local Functions = require 'maps.dungeons.functions' local DungeonsTable = require 'maps.dungeons.table' local table_shuffle_table = table.shuffle_table local math_random = math.random local math_sqrt = math.sqrt local math_floor = math.floor local function add_enemy_units(surface, room) for _, tile in pairs(room.room_border_tiles) do if math_random(1, 24) == 1 then Functions.spawn_random_biter(surface, tile.position) end end for _, tile in pairs(room.room_tiles) do if math_random(1, 24) == 1 then Functions.spawn_random_biter(surface, tile.position) end end end local function doom(surface, room) local dungeontable = DungeonsTable.get_dungeontable() for _, tile in pairs(room.path_tiles) do surface.set_tiles({{name = 'refined-concrete', 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 = 'red-refined-concrete', position = tile.position}}, true) if math_random(1, 8) == 1 then surface.create_entity({name = 'copper-ore', position = tile.position, amount = Functions.get_common_resource_amount(surface.index)}) end if math_random(1, 16) == 1 then surface.create_entity({name = Functions.roll_worm_name(surface.index), position = tile.position, force = dungeontable.enemy_forces[surface.index]}) end if math_random(1, 320) == 1 then Functions.rare_loot_crate(surface, tile.position) else if math_random(1, 640) == 1 then Functions.epic_loot_crate(surface, tile.position) end end if key % 12 == 1 and math_random(1, 2) == 1 then Functions.set_spawner_tier( surface.create_entity({name = Functions.roll_spawner_name(), position = tile.position, force = dungeontable.enemy_forces[surface.index]}), surface.index ) end end if room.center then if math_random(1, 5) == 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 = 'deepwater-green', position = p}}) if math_random(1, 9) == 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 = 'black-refined-concrete', position = tile.position}}, true) end for key, tile in pairs(room.room_border_tiles) do if key % 8 == 1 then Functions.place_border_rock(surface, tile.position) end end add_enemy_units(surface, room) end return doom