--[[
   Copyright 2007-2018 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.
]]

OrdosMainBase = { OConyard1, OOutpost, ORefinery1, ORefinery2, OHeavyFactory, OLightFactory1, OHiTechFactory, ORepair, OStarport, OGunt1, OGunt2, OGunt3, OGunt4, OGunt5, OGunt6, ORocket1, ORocket2, OBarracks1, OPower1, OPower2, OPower3, OPower4, OPower5, OPower6, OPower7, OPower8, OPower9, OPower10, OSilo1, OSilo2, OSilo3, OSilo4, OSilo5, OSilo6 }
OrdosSmallBase = { OConyard2, ORefinery3, OBarracks2, OLightFactory2, OGunt6, OGunt7, ORocket3, ORocket4, OPower11, OPower12, OPower13, OPower14, OSilo7, OSilo8, OSilo9 }

OrdosReinforcements =
{
	easy =
	{
		{ "combat_tank_o", "light_inf", "raider" },
		{ "raider", "trooper" },
		{ "quad", "trooper", "trooper", "combat_tank_o"},
		{ "siege_tank", "quad" },
		{ "combat_tank_o", "combat_tank_o", "light_inf", "light_inf", "light_inf", "light_inf" },
		{ "trooper", "trooper", "trooper", "trooper", "trooper" },
		{ "light_inf", "light_inf", "light_inf", "light_inf", "missile_tank" }
	},

	normal =
	{
		{ "combat_tank_o", "raider", "raider" },
		{ "raider", "raider" },
		{ "quad", "trooper", "trooper", "trooper", "combat_tank_o"},
		{ "raider", "raider" },
		{ "siege_tank", "combat_tank_o" },
		{ "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" },
		{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "missile_tank" },
		{ "combat_tank_o", "combat_tank_o", "siege_tank" }
	},

	hard =
	{
		{ "combat_tank_o", "combat_tank_o", "raider" },
		{ "raider", "raider", "trooper" },
		{ "quad", "trooper", "trooper", "trooper", "trooper", "combat_tank_o"},
		{ "raider", "raider", "light_inf" },
		{ "siege_tank", "combat_tank_o", "quad" },
		{ "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" },
		{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "missile_tank" },
		{ "combat_tank_o", "combat_tank_o", "siege_tank", "siege_tank" },
		{ "missile_tank", "quad", "quad", "raider", "raider" }
	}
}

OrdosStarportReinforcements =
{
	easy = { "raider", "missile_tank", "combat_tank_o", "quad", "deviator", "deviator" },
	normal = { "raider", "missile_tank", "missile_tank", "quad", "deviator", "deviator" },
	hard = { "raider", "raider", "missile_tank", "missile_tank", "quad", "quad", "deviator", "deviator" }
}

OrdosAttackDelay =
{
	easy = DateTime.Minutes(3),
	normal = DateTime.Minutes(2) + DateTime.Seconds(20),
	hard = DateTime.Minutes(1)
}

OrdosStarportDelay =
{
	easy = DateTime.Minutes(7),
	normal = DateTime.Minutes(6),
	hard = DateTime.Minutes(5)
}

OrdosAttackWaves =
{
	easy = 7,
	normal = 8,
	hard = 9
}

InitialOrdosReinforcements =
{ 
	{ "trooper", "trooper", "trooper", "trooper", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf" },
	{ "combat_tank_o", "combat_tank_o", "quad", "quad", "raider", "raider" }
}

OrdosPaths =
{
	{ OrdosEntry1.Location, OrdosRally1.Location },
	{ OrdosEntry2.Location, OrdosRally2.Location },
	{ OrdosEntry3.Location, OrdosRally3.Location },
	{ OrdosEntry4.Location, OrdosRally4.Location },
	{ OrdosEntry5.Location, OrdosRally5.Location },
	{ OrdosEntry6.Location, OrdosRally6.Location }
}

InitialOrdosPaths =
{
	{ OrdosEntry7.Location, OrdosRally7.Location },
	{ OrdosEntry8.Location, OrdosRally8.Location },
	{ OrdosEntry9.Location, OrdosRally9.Location }
}

SendStarportReinforcements = function()
	Trigger.AfterDelay(OrdosStarportDelay[Difficulty], function()
		if OStarport.IsDead or OStarport.Owner ~= ordos_main then
			return
		end

		local units = Reinforcements.ReinforceWithTransport(ordos_main, "frigate", OrdosStarportReinforcements[Difficulty], { OrdosStarportEntry.Location, OStarport.Location + CVec.New(1, 1) }, { OrdosStarportExit.Location })[2]
		Utils.Do(units, function(unit)
			unit.AttackMove(OrdosAttackLocation)
			IdleHunt(unit)
		end)

		Media.DisplayMessage("Ixian transports detected.", "Mentat")

		SendStarportReinforcements()
	end)
end

ChangeOwner = function(old_owner, new_owner)
	local units = old_owner.GetActors()
	Utils.Do(units, function(unit)
		if not unit.IsDead then
			unit.Owner = new_owner
		end
	end)
end

CheckSmugglerEnemies = function()
	Utils.Do(SmugglerUnits, function(unit)
		Trigger.OnDamaged(unit, function(self, attacker)
			if unit.Owner == smuggler_neutral and attacker.Owner == player then
				ChangeOwner(smuggler_neutral, smuggler_harkonnen)
			end

			if unit.Owner == smuggler_ordos and attacker.Owner == player then
				ChangeOwner(smuggler_ordos, smuggler_both)
			end

			if unit.Owner == smuggler_neutral and (attacker.Owner == ordos_main or attacker.Owner == ordos_small) then
				ChangeOwner(smuggler_neutral, smuggler_ordos)
			end

			if unit.Owner == smuggler_harkonnen and (attacker.Owner == ordos_main or attacker.Owner == ordos_small) then
				ChangeOwner(smuggler_harkonnen, smuggler_both)
			end

			if attacker.Owner == player and not message_check then

				message_check = true
				Media.DisplayMessage("The Smugglers are now hostile!", "Mentat")
			end
		end)
	end)
end

Tick = function()
	if player.HasNoRequiredUnits() then
		ordos_main.MarkCompletedObjective(KillHarkonnen1)
		ordos_small.MarkCompletedObjective(KillHarkonnen2)
	end

	if ordos_main.HasNoRequiredUnits() and ordos_small.HasNoRequiredUnits() and not OrdosKilled then
		Media.DisplayMessage("The Ordos have been annihilated!", "Mentat")
		OrdosKilled = true
	end

	if smuggler_neutral.HasNoRequiredUnits() and smuggler_harkonnen.HasNoRequiredUnits() and smuggler_ordos.HasNoRequiredUnits() and smuggler_both.HasNoRequiredUnits() and not SmugglersKilled then
		Media.DisplayMessage("The Smugglers have been annihilated!", "Mentat")
		SmugglersKilled = true
	end

	if (OStarport.IsDead or OStarport.Owner == player) and not player.IsObjectiveCompleted(DestroyStarport) then
		player.MarkCompletedObjective(DestroyStarport)
	end

	if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[ordos_main] then
		local units = ordos_main.GetActorsByType("harvester")

		if #units > 0 then
			LastHarvesterEaten[ordos_main] = false
			ProtectHarvester(units[1], ordos_main, AttackGroupSize[Difficulty])
		end
	end

	if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[ordos_small] then
		local units = ordos_small.GetActorsByType("harvester")

		if #units > 0 then
			LastHarvesterEaten[ordos_small] = false
			ProtectHarvester(units[1], ordos_small, AttackGroupSize[Difficulty])
		end
	end
end

WorldLoaded = function()
	ordos_main = Player.GetPlayer("Ordos Main Base")
	ordos_small = Player.GetPlayer("Ordos Small Base")
	smuggler_neutral = Player.GetPlayer("Smugglers - Neutral")
	smuggler_harkonnen = Player.GetPlayer("Smugglers - Enemy to Harkonnen")
	smuggler_ordos = Player.GetPlayer("Smugglers - Enemy to Ordos")
	smuggler_both = Player.GetPlayer("Smugglers - Enemy to Both")
	player = Player.GetPlayer("Harkonnen")

	InitObjectives(player)
	DestroyStarport = player.AddPrimaryObjective("Capture or Destroy the Ordos Starport.")
	KillHarkonnen1 = ordos_main.AddPrimaryObjective("Kill all Harkonnen units.")
	KillHarkonnen2 = ordos_small.AddPrimaryObjective("Kill all Harkonnen units.")

	-- Wait for carryall drop
	Trigger.AfterDelay(DateTime.Seconds(15), function()
		SmugglerUnits = smuggler_neutral.GetActors()
		CheckSmugglerEnemies()
	end)

	Camera.Position = HConYard.CenterPosition
	OrdosAttackLocation = HConYard.Location

	Trigger.OnAllKilledOrCaptured(OrdosMainBase, function()
		Utils.Do(ordos_main.GetGroundAttackers(), IdleHunt)
	end)

	Trigger.OnAllKilledOrCaptured(OrdosSmallBase, function()
		Utils.Do(ordos_small.GetGroundAttackers(), IdleHunt)
	end)

	local path = function() return Utils.Random(OrdosPaths) end
	local waveCondition = function() return OrdosKilled end
	local huntFunction = function(unit)
		unit.AttackMove(OrdosAttackLocation)
		IdleHunt(unit)
	end
	SendCarryallReinforcements(ordos_main, 0, OrdosAttackWaves[Difficulty], OrdosAttackDelay[Difficulty], path, OrdosReinforcements[Difficulty], waveCondition, huntFunction)

	SendStarportReinforcements()

	Actor.Create("upgrade.barracks", true, { Owner = ordos_main })
	Actor.Create("upgrade.light", true, { Owner = ordos_main })
	Actor.Create("upgrade.heavy", true, { Owner = ordos_main })
	Actor.Create("upgrade.barracks", true, { Owner = ordos_small })
	Actor.Create("upgrade.light", true, { Owner = ordos_small })
	Trigger.AfterDelay(0, ActivateAI)
end
