-- "Hunger Games" or "Anarchy" mode - by mewmew
-- create a tag group to form alliances
-- empty groups will be deleted
-- join or create a team to be able to play

require 'modules.custom_death_messages'
require 'maps.hunger_games_map_intro'
require 'modules.dynamic_player_spawn'
--require "maps.modules.hunger_games_balance"

local Event = require 'utils.event'
local message_color = {r = 0.98, g = 0.66, b = 0.22}

local function anarchy_gui_button(player)
    if not player.gui.top['anarchy_group_button'] then
        local b = player.gui.top.add({type = 'button', name = 'anarchy_group_button', caption = '[Group]', tooltip = 'Join / Create a group'})
        b.style.font_color = {r = 0.77, g = 0.77, b = 0.77}
        b.style.font = 'default-bold'
        b.style.minimal_height = 38
        b.style.minimal_width = 38
        b.style.top_padding = 2
        b.style.left_padding = 4
        b.style.right_padding = 4
        b.style.bottom_padding = 2
    end
end

local function anarchy_gui(player)
    local group_name_width = 160
    local description_width = 200
    local members_width = 120
    local member_columns = 3
    local actions_width = 60
    local total_height = 350

    if player.gui.left['anarchy_group_frame'] then
        player.gui.left['anarchy_group_frame'].destroy()
    end

    local frame = player.gui.left.add({type = 'frame', name = 'anarchy_group_frame', direction = 'vertical'})
    frame.style.minimal_height = total_height

    local t = frame.add({type = 'table', column_count = 5})
    local headings = {{'Title', group_name_width}, {'Description', description_width}, {'Members', members_width * member_columns}, {'', actions_width * 2 - 30}}
    for _, h in pairs(headings) do
        local l = t.add({type = 'label', caption = h[1]})
        l.style.font_color = {r = 0.98, g = 0.66, b = 0.22}
        l.style.font = 'default-listbox'
        l.style.top_padding = 6
        l.style.minimal_height = 40
        l.style.minimal_width = h[2]
        l.style.maximal_width = h[2]
    end
    local b = t.add {type = 'button', caption = 'X', name = 'close_alliance_group_frame', align = 'right'}
    b.style.font = 'default'
    b.style.minimal_height = 30
    b.style.minimal_width = 30
    b.style.top_padding = 2
    b.style.left_padding = 4
    b.style.right_padding = 4
    b.style.bottom_padding = 2

    local scroll_pane = frame.add({type = 'scroll-pane', name = 'scroll_pane', direction = 'vertical', horizontal_scroll_policy = 'never', vertical_scroll_policy = 'auto'})
    scroll_pane.style.maximal_height = total_height - 50
    scroll_pane.style.minimal_height = total_height - 50

    t = scroll_pane.add({type = 'table', name = 'groups_table', column_count = 4})
    for _, h in pairs(headings) do
        local l = t.add({type = 'label', caption = ''})
        l.style.minimal_width = h[2]
        l.style.maximal_width = h[2]
    end

    for _, group in pairs(global.alliance_groups) do
        local l = t.add({type = 'label', caption = group.name})
        l.style.font = 'default-bold'
        l.style.top_padding = 16
        l.style.bottom_padding = 16
        l.style.minimal_width = group_name_width
        l.style.maximal_width = group_name_width
        l.style.font_color = group.color
        l.style.single_line = false

        l = t.add({type = 'label', caption = group.description})
        l.style.top_padding = 16
        l.style.bottom_padding = 16
        l.style.minimal_width = description_width
        l.style.maximal_width = description_width
        l.style.font_color = {r = 0.90, g = 0.90, b = 0.90}
        l.style.single_line = false

        local tt = t.add({type = 'table', column_count = member_columns})
        for _, member in pairs(group.members) do
            local p = game.players[member]
            if p.connected then
                l = tt.add({type = 'label', caption = tostring(p.name)})
                local color = {r = p.color.r * 0.6 + 0.4, g = p.color.g * 0.6 + 0.4, b = p.color.b * 0.6 + 0.4, a = 1}
                l.style.font_color = color
                l.style.maximal_width = members_width * 2
            end
        end

        for _, member in pairs(group.members) do
            local p = game.players[member]
            if not p.connected then
                l = tt.add({type = 'label', caption = tostring(p.name)})
                local color = {r = 0.59, g = 0.59, b = 0.59, a = 1}
                l.style.font_color = color
                l.style.maximal_width = members_width * 2
            end
        end

        tt = t.add({type = 'table', name = group.name, column_count = 1})

        if not group.members[player.name] then
            b = tt.add({type = 'button', caption = 'Join'})
            b.style.font = 'default-bold'
            b.style.minimal_width = actions_width
            b.style.maximal_width = actions_width
        end

        if group.members[player.name] then
            b = tt.add({type = 'button', caption = 'Leave'})
            b.style.font = 'default-bold'
            b.style.minimal_width = actions_width
            b.style.maximal_width = actions_width
        end
    end

    local frame2 = frame.add({type = 'frame', name = 'frame2'})
    t = frame2.add({type = 'table', name = 'group_table', column_count = 3})
    local textfield = t.add({type = 'textfield', name = 'new_group_name', text = 'Name'})
    textfield.style.minimal_width = group_name_width
    textfield = t.add({type = 'textfield', name = 'new_group_description', text = 'Description'})
    textfield.style.minimal_width = description_width + members_width * member_columns
    b = t.add({type = 'button', name = 'create_new_group', caption = 'Create'})
    b.style.minimal_width = actions_width * 2 - 12
    b.style.font = 'default-bold'
end

local function refresh_gui()
    for _, p in pairs(game.connected_players) do
        if p.gui.left['anarchy_group_frame'] then
            local frame = p.gui.left['anarchy_group_frame']
            local new_group_name = frame.frame2.group_table.new_group_name.text
            local new_group_description = frame.frame2.group_table.new_group_description.text

            anarchy_gui(p)

            frame = p.gui.left['anarchy_group_frame']
            frame.frame2.group_table.new_group_name.text = new_group_name
            frame.frame2.group_table.new_group_description.text = new_group_description
        end
    end
end

local function destroy_request_guis(player)
    for _, p in pairs(game.players) do
        if p.gui.center['alliance_request_' .. tostring(player.name)] then
            p.gui.center['alliance_request_' .. tostring(player.name)].destroy()
        end
    end
end

local function request_alliance(group, requesting_player)
    if not global.alliance_groups[group] then
        return
    end
    global.spam_protection[tostring(requesting_player.name)] = game.tick + 900

    destroy_request_guis(requesting_player)

    for _, member in pairs(global.alliance_groups[group].members) do
        local player = game.players[member]
        local frame =
            player.gui.center.add(
            {
                type = 'frame',
                caption = tostring(requesting_player.name) .. ' wants to join your group "' .. group .. '"',
                name = 'alliance_request_' .. tostring(requesting_player.name)
            }
        )
        frame.add({type = 'label', caption = '', name = group})
        frame.add({type = 'label', caption = '', name = requesting_player.index})
        frame.add({type = 'button', caption = 'Accept'})
        frame.add({type = 'button', caption = 'Deny'})
    end
end

local function refresh_alliances()
    local players_to_process = {}
    for _, player in pairs(game.players) do
        players_to_process[player.index] = true
    end

    for _, group in pairs(global.alliance_groups) do
        local i = 0
        for _, member in pairs(group.members) do
            local player = game.players[member]
            players_to_process[player.index] = nil
            player.gui.top['anarchy_group_button'].caption = '[' .. group.name .. ']'
            player.tag = '[' .. group.name .. ']'
            player.force = game.forces[group.name]
            local permission_group = game.permissions.get_group('Default')
            permission_group.add_player(player.name)
            i = i + 1
        end
        if i == 0 then
            game.print('Group "' .. group.name .. '" has been abandoned!!', {r = 0.90, g = 0.0, b = 0.0})
            global.alliance_groups[group.name] = nil
            --game.merge_forces(game.forces[group.name], game.forces.spectator)
            game.merge_forces(game.forces[group.name], game.forces.player)
        end
    end

    for _, player in pairs(game.players) do
        if players_to_process[player.index] then
            if player.force.name ~= 'player' then
                player.gui.top['anarchy_group_button'].caption = '[Group]'
                player.tag = ''
                player.force = game.forces.spectator
                local permission_group = game.permissions.get_group('spectator')
                permission_group.add_player(player.name)
            end
            players_to_process[player.index] = nil
            player.print('Please join / create a group to play!', message_color)
        end
    end
    refresh_gui()
end

local function new_group(frame, player)
    local new_group_name = frame.frame2.group_table.new_group_name.text
    local new_group_description = frame.frame2.group_table.new_group_description.text
    if new_group_name ~= '' and new_group_name ~= 'Name' and new_group_description ~= 'Description' then
        new_group_name = tostring(new_group_name)

        if new_group_name == 'spectator' or new_group_name == 'player' then
            player.print('Invalid group name.', {r = 0.90, g = 0.0, b = 0.0})
            return
        end

        if #game.forces > 60 then
            player.print('There are too many existing groups.', {r = 0.90, g = 0.0, b = 0.0})
            return
        end

        if player.tag ~= '' then
            player.print('You are already in a group.', {r = 0.90, g = 0.0, b = 0.0})
            return
        end

        if string.len(new_group_name) > 32 then
            player.print('Group name is too long. 32 characters maximum.', {r = 0.90, g = 0.0, b = 0.0})
            return
        end

        if string.len(new_group_description) > 128 then
            player.print('Description is too long. 128 characters maximum.', {r = 0.90, g = 0.0, b = 0.0})
            return
        end

        if global.alliance_groups[new_group_name] then
            player.print('This groupname already exists.', {r = 0.90, g = 0.0, b = 0.0})
            return
        end

        local color = player.color
        color = {r = color.r * 0.6 + 0.4, g = color.g * 0.6 + 0.4, b = color.b * 0.6 + 0.4, a = 1}

        global.alliance_groups[new_group_name] = {name = new_group_name, color = color, description = new_group_description, members = {[tostring(player.name)] = player.index}}
        color = {r = player.color.r * 0.7 + 0.3, g = player.color.g * 0.7 + 0.3, b = player.color.b * 0.7 + 0.3, a = 1}
        game.print(tostring(player.name) .. ' has founded a new group!', color)
        game.print('>> ' .. new_group_name, {r = 0.98, g = 0.66, b = 0.22})
        game.print(new_group_description, {r = 0.85, g = 0.85, b = 0.85})

        frame.frame2.group_table.new_group_name.text = 'Name'
        frame.frame2.group_table.new_group_description.text = 'Description'

        if not game.forces[new_group_name] then
            game.create_force(new_group_name)
        end

        --balancing module, force damage init
        --init_player_weapon_damage(game.forces[new_group_name])

        game.forces[new_group_name].share_chart = false
        game.forces[new_group_name].technologies['landfill'].enabled = false
        --game.forces[new_group_name].set_friend("spectator", true)
        --game.forces["spectator"].set_friend(new_group_name, true)

        game.forces[new_group_name].set_friend('player', true)
        game.forces['player'].set_friend(new_group_name, true)

        refresh_alliances()
        return
    end
end

local function on_gui_click(event)
    if not event then
        return
    end
    if not event.element then
        return
    end
    if not event.element.valid then
        return
    end
    local player = game.players[event.element.player_index]
    local name = event.element.name

    if event.element.caption == 'Accept' then
        local frame = event.element.parent
        if not frame then
            return
        end
        local group = frame.children[1].name
        local requesting_player = game.players[tonumber(frame.children[2].name)]

        if requesting_player.tag then
            if requesting_player.tag ~= '' then
                local requesting_player_group = string.sub(requesting_player.tag, 2, string.len(requesting_player.tag) - 1)
                global.alliance_groups[requesting_player_group].members[tostring(requesting_player.name)] = nil
            end
        end

        global.alliance_groups[group].members[requesting_player.name] = requesting_player.index
        game.print(tostring(requesting_player.name) .. ' has been accepted into group "' .. group .. '"', message_color)

        refresh_alliances()

        destroy_request_guis(requesting_player)
        return
    end

    if event.element.caption == 'Deny' then
        local frame = event.element.parent
        if not frame then
            return
        end
        local group = frame.children[1].name
        local requesting_player = game.players[tonumber(frame.children[2].name)]

        game.print(tostring(requesting_player.name) .. ' has been rejected to join group "' .. group .. '"', message_color)

        for _, member in pairs(global.alliance_groups[group].members) do
            local p = game.players[member]
            if p.gui.center['alliance_request_' .. tostring(requesting_player.name)] then
                p.gui.center['alliance_request_' .. tostring(requesting_player.name)].destroy()
            end
        end
        return
    end

    local frame = player.gui.left['anarchy_group_frame']
    if name == 'create_new_group' then
        new_group(frame, player)
        return
    end

    local p = event.element.parent
    if p then
        p = p.parent
    end
    if p then
        if p.name == 'groups_table' then
            if event.element.type == 'button' and event.element.caption == 'Join' then
                if global.spam_protection[tostring(player.name)] > game.tick then
                    player.print(
                        'Please wait ' .. math.ceil((global.spam_protection[tostring(player.name)] - game.tick) / 60) .. ' seconds before sending another request.',
                        message_color
                    )
                    return
                end
                destroy_request_guis(player)
                player.print('A request to join the group has been sent.', message_color)
                request_alliance(event.element.parent.name, player)
            end

            if event.element.type == 'button' and event.element.caption == 'Leave' then
                destroy_request_guis(player)
                global.alliance_groups[event.element.parent.name].members[tostring(player.name)] = nil
                game.print(tostring(player.name) .. ' has left group "' .. event.element.parent.name .. '"', message_color)
                refresh_alliances()
                return
            end
        end
    end

    if name == 'anarchy_group_button' then
        if frame then
            frame.destroy()
        else
            anarchy_gui(player)
        end
    end

    if name == 'close_alliance_group_frame' then
        frame.destroy()
    end
end

local function on_player_joined_game(event)
    local player = game.players[event.player_index]
    if not global.alliance_groups then
        global.alliance_groups = {}
    end
    if not global.spam_protection then
        global.spam_protection = {}
    end
    if not global.spam_protection[tostring(player.name)] then
        global.spam_protection[tostring(player.name)] = game.tick
    end
    if not game.forces['spectator'] then
        game.create_force('spectator')
    end

    local permission_group = game.permissions.get_group('spectator')
    if not permission_group then
        permission_group = game.permissions.create_group('spectator')
        for action_name, _ in pairs(defines.input_action) do
            permission_group.set_allows_action(defines.input_action[action_name], false)
        end
        permission_group.set_allows_action(defines.input_action.write_to_console, true)
        permission_group.set_allows_action(defines.input_action.gui_checked_state_changed, true)
        permission_group.set_allows_action(defines.input_action.gui_elem_changed, true)
        permission_group.set_allows_action(defines.input_action.gui_text_changed, true)
        permission_group.set_allows_action(defines.input_action.gui_value_changed, true)
        permission_group.set_allows_action(defines.input_action.gui_click, true)
        permission_group.set_allows_action(defines.input_action.gui_selection_state_changed, true)
        permission_group.set_allows_action(defines.input_action.open_kills_gui, true)
        permission_group.set_allows_action(defines.input_action.open_character_gui, true)
        permission_group.set_allows_action(defines.input_action.edit_permission_group, true)
        permission_group.set_allows_action(defines.input_action.toggle_show_entity_info, true)
    end

    if player.gui.left['group_frame'] then
        player.gui.left['group_frame'].destroy()
    end
    if player.gui.top['group_button'] then
        player.gui.top['group_button'].destroy()
    end

    anarchy_gui_button(player)

    if player.online_time == 0 then
        player.force = game.forces.spectator
        player.print('Join / Create a group to play!', message_color)
        permission_group.add_player(player.name)
    end

    game.forces['spectator'].clear_chart(player.surface)
end

----------share chat -------------------
local function on_console_chat(event)
    if not event.message then
        return
    end
    if event.message == '' then
        return
    end
    if not event.player_index then
        return
    end
    local player = game.players[event.player_index]

    if player.tag then
        if player.tag ~= '' then
            return
        end
    end

    local color = player.color
    color.r = color.r * 0.6 + 0.35
    color.g = color.g * 0.6 + 0.35
    color.b = color.b * 0.6 + 0.35
    color.a = 1

    for _, target_player in pairs(game.connected_players) do
        if target_player.name ~= player.name then
            if target_player.force ~= player.force then
                target_player.print(player.name .. ': ' .. event.message, color)
            end
        end
    end
end

local function on_player_respawned(event)
    local player = game.players[event.player_index]
    player.insert {name = 'iron-plate', count = 8}
end
--[[
local function on_built_entity(event)
    local get_score = Score.get_table().score_table
    local entity = event.created_entity
    if not entity.valid then
        return
    end
    local distance_to_center = math.sqrt(entity.position.x ^ 2 + entity.position.y ^ 2)
    if distance_to_center > 32 then
        return
    end
    local surface = entity.surface
    surface.create_entity({name = 'flying-text', position = entity.position, text = 'Spawn is protected from building.', color = {r = 0.88, g = 0.1, b = 0.1}})
    local player = game.players[event.player_index]
    player.insert({name = entity.name, count = 1})
    if get_score then
        if get_score[player.force.name] then
            if get_score[player.force.name].players[player.name] then
                get_score[player.force.name].players[player.name].built_entities = get_score[player.force.name].players[player.name].built_entities - 1
            end
        end
    end
    entity.destroy()
end ]]
--Event.add(defines.events.on_built_entity, on_built_entity)
--Event.add(defines.events.on_player_died, on_player_died)
Event.add(defines.events.on_player_respawned, on_player_respawned)
Event.add(defines.events.on_console_chat, on_console_chat)
Event.add(defines.events.on_gui_click, on_gui_click)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
