local Functions = require 'maps.dungeons.functions' local BiterRaffle = require 'functions.biter_raffle' 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) local dungeontable = DungeonsTable.get_dungeontable() for _, tile in pairs(room.room_tiles) do if math_random(1, 2) == 1 then local name = BiterRaffle.roll('spitter', Functions.get_dungeon_evolution_factor(surface.index) * 1.5) surface.create_entity({name = name, position = tile.position, force = dungeontable.enemy_forces[surface.index]}) end end end local function acid_zone(surface, room) local dungeontable = DungeonsTable.get_dungeontable() for _, tile in pairs(room.path_tiles) do surface.set_tiles({{name = 'concrete', position = tile.position}}, true) end if not room.room_border_tiles[1] then return end table_shuffle_table(room.room_tiles) for key, tile in pairs(room.room_tiles) do surface.set_tiles({{name = 'green-refined-concrete', position = tile.position}}, true) if math_random(1, 16) == 1 then surface.create_entity({name = 'uranium-ore', position = tile.position, amount = Functions.get_common_resource_amount(surface.index)}) end if math_random(1, 96) == 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, 128) == 1 then Functions.crash_site_chest(surface, tile.position) end if key % 128 == 1 and math_random(1, 3) == 1 then Functions.set_spawner_tier(surface.create_entity({name = 'spitter-spawner', position = tile.position, force = dungeontable.enemy_forces[surface.index]}), surface.index) end end if room.center then if math_random(1, 4) == 1 then local r = math_floor(math_sqrt(#room.room_tiles) * 0.125) + 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-green', position = p}}) if math_random(1, 12) == 1 then surface.create_entity({name = 'fish', position = p}) end end end end end table_shuffle_table(room.room_border_tiles) for key, tile in pairs(room.room_border_tiles) do surface.set_tiles({{name = 'refined-hazard-concrete-left', 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 acid_zone