--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 c = 0.5
local resource_amount_distance_multiplicator = (((c + 1) / 75) / 75) + 1

function run_combined_module(event)
	if not global.perlin_noise_seed then global.perlin_noise_seed = math.random(1000,1000000) end
	local surface = game.surfaces[1]
	local tiles = {}
	local decoratives = {}
	local tree_to_place = {"dry-tree","dry-hairy-tree","tree-06","tree-06","tree-01","tree-02","tree-03"}
	local entities = surface.find_entities(event.area)
	for _, entity in pairs(entities) do
		if entity.type == "simple-entity" or entity.type == "resource" or entity.type == "tree" then
			entity.destroy()
		end
	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 tile = surface.get_tile(pos_x,pos_y)
			local tile_to_insert = "concrete"

			local a = pos_x
			local b = pos_y
			local resource_entity_placed = false

			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"})
			table.insert(entity_list, {name="medium-ship-wreck", pos={pos_x,pos_y},chance = 25000, health="medium"})
			table.insert(entity_list, {name="small-ship-wreck", pos={pos_x,pos_y},chance = 15000, health="medium"})
			table.insert(entity_list, {name="car", pos={pos_x,pos_y},chance = 150000, health="low"})
			table.insert(entity_list, {name="laser-turret", pos={pos_x,pos_y},chance = 100000, force="enemy", health="low"})
			table.insert(entity_list, {name="nuclear-reactor", pos={pos_x,pos_y},chance = 1000000, force="enemy", health="medium"})
			local b, placed_entity = place_entities(surface, entity_list)
			if b == true then
				if placed_entity.name == "big-ship-wreck-1" or placed_entity.name == "big-ship-wreck-2" or placed_entity.name == "big-ship-wreck-3" 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
			end

			local seed_increment_number = 10000
			local seed = global.perlin_noise_seed

			local noise_terrain_1 = perlin:noise(((pos_x+seed)/400),((pos_y+seed)/400),0)
			noise_terrain_1 = noise_terrain_1 * 100
			seed = seed + seed_increment_number
			local noise_terrain_2 = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0)
			noise_terrain_2 = noise_terrain_2 * 100
			seed = seed + seed_increment_number
			local noise_terrain_3 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
			noise_terrain_3 = noise_terrain_3 * 50
			seed = seed + seed_increment_number
			local noise_terrain_4 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
			noise_terrain_4 = noise_terrain_4 * 10
			seed = seed + seed_increment_number
			local noise_terrain_5 = perlin:noise(((pos_x+seed)/5),((pos_y+seed)/5),0)
			noise_terrain_5 = noise_terrain_5 * 4
			seed = seed + seed_increment_number
			local noise_sand = perlin:noise(((pos_x+seed)/18),((pos_y+seed)/18),0)
			noise_sand = noise_sand * 10

			--DECORATIVES
			seed = seed + seed_increment_number
			local noise_decoratives_1 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
			noise_decoratives_1 = noise_decoratives_1
			seed = seed + seed_increment_number
			local noise_decoratives_2 = perlin:noise(((pos_x+seed)/30),((pos_y+seed)/30),0)
			noise_decoratives_2 = noise_decoratives_2
			seed = seed + seed_increment_number
			local noise_decoratives_3 = perlin:noise(((pos_x+seed)/30),((pos_y+seed)/30),0)
			noise_decoratives_3 = noise_decoratives_3


			seed = seed + seed_increment_number
			local noise_water_1 = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/300),0)
			noise_water_1 = noise_water_1 * 100
			seed = seed + seed_increment_number
			local noise_water_2 = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/150),0)
			noise_water_2 = noise_water_2 * 50

			--RESOURCES
			seed = seed + seed_increment_number
			local noise_resources = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
			seed = seed + seed_increment_number
			local noise_resources_2 = perlin:noise(((pos_x+seed)/40),((pos_y+seed)/40),0)
			seed = seed + seed_increment_number
			local noise_resources_3 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
			noise_resources = noise_resources * 50 + noise_resources_2 * 20 + noise_resources_3 * 20
			noise_resources = noise_resources_2 * 100

			seed = seed + seed_increment_number
			local noise_resource_amount_modifier = perlin:noise(((pos_x+seed)/200),((pos_y+seed)/200),0)
			local resource_amount = 1 + ((400 + (400*noise_resource_amount_modifier*0.2)) * resource_amount_distance_multiplicator)
			seed = seed + seed_increment_number
			local noise_resources_iron_and_copper = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0)
			noise_resources_iron_and_copper = noise_resources_iron_and_copper * 100
			seed = seed + seed_increment_number
			local noise_resources_coal_and_uranium = perlin:noise(((pos_x+seed)/250),((pos_y+seed)/250),0)
			noise_resources_coal_and_uranium = noise_resources_coal_and_uranium * 100
			seed = seed + seed_increment_number
			local noise_resources_stone_and_oil = perlin:noise(((pos_x+seed)/150),((pos_y+seed)/150),0)
			noise_resources_stone_and_oil = noise_resources_stone_and_oil * 100

			seed = seed + seed_increment_number
			local noise_red_desert_rocks_1 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
			noise_red_desert_rocks_1 = noise_red_desert_rocks_1 * 100
			seed = seed + seed_increment_number
			local noise_red_desert_rocks_2 = perlin:noise(((pos_x+seed)/10),((pos_y+seed)/10),0)
			noise_red_desert_rocks_2 = noise_red_desert_rocks_2 * 50
			seed = seed + seed_increment_number
			local noise_red_desert_rocks_3 = perlin:noise(((pos_x+seed)/5),((pos_y+seed)/5),0)
			noise_red_desert_rocks_3 = noise_red_desert_rocks_3 * 100
			seed = seed + seed_increment_number
			local noise_forest = perlin:noise(((pos_x+seed)/100),((pos_y+seed)/100),0)
			noise_forest = noise_forest * 100
			seed = seed + seed_increment_number
			local noise_forest_2 = perlin:noise(((pos_x+seed)/20),((pos_y+seed)/20),0)
			noise_forest_2 = noise_forest_2 * 20

			local terrain_smoothing = math.random(0,1)
			local place_tree_number

			if noise_terrain_1 < 8 + terrain_smoothing + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then
				 tile_to_insert = "red-desert"
				if noise_water_1 + noise_water_2 + noise_sand > -10 and noise_water_1 + noise_water_2 + noise_sand < 25 and noise_terrain_1 < -52 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5 then
					tile_to_insert = "sand"
					place_tree_number = math.random(3,#tree_to_place)
				else
					place_tree_number = math.random(1,(#tree_to_place - 3))
				end

				if noise_water_1 + noise_water_2 > 0 and noise_water_1 + noise_water_2 < 15 and noise_terrain_1 < -60 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5 then
					tile_to_insert = "water"
					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}})
					if noise_water_1 + noise_water_2 < 2 or noise_water_1 + noise_water_2 > 13 then
						if math.random(1,15) == 1 then
							table.insert(decoratives, {name="green-carpet-grass", position={pos_x,pos_y}, amount=1})
						end
						if math.random(1,15) == 1 then
							table.insert(decoratives, {name="brown-cane-cluster", position={pos_x,pos_y}, amount=1})
						end
					end
				end

				if tile_to_insert ~= "water" then
					if noise_water_1 + noise_water_2 > 16 and noise_water_1 + noise_water_2 < 25 and noise_terrain_1 < -55 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5 then
						if math.random(1,35) == 1 then
							table.insert(decoratives, {name="brown-carpet-grass", position={pos_x,pos_y}, amount=1})
						end
					end
					if noise_water_1 + noise_water_2 > -10 and noise_water_1 + noise_water_2 < -1 and noise_terrain_1 < -55 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 + noise_terrain_5 then
						if math.random(1,35) == 1 then
							table.insert(decoratives, {name="brown-carpet-grass", position={pos_x,pos_y}, amount=1})
						end
					end
					if noise_decoratives_1 > 0.5 and noise_decoratives_1 <= 0.8 then
						if math.random(1,12) == 1 then table.insert(decoratives, {name="red-desert-bush", position={pos_x,pos_y}, amount=1}) end
					end
					if noise_decoratives_1 > 0.4 and noise_decoratives_1 <= 0.5 then
						if math.random(1,4) == 1 then table.insert(decoratives, {name="red-desert-bush", position={pos_x,pos_y}, amount=1}) end
					end
				end

				--HAPPY TREES
				if noise_terrain_1 < -30 + noise_terrain_2 + noise_terrain_3 + noise_terrain_5 + noise_forest_2 then
					if noise_forest > 0 and noise_forest <= 10 then
						if math.random(1,50) == 1 then
							if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then
								surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}}
							end
						end
					end
					if noise_forest > 10 and noise_forest <= 20 then
						if math.random(1,25) == 1 then
							if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then
								surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}}
							end
						end
					end
					if noise_forest > 20 then
						if math.random(1,10) == 1 then
							if surface.can_place_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}} then
								surface.create_entity {name=tree_to_place[place_tree_number], position={pos_x,pos_y}}
							end
						end
					end
				end

				if tile_to_insert ~= "water" then
					if noise_terrain_1 < 8 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 and noise_terrain_1 > -5 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then
						if math.random(1,45) == 1 then
							table.insert(decoratives, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1})
						end
						if math.random(1,20) == 1 then
							table.insert(decoratives, {name="red-desert-rock-tiny", position={pos_x,pos_y}, amount=1})
						end
					else
						if math.random(1,375) == 1 then
							table.insert(decoratives, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1})
						end
						if math.random(1,45) == 1 then
							table.insert(decoratives, {name="red-desert-rock-tiny", position={pos_x,pos_y}, amount=1})
						end
					end
				end
			else
				tile_to_insert = "red-desert-dark"
			end
			if resource_entity_placed == false and noise_resources_coal_and_uranium + noise_resources < -72 and noise_terrain_1 > 65 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then
				if surface.can_place_entity {name="uranium-ore", position={pos_x,pos_y}} then
					surface.create_entity {name="uranium-ore", position={pos_x,pos_y}, amount=resource_amount}
					resource_entity_placed = true
				end
			end
			if resource_entity_placed == false and noise_resources_iron_and_copper + noise_resources > 72 and noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then
				if surface.can_place_entity {name="iron-ore", position={pos_x,pos_y}} then
					surface.create_entity {name="iron-ore", position={pos_x,pos_y}, amount=resource_amount}
					resource_entity_placed = true
				end
			end
			if resource_entity_placed == false and noise_resources_coal_and_uranium + noise_resources > 70 and noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then
				if surface.can_place_entity {name="coal", position={pos_x,pos_y}} then
					surface.create_entity {name="coal", position={pos_x,pos_y}, amount=resource_amount}
					resource_entity_placed = true
				end
			end
			if resource_entity_placed == false and noise_resources_iron_and_copper + noise_resources < -72 and noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then
				if surface.can_place_entity {name="copper-ore", position={pos_x,pos_y}} then
					surface.create_entity {name="copper-ore", position={pos_x,pos_y}, amount=resource_amount}
					resource_entity_placed = true
				end
			end
			if resource_entity_placed == false and noise_resources_stone_and_oil + noise_resources > 72 and noise_terrain_1 > 15 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then
				if surface.can_place_entity {name="stone", position={pos_x,pos_y}} then
					surface.create_entity {name="stone", position={pos_x,pos_y}, amount=resource_amount}
					resource_entity_placed = true
				end
			end
			if resource_entity_placed == false and noise_resources_stone_and_oil + noise_resources < -70 and noise_terrain_1 < -50 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then
				if math.random(1,42) == 1 then
					if surface.can_place_entity {name="crude-oil", position={pos_x,pos_y}} then
						surface.create_entity {name="crude-oil", position={pos_x,pos_y}, amount=(resource_amount*500)}
						resource_entity_placed = true
					end
				end
			end

			if resource_entity_placed == false and noise_red_desert_rocks_1 + noise_red_desert_rocks_2 + noise_red_desert_rocks_3 > 20 and noise_red_desert_rocks_1 + noise_red_desert_rocks_2 < 60 and noise_terrain_1 > 7 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then
				if math.random(1,3) == 1 then
					if math.random(1,3) == 1 then
						if surface.can_place_entity {name="red-desert-rock-huge-01", position={pos_x,pos_y}} then
							surface.create_entity {name="red-desert-rock-huge-01", position={pos_x,pos_y}}
						end
					else
						if surface.can_place_entity {name="red-desert-rock-big-01", position={pos_x,pos_y}} then
							surface.create_entity {name="red-desert-rock-big-01", position={pos_x,pos_y}}
						end
					end
				end
			end

			if noise_red_desert_rocks_1 + noise_red_desert_rocks_2 + noise_red_desert_rocks_3 + noise_terrain_4 >= 10 and noise_red_desert_rocks_1 + noise_red_desert_rocks_2 + noise_red_desert_rocks_3 < 20 and noise_terrain_1 > 7 + noise_terrain_2 + noise_terrain_3 + noise_terrain_4 then
				if math.random(1,5) == 1 then
					table.insert(decoratives, {name="red-desert-rock-medium", position={pos_x,pos_y}, amount=1})
				end
			else
				if tile_to_insert ~= "water" and tile_to_insert ~= "sand" then
					if math.random(1,15) == 1 then
						table.insert(decoratives, {name="red-desert-rock-small", position={pos_x,pos_y}, amount=1})
					else
						if math.random(1,8) == 1 then
							table.insert(decoratives, {name="red-desert-rock-tiny", position={pos_x,pos_y}, amount=1})
						end
					end
				end
			end
			if tile_to_insert ~= "water" then
				if noise_decoratives_2 > 0.6 then
					if math.random(1,9) == 1 then table.insert(decoratives, {name="red-asterisk", position={pos_x,pos_y}, amount=1}) end
				else
					if noise_decoratives_2 > 0.4 then
						if math.random(1,17) == 1 then table.insert(decoratives, {name="red-asterisk", position={pos_x,pos_y}, amount=1}) end
					end
				end
				if noise_decoratives_3 < -0.6 then
					if math.random(1,2) == 1 then table.insert(decoratives, {name="brown-fluff-dry", position={pos_x,pos_y}, amount=1}) end
				else
					if noise_decoratives_3 < -0.4 then
						if math.random(1,5) == 1 then table.insert(decoratives, {name="brown-fluff-dry", position={pos_x,pos_y}, amount=1}) end
					end
				end
			end
			table.insert(tiles, {name = tile_to_insert, position = {pos_x,pos_y}})
		end
	end

	surface.set_tiles(tiles,false)
	surface.create_decoratives{check_collision=false, decoratives=decoratives}
end
