--luacheck:ignore
local Public = {}
local Server = require 'utils.server'

local bb_config = require 'maps.biter_battles_v2.config'
local event = require 'utils.event'
local Functions = require 'maps.biter_battles_v2.functions'
local feed_the_biters = require 'maps.biter_battles_v2.feeding'
local Tables = require 'maps.biter_battles_v2.tables'

local wait_messages = Tables.wait_messages
local food_names = Tables.gui_foods

local math_random = math.random

require 'maps.biter_battles_v2.spec_spy'

local gui_values = {
    ['north'] = {
        force = 'north',
        biter_force = 'north_biters',
        c1 = bb_config.north_side_team_name,
        c2 = 'JOIN ',
        n1 = 'join_north_button',
        t1 = 'Evolution of north side biters.',
        t2 = 'Threat causes biters to attack. Reduces when biters are slain.',
        color1 = {r = 0.55, g = 0.55, b = 0.99},
        color2 = {r = 0.66, g = 0.66, b = 0.99},
        tech_spy = 'spy-north-tech',
        prod_spy = 'spy-north-prod'
    },
    ['south'] = {
        force = 'south',
        biter_force = 'south_biters',
        c1 = bb_config.south_side_team_name,
        c2 = 'JOIN ',
        n1 = 'join_south_button',
        t1 = 'Evolution of south side biters.',
        t2 = 'Threat causes biters to attack. Reduces when biters are slain.',
        color1 = {r = 0.99, g = 0.33, b = 0.33},
        color2 = {r = 0.99, g = 0.44, b = 0.44},
        tech_spy = 'spy-south-tech',
        prod_spy = 'spy-south-prod'
    }
}

local function create_sprite_button(player)
    if player.gui.top['bb_toggle_button'] then
        return
    end
    local button = player.gui.top.add({type = 'sprite-button', name = 'bb_toggle_button', sprite = 'entity/big-biter'})
    button.style.font = 'default-bold'
    button.style.minimal_height = 38
    button.style.minimal_width = 38
    button.style.padding = -1
end

local function create_first_join_gui(player)
    if not global.game_lobby_timeout then
        global.game_lobby_timeout = 5999940
    end
    if global.game_lobby_timeout - game.tick < 0 then
        global.game_lobby_active = false
    end
    local frame = player.gui.left.add {type = 'frame', name = 'bb_main_gui', direction = 'vertical'}
    local b = frame.add {type = 'label', caption = 'Defend your Rocket Silo!'}
    b.style.font = 'heading-1'
    b.style.font_color = {r = 0.98, g = 0.66, b = 0.22}
    local b = frame.add {type = 'label', caption = "Feed the enemy team's biters to gain advantage!"}
    b.style.font = 'heading-2'
    b.style.font_color = {r = 0.98, g = 0.66, b = 0.22}

    frame.add {type = 'label', caption = '-----------------------------------------------------------'}

    for _, gui_value in pairs(gui_values) do
        local t = frame.add {type = 'table', column_count = 3}
        local c = gui_value.c1
        if global.tm_custom_name[gui_value.force] then
            c = global.tm_custom_name[gui_value.force]
        end
        local l = t.add {type = 'label', caption = c}
        l.style.font = 'heading-2'
        l.style.font_color = gui_value.color1
        l.style.single_line = false
        l.style.maximal_width = 290
        local l = t.add {type = 'label', caption = '  -  '}
        local l = t.add {type = 'label', caption = #game.forces[gui_value.force].connected_players .. ' Players '}
        l.style.font_color = {r = 0.22, g = 0.88, b = 0.22}

        local c = gui_value.c2
        local font_color = gui_value.color1
        if global.game_lobby_active then
            font_color = {r = 0.7, g = 0.7, b = 0.7}
            c = c .. ' (waiting for players...  '
            c = c .. math.ceil((global.game_lobby_timeout - game.tick) / 60)
            c = c .. ')'
        end
        local t = frame.add {type = 'table', column_count = 4}
        for _, p in pairs(game.forces[gui_value.force].connected_players) do
            local l = t.add({type = 'label', caption = p.name})
            l.style.font_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 = 'heading-2'
        end
        local b = frame.add {type = 'sprite-button', name = gui_value.n1, caption = c}
        b.style.font = 'default-large-bold'
        b.style.font_color = font_color
        b.style.minimal_width = 350
        frame.add {type = 'label', caption = '-----------------------------------------------------------'}
    end
end

local function add_tech_button(elem, gui_value)
    local tech_button =
        elem.add {
        type = 'sprite-button',
        name = gui_value.tech_spy,
        sprite = 'item/space-science-pack'
    }
    tech_button.style.height = 25
    tech_button.style.width = 25
    tech_button.style.left_margin = 3
end

local function add_prod_button(elem, gui_value)
    local prod_button =
        elem.add {
        type = 'sprite-button',
        name = gui_value.prod_spy,
        sprite = 'item/assembling-machine-3'
    }
    prod_button.style.height = 25
    prod_button.style.width = 25
end

function Public.create_main_gui(player)
    local is_spec = player.force.name == 'spectator'
    if player.gui.left['bb_main_gui'] then
        player.gui.left['bb_main_gui'].destroy()
    end

    if global.bb_game_won_by_team then
        return
    end
    if not global.chosen_team[player.name] then
        if not global.tournament_mode then
            create_first_join_gui(player)
            return
        end
    end

    local frame = player.gui.left.add {type = 'frame', name = 'bb_main_gui', direction = 'vertical'}

    -- Science sending GUI
    if not is_spec then
        frame.add {type = 'table', name = 'biter_battle_table', column_count = 4}
        local t = frame.biter_battle_table
        for food_name, tooltip in pairs(food_names) do
            local s = t.add {type = 'sprite-button', name = food_name, sprite = 'item/' .. food_name}
            s.tooltip = tooltip
            s.style.minimal_height = 41
            s.style.minimal_width = 41
            s.style.top_padding = 0
            s.style.left_padding = 0
            s.style.right_padding = 0
            s.style.bottom_padding = 0
        end
    end

    local first_team = true
    for k, gui_value in pairs(gui_values) do
        -- Line separator
        if not first_team then
            frame.add {type = 'line', caption = 'this line', direction = 'horizontal'}
        else
            first_team = false
        end

        -- Team name & Player count
        local t = frame.add {type = 'table', column_count = 4}

        -- Team name
        local c = gui_value.c1
        if global.tm_custom_name[gui_value.force] then
            c = global.tm_custom_name[gui_value.force]
        end
        local l = t.add {type = 'label', caption = c}
        l.style.font = 'default-bold'
        l.style.font_color = gui_value.color1
        l.style.single_line = false
        l.style.maximal_width = 102

        -- Number of players
        local l = t.add {type = 'label', caption = ' - '}
        local c = #game.forces[gui_value.force].connected_players .. ' Player'
        if #game.forces[gui_value.force].connected_players ~= 1 then
            c = c .. 's'
        end
        local l = t.add {type = 'label', caption = c}
        l.style.font = 'default'
        l.style.font_color = {r = 0.22, g = 0.88, b = 0.22}

        -- Tech button
        if is_spec then
            add_tech_button(t, gui_value)
        -- add_prod_button(t, gui_value)
        end

        -- Player list
        if global.bb_view_players[player.name] == true then
            local t = frame.add {type = 'table', column_count = 4}
            for _, p in pairs(game.forces[gui_value.force].connected_players) do
                local l = t.add {type = 'label', caption = p.name}
                l.style.font_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}
            end
        end

        -- Statistics
        local t = frame.add {type = 'table', name = 'stats_' .. gui_value.force, column_count = 5}

        -- Evolution
        local l = t.add {type = 'label', caption = 'Evo:'}
        --l.style.minimal_width = 25
        local biter_force = game.forces[gui_value.biter_force]
        local tooltip =
            gui_value.t1 ..
            '\nHealth: ' .. Functions.get_health_modifier(biter_force) * 100 .. '%' .. '\nDamage: ' .. (biter_force.get_ammo_damage_modifier('melee') + 1) * 100 .. '%'

        l.tooltip = tooltip

        local evo = math.floor(1000 * global.bb_evolution[gui_value.biter_force]) * 0.1
        local l = t.add {type = 'label', caption = evo .. '%'}
        l.style.minimal_width = 40
        l.style.font_color = gui_value.color2
        l.style.font = 'default-bold'
        l.tooltip = tooltip

        -- Threat
        local l = t.add {type = 'label', caption = 'Threat: '}
        l.style.minimal_width = 25
        l.tooltip = gui_value.t2
        local l = t.add {type = 'label', name = 'threat_' .. gui_value.force, caption = math.floor(global.bb_threat[gui_value.biter_force])}
        l.style.font_color = gui_value.color2
        l.style.font = 'default-bold'
        l.style.width = 50
        l.tooltip = gui_value.t2
    end

    -- Action frame
    local t = frame.add {type = 'table', column_count = 2}

    -- Spectate / Rejoin team
    if is_spec then
        local b = t.add {type = 'sprite-button', name = 'bb_leave_spectate', caption = 'Join Team'}
    else
        local b = t.add {type = 'sprite-button', name = 'bb_spectate', caption = 'Spectate'}
    end

    -- Playerlist button
    if global.bb_view_players[player.name] == true then
        local b = t.add {type = 'sprite-button', name = 'bb_hide_players', caption = 'Playerlist'}
    else
        local b = t.add {type = 'sprite-button', name = 'bb_view_players', caption = 'Playerlist'}
    end

    local b_width = is_spec and 97 or 86
    -- 111 when prod_spy button will be there
    for _, b in pairs(t.children) do
        b.style.font = 'default-bold'
        b.style.font_color = {r = 0.98, g = 0.66, b = 0.22}
        b.style.top_padding = 1
        b.style.left_padding = 1
        b.style.right_padding = 1
        b.style.bottom_padding = 1
        b.style.maximal_height = 30
        b.style.width = b_width
    end
end

function Public.refresh()
    for _, player in pairs(game.connected_players) do
        if player.gui.left['bb_main_gui'] then
            Public.create_main_gui(player)
        end
    end
    global.gui_refresh_delay = game.tick + 5
end

function Public.refresh_threat()
    if global.gui_refresh_delay > game.tick then
        return
    end
    for _, player in pairs(game.connected_players) do
        if player.gui.left['bb_main_gui'] then
            if player.gui.left['bb_main_gui'].stats_north then
                player.gui.left['bb_main_gui'].stats_north.threat_north.caption = math.floor(global.bb_threat['north_biters'])
                player.gui.left['bb_main_gui'].stats_south.threat_south.caption = math.floor(global.bb_threat['south_biters'])
            end
        end
    end
    global.gui_refresh_delay = game.tick + 5
end

function join_team(player, force_name, forced_join)
    if not player.character then
        return
    end
    if not forced_join then
        if global.tournament_mode then
            player.print('The game is set to tournament mode. Teams can only be changed via team manager.', {r = 0.98, g = 0.66, b = 0.22})
            return
        end
    end
    if not force_name then
        return
    end
    local surface = player.surface

    local enemy_team = 'south'
    if force_name == 'south' then
        enemy_team = 'north'
    end

    if not global.training_mode and global.bb_settings.team_balancing then
        if not forced_join then
            if #game.forces[force_name].connected_players > #game.forces[enemy_team].connected_players then
                if not global.chosen_team[player.name] then
                    player.print('Team ' .. force_name .. ' has too many players currently.', {r = 0.98, g = 0.66, b = 0.22})
                    return
                end
            end
        end
    end

    if global.chosen_team[player.name] then
        if not forced_join then
            if game.tick - global.spectator_rejoin_delay[player.name] < 3600 then
                player.print(
                    'Not ready to return to your team yet. Please wait ' .. 60 - (math.floor((game.tick - global.spectator_rejoin_delay[player.name]) / 60)) .. ' seconds.',
                    {r = 0.98, g = 0.66, b = 0.22}
                )
                return
            end
        end
        local p = surface.find_non_colliding_position('character', game.forces[force_name].get_spawn_position(surface), 16, 0.5)
        if not p then
            game.print('No spawn position found for ' .. player.name .. '!', {255, 0, 0})
            return
        end
        player.teleport(p, surface)
        player.force = game.forces[force_name]
        player.character.destructible = true
        Public.refresh()
        game.permissions.get_group('Default').add_player(player)
        local msg = table.concat({'Team ', player.force.name, ' player ', player.name, ' is no longer spectating.'})
        game.print(msg, {r = 0.98, g = 0.66, b = 0.22})
        Server.to_discord_bold(msg)
        player.spectator = false
        return
    end
    local pos = surface.find_non_colliding_position('character', game.forces[force_name].get_spawn_position(surface), 8, 1)
    if not pos then
        pos = game.forces[force_name].get_spawn_position(surface)
    end
    player.teleport(pos)
    player.force = game.forces[force_name]
    player.character.destructible = true
    game.permissions.get_group('Default').add_player(player)
    if not forced_join then
        local c = player.force.name
        if global.tm_custom_name[player.force.name] then
            c = global.tm_custom_name[player.force.name]
        end
        local message = table.concat({player.name, ' has joined team ', c, '!'})
        game.print(message, {r = 0.98, g = 0.66, b = 0.22})
        Server.to_discord_bold(message)
    end
    local i = player.get_inventory(defines.inventory.character_main)
    i.clear()
    player.insert {name = 'pistol', count = 1}
    player.insert {name = 'raw-fish', count = 3}
    player.insert {name = 'firearm-magazine', count = 32}
    player.insert {name = 'iron-gear-wheel', count = 8}
    player.insert {name = 'iron-plate', count = 16}
    if bb_config.additional_starting_resources then
        player.insert {name = 'burner-mining-drill', count = 10}
    end
    global.chosen_team[player.name] = force_name
    player.spectator = false
    Public.refresh()
end

function spectate(player, forced_join)
    if not player.character then
        return
    end
    if not forced_join then
        if global.tournament_mode then
            player.print('The game is set to tournament mode. Teams can only be changed via team manager.', {r = 0.98, g = 0.66, b = 0.22})
            return
        end
    end
    player.teleport(player.surface.find_non_colliding_position('character', {0, 0}, 4, 1))
    player.force = game.forces.spectator
    player.character.destructible = false
    if not forced_join then
        local msg = player.name .. ' is spectating.'
        game.print(msg, {r = 0.98, g = 0.66, b = 0.22})
        Server.to_discord_bold(msg)
    end
    game.permissions.get_group('spectator').add_player(player)
    global.spectator_rejoin_delay[player.name] = game.tick
    Public.create_main_gui(player)
    player.spectator = true
end

local function join_gui_click(name, player)
    local team = {
        ['join_north_button'] = 'north',
        ['join_south_button'] = 'south'
    }

    if not team[name] then
        return
    end

    if global.game_lobby_active then
        if player.admin then
            join_team(player, team[name])
            game.print('Lobby disabled, admin override.', {r = 0.98, g = 0.66, b = 0.22})
            global.game_lobby_active = false
            return
        end
        player.print('Waiting for more players, ' .. wait_messages[math_random(1, #wait_messages)], {r = 0.98, g = 0.66, b = 0.22})
        return
    end
    join_team(player, team[name])
end

local spy_forces = {{'north', 'south'}, {'south', 'north'}}
function Public.spy_fish()
    for _, f in pairs(spy_forces) do
        if global.spy_fish_timeout[f[1]] - game.tick > 0 then
            local r = 96
            local surface = game.surfaces['biter_battles']
            for _, player in pairs(game.forces[f[2]].connected_players) do
                game.forces[f[1]].chart(surface, {{player.position.x - r, player.position.y - r}, {player.position.x + r, player.position.y + r}})
            end
        else
            global.spy_fish_timeout[f[1]] = 0
        end
    end
end

local function on_gui_click(event)
    if not event.element then
        return
    end
    if not event.element.valid then
        return
    end
    local player = game.players[event.player_index]
    local name = event.element.name
    if name == 'bb_toggle_button' then
        if player.gui.left['bb_main_gui'] then
            player.gui.left['bb_main_gui'].destroy()
        else
            Public.create_main_gui(player)
        end
        return
    end

    if name == 'join_north_button' then
        join_gui_click(name, player)
        return
    end
    if name == 'join_south_button' then
        join_gui_click(name, player)
        return
    end

    if name == 'raw-fish' then
        Functions.spy_fish(player)
        return
    end

    if food_names[name] then
        feed_the_biters(player, name)
        return
    end

    if name == 'bb_leave_spectate' then
        join_team(player, global.chosen_team[player.name])
    end

    if name == 'bb_spectate' then
        if player.position.y ^ 2 + player.position.x ^ 2 < 12000 then
            spectate(player)
        else
            player.print('You are too far away from spawn to spectate.', {r = 0.98, g = 0.66, b = 0.22})
        end
        return
    end

    if name == 'bb_hide_players' then
        global.bb_view_players[player.name] = false
        Public.create_main_gui(player)
    end
    if name == 'bb_view_players' then
        global.bb_view_players[player.name] = true
        Public.create_main_gui(player)
    end
end

local function on_player_joined_game(event)
    local player = game.players[event.player_index]

    if not global.bb_view_players then
        global.bb_view_players = {}
    end
    if not global.chosen_team then
        global.chosen_team = {}
    end

    global.bb_view_players[player.name] = false

    if #game.connected_players > 1 then
        global.game_lobby_timeout = math.ceil(36000 / #game.connected_players)
    else
        global.game_lobby_timeout = 599940
    end

    --if not global.chosen_team[player.name] then
    --	if global.tournament_mode then
    --		player.force = game.forces.spectator
    --	else
    --		player.force = game.forces.player
    --	end
    --end

    create_sprite_button(player)
    Public.create_main_gui(player)
end

event.add(defines.events.on_gui_click, on_gui_click)
event.add(defines.events.on_player_joined_game, on_player_joined_game)

return Public
