AttackPaths = { { AttackPath1 }, { AttackPath2 } }
GDIBase = { GDICYard, GDIPyle, GDIWeap, GDIHQ, GDIProc, GDINuke1, GDINuke2, GDINuke3, GDIBuilding1, GDIBuilding2, GDIBuilding3, GDIBuilding4, GDIBuilding5, GDIBuilding6, GDIBuilding7, GDIBuilding8, GDIBuilding9 }
InfantryAttackGroup = { }
InfantryGroupSize = 4
InfantryProductionCooldown = DateTime.Minutes(3)
InfantryProductionTypes = { "e1", "e1", "e2" }
HarvesterProductionType = { "harv" }
VehicleAttackGroup = { }
VehicleGroupSize = 4
VehicleProductionCooldown = DateTime.Minutes(4)
VehicleProductionTypes = { "jeep", "jeep", "mtnk", "mtnk", "mtnk" }
StartingCash = 4000

BaseProc = { type = "proc", pos = CPos.New(49, 36), cost = 1500, exists = true }
BaseNuke1 = { type = "nuke", pos = CPos.New(52, 36), cost = 500, exists = true }
BaseNuke2 = { type = "nuke", pos = CPos.New(54, 36), cost = 500, exists = true }
BaseNuke3 = { type = "nuke", pos = CPos.New(56, 36), cost = 500, exists = true }
InfantryProduction = { type = "pyle", pos = CPos.New(52, 39), cost = 500, exists = true }
VehicleProduction = { type = "weap", pos = CPos.New(55, 39), cost = 2000, exists = true }

BaseBuildings = { BaseProc, BaseNuke1, BaseNuke2, BaseNuke3, InfantryProduction, VehicleProduction }

BuildBase = function(cyard)
	Utils.Do(BaseBuildings, function(building)
		if not building.exists and not cyardIsBuilding then
			BuildBuilding(building, cyard)
			return
		end
	end)
	Trigger.AfterDelay(DateTime.Seconds(10), function() BuildBase(cyard) end)
end

BuildBuilding = function(building, cyard)
	cyardIsBuilding = true

	Trigger.AfterDelay(Actor.BuildTime(building.type), function()
		cyardIsBuilding = false

		if cyard.IsDead or cyard.Owner ~= enemy then
			return
		end

		local actor = Actor.Create(building.type, true, { Owner = enemy, Location = building.pos })
		enemy.Cash = enemy.Cash - building.cost

		building.exists = true

		if actor.Type == 'pyle' or actor.Type == 'hand' then
			Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(actor) end)
		elseif actor.Type == 'weap' or actor.Type == 'afld' then
			Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceVehicle(actor) end)
		end

		Trigger.OnKilled(actor, function() building.exists = false end)

		Trigger.OnDamaged(actor, function(building)
			if building.Owner == enemy and building.Health < building.MaxHealth * 3/4 then
				building.StartBuildingRepairs()
			end
		end)

		Trigger.AfterDelay(DateTime.Seconds(10), function() BuildBase(cyard) end)
	end)
end

CheckForHarvester = function()
	local harv = enemy.GetActorsByType("harv")
	return #harv > 0
end

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

IdlingUnits = function(enemy)
	local lazyUnits = enemy.GetGroundAttackers()

	Utils.Do(lazyUnits, function(unit)
		IdleHunt(unit)
	end)
end

ProduceHarvester = function(building)
	if not buildingHarvester then
		buildingHarvester = true
		building.Build(HarvesterProductionType, function()
			buildingHarvester = false
		end)
	end
end

ProduceInfantry = function(building)
	if building.IsDead or building.Owner ~= enemy then
		return
	elseif not CheckForHarvester() then
		Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceInfantry(building) end)
	end

	local delay = Utils.RandomInteger(DateTime.Seconds(3), DateTime.Seconds(9))
	local toBuild = { Utils.Random(InfantryProductionTypes) }
	local Path = Utils.Random(AttackPaths)
	building.Build(toBuild, function(unit)
		InfantryAttackGroup[#InfantryAttackGroup + 1] = unit[1]

		if #InfantryAttackGroup >= InfantryGroupSize then
			SendUnits(InfantryAttackGroup, Path)
			InfantryAttackGroup = { }
			Trigger.AfterDelay(InfantryProductionCooldown, function() ProduceInfantry(building) end)
		else
			Trigger.AfterDelay(delay, function() ProduceInfantry(building) end)
		end
	end)
	
end

ProduceVehicle = function(building)
	if building.IsDead or building.Owner ~= enemy then
		return
	elseif not CheckForHarvester() then
		ProduceHarvester(building)
		Trigger.AfterDelay(DateTime.Seconds(10), function() ProduceVehicle(building) end)
	end

	local delay = Utils.RandomInteger(DateTime.Seconds(12), DateTime.Seconds(17))
	local toBuild = { Utils.Random(VehicleProductionTypes) }
	local Path = Utils.Random(AttackPaths)
	building.Build(toBuild, function(unit)
		VehicleAttackGroup[#VehicleAttackGroup + 1] = unit[1]

		if #VehicleAttackGroup >= VehicleGroupSize then
			SendUnits(VehicleAttackGroup, Path)
			VehicleAttackGroup = { }
			Trigger.AfterDelay(VehicleProductionCooldown, function() ProduceVehicle(building) end)
		else
			Trigger.AfterDelay(delay, function() ProduceVehicle(building) end)
		end
	end)
end

SendUnits = function(units, waypoints)
	Utils.Do(units, function(unit)
		if not unit.IsDead then
			Utils.Do(waypoints, function(waypoint)
				unit.AttackMove(waypoint.Location)
			end)
			IdleHunt(unit)
		end
	end)
end

StartAI = function(cyard)
	Utils.Do(Map.NamedActors, function(actor)
		if actor.Owner == enemy and actor.HasProperty("StartBuildingRepairs") then
			Trigger.OnDamaged(actor, function(building)
				if building.Owner == enemy and building.Health < 3/4 * building.MaxHealth then
					building.StartBuildingRepairs()
				end
			end)
		end
	end)
	enemy.Cash = StartingCash
	BuildBase(cyard)
end

Trigger.OnAllKilledOrCaptured(GDIBase, function()
	IdlingUnits(enemy)
end)

Trigger.OnKilled(GDIProc, function(building)
	BaseProc.exists = false
end)

Trigger.OnKilled(GDINuke1, function(building)
	BaseNuke1.exists = false
end)

Trigger.OnKilled(GDINuke2, function(building)
	BaseNuke2.exists = false
end)

Trigger.OnKilled(GDINuke3, function(building)
	BaseNuke3.exists = false
end)

Trigger.OnKilled(GDIPyle, function(building)
	InfantryProduction.exists = false
end)

Trigger.OnKilled(GDIWeap, function(building)
	VehicleProduction.exists = false
end)
