local Functions = require 'maps.dungeons.functions'
local DungeonsTable = require 'maps.dungeons.table'

local table_shuffle_table = table.shuffle_table
local math_random = math.random
local math_sqrt = math.sqrt
local math_floor = math.floor

local function add_enemy_units(surface, room)
    for _, tile in pairs(room.room_border_tiles) do
        if math_random(1, 24) == 1 then
            Functions.spawn_random_biter(surface, tile.position)
        end
    end
    for _, tile in pairs(room.room_tiles) do
        if math_random(1, 24) == 1 then
            Functions.spawn_random_biter(surface, tile.position)
        end
    end
end

local function doom(surface, room)
    local dungeontable = DungeonsTable.get_dungeontable()
    for _, tile in pairs(room.path_tiles) do
        surface.set_tiles({{name = 'refined-concrete', position = tile.position}}, true)
    end

    if #room.room_tiles > 1 then
        table_shuffle_table(room.room_tiles)
    end
    for key, tile in pairs(room.room_tiles) do
        surface.set_tiles({{name = 'red-refined-concrete', position = tile.position}}, true)
        if math_random(1, 8) == 1 then
            surface.create_entity({name = 'copper-ore', position = tile.position, amount = Functions.get_common_resource_amount(surface.index)})
        end
        if math_random(1, 16) == 1 then
            surface.create_entity({name = Functions.roll_worm_name(surface.index), position = tile.position, force = dungeontable.enemy_forces[surface.index]})
        end
        if math_random(1, 320) == 1 then
            Functions.rare_loot_crate(surface, tile.position)
        else
            if math_random(1, 640) == 1 then
                Functions.epic_loot_crate(surface, tile.position)
            end
        end
        if key % 12 == 1 and math_random(1, 2) == 1 then
            Functions.set_spawner_tier(
                surface.create_entity({name = Functions.roll_spawner_name(), position = tile.position, force = dungeontable.enemy_forces[surface.index]}),
                surface.index
            )
        end
    end

    if room.center then
        if math_random(1, 5) == 1 then
            local r = math_floor(math_sqrt(#room.room_tiles) * 0.15) + 1
            for x = r * -1, r, 1 do
                for y = r * -1, r, 1 do
                    local p = {room.center.x + x, room.center.y + y}
                    surface.set_tiles({{name = 'deepwater-green', position = p}})
                    if math_random(1, 9) == 1 then
                        surface.create_entity({name = 'fish', position = p})
                    end
                end
            end
        end
    end

    if #room.room_border_tiles > 1 then
        table_shuffle_table(room.room_border_tiles)
    end
    for key, tile in pairs(room.room_border_tiles) do
        surface.set_tiles({{name = 'black-refined-concrete', position = tile.position}}, true)
    end

    for key, tile in pairs(room.room_border_tiles) do
        if key % 8 == 1 then
            Functions.place_border_rock(surface, tile.position)
        end
    end

    add_enemy_units(surface, room)
end

return doom
