local Functions = require 'maps.dungeons.functions' local DungeonsTable = require 'maps.dungeons.table' local table_shuffle_table = table.shuffle_table local math_random = math.random local math_sqrt = math.sqrt local math_floor = math.floor local trees = { 'dead-dry-hairy-tree', 'dead-grey-trunk', 'dead-tree-desert', 'dry-hairy-tree', 'dry-tree' } local ores = { 'stone', 'stone', 'coal' } local size_of_trees = #trees 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 red_desert(surface, room) local dungeontable = DungeonsTable.get_dungeontable() for _, tile in pairs(room.path_tiles) do surface.set_tiles({ { name = 'red-desert-0', 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 = 'dry-dirt', position = tile.position } }, true) if math_random(1, 32) == 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, 4) == 1 and surface.can_place_entity({ name = trees[math_random(1, size_of_trees)], position = tile.position }) then surface.create_entity({ name = trees[math_random(1, size_of_trees)], position = tile.position }) end end if key % 16 == 0 and math_random(1, 32) == 1 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, 256) == 1 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, 32) == 1 then surface.create_entity({ name = 'huge-rock', position = tile.position }) end end Functions.add_room_loot_crates(surface, room) if room.center then if math_random(1, 8) == 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 = 'water', position = p } }) if math_random(1, 8) == 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 = 'red-desert-1', 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) else if math_random(1, 3) > 1 then surface.create_entity({ name = 'huge-rock', position = tile.position }) end end end if room.entrance_tile then local p = room.entrance_tile.position local area = { { p.x - 0.5, p.y - 0.5 }, { p.x + 0.5, p.y + 0.5 } } for _, entity in pairs(surface.find_entities_filtered({ area = area })) do entity.destroy() end end add_enemy_units(surface, room) end return red_desert