--luacheck: ignore
local Public = {}
local Team = require 'maps.native_war.team'
local XP = require 'maps.native_war.xp'
local Settings = require 'maps.native_war.settings'

local button_science_name = {}
for _, nbw in pairs(Settings.nb_of_waves) do
    for k, sp in pairs(Settings.science_pack) do
        table.insert(button_science_name, {sp = k, spc = sp.short, button_name = sp.short .. '_' .. nbw, nbw = nbw})
    end
end

local function create_new_gui_for_market(player, market)
    local player_inventory = player.get_main_inventory()
    local player_red_science_pack = player_inventory.get_item_count('automation-science-pack')
    local player_green_science_pack = player_inventory.get_item_count('logistic-science-pack')
    local player_grey_science_pack = player_inventory.get_item_count('military-science-pack')
    local player_blue_science_pack = player_inventory.get_item_count('chemical-science-pack')
    local player_purple_science_pack = player_inventory.get_item_count('production-science-pack')
    local player_yellow_science_pack = player_inventory.get_item_count('utility-science-pack')
    local player_white_science_pack = player_inventory.get_item_count('space-science-pack')

    local root = player.gui.screen
    local frame = root.add({type = 'frame', name = 'market_frame', caption = 'Market', direction = 'vertical'})
    frame.style.font = 'default'
    frame.style.font_color = {r = 0.3, g = 0.65, b = 0.3}
    frame.style.horizontal_align = 'center'
    frame.add({type = 'label', caption = 'Buy waves of biter/spitter'})
    local line = frame.add({type = 'line', direction = 'horizontal'})
    local table = frame.add({type = 'table', column_count = 5, draw_horizontal_lines = true, draw_vertical_lines = true})
    local case = table.add({type = 'sprite', sprite = 'file/graphics/vide.png'})
    case.style.horizontal_align = 'center'
    case.style.right_padding = 30
    case.style.left_padding = 30
    local case = table.add({type = 'sprite', sprite = 'entity/small-biter'})
    case.style.horizontal_align = 'center'
    case.style.right_padding = 30
    case.style.left_padding = 30
    local case = table.add({type = 'sprite', sprite = 'entity/medium-biter'})
    case.style.horizontal_align = 'center'
    case.style.right_padding = 30
    case.style.left_padding = 30
    local case = table.add({type = 'sprite', sprite = 'entity/big-biter'})
    case.style.horizontal_align = 'center'
    case.style.right_padding = 30
    case.style.left_padding = 30
    local case = table.add({type = 'sprite', sprite = 'entity/behemoth-biter'})
    case.style.horizontal_align = 'center'
    case.style.right_padding = 30
    case.style.left_padding = 30

    for _, nb in pairs(Settings.nb_of_waves) do
        local wave_nb = nb
        local text_wave = ''
        if wave_nd == 1 then
            text_wave = wave_nb .. ' wave'
        else
            text_wave = wave_nb .. ' waves'
        end
        local case = table.add({type = 'label', caption = text_wave})
        case.style.right_padding = 30
        local case = table.add({type = 'flow', direction = 'horizontal'})
        case.add(
            {
                type = 'sprite-button',
                sprite = 'item/automation-science-pack',
                name = 'red_' .. wave_nb,
                tooltip = 'Buy ' ..
                    wave_nb .. ' wave of small biter/spitter.\nPrice: ' .. wave_nb * Settings.wave_price['automation-science-pack'].price .. ' [item=automation-science-pack].',
                number = math.floor((player_red_science_pack / Settings.wave_price['automation-science-pack'].price) / wave_nb)
            }
        )
        case.add(
            {
                type = 'sprite-button',
                sprite = 'item/logistic-science-pack',
                name = 'green_' .. wave_nb,
                tooltip = 'Buy 1 wave of small biter/spitter.\nPrice: ' .. wave_nb * Settings.wave_price['logistic-science-pack'].price .. ' [item=logistic-science-pack].',
                number = math.floor((player_green_science_pack / Settings.wave_price['logistic-science-pack'].price) / wave_nb)
            }
        )
        case.style.right_padding = 12
        case.style.left_padding = 12
        local case = table.add({type = 'flow', direction = 'horizontal'})
        case.add(
            {
                type = 'sprite-button',
                sprite = 'item/military-science-pack',
                name = 'grey_' .. wave_nb,
                tooltip = 'Buy ' ..
                    wave_nb .. ' wave of medium biter/spitter.\nPrice: ' .. wave_nb * Settings.wave_price['military-science-pack'].price .. ' [item=military-science-pack].',
                number = math.floor((player_grey_science_pack / Settings.wave_price['military-science-pack'].price) / wave_nb)
            }
        )
        case.style.left_padding = 30
        case.style.right_padding = 30
        local case = table.add({type = 'flow', direction = 'horizontal'})
        case.add(
            {
                type = 'sprite-button',
                sprite = 'item/chemical-science-pack',
                name = 'blue_' .. wave_nb,
                tooltip = 'Buy ' ..
                    wave_nb .. ' wave of big biter/spitter.\nPrice: ' .. wave_nb * Settings.wave_price['chemical-science-pack'].price .. ' [item=chemical-science-pack].',
                number = math.floor((player_blue_science_pack / Settings.wave_price['chemical-science-pack'].price) / wave_nb)
            }
        )
        case.style.left_padding = 30
        case.style.right_padding = 30
        local case = table.add({type = 'flow', direction = 'horizontal'})
        case.add(
            {
                type = 'sprite-button',
                sprite = 'item/production-science-pack',
                name = 'purple_' .. wave_nb,
                tooltip = 'Buy ' ..
                    wave_nb .. ' wave of behemoth biter/spitter.\nPrice: ' .. wave_nb * Settings.wave_price['production-science-pack'].price .. ' [item=production-science-pack].',
                number = math.floor((player_purple_science_pack / Settings.wave_price['production-science-pack'].price) / wave_nb)
            }
        )
        case.add(
            {
                type = 'sprite-button',
                sprite = 'item/utility-science-pack',
                name = 'yellow_' .. wave_nb,
                tooltip = 'Buy ' ..
                    wave_nb .. ' wave of behemoth biter/spitter.\nPrice: ' .. wave_nb * Settings.wave_price['utility-science-pack'].price .. ' [item=utility-science-pack].',
                number = math.floor((player_yellow_science_pack / Settings.wave_price['utility-science-pack'].price) / wave_nb)
            }
        )
        case.style.right_padding = 12
        case.style.left_padding = 12
    end

    local line = frame.add({type = 'line', direction = 'horizontal'})
    frame.add({type = 'label', caption = 'Buy/ugrade worm turret'})

    local table = frame.add({type = 'table', column_count = 5, draw_horizontal_lines = true, draw_vertical_lines = true})
    local case = table.add({type = 'sprite', sprite = 'file/graphics/vide.png'})
    case.style.horizontal_align = 'center'
    case.style.right_padding = 30
    case.style.left_padding = 30
    local case = table.add({type = 'sprite', sprite = 'entity/small-worm-turret'})
    case.style.horizontal_align = 'center'
    case.style.right_padding = 30
    case.style.left_padding = 30
    local case = table.add({type = 'sprite', sprite = 'entity/medium-worm-turret'})
    case.style.horizontal_align = 'center'
    case.style.right_padding = 30
    case.style.left_padding = 30
    local case = table.add({type = 'sprite', sprite = 'entity/big-worm-turret'})
    case.style.horizontal_align = 'center'
    case.style.right_padding = 30
    case.style.left_padding = 30
    local case = table.add({type = 'sprite', sprite = 'entity/behemoth-worm-turret'})
    case.style.horizontal_align = 'center'
    case.style.right_padding = 30
    case.style.left_padding = 30

    for _, dist in pairs(Settings.worm_dist) do
        local turret = ''
        if dist == 'all' then
            turret = 'turrets'
        else
            turret = 'turret'
        end
        local case = table.add({type = 'label', caption = dist})
        case.style.right_padding = 30
        local case = table.add({type = 'flow', direction = 'horizontal'})
        case.add(
            {
                type = 'sprite-button',
                sprite = 'item/automation-science-pack',
                name = 'red_' .. dist,
                tooltip = 'Buy ' ..
                    dist .. ' worm ' .. turret .. '.\nPrice: ' .. Settings.upgrade_turret_price['automation-science-pack'].price .. ' [item=automation-science-pack].',
                number = math.floor(player_red_science_pack / Settings.upgrade_turret_price['automation-science-pack'].price)
            }
        )
        case.add(
            {
                type = 'sprite-button',
                sprite = 'item/logistic-science-pack',
                name = 'green_' .. dist,
                tooltip = 'Buy ' .. dist .. ' worm ' .. turret .. '.\nPrice: ' .. Settings.upgrade_turret_price['logistic-science-pack'].price .. ' [item=logistic-science-pack].',
                number = math.floor(player_green_science_pack / Settings.upgrade_turret_price['logistic-science-pack'].price)
            }
        )
        case.style.right_padding = 12
        case.style.left_padding = 12
        local case = table.add({type = 'flow', direction = 'horizontal'})
        case.add(
            {
                type = 'sprite-button',
                sprite = 'item/military-science-pack',
                name = 'grey_' .. dist,
                tooltip = 'Upgrade ' ..
                    dist .. ' worm ' .. turret .. '.\nPrice: ' .. Settings.upgrade_turret_price['military-science-pack'].price .. ' [item=military-science-pack].',
                number = math.floor(player_grey_science_pack / Settings.upgrade_turret_price['military-science-pack'].price)
            }
        )
        case.style.left_padding = 30
        case.style.right_padding = 30
        local case = table.add({type = 'flow', direction = 'horizontal'})
        case.add(
            {
                type = 'sprite-button',
                sprite = 'item/chemical-science-pack',
                name = 'blue_' .. dist,
                tooltip = 'Upgrade ' ..
                    dist .. ' worm ' .. turret .. '.\nPrice: ' .. Settings.upgrade_turret_price['chemical-science-pack'].price .. ' [item=chemical-science-pack].',
                number = math.floor(player_blue_science_pack / Settings.upgrade_turret_price['chemical-science-pack'].price)
            }
        )
        case.style.left_padding = 30
        case.style.right_padding = 30
        local case = table.add({type = 'flow', direction = 'horizontal'})
        case.add(
            {
                type = 'sprite-button',
                sprite = 'item/production-science-pack',
                name = 'purple_' .. dist,
                tooltip = 'Upgrade ' ..
                    dist .. ' worm ' .. turret .. '.\nPrice: ' .. Settings.upgrade_turret_price['production-science-pack'].price .. ' [item=production-science-pack].',
                number = math.floor(player_purple_science_pack / Settings.upgrade_turret_price['production-science-pack'].price)
            }
        )
        case.add(
            {
                type = 'sprite-button',
                sprite = 'item/utility-science-pack',
                name = 'yellow_' .. dist,
                tooltip = 'Upgrade ' .. dist .. ' worm ' .. turret .. '.\nPrice: ' .. Settings.upgrade_turret_price['utility-science-pack'].price .. ' [item=utility-science-pack].',
                number = math.floor(player_yellow_science_pack / Settings.upgrade_turret_price['utility-science-pack'].price)
            }
        )
        case.style.right_padding = 12
        case.style.left_padding = 12
    end

    local line = frame.add({type = 'line', direction = 'horizontal'})
    frame.add({type = 'label', caption = 'Upgrade biter'})
    local table = frame.add({type = 'table', column_count = 5, draw_horizontal_lines = true, draw_vertical_lines = true})
    local case = table.add({type = 'sprite', sprite = 'file/graphics/vide.png'})
    case.style.horizontal_align = 'center'
    case.style.right_padding = 30
    case.style.left_padding = 30
    local case = table.add({type = 'sprite', sprite = 'file/graphics/Splash.png'})
    case.style.horizontal_align = 'center'
    case.style.right_padding = 30
    case.style.left_padding = 30
    local case = table.add({type = 'sprite', sprite = 'file/graphics/resist.png'})
    case.style.horizontal_align = 'center'
    case.style.right_padding = 30
    case.style.left_padding = 30
    local case = table.add({type = 'sprite', sprite = 'file/graphics/griffe.png'})
    case.style.horizontal_align = 'center'
    case.style.right_padding = 30
    case.style.left_padding = 30
    local case = table.add({type = 'sprite', sprite = 'file/graphics/life.png'})
    case.style.horizontal_align = 'center'
    case.style.right_padding = 30
    case.style.left_padding = 30

    local xp_t = XP.get_table()
    local xp_available = xp_t[player.index].xp

    local case = table.add({type = 'flow', direction = 'vertical'})
    case.add({type = 'label', caption = 'Available XP :'})
    case.add({type = 'label', caption = math.floor(xp_available)})
    local case = table.add({type = 'flow', direction = 'horizontal'})
    local b = case.add({type = 'button', name = 'xp_splash', caption = '10 XP', tooltip = 'Increase spitters splash damage.\nPrice: 10 XP.'})
    b.style.minimal_width = 50
    case.style.top_padding = 5
    case.style.left_padding = 20
    local case = table.add({type = 'flow', direction = 'horizontal'})
    local b = case.add({type = 'button', name = 'xp_resistance', caption = '10 XP', tooltip = 'Increase resistance of all your biter/spitter.\nPrice: 10 XP.'})
    b.style.minimal_width = 50
    case.style.top_padding = 5
    case.style.left_padding = 20
    local case = table.add({type = 'flow', direction = 'horizontal'})
    local b = case.add({type = 'button', name = 'xp_damage', caption = '10 XP', tooltip = 'Increase biter melee damage.\nPrice: 10 XP.'})
    b.style.minimal_width = 50
    case.style.top_padding = 5
    case.style.left_padding = 20
    local case = table.add({type = 'flow', direction = 'horizontal'})
    case.add(
        {
            type = 'sprite-button',
            name = 'add_life',
            sprite = 'item/space-science-pack',
            tooltip = 'Buy extra life for all your biter/spitter.\nPrice: 1000 [item=space-science-pack].',
            number = math.floor(player_white_science_pack / 1000)
        }
    )
    case.style.left_padding = 30
    case.style.right_padding = 30

    local line = frame.add({type = 'line', direction = 'horizontal'})
    frame.add({type = 'button', name = 'cancel_market', caption = 'Close'})
end

local function on_gui_opened(event)
    if not event then
        return
    end
    if not event.entity then
        return
    end
    if event.entity.name == 'market' then
        local player = game.players[event.player_index]
        event.entity.operable = false
        create_new_gui_for_market(player, event.entity)
    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 player_inventory = player.get_main_inventory()

    --[[if event.element.name == "confirm_rejoin" then
		player.gui.center["rejoin_question_frame"].destroy()
		Team.assign_force_to_player(player)
		Team.teleport_player_to_active_surface(player)
		Team.put_player_into_random_team(player)
		game.print(player.name .. " has rejoined the game!")
		return
	end
	if event.element.name == "cancel_rejoin" then player.gui.center["rejoin_question_frame"].destroy() return end
	if player.force.name == "spectator" then return end
	if event.element.name == "cancel_spectate" then player.gui.center["spectate_confirmation_frame"].destroy() return end

	if event.element.name == "cancel_spectate" then player.gui.center["spectate_confirmation_frame"].destroy() return end]]
    if event.element.name == 'cancel_market' then
        player.gui.screen['market_frame'].destroy()
        local surface = game.surfaces['native_war']
        if player.force.name == 'west' then
            local market = surface.find_entities_filtered {position = {-197, 0}, radius = 5, type = 'market'}
            market[1].operable = true
        elseif player.force.name == 'east' then
            local market = surface.find_entities_filtered {position = {197, 0}, radius = 5, type = 'market'}
            market[1].operable = true
        end
        return
    end

    --[[if event.element.name == "confirm_spectate" then
		player.gui.screen["spectate_confirmation_frame"].destroy()
		Team.set_player_to_spectator(player)
		game.print(player.name .. " has turned into a spectator ghost.")
		return
	end

	if event.element.name == "spectate_button" then
		if player.gui.screen["spectate_confirmation_frame"] then
			player.gui.screen["spectate_confirmation_frame"].destroy()
		else
			create_spectate_confirmation(player)
		end
		return
	end]]
    local xp_t = XP.get_table()
    local xp_available = xp_t[player.index].xp
    local amount = 10
    if event.element.name == 'xp_splash' and xp_available >= amount then
        XP.lost_xp(player, amount)
        global.map_forces[player.force.name].modifier.splash = global.map_forces[player.force.name].modifier.splash + 0.001
        player.gui.screen['market_frame'].destroy()
        create_new_gui_for_market(player, event.entity)
    end
    if event.element.name == 'xp_damage' and xp_available >= amount then
        XP.lost_xp(player, amount)
        global.map_forces[player.force.name].modifier.damage = global.map_forces[player.force.name].modifier.damage + 0.001
        player.gui.screen['market_frame'].destroy()
        create_new_gui_for_market(player, event.entity)
    end
    if event.element.name == 'xp_resistance' and xp_available >= amount then
        XP.lost_xp(player, amount)
        global.map_forces[player.force.name].modifier.resistance = global.map_forces[player.force.name].modifier.resistance - 0.001
        player.gui.screen['market_frame'].destroy()
        create_new_gui_for_market(player, event.entity)
    end
    if event.element.name == 'add_life' and player_inventory.get_item_count('space-science-pack') >= 1000 then
        XP.buy_extra_life(player.force.name)
        player.remove_item({name = 'space-science-pack', count = 1000})
        player.gui.screen['market_frame'].destroy()
        create_new_gui_for_market(player, event.entity)
    end

    for _, button in pairs(button_science_name) do
        if event.element.name == button.button_name then
            local count = 0
            for i = 1, button.nbw, 1 do
                if player_inventory.get_item_count(button.sp) < Settings.wave_price[button.sp].price then
                    break
                end
                player.remove_item({name = button.sp, count = Settings.wave_price[button.sp].price})
                Team.on_buy_wave('native_war', player.force.name, button.spc)
                count = count + 1
            end
            if count > 0 then
                if button.nbw > 1 then
                    game.print(player.name .. ' buy ' .. count .. ' waves of biter/spitters using [item=' .. button.sp .. ']', Settings.color[button.sp])
                else
                    game.print(player.name .. ' buy ' .. count .. ' wave of biter/spitters using [item=' .. button.sp .. ']', Settings.color[button.sp])
                end
            end
            player.gui.screen['market_frame'].destroy()
            create_new_gui_for_market(player, event.entity)
            break
        end
    end

    for k, button in pairs(Settings.button_upgrade_name) do --sp = k, spc = sp.short, button_name = sp.short.."_"..dist, dist = dist, type_worm = sp.t
        if event.element.name == k then
            if player_inventory.get_item_count(button.sp) >= Settings.upgrade_turret_price[button.sp].price then
                if button.sp == 'automation-science-pack' or button.sp == 'logistic-science-pack' then
                    if
                        Team.buy_worm_turret(
                            game.surfaces['native_war'],
                            player.force.name,
                            button.dist,
                            player,
                            player_inventory.get_item_count(button.sp),
                            Settings.upgrade_turret_price[button.sp].price,
                            button.sp
                        )
                     then
                        player.gui.screen['market_frame'].destroy()
                        create_new_gui_for_market(player, event.entity)
                        break
                    else
                        player.print('All small worm turrets are already buy', Settings.color['message'])
                        player.gui.screen['market_frame'].destroy()
                        create_new_gui_for_market(player, event.entity)
                        break
                    end
                else
                    if
                        Team.upgrade_worm_turret(
                            game.surfaces['native_war'],
                            player.force.name,
                            button.dist,
                            player,
                            player_inventory.get_item_count(button.sp),
                            Settings.upgrade_turret_price[button.sp].price,
                            button.sp,
                            button.type_worm .. '-worm-turret'
                        )
                     then
                        player.gui.screen['market_frame'].destroy()
                        create_new_gui_for_market(player, event.entity)
                        break
                    else
                        local table_upgrade = {
                            ['medium'] = 'small',
                            ['big'] = 'medium',
                            ['behemoth'] = 'big'
                        }
                        player.print(
                            'There is no more ' .. table_upgrade[button.type_worm] .. ' worm turrets to upgrade with  [item=' .. button.sp .. '].',
                            Settings.color['message']
                        )
                        player.gui.screen['market_frame'].destroy()
                        create_new_gui_for_market(player, event.entity)
                        break
                    end
                end
            end
        end
    end
end

local event = require 'utils.event'
event.add(defines.events.on_gui_click, on_gui_click)
event.add(defines.events.on_gui_opened, on_gui_opened)

return Public
