local function create_particles(surface, position, amount) if not surface.valid then return end local math_random = math.random for i = 1, amount, 1 do local m = math_random(6, 12) local m2 = m * 0.005 surface.create_particle({ name = "stone-particle", position = position, frame_speed = 0.1, vertical_speed = 0.1, height = 0.1, movement = {m2 - (math_random(0, m) * 0.01), m2 - (math_random(0, m) * 0.01)} }) end end local function spawn_biter(surface, position, evolution) if not surface.valid then return end local evo = math.floor(evolution * 1000) local biter_chances = { {name = "small-biter", chance = math.floor(1000 - (evo * 1.6))}, {name = "small-spitter", chance = math.floor(500 - evo * 0.8)}, {name = "medium-biter", chance = -150 + evo}, {name = "medium-spitter", chance = -75 + math.floor(evo * 0.5)}, {name = "big-biter", chance = math.floor((evo - 500) * 3)}, {name = "big-spitter", chance = math.floor((evo - 500) * 2)}, {name = "behemoth-biter", chance = math.floor((evo - 800) * 6)}, {name = "behemoth-spitter", chance = math.floor((evo - 800) * 4)} } local max_chance = 0 for i = 1, 8, 1 do if biter_chances[i].chance < 0 then biter_chances[i].chance = 0 end max_chance = max_chance + biter_chances[i].chance end local r = math.random(1, max_chance) local current_chance = 0 for i = 1, 8, 1 do current_chance = current_chance + biter_chances[i].chance if r <= current_chance then local biter_name = biter_chances[i].name local p = surface.find_non_colliding_position(biter_name, position, 10, 1) if not p then return end surface.create_entity({name = biter_name, position = p, force = "enemy"}) return end end end local function unearthing_biters(surface, position, amount) if not surface then return end if not position then return end if not position.x then return end if not position.y then return end local evolution = game.forces.enemy.evolution_factor local ticks = amount * 30 ticks = ticks + 90 for t = 1, ticks, 1 do if not global.on_tick_schedule[game.tick + t] then global.on_tick_schedule[game.tick + t] = {} end global.on_tick_schedule[game.tick + t][#global.on_tick_schedule[game.tick + t] + 1] = { func = create_particles, args = {surface, {x = position.x, y = position.y}, 4} } if t > 90 then if t % 30 == 29 then global.on_tick_schedule[game.tick + t][#global.on_tick_schedule[game.tick + t] + 1] = { func = spawn_biter, args = {surface, {x = position.x, y = position.y}, evolution} } end end end end return unearthing_biters