local Functions = require 'maps.dungeons.functions' local DungeonsTable = require 'maps.dungeons.table' 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 ores = {'iron-ore', 'copper-ore', 'coal', 'stone'} local function glitch(surface, room) local dungeontable = DungeonsTable.get_dungeontable() for _, tile in pairs(room.path_tiles) do surface.set_tiles({{name = 'lab-white', 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 surface.set_tiles({{name = 'lab-dark-1', position = tile.position}}, true) if math_random(1, 3) == 1 then surface.create_entity({name = ores[math_random(1, #ores)], position = tile.position, amount = Functions.get_common_resource_amount(surface.index)}) end if math_random(1, 12) == 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, 96) == 1 then Functions.common_loot_crate(surface, tile.position) else if math_random(1, 160) == 1 then Functions.uncommon_loot_crate(surface, tile.position) end end end if room.center then if math_random(1, 8) == 1 then for x = -1, 1, 1 do for y = -1, 1, 1 do local p = {room.center.x + x, room.center.y + y} local tile = 'water' if math_random(1, 2) == 1 then tile = 'deepwater' end surface.set_tiles({{name = tile, position = p}}) if math_random(1, 4) == 1 then surface.create_entity({name = 'fish', position = p}) end end end else if math_random(1, 4) == 1 then surface.create_entity({name = 'crude-oil', position = room.center, amount = Functions.get_crude_oil_amount(surface.index)}) end end end table_shuffle_table(room.room_border_tiles) for key, tile in pairs(room.room_border_tiles) do surface.set_tiles({{name = 'lab-dark-2', 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 end return glitch