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 function concrete(surface, room) for _, tile in pairs(room.path_tiles) do surface.set_tiles({{name = "concrete", position = tile.position}}, true) end if not room.room_border_tiles[1] then return end table_shuffle_table(room.room_border_tiles) for key, tile in pairs(room.room_border_tiles) do surface.set_tiles({{name = "refined-concrete", position = tile.position}}, true) if key % 8 == 1 then surface.create_entity({name = "rock-big", position = tile.position}) else surface.create_entity({name = "stone-wall", position = tile.position}) end end table_shuffle_table(room.room_tiles) for key, tile in pairs(room.room_tiles) do surface.set_tiles({{name = "stone-path", position = tile.position}}, true) 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} surface.set_tiles({{name = "water", position = p}}) if math_random(1, 4) == 1 then surface.create_entity({name = "fish", position = p}) end end end end end if room.entrance_tile then local p = room.entrance_tile.position local area = {{p.x - 1, p.y - 1}, {p.x + 1.5, p.y + 1.5}} for _, entity in pairs(surface.find_entities_filtered({area = area})) do entity.destroy() end end end return concrete