local Event = require 'utils.event'
local key_item = 'computer'
local blacklisted_tiles = {'out-of-map', 'water', 'deepwater', 'water-green', 'lab-white', 'lab-dark-1'}
local teleporter_names = {
    'Stuedrik',
    'Wrirrirb',
    'Cekoht',
    'Deokels',
    'Gnaecl',
    'Yffolf',
    'Xuohsywae',
    'Flublodoe',
    'Dicyhnea',
    'Ruovyk',
    'Truecuhz',
    "Vaux'ers",
    'Gyttux',
    'Flys',
    'Qlammed',
    'Gynneo',
    'Xraeqoeht',
    'Phuashlk',
    'Cuahnennu',
    'Kneizigh',
    "Zruex'iz",
    "Stux'ar",
    'Zrihq',
    'Opsyms',
    'Ogigh',
    "Nek'oke",
    'Knoebhybeo',
    'Kluetryrceo',
    'Chahz',
    'Xralarb',
    'Wrib',
    'Breipuhz',
    'Nueglahloe',
    'Wuammea',
    'Iblameo',
    'Wuansyrfua',
    'Flohlilue',
    "Vev'unnae",
    'Deivrym',
    'Atahz',
    "Zrux'ysk",
    "Kyq'yks",
    "Gnyf'ilm",
    'Knaegnom',
    'Gnaelphiss',
    "Kmaek'irba",
    'Zruffira',
    'Kicremme',
    "Tuot'az",
    'Ouprard',
    "Tyv'im",
    "Get'yks",
    'Essyh',
    'Vliln',
    'Glucutha',
    'Teoblux',
    'Feohshowtha',
    'Dedrapt',
    'Isom',
    'Xoxxywth',
    'Qrokmeg',
    'Uzzuhz',
    'Achumea',
    'Caelhume',
    'Diewylfi',
    "Deak'yrbie",
    'Bepsilp',
    'Uogeptue',
    "Gouq'oht",
    'Strauyb',
    'Evvyks',
    'Riux',
    'Ielfahs',
    'Myls',
    "Dael'eth",
    'Tluymnyrbu',
    'Qluephaulpie',
    'Bruetheltua'
}

local charged_accumulators_required = 8
local function get_power_status(teleporter_index, drain_power)
    local surface = game.surfaces[global.teleporters[teleporter_index].surface]
    local a = {
        left_top = {x = global.teleporters[teleporter_index].position.x - 5, y = global.teleporters[teleporter_index].position.y - 5},
        right_bottom = {x = global.teleporters[teleporter_index].position.x + 6, y = global.teleporters[teleporter_index].position.y + 6}
    }
    local power_cells = surface.find_entities_filtered({area = a, name = 'accumulator'})
    if not power_cells[1] then
        return 'No energy source found - Operation not possible'
    end
    if #power_cells < charged_accumulators_required then
        return 'Low Energy - More energy sources needed'
    end
    local charged_cells = {}
    for _, cell in pairs(power_cells) do
        if cell.energy >= 5000000 then
            table.insert(charged_cells, cell)
        end
        if #charged_cells == charged_accumulators_required then
            break
        end
    end
    if #charged_cells < charged_accumulators_required then
        return 'Low Energy - Not enough accumulator charge'
    end
    if drain_power == true then
        for _, cell in pairs(charged_cells) do
            cell.energy = 0
        end
    end
    return true
end

local function gui_spawn_new_teleporter(player)
    if player.gui.left['spawn_new_teleporter_button'] then
        player.gui.left['spawn_new_teleporter_button'].destroy()
    end
    local b = player.gui.left.add({type = 'button', name = 'spawn_new_teleporter_button', caption = 'Deploy Teleporter'})
    b.style.minimal_height = 38
    b.style.minimal_width = 38
    b.style.top_padding = 6
    b.style.left_padding = 12
    b.style.right_padding = 12
    b.style.bottom_padding = 6
    b.style.font = 'default-listbox'
    b.style.font_color = {r = 0.35, g = 0.5, b = 1}
end

local function gui_teleporter(player, visited_teleporter_index)
    if player.gui.left['gui_teleporter'] then
        player.gui.left['gui_teleporter'].destroy()
    end
    local frame = player.gui.left.add({type = 'frame', name = 'gui_teleporter', direction = 'vertical'})
    local t = frame.add({type = 'table', column_count = 2, name = 'teleporter_heading'})
    local l = t.add({type = 'label', caption = '<Teleporter> '})
    l.style.font_color = {r = 0.35, g = 0.5, b = 1}
    l.style.font = 'heading-1'
    l = t.add({type = 'label', caption = global.teleporters[visited_teleporter_index].name, name = visited_teleporter_index})
    l.style.font_color = {r = 0.77, g = 0.77, b = 0.77}
    l.style.font = 'default-bold'
    l.style.top_padding = 4

    local frame2 = frame.add({type = 'frame', direction = 'vertical'})
    frame2.style.maximal_height = 400
    frame2.style.top_padding = 8
    frame2.style.font = 'default-bold'
    frame2.style.font_color = {r = 0.88, g = 0.22, b = 0.22}

    if #global.teleporters < 2 then
        frame2.caption = 'No connected teleporters found.'
        frame2.style.top_padding = 14
        frame2.style.bottom_padding = 0
        return
    end

    local power_status = get_power_status(visited_teleporter_index)
    if power_status ~= true then
        frame2.caption = power_status
        frame2.style.top_padding = 14
        frame2.style.bottom_padding = 0
        return
    end

    local scroll_pane = frame2.add({type = 'scroll-pane', direction = 'vertical', horizontal_scroll_policy = 'never', vertical_scroll_policy = 'auto'})

    for x = #global.teleporters, 1, -1 do
        local surface = game.surfaces[global.teleporters[x].surface]
        local tile = surface.get_tile(global.teleporters[x].position)
        if x ~= visited_teleporter_index and tile.name == 'lab-white' then
            t = scroll_pane.add({type = 'table', column_count = 2})

            local b = t.add({type = 'button', caption = '> ' .. global.teleporters[x].name .. ' <', name = 'teleporter_' .. x})
            b.style.minimal_width = 250
            b.style.font_color = {r = 0.35, g = 0.5, b = 1}
            b.style.font = 'default-listbox'
            b.style.top_padding = 7
            b.style.bottom_padding = 7

            local tt = t.add({type = 'table', column_count = 2})

            l = tt.add({type = 'label', caption = global.teleporters[x].surface .. ': '})
            l.style.font_color = {r = 0.22, g = 0.88, b = 0.44}
            l.style.font = 'default-bold'
            l.style.minimal_width = 65
            l.style.top_padding = 0
            l.style.bottom_padding = 0
            l.style.left_padding = 8

            l = tt.add({type = 'label', caption = 'X: ' .. tostring(global.teleporters[x].position.x) .. '  Y: ' .. tostring(global.teleporters[x].position.y)})
            l.style.font = 'default'
            l.style.font_color = {r = 0.77, g = 0.77, b = 0.77}
            l.style.minimal_width = 100
            l.style.top_padding = 0
            l.style.bottom_padding = 0

            l = tt.add({type = 'label', caption = 'Distance: '})
            l.style.font_color = {r = 0.22, g = 0.88, b = 0.44}
            l.style.font = 'default-bold'
            l.style.minimal_width = 65
            l.style.top_padding = 0
            l.style.bottom_padding = 0
            l.style.left_padding = 8

            l =
                tt.add(
                {
                    type = 'label',
                    caption = tostring(
                        math.ceil(math.sqrt((global.teleporters[x].position.x - player.position.x) ^ 2 + (global.teleporters[x].position.y - player.position.y) ^ 2), 0)
                    ) .. ' Units'
                }
            )
            l.style.font = 'default'
            l.style.font_color = {r = 0.77, g = 0.77, b = 0.77}
            l.style.minimal_width = 100
            l.style.top_padding = 0
            l.style.bottom_padding = 0

            if #global.teleporters > 2 and x ~= 1 then
                l = scroll_pane.add({type = 'label', caption = '-----------------------------------------------------------------'})
                l.style.font_color = {r = 0.77, g = 0.77, b = 0.77}
                l.style.font = 'default'
                l.style.top_padding = 0
                l.style.bottom_padding = 0
            end
        end
    end
end

local function spawn_teleporter(player)
    if not global.teleporters then
        global.teleporters = {}
    end
    local surface = player.surface
    local pos = {x = math.floor(player.position.x, 0), y = math.floor(player.position.y, 0)}
    local a = {
        left_top = {x = pos.x - 3, y = pos.y - 3},
        right_bottom = {x = pos.x + 3, y = pos.y + 3}
    }
    local c = surface.count_tiles_filtered {area = a, name = blacklisted_tiles, limit = 1}
    if c == 0 then
        local i = player.get_main_inventory()
        local removed_item_count = i.remove({name = key_item, count = 1})
        if removed_item_count ~= 1 then
            return
        end
        local str = teleporter_names[math.random(1, #teleporter_names)]
        local str2 = str
        while str == str2 do
            str2 = teleporter_names[math.random(1, #teleporter_names)]
        end
        table.insert(global.teleporters, {position = {x = pos.x, y = pos.y}, name = str .. ' ' .. str2, surface = surface.name})
        local tiles = {
            {name = 'lab-white', position = pos},
            {name = 'lab-dark-1', position = {pos.x - 1, pos.y - 1}},
            {name = 'lab-dark-1', position = {pos.x, pos.y - 1}},
            {name = 'lab-dark-1', position = {pos.x + 1, pos.y - 1}},
            {name = 'lab-dark-1', position = {pos.x + 1, pos.y}},
            {name = 'lab-dark-1', position = {pos.x + 1, pos.y + 1}},
            {name = 'lab-dark-1', position = {pos.x, pos.y + 1}},
            {name = 'lab-dark-1', position = {pos.x - 1, pos.y + 1}},
            {name = 'lab-dark-1', position = {pos.x - 1, pos.y}}
        }
        surface.set_tiles(tiles, true)
        game.print(player.name .. ' has deployed a Teleporter!', {r = 0.35, g = 0.5, b = 1})
    end
end

local function check_inventory_for_key_item(player_index)
    local player = game.players[player_index]
    if player.get_item_count(key_item) > 0 then
        gui_spawn_new_teleporter(player)
    else
        if player.gui.left['spawn_new_teleporter_button'] then
            player.gui.left['spawn_new_teleporter_button'].destroy()
        end
    end
end

local function on_player_changed_position(event)
    if not global.teleporters then
        return
    end
    local player = game.players[event.player_index]
    if player.character.driving == true then
        return
    end
    --if game.tick % 2 == 1 then return end
    local a = {
        left_top = {x = player.position.x - 1, y = player.position.y - 1},
        right_bottom = {x = player.position.x + 1, y = player.position.y + 1}
    }
    local tile = player.surface.find_tiles_filtered {area = a, name = 'lab-white', limit = 1}
    if not tile[1] then
        if player.gui.left['gui_teleporter'] then
            player.gui.left['gui_teleporter'].destroy()
        end
        return
    end
    for x, teleporter in pairs(global.teleporters) do
        if teleporter.position.x == tile[1].position.x and teleporter.position.y == tile[1].position.y then
            gui_teleporter(player, x)
            break
        end
    end
end

local function on_player_main_inventory_changed(event)
    check_inventory_for_key_item(event.player_index)
end

local function on_player_dropped_item(event)
    check_inventory_for_key_item(event.player_index)
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 name == 'spawn_new_teleporter_button' then
        spawn_teleporter(player)
    end
    if string.sub(name, 1, 10) ~= 'teleporter' then
        return
    end
    local index = tonumber(string.sub(name, 12))
    local visited_teleporter_index = tonumber(player.gui.left['gui_teleporter']['teleporter_heading'].children[2].name)
    local status = get_power_status(visited_teleporter_index, true)
    if status == true then
        local surface = game.surfaces[global.teleporters[index].surface]
        for _, p in pairs(game.connected_players) do
            p.play_sound {path = 'utility/armor_insert', volume_modifier = 1, position = global.teleporters[visited_teleporter_index].position}
            p.play_sound {path = 'utility/armor_insert', volume_modifier = 1, position = global.teleporters[index].position}
        end
        surface.create_entity({name = 'water-splash', position = player.position})
        surface.create_entity({name = 'blood-explosion-big', position = player.position})
        local p = surface.find_non_colliding_position('character', global.teleporters[index].position, 2, 0.5)
        if p then
            player.teleport(p, global.teleporters[index].surface)
        else
            player.teleport(global.teleporters[index].position, global.teleporters[index].surface)
        end
    end
end

Event.add(defines.events.on_player_changed_position, on_player_changed_position)
Event.add(defines.events.on_player_dropped_item, on_player_dropped_item)
Event.add(defines.events.on_player_main_inventory_changed, on_player_main_inventory_changed)
Event.add(defines.events.on_gui_click, on_gui_click)
