local Functions = require "maps.dungeons.functions" local BiterRaffle = require "functions.biter_raffle" local Get_noise = require "utils.get_noise" 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 rainbow_tiles = { "yellow-refined-concrete", "blue-refined-concrete", } local function market(surface, room) local tiles = {} for _, tile in pairs(room.path_tiles) do table_insert(tiles, tile) end for _, tile in pairs(room.room_border_tiles) do table_insert(tiles, tile) end for _, tile in pairs(room.room_tiles) do table_insert(tiles, tile) end local seed = game.surfaces[surface.index].map_gen_settings.seed + math_random(1, 1000000) for _, tile in pairs(tiles) do surface.set_tiles({{name = rainbow_tiles[math_random(1, 2)], 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 if key == 1 then Functions.market(surface, tile.position) else if math_random(1, 128) == 1 then Functions.rare_loot_crate(surface, tile.position, true) end end end table_shuffle_table(room.room_border_tiles) for key, tile in pairs(room.room_border_tiles) do if key % 8 == 1 then Functions.place_border_rock(surface, tile.position) end end end return market