2020-04-04 19:07:08 +02:00
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local Functions = require "maps.dungeons.functions"
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2020-04-04 06:25:13 +02:00
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local table_shuffle_table = table.shuffle_table
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local table_insert = table.insert
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local table_remove = table.remove
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local math_random = math.random
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local math_abs = math.abs
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local math_sqrt = math.sqrt
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local math_floor = math.floor
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2020-04-04 19:07:08 +02:00
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local ores = {"iron-ore", "iron-ore", "iron-ore", "iron-ore", "copper-ore", "copper-ore", "copper-ore","coal", "coal","stone", "stone","uranium-ore"}
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2020-04-04 06:25:13 +02:00
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local trees = {"dead-dry-hairy-tree", "dead-grey-trunk", "dead-tree-desert", "dry-hairy-tree", "dry-tree"}
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local size_of_trees = #trees
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local function red_desert(surface, room)
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for _, tile in pairs(room.path_tiles) do
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surface.set_tiles({{name = "red-desert-0", position = tile.position}}, true)
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end
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if #room.room_tiles > 1 then table_shuffle_table(room.room_tiles) end
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for key, tile in pairs(room.room_tiles) do
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surface.set_tiles({{name = "dry-dirt", position = tile.position}}, true)
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if math_random(1, 32) == 1 then
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2020-04-04 19:07:08 +02:00
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surface.create_entity({name = ores[math_random(1, #ores)], position = tile.position, amount = math_random(250, 500) + global.dungeons.depth * 10})
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2020-04-04 06:25:13 +02:00
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else
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if math_random(1, 8) == 1 and surface.can_place_entity({name = trees[math_random(1, size_of_trees)], position = tile.position}) then
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surface.create_entity({name = trees[math_random(1, size_of_trees)], position = tile.position})
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end
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end
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2020-04-04 10:21:39 +02:00
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if key % 16 == 0 and math_random(1, 32) == 1 then
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2020-04-04 19:07:08 +02:00
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surface.create_entity({name = Functions.roll_spawner_name(), position = tile.position, force = "enemy"})
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2020-04-04 10:21:39 +02:00
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end
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2020-04-04 06:25:13 +02:00
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if math_random(1, 256) == 1 then
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2020-04-04 20:24:05 +02:00
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surface.create_entity({name = Functions.roll_worm_name(), position = tile.position, force = "enemy"})
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2020-04-04 06:25:13 +02:00
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end
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2020-04-05 03:39:52 +02:00
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if math_random(1, 32) == 1 then
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Functions.spawn_random_biter(surface, tile.position)
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end
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2020-04-04 10:21:39 +02:00
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if math_random(1, 32) == 1 then
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2020-04-04 06:25:13 +02:00
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surface.create_entity({name = "rock-huge", position = tile.position})
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end
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2020-04-05 00:05:13 +02:00
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if math_random(1, 256) == 1 then
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Functions.common_loot_crate(surface, tile.position)
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2020-04-05 02:23:03 +02:00
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else
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if math_random(1, 512) == 1 then
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Functions.uncommon_loot_crate(surface, tile.position)
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else
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if math_random(1, 2048) == 1 then
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Functions.rare_loot_crate(surface, tile.position)
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end
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end
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2020-04-05 00:05:13 +02:00
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end
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2020-04-04 06:25:13 +02:00
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end
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if room.center then
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if math_random(1, 8) == 1 then
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local r = math_floor(math_sqrt(#room.room_tiles) * 0.15) + 1
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for x = r * -1, r, 1 do
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for y = r * -1, r, 1 do
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local p = {room.center.x + x, room.center.y + y}
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surface.set_tiles({{name = "water", position = p}})
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if math_random(1, 8) == 1 then
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surface.create_entity({name = "fish", position = p})
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end
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end
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end
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end
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end
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if #room.room_border_tiles > 1 then table_shuffle_table(room.room_border_tiles) end
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for key, tile in pairs(room.room_border_tiles) do
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surface.set_tiles({{name = "red-desert-1", position = tile.position}}, true)
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2020-04-04 20:50:58 +02:00
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if key % 8 == 1 then
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2020-04-04 06:25:13 +02:00
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surface.create_entity({name = "rock-big", position = tile.position})
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else
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2020-04-04 10:21:39 +02:00
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if math_random(1, 3) > 1 then
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surface.create_entity({name = "rock-huge", position = tile.position})
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2020-04-04 06:25:13 +02:00
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end
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end
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end
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2020-04-04 10:21:39 +02:00
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if room.entrance_tile then
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local p = room.entrance_tile.position
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local area = {{p.x - 0.5, p.y - 0.5}, {p.x + 0.5, p.y + 0.5}}
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for _, entity in pairs(surface.find_entities_filtered({area = area})) do
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entity.destroy()
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end
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end
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2020-04-04 06:25:13 +02:00
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end
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return red_desert
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