local Functions = require "maps.dungeons.functions" 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 decoratives = {"green-asterisk", "green-bush-mini", "green-carpet-grass", "green-hairy-grass", "green-small-grass"} local ores = {"iron-ore", "iron-ore", "coal"} local trees = {"tree-01", "tree-02", "tree-03", "tree-04", "tree-05"} local size_of_trees = #trees local function draw_deco(surface, position, decorative_name, seed) if surface.get_tile(position).name == "water" then return end if surface.count_entities_filtered({type = "resource", position = position}) > 0 then return end local noise = Get_noise("decoratives", position, seed) if math_abs(noise) > 0.28 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[1].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 grasslands(surface, room) for _, tile in pairs(room.path_tiles) do surface.set_tiles({{name = "grass-1", position = tile.position}}, true) end if not room.room_tiles[1] then draw_room_decoratives(surface, room) return end local seed = game.surfaces[1].map_gen_settings.seed + math_random(1, 1000000) local tree_name = trees[math_random(1, size_of_trees)] table_shuffle_table(room.room_tiles) for key, tile in pairs(room.room_tiles) do surface.set_tiles({{name = "grass-2", position = tile.position}}, true) if math_random(1, 16) == 1 and Get_noise("n3", tile.position, seed) > 0.1 then surface.create_entity({name = ores[math_random(1, #ores)], position = tile.position, amount = Functions.get_common_resource_amount()}) else if math_random(1, math_random(2, 20)) == 1 and math_abs(Get_noise("decoratives", tile.position, seed + 100000)) > 0.2 then surface.create_entity({name = tree_name, position = tile.position}) end end if key % 128 == 1 and math_random(1, 3) == 1 then Functions.set_spawner_tier(surface.create_entity({name = Functions.roll_spawner_name(), position = tile.position, force = "enemy"})) end if math_random(1, 320) == 1 then surface.create_entity({name = Functions.roll_worm_name(), position = tile.position}) end if math_random(1, 1024) == 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, 4) == 1 then local r = math_floor(math_sqrt(#room.room_tiles) * 0.225) + 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", position = p}}) if math_random(1, 8) == 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 = "grass-3", 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 grasslands