--[[
   Copyright 2007-2017 The OpenRA Developers (see AUTHORS)
   This file is part of OpenRA, which is free software. It is made
   available to you under the terms of the GNU General Public License
   as published by the Free Software Foundation, either version 3 of
   the License, or (at your option) any later version. For more
   information, see COPYING.
]]
NodUnitsBuggy = { 'bggy', 'bggy', 'bggy', 'bggy', 'bggy' }
NodUnitsBikes = { 'bike', 'bike', 'bike' }
NodUnitsGunner = { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1' }
NodUnitsRocket = { 'e3', 'e3', 'e3', 'e3', 'e3', 'e3' }

Atk6Units = { 'c1', 'c2', 'c3' }
Atk5Units = { 'e1', 'e1', 'e2', 'e2' }
Atk1Units = { 'e1', 'e1' }
XxxxUnits = { 'jeep' }
YyyyUnits = { 'e1', 'e1', 'e2' }
ZzzzUnits = { 'e1', 'e1', 'e2', 'e2' }

Spawnpoint = { waypoint0.Location }
Atk6WaypointsPart1 = { waypoint1.Location, waypoint2.Location, waypoint3.Location, waypoint4.Location }
Atk6WaypointsPart2 = { waypoint7.Location, waypoint8.Location, waypoint7.Location }
Atk5Waypoints = { waypoint0.Location, waypoint9.Location}
Atk3Waypoints = { waypoint0 }
Atk2Waypoints = { waypoint6 }
GcivWaypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4 }
Atk1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint6 }
Atk4Waypoints = { waypoint0, waypoint9 }

Atk6ActorTriggerActivator = { Civilian1, Civilian2 }
Atk5ActorTriggerActivator = { Soldier1, Soldier2, Soldier3, Actor105 }
WinActorTriggerActivator = { GDICiv1, GDICiv2, GDICiv3, GDICiv4, GDICiv5, GDICiv6, GDICiv7, GDICiv8, GDICiv9, GDICiv11, GDICiv12, GDICiv13 }
GcivActors = { Gcvi1, Gciv2, GDICiv2, GDICiv9, GDICiv10, GDICiv11 }

Atk2CellTriggerActivator = { CPos.New(41,22), CPos.New(40,22), CPos.New(39,22), CPos.New(41,21), CPos.New(40,21), CPos.New(39,21) }
Atk3CellTriggerActivator = { CPos.New(18,18), CPos.New(17,18), CPos.New(16,18), CPos.New(15,18), CPos.New(14,18), CPos.New(13,18), CPos.New(12,18), CPos.New(11,18), CPos.New(24,17), CPos.New(23,17), CPos.New(22,17), CPos.New(21,17), CPos.New(20,17), CPos.New(19,17), CPos.New(17,17), CPos.New(16,17), CPos.New(15,17), CPos.New(14,17), CPos.New(13,17), CPos.New(12,17), CPos.New(11,17) }
Atk4CellTriggerActivator = { CPos.New(29,28), CPos.New(28,28), CPos.New(29,27), CPos.New(28,27), CPos.New(29,26), CPos.New(28,26), CPos.New(29,25), CPos.New(28,25), CPos.New(29,24), CPos.New(28,24), CPos.New(29,23), CPos.New(28,23), CPos.New(29,22), CPos.New(28,22) }
GcivCellTriggerActivator = { CPos.New(51,17), CPos.New(50,17), CPos.New(49,17), CPos.New(48,17), CPos.New(47,17), CPos.New(46,17), CPos.New(45,17), CPos.New(44,17), CPos.New(43,17), CPos.New(42,17), CPos.New(41,17), CPos.New(40,17), CPos.New(39,17), CPos.New(38,17), CPos.New(37,17), CPos.New(36,17), CPos.New(35,17), CPos.New(52,16), CPos.New(51,16), CPos.New(50,16), CPos.New(49,16), CPos.New(48,16), CPos.New(47,16), CPos.New(46,16), CPos.New(45,16), CPos.New(44,16), CPos.New(43,16), CPos.New(42,16), CPos.New(41,16), CPos.New(40,16), CPos.New(39,16), CPos.New(38,16), CPos.New(37,16), CPos.New(36,16), CPos.New(35,16) }
DelxCellTriggerActivator = { CPos.New(42,20), CPos.New(41,20), CPos.New(40,20), CPos.New(39,20), CPos.New(38,20) }
DelyCellTriggerActivator = { CPos.New(31,28), CPos.New(30,28), CPos.New(31,27), CPos.New(30,27), CPos.New(31,26), CPos.New(30,26), CPos.New(31,25), CPos.New(30,25), CPos.New(31,24), CPos.New(30,24) }
DelzCellTriggerActivator = { CPos.New(18,20), CPos.New(17,20), CPos.New(16,20), CPos.New(15,20), CPos.New(14,20), CPos.New(13,20), CPos.New(12,20), CPos.New(11,20), CPos.New(25,19), CPos.New(24,19), CPos.New(23,19), CPos.New(22,19), CPos.New(21,19), CPos.New(20,19), CPos.New(19,19), CPos.New(18,19), CPos.New(17,19), CPos.New(16,19), CPos.New(15,19), CPos.New(14,19), CPos.New(13,19), CPos.New(12,19), CPos.New(11,19), CPos.New(25,18), CPos.New(24,18), CPos.New(23,18), CPos.New(22,18), CPos.New(21,18), CPos.New(20,18), CPos.New(19,18) }

Atk3TriggerCounter = 2

Atk1TriggerFunctionTime = DateTime.Seconds(20)
XxxxTriggerFunctionTime = DateTime.Seconds(50)
YyyyTriggerFunctionTime = DateTime.Minutes(1) + DateTime.Seconds(40)
ZzzzTriggerFunctionTime = DateTime.Minutes(2) + DateTime.Seconds(30)

NodCiviliansActors = { NodCiv1, NodCiv2, NodCiv3, NodCiv4, NodCiv5, NodCiv6, NodCiv7, NodCiv8, NodCiv9 }

Atk6TriggerFunction = function()
	Reinforcements.ReinforceWithTransport(enemy, 'apc', Atk6Units, Atk6WaypointsPart1, Atk6WaypointsPart2,
	function(transport, cargo)
		Utils.Do(cargo, function(actor)
			IdleHunt(actor)
		end)
	end,
	function(unit)
		IdleHunt(unit)
	end)
end

Atk5TriggerFunction = function ()
	if not Atk5TriggerSwitch then
		Atk5TriggerSwitch = true
		Reinforcements.ReinforceWithTransport(enemy, 'apc', Atk5Units, Atk5Waypoints, nil,
		function(transport, cargo)
			transport.UnloadPassengers()
			Utils.Do(cargo, function(actor)
				IdleHunt(actor)
			end)
		end,
		function(unit)
			IdleHunt(unit)
		end)
	end
end

Atk1TriggerFunction = function()
	Reinforcements.Reinforce(enemy, Atk1Units, Spawnpoint, 15,
	function(actor)
		Atk1Movement(actor)
	end)
end

XxxxTriggerFunction = function()
	if not XxxxTriggerSwitch then
		Reinforcements.Reinforce(enemy, XxxxUnits, Spawnpoint, 15,
		function(actor)
			Atk2Movement(actor)
		end)
	end
end

YyyyTriggerFunction = function()
	if not YyyyTriggerSwitch then
		Reinforcements.Reinforce(enemy, YyyyUnits, Spawnpoint, 15,
		function(actor)
			Atk4Movement(actor)
		end)
	end
end

ZzzzTriggerFunction = function()
	if not ZzzzTriggerSwitch then
		Reinforcements.ReinforceWithTransport(enemy, 'apc', ZzzzUnits, Atk5Waypoints, nil,
		function(transport, cargo)
			transport.UnloadPassengers()
			Utils.Do(cargo, function(actor)
				IdleHunt(actor)
			end)
		end,
		function(unit)
			IdleHunt(unit)
		end)
	end
end

Atk3Movement = function(unit)
	Utils.Do(Atk3Waypoints, function(waypoint)
		unit.AttackMove(waypoint.Location)
	end)
	IdleHunt(unit)
end

Atk2Movement = function(unit)
	Utils.Do(Atk2Waypoints, function(waypoint)
		unit.AttackMove(waypoint.Location)
	end)
	IdleHunt(unit)
end

Atk1Movement = function(unit)
	Utils.Do(Atk1Waypoints, function(waypoint)
		unit.AttackMove(waypoint.Location)
	end)
	IdleHunt(unit)
end

GcivMovement = function(unit)
	Utils.Do(GcivWaypoints, function(waypoint)
		unit.AttackMove(waypoint.Location)
	end)
end

Atk4Movement = function(unit)
	Utils.Do(Atk4Waypoints, function(waypoint)
		unit.AttackMove(waypoint.Location)
	end)
	IdleHunt(unit)
end

InsertNodUnits = function()
	Media.PlaySpeechNotification(player, "Reinforce")
	Reinforcements.Reinforce(player, NodUnitsBuggy, { UnitsEntryBuggy.Location, UnitsRallyBuggy.Location }, 11)
	Reinforcements.Reinforce(player, NodUnitsBikes, { UnitsEntryBikes.Location, UnitsRallyBikes.Location }, 15)
	Reinforcements.Reinforce(player, NodUnitsGunner, { UnitsEntryGunner.Location, UnitsRallyGunner.Location }, 15)
	Reinforcements.Reinforce(player, NodUnitsRocket, { UnitsEntryRocket.Location, UnitsRallyRocket.Location }, 15)
end

CreateCivilians = function(actor, discoverer)
	Utils.Do(NodCiviliansActors, function(actor)
		actor.Owner = player
	end)

	NodObjective2 = player.AddPrimaryObjective("Protect the civilians that support Nod.")
	Trigger.OnAllKilled(NodCiviliansActors, function()
		player.MarkFailedObjective(NodObjective2)
	end)

	Utils.Do(GcivActors, function(actor)
		if not actor.IsDead then
			actor.AttackMove(waypoint7.Location)
			actor.AttackMove(waypoint8.Location)
			IdleHunt(actor)
		end
	end)
end

WorldLoaded = function()
	player = Player.GetPlayer("Nod")
	NodSupporter = Player.GetPlayer("NodSupporter")
	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)

	Trigger.OnAnyKilled(Atk6ActorTriggerActivator, Atk6TriggerFunction)

	OnAnyDamaged(Atk5ActorTriggerActivator, Atk5TriggerFunction)

	Trigger.OnEnteredFootprint(Atk3CellTriggerActivator, function(a, id)
		if a.Owner == player then
			for type, count in pairs({ ['e1'] = 3, ['e2'] = 2, ['mtnk'] = 1 }) do
				local myActors = Utils.Take(count, enemy.GetActorsByType(type))
				Utils.Do(myActors, function(actor)
					Atk3Movement(actor)
				end)
			end

			Atk3TriggerCounter = Atk3TriggerCounter - 1
			if Atk3TriggerCounter < 0 then
				Trigger.RemoveFootprintTrigger(id)
			end
		end
	end)

	Trigger.OnEnteredFootprint(Atk2CellTriggerActivator, function(a, id)
		if a.Owner == player then
			MyActors = Utils.Take(1, enemy.GetActorsByType('jeep'))
			Utils.Do(MyActors, function(actor)
				Atk2Movement(actor)
			end)
			Trigger.RemoveFootprintTrigger(id)
		end
	end)

	Trigger.OnEnteredFootprint(GcivCellTriggerActivator, function(a, id)
		if a.Owner == player then
			Utils.Do(GcivActors, function(actor)
				GcivMovement(actor)
			end)
			Trigger.RemoveFootprintTrigger(id)
		end
	end)

	Trigger.AfterDelay(Atk1TriggerFunctionTime, Atk1TriggerFunction)

	Trigger.OnEnteredFootprint(Atk4CellTriggerActivator, function(a, id)
		if a.Owner == player then
			for type, count in pairs({ ['e1'] = 2,['e2'] = 1 }) do
				local myActors = Utils.Take(count, enemy.GetActorsByType(type))
				Utils.Do(myActors, function(actor)
					Atk4Movement(actor)
				end)
			end
			Trigger.RemoveFootprintTrigger(id)
		end
	end)

	Trigger.AfterDelay(XxxxTriggerFunctionTime, XxxxTriggerFunction)
	Trigger.AfterDelay(YyyyTriggerFunctionTime, YyyyTriggerFunction)
	Trigger.AfterDelay(ZzzzTriggerFunctionTime, ZzzzTriggerFunction)

	Trigger.OnEnteredFootprint(DelxCellTriggerActivator, function(a, id)
		if a.Owner == player then
			XxxxTriggerSwitch = true
			Trigger.RemoveFootprintTrigger(id)
		end
	end)

	Trigger.OnEnteredFootprint(DelyCellTriggerActivator, function(a, id)
		if a.Owner == player then
			YyyyTriggerSwitch = true
			Trigger.RemoveFootprintTrigger(id)
		end
	end)

	Trigger.OnEnteredFootprint(DelzCellTriggerActivator, function(a, id)
		if a.Owner == player then
			ZzzzTriggerSwitch = true
			Trigger.RemoveFootprintTrigger(id)
		end
	end)

	Trigger.OnPlayerDiscovered(NodSupporter, CreateCivilians)

	Trigger.OnAllKilled(WinActorTriggerActivator, function()
		player.MarkCompletedObjective(NodObjective1)
		if NodObjective2 then
			player.MarkCompletedObjective(NodObjective2)
		end
	end)

	GDIObjective = enemy.AddPrimaryObjective("Eliminate all Nod forces in the area.")
	NodObjective1 = player.AddPrimaryObjective("Kill all civilian GDI supporters.")

	InsertNodUnits()
	Camera.Position = waypoint6.CenterPosition
end

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

OnAnyDamaged = function(actors, func)
	Utils.Do(actors, function(actor)
		Trigger.OnDamaged(actor, func)
	end)
end

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