local Difficulty = require 'modules.difficulty_vote'
require 'modules.satellite_score'
require 'modules.biters_yield_ore'

local difficulties_votes = {
    [1] = 32,
    [2] = 16,
    [3] = 8,
    [4] = 6,
    [5] = 4,
    [6] = 2,
    [7] = 1
}

local Get_noise = require 'utils.get_noise'
local Immersive_cargo_wagons = require 'modules.immersive_cargo_wagons.main'
local LootRaffle = require 'functions.loot_raffle'

local map_height = 64

local math_random = math.random
local math_floor = math.floor
local math_abs = math.abs

local function place_spawn_entities(surface)
    for x = 0, 96, 2 do
        surface.create_entity({name = 'straight-rail', position = {-96 + x, 0}, direction = 2, force = 'player'})
    end

    local entity = surface.create_entity({name = 'cargo-wagon', position = {-24, 1}, force = 'player', direction = 2})
    entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'submachine-gun', count = 3})
    entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'firearm-magazine', count = 600})
    entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'shotgun', count = 2})
    entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'shotgun-shell', count = 128})
    entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'light-armor', count = 5})
    entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'grenade', count = 32})
    entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'pistol', count = 10})
    entity.get_inventory(defines.inventory.cargo_wagon).insert({name = 'rail', count = 200})
    Immersive_cargo_wagons.register_wagon(entity)

    entity = surface.create_entity({name = 'locomotive', position = {-18, 0}, force = 'player', direction = 2})
    entity.get_inventory(defines.inventory.fuel).insert({name = 'wood', count = 25})
    Immersive_cargo_wagons.register_wagon(entity)
end

local function treasure_chest(surface, position)
    local budget = 32 + math_abs(position.x) * 2
    budget = budget * math_random(25, 175) * 0.01
    if math_random(1, 200) == 1 then
        budget = budget * 10
    end
    budget = math_floor(budget) + 1

    local item_stacks = LootRaffle.roll(budget, 16)
    local container = surface.create_entity({name = 'wooden-chest', position = position, force = 'neutral'})
    for _, item_stack in pairs(item_stacks) do
        container.insert(item_stack)
    end
    container.minable = false
end

local function on_player_joined_game(event)
    local surface = game.surfaces['railway_troopers']
    local player = game.players[event.player_index]
    player.teleport(surface.find_non_colliding_position('character', game.forces.player.get_spawn_position(surface), 32, 0.5), surface)
end

local function on_entity_died(event)
    local entity = event.entity
    if not entity.valid then
        return
    end

    if entity.type == 'unit' and entity.spawner then
        entity.spawner.damage(20, game.forces[1])
    end
end

local function is_out_of_map(p)
    local b = math_abs(p.y)
    if b > map_height then
        return true
    end
end

local function map_reset()
    local Diff = Difficulty.get()
    game.reset_time_played()
    Immersive_cargo_wagons.reset()

    global.drop_schedule = {}
    global.on_entity_spawned_counter = 0
    global.collapse_x = -96
    global.collapse_tiles = {}

    Difficulty.reset_difficulty_poll()
    Diff.difficulty_poll_closing_timeout = game.tick + 7200

    game.difficulty_settings.technology_price_multiplier = 0.5
    game.map_settings.enemy_evolution.destroy_factor = 0.001
    game.map_settings.enemy_evolution.pollution_factor = 0
    game.map_settings.enemy_evolution.time_factor = 0
    game.map_settings.enemy_expansion.enabled = true
    game.map_settings.enemy_expansion.max_expansion_cooldown = 3600
    game.map_settings.enemy_expansion.min_expansion_cooldown = 3600
    game.map_settings.enemy_expansion.settler_group_max_size = 96
    game.map_settings.enemy_expansion.settler_group_min_size = 16
    game.map_settings.enemy_expansion.max_expansion_distance = 16
    game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = 0.25

    local surface = game.surfaces.railway_troopers
    local map_gen_settings = surface.map_gen_settings
    map_gen_settings.seed = math_random(1, 999999999)
    surface.map_gen_settings = map_gen_settings
    surface.clear(true)

    surface.request_to_generate_chunks({0, 0}, 8)
    surface.force_generate_chunk_requests()

    for _, force in pairs(game.forces) do
        force.reset()
        force.reset_evolution()
    end
    local force = game.forces.player
    force.set_spawn_position({-30, 0}, surface)
    force.technologies['railway'].researched = true
    force.technologies['engine'].researched = true
    force.technologies['fluid-wagon'].researched = true

    local types_to_disable = {
        ['ammo'] = true,
        ['armor'] = true,
        ['car'] = true,
        ['gun'] = true,
        ['capsule'] = true
    }
    for _, recipe in pairs(game.recipe_prototypes) do
        if types_to_disable[recipe.subgroup.name] then
            force.set_hand_crafting_disabled_for_recipe(recipe.name, true)
        end
    end
end

local function draw_west_side(surface, left_top)
    for x = 0, 31, 1 do
        for y = 0, 31, 1 do
            local position = {x = left_top.x + x, y = left_top.y + y}
            surface.set_tiles({{name = 'out-of-map', position = position}}, true)
        end
    end
end

local function draw_east_side(surface, left_top)
    for x = 0, 31, 1 do
        for y = 0, 31, 1 do
            local position = {x = left_top.x + x, y = left_top.y + y}
            if is_out_of_map(position) then
                surface.set_tiles({{name = 'out-of-map', position = position}}, true)
            else
                if math_random(1, 256) == 1 and surface.can_place_entity({name = 'wooden-chest', position = position}) then
                    treasure_chest(surface, position)
                end
                if math_random(1, 4096) == 1 and surface.can_place_entity({name = 'wooden-chest', position = position}) then
                    surface.create_entity({name = 'crude-oil', position = position, amount = math_abs(position.x) * 10000 + 1000000})
                end
            end
        end
    end
end

local function on_chunk_generated(event)
    local surface = event.surface
    if surface.name ~= 'railway_troopers' then
        return
    end
    local left_top = event.area.left_top

    if left_top.x <= 0 then
        for _, e in pairs(surface.find_entities_filtered({force = 'enemy', area = event.area})) do
            e.destroy()
        end
    else
        local seed = game.surfaces['railway_troopers'].map_gen_settings.seed
        for _, e in pairs(surface.find_entities_filtered({force = 'enemy', area = event.area})) do
            local noise = Get_noise('n3', e.position, seed)
            if noise > 0.05 then
                e.destroy()
            end
        end
    end

    if left_top.x < -96 then
        draw_west_side(surface, left_top)
    else
        draw_east_side(surface, left_top)
    end
end

local function on_research_finished(event)
    event.research.force.character_inventory_slots_bonus = game.forces.player.mining_drill_productivity_bonus * 200
    event.research.force.character_item_pickup_distance_bonus = game.forces.player.mining_drill_productivity_bonus * 10
end

local negative_map_height = map_height * -1

local function on_tick()
    local Diff = Difficulty.get()
    local tick = game.ticks_played
    local surface = game.surfaces.railway_troopers

    if tick % 3600 == 60 then
        if global.reset_railway_troopers then
            if global.reset_railway_troopers == 1 then
                global.reset_railway_troopers = 2
                map_reset()
                for _, player in pairs(game.players) do
                    if player.character and player.character.valid then
                        player.character.die()
                    else
                        player.clear_items_inside()
                        player.teleport({-30, 0}, surface)
                    end
                end
                return
            end
            if global.reset_railway_troopers == 2 then
                place_spawn_entities(surface)
                global.reset_railway_troopers = nil
                return
            end
            return
        end

        local wagons = surface.find_entities_filtered({name = {'locomotive', 'cargo-wagon', 'fluid-wagon', 'artillery-wagon'}, limit = 1})
        if not wagons[1] then
            game.print('All the choos have have been destroyed! Game Over!', {200, 0, 0})
            global.reset_railway_troopers = 1
            return
        else
            game.forces.player.set_spawn_position(wagons[1].position, game.surfaces.railway_troopers)
        end
    end

    local speed = difficulties_votes[Diff.difficulty_vote_index]
    if tick % speed ~= 0 then
        return
    end
    if not global.collapse_tiles then
        local area = {{global.collapse_x - 1, negative_map_height}, {global.collapse_x, map_height + 1}}
        game.forces.player.chart(surface, area)
        global.collapse_tiles = surface.find_tiles_filtered({area = area})
        global.size_of_collapse_tiles = #global.collapse_tiles
        global.collapse_x = global.collapse_x + 1
        if global.size_of_collapse_tiles == 0 then
            global.collapse_tiles = nil
            return
        end
        table.shuffle_table(global.collapse_tiles)
    end
    for _ = 1, 2, 1 do
        local tile = global.collapse_tiles[global.size_of_collapse_tiles]
        if not tile then
            global.collapse_tiles = nil
            return
        end
        global.size_of_collapse_tiles = global.size_of_collapse_tiles - 1
        local position = tile.position
        for _, e in pairs(surface.find_entities_filtered({area = {{position.x, position.y - 1}, {position.x + 2, position.y + 1}}})) do
            e.die()
        end
        surface.set_tiles({{name = 'out-of-map', position = tile.position}}, true)
    end
end

local function on_init()
    local surface = game.surfaces[1]
    local map_gen_settings = surface.map_gen_settings
    map_gen_settings.height = 3
    map_gen_settings.width = 3
    surface.map_gen_settings = map_gen_settings
    for chunk in surface.get_chunks() do
        surface.delete_chunk({chunk.x, chunk.y})
    end

    local new_map_gen_settings = {
        ['water'] = 0.50,
        ['starting_area'] = 0.60,
        terrain_segmentation = 20,
        ['cliff_settings'] = {cliff_elevation_interval = 0, cliff_elevation_0 = 0},
        ['autoplace_controls'] = {
            ['coal'] = {frequency = 15, size = 0.20, richness = 0.25},
            ['stone'] = {frequency = 15, size = 0.20, richness = 0.25},
            ['copper-ore'] = {frequency = 15, size = 0.20, richness = 0.25},
            ['iron-ore'] = {frequency = 15, size = 0.20, richness = 0.25},
            ['uranium-ore'] = {frequency = 15, size = 0.20, richness = 0.25},
            ['crude-oil'] = {frequency = 15, size = 0.20, richness = 10},
            ['trees'] = {frequency = 5, size = 0.30, richness = 1},
            ['enemy-base'] = {frequency = 256, size = 2, richness = 1}
        }
    }
    game.create_surface('railway_troopers', new_map_gen_settings)

    global.reset_railway_troopers = 2

    map_reset()
end

local Event = require 'utils.event'
Event.on_init(on_init)
Event.add(defines.events.on_tick, on_tick)
Event.add(defines.events.on_research_finished, on_research_finished)
Event.add(defines.events.on_entity_died, on_entity_died)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_chunk_generated, on_chunk_generated)
