all_technologies()
        game.forces['enemy'].evolution_factor = 0.2
        local chart = 300
        local surface = game.surfaces['deep_jungle']
        game.forces['player'].chart(surface, {lefttop = {x = chart * -1, y = chart * -1}, rightbottom = {x = chart, y = chart}})
    end
end

event.add(defines.events.on_chunk_generated, on_chunk_generated)
event.add(defines.events.on_chunk_charted, on_chunk_charted)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
