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