require 'modules.satellite_score'
require 'modules.dangerous_goods'
require 'modules.spawners_contain_biters'
require 'modules.splice_double'
require 'modules.landfill_reveals_nauvis'
require 'modules.dynamic_player_spawn'
require 'modules.no_deconstruction_of_neutral_entities'
require 'modules.biter_pets'

local WD = require 'modules.wave_defense.table'
require 'modules.wave_defense.main'

local math_random = math.random

local landfill_drops = {
    ['small-biter'] = 1,
    ['small-spitter'] = 1,
    ['medium-biter'] = 2,
    ['medium-spitter'] = 2,
    ['big-biter'] = 3,
    ['big-spitter'] = 3,
    ['behemoth-biter'] = 4,
    ['behemoth-spitter'] = 4,
    ['biter-spawner'] = 128,
    ['spitter-spawner'] = 128,
    ['small-worm-turret'] = 16,
    ['medium-worm-turret'] = 32,
    ['big-worm-turret'] = 48,
    ['behemoth-worm-turret'] = 64
}

local tile_coords = {}
for x = 0, 31, 1 do
    for y = 0, 31, 1 do
        tile_coords[#tile_coords + 1] = {x, y}
    end
end

local function north_side(surface, left_top)
    for x = 0.5, 31.5, 1 do
        for y = 0.5, 31.5, 1 do
            local pos = {x = left_top.x + x, y = left_top.y + y}
            surface.set_tiles({{name = 'water-shallow', position = pos}})
        end
    end

    if left_top.y > -96 then
        return
    end

    for _ = 1, math_random(3, 5), 1 do
        local coord_modifier = tile_coords[math_random(1, #tile_coords)]
        local pos = {left_top.x + coord_modifier[1], left_top.y + coord_modifier[2]}
        local name = 'biter-spawner'
        if math_random(1, 4) == 1 then
            name = 'spitter-spawner'
        end
        surface.create_entity({name = name, position = pos, force = 'enemy'})
    end
end

local function south_side(surface, left_top)
    if left_top.y < 32 then
        for x = 0.5, 31.5, 1 do
            for y = 0.5, 31.5, 1 do
                local pos = {x = left_top.x + x, y = left_top.y + y}
                surface.set_tiles({{name = 'sand-1', position = pos}})
                if math_random(1, 1024) == 1 then
                    local crate = surface.create_entity({name = 'wooden-chest', position = pos, force = 'neutral'})
                    if math_random(1, 12) == 1 then
                        crate.insert({name = 'grenade', count = math_random(2, 5)})
                    else
                        crate.insert({name = 'firearm-magazine', count = math_random(32, 96)})
                    end
                else
                    --if left_top.x > 160 or left_top.x < -160 then
                    --	if math_random(1, 192) == 1 then
                    --		local name = "small-worm-turret"
                    --		local r = 1 + math.floor(math.abs(left_top.x) * 0.0025)
                    --		if r > 4 then r = 4 end
                    --		surface.create_entity({name = turrets[math_random(1, r)], position = pos, force = "enemy"})
                    --	end
                    --end
                    if math_random(1, 256) == 1 then
                        surface.create_entity({name = 'tree-02', position = pos})
                    else
                        if math_random(1, 512) == 1 then
                            surface.create_entity({name = 'rock-huge', position = pos})
                        end
                    end
                end
            end
        end
        return
    end
    for x = 0.5, 31.5, 1 do
        for y = 0.5, 31.5, 1 do
            local pos = {x = left_top.x + x, y = left_top.y + y}
            --local noise = get_noise("sands", pos)
            --if noise < 0.1 and noise > -0.1 then
            --	surface.set_tiles({{name = "sand-1", position = pos}})
            --else
            surface.set_tiles({{name = 'water', position = pos}})
            if math_random(1, 256) == 1 then
                surface.create_entity({name = 'fish', position = pos})
            end
            --end
        end
    end
end

local function on_chunk_generated(event)
    local surface = event.surface

    if surface.index == 1 then
        for _, e in pairs(surface.find_entities_filtered({force = 'enemy'})) do
            e.destroy()
        end
        return
    end

    local left_top = event.area.left_top

    surface.destroy_decoratives({area = event.area})

    if left_top.y < 0 then
        north_side(surface, left_top)
        return
    end
    south_side(surface, left_top)
end

local function init_surface()
    local wave_defense_table = WD.get_table()
    if game.surfaces['blue_beach'] then
        return game.surfaces['blue_beach']
    end

    local map_gen_settings = {}
    map_gen_settings.water = '0'
    map_gen_settings.starting_area = '1'
    map_gen_settings.cliff_settings = {cliff_elevation_interval = 40, cliff_elevation_0 = 40}
    map_gen_settings.autoplace_controls = {
        ['coal'] = {frequency = '0', size = '0', richness = '0'},
        ['stone'] = {frequency = '0', size = '0', richness = '0'},
        ['iron-ore'] = {frequency = '0', size = '0', richness = '0'},
        ['copper-ore'] = {frequency = '0', size = '0', richness = '0'},
        ['uranium-ore'] = {frequency = '0', size = '0', richness = '0'},
        ['crude-oil'] = {frequency = '0', size = '0', richness = '0'},
        ['trees'] = {frequency = '0', size = '0', richness = '0'},
        ['enemy-base'] = {frequency = '0', size = '0', richness = '0'}
    }

    game.map_settings.pollution.enabled = true
    game.map_settings.enemy_expansion.enabled = false
    game.map_settings.enemy_expansion.max_expansion_distance = 15
    game.map_settings.enemy_expansion.settler_group_min_size = 8
    game.map_settings.enemy_expansion.settler_group_max_size = 16
    game.map_settings.enemy_expansion.min_expansion_cooldown = 3600
    game.map_settings.enemy_expansion.max_expansion_cooldown = 7200

    local surface = game.create_surface('blue_beach', map_gen_settings)
    surface.request_to_generate_chunks({x = 0, y = 0}, 1)
    surface.force_generate_chunk_requests()
    surface.daytime = 0.7
    surface.ticks_per_day = surface.ticks_per_day * 1.5
    surface.min_brightness = 0.1

    game.forces['player'].set_spawn_position({0, 16}, game.surfaces['blue_beach'])
    game.forces['player'].technologies['landfill'].enabled = false

    global.average_worm_amount_per_chunk = 4

    wave_defense_table.surface_index = surface.index

    return surface
end

local function on_player_joined_game(event)
    local wave_defense_table = WD.get_table()
    local surface = init_surface()
    local player = game.players[event.player_index]

    --20 Players for maximum difficulty
    wave_defense_table.wave_interval = 3600 - #game.connected_players * 180
    if wave_defense_table.wave_interval < 1800 then
        wave_defense_table.wave_interval = 1800
    end

    if player.online_time == 0 then
        local spawn = game.forces['player'].get_spawn_position(game.surfaces['blue_beach'])
        player.teleport(surface.find_non_colliding_position('character', spawn, 3, 0.5), 'blue_beach')
        player.insert({name = 'raw-fish', count = 3})
        player.insert({name = 'iron-plate', count = 128})
        player.insert({name = 'iron-gear-wheel', count = 64})
        player.insert({name = 'copper-plate', count = 128})
        player.insert({name = 'copper-cable', count = 64})
        player.insert({name = 'pistol', count = 1})
        player.insert({name = 'firearm-magazine', count = 32})
        player.insert({name = 'shotgun', count = 1})
        player.insert({name = 'shotgun-shell', count = 16})
        player.insert({name = 'light-armor', count = 1})
    end
end

local sand_coords = {
    {x = 0, y = 1},
    {x = -1, y = 0},
    {x = 1, y = 0},
    {x = 0, y = -1},
    {x = 1, y = 1},
    {x = -1, y = -1},
    {x = -1, y = 1},
    {x = 1, y = -1},
    {x = 0, y = 2},
    {x = -2, y = 0},
    {x = 2, y = 0},
    {x = 0, y = -2}
}

local function make_sand(surface, position)
    for _, coord_modifier in pairs(sand_coords) do
        local pos = {position.x + coord_modifier.x, position.y + coord_modifier.y}
        if surface.get_tile(pos).name == 'water' then
            surface.set_tiles({{name = 'sand-1', position = pos}}, true)
            return
        end
    end
end

local function on_entity_died(event)
    if not event.entity.valid then
        return
    end
    if landfill_drops[event.entity.name] then
        event.entity.surface.spill_item_stack(event.entity.position, {name = 'landfill', count = landfill_drops[event.entity.name] * 2}, true)
    end
    if event.entity.type ~= 'unit' then
        return
    end
    make_sand(event.entity.surface, event.entity.position)
end

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

require 'modules.ores_are_mixed'
require 'modules.surrounded_by_worms'
