--luacheck: ignore
local Public = {}

local wait_messages = {
    'please get comfy.',
    'get comfy!!',
    'go and grab a drink.',
    'take a short healthy break.',
    'go and stretch your legs.',
    'please pet the cat.',
    'time to get a bowl of snacks :3',
    'send love to Mewmew'
}
local forces = {
    { name = 'west',      color = { r = 1, g = 1, b = 255 } },
    { name = 'spectator', color = { r = 111, g = 111, b = 111 } },
    { name = 'east',      color = { r = 255, g = 1, b = 1 } }
}
local gui_values = {
    ['west'] = {
        force = 'west',
        c1 = 'west',
        c2 = 'JOIN ',
        n1 = 'join_west_button',
        color1 = { r = 1, g = 1, b = 255 },
        color2 = { r = 0.66, g = 0.66, b = 0.99 }
    }, --tech_spy = "spy-north-tech", prod_spy = "spy-north-prod"
    ['east'] = {
        force = 'east',
        c1 = 'east',
        c2 = 'JOIN ',
        n1 = 'join_east_button',
        color1 = { r = 255, g = 1, b = 1 },
        color2 = { r = 0.99, g = 0.44, b = 0.44 }
    } --tech_spy = "spy-north-tech", prod_spy = "spy-north-prod"
}

starting_items = { ['iron-plate'] = 32, ['iron-gear-wheel'] = 16, ['stone'] = 25 }

local function get_player_array(force_name)
    local a = {}
    for _, p in pairs(game.forces[force_name].connected_players) do
        a[#a + 1] = p.name
    end
    return a
end

local function freeze_players()
    if not storage.freeze_players then
        return
    end
    storage.team_manager_default_permissions = {}
    local p = game.permissions.get_group('Default')
    for action_name, _ in pairs(defines.input_action) do
        storage.team_manager_default_permissions[action_name] = p.allows_action(defines.input_action[action_name])
        p.set_allows_action(defines.input_action[action_name], false)
    end
    local defs = {
        defines.input_action.write_to_console,
        defines.input_action.gui_click,
        defines.input_action.gui_selection_state_changed,
        defines.input_action.gui_checked_state_changed,
        defines.input_action.gui_elem_changed,
        defines.input_action.gui_text_changed,
        defines.input_action.gui_value_changed,
        defines.input_action.edit_permission_group
    }
    for _, d in pairs(defs) do
        p.set_allows_action(d, true)
    end
end

local function unfreeze_players()
    local p = game.permissions.get_group('Default')
    for action_name, _ in pairs(defines.input_action) do
        if storage.team_manager_default_permissions[action_name] then
            p.set_allows_action(defines.input_action[action_name], true)
        end
    end
end

local function leave_corpse(player)
    if not player.character then
        return
    end

    local inventories = {
        player.get_inventory(defines.inventory.character_main),
        player.get_inventory(defines.inventory.character_guns),
        player.get_inventory(defines.inventory.character_ammo),
        player.get_inventory(defines.inventory.character_armor),
        player.get_inventory(defines.inventory.character_vehicle),
        player.get_inventory(defines.inventory.character_trash)
    }

    local corpse = false
    for _, i in pairs(inventories) do
        for index = 1, #i, 1 do
            if not i[index].valid then
                break
            end
            corpse = true
            break
        end
        if corpse then
            player.character.die()
            break
        end
    end

    if player.character then
        player.character.destroy()
    end
    player.character = nil
    player.set_controller({ type = defines.controllers.god })
    player.create_character()
end

local function switch_force(player_name, force_name)
    if not game.players[player_name] then
        game.print('Team Manager >> Player ' .. player_name .. ' does not exist.', { r = 0.98, g = 0.66, b = 0.22 })
        return
    end
    if not game.forces[force_name] then
        game.print('Team Manager >> Force ' .. force_name .. ' does not exist.', { r = 0.98, g = 0.66, b = 0.22 })
        return
    end

    local player = game.players[player_name]
    player.force = game.forces[force_name]

    game.print(player_name .. ' has been switched into team ' .. force_name .. '.', { r = 0.98, g = 0.66, b = 0.22 })

    leave_corpse(player)

    storage.chosen_team[player_name] = nil
    if force_name == 'spectator' then
        spectate(player, true)
    else
        join_team(player, force_name, true)
    end
end

local function create_first_join_gui(player)
    if not storage.game_lobby_timeout then
        storage.game_lobby_timeout = 10
    end --[[5999940]]
    if storage.game_lobby_timeout - game.tick < 0 then
        storage.game_lobby_active = false
    end
    local frame = player.gui.left.add { type = 'frame', name = 'nv_main_gui', direction = 'vertical' }
    local b = frame.add { type = 'label', caption = 'Defend your Market!' }
    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 market with science to send native waves!' }
    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 storage.tm_custom_name[gui_value.force] then c = storage.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 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_color = { r = 0.22, g = 0.88, b = 0.22 }
        local c = gui_value.c2
        local font_color = gui_value.color1
        if storage.game_lobby_active then
            font_color = { r = 0.7, g = 0.7, b = 0.7 }
            c = c .. ' (waiting for players...  '
            c = c .. math.ceil((storage.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 create_main_gui(player)
    local is_spec = player.force.name == 'spectator'
    if player.gui.left['nv_main_gui'] then
        player.gui.left['nv_main_gui'].destroy()
    end
    --if storage.bb_game_won_by_team then return end
    if not storage.chosen_team[player.name] then
        if not storage.tournament_mode then
            create_first_join_gui(player)
            return
        end
    end
    local frame = player.gui.left.add { type = 'frame', name = 'nv_main_gui', direction = 'vertical' }
    -- Science sending GUI
    local first_team = true
    for _, 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 = 3 }
        -- Team name
        local c = gui_value.c1
        --if storage.tm_custom_name[gui_value.force] then c = storage.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.minimal_width = 100
        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 }
        -- Player list
        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

        -- Statistics
        --local t = frame.add { type = "table", name = "stats_" .. gui_value.force, column_count = 6 }
        -- Tech button
        --	if is_spec then
        --	add_tech_button(t, gui_value)
        -- add_prod_button(t, gui_value)
        --end
    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 = 'nv_leave_spectate', caption = 'Join Team' }
    else
        local b = t.add { type = 'sprite-button', name = 'nv_spectate', caption = 'Spectate' }
    end
    -- Playerlist button
    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['nv_main_gui'] then
            create_main_gui(player)
        end
    end
end

function join_team(player, force_name, forced_join)
    if not player.character then
        return
    end
    if not forced_join then
        if storage.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 = 'west'
    if force_name == 'west' then
        enemy_team = 'east'
    end

    if not storage.training_mode and storage.nv_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 storage.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 storage.chosen_team[player.name] then
        if not forced_join then
            if game.tick - storage.spectator_rejoin_delay[player.name] < 7200 then
                player.print(
                    'Not ready to return to your team yet. Please wait ' .. 120 - (math.floor((game.tick - storage.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), 8, 1)
        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 storage.tm_custom_name[player.force.name] then c = storage.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()
    for item, amount in pairs(starting_items) do
        player.insert({ name = item, count = amount })
    end
    storage.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 storage.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, -190 }, 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)
    storage.spectator_rejoin_delay[player.name] = game.tick
    create_main_gui(player)
    player.spectator = true
end

function Public.draw_top_toggle_button(player)
    if player.gui.top['team_manager_toggle_button'] then
        player.gui.top['team_manager_toggle_button'].destroy()
    end
    local button = player.gui.top.add({ type = 'sprite-button', name = 'team_manager_toggle_button', caption = 'Team Manager', tooltip = tooltip })
    button.style.font = 'heading-2'
    button.style.font_color = { r = 0.88, g = 0.55, b = 0.11 }
    button.style.minimal_height = 38
    button.style.minimal_width = 120
    button.style.top_padding = 2
    button.style.left_padding = 0
    button.style.right_padding = 0
    button.style.bottom_padding = 2
end

local function draw_manager_gui(player)
    if player.gui.center['team_manager_gui'] then
        player.gui.center['team_manager_gui'].destroy()
    end

    local frame = player.gui.center.add({ type = 'frame', name = 'team_manager_gui', caption = 'Manage Teams', direction = 'vertical' })

    local t = frame.add({ type = 'table', name = 'team_manager_root_table', column_count = 5 })

    local i2 = 1
    for i = 1, #forces * 2 - 1, 1 do
        if i % 2 == 1 then
            local l = t.add({ type = 'sprite-button', caption = string.upper(forces[i2].name), name = forces[i2].name })
            l.style.minimal_width = 160
            l.style.maximal_width = 160
            l.style.font_color = forces[i2].color
            l.style.font = 'heading-1'
            i2 = i2 + 1
        else
            local tt = t.add({ type = 'label', caption = ' ' })
        end
    end

    local i2 = 1
    for i = 1, #forces * 2 - 1, 1 do
        if i % 2 == 1 then
            local list_box = t.add({ type = 'list-box', name = 'team_manager_list_box_' .. i2, items = get_player_array(forces[i2].name) })
            list_box.style.minimal_height = 360
            list_box.style.minimal_width = 160
            list_box.style.maximal_height = 480
            i2 = i2 + 1
        else
            local tt = t.add({ type = 'table', column_count = 1 })
            local b = tt.add({ type = 'sprite-button', name = i2 - 1, caption = '→' })
            b.style.font = 'heading-1'
            b.style.maximal_height = 38
            b.style.maximal_width = 38
            local b = tt.add({ type = 'sprite-button', name = i2, caption = '←' })
            b.style.font = 'heading-1'
            b.style.maximal_height = 38
            b.style.maximal_width = 38
        end
    end

    frame.add({ type = 'label', caption = '' })

    local t = frame.add({ type = 'table', name = 'team_manager_bottom_buttons', column_count = 4 })
    local button =
        t.add(
            {
                type = 'button',
                name = 'team_manager_close',
                caption = 'Close',
                tooltip = 'Close this window.'
            }
        )
    button.style.font = 'heading-2'

    if storage.tournament_mode then
        button =
            t.add(
                {
                    type = 'button',
                    name = 'team_manager_activate_tournament',
                    caption = 'Tournament Mode Enabled',
                    tooltip = 'Only admins can move players and vote for difficulty.\nActive players can no longer go spectate.\nNew joining players are spectators.'
                }
            )
        button.style.font_color = { r = 222, g = 22, b = 22 }
    else
        button =
            t.add(
                {
                    type = 'button',
                    name = 'team_manager_activate_tournament',
                    caption = 'Tournament Mode Disabled',
                    tooltip = 'Only admins can move players. Active players can no longer go spectate. New joining players are spectators.'
                }
            )
        button.style.font_color = { r = 55, g = 55, b = 55 }
    end
    button.style.font = 'heading-2'

    if storage.freeze_players then
        button =
            t.add(
                {
                    type = 'button',
                    name = 'team_manager_freeze_players',
                    caption = 'Unfreeze Players',
                    tooltip = 'Releases all players.'
                }
            )
        button.style.font_color = { r = 222, g = 22, b = 22 }
    else
        button =
            t.add(
                {
                    type = 'button',
                    name = 'team_manager_freeze_players',
                    caption = 'Freeze Players',
                    tooltip = 'Freezes all players, unable to perform actions, until released.'
                }
            )
        button.style.font_color = { r = 55, g = 55, b = 222 }
    end
    button.style.font = 'heading-2'

    if storage.training_mode then
        button =
            t.add(
                {
                    type = 'button',
                    name = 'team_manager_activate_training',
                    caption = 'Training Mode Activated',
                    tooltip = "Feed your own team's biters and only teams with players gain threat & evo."
                }
            )
        button.style.font_color = { r = 222, g = 22, b = 22 }
    else
        button =
            t.add(
                {
                    type = 'button',
                    name = 'team_manager_activate_training',
                    caption = 'Training Mode Disabled',
                    tooltip = "Feed your own team's biters and only teams with players gain threat & evo."
                }
            )
        button.style.font_color = { r = 55, g = 55, b = 55 }
    end
    button.style.font = 'heading-2'
end

local function set_custom_team_name(force_name, team_name)
    if team_name == '' then
        storage.tm_custom_name[force_name] = nil
        return
    end
    if not team_name then
        storage.tm_custom_name[force_name] = nil
        return
    end
    storage.tm_custom_name[force_name] = tostring(team_name)
end

local function custom_team_name_gui(player, force_name)
    if player.gui.center['custom_team_name_gui'] then
        player.gui.center['custom_team_name_gui'].destroy()
        return
    end
    local frame = player.gui.center.add({ type = 'frame', name = 'custom_team_name_gui', caption = 'Set custom team name:', direction = 'vertical' })
    local text = force_name
    if storage.tm_custom_name[force_name] then
        text = storage.tm_custom_name[force_name]
    end

    local textfield = frame.add({ type = 'textfield', name = force_name, text = text })
    local t = frame.add({ type = 'table', column_count = 2 })
    local button =
        t.add(
            {
                type = 'button',
                name = 'custom_team_name_gui_set',
                caption = 'Set',
                tooltip = 'Set custom team name.'
            }
        )
    button.style.font = 'heading-2'

    local button =
        t.add(
            {
                type = 'button',
                name = 'custom_team_name_gui_close',
                caption = 'Close',
                tooltip = 'Close this window.'
            }
        )
    button.style.font = 'heading-2'
end

local function team_manager_gui_click(event)
    local player = game.players[event.player_index]
    local name = event.element.name

    if game.forces[name] then
        if not player.admin then
            player.print('Only admins can change team names.', { r = 175, g = 0, b = 0 })
            return
        end
        custom_team_name_gui(player, name)
        player.gui.center['team_manager_gui'].destroy()
        return
    end

    if name == 'team_manager_close' then
        player.gui.center['team_manager_gui'].destroy()
        return
    end

    if name == 'team_manager_activate_tournament' then
        if not player.admin then
            player.print('Only admins can switch tournament mode.', { r = 175, g = 0, b = 0 })
            return
        end
        if storage.tournament_mode then
            storage.tournament_mode = false
            draw_manager_gui(player)
            game.print('>>> Tournament Mode has been disabled.', { r = 111, g = 111, b = 111 })
            return
        end
        storage.tournament_mode = true
        draw_manager_gui(player)
        game.print('>>> Tournament Mode has been enabled!', { r = 225, g = 0, b = 0 })
        return
    end

    if name == 'team_manager_freeze_players' then
        if storage.freeze_players then
            if not player.admin then
                player.print('Only admins can unfreeze players.', { r = 175, g = 0, b = 0 })
                return
            end
            storage.freeze_players = false
            draw_manager_gui(player)
            game.print('>>> Players have been unfrozen!', { r = 255, g = 77, b = 77 })
            unfreeze_players()
            return
        end
        if not player.admin then
            player.print('Only admins can freeze players.', { r = 175, g = 0, b = 0 })
            return
        end
        storage.freeze_players = true
        draw_manager_gui(player)
        game.print('>>> Players have been frozen!', { r = 111, g = 111, b = 255 })
        freeze_players()
        return
    end

    if name == 'team_manager_activate_training' then
        if not player.admin then
            player.print('Only admins can switch training mode.', { r = 175, g = 0, b = 0 })
            return
        end
        if storage.training_mode then
            storage.training_mode = false
            storage.game_lobby_active = true
            draw_manager_gui(player)
            game.print('>>> Training Mode has been disabled.', { r = 111, g = 111, b = 111 })
            return
        end
        storage.training_mode = true
        storage.game_lobby_active = false
        draw_manager_gui(player)
        game.print('>>> Training Mode has been enabled!', { r = 225, g = 0, b = 0 })
        return
    end

    if not event.element.parent then
        return
    end
    local element = event.element.parent
    if not element.parent then
        return
    end
    local element = element.parent
    if element.name ~= 'team_manager_root_table' then
        return
    end
    if not player.admin then
        player.print('Only admins can manage teams.', { r = 175, g = 0, b = 0 })
        return
    end

    local listbox = player.gui.center['team_manager_gui']['team_manager_root_table']['team_manager_list_box_' .. tonumber(name)]
    local selected_index = listbox.selected_index
    if selected_index == 0 then
        player.print('No player selected.', { r = 175, g = 0, b = 0 })
        return
    end
    local player_name = listbox.items[selected_index]

    local m = -1
    if event.element.caption == '→' then
        m = 1
    end
    local force_name = forces[tonumber(name) + m].name

    switch_force(player_name, force_name)
    draw_manager_gui(player)
end

local function create_sprite_button(player)
    if player.gui.top['nv_toggle_button'] then
        return
    end
    local button = player.gui.top.add({ type = 'sprite-button', name = 'nv_toggle_button', sprite = 'item/splitter' })
    button.style.font = 'default-bold'
    button.style.minimal_height = 38
    button.style.minimal_width = 38
    button.style.top_padding = 2
    button.style.left_padding = 4
    button.style.right_padding = 4
    button.style.bottom_padding = 2
end

local function join_gui_click(name, player)
    local team = {
        ['join_west_button'] = 'west',
        ['join_east_button'] = 'east'
    }

    if not team[name] then
        return
    end

    if storage.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 })
            storage.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

function Public.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 == 'team_manager_toggle_button' then
        if player.gui.center['team_manager_gui'] then
            player.gui.center['team_manager_gui'].destroy()
            return
        end
        draw_manager_gui(player)
        return
    end
    if player.gui.center['team_manager_gui'] then
        team_manager_gui_click(event)
    end

    --[[if player.gui.center["custom_team_name_gui"] then
		if name == "custom_team_name_gui_set" then
			local custom_name = player.gui.center["custom_team_name_gui"].children[1].text
			local force_name = player.gui.center["custom_team_name_gui"].children[1].name
			set_custom_team_name(force_name, custom_name)
			player.gui.center["custom_team_name_gui"].destroy()
			draw_manager_gui(player)
			return
		end
		if name == "custom_team_name_gui_close" then
			player.gui.center["custom_team_name_gui"].destroy()
			draw_manager_gui(player)
			return
		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 == 'nv_toggle_button' then
        if player.gui.left['nv_main_gui'] then
            player.gui.left['nv_main_gui'].destroy()
        else
            create_main_gui(player)
        end
        return
    end
    if name == 'join_west_button' then
        join_gui_click(name, player)
        return
    end
    if name == 'join_east_button' then
        join_gui_click(name, player)
        return
    end
    if name == 'nv_leave_spectate' then
        join_team(player, storage.chosen_team[player.name])
    end
    if name == 'nv_spectate' then
        spectate(player)
        return
    end
end

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

    --if not storage.bb_view_players then storage.bb_view_players = {} end
    if not storage.chosen_team then
        storage.chosen_team = {}
    end

    --storage.bb_view_players[player.name] = false

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

    if not storage.chosen_team[player.name] then
        if storage.tournament_mode then
            player.force = game.forces.spectator
        else
            player.force = game.forces.player
        end
    end
    create_sprite_button(player)

    create_main_gui(player)
end

function Public.init()
    storage.tm_custom_name = {}
end

local event = require 'utils.event'
event.add(defines.events.on_gui_click, on_gui_click)
event.add(defines.events.on_player_joined_game, on_player_joined_game)
return Public
