--[[
   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.
]]
AllToHuntTrigger =
{
	Silo1, Proc1, Silo2, Silo3, Silo4, Afld1, Hand1, Nuke1, Nuke2, Nuke3, Fact1
}

AtkRoute1 = { waypoint4.Location, waypoint5.Location, waypoint6.Location, waypoint7.Location, waypoint8.Location }
AtkRoute2 = { waypoint0.Location, waypoint1.Location, waypoint2.Location, waypoint3.Location }

AutoCreateTeams =
{
	{ types = { e1 = 1, e3 = 3 }, route = AtkRoute2 },
	{ types = { e1 = 3, e3 = 1 }, route = AtkRoute2 },
	{ types = { e3 = 4 }        , route = AtkRoute1 },
	{ types = { e1 = 4 }        , route = AtkRoute1 },
	{ types = { bggy = 1 }      , route = AtkRoute1 },
	{ types = { bggy = 1 }      , route = AtkRoute2 },
	{ types = { ltnk = 1 }      , route = AtkRoute1 },
	{ types = { ltnk = 1 }      , route = AtkRoute2 }
}

RepairThreshold = 0.6

Atk1Delay = DateTime.Seconds(40)
Atk2Delay = DateTime.Seconds(60)
Atk3Delay = DateTime.Seconds(70)
Atk4Delay = DateTime.Seconds(90)
AutoAtkStartDelay = DateTime.Seconds(115)
AutoAtkMinDelay = DateTime.Seconds(45)
AutoAtkMaxDelay = DateTime.Seconds(90)

Atk5CellTriggers =
{
	CPos.New(17,55), CPos.New(16,55), CPos.New(15,55), CPos.New(50,54), CPos.New(49,54),
	CPos.New(48,54), CPos.New(16,54), CPos.New(15,54), CPos.New(14,54), CPos.New(50,53),
	CPos.New(49,53), CPos.New(48,53), CPos.New(50,52), CPos.New(49,52)
}

GdiBase = { GdiNuke1, GdiProc1, GdiWeap1, GdiNuke2, GdiPyle1, GdiSilo1, GdiSilo2, GdiHarv }
GdiUnits = { "e2", "e2", "e2", "e2", "e1", "e1", "e1", "e1", "mtnk", "mtnk", "jeep", "jeep", "apc" }
NodSams = { Sam1, Sam2, Sam3, Sam4 }

AllToHunt = function()
	local list = enemy.GetGroundAttackers()
	Utils.Do(list, function(unit)
		unit.Hunt()
	end)
end

MoveThenHunt = function(actors, path)
	Utils.Do(actors, function(actor)
		actor.Patrol(path, false)
		IdleHunt(actor)
	end)
end

AutoCreateTeam = function()
	local team = Utils.Random(AutoCreateTeams)
	for type, count in pairs(team.types) do
		MoveThenHunt(Utils.Take(count, enemy.GetActorsByType(type)), team.route)
	end

	Trigger.AfterDelay(Utils.RandomInteger(AutoAtkMinDelay, AutoAtkMaxDelay), AutoCreateTeam)
end

DiscoverGdiBase = function(actor, discoverer)
	if baseDiscovered or not discoverer == player then
		return
	end

	Utils.Do(GdiBase, function(actor)
		actor.Owner = player
	end)

	baseDiscovered = true

	gdiObjective3 = player.AddPrimaryObjective("Eliminate all Nod forces in the area.")
	player.MarkCompletedObjective(gdiObjective1)
end

Atk1TriggerFunction = function()
	MoveThenHunt(Utils.Take(2, enemy.GetActorsByType('e1')), AtkRoute1)
	MoveThenHunt(Utils.Take(3, enemy.GetActorsByType('e3')), AtkRoute1)
end

Atk2TriggerFunction = function()
	MoveThenHunt(Utils.Take(3, enemy.GetActorsByType('e1')), AtkRoute2)
	MoveThenHunt(Utils.Take(3, enemy.GetActorsByType('e3')), AtkRoute2)
end

Atk3TriggerFunction = function()
	MoveThenHunt(Utils.Take(1, enemy.GetActorsByType('bggy')), AtkRoute1)
end

Atk4TriggerFunction = function()
	MoveThenHunt(Utils.Take(1, enemy.GetActorsByType('bggy')), AtkRoute2)
end

Atk5TriggerFunction = function()
	MoveThenHunt(Utils.Take(1, enemy.GetActorsByType('ltnk')), AtkRoute2)
end

StartProduction = function(type)
	if Hand1.IsInWorld and Hand1.Owner == enemy then
		Hand1.Build(type)
		Trigger.AfterDelay(DateTime.Seconds(30), function() StartProduction(type) end)
	end
end

InsertGdiUnits = function()
	Media.PlaySpeechNotification(player, "Reinforce")
	Reinforcements.Reinforce(player, GdiUnits, { UnitsEntry.Location, UnitsRally.Location }, 15)
end

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

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

	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)

	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 < RepairThreshold * building.MaxHealth then
					building.StartBuildingRepairs()
				end
			end)
		end
	end)

	gdiObjective1 = player.AddPrimaryObjective("Find the GDI base.")
	gdiObjective2 = player.AddSecondaryObjective("Destroy all SAM sites to receive air support.")
	nodObjective = enemy.AddPrimaryObjective("Destroy all GDI troops.")

	Trigger.AfterDelay(Atk1Delay, Atk1TriggerFunction)
	Trigger.AfterDelay(Atk2Delay, Atk2TriggerFunction)
	Trigger.AfterDelay(Atk3Delay, Atk3TriggerFunction)
	Trigger.AfterDelay(Atk4Delay, Atk4TriggerFunction)
	Trigger.OnEnteredFootprint(Atk5CellTriggers, function(a, id)
		if a.Owner == player then
			Atk5TriggerFunction()
			Trigger.RemoveFootprintTrigger(id)
		end
	end)
	Trigger.AfterDelay(AutoAtkStartDelay, AutoCreateTeam)

	Trigger.OnAllRemovedFromWorld(AllToHuntTrigger, AllToHunt)

	Trigger.AfterDelay(DateTime.Seconds(40), function() StartProduction({ "e1" }) end)

	Trigger.OnPlayerDiscovered(gdiBase, DiscoverGdiBase)

	Trigger.OnAllKilled(NodSams, function()
		player.MarkCompletedObjective(gdiObjective2)
		Actor.Create("airstrike.proxy", true, { Owner = player })
	end)

	Camera.Position = UnitsRally.CenterPosition

	InsertGdiUnits()
end

Tick = function()
	if player.HasNoRequiredUnits() then
		if DateTime.GameTime > 2 then
			enemy.MarkCompletedObjective(nodObjective)
		end
	end
	if baseDiscovered and enemy.HasNoRequiredUnits() then
		player.MarkCompletedObjective(gdiObjective3)
	end
end
