local Functions = require "maps.dungeons.functions" 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 ores = {"iron-ore", "iron-ore", "iron-ore", "iron-ore", "copper-ore", "copper-ore", "copper-ore","coal", "coal","stone", "stone"} 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) 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, 768) == 1 then surface.create_entity({name = ores[math_random(1, #ores)], position = tile.position, amount = 99999999}) end if math_random(1, 16) == 1 then surface.create_entity({name = Functions.roll_worm_name(), position = tile.position}) end if math_random(1, 512) == 1 then Functions.rare_loot_crate(surface, tile.position) else if math_random(1, 1024) == 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 = "enemy"})) 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