local Functions = require 'maps.dungeons.functions' local Get_noise = require 'utils.get_noise' local DungeonsTable = require 'maps.dungeons.table' local table_shuffle_table = table.shuffle_table local math_random = math.random local math_abs = math.abs local decoratives = {'brown-asterisk', 'brown-carpet-grass', 'brown-fluff', 'brown-fluff-dry', 'brown-hairy-grass', 'brown-asterisk', 'brown-fluff', 'brown-fluff-dry'} local ores = {'iron-ore', 'iron-ore', 'iron-ore', 'iron-ore', 'copper-ore', 'copper-ore', 'copper-ore', 'coal', 'coal', 'stone', 'stone'} local trees = {'dead-dry-hairy-tree', 'dead-grey-trunk', 'dead-tree-desert', 'dry-hairy-tree', 'dry-tree'} local size_of_trees = #trees local function draw_deco(surface, position, decorative_name, seed) if math_random(1, 3) == 1 then return end if surface.get_tile(position).name == 'water' then return end local noise = Get_noise('decoratives', position, seed) if math_abs(noise) > 0.38 then surface.create_decoratives {check_collision = false, decoratives = {{name = decorative_name, position = position, amount = math.floor(math.abs(noise * 3)) + 1}}} end end local function draw_room_decoratives(surface, room) local seed = game.surfaces[surface.index].map_gen_settings.seed + math_random(1, 1000000) local decorative_name = decoratives[math_random(1, #decoratives)] for _, tile in pairs(room.path_tiles) do draw_deco(surface, tile.position, decorative_name, seed) end for _, tile in pairs(room.room_border_tiles) do draw_deco(surface, tile.position, decorative_name, seed) end for _, tile in pairs(room.room_tiles) do draw_deco(surface, tile.position, decorative_name, seed) end end local function add_enemy_units(surface, room) for _, tile in pairs(room.room_border_tiles) do if math_random(1, 32) == 1 then Functions.spawn_random_biter(surface, tile.position) end end for _, tile in pairs(room.room_tiles) do if math_random(1, 32) == 1 then Functions.spawn_random_biter(surface, tile.position) end end end local function dirtlands(surface, room) local dungeontable = DungeonsTable.get_dungeontable() local path_tile = 'dirt-' .. math_random(1, 3) for _, tile in pairs(room.path_tiles) do surface.set_tiles({{name = path_tile, position = tile.position}}, true) end if not room.room_border_tiles[1] then draw_room_decoratives(surface, room) return end table_shuffle_table(room.room_tiles) for key, tile in pairs(room.room_tiles) do surface.set_tiles({{name = 'dirt-7', position = tile.position}}, true) if math_random(1, 64) == 1 then surface.create_entity({name = ores[math_random(1, #ores)], position = tile.position, amount = Functions.get_common_resource_amount(surface.index)}) else if math_random(1, 2048) == 1 then surface.create_entity({name = 'crude-oil', position = tile.position, amount = Functions.get_crude_oil_amount(surface.index)}) end if math_random(1, 128) == 1 then surface.create_entity({name = trees[math_random(1, size_of_trees)], position = tile.position}) end end if key % 128 == 1 and math_random(1, 2) == 1 and dungeontable.depth[surface.index] > 8 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 if math_random(1, 320) == 1 and dungeontable.depth[surface.index] > 8 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, 512) == 1 then Functions.create_scrap(surface, tile.position) end if math_random(1, 256) == 1 then surface.create_entity({name = 'rock-huge', position = tile.position}) end end Functions.add_room_loot_crates(surface, room) if room.center then if math_random(1, 16) == 1 then for x = -1, 1, 1 do for y = -1, 1, 1 do local p = {room.center.x + x, room.center.y + y} surface.set_tiles({{name = 'water', position = p}}) if math_random(1, 4) == 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 = 'dirt-4', 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 draw_room_decoratives(surface, room) draw_room_decoratives(surface, room) add_enemy_units(surface, room) end return dirtlands