--labyrinth-- mewmew made this --
require "maps.labyrinth_map_intro"
require "maps.tools.teleporters"
require "maps.tools.map_pregen"
local map_functions = require "maps.tools.map_functions"
local simplex_noise = require 'utils.simplex_noise'
simplex_noise = simplex_noise.d2
local event = require 'utils.event'
local unique_rooms = require "maps.labyrinth_unique_rooms"

local labyrinth_difficulty_curve = 500  --- How much size the labyrinth needs to have the highest difficulty.

local function create_labyrinth_difficulty_gui(player)		
	if player.gui.top["labyrinth_difficulty"] then player.gui.top["labyrinth_difficulty"].destroy() end
	if not global.labyrinth_size then return end
	local str = tostring(math.ceil((global.labyrinth_size / labyrinth_difficulty_curve) * 100, 0)) .. "%"
	local b = player.gui.top.add({ type = "button", name = "labyrinth_difficulty", caption = "Difficulty: " .. str })
	b.style.minimal_height = 38
	b.style.minimal_width = 38
	b.style.top_padding = 2
	b.style.left_padding = 4
	b.style.right_padding = 4
	b.style.bottom_padding = 2
	b.style.font = "default"
	b.style.font_color = {r = 0.88, g = 0.88, b = 0.88}
end

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_entity_chunk_position(entity_position)
	local chunk_position = {}
	entity_position.x = math.floor(entity_position.x, 0)
	entity_position.y = math.floor(entity_position.y, 0)
	for x = 0, 31, 1 do
		if (entity_position.x - x) % 32 == 0 then chunk_position.x = (entity_position.x - x)  / 32 end
	end
	for y = 0, 31, 1 do
		if (entity_position.y - y) % 32 == 0 then chunk_position.y = (entity_position.y - y)  / 32 end
	end	
	return chunk_position
end

local function is_chunk_allowed_to_grow(chunk_position, surface)
	local pos_x = chunk_position.x * 32
	local pos_y = chunk_position.y * 32
	local area = {
			left_top = {x = pos_x, y = pos_y},
			right_bottom = {x = pos_x + 31, y = pos_y + 31}
			}
	if surface.count_entities_filtered{area = area, name = {"sand-rock-big", "rock-big", "rock-huge"}, limit = 1} == 0 then
		return true
	else
		return false
	end	
end

local function is_canditate_chunk_valid(chunk, surface)
	local modifiers = {{-1,-1},{0,-1},{1,-1},{1,0}, {1,1},{0,1},{-1,1},{-1,0}}
	local invalid_places = 0
	--local invalid_chunk_found = "false"
	for _, m in pairs(modifiers) do
		local testing_chunk = {x = chunk.x + m[1], y = chunk.y + m[2]}
		local left_top_x = testing_chunk.x * 32
		local left_top_y = testing_chunk.y * 32
		local tile = surface.get_tile({left_top_x, left_top_y})		
		if tile.name ~= "out-of-map" then
			invalid_places = invalid_places + 1
		--[[	
			if invalid_chunk_found then				
				if invalid_chunk_found == "true" then					
					invalid_places = invalid_places - 1 ---if chunks are connected, raise the allowance of expansion one time
					invalid_chunk_found = nil
				end
			end
			if invalid_chunk_found then invalid_chunk_found = "true" end			
		else
			if invalid_chunk_found then invalid_chunk_found = "false" end
		]]--
		end
	end
	if math.random(1,50) == 1 and chunk.y < -3 then return true end
	if invalid_places <= 2 then return true end
	if invalid_places > 2 then return false end
end

local worm_raffle = {}
worm_raffle[1] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret"}
worm_raffle[2] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret"}
worm_raffle[3] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret"}
worm_raffle[4] = {"small-worm-turret", "small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret"}
worm_raffle[5] = {"small-worm-turret", "small-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret"}
worm_raffle[6] = {"small-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret"}
worm_raffle[7] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret"}
worm_raffle[8] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret"}
worm_raffle[9] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret"}
worm_raffle[10] = {"medium-worm-turret", "medium-worm-turret", "medium-worm-turret", "big-worm-turret", "big-worm-turret", "big-worm-turret"}
local rock_raffle = {"sand-rock-big","sand-rock-big","sand-rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-big","rock-huge"}
local ore_spawn_raffle = {"iron-ore","iron-ore","iron-ore","copper-ore","copper-ore","copper-ore","coal","coal","stone","stone","uranium-ore","crude-oil"}
local room_layouts = {"quad_rocks", "single_center_rock", "three_horizontal_rocks", "three_vertical_rocks", "tree_and_lake", "forest", "forest_fence"}
local biter_raffle = {
	{"small-biter"},
	{"small-biter","small-biter","small-biter","medium-biter"},
	{"small-biter","small-biter","medium-biter","medium-biter"},
	{"small-biter","medium-biter","medium-biter","medium-biter"},
	{"small-biter","medium-biter","medium-biter","big-biter"},
	{"medium-biter","medium-biter","medium-biter","big-biter"},
	{"medium-biter","medium-biter","big-biter","big-biter"},
	{"medium-biter","big-biter","big-biter","big-biter"},
	{"big-biter","big-biter","big-biter","behemoth-biter"},
	{"big-biter","big-biter","behemoth-biter","behemoth-biter"}	
}
local spitter_raffle = {
	{"small-spitter"},
	{"small-spitter","small-spitter","small-spitter","medium-spitter"},
	{"small-spitter","small-spitter","medium-spitter","medium-spitter"},
	{"small-spitter","medium-spitter","medium-spitter","medium-spitter"},
	{"small-spitter","medium-spitter","medium-spitter","big-spitter"},
	{"medium-spitter","medium-spitter","medium-spitter","big-spitter"},
	{"medium-spitter","medium-spitter","big-spitter","big-spitter"},
	{"medium-spitter","big-spitter","big-spitter","big-spitter"},
	{"big-spitter","big-spitter","big-spitter","behemoth-spitter"},
	{"big-spitter","big-spitter","behemoth-spitter","behemoth-spitter"}	
}
local room_enemies = {}
local room_enemy_weights = {
	{"only_biters", 10},
	{"only_spitters", 10},
	{"biters_and_spitters", 10},
	{"spawners", 7},
	{"only_worms", 5},
	{"worms_and_spawners", 5},
	{"gun_turrets", 3},
	{"allied_entities", 2},
	{"allied_entities_mixed", 2}
}
local unique_room_raffle = {"forgotten_place", "flamethrower_cross", "railway_roundabout", "big_worm_crossing", "deadly_crossing", "mini_labyrinth"}

for _, t in pairs (room_enemy_weights) do
	for x = 1, t[2], 1 do
		table.insert(room_enemies, t[1])
	end			
end

local function grow_cell(chunk_position, surface)
	local math_random = math.random
	local modifier_raffle = {{0,-1},{-1,0},{1,0},{0,1}}
	modifier_raffle = shuffle(modifier_raffle)
	local canditate_chunks = {}
	for _, m in pairs(modifier_raffle) do
		local canditate_chunk = {x = chunk_position.x + m[1], y = chunk_position.y + m[2]}
		local left_top_x = canditate_chunk.x * 32
		local left_top_y = canditate_chunk.y * 32		
		local tile = surface.get_tile({left_top_x, left_top_y})
		if tile.name == "out-of-map" then table.insert(canditate_chunks, canditate_chunk) end
	end
	local valid_chunks = {}
	for _, chunk in pairs(canditate_chunks) do		 
		if is_canditate_chunk_valid(chunk, surface) == true then
			table.insert(valid_chunks, {x = chunk.x, y = chunk.y})
		end
	end	
	
	local tree_raffle = {}
	for _, e in pairs(game.entity_prototypes) do
		if e.type == "tree" then
			table.insert(tree_raffle, e.name)
		end			
	end
	
	local allied_entity_raffle = {}
	local types = {"inserter", "inserter", "transport-belt", "transport-belt", "transport-belt","underground-belt", "electric-pole", "electric-pole", "pipe", "furnace", "assembling-machine", "splitter", "splitter", "straight-rail"}
	for _, e in pairs(game.entity_prototypes) do
		for _, t in pairs(types) do
			if e.type == t then
				table.insert(allied_entity_raffle, e.name)				
			end
		end
	end
	
	if #valid_chunks > 0 then global.labyrinth_size = global.labyrinth_size + 1 end	
	local evolution = global.labyrinth_size / labyrinth_difficulty_curve
	if evolution > 1 then evolution = 1 end
	game.forces.enemy.evolution_factor = evolution
	for _, player in pairs(game.connected_players) do
		create_labyrinth_difficulty_gui(player)
	end
	
	for x = 1, math_random(1,#valid_chunks), 1 do
		local chunk_position = valid_chunks[x]
		local left_top_x = chunk_position.x * 32
		local left_top_y = chunk_position.y * 32
		local tile_to_insert = false
		local tiles = {}
		local entities_to_place = {
		rocks = {},
		worms = {},
		enemy_buildings = {},
		trees = {},
		fish = {},		
		biters = {},
		spitters = {},
		gun_turrets = {},
		misc = {},
		allied_entities = {}
		}
		 
		local tree_name = tree_raffle[math_random(1,#tree_raffle)]
		
		local layout = room_layouts[math_random(1,#room_layouts)]
		local enemies = room_enemies[math_random(1,#room_enemies)]
		
		local unique_room = true
		if global.labyrinth_size > 12 and math_random(1,50) == 1 then
			layout = nil
			enemies = nil
			unique_room = unique_room_raffle[math_random(1,#unique_room_raffle)]
		else
			unique_room = false
		end
		--layout = nil
		--enemies = nil		
		--unique_room = "railway_roundabout"
		
		if layout == "quad_rocks" then
			while not entities_to_place.rocks[1] do
				if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 8, left_top_y + 8}) end
				if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 24, left_top_y + 8}) end
				if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 8, left_top_y + 24}) end
				if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 24, left_top_y + 24}) end
			end
		end
		
		if layout == "single_center_rock" then
			table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16})	
		end
		
		if layout == "tree_and_lake" then
			table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16})	
		end
		
		if layout == "forest_fence" then
			table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16})
		end

		if layout == "forest" then
			while not entities_to_place.rocks[1] do
				if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 8}) end
				if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 8, left_top_y + 24}) end
				if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 24, left_top_y + 24}) end
			end
		end
		
		if layout == "three_horizontal_rocks" then
			while not entities_to_place.rocks[1] do
				if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 8, left_top_y + 16}) end
				if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16}) end
				if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 24, left_top_y + 16}) end
			end
		end
		
		if layout == "three_vertical_rocks" then
			while not entities_to_place.rocks[1] do
				if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 8}) end
				if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 16}) end
				if math_random(1,2) == 1 then table.insert(entities_to_place.rocks, {left_top_x + 16, left_top_y + 24}) end
			end
		end
		
		if unique_room == "flamethrower_cross" or unique_room == "railway_roundabout" then
			table.insert(entities_to_place.rocks, {left_top_x + 6, left_top_y + 6})
			table.insert(entities_to_place.rocks, {left_top_x + 26, left_top_y + 6})
			table.insert(entities_to_place.rocks, {left_top_x + 6, left_top_y + 26})
			table.insert(entities_to_place.rocks, {left_top_x + 26, left_top_y + 26})
		end
		
		local allied_entity
		if enemies == "allied_entities" then
			allied_entity = allied_entity_raffle[math_random(1,#allied_entity_raffle)]
		end
		
		if global.labyrinth_size < 16 then		
			while enemies == "gun_turrets" or enemies == "only_worms" or enemies == "worms_and_spawners" do
				enemies = room_enemies[math_random(1,#room_enemies)]
			end					
		end						
		
		local placed_enemies = 0
		local enemy_counter = global.labyrinth_size
		if enemy_counter > 2000 then enemy_counter = 2000 end
		local random_max = 400
		if global.labyrinth_size > 50 then random_max = 200 end
		if global.labyrinth_size > 100 then random_max = 100 end
		while placed_enemies < enemy_counter do
			if not enemies then break end
			for x = 0, 31, 1 do
				for y = 0, 31, 1 do
					local pos = {x = left_top_x + x, y = left_top_y + y}					
					if enemies == "spawners" then
						if math_random(1,random_max) == 1 then table.insert(entities_to_place.biters, pos) end
						if math_random(1,random_max) == 1 then table.insert(entities_to_place.spitters, pos) end
						if math_random(1,random_max) == 1 then table.insert(entities_to_place.enemy_buildings, pos) end				
					end
					if enemies == "worms_and_spawners" then
						if math_random(1,random_max) == 1 then table.insert(entities_to_place.enemy_buildings, pos) end
						if math_random(1,random_max) == 1 then table.insert(entities_to_place.worms, pos) end					
					end
					if enemies == "only_worms" then
						if math_random(1,random_max) == 1 then table.insert(entities_to_place.worms, pos) end				
					end
					if enemies == "only_biters" then
						if math_random(1,random_max) == 1 then table.insert(entities_to_place.biters, pos) end				
					end
					if enemies == "only_spitters" then
						if math_random(1,random_max) == 1 then table.insert(entities_to_place.spitters, pos) end				
					end
					if enemies == "biters_and_spitters" then
						if math_random(1,random_max) == 1 then table.insert(entities_to_place.biters, pos) end
						if math_random(1,random_max) == 1 then table.insert(entities_to_place.spitters, pos) end							
					end
					if enemies == "gun_turrets" then
						if math_random(1,random_max) == 1 then table.insert(entities_to_place.gun_turrets, pos) end				
					end
					if enemies == "allied_entities" then												
						if math_random(1,random_max) == 1 then table.insert(entities_to_place.allied_entities, {allied_entity, pos}) end				
					end
					if enemies == "allied_entities_mixed" then
						if math_random(1,random_max) == 1 then
							allied_entity = allied_entity_raffle[math_random(1,#allied_entity_raffle)]
							table.insert(entities_to_place.allied_entities, {allied_entity, pos})
						end				
					end
					
				end
			end
			placed_enemies = #entities_to_place.biters * 0.35 + #entities_to_place.spitters * 0.35 + #entities_to_place.enemy_buildings * 2 + #entities_to_place.worms * 3 + #entities_to_place.gun_turrets * 3 + #entities_to_place.allied_entities
		end	
		
		for x = 0, 31, 1 do
			for y = 0, 31, 1 do				
				local pos = {x = left_top_x + x, y = left_top_y + y}
				tile_to_insert = "dirt-5"
				
				if layout == "tree_and_lake" then
					if x > 12 and x < 20 and y > 12 and y < 20 then
						tile_to_insert = "water"
					end
					if x > 10 and x < 22 and y > 10 and y < 22 then
						if math_random(1,2) == 1 then table.insert(entities_to_place.trees, pos) end
					end					
				end
				
				if layout == "forest" or unique_room == "railway_roundabout" then					
					if math_random(1,6) == 1 then table.insert(entities_to_place.trees, pos) end
				end
				
				if layout == "forest_fence" then
					if x > 28 or x < 4 or y > 28 or y < 4 then				
						if math_random(1,3) == 1 then table.insert(entities_to_place.trees, pos) end
					end
				end
												
				if unique_room then				
					if unique_room == "mini_labyrinth" then
						if math_random(1,4) == 1 then table.insert(entities_to_place.biters, pos) end
					end
					local room = unique_rooms[unique_room]					
					for _, e in pairs(room.entities) do
						if math.floor(e.position.x, 0) == x and math.floor(e.position.y, 0) == y then
							if e.name == "small-biter" or e.name == "medium-biter" or e.name == "big-biter" or e.name == "behemoth-biter" then
								table.insert(entities_to_place.biters, {left_top_x + e.position.x, left_top_y + e.position.y})
								break
							end
							if e.name == "small-spitter" or e.name == "medium-spitter" or e.name == "big-spitter" or e.name == "behemoth-spitter" then
								table.insert(entities_to_place.spitters, {left_top_x + e.position.x, left_top_y + e.position.y})
								break
							end
							table.insert(entities_to_place.misc,
							{name = e.name, position = {left_top_x + e.position.x, left_top_y + e.position.y}, direction = e.direction, force = e.force})
							break
						end						
					end
					for _, t in pairs(room.tiles) do
						if math.floor(t.position.x, 0) == x and math.floor(t.position.y, 0) == y then
							tile_to_insert = t.name
							break
						end						
					end					
				end				
				table.insert(tiles, {name = tile_to_insert, position = pos}) 								
			end							
		end		
		surface.set_tiles(tiles, true)
		
		if unique_room == "railway_roundabout" then
			local e = surface.create_entity {name="big-ship-wreck-1", position={left_top_x + 16, left_top_y + 22}, force = "player"}
			e.insert({name = 'locomotive', count = 1})
			e.insert({name = 'nuclear-fuel', count = 1})
		end
		
		for _, e in pairs(entities_to_place.misc) do			 			
			local entity = surface.create_entity {name = e.name, position = e.position, force = e.force, direction = e.direction}
			if entity.name == "gun-turret" then
				local ammo = "firearm-magazine"
				if global.labyrinth_size > 100 then ammo = "piercing-rounds-magazine" end
				if global.labyrinth_size > 300 then ammo = "uranium-rounds-magazine" end
				entity.insert({name = ammo, count = math.random(50,150)})
			end
			if entity.name == "storage-tank" then
				entity.fluidbox[1] = {name = "crude-oil", amount = 25000}					
			end							
		end
		
		for _, p in pairs(entities_to_place.enemy_buildings) do						
			if math_random(1,3) == 1 then
				if surface.can_place_entity({name="spitter-spawner", position=p}) then surface.create_entity {name="spitter-spawner", position=p} end	
			else
				if surface.can_place_entity({name="biter-spawner", position=p}) then surface.create_entity {name="biter-spawner", position=p} end	
			end		
		end
		
		for _, p in pairs(entities_to_place.worms) do
			local evolution = math.ceil(game.forces.enemy.evolution_factor * 10, 0)
			local raffle = worm_raffle[evolution]
			local n = raffle[math.random(1,#raffle)]
			if surface.can_place_entity({name = n, position = p}) then surface.create_entity {name = n, position = p} end					
		end
		
		for _, p in pairs(entities_to_place.biters) do
			local evolution = math.ceil(game.forces.enemy.evolution_factor * 10, 0)
			local raffle = biter_raffle[evolution]
			local n = raffle[math.random(1,#raffle)]
			if surface.can_place_entity({name = n, position = p}) then surface.create_entity {name = n, position = p} end				
		end
		
		for _, p in pairs(entities_to_place.spitters) do
			local evolution = math.ceil(game.forces.enemy.evolution_factor * 10, 0)
			local raffle = spitter_raffle[evolution]
			local n = raffle[math.random(1,#raffle)]
			if surface.can_place_entity({name = n, position = p}) then surface.create_entity {name = n, position = p} end				
		end						
		
		for _, p in pairs(entities_to_place.gun_turrets) do			
			local e = surface.create_entity {name = "gun-turret", position = p, force = "enemy"}
			local ammo = "firearm-magazine"
			if global.labyrinth_size > 100 then ammo = "piercing-rounds-magazine" end
			if global.labyrinth_size > 300 then ammo = "uranium-rounds-magazine" end
			e.insert({name = ammo, count = math.random(50,150)})
		end
		
		for _, p in pairs(entities_to_place.rocks) do			
			local e = rock_raffle[math.random(1,#rock_raffle)]
			surface.create_entity {name = e, position = p} 				
		end
				
		for _, p in pairs(entities_to_place.allied_entities) do			
			local directions = {defines.direction.north, defines.direction.east, defines.direction.south, defines.direction.west}
			local d = directions[math_random(1,#directions)]
			if surface.can_place_entity({name = p[1], position = p[2], direction = d, force = "player"}) then surface.create_entity {name = p[1], position = p[2], direction = d, force = "player"} end		
		end
		
		for _, p in pairs(entities_to_place.trees) do			 
			if surface.can_place_entity({name = tree_name, position = p}) then surface.create_entity {name = tree_name, position = p} end				
		end
		
	end		
end

local function treasure_chest(position, surface)
	local math_random = math.random
	local chest_raffle = {}
	local chest_loot = {			
		{{name = "steel-axe", count = math_random(1,3)}, weight = 2, evolution_min = 0.0, evolution_max = 0.2},
		{{name = "submachine-gun", count = math_random(1,3)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1},		
		{{name = "slowdown-capsule", count = math_random(16,32)}, weight = 1, evolution_min = 0.0, evolution_max = 1},
		{{name = "poison-capsule", count = math_random(16,32)}, weight = 3, evolution_min = 0.3, evolution_max = 1},		
		{{name = "uranium-cannon-shell", count = math_random(16,32)}, weight = 5, evolution_min = 0.6, evolution_max = 1},
		{{name = "cannon-shell", count = math_random(16,32)}, weight = 5, evolution_min = 0.4, evolution_max = 0.7},
		{{name = "explosive-uranium-cannon-shell", count = math_random(16,32)}, weight = 5, evolution_min = 0.6, evolution_max = 1},
		{{name = "explosive-cannon-shell", count = math_random(16,32)}, weight = 5, evolution_min = 0.4, evolution_max = 0.8},
		{{name = "shotgun", count = 1}, weight = 2, evolution_min = 0.0, evolution_max = 0.2},
		{{name = "shotgun-shell", count = math_random(16,32)}, weight = 5, evolution_min = 0.0, evolution_max = 0.2},
		{{name = "combat-shotgun", count = 1}, weight = 10, evolution_min = 0.3, evolution_max = 0.8},
		{{name = "piercing-shotgun-shell", count = math_random(16,32)}, weight = 10, evolution_min = 0.2, evolution_max = 1},
		{{name = "flamethrower", count = 1}, weight = 3, evolution_min = 0.3, evolution_max = 0.6},
		{{name = "flamethrower-ammo", count = math_random(16,32)}, weight = 5, evolution_min = 0.3, evolution_max = 1},
		{{name = "rocket-launcher", count = 1}, weight = 5, evolution_min = 0.2, evolution_max = 0.6},
		{{name = "rocket", count = math_random(16,32)}, weight = 10, evolution_min = 0.2, evolution_max = 0.7},		
		{{name = "explosive-rocket", count = math_random(16,32)}, weight = 10, evolution_min = 0.3, evolution_max = 1},
		{{name = "land-mine", count = math_random(16,32)}, weight = 10, evolution_min = 0.2, evolution_max = 0.7},
		{{name = "grenade", count = math_random(16,32)}, weight = 10, evolution_min = 0.0, evolution_max = 0.5},
		{{name = "cluster-grenade", count = math_random(16,32)}, weight = 5, evolution_min = 0.4, evolution_max = 1},
		{{name = "firearm-magazine", count = math_random(32,128)}, weight = 10, evolution_min = 0, evolution_max = 0.3},
		{{name = "piercing-rounds-magazine", count = math_random(32,128)}, weight = 10, evolution_min = 0.1, evolution_max = 0.8},
		{{name = "uranium-rounds-magazine", count = math_random(32,128)}, weight = 10, evolution_min = 0.5, evolution_max = 1},
		{{name = "railgun", count = 1}, weight = 1, evolution_min = 0.2, evolution_max = 1},
		{{name = "railgun-dart", count = math_random(16,32)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
		{{name = "defender-capsule", count = math_random(8,16)}, weight = 10, evolution_min = 0.0, evolution_max = 0.7},
		{{name = "distractor-capsule", count = math_random(8,16)}, weight = 10, evolution_min = 0.2, evolution_max = 1},
		{{name = "destroyer-capsule", count = math_random(8,16)}, weight = 10, evolution_min = 0.3, evolution_max = 1},
		{{name = "atomic-bomb", count = math_random(8,16)}, weight = 1, evolution_min = 0.3, evolution_max = 1},		
		{{name = "light-armor", count = 1}, weight = 3, evolution_min = 0, evolution_max = 0.1},		
		{{name = "heavy-armor", count = 1}, weight = 3, evolution_min = 0.1, evolution_max = 0.3},
		{{name = "modular-armor", count = 1}, weight = 2, evolution_min = 0.2, evolution_max = 0.6},
		{{name = "power-armor", count = 1}, weight = 2, evolution_min = 0.4, evolution_max = 1},
		{{name = "power-armor-mk2", count = 1}, weight = 1, evolution_min = 0.8, evolution_max = 1},
		{{name = "battery-equipment", count = 1}, weight = 2, evolution_min = 0.3, evolution_max = 0.7},
		{{name = "battery-mk2-equipment", count = 1}, weight = 2, evolution_min = 0.6, evolution_max = 1},
		{{name = "belt-immunity-equipment", count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1},
		{{name = "solar-panel-equipment", count = math_random(1,4)}, weight = 5, evolution_min = 0.3, evolution_max = 0.8},
		{{name = "discharge-defense-equipment", count = 1}, weight = 1, evolution_min = 0.5, evolution_max = 0.8},
		{{name = "energy-shield-equipment", count = math_random(1,2)}, weight = 2, evolution_min = 0.3, evolution_max = 0.8},
		{{name = "energy-shield-mk2-equipment", count = 1}, weight = 2, evolution_min = 0.7, evolution_max = 1},
		{{name = "exoskeleton-equipment", count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1},
		{{name = "fusion-reactor-equipment", count = 1}, weight = 1, evolution_min = 0.5, evolution_max = 1},
		{{name = "night-vision-equipment", count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
		{{name = "personal-laser-defense-equipment", count = 1}, weight = 2, evolution_min = 0.4, evolution_max = 1},
		{{name = "exoskeleton-equipment", count = 1}, weight = 1, evolution_min = 0.3, evolution_max = 1},
						
		
		{{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(100,200)}, weight = 2, evolution_min = 0.3, evolution_max = 0.8},
		{{name = "advanced-circuit", count = math_random(100,200)}, 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(100,200)}, 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 = "computer", count = 1}, weight = 2, evolution_min = 0, evolution_max = 1},
		{{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(16,50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.1},
		{{name = "inserter", count = math_random(16,50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4},
		{{name = "long-handed-inserter", count = math_random(16,50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.4},		
		{{name = "fast-inserter", count = math_random(16,50)}, weight = 3, evolution_min = 0.1, evolution_max = 1},
		{{name = "filter-inserter", count = math_random(16,50)}, weight = 1, evolution_min = 0.2, evolution_max = 1},		
		{{name = "stack-filter-inserter", count = math_random(8,16)}, weight = 1, evolution_min = 0.4, evolution_max = 1},
		{{name = "stack-inserter", count = math_random(8,16)}, weight = 3, evolution_min = 0.3, evolution_max = 1},				
		{{name = "small-electric-pole", count = math_random(25,50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
		{{name = "medium-electric-pole", count = math_random(25,50)}, weight = 3, evolution_min = 0.2, evolution_max = 1},
		{{name = "big-electric-pole", count = math_random(25,50)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
		{{name = "substation", count = math_random(25,50)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
		{{name = "wooden-chest", count = math_random(25,50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2},
		{{name = "iron-chest", count = math_random(25,50)}, weight = 3, evolution_min = 0.1, evolution_max = 0.4},
		{{name = "steel-chest", count = math_random(25,50)}, weight = 3, evolution_min = 0.3, evolution_max = 1},		
		{{name = "small-lamp", count = math_random(8,50)}, weight = 3, evolution_min = 0.1, evolution_max = 0.3},
		{{name = "rail", count = math_random(50,100)}, weight = 3, evolution_min = 0.1, evolution_max = 0.6},
		{{name = "assembling-machine-1", count = math_random(4,8)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
		{{name = "assembling-machine-2", count = math_random(4,8)}, weight = 3, evolution_min = 0.2, evolution_max = 0.8},
		{{name = "assembling-machine-3", count = math_random(4,8)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
		{{name = "accumulator", count = math_random(8,16)}, weight = 3, evolution_min = 0.4, evolution_max = 1},
		{{name = "offshore-pump", count = math_random(4,8)}, weight = 2, evolution_min = 0.0, evolution_max = 0.1},
		{{name = "beacon", count = math_random(4,8)}, weight = 3, evolution_min = 0.7, evolution_max = 1},
		{{name = "boiler", count = math_random(4,8)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
		{{name = "steam-engine", count = math_random(4,8)}, weight = 3, evolution_min = 0.0, evolution_max = 0.5},
		{{name = "steam-turbine", count = math_random(2,4)}, 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(2,4)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
		{{name = "heat-pipe", count = math_random(8,16)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
		{{name = "heat-exchanger", count = math_random(4,8)}, weight = 2, evolution_min = 0.5, evolution_max = 1},
		{{name = "arithmetic-combinator", count = math_random(25,50)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
		{{name = "constant-combinator", count = math_random(25,50)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
		{{name = "decider-combinator", count = math_random(25,50)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
		{{name = "power-switch", count = math_random(25,50)}, weight = 1, evolution_min = 0.1, evolution_max = 1},		
		{{name = "programmable-speaker", count = math_random(8,16)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
		{{name = "green-wire", count = math_random(100,200)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
		{{name = "red-wire", count = math_random(100,200)}, weight = 1, evolution_min = 0.1, evolution_max = 1},
		{{name = "chemical-plant", count = math_random(4,8)}, weight = 3, evolution_min = 0.3, evolution_max = 1},
		{{name = "burner-mining-drill", count = math_random(8,16)}, weight = 3, evolution_min = 0.0, evolution_max = 0.2},
		{{name = "electric-mining-drill", count = math_random(8,16)}, weight = 3, evolution_min = 0.2, evolution_max = 0.6},		
		{{name = "express-transport-belt", count = math_random(50,100)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
		{{name = "express-underground-belt", count = math_random(8,32)}, weight = 3, evolution_min = 0.5, evolution_max = 1},		
		{{name = "express-splitter", count = math_random(8,16)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
		{{name = "fast-transport-belt", count = math_random(50,100)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
		{{name = "fast-underground-belt", count = math_random(8,32)}, weight = 3, evolution_min = 0.2, evolution_max = 0.7},
		{{name = "fast-splitter", count = math_random(8,16)}, weight = 3, evolution_min = 0.2, evolution_max = 0.3},
		{{name = "transport-belt", count = math_random(50,100)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
		{{name = "underground-belt", count = math_random(8,32)}, weight = 3, evolution_min = 0, evolution_max = 0.3},
		{{name = "splitter", count = math_random(8,16)}, weight = 3, evolution_min = 0, evolution_max = 0.3},		
		{{name = "oil-refinery", count = math_random(2,4)}, weight = 2, evolution_min = 0.3, evolution_max = 1},
		{{name = "pipe", count = math_random(40,50)}, weight = 3, evolution_min = 0.0, evolution_max = 0.3},
		{{name = "pipe-to-ground", count = math_random(25,50)}, weight = 1, evolution_min = 0.2, evolution_max = 0.5},
		{{name = "pumpjack", count = math_random(8,16)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
		{{name = "pump", count = math_random(8,16)}, weight = 1, evolution_min = 0.3, evolution_max = 0.8},
		{{name = "solar-panel", count = math_random(8,16)}, weight = 3, evolution_min = 0.4, evolution_max = 0.9},
		{{name = "electric-furnace", count = math_random(4,8)}, weight = 3, evolution_min = 0.5, evolution_max = 1},
		{{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(4,8)}, weight = 1, evolution_min = 0.1, evolution_max = 0.3},
		{{name = "rail-signal", count = math_random(25,50)}, weight = 2, evolution_min = 0.2, evolution_max = 0.8},
		{{name = "rail-chain-signal", count = math_random(25,50)}, weight = 2, evolution_min = 0.2, evolution_max = 0.8},		
		{{name = "stone-wall", count = math_random(50,100)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5},
		{{name = "gate", count = math_random(25,50)}, weight = 1, evolution_min = 0.1, evolution_max = 0.5},
		{{name = "storage-tank", count = math_random(8,16)}, weight = 3, evolution_min = 0.3, evolution_max = 0.6},
		{{name = "train-stop", count = math_random(2,4)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7},
		{{name = "express-loader", count = math_random(2,4)}, weight = 1, evolution_min = 0.5, evolution_max = 1},
		{{name = "fast-loader", count = math_random(2,4)}, weight = 1, evolution_min = 0.2, evolution_max = 0.7},
		{{name = "loader", count = math_random(2,4)}, weight = 1, evolution_min = 0.0, evolution_max = 0.5},
		{{name = "lab", count = math_random(4,8)}, weight = 2, evolution_min = 0.0, evolution_max = 0.1},
	
		--{{name = "roboport", count = math_random(2,4)}, weight = 2, evolution_min = 0.6, evolution_max = 1},
		--{{name = "flamethrower-turret", count = math_random(4,8)}, weight = 3, evolution_min = 0.5, evolution_max = 1},		
		--{{name = "laser-turret", count = math_random(4,8)}, weight = 3, evolution_min = 0.5, evolution_max = 1},	
		{{name = "gun-turret", count = math_random(8,16)}, weight = 3, evolution_min = 0.2, evolution_max = 0.9}		
	}		
	for _, t in pairs (chest_loot) do
		for x = 1, t.weight, 1 do
			if t.evolution_min <= game.forces.enemy.evolution_factor and t.evolution_max >= game.forces.enemy.evolution_factor then
				table.insert(chest_raffle, t[1])
			end
		end			
	end
	local chest_type_raffle = {"steel-chest", "iron-chest", "wooden-chest"}
	local e = surface.create_entity {name = chest_type_raffle[math_random(1,#chest_type_raffle)], position = position, force = "player"}
	local i = e.get_inventory(defines.inventory.chest)
	for x = 1, math_random(3,4), 1 do
		local loot = chest_raffle[math_random(1,#chest_raffle)]
		i.insert(loot)
	end		
end

local function spawn_infinity_chest(pos, surface)
	local math_random = math.random
	local infinity_chests = {		
		{"raw-wood", math_random(1,3)},
		{"coal", 1},
		{"coal", 1},
		{"stone", math_random(1,3)},
		{"stone", math_random(1,3)},
		{"iron-ore", 1},
		{"iron-ore", 1},
		{"iron-ore", 1},
		{"copper-ore", 1},
		{"copper-ore", 1},	
		{"iron-plate", 1},
		{"copper-plate", 1},
		{"stone-brick", 1},
		{"iron-gear-wheel", 1},
		{"copper-cable", math_random(1,4)}
	}
	local x = math_random(1, #infinity_chests)
	local e = surface.create_entity {name = "infinity-chest", position = pos, force = "player"}
	e.set_infinity_filter(1, {name = infinity_chests[x][1], count = infinity_chests[x][2]})
	e.minable = false
	e.destructible = false
	e.operable = false
end


local biter_fragmentation = {
	{"medium-biter","small-biter",2,3},
	{"big-biter","medium-biter",2,2},
	{"behemoth-biter","big-biter",2,2}
}

local biter_building_inhabitants = {}
biter_building_inhabitants[1] = {{"small-biter",8,16}}
biter_building_inhabitants[2] = {{"small-biter",12,24}}
biter_building_inhabitants[3] = {{"small-biter",8,16},{"medium-biter",1,2}}
biter_building_inhabitants[4] = {{"small-biter",4,8},{"medium-biter",4,8}}
biter_building_inhabitants[5] = {{"small-biter",3,5},{"medium-biter",8,12}}
biter_building_inhabitants[6] = {{"small-biter",3,5},{"medium-biter",5,7},{"big-biter",1,2}}
biter_building_inhabitants[7] = {{"medium-biter",6,8},{"big-biter",3,5}}
biter_building_inhabitants[8] = {{"medium-biter",2,4},{"big-biter",6,8}}
biter_building_inhabitants[9] = {{"medium-biter",2,3},{"big-biter",7,9}}
biter_building_inhabitants[10] = {{"big-biter",4,8},{"behemoth-biter",3,4}}

local entity_drop_amount = {
    ['small-biter'] = {low = 10, high = 20},
    ['small-spitter'] = {low = 10, high = 20},
    ['medium-spitter'] = {low = 15, high = 30},
    ['big-spitter'] = {low = 20, high = 40},
    ['behemoth-spitter'] = {low = 30, high = 50},
	['biter-spawner'] = {low = 50, high = 100},
	['spitter-spawner'] = {low = 50, high = 100}
}
local ore_spill_raffle = {"iron-ore","iron-ore","iron-ore","iron-ore","iron-ore","copper-ore","copper-ore","copper-ore","coal","coal","stone","uranium-ore", "landfill", "landfill", "landfill"}
local ore_spawn_raffle = {"iron-ore","iron-ore","iron-ore","copper-ore","copper-ore","coal","coal","stone","uranium-ore","crude-oil","crude-oil"}

local function on_entity_died(event)	
	for _, fragment in pairs(biter_fragmentation) do
		if event.entity.name == fragment[1] then
			for x=1,math.random(fragment[3],fragment[4]),1 do
				local p = event.entity.surface.find_non_colliding_position(fragment[2] , event.entity.position, 2, 1)				
				if p then event.entity.surface.create_entity {name=fragment[2], position=p} end
				p = nil				
			end
			return
		end
	end
	
	if event.entity.name == "biter-spawner" or event.entity.name == "spitter-spawner" then
		local e = math.ceil(game.forces.enemy.evolution_factor*10, 0)		
		for _, t in pairs (biter_building_inhabitants[e]) do		
			for x = 1, math.random(t[2],t[3]), 1 do
				local p = event.entity.surface.find_non_colliding_position(t[1] , event.entity.position, 6, 1)			
				if p then event.entity.surface.create_entity {name=t[1], position=p} end
			end
		end
	end
	
	if entity_drop_amount[event.entity.name] then
		if game.forces.enemy.evolution_factor < 0.5 then
			local amount = math.ceil(math.random(entity_drop_amount[event.entity.name].low, entity_drop_amount[event.entity.name].high) * (0.5 - game.forces.enemy.evolution_factor) * 2, 0)		
			event.entity.surface.spill_item_stack(event.entity.position,{name = ore_spill_raffle[math.random(1,#ore_spill_raffle)], count = amount},true)
		end
		return
	end

	if event.entity.name == "sand-rock-big" or event.entity.name == "rock-big" or event.entity.name == "rock-huge" then
		local pos = {x = event.entity.position.x, y = event.entity.position.y}
		local surface = event.entity.surface
		if event.entity.name == "rock-huge" then spawn_infinity_chest(pos, surface) end
		if event.entity.name == "rock-big" then treasure_chest(pos, surface) end
		if event.entity.name == "sand-rock-big" then
			local n = ore_spawn_raffle[math.random(1,#ore_spawn_raffle)]
			local amount_modifier = 1 + ((global.labyrinth_size / labyrinth_difficulty_curve) * 10)
			if n == "crude-oil" then				
				map_functions.draw_oil_circle(pos, n, surface, 10, 100000 * amount_modifier)
			else				
				map_functions.draw_smoothed_out_ore_circle(pos, n, surface, 10, 750 * amount_modifier)
			end
		end
		event.entity.destroy()
		local chunk_position = get_entity_chunk_position(pos)		
		local b = is_chunk_allowed_to_grow(chunk_position, surface)		
		if b == true then
			grow_cell(chunk_position, surface)			
		end		
	end
end

local function on_player_mined_entity(event)
	if event.entity.name == "sand-rock-big" or event.entity.name == "rock-big" or event.entity.name == "rock-huge" then
		event.entity.die()
	end
end

local function get_noise(name, pos)	
	local seed = game.surfaces[1].map_gen_settings.seed
	local noise = {}
	local noise_seed_add = 25000
	if name == "ocean" then		
		noise[1] = simplex_noise(pos.x * 0.01, pos.y * 0.01, seed)
		seed = seed + noise_seed_add
		local noise = noise[1]
		return noise
	end
	seed = seed + noise_seed_add
	if name == "island" then		
		noise[1] = simplex_noise(pos.x * 0.002, pos.y * 0.002, seed)
		seed = seed + noise_seed_add
		local noise = noise[1]
		return noise
	end
end

local function on_chunk_generated(event)
	local surface = game.surfaces["labyrinth"] 
	if event.surface.name ~= surface.name then return end
	local math_random = math.random
	local entities_to_place = {
		rocks = {},
		worms = {},
		enemy_buildings = {},
		trees = {},
		fish = {},		
		shipwrecks = {}		
	}	
	local decoratives = {}
	local tiles = {}
	local tile_to_insert = false
	local chunk_position_x = event.area.left_top.x / 32
	local chunk_position_y = event.area.left_top.y / 32
	for x = 0, 31, 1 do
		for y = 0, 31, 1 do
			tile_to_insert = false
			local pos = {x = event.area.left_top.x + x, y = event.area.left_top.y + y}			 
			if chunk_position_y >= 0 then
				tile_to_insert = "water"
				local noise = get_noise("ocean", pos)
				local x = 1
				for y = -1, 1, 0.1 do
					if noise > y and noise < y + 0.1 and x % 2 == 1 then
						tile_to_insert = "deepwater"
					end
					x = x + 1
				end				
				if pos.y >= 196 + noise * 20 then	
					local noise = get_noise("island", pos)
					if noise > 0.85 then tile_to_insert = "grass-1" end
					if noise > 0.88 then						
						if math_random(1,50) == 1 then
							local a = {
								left_top = {x = pos.x - 100, y = pos.y - 100},
								right_bottom = {x = pos.x + 100, y = pos.y + 100}
							}
							if surface.count_entities_filtered{area = a, name = "infinity-chest", limit = 1} == 0 then
								local e = surface.create_entity {name="infinity-chest", position = pos, force = "player"}
								e.minable = false
								e.destructible = false
								e.operable = false
								e.remove_unfiltered_items = true
							end
						else
							if math_random(1,15) == 1 then surface.create_entity {name="tree-05", position=pos} end
						end
					end
				end
			end
			if chunk_position_x == 0 and chunk_position_y == 0 then
				tile_to_insert = "grass-1"
			end
			if chunk_position_x == 0 and chunk_position_y == -1 then
				tile_to_insert = "dirt-5"
			end			
			if tile_to_insert == false then
				table.insert(tiles, {name = "out-of-map", position = pos})
			else
				if tile_to_insert == "water" or tile_to_insert == "deepwater" then
					if math_random(1,180) == 1 then table.insert(entities_to_place.fish, pos) end					
				end
				table.insert(tiles, {name = tile_to_insert, position = pos}) 
			end					
		end							
	end		
	surface.set_tiles(tiles,true)										
	for _, p in pairs(entities_to_place.fish) do					
		surface.create_entity {name="fish",position=p}				
	end
end

local function on_player_joined_game(event)
	local player = game.players[event.player_index]
	if not global.map_init_done then			
		local map_gen_settings = {}
		map_gen_settings.water = "none"
		map_gen_settings.cliff_settings = {cliff_elevation_interval = 50, cliff_elevation_0 = 50}		
		map_gen_settings.autoplace_controls = {
			["coal"] = {frequency = "none", size = "none", richness = "none"},
			["stone"] = {frequency = "none", size = "none", richness = "none"},
			["copper-ore"] = {frequency = "none", size = "none", richness = "none"},
			["iron-ore"] = {frequency = "none", size = "none", richness = "none"},
			["crude-oil"] = {frequency = "none", size = "none", richness = "none"},
			["trees"] = {frequency = "none", size = "none", richness = "none"},
			["enemy-base"] = {frequency = "none", size = "none", richness = "none"},
			["grass"] = {frequency = "none", size = "none", richness = "none"},
			["sand"] = {frequency = "none", size = "none", richness = "none"},
			["desert"] = {frequency = "none", size = "none", richness = "none"},
			["dirt"] = {frequency = "none", size = "none", richness = "none"}
		}
		game.map_settings.pollution.pollution_restored_per_tree_damage = 0
		game.create_surface("labyrinth", map_gen_settings)		
		game.forces["player"].set_spawn_position({16,16},game.surfaces["labyrinth"])
		local surface = game.surfaces["labyrinth"]
		surface.create_entity {name="rock-big",position={16,-16}}
		
		game.forces["player"].technologies["gun-turret-damage-1"].enabled = false
		game.forces["player"].technologies["gun-turret-damage-2"].enabled = false
		game.forces["player"].technologies["gun-turret-damage-3"].enabled = false
		game.forces["player"].technologies["gun-turret-damage-4"].enabled = false
		game.forces["player"].technologies["gun-turret-damage-5"].enabled = false
		game.forces["player"].technologies["gun-turret-damage-6"].enabled = false
		game.forces["player"].technologies["gun-turret-damage-7"].enabled = false
		game.forces["player"].technologies["artillery"].enabled = false
		game.forces["player"].technologies["artillery-shell-range-1"].enabled = false		
		game.forces["player"].technologies["artillery-shell-speed-1"].enabled = false						
		game.forces["player"].technologies["atomic-bomb"].enabled = false	
		
		--game.forces["player"].set_ammo_damage_modifier("flamethrower", -0.95)
		--game.forces["player"].set_turret_attack_modifier("flamethrower-turret", -0.95)
		--game.forces["player"].set_turret_attack_modifier("gun-turret", -0.25)
		--game.forces["player"].set_turret_attack_modifier("laser-turret", -0.75)
		
		if not global.labyrinth_size then	global.labyrinth_size = 1 end
		global.map_init_done = true						
	end	
	local surface = game.surfaces["labyrinth"]
	if player.online_time < 5 and surface.is_chunk_generated({0,0}) then 
		player.teleport(surface.find_non_colliding_position("player", {16,16}, 2, 1), "labyrinth")
	else
		if player.online_time < 5 then
			player.teleport({16,16}, "labyrinth")
		end
	end	
	if player.online_time < 10 then				
		player.insert {name = 'raw-fish', count = 3}
		player.insert {name = 'iron-axe', count = 1}		
		player.insert {name = 'pistol', count = 1}
		player.insert {name = 'firearm-magazine', count = 32}
	end	
end

local inserters = {"inserter", "long-handed-inserter", "burner-inserter", "fast-inserter", "filter-inserter", "stack-filter-inserter", "stack-inserter"}
local loaders = {"loader", "fast-loader", "express-loader"}
local function on_built_entity(event)
	for _, e in pairs(inserters) do
		if e == event.created_entity.name then			
			local surface = event.created_entity.surface
			local a = {
			left_top = {x = event.created_entity.position.x - 2, y = event.created_entity.position.y - 2},
			right_bottom = {x = event.created_entity.position.x + 2, y = event.created_entity.position.y + 2}
			}
			local chest = surface.find_entities_filtered{area = a, name = "infinity-chest", limit = 1}
			if not chest[1] then return end
			local a = {
			left_top = {x = chest[1].position.x - 2, y = chest[1].position.y - 2},
			right_bottom = {x = chest[1].position.x + 2, y = chest[1].position.y + 2}
			}
			local i = surface.find_entities_filtered{area = a, name = inserters}
			if not i[1] then return end
			if #i > 1 then
				if math.random(1,11) == 1 then
					break
				else
					for _, x in pairs (i) do
						x.die("enemy")
					end
					if event.player_index then
						local player = game.players[event.player_index]
						player.print("The mysterious chest noticed your greed and devoured your devices.", { r=0.75, g=0.0, b=0.0})
					end
				end
			end
			break
		end
	end
	
	for _, e in pairs(loaders) do
		if e == event.created_entity.name then
			local surface = event.created_entity.surface
			local a = {
			left_top = {x = event.created_entity.position.x - 2, y = event.created_entity.position.y - 2},
			right_bottom = {x = event.created_entity.position.x + 2, y = event.created_entity.position.y + 2}
			}
			local found = surface.find_entities_filtered{area = a, name = "infinity-chest"}						
			if found[1] then 
				event.created_entity.die("enemy")
				if event.player_index then
					local player = game.players[event.player_index]
					player.print("The mysterious chest noticed your greed and devoured your device.", { r=0.75, g=0.0, b=0.0})
				end
			end
		end
	end
		
	local name = event.created_entity.name
	if name == "flamethrower-turret" or name == "laser-turret" then --or name == "gun-turret" then
		if event.created_entity.position.y < 0 then 		
			event.created_entity.die("enemy")
			if event.player_index then
				local player = game.players[event.player_index]
				player.print("The laser and flamethrower-turrets seem to be malfunctioning in this place.", { r=0.75, g=0.0, b=0.0})
			end
		end
	end
end

local function on_robot_built_entity(event)
	on_built_entity(event)
end

local function on_entity_damaged(event)
	if event.entity.name == "rock-huge" or event.entity.name == "rock-big" or event.entity.name == "sand-rock-big" then
		local rock_is_alive = true
		if event.force.name == "enemy" then 
			event.entity.health = event.entity.health + event.final_damage_amount
			if event.entity.health <= event.final_damage_amount then				
				rock_is_alive = false
			end			
		end
	end
end

function dump_layout()
	local surface = game.surfaces["labyrinth"]
	game.write_file("layout.lua", "" , false)
	
	local area = {
			left_top = {x = 0, y = 0},
			right_bottom = {x = 32, y = 32}
			}
			
	local entities = surface.find_entities_filtered{area = area}
	local tiles = surface.find_tiles_filtered{area = area}
	
	for _, e in pairs(entities) do
		local str = "{position = {x = " ..  e.position.x
		str = str .. ", y = "
		str = str .. e.position.y
		str = str .. '}, name = "'
		str = str .. e.name
		str = str .. '", direction = '
		str = str .. tostring(e.direction)
		str = str .. ', force = "'
		str = str .. e.force.name
		str = str .. '"},'
		if e.name ~= "player" then
			game.write_file("layout.lua", str .. '\n' , true)
		end
	end
	
	game.write_file("layout.lua",'\n' , true)
	game.write_file("layout.lua",'\n' , true)
	game.write_file("layout.lua",'Tiles: \n' , true)
	
	for _, t in pairs(tiles) do
		local str = "{position = {x = " ..  t.position.x
		str = str .. ", y = "
		str = str .. t.position.y
		str = str .. '}, name = "'
		str = str .. t.name
		str = str .. '"},'
		game.write_file("layout.lua", str .. '\n' , true)
	end		
end

event.add(defines.events.on_robot_built_entity, on_robot_built_entity)
event.add(defines.events.on_entity_damaged, on_entity_damaged)
event.add(defines.events.on_built_entity, on_built_entity)
event.add(defines.events.on_entity_died, on_entity_died)
event.add(defines.events.on_player_mined_entity, on_player_mined_entity)
event.add(defines.events.on_chunk_generated, on_chunk_generated)
event.add(defines.events.on_player_joined_game, on_player_joined_game)