--Author: MewMew
-- !! ATTENTION !! 
-- Use water only in starting area as map setting!!!
require "locale.gen_shared.perlin_noise"

	wreck_item_pool = {}
	wreck_item_pool = {{name="iron-gear-wheel", count=32},{name="iron-plate", count=64},{name="rocket-control-unit", count=1} ,{name="coal", count=4},{name="rocket-launcher", count=1},{name="rocket", count=32},{name="copper-cable", count=128},{name="land-mine", count=64},{name="railgun", count=1},{name="railgun-dart", count=128},{name="fast-inserter", count=8},{name="stack-filter-inserter", count=2},{name="belt-immunity-equipment", count=1},{name="fusion-reactor-equipment", count=1},{name="electric-engine-unit", count=8},{name="exoskeleton-equipment", count=1},{name="rocket-fuel", count=10},{name="used-up-uranium-fuel-cell", count=3},{name="uranium-fuel-cell", count=2}}


local function place_entities(surface, entity_list)
	local directions = {defines.direction.north, defines.direction.east, defines.direction.south, defines.direction.west}	
	for _, entity in pairs(entity_list) do		
		local r = math.random(1,entity.chance)		
		if r == 1 then
			if not entity.force then entity.force = "player" end
			local r = math.random(1,4)			
			if surface.can_place_entity {name=entity.name, position=entity.pos, direction=directions[r], force=entity.force} then														
				local e = surface.create_entity {name=entity.name, position=entity.pos, direction=directions[r], force=entity.force}
				if entity.health then
					if entity.health == "low" then e.health = ((e.health / 1000) * math.random(33,330)) end
					if entity.health == "medium" then e.health = ((e.health / 1000) * math.random(333,666)) end
					if entity.health == "high" then e.health = ((e.health / 1000) * math.random(666,999)) end
					if entity.health == "random" then e.health = ((e.health / 1000) * math.random(1,1000)) end
				end
				return true, e
			end			
		end		
	end
	return false
end

local function auto_place_entity_around_target(entity, scan_radius, mode, density, surface)
	local x = entity.pos.x
	local y = entity.pos.y
	if not surface then surface = game.surfaces[1] end
	if not scan_radius then scan_radius = 6 end
	if not entity then return end
	if not mode then mode = "ball" end
	if not density then density = 1 end
	
	if surface.can_place_entity {name=entity.name, position={x,y}} then														
		local e = surface.create_entity {name=entity.name, position={x,y}}
		return true, e
	end
	
	local i = 2
	local r = 1		
	
	if mode == "ball" then
		if math.random(1,2) == 1 then 
			density = density * -1
		end
		r = math.random(1,4)
	end
	if mode == "line" then
		density = 1
		r = math.random(1,4)
	end
	if mode == "line_down" then
		density = density * -1
		r = math.random(1,4)
	end
	if mode == "line_up" then
		density = 1
		r = math.random(1,4)
	end
	if mode == "block" then
		r = 1
		density = 1
	end	
	
	if r == 1 then
		--start placing at -1,-1
		while i <= scan_radius do
			y = y - density						
			x = x - density				
			for a = 1, i, 1 do				
				if surface.can_place_entity {name=entity.name, position={x,y}} then														
					local e = surface.create_entity {name=entity.name, position={x,y}}
					return true, e
				end
				x = x + density
			end		
			for a = 1, i, 1 do				
				if surface.can_place_entity {name=entity.name, position={x,y}} then														
					local e = surface.create_entity {name=entity.name, position={x,y}}
					return true, e
				end
				y = y + density
			end		
			for a = 1, i, 1 do				
				if surface.can_place_entity {name=entity.name, position={x,y}} then														
					local e = surface.create_entity {name=entity.name, position={x,y}}
					return true, e
				end
				x = x - density
			end		
			for a = 1, i, 1 do				
				if surface.can_place_entity {name=entity.name, position={x,y}} then														
					local e = surface.create_entity {name=entity.name, position={x,y}}
					return true, e
				end
				y = y - density
			end			
			i = i + 2
		end
	end
		
	if r == 2 then
		--start placing at 0,-1
		while i <= scan_radius do
			y = y - density						
			x = x - density
			for a = 1, i, 1 do
				x = x + density
				if surface.can_place_entity {name=entity.name, position={x,y}} then														
					local e = surface.create_entity {name=entity.name, position={x,y}}
					return true, e
				end
			end		
			for a = 1, i, 1 do
				y = y + density
				if surface.can_place_entity {name=entity.name, position={x,y}} then														
					local e = surface.create_entity {name=entity.name, position={x,y}}
					return true, e
				end
			end		
			for a = 1, i, 1 do
				x = x - density
				if surface.can_place_entity {name=entity.name, position={x,y}} then														
					local e = surface.create_entity {name=entity.name, position={x,y}}
					return true, e
				end
			end		
			for a = 1, i, 1 do
				y = y - density
				if surface.can_place_entity {name=entity.name, position={x,y}} then														
					local e = surface.create_entity {name=entity.name, position={x,y}}
					return true, e
				end
			end		
			i = i + 2
		end
	end
	
	if r == 3 then
		--start placing at 1,-1
		while i <= scan_radius do
			y = y - density						
			x = x + density								
			for a = 1, i, 1 do				
				if surface.can_place_entity {name=entity.name, position={x,y}} then														
					local e = surface.create_entity {name=entity.name, position={x,y}}
					return true, e
				end
				y = y + density
			end		
			for a = 1, i, 1 do				
				if surface.can_place_entity {name=entity.name, position={x,y}} then														
					local e = surface.create_entity {name=entity.name, position={x,y}}
					return true, e
				end
				x = x - density
			end		
			for a = 1, i, 1 do				
				if surface.can_place_entity {name=entity.name, position={x,y}} then														
					local e = surface.create_entity {name=entity.name, position={x,y}}
					return true, e
				end
				y = y - density
			end
			for a = 1, i, 1 do				
				if surface.can_place_entity {name=entity.name, position={x,y}} then														
					local e = surface.create_entity {name=entity.name, position={x,y}}
					return true, e
				end
				x = x + density
			end				
			i = i + 2
		end
	end
	
	if r == 4 then
		--start placing at 1,0
		while i <= scan_radius do
			y = y - density
			x = x + density				
			for a = 1, i, 1 do
				y = y + density
				if surface.can_place_entity {name=entity.name, position={x,y}} then														
					local e = surface.create_entity {name=entity.name, position={x,y}}
					return true, e
				end
			end		
			for a = 1, i, 1 do
				x = x - density
				if surface.can_place_entity {name=entity.name, position={x,y}} then														
					local e = surface.create_entity {name=entity.name, position={x,y}}
					return true, e
				end
			end		
			for a = 1, i, 1 do
				y = y - density
				if surface.can_place_entity {name=entity.name, position={x,y}} then														
					local e = surface.create_entity {name=entity.name, position={x,y}}
					return true, e
				end
			end
			for a = 1, i, 1 do
				x = x + density
				if surface.can_place_entity {name=entity.name, position={x,y}} then														
					local e = surface.create_entity {name=entity.name, position={x,y}}
					return true, e
				end
			end			
			i = i + 2
		end
	end
		
	return false
end

local function create_tree_cluster(pos, amount)
	if not pos then return false end
	if amount == nil then amount = 7 end
	local scan_radius = amount * 2
	--local mode = "line_down"	
	--if math.random(1,2) == 1 then mode = "line_up" end
	local mode = "ball"
	local entity = {}
	entity.pos = pos		
	for i = 1, amount, 1 do
		entity.name = "tree-06"
		local density = 2
		if 1 == math.random(1,20) then entity.name = "tree-07" end	
		if 1 == math.random(1,70) then entity.name = "tree-09" end
		if 1 == math.random(1,10) then entity.name = "tree-04" end
		if 1 == math.random(1,9) then density = 1 end
		if 1 == math.random(1,3) then density = 3 end
		if 1 == math.random(1,3) then density = 4 end
		
		local b, e = auto_place_entity_around_target(entity, scan_radius, mode, density)
		if b == true then
			if 1 == math.random(1,3) then
				entity.pos = e.position
			end			
		end
	end	
	return b, e
end

function run_combined_module(event)

	-- Generate Rivers
  if not global.perlin_noise_seed then global.perlin_noise_seed = math.random(1000,1000000) end
		local seed = global.perlin_noise_seed
		local tiles = {}			
		for x = 0, 31, 1 do
			for y = 0, 31, 1 do				
				local pos_x = event.area.left_top.x + x
				local pos_y = event.area.left_top.y + y				
				local noise_terrain_1 = perlin:noise(((pos_x+seed)/150),((pos_y+seed)/150),0)	
				local noise_terrain_2 = perlin:noise(((pos_x+seed)/75),((pos_y+seed)/75),0)
				local noise_terrain_3 = perlin:noise(((pos_x+seed)/50),((pos_y+seed)/50),0)
				local noise_terrain_4 = perlin:noise(((pos_x+seed)/7),((pos_y+seed)/7),0)
				local noise_terrain = noise_terrain_1 + (noise_terrain_2 * 0.2) + (noise_terrain_3 * 0.1) + (noise_terrain_4 * 0.02)
				local tile_to_insert
				if noise_terrain > -0.03 and noise_terrain < 0.03 then					
					tile_to_insert = "water-green"
					local a = pos_x + 1
					table.insert(tiles, {name = tile_to_insert, position = {a,pos_y}})
					local a = pos_y + 1
					table.insert(tiles, {name = tile_to_insert, position = {pos_x,a}})
					local a = pos_x - 1
					table.insert(tiles, {name = tile_to_insert, position = {a,pos_y}})
					local a = pos_y - 1
					table.insert(tiles, {name = tile_to_insert, position = {pos_x,a}})
					table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}})
				end
			end
		end												
		event.surface.set_tiles(tiles,true)
		
		-- Generate other thingies
		local area = event.area 
		local surface = event.surface
		--local surface = game.surfaces[1]
		local tiles = {}
		local decoratives = {}
		
		local entities = surface.find_entities(area)
		for _, entity in pairs(entities) do
			if entity.type == "simple-entity" or entity.type == "tree" then
				if entity.name ~= "tree-09" and entity.name ~= "tree-07" and entity.name ~= "tree-06" then --and entity.name ~= "tree-04"
					entity.destroy()
				end
			end
		end
		local forest_cluster = true		
		if math.random(1,4) == 1 then forest_cluster = false end 		
		
		for x = 0, 31, 1 do
			for y = 0, 31, 1 do
				local pos_x = event.area.left_top.x + x
				local pos_y = event.area.left_top.y + y
				local pos = {x = pos_x,y = pos_y}					
				local tile = surface.get_tile(pos_x,pos_y)				
				local tile_to_insert = tile
				local entity_placed = false
											-- or tile.name == "grass-dry"	
				--if tile.name ~= "water" and tile.name ~= "deepwater" and tile.name ~= "water-green" then
				if tile.name ~= "water-green" then
					table.insert(tiles, {name = "grass", position = {pos_x,pos_y}})
					
					local entity_list = {}
					table.insert(entity_list, {name="big-ship-wreck-1", pos={pos_x,pos_y},chance = 65000, health="random"})
					table.insert(entity_list, {name="big-ship-wreck-2", pos={pos_x,pos_y},chance = 65000, health="random"})
					table.insert(entity_list, {name="big-ship-wreck-3", pos={pos_x,pos_y},chance = 65000, health="random"})								
					local b, placed_entity = place_entities(surface, entity_list)
					if b == true then																			
						placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
						placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
						placed_entity.insert(wreck_item_pool[math.random(1,#wreck_item_pool)])
					end	
					
					local entity_list = {}					
					table.insert(entity_list, {name="tree-04", pos={pos_x,pos_y},chance = 400})
					table.insert(entity_list, {name="tree-09", pos={pos_x,pos_y},chance = 1000})
					table.insert(entity_list, {name="tree-07", pos={pos_x,pos_y},chance = 400})
					table.insert(entity_list, {name="tree-06", pos={pos_x,pos_y},chance = 150})									
					table.insert(entity_list, {name="stone-rock", pos={pos_x,pos_y},chance = 400})
					table.insert(entity_list, {name="green-coral", pos={pos_x,pos_y},chance = 10000})
					table.insert(entity_list, {name="medium-ship-wreck", pos={pos_x,pos_y},chance = 25000, health="random"})
					table.insert(entity_list, {name="small-ship-wreck", pos={pos_x,pos_y},chance = 25000, health="random"})
					table.insert(entity_list, {name="car", pos={pos_x,pos_y},chance = 125000, health="low"})	
					table.insert(entity_list, {name="stone-furnace", pos={pos_x,pos_y},chance = 100000, health="random", force="enemy"})					
					local b, placed_entity = place_entities(surface, entity_list)

					if forest_cluster == true then
						if math.random(1,800) == 1 then create_tree_cluster(pos, 120) end
					end
					
				else
					--if tile.name == "water" then tile_to_insert = "water" end
					--if tile.name == "deepwater" then tile_to_insert = "deepwater" end
				end																							
																					
			end
		end		
		surface.set_tiles(tiles,true)

		--check for existing chunk if you would overwrite decoratives
		local for_start_x = 0
		local for_end_x = 31
		local for_start_y = 0
		local for_end_y = 31		
		local testing_pos = event.area.left_top.x - 1
		local tile = surface.get_tile(testing_pos, event.area.left_top.y)
		if tile.name then for_start_x = -1 end		
		local testing_pos = event.area.left_top.y - 1
		local tile = surface.get_tile(event.area.left_top.x, testing_pos)
		if tile.name then for_start_y = -1 end		
		local testing_pos = event.area.right_bottom.x
		local tile = surface.get_tile(testing_pos, event.area.right_bottom.y)
		if tile.name then for_end_x = 32 end		
		local testing_pos = event.area.right_bottom.y
		local tile = surface.get_tile(event.area.right_bottom.x, testing_pos)
		if tile.name then for_end_y = 32 end
				
		for x = for_start_x, for_end_x, 1 do
			for y = for_start_y, for_end_y, 1 do			
				local pos_x = event.area.left_top.x + x
				local pos_y = event.area.left_top.y + y
				local tile = surface.get_tile(pos_x, pos_y)
				local decal_has_been_placed = false
				
				if tile.name == "grass" then
					if decal_has_been_placed == false then
						local r = math.random(1,3)
						if r == 1 then
							table.insert(decoratives, {name="green-carpet-grass", position={pos_x,pos_y}, amount=1})
							decal_has_been_placed = false
						end
					end					
					if decal_has_been_placed == false then
						local r = math.random(1,7)
						if r == 1 then
							table.insert(decoratives, {name="green-hairy-grass", position={pos_x,pos_y}, amount=1})
							decal_has_been_placed = false
						end
					end
					if decal_has_been_placed == false then
						local r = math.random(1,10)
						if r == 1 then
							table.insert(decoratives, {name="green-bush-mini", position={pos_x,pos_y}, amount=1})
							decal_has_been_placed = false
						end
					end
					if decal_has_been_placed == false then
						local r = math.random(1,6)
						if r == 1 then
							table.insert(decoratives, {name="green-pita", position={pos_x,pos_y}, amount=1})
							decal_has_been_placed = false
						end
					end
					if decal_has_been_placed == false then
						local r = math.random(1,12)
						if r == 1 then
							table.insert(decoratives, {name="green-small-grass", position={pos_x,pos_y}, amount=1})
							decal_has_been_placed = false
						end
					end
					if decal_has_been_placed == false then
						local r = math.random(1,25)
						if r == 1 then
							table.insert(decoratives, {name="green-asterisk", position={pos_x,pos_y}, amount=1})
							decal_has_been_placed = false
						end
					end					
				end	
				if tile.name == "water" or tile.name == "water-green" then
				
					if decal_has_been_placed == false then
						local r = math.random(1,18)
						if r == 1 then
							table.insert(decoratives, {name="green-carpet-grass", position={pos_x,pos_y}, amount=1})
							decal_has_been_placed = false
						end
					end
					if decal_has_been_placed == false then
						local r = math.random(1,950)
						if r == 1 then
							table.insert(decoratives, {name="green-small-grass", position={pos_x,pos_y}, amount=1})
							decal_has_been_placed = false
						end
					end
					if decal_has_been_placed == false then
						local r = math.random(1,150)
						if r == 1 then
							table.insert(decoratives, {name="green-bush-mini", position={pos_x,pos_y}, amount=1})
							decal_has_been_placed = false
						end
					end
				end
			end
		end		
		for _,deco in pairs(decoratives) do
			surface.create_decoratives{check_collision=false, decoratives={deco}}
		end	
end
