NodStartUnitsVehicle = { 'bggy', 'bggy', 'ltnk', 'ltnk', 'ltnk', 'bike', 'bike'}
NodStartUnitsRight = { 'e1', 'e1', 'e1', 'e1' }
NodStartUnitsMiddle = { 'e6', 'e6', 'e6', 'e6', 'e3', 'e3' }
NodStartUnitsLeft = { 'e4', 'e4', 'e4', 'e4' }

Win1CellTriggerActivator = { CPos.New(24,22) }
Win2CellTriggerActivator = { CPos.New(20,55), CPos.New(19,55), CPos.New(20,54), CPos.New(19,54), CPos.New(20,53), CPos.New(19,53), CPos.New(20,52), CPos.New(19,52) }
DzneCellTriggerActivator = { CPos.New(26,24), CPos.New(25,24), CPos.New(24,24), CPos.New(23,24), CPos.New(22,24), CPos.New(26,23), CPos.New(25,23), CPos.New(24,23), CPos.New(23,23), CPos.New(22,23), CPos.New(26,22), CPos.New(25,22), CPos.New(23,22), CPos.New(22,22), CPos.New(25,21), CPos.New(24,21), CPos.New(23,21), CPos.New(22,21), CPos.New(25,20), CPos.New(24,20), CPos.New(23,20), CPos.New(22,20) }
ChinCellTriggerActivator = { CPos.New(31,49), CPos.New(30,49), CPos.New(29,49), CPos.New(28,49), CPos.New(27,49), CPos.New(26,49), CPos.New(25,49), CPos.New(24,49), CPos.New(23,49), CPos.New(22,49), CPos.New(21,49), CPos.New(20,49), CPos.New(31,48), CPos.New(30,48), CPos.New(29,48), CPos.New(28,48), CPos.New(27,48), CPos.New(26,48), CPos.New(25,48), CPos.New(24,48), CPos.New(23,48), CPos.New(22,48), CPos.New(21,48), CPos.New(20,48), CPos.New(31,47), CPos.New(30,47), CPos.New(29,47), CPos.New(28,47), CPos.New(27,47), CPos.New(26,47), CPos.New(25,47), CPos.New(24,47), CPos.New(23,47), CPos.New(22,47), CPos.New(21,47), CPos.New(20,47) }

Atk2ActorTriggerActivator = { Atk2Actor1, Atk2Actor2, Atk2Actor3, Atk2Actor4, Atk2Actor5, Atk2Actor6 }

Gdi1Units = { 'e1', 'e1', 'e1', 'e2', 'e2' }
Gdi2Units = { 'e1', 'e1', 'e3', 'e3', 'e3' }
Gdi3Units = { 'jeep', 'jeep', 'e3', 'e3' }
Gdi4Units = { 'mtnk', 'e2', 'e2', 'e2', 'e2' }
Gdi5Units = { 'e1', 'e2', 'e2', 'e3', 'e3' }

AllUnits = { Gdi1Units, Gdi2Units, Gdi3Units, Gdi4Units, Gdi5Units }
Grd1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5 }

Atk1TriggerFunctionTime = DateTime.Seconds(3)
ProdTriggerFunctionTime = DateTime.Minutes(5)

Atk1TriggerFunction = function()
	for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 }) do
		MyActors = Utils.Take(count, enemy.GetActorsByType(type))
		Utils.Do(MyActors, function(actor)
			MovementAndHunt(actor, Grd1Waypoints)
		end)
	end
end

Atk2TriggerFunction = function()
	for type, count in pairs({ ['e1'] = 2, ['e2'] = 3 , ['jeep'] = 1}) do
		MyActors = Utils.Take(count, enemy.GetActorsByType(type))
		Utils.Do(MyActors, function(actor)
			IdleHunt(actor)
		end)
	end
end

ProdTriggerFunction = function()
	local Units = AllUnits[DateTime.GameTime % #AllUnits + 1]

	Utils.Do(Units, function(UnitType)
		if (UnitType == 'jeep' or UnitType == 'mtnk') and not Factory.IsDead and Factory.Owner == enemy then
			Factory.Build({UnitType})
		elseif (UnitType == 'e1' or UnitType == 'e2' or UnitType == 'e3') and not Barracks.IsDead and Barracks.Owner == enemy then
			Barracks.Build({UnitType})
		end
	end)

	local list = enemy.GetGroundAttackers()
	local counter = 1
	while counter <= 5 do
		counter = counter + 1
		if counter <= #list then
			IdleHunt(list[counter])
		end
	end

	Trigger.AfterDelay(ProdTriggerFunctionTime, ProdTriggerFunction)
end

MovementAndHunt = function(unit, waypoints)
	if unit ~= nil then
		Utils.Do(waypoints, function(waypoint)
			unit.AttackMove(waypoint.Location)
		end)
		IdleHunt(unit)
	end
end

InsertNodUnits = function()
	Camera.Position = UnitsRallyRight.CenterPosition
	
	Media.PlaySpeechNotification(player, "Reinforce")
	Reinforcements.Reinforce(player, NodStartUnitsVehicle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 30)
	Reinforcements.Reinforce(player, NodStartUnitsMiddle, { UnitsEntryMiddle.Location, UnitsRallyMiddle.Location }, 15)
	Reinforcements.Reinforce(player, NodStartUnitsLeft, { UnitsEntryLeft.Location, UnitsRallyLeft.Location }, 15)
	Reinforcements.Reinforce(player, NodStartUnitsRight, { UnitsEntryRight.Location, UnitsRallyRight.Location }, 15)
end

WorldLoaded = function()
	player = Player.GetPlayer("Nod")
	enemy = Player.GetPlayer("GDI")

	Trigger.OnObjectiveAdded(player, function(p, id)
		Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
	end)

	Trigger.OnObjectiveCompleted(player, function(p, id)
		Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
	end)

	Trigger.OnObjectiveFailed(player, function(p, id)
		Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
	end)

	Trigger.OnPlayerWon(player, function()
		Media.PlaySpeechNotification(player, "Win")
	end)

	Trigger.OnPlayerLost(player, function()
		Media.PlaySpeechNotification(player, "Lose")
	end)

	NodObjective1 = player.AddPrimaryObjective("Steal the GDI nuclear detonator.")
	NodObjective3 = player.AddSecondaryObjective("Infiltrate the barracks, weapon factory and \nthe construction yard.")
	GDIObjective = enemy.AddPrimaryObjective("Stop the Nod taskforce from escaping with the detonator.")

	InsertNodUnits()

	Trigger.AfterDelay(Atk1TriggerFunctionTime, Atk1TriggerFunction)

	Trigger.OnAllKilled(Atk2ActorTriggerActivator, Atk2TriggerFunction)

	Trigger.OnEnteredFootprint(ChinCellTriggerActivator, function(a, id)
		if a.Owner == player then
			Media.PlaySpeechNotification(player, "Reinforce")
			Reinforcements.ReinforceWithTransport(player, 'tran', nil, { ChnEntry.Location, waypoint10.Location }, nil, nil, nil)
			Trigger.RemoveFootprintTrigger(id)
		end
	end)

	Trigger.OnEnteredFootprint(DzneCellTriggerActivator, function(a, id)
		if a.Owner == player then
			Actor.Create('flare', true, { Owner = player, Location = waypoint10.Location })
			Trigger.RemoveFootprintTrigger(id)
		end
	end)

	Trigger.OnEnteredFootprint(Win1CellTriggerActivator, function(a, id)
		if a.Owner == player then
			NodObjective2 = player.AddPrimaryObjective("Move to the evacuation point.")
			player.MarkCompletedObjective(NodObjective1)
			Trigger.RemoveFootprintTrigger(id)
		end
	end)

	Trigger.OnEnteredFootprint(Win2CellTriggerActivator, function(a, id)
		if a.Owner == player and NodObjective2 then
			player.MarkCompletedObjective(NodObjective2)
			Trigger.RemoveFootprintTrigger(id)
		end
	end)

	Trigger.AfterDelay(ProdTriggerFunctionTime, ProdTriggerFunction)
end

Tick = function()
	if DateTime.GameTime > 2 and player.HasNoRequiredUnits() then
		enemy.MarkCompletedObjective(GDIObjective)
	end

	if DateTime.GameTime % 5 == 0 and Barracks.Owner == player and Factory.Owner == player and Yard.Owner == player then
		player.MarkCompletedObjective(NodObjective3)
	end

	if DateTime.GameTime % 7 == 0 and not player.IsObjectiveCompleted(NodObjective3) and (Barracks.IsDead or Factory.IsDead or Yard.IsDead) then
		player.MarkFailedObjective(NodObjective3)
	end
end

IdleHunt = function(unit)
	if not unit.IsDead then
		Trigger.OnIdle(unit, unit.Hunt)
	end
end
