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 math_random = math.random local math_floor = math.floor local rainbow_tiles = { 'red-refined-concrete', 'orange-refined-concrete', 'yellow-refined-concrete', 'green-refined-concrete', 'cyan-refined-concrete', 'blue-refined-concrete', 'pink-refined-concrete', 'purple-refined-concrete' } local ores = { 'copper-ore', 'iron-ore', 'stone', 'coal' } local function rainbow(surface, room) local tiles = {} for _, tile in pairs(room.path_tiles) do table_insert(tiles, tile) end for _, tile in pairs(room.room_border_tiles) do table_insert(tiles, tile) end for _, tile in pairs(room.room_tiles) do table_insert(tiles, tile) end local seed = game.surfaces[surface.index].map_gen_settings.seed + math_random(1, 1000000) for _, tile in pairs(tiles) do local noise = Get_noise('n3', tile.position, seed) local index = math_floor(noise * 32) % 8 + 1 surface.set_tiles({{name = rainbow_tiles[index], position = tile.position}}, true) if math_random(1, 2) == 1 and index % 2 == 0 then surface.create_entity({name = ores[index * 0.5], position = tile.position, amount = Functions.get_common_resource_amount(surface.index)}) end 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 if math_random(1, 512) == 1 or key == 1 then Functions.rare_loot_crate(surface, tile.position) else if math_random(1, 512) == 1 then Functions.epic_loot_crate(surface, tile.position) end end end table_shuffle_table(room.room_border_tiles) 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 rainbow