-- by mewmew
-- modified by Gerkiz

local Event = require 'utils.event'
local Global = require 'utils.global'

local traps = {}

Global.register(
    traps,
    function(t)
        traps = t
    end
)

local function teleport_player(surface, source_player, position)
    local materializing_characters =
        source_player.surface.find_entities_filtered(
        {
            name = 'character',
            area = {{position.x - 1, position.y - 1}, {position.x + 1, position.y + 1}},
            force = 'neutral'
        }
    )
    for _, e in pairs(materializing_characters) do
        if e.valid then
            e.destroy()
        end
    end

    if not source_player.character then
        return
    end
    surface.create_entity({name = 'character-corpse', position = source_player.position, force = source_player.force.name})
    source_player.teleport(position, surface)
    if source_player.character.health < 25 then
        source_player.character.health = 250
    end
    global.team_teleport_delay[source_player.name] = game.tick + 18000
end

local function fix_player_position(source_player, original_position)
    if not source_player.character then
        return
    end
    if source_player.position.x == original_position.x and source_player.position.y == original_position.y then
        return
    end
    source_player.teleport(original_position, source_player.surface)
end

local function teleport_effects(surface, position)
    local x = position.x + (4 - (math.random(1, 80) * 0.1))
    surface.create_entity(
        {
            name = 'railgun-beam',
            position = {x = position.x, y = position.y},
            target = {x = x, y = position.y - math.random(6, 13)}
        }
    )
    for y = 0, 1, 1 do
        surface.create_entity(
            {
                name = 'water-splash',
                position = {x = position.x, y = position.y + y}
            }
        )
    end
    if math.random(1, 40) == 1 then
        surface.create_entity(
            {
                name = 'explosion',
                position = {
                    x = position.x + (3 - (math.random(1, 60) * 0.1)),
                    y = position.y + (3 - (math.random(1, 60) * 0.1))
                }
            }
        )
    end
    if math.random(1, 32) == 1 then
        surface.create_entity({name = 'blood-explosion-huge', position = position})
    end
    if math.random(1, 16) == 1 then
        surface.create_entity({name = 'blood-explosion-big', position = position})
    end
    if math.random(1, 8) == 1 then
        surface.create_entity({name = 'blood-explosion-small', position = position})
    end
end

local function sync_health_and_direction(player, materializing_character)
    if not player.character then
        return
    end
    if not player.character.valid then
        return
    end
    if not materializing_character then
        return
    end
    if not materializing_character.valid then
        return
    end
    materializing_character.health = materializing_character.health + 2
    materializing_character.direction = player.character.direction
    if player.character.health < 3 then
        player.character.health = 1
        return
    end
    if player.character.health == 250 then
        player.character.damage(2, 'player')
        return
    end
    if math.random(1, 64) == 1 then
        player.character.damage(2, 'player')
        return
    end
    player.character.health = player.character.health - 2
end

local function teleport(source_player, target_player)
    source_player.teleport({x = math.floor(source_player.position.x), y = math.floor(source_player.position.y)})
    local target_position = target_player.surface.find_non_colliding_position('character', target_player.position, 128, 1)
    if not target_position then
        target_position = {x = target_player.position.x, y = target_player.position.y}
    end
    local materializing_character =
        target_player.surface.create_entity(
        {
            name = 'character',
            position = target_position,
            force = 'neutral',
            direction = source_player.character.direction
        }
    )
    materializing_character.destructible = false
    materializing_character.color = source_player.color
    materializing_character.damage(1, 'player')
    materializing_character.health = 1

    local a = 20
    for t = 0, 780, 1 do
        if not traps[game.tick + t] then
            traps[game.tick + t] = {}
        end

        if t % a == 0 then
            traps[game.tick + t][#traps[game.tick + t] + 1] = {
                callback = 'teleport_effects',
                params = {source_player.surface, {x = source_player.position.x, y = source_player.position.y}}
            }
            traps[game.tick + t][#traps[game.tick + t] + 1] = {
                callback = 'teleport_effects',
                params = {source_player.surface, target_position}
            }

            traps[game.tick + t][#traps[game.tick + t] + 1] = {
                callback = 'sync_health_and_direction',
                params = {source_player, materializing_character}
            }

            a = a - 0.5
            if a < 5 then
                a = 5
            end
        end

        if t % 2 == 0 then
            traps[game.tick + t][#traps[game.tick + t] + 1] = {
                callback = 'fix_player_position',
                params = {source_player, {x = source_player.position.x, y = source_player.position.y}}
            }
        end

        if t == 780 then
            traps[game.tick + t][#traps[game.tick + t] + 1] = {
                callback = 'teleport_player',
                params = {target_player.surface, source_player, target_position}
            }
        end
    end
end

local function get_sorted_player_table(requesting_player)
    local t = {}
    for _, player in pairs(game.connected_players) do
        if player.name ~= requesting_player.name and player.force == requesting_player.force then
            local distance = math.ceil(math.sqrt((player.position.x - requesting_player.position.x) ^ 2 + (player.position.y - requesting_player.position.y) ^ 2) * 10) * 0.1
            table.insert(t, {name = player.name, distance = distance})
        end
    end
    for i = 1, #t, 1 do
        for i2 = 1, #t, 1 do
            if t[i].distance > t[i2].distance then
                local k = t[i]
                t[i] = t[i2]
                t[i2] = k
            end
        end
    end
    return t
end

local function create_gui_toggle_button(player)
    if player.gui.top['team_teleport_button'] then
        return
    end
    local b = player.gui.top.add({type = 'sprite-button', name = 'team_teleport_button', caption = 'TP', tooltip = 'Teleport to a Team Member'})
    b.style.font_color = {r = 0.55, g = 0.22, b = 0.77}
    b.style.font = 'heading-1'
    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

local function create_teleport_gui(player)
    if player.gui.center['team_teleport'] then
        player.gui.center['team_teleport'].destroy()
    end
    local frame = player.gui.center.add({type = 'frame', name = 'team_teleport', caption = '<< Teleport to player >>'})
    frame.style.font_color = {r = 0.55, g = 0.22, b = 0.77}
    frame.style.font = 'heading-1'

    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 = 320
    scroll_pane.style.minimal_height = 320

    local t = scroll_pane.add({type = 'table', column_count = 3, name = 'team_teleport_table'})
    local player_table = get_sorted_player_table(player)

    for _, k in pairs(player_table) do
        local l = t.add({type = 'button', name = k.name, caption = k.name})
        l.style.font_color = {
            r = game.players[k.name].color.r * 0.5,
            g = game.players[k.name].color.g * 0.5,
            b = game.players[k.name].color.b * 0.5
        }
        l.style.font = 'heading-2'
        l.style.minimal_width = 120

        l = t.add({type = 'label', caption = '       Distance: '})
        l.style.font = 'heading-2'

        l = t.add({type = 'label', caption = tostring(k.distance)})
        l.style.font_color = {r = 0.66, g = 0.66, b = 0.99}
        l.style.font = 'heading-2'
        l.style.minimal_width = 100
    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.player_index]
    local name = event.element.name
    if name == 'team_teleport_button' then
        if player.gui.center['team_teleport'] then
            player.gui.center['team_teleport'].destroy()
            return
        else
            create_teleport_gui(player)
            return
        end
    end

    if not game.players[name] then
        return
    end
    if event.element.parent.name ~= 'team_teleport_table' then
        return
    end
    if not player.character then
        return
    end
    if not game.players[name].character then
        return
    end
    if player.character.driving then
        return
    end
    if game.tick - global.team_teleport_delay[player.name] < 0 then
        local recovery_time = math.ceil(math.abs(game.tick - global.team_teleport_delay[player.name]) / 3600)
        if recovery_time == 1 then
            player.print('You need one more minute to recover from the last teleport.')
        else
            player.print('You are not capable of handling another teleport yet, you need ' .. tostring(recovery_time) .. ' more minutes to recover.')
        end
        return
    end
    global.team_teleport_delay[player.name] = game.tick + 900
    teleport(player, game.players[name])
    player.gui.center['team_teleport'].destroy()
end

local function refresh_gui()
    for _, p in pairs(game.connected_players) do
        if p.gui.center['team_teleport'] then
            p.gui.center['team_teleport'].destroy()
            create_teleport_gui(p)
        end
    end
end

local function on_player_joined_game(event)
    local player = game.players[event.player_index]
    if not global.team_teleport_delay then
        global.team_teleport_delay = {}
    end
    if not global.team_teleport_delay[player.name] then
        global.team_teleport_delay[player.name] = 0
    end
    create_gui_toggle_button(player)
    refresh_gui()
end

local function on_player_left_game()
    refresh_gui()
end

local function on_tick()
    if not traps[game.tick] then
        return
    end
    for _, token in pairs(traps[game.tick]) do
        local callback = token.callback
        local params = token.params
        if callback == 'teleport_effects' then
            teleport_effects(params[1], params[2])
        elseif callback == 'sync_health_and_direction' then
            sync_health_and_direction(params[1], params[2])
        elseif callback == 'fix_player_position' then
            fix_player_position(params[1], params[2])
        elseif callback == 'teleport_player' then
            teleport_player(params[1], params[2], params[3])
        end
    end
    traps[game.tick] = nil
end

Event.add(defines.events.on_tick, on_tick)
Event.add(defines.events.on_gui_click, on_gui_click)
Event.add(defines.events.on_player_joined_game, on_player_joined_game)
Event.add(defines.events.on_player_left_game, on_player_left_game)
