--luacheck: ignore
local event = require 'utils.event'
local simplex_noise = require 'utils.simplex_noise'.d2
local rainbow_colors = require 'tools.rainbow_colors'
local map_functions = require 'tools.map_functions'
require 'modules.satellite_score'

local ore_spawn_raffle = {'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'copper-ore', 'copper-ore', 'copper-ore', 'coal', 'coal', 'coal', 'stone', 'uranium-ore', 'crude-oil'}
local stars = {'☆', '☆', '☆', '★', '★'}

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 * 0.0015, pos.y * 0.0015, 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] * 0.005
        -- + noise[3] * 0.15 + noise[4] * 0.05
        return noise
    end
    seed = seed + noise_seed_add
    seed = seed + noise_seed_add
    seed = seed + noise_seed_add
    seed = seed + noise_seed_add
    if name == 2 then
        local noise = {}
        noise[1] = simplex_noise(pos.x * 0.0015, pos.y * 0.0015, seed)
        local noise = noise[1]
        return noise
    end
end

local function process_tile(surface, pos)
    local noise = get_noise(1, pos)

    if noise > 0.15 or noise < -0.15 then
        surface.set_tiles({{name = 'out-of-map', position = pos}})
        if noise > 0.25 or noise < -0.25 then
            if math.random(1, 1024) == 1 then
                local scale = math.random(20, 100) * 0.1
                --rendering.draw_sprite({sprite = "file/star.png", target = pos, surface = surface, render_layer = "ground", orientation = math.random(0,100) * 0.01, x_scale = scale, y_scale = scale})
                rendering.draw_text {
                    text = stars[math.random(1, #stars)],
                    surface = surface,
                    target = pos,
                    color = {r = 1, g = 1, b = 0},
                    orientation = math.random(0, 100) * 0.01,
                    scale = scale,
                    font = 'heading-1',
                    alignment = 'center',
                    scale_with_zoom = false
                }
            end
        end
        return
    end

    local tile = surface.get_tile(pos).name
    if tile == 'deepwater' then
        return
    end

    surface.set_tiles({{name = 'lab-dark-2', position = pos}})

    local noise_2 = get_noise(2, pos)

    local color_index = (math.floor(math.abs(noise_2) * 2500) % #rainbow_colors) + 1
    rendering.draw_sprite({sprite = 'tile/lab-dark-2', target = pos, surface = surface, tint = rainbow_colors[color_index], render_layer = 'ground'})

    if noise < 0.10 and noise > -0.10 then
        --if noise_2 < 0.3 and noise_2 > -0.3 then
        if math.random(1, 2048) == 1 then
            local n = ore_spawn_raffle[math.random(1, #ore_spawn_raffle)]

            local distance_to_center = math.sqrt(pos.x ^ 2 + pos.y ^ 2)
            local amount = 750 + distance_to_center * 2

            if n == 'crude-oil' then
                map_functions.draw_oil_circle(pos, n, surface, 6, 500 * amount)
            else
                map_functions.draw_smoothed_out_ore_circle(pos, n, surface, math.random(8, 11), amount)
            end
        end
    --end
    end
end

local function get_spawn_position()
    for y = 0, 1024, 1 do
        for x = 0, 1024, 1 do
            local pos = {x = x, y = y}
            local noise = get_noise(1, pos)
            if noise < 0.1 and noise > -0.1 then
                return pos
            end
        end
    end
end

local function on_chunk_generated(event)
    local surface = event.surface
    local left_top = event.area.left_top
    for x = 0.5, 31.5, 1 do
        for y = 0.5, 31.5, 1 do
            local pos = {x = left_top.x + x, y = left_top.y + y}
            process_tile(surface, pos)
        end
    end
end

local function on_player_joined_game(event)
    local player = game.players[event.player_index]
    if player.online_time == 0 then
        player.insert {name = 'pistol', count = 1}
        player.insert {name = 'firearm-magazine', count = 16}
        player.insert {name = 'iron-plate', count = 100}
        player.insert {name = 'copper-plate', count = 50}
        player.insert {name = 'car', count = 1}
        player.insert {name = 'rocket-fuel', count = 1}
    end
end

local function on_init()
    local surface = game.surfaces[1]
    global.sprites = {}
    game.forces['player'].set_spawn_position(get_spawn_position(surface), surface)
end

event.on_init(on_init)
event.add(defines.events.on_chunk_generated, on_chunk_generated)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
