local Chrono_table = require 'maps.chronosphere.table'
local Factories = require 'maps.chronosphere.production'

local Public = {}

function Public.production_factory(surface, position)
    local factory = Factories.roll_random_assembler()
    local entity = surface.create_entity({name = factory.entity, force = 'neutral', position = position})
    entity.destructible = false
    entity.minable = false
    entity.operable = false
    entity.active = false
    Factories.register_random_assembler(entity, factory.id, factory.tier)
end

function Public.danger_event(surface, left_top)
    local objective = Chrono_table.get_table()
    local silo = surface.create_entity({name = 'rocket-silo', force = 'enemy', position = {x = left_top.x + 16, y = left_top.y + 16}})
    local pole =
        surface.create_entity({name = 'medium-electric-pole', position = {x = left_top.x + 12, y = left_top.y + 11}, force = 'scrapyard', create_build_effect_smoke = false})
    local silo_text =
        rendering.draw_text {
        text = 'Nuclear silo',
        surface = surface,
        target = {
            entity = pole,
            offset = {5, -2.5},
            position = pole.position
        },
        color = {r = 0.98, g = 0, b = 0},
        scale = 1.00,
        font = 'default-game',
        alignment = 'center',
        scale_with_zoom = false
    }

    local countdown_text =
        rendering.draw_text {
        text = ' ',
        surface = surface,
        target = {
            entity = pole,
            offset = {5, -1.5},
            position = pole.position
        },
        color = {r = 0.98, g = 0, b = 0},
        scale = 1.00,
        font = 'default-game',
        alignment = 'center',
        scale_with_zoom = false
    }
    silo.get_module_inventory().insert('efficiency-module-3')
    silo.rocket_parts = 100
    --silo.get_module_inventory().insert("efficiency-module-3")
    local combinator =
        surface.create_entity({name = 'constant-combinator', position = {x = left_top.x + 11, y = left_top.y + 10}, force = 'player', create_build_effect_smoke = false})
    local speaker =
        surface.create_entity(
        {
            name = 'programmable-speaker',
            position = {x = left_top.x + 11, y = left_top.y + 11},
            force = 'player',
            create_build_effect_smoke = false,
            parameters = {playback_volume = 0.6, playback_mode = 'global', allow_polyphony = false},
            alert_parameters = {show_alert = true, show_on_map = true, icon_signal_id = {type = 'item', name = 'atomic-bomb'}, alert_message = 'Nuclear missile silo detected!'}
        }
    )
    combinator.get_wire_connector(defines.wire_connector_id.circuit_green, true).connect_to(speaker.get_wire_connector(defines.wire_connector_id.circuit_green, true), false)
    local rules = combinator.get_or_create_control_behavior()
    local rules2 = speaker.get_or_create_control_behavior()
    rules.get_section(1).set_slot(1, {value = {type = 'virtual', name = 'signal-A', comparator = '=', quality = 'normal'}, min = 1})
    rules2.circuit_condition = {first_signal = {type = 'virtual', name = 'signal-A'}, second_constant = 0, comparator = '>'}
    rules2.circuit_parameters = {signal_value_is_pitch = false, instrument_id = 0, note_id = 6}
    local solar = surface.create_entity({name = 'solar-panel', position = {x = left_top.x + 14, y = left_top.y + 10}, force = 'scrapyard', create_build_effect_smoke = false})
    local acu = surface.create_entity({name = 'accumulator', position = {x = left_top.x + 14, y = left_top.y + 8}, force = 'scrapyard', create_build_effect_smoke = false})
    acu.energy = 5000000
    speaker.minable = false
    speaker.destructible = false
    speaker.operable = false
    combinator.minable = false
    combinator.destructible = false
    combinator.operable = false
    solar.destructible = false
    pole.destructible = false
    acu.destructible = false

    objective.dangers[#objective.dangers + 1] = {
        silo = silo,
        speaker = speaker,
        combinator = combinator,
        solar = solar,
        acu = acu,
        pole = pole,
        destroyed = false,
        text = silo_text,
        timer = countdown_text
    }
end

function Public.fish_market(surface, left_top)
    local objective = Chrono_table.get_table()
    local market = surface.create_entity({name = 'market', force = 'player', position = {x = left_top.x + 16, y = left_top.y + 16}})
    market.destructible = false
    market.operable = false
    market.minable = false
    rendering.draw_text {
        text = 'Fish Market',
        surface = surface,
        target = {
            entity = market,
            offset = {0, -2.5},
            position = market.position
        },
        color = objective.locomotive.color,
        scale = 1.00,
        font = 'default-game',
        alignment = 'center',
        scale_with_zoom = false
    }
    local fishchest = surface.create_entity({name = 'blue-chest', force = 'player', position = {x = left_top.x + 11, y = left_top.y + 16}})
    fishchest.destructible = false
    fishchest.minable = false
    fishchest.operable = false
    objective.fishchest = fishchest
    rendering.draw_text {
        text = 'Deposit fish here',
        surface = surface,
        target = {
            entity = fishchest,
            offset = {0, -2.5},
            position = fishchest.position
        },
        color = objective.locomotive.color,
        scale = 0.75,
        font = 'default-game',
        alignment = 'center',
        scale_with_zoom = false
    }
    local inserter = surface.create_entity({name = 'fast-inserter', force = 'player', position = {x = left_top.x + 10, y = left_top.y + 16}, direction = defines.direction.west})
    inserter.destructible = false
    inserter.minable = false
    inserter.operable = false
    inserter.rotatable = false
    local track = surface.create_entity({name = 'straight-rail', force = 'player', position = {x = left_top.x + 8, y = left_top.y + 16}})
    track.destructible = false
    track.minable = false
end

function Public.defended_position(left_top, entities)
    local positions = {
        {x = left_top.x + 9, y = left_top.y + 9},
        {x = left_top.x + 9, y = left_top.y + 16},
        {x = left_top.x + 9, y = left_top.y + 23},
        {x = left_top.x + 16, y = left_top.y + 9},
        {x = left_top.x + 16, y = left_top.y + 23},
        {x = left_top.x + 23, y = left_top.y + 9},
        {x = left_top.x + 23, y = left_top.y + 16},
        {x = left_top.x + 23, y = left_top.y + 23}
    }
    for i = 1, 8, 1 do
        entities[#entities + 1] = {name = 'gun-turret', position = positions[i], force = 'scrapyard'}
    end
end

return Public
