--junkyard-- mewmew made this --

require "maps.modules.dynamic_landfill"
require "maps.modules.satellite_score"
require "maps.modules.mineable_wreckage_yields_scrap"
require "maps.modules.rocks_heal_over_time"
require "maps.modules.spawners_contain_biters"
require "maps.modules.biters_yield_coins"
--require "maps.modules.fluids_are_explosive"
--require "maps.modules.explosives_are_explosive"
require "maps.modules.dangerous_nights"

require "maps.junkyard_map_intro"

local unearthing_worm = require "functions.unearthing_worm"
local unearthing_biters = require "functions.unearthing_biters"
local tick_tack_trap = require "functions.tick_tack_trap"
local create_entity_chain = require "functions.create_entity_chain"
local create_tile_chain = require "functions.create_tile_chain"

local simplex_noise = require 'utils.simplex_noise'
simplex_noise = simplex_noise.d2
local event = require 'utils.event' 
local table_insert = table.insert
local math_random = math.random
local map_functions = require "maps.tools.map_functions"

local disabled_for_deconstruction = {
		["fish"] = true,
		["rock-huge"] = true,
		["rock-big"] = true,
		["sand-rock-big"] = true,
		["mineable-wreckage"] = true
	}

local tile_replacements = {
	["grass-1"] = "dirt-7",
	["grass-2"] = "dirt-6",
	["grass-3"] = "dirt-5",
	["grass-4"] = "dirt-4"	,
	["water"] = "water-green",
	["deepwater"] = "deepwater-green",	
	["sand-1"] = "dirt-7",
	["sand-2"] = "dirt-6",
	["sand-3"] = "dirt-5"	
}

local entity_replacements = {
	["tree-01"] = "dead-grey-trunk",
	["tree-02"] = "tree-06-brown",
	["tree-03"] = "dead-grey-trunk",
	["tree-04"] = "dry-hairy-tree",	
	["tree-05"] = "dead-grey-trunk",	
	["tree-06"] = "tree-06-brown",	
	["tree-07"] = "dry-hairy-tree",	
	["tree-08"] = "dead-grey-trunk",	
	["tree-09"] = "tree-06-brown",
	["tree-02-red"] = "dry-tree",	
	--["tree-06-brown"] = "dirt",	
	["tree-08-brown"] = "tree-06-brown",	
	["tree-09-brown"] = "tree-06-brown",	
	["tree-09-red"] = "tree-06-brown",
	["iron-ore"] = "mineable-wreckage",
	["copper-ore"] = "mineable-wreckage",
	["coal"] = "mineable-wreckage",
	["stone"] = "mineable-wreckage"
}

local wrecks = {"big-ship-wreck-1", "big-ship-wreck-2", "big-ship-wreck-3"}	

local scrap_buildings = {
	"nuclear-reactor", "centrifuge", "beacon", "chemical-plant", "assembling-machine-1", "assembling-machine-2", "assembling-machine-3",  "oil-refinery", "arithmetic-combinator", "constant-combinator", "decider-combinator", "programmable-speaker", "steam-turbine", "steam-engine", "chemical-plant", "assembling-machine-1", "assembling-machine-2", "assembling-machine-3",  "oil-refinery", "arithmetic-combinator", "constant-combinator", "decider-combinator", "programmable-speaker", "steam-turbine", "steam-engine"
}
	
local function shuffle(tbl)
	local size = #tbl
		for i = size, 1, -1 do
			local rand = math_random(size)
			tbl[i], tbl[rand] = tbl[rand], tbl[i]
		end
	return tbl
end

local function get_noise(name, pos)	
	local seed = game.surfaces[1].map_gen_settings.seed
	local noise_seed_add = 25000
	seed = seed + noise_seed_add
	if name == 1 then
		local noise = {}
		noise[1] = simplex_noise(pos.x * 0.005, pos.y * 0.005, seed)
		seed = seed + noise_seed_add
		noise[2] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
		seed = seed + noise_seed_add
		noise[3] = simplex_noise(pos.x * 0.05, pos.y * 0.05, seed)
		seed = seed + noise_seed_add
		noise[4] = simplex_noise(pos.x * 0.1, pos.y * 0.1, seed)
		local noise = noise[1] + noise[2] * 0.35 + noise[3] * 0.23 + noise[4] * 0.11		
		return noise
	end	
end

local function create_shipwreck(surface, position)
	local raffle = {}
	local loot = {						
		
		{{name = "iron-gear-wheel", count = math_random(80,100)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
		{{name = "copper-cable", count = math_random(100,200)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
		{{name = "engine-unit", count = math_random(16,32)}, weight = 2, evolution_min = 0.1, evolution_max = 0.5},
		{{name = "electric-engine-unit", count = math_random(16,32)}, weight = 2, evolution_min = 0.4, evolution_max = 0.8},
		{{name = "battery", count = math_random(40,80)}, weight = 2, evolution_min = 0.3, evolution_max = 0.8},
		{{name = "advanced-circuit", count = math_random(40,80)}, weight = 3, evolution_min = 0.4, evolution_max = 1},
		{{name = "electronic-circuit", count = math_random(100,200)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4},
		{{name = "processing-unit", count = math_random(30,60)}, weight = 3, evolution_min = 0.7, evolution_max = 1},
		{{name = "explosives", count = math_random(25,50)}, weight = 1, evolution_min = 0.2, evolution_max = 0.6},
		{{name = "lubricant-barrel", count = math_random(4,10)}, weight = 1, evolution_min = 0.3, evolution_max = 0.5},
		{{name = "rocket-fuel", count = math_random(4,10)}, weight = 2, evolution_min = 0.3, evolution_max = 0.7},		
		{{name = "steel-plate", count = math_random(50,100)}, weight = 2, evolution_min = 0.1, evolution_max = 0.3},
		{{name = "nuclear-fuel", count = 1}, weight = 2, evolution_min = 0.7, evolution_max = 1},
				
		{{name = "burner-inserter", count = math_random(4,8)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1},
		{{name = "inserter", count = math_random(4,8)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4},
		{{name = "long-handed-inserter", count = math_random(4,8)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4},		
		{{name = "fast-inserter", count = math_random(4,8)}, weight = 3, evolution_min = 0.1, evolution_max = 1},
		{{name = "filter-inserter", count = math_random(4,8)}, weight = 1, evolution_min = 0.2, evolution_max = 1},		
		{{name = "stack-filter-inserter", count = math_random(2,4)}, weight = 1, evolution_min = 0.4, evolution_max = 1},
		{{name = "stack-inserter", count = math_random(2,4)}, weight = 3, evolution_min = 0.3, evolution_max = 1},				
		{{name = "small-electric-pole", count = math_random(8,16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
		{{name = "medium-electric-pole", count = math_random(4,8)}, weight = 3, evolution_min = 0.2, evolution_max = 1},		
		{{name = "wooden-chest", count = math_random(16,24)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2},
		{{name = "iron-chest", count = math_random(4,8)}, weight = 3, evolution_min = 0.1, evolution_max = 0.4},
		{{name = "steel-chest", count = math_random(4,8)}, weight = 3, evolution_min = 0.3, evolution_max = 1},		
		{{name = "small-lamp", count = math_random(8,16)}, weight = 3, evolution_min = 0.1, evolution_max = 0.3},
		{{name = "rail", count = math_random(50,75)}, weight = 3, evolution_min = 0.1, evolution_max = 0.6},
		{{name = "assembling-machine-1", count = math_random(1,2)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
		{{name = "assembling-machine-2", count = math_random(1,2)}, weight = 3, evolution_min = 0.2, evolution_max = 0.8},
		{{name = "offshore-pump", count = 1}, weight = 2, evolution_min = 0.0, evolution_max = 0.1},
		--{{name = "beacon", count = 1}, weight = 3, evolution_min = 0.7, evolution_max = 1},
		--{{name = "boiler", count = math_random(2,4)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
		--{{name = "steam-engine", count = math_random(1,2)}, weight = 3, evolution_min = 0.0, evolution_max = 0.5},
		--{{name = "steam-turbine", count = math_random(1,2)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
		--{{name = "nuclear-reactor", count = 1}, weight = 2, evolution_min = 0.5, evolution_max = 1},
		--{{name = "centrifuge", count = math_random(1,2)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
		{{name = "heat-pipe", count = math_random(8,12)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
		--{{name = "heat-exchanger", count = math_random(2,4)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
		{{name = "arithmetic-combinator", count = math_random(8,16)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
		{{name = "constant-combinator", count = math_random(8,16)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
		{{name = "decider-combinator", count = math_random(8,16)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
		{{name = "power-switch", count = math_random(2,4)}, weight = 1, evolution_min = 0.1, evolution_max = 1},		
		{{name = "programmable-speaker", count = math_random(2,4)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
		{{name = "green-wire", count = math_random(50,100)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
		{{name = "red-wire", count = math_random(50,100)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
		--{{name = "chemical-plant", count = math_random(2,4)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
		{{name = "burner-mining-drill", count = math_random(2,4)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2},
		{{name = "electric-mining-drill", count = math_random(2,4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.6},		
		{{name = "express-transport-belt", count = math_random(25,75)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
		{{name = "express-underground-belt", count = math_random(4,8)}, weight = 3, evolution_min = 0.5, evolution_max = 1},		
		{{name = "express-splitter", count = math_random(2,4)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
		{{name = "fast-transport-belt", count = math_random(25,75)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
		{{name = "fast-underground-belt", count = math_random(4,8)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
		{{name = "fast-splitter", count = math_random(2,4)}, weight = 3, evolution_min = 0.2, evolution_max = 0.3},
		{{name = "transport-belt", count = math_random(25,75)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
		{{name = "underground-belt", count = math_random(4,8)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
		{{name = "splitter", count = math_random(2,4)}, weight = 3, evolution_min = 0, evolution_max = 0.3},		
		{{name = "pipe", count = math_random(40,50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
		{{name = "pipe-to-ground", count = math_random(8,16)}, weight = 1, evolution_min = 0.2, evolution_max = 0.5},
		--{{name = "pumpjack", count = math_random(1,2)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
		{{name = "pump", count = math_random(1,4)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
		--{{name = "steel-furnace", count = math_random(4,8)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
		--{{name = "stone-furnace", count = math_random(8,16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1},		
		--{{name = "radar", count = math_random(1,2)}, weight = 1, evolution_min = 0.1, evolution_max = 0.3},
		{{name = "rail-signal", count = math_random(8,16)}, weight = 2, evolution_min = 0.2, evolution_max = 0.8},
		{{name = "rail-chain-signal", count = math_random(8,16)}, weight = 2, evolution_min = 0.2, evolution_max = 0.8},		
		{{name = "stone-wall", count = math_random(25,75)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5},
		{{name = "gate", count = math_random(4,8)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5},
		--{{name = "storage-tank", count = math_random(2,4)}, weight = 3, evolution_min = 0.3, evolution_max = 0.6},
		{{name = "train-stop", count = math_random(1,2)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7},
		{{name = "express-loader", count = math_random(1,2)}, weight = 1, evolution_min = 0.5, evolution_max = 1},
		{{name = "fast-loader", count = math_random(1,2)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7},
		{{name = "loader", count = math_random(1,2)}, weight = 1, evolution_min = 0.0, evolution_max = 0.5}
		--{{name = "lab", count = math_random(2,4)}, weight = 2, evolution_min = 0.0, evolution_max = 0.1}	
	}

	local distance_to_center = math.sqrt(position.x^2 + position.y^2)
	if distance_to_center < 1 then
		distance_to_center = 0.1
	else
		distance_to_center = distance_to_center / 2500
	end
	if distance_to_center > 1 then distance_to_center = 1 end
	
	for _, t in pairs (loot) do
		for x = 1, t.weight, 1 do
			if t.evolution_min <= distance_to_center and t.evolution_max >= distance_to_center then
				table.insert(raffle, t[1])
			end
		end			
	end
	local e = surface.create_entity{name = wrecks[math_random(1,#wrecks)], position = position, force = "scrap"}	
	for x = 1, math_random(2,3), 1 do
		local loot = raffle[math_random(1,#raffle)]
		e.insert(loot)
	end	
end

local function secret_shop(pos, surface)
	local secret_market_items = {    
    {price = {{"coin", math_random(30,60)}}, offer = {type = 'give-item', item = 'construction-robot'}},  
	{price = {{"coin", math_random(100,200)}}, offer = {type = 'give-item', item = 'loader'}},
	{price = {{"coin", math_random(200,300)}}, offer = {type = 'give-item', item = 'fast-loader'}},
	{price = {{"coin", math_random(300,500)}}, offer = {type = 'give-item', item = 'express-loader'}},
	{price = {{"coin", math_random(100,200)}}, offer = {type = 'give-item', item = 'locomotive'}},
	{price = {{"coin", math_random(75,150)}}, offer = {type = 'give-item', item = 'cargo-wagon'}},	
	{price = {{"coin", math_random(2,3)}}, offer = {type = 'give-item', item = 'rail'}},
	{price = {{"coin", math_random(4,12)}}, offer = {type = 'give-item', item = 'small-lamp'}},			
	{price = {{"coin", math_random(80,160)}}, offer = {type = 'give-item', item = 'car'}},
	{price = {{"coin", math_random(300,600)}}, offer = {type = 'give-item', item = 'electric-furnace'}},	
	{price = {{"coin", math_random(80,160)}}, offer = {type = 'give-item', item = 'effectivity-module'}},
	{price = {{"coin", math_random(80,160)}}, offer = {type = 'give-item', item = 'productivity-module'}},
	{price = {{"coin", math_random(80,160)}}, offer = {type = 'give-item', item = 'speed-module'}},
	
	{price = {{"coin", math_random(5,10)}}, offer = {type = 'give-item', item = 'wood', count = 50}},
	{price = {{"coin", math_random(5,10)}}, offer = {type = 'give-item', item = 'iron-ore', count = 50}},
	{price = {{"coin", math_random(5,10)}}, offer = {type = 'give-item', item = 'copper-ore', count = 50}},
	{price = {{"coin", math_random(5,10)}}, offer = {type = 'give-item', item = 'stone', count = 50}},
	{price = {{"coin", math_random(5,10)}}, offer = {type = 'give-item', item = 'coal', count = 50}},
	{price = {{"coin", math_random(8,16)}}, offer = {type = 'give-item', item = 'uranium-ore', count = 50}},
	
	{price = {{'wood', math_random(10,12)}}, offer = {type = 'give-item', item = "coin"}},
	{price = {{'iron-ore', math_random(10,12)}}, offer = {type = 'give-item', item = "coin"}},
	{price = {{'copper-ore', math_random(10,12)}}, offer = {type = 'give-item', item = "coin"}},
	{price = {{'stone', math_random(10,12)}}, offer = {type = 'give-item', item = "coin"}},
	{price = {{'coal', math_random(10,12)}}, offer = {type = 'give-item', item = "coin"}},
	{price = {{'uranium-ore', math_random(8,10)}}, offer = {type = 'give-item', item = "coin"}}
	}
	secret_market_items = shuffle(secret_market_items)
										
	local market = surface.create_entity {name = "market", position = pos}
	market.destructible = false			
	
	for i = 1, math.random(6, 8), 1 do
		market.add_market_item(secret_market_items[i])
	end
end

local function place_random_scrap_entity(surface, position)
	local r = math.random(1, 100)
	if r < 15 then
		local e = surface.create_entity({name = scrap_buildings[math.random(1, #scrap_buildings)], position = position, force = "scrap"})		
		if e.name == "nuclear-reactor" then
			create_entity_chain(surface, {name = "heat-pipe", position = position, force = "player"}, math_random(16,32), 25)
		end
		if e.name == "chemical-plant" or e.name == "steam-turbine" or e.name == "steam-engine" or e.name == "oil-refinery" then
			create_entity_chain(surface, {name = "pipe", position = position, force = "player"}, math_random(8,16), 25)
		end
		e.active = false
		return
	end
	if r < 25 then
		local e = surface.create_entity({name = "substation", position = position, force = "scrap"})
		e.active = false
		return
	end
	if r < 70 then
		local e = surface.create_entity({name = "medium-electric-pole", position = position, force = "scrap"})
		e.active = false
		return
	end
	if r < 90 then
		local e = surface.create_entity({name = "gun-turret", position = position, force = "scrap_defense"})
		e.insert({name = "firearm-magazine", count = math.random(8, 128)})
		return
	end
		
	local e = surface.create_entity({name = "storage-tank", position = position, force = "scrap", direction = math.random(0, 3)})
	local fluids = {"crude-oil", "lubricant", "heavy-oil", "light-oil", "petroleum-gas", "sulfuric-acid", "water"}
	e.fluidbox[1] = {name = fluids[math.random(1, #fluids)], amount = math.random(15000, 25000)}
	create_entity_chain(surface, {name = "pipe", position = position, force = "player"}, math_random(6,8), 1)
	create_entity_chain(surface, {name = "pipe", position = position, force = "player"}, math_random(6,8), 1)
	create_entity_chain(surface, {name = "pipe", position = position, force = "player"}, math_random(20,40), 80)	
end

local function create_inner_content(surface, pos, noise)
	if math_random(1, 90000) == 1 then secret_shop(pos, surface) return end
	if math_random(1, 102400) == 1 then
		if noise < 0.3 or noise > -0.3 then
			map_functions.draw_derpy_entity_ring(surface, pos, "laser-turret", "scrap_defense", 0, 2)
			map_functions.draw_derpy_entity_ring(surface, pos, "accumulator", "scrap_defense", 2, 3)
			map_functions.draw_derpy_entity_ring(surface, pos, "substation", "scrap_defense", 3, 4)
			map_functions.draw_derpy_entity_ring(surface, pos, "solar-panel", "scrap_defense", 4, 6)
			map_functions.draw_derpy_entity_ring(surface, pos, "stone-wall", "scrap_defense", 6, 7)
			
			create_tile_chain(surface, {name = "concrete", position = pos}, math_random(16, 32), 50)
			create_tile_chain(surface, {name = "concrete", position = pos}, math_random(16, 32), 50)
			create_tile_chain(surface, {name = "stone-path", position = pos}, math_random(16, 32), 50)
			create_tile_chain(surface, {name = "stone-path", position = pos}, math_random(16, 32), 50)
			--create_entity_chain(surface, {name = "laser-turret", position = pos, force = "scrap_defense"}, 1, 25)
			--create_entity_chain(surface, {name = "accumulator", position = pos, force = "scrap_defense"}, math_random(2, 4), 1)
			--create_entity_chain(surface, {name = "substation", position = pos, force = "scrap_defense"}, math_random(6, 8), 1)
		--	create_entity_chain(surface, {name = "solar-panel", position = pos, force = "scrap_defense"}, math_random(16, 24), 1)							
		end
		return
	end
end

local function process_entity(e)
	if not e.valid then return end
	if entity_replacements[e.name] then		
		if e.type == "tree" then
			if math_random(1,3) == 1 then
				e.surface.create_entity({name = entity_replacements[e.name], position = e.position})
			end
		else
			e.surface.create_entity({name = entity_replacements[e.name], position = e.position})
		end
		e.destroy()
		return
	end
	
	if e.type == "unit-spawner" then			
		for _, wreck in pairs (e.surface.find_entities_filtered({area = {{e.position.x - 4, e.position.y - 4},{e.position.x + 4, e.position.y + 4}}, name = "mineable-wreckage"})) do
			if wreck.valid then wreck.destroy() end
		end
		return
	end
end

local function on_chunk_generated(event)
	local surface = event.surface
	local left_top = event.area.left_top
	local tiles = {}
	local entities = {}		
	
	for x = 0, 31, 1 do
		for y = 0, 31, 1 do
			local tile_to_insert = false
			local pos = {x = left_top.x + x, y = left_top.y + y}
											
			local tile = surface.get_tile(pos)
			if tile_replacements[tile.name] then
				table_insert(tiles, {name = tile_replacements[tile.name], position = pos})
			end
			
			if not tile.collides_with("player-layer") then
				local noise = get_noise(1, pos)	
				if noise > 0.43 or noise < -0.43 then				
					if math_random(1,3) ~= 1 then
						surface.create_entity({name = "mineable-wreckage", position = pos})
					else
						if math_random(1,512) == 1 then
							create_shipwreck(surface, pos)
						else
							if math_random(1,512) == 1 then
								place_random_scrap_entity(surface, pos)
							end							
						end
					end
				else
					create_inner_content(surface, pos, noise)
				end	
			end
			
		end
	end
	surface.set_tiles(tiles, true)	

	for _, e in pairs(surface.find_entities_filtered({area = event.area})) do
		process_entity(e)		
	end
	
	if global.spawn_generated then return end
	if left_top.x < 96 then return end	 
	map_functions.draw_rainbow_patch_v2({x = 0, y = 0}, surface, 12, 2500)
	local p = surface.find_non_colliding_position("character-corpse", {2,-2}, 32, 2)
	local e = surface.create_entity({name = "character-corpse", position = p})	
	for _, e in pairs (surface.find_entities_filtered({area = {{-50, -50},{50, 50}}})) do
		local distance_to_center = math.sqrt(e.position.x^2 + e.position.y^2)
		if e.valid then
			if distance_to_center < 8 and e.name == "mineable-wreckage" and math_random(1,5) ~= 1 then e.destroy() end
		end
		if e.valid then
			if distance_to_center < 30 and e.name == "gun-turret" then e.destroy() end
		end
	end
	global.spawn_generated = true		
end

local function on_chunk_charted(event)
	if not global.chunks_charted then global.chunks_charted = {} end
	local surface = game.surfaces[event.surface_index]
	local position = event.position
	if global.chunks_charted[tostring(position.x) .. tostring(position.y)] then return end
	global.chunks_charted[tostring(position.x) .. tostring(position.y)] = true
	
	local decorative_names = {}
	for k,v in pairs(game.decorative_prototypes) do
		if v.autoplace_specification then
			decorative_names[#decorative_names+1] = k
		end
	end
	surface.regenerate_decorative(decorative_names, {position})	
	
	if math_random(1, 16) ~= 1 then return end
	local pos = {x = position.x * 32 + math_random(1,32), y = position.y * 32 + math_random(1,32)}
	local noise = get_noise(1, pos)	
	if noise > 0.4 or noise < -0.4 then return end
	local distance_to_center = math.sqrt(pos.x^2 + pos.y^2)
	local size = 7 + math.floor(distance_to_center * 0.0075)
	if size > 20 then size = 20 end
	local amount = 200 + distance_to_center
	map_functions.draw_rainbow_patch_v2(pos, surface, size, amount)
end
	
local function on_marked_for_deconstruction(event)	
	if disabled_for_deconstruction[event.entity.name] then
		event.entity.cancel_deconstruction(game.players[event.player_index].force.name)
	end
end

local function on_player_joined_game(event)	
	local player = game.players[event.player_index]	
	if player.online_time == 0 then
		player.insert({name = "pistol", count = 1})
		player.insert({name = "firearm-magazine", count = 16})
	end	
	
	if global.map_init_done then return end
	
	game.forces["player"].technologies["optics"].researched = true
	
	game.surfaces["nauvis"].ticks_per_day = game.surfaces["nauvis"].ticks_per_day * 2
	
	game.create_force("scrap")
	game.create_force("scrap_defense")
	game.forces.player.set_friend('scrap', true)
	game.forces.enemy.set_friend('scrap', true)
	game.forces.scrap.set_friend('player', true)
	game.forces.scrap.set_friend('enemy', true)	
	game.forces.scrap.share_chart = false		
		
	global.map_init_done = true
end

local function on_player_mined_entity(event)
	local entity = event.entity
	if not entity.valid then return end
	
	if entity.name == "mineable-wreckage" then 	
		if math_random(1,40) == 1 then unearthing_biters(entity.surface, entity.position, math_random(4,12)) end			
		if math_random(1,80) == 1 then unearthing_worm(entity.surface, entity.position) end			
		if math_random(1,160) == 1 then tick_tack_trap(entity.surface, entity.position) end
	end
		
	if entity.force.name ~= "scrap" then return end
	local positions = {}
	local r = math.ceil(entity.prototype.max_health / 32)
	for x = r * -1, r, 1 do
		for y = r * -1, r, 1 do
			positions[#positions + 1] = {x = entity.position.x + x, y = entity.position.y + y}
		end
	end
	positions = shuffle(positions)
	for i = 1, math.ceil(entity.prototype.max_health / 32), 1 do
		if not positions[i] then return end
		if math_random(1,3) ~= 1 then
			unearthing_biters(entity.surface, positions[i], math_random(5,10))
		else
			unearthing_worm(entity.surface, positions[i])
		end			
	end
end

local function on_entity_died(event)
	on_player_mined_entity(event)
end

local function on_research_finished(event)
	event.research.force.character_inventory_slots_bonus = game.forces.player.mining_drill_productivity_bonus * 300
end
	
event.add(defines.events.on_research_finished, on_research_finished)
event.add(defines.events.on_marked_for_deconstruction, on_marked_for_deconstruction)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_chunk_generated, on_chunk_generated)
event.add(defines.events.on_chunk_charted, on_chunk_charted)