local Chrono_table = require 'maps.chronosphere.table'
local Balance = require 'maps.chronosphere.balance'
local Score = require 'utils.gui.score'
local Difficulty = require 'modules.difficulty_vote'
local Upgrades = require 'maps.chronosphere.upgrade_list'
local List = require 'maps.chronosphere.production_list'
local Public = {}

local Server = require 'utils.server'
local math_random = math.random
local math_max = math.max

function Public.get_map_gen_settings(_)
    local seed = math_random(1, 1000000)
    local map_gen_settings = prototypes.space_location['nauvis'].map_gen_settings
    -- if planet_name then
    --     map_gen_settings = prototypes.space_location[planet_name].map_gen_settings
    -- else
    --     map_gen_settings = {
    --         ['water'] = 0.1,
    --         ['default_enable_all_autoplace_controls'] = true,
    --         ['autoplace_settings'] = {
    --             ['entity'] = {treat_missing_as_default = false},
    --             ['tile'] = {treat_missing_as_default = true},
    --             ['decorative'] = {treat_missing_as_default = true}
    --         }
    --     }
    -- end
    map_gen_settings.autoplace_settings.entity = {treat_missing_as_default = true}
    map_gen_settings.autoplace_controls['water'] = {frequency = 1, richness = 1, size = 0.1}
    map_gen_settings.autoplace_controls['rocks'] = nil
    map_gen_settings.autoplace_controls['trees'] = nil
    map_gen_settings.autoplace_controls['enemy-base'] = nil
    map_gen_settings.seed = seed
    map_gen_settings.width = 960
    map_gen_settings.height = 960
    map_gen_settings.starting_area = 1
    map_gen_settings.cliff_settings = { control = 'nauvis_cliff', name = 'cliff', cliff_elevation_interval = 0, cliff_elevation_0 = 0, cliff_smoothing = 0.5, richness = 0 }
    map_gen_settings.default_enable_all_autoplace_controls = false
    return map_gen_settings
end

function Public.reset_chests()
    -- for i = 1001, 1024, 1 do
    -- 	local inv = game.forces.player.get_linked_inventory("linked-chest", i)
    -- 	if inv and inv.valid then inv.clear() end
    -- end
end

function Public.reset_surfaces()
    local objective = Chrono_table.get_table()
    for _, player in pairs(game.players) do
        if player.controller_type == defines.controllers.editor then
            player.toggle_map_editor()
        end
    end

    --if game.surfaces["chronosphere"] then game.delete_surface(game.surfaces["chronosphere"]) end
    if game.surfaces['cargo_wagon'] then
        game.delete_surface(game.surfaces['cargo_wagon'])
    end
    for i = 13, 16, 1 do
        objective.upgrades[i] = 0
    end
    objective.computermessage = 0
    objective.chronojumps = 0
end

function Public.restart_settings()
    local get_score = Score.get_table()
    local objective = Chrono_table.get_table()
    local playertable = Chrono_table.get_player_table()
    local bitertable = Chrono_table.get_biter_table()
    local production = Chrono_table.get_production_table()
    Difficulty.reset_difficulty_poll()
    Difficulty.set_poll_closing_timeout(game.tick + 240 * 60 * 60)
    objective.max_health = Balance.Chronotrain_max_HP
    objective.health = Balance.Chronotrain_max_HP
    objective.poisontimeout = 0
    objective.chronocharges = 0
    objective.chronochargesneeded = Balance.MJ_needed_for_full_charge(Difficulty.get().difficulty_vote_value, 0)
    objective.passive_chronocharge_rate = Balance.MJ_needed_for_full_charge(Difficulty.get().difficulty_vote_value, 0) / Balance.passive_planet_jumptime(0) --per second rate
    objective.accumulator_energy_history = {}
    objective.passivetimer = 0
    objective.overstaycount = 0
    objective.jump_countdown_start_time = -1
    objective.mainscore = 0
    objective.warmup = true
    bitertable.active_biters = {}
    bitertable.unit_groups = {}
    bitertable.biter_raffle = {}
    objective.dangertimer = 1200
    objective.dangers = {}
    objective.looted_nukes = 0
    playertable.offline_players = {}
    objective.nextsurface = nil
    for i = 1, Upgrades.upgrade_count(), 1 do
        objective.upgrades[i] = 0
    end
    objective.upgrades[10] = 2 --poison
    objective.outchests = {}
    objective.outcombinators = {}
    objective.upgradechest = {}
    objective.fishchest = {}
    objective.accumulators = {}
    objective.comfychests = {}
    objective.comfychests2 = {}
    objective.comfychest_invs = {}
    objective.comfychest_invs2 = {}
    objective.locomotive_cargo = {}
    objective.laser_battery = {}
    objective.last_artillery_event = 0
    objective.poison_mastery_unlocked = 0
    objective.giftmas_lamps = {}
    objective.giftmas_delivered = 0
    for token, _ in pairs(objective.research_tokens) do
        objective.research_tokens[token] = 0
    end
    production.assemblers = {}
    production.train_assemblers = {}
    production.experience = {}
    for key, _ in pairs(List) do
        production.experience[key] = 0
    end
    for _, player in pairs(game.connected_players) do
        playertable.flame_boots[player.index] = { fuel = 1, steps = {} }
    end
    storage.friendly_fire_history = {}
    storage.landfill_history = {}
    storage.mining_history = {}
    get_score.score_table = {}

    game.difficulty_settings.technology_price_multiplier = Balance.Tech_price_multiplier
    game.map_settings.enemy_evolution.destroy_factor = 0.005
    game.map_settings.enemy_evolution.pollution_factor = 0
    game.map_settings.enemy_evolution.time_factor = 7e-05
    game.map_settings.enemy_expansion.enabled = false
    -- game.map_settings.enemy_expansion.max_expansion_cooldown = 3600
    -- game.map_settings.enemy_expansion.min_expansion_cooldown = 3600
    -- game.map_settings.enemy_expansion.settler_group_max_size = 30
    -- game.map_settings.enemy_expansion.settler_group_min_size = 10
    -- game.map_settings.enemy_expansion.max_expansion_distance = 9
    game.map_settings.pollution.enabled = true
    game.map_settings.pollution.expected_max_per_chunk = 400
    game.map_settings.pollution.min_to_show_per_chunk = 40
    game.map_settings.pollution.pollution_restored_per_tree_damage = 0.02
    game.map_settings.pollution.min_pollution_to_damage_trees = 1
    game.map_settings.pollution.max_pollution_to_restore_trees = 0
    game.map_settings.pollution.pollution_with_max_forest_damage = 10
    game.map_settings.pollution.pollution_per_tree_damage = 0.1
    game.map_settings.pollution.ageing = 0.1
    game.map_settings.pollution.diffusion_ratio = 0.1
    game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = 5
    game.map_settings.unit_group.min_group_gathering_time = 1800
    game.map_settings.unit_group.max_group_gathering_time = 18000
    game.map_settings.unit_group.max_wait_time_for_late_members = 600
    game.map_settings.path_finder.general_entity_collision_penalty = 1
    game.map_settings.path_finder.general_entity_subsequent_collision_penalty = 1
    game.map_settings.path_finder.short_cache_size = 20
    game.map_settings.path_finder.long_cache_size = 100
    game.map_settings.unit_group.max_gathering_unit_groups = 10
    game.forces.neutral.character_inventory_slots_bonus = 500
    game.forces.enemy.set_evolution_factor(0.0001)
    game.forces.scrapyard.set_friend('enemy', true)
    game.forces.enemy.set_friend('scrapyard', true)
    game.forces.enemy.set_ammo_damage_modifier('rocket', -0.5)
    game.forces.player.technologies['land-mine'].enabled = false
    game.forces.player.technologies['landfill'].enabled = false
    game.forces.player.technologies['cliff-explosives'].enabled = false
    game.forces.player.technologies['fission-reactor-equipment'].enabled = false
    game.forces.player.technologies['power-armor-mk2'].enabled = false
    game.forces.player.technologies['railway'].researched = true
    game.forces.player.recipes['pistol'].enabled = false
    --game.forces.player.ghost_time_to_live = 15 * 60 * 60
end

function Public.set_difficulty_settings()
    local objective = Chrono_table.get_table()
    local difficulty_tooltips = {
        [1] = { 'chronosphere.difficulty1' },
        [2] = { 'chronosphere.difficulty2' },
        [3] = { 'chronosphere.difficulty3' },
        [4] = { 'chronosphere.difficulty4' },
        [5] = { 'chronosphere.difficulty5' },
        [6] = { 'chronosphere.difficulty6' },
        [7] = { 'chronosphere.difficulty7' }
    }
    local difficulty_names = {
        [1] = { name = { 'chronosphere.difficulty1name' }, value = 0.25, color = { r = 0.00, g = 0.45, b = 0.00 }, print_color = { r = 0.00, g = 0.8, b = 0.00 }, enabled = true },
        [2] = { name = { 'chronosphere.difficulty2name' }, value = 0.50, color = { r = 0.00, g = 0.35, b = 0.00 }, print_color = { r = 0.00, g = 0.6, b = 0.00 }, enabled = true },
        [3] = { name = { 'chronosphere.difficulty3name' }, value = 0.75, color = { r = 0.00, g = 0.25, b = 0.00 }, print_color = { r = 0.00, g = 0.4, b = 0.00 }, enabled = true },
        [4] = { name = { 'chronosphere.difficulty4name' }, value = 1.00, color = { r = 0.00, g = 0.00, b = 0.25 }, print_color = { r = 0.00, g = 0.0, b = 0.50 }, enabled = true },
        [5] = { name = { 'chronosphere.difficulty5name' }, value = 1.50, color = { r = 0.25, g = 0.00, b = 0.00 }, print_color = { r = 0.40, g = 0.0, b = 0.00 }, enabled = true },
        [6] = { name = { 'chronosphere.difficulty6name' }, value = 3.00, color = { r = 0.35, g = 0.00, b = 0.00 }, print_color = { r = 0.60, g = 0.0, b = 0.00 }, enabled = true },
        [7] = { name = { 'chronosphere.difficulty7name' }, value = 5.00, color = { r = 0.45, g = 0.00, b = 0.00 }, print_color = { r = 0.80, g = 0.0, b = 0.00 }, enabled = true }
    }
    if objective.config.lock_difficulties then
        difficulty_names[1].enabled = false
        difficulty_names[2].enabled = false
    end
    if objective.config.lock_hard_difficulties then
        difficulty_names[6].enabled = false
        difficulty_names[7].enabled = false
    end
    Difficulty.set_tooltip(difficulty_tooltips)
    Difficulty.set_difficulties(difficulty_names)
end

function Public.objective_died()
    local objective = Chrono_table.get_table()
    if objective.game_lost == true then
        return
    end
    objective.health = 0
    local surface = objective.surface
    game.print({ 'chronosphere.message_game_lost1' })
    game.print({ 'chronosphere.message_game_lost2' })
    for i = 1, 3, 1 do
        surface.create_entity({ name = 'big-artillery-explosion', position = objective.locomotive_cargo[i].position })
        objective.locomotive_cargo[i].destroy()
        objective.locomotive_cargo[i] = nil
    end
    for i = 1, #objective.comfychests, 1 do
        --surface.create_entity({name = "big-artillery-explosion", position = objective.comfychests[i].position})
        objective.comfychests[i].destroy()

        if objective.comfychests2 then
            objective.comfychests2[i].destroy()
        end

        --objective.comfychests = {}
    end
    objective.accumulators = {}
    objective.game_lost = true
    objective.game_reset_tick = game.tick + 1800
    game.play_sound { path = 'utility/game_lost', volume_modifier = 0.75 }
end

local function check_nuke_silos()
    local objective = Chrono_table.get_table()
    if objective.dangers and #objective.dangers > 1 then
        for i = 1, #objective.dangers, 1 do
            if objective.dangers[i].destroyed == true then
                objective.looted_nukes = objective.looted_nukes + Balance.nukes_looted_per_silo(Difficulty.get().difficulty_vote_value)
            end
        end
    end
    objective.dangers = {}
end

function Public.process_jump()
    local objective = Chrono_table.get_table()
    local bitertable = Chrono_table.get_biter_table()
    objective.chronojumps = objective.chronojumps + 1
    objective.passivetimer = 0
    objective.chronochargesneeded = Balance.MJ_needed_for_full_charge(Difficulty.get().difficulty_vote_value, objective.chronojumps)
    objective.passive_chronocharge_rate = Balance.MJ_needed_for_full_charge(Difficulty.get().difficulty_vote_value, objective.chronojumps) / Balance.passive_planet_jumptime(objective.chronojumps)
    bitertable.active_biters = {}
    bitertable.unit_groups = {}
    bitertable.biter_raffle = {}
    bitertable.free_biters = 0
    objective.chronocharges = 0
    objective.giftmas_delivered = 0
    objective.jump_countdown_start_time = -1
    objective.dangertimer = 1200
    game.print({ 'chronosphere.message_jump', objective.chronojumps }, { color = { r = 0.98, g = 0.66, b = 0.22 }})
    Server.to_discord_embed({ 'chronosphere.message_jump', objective.chronojumps }, true)

    if objective.chronojumps == Balance.jumps_until_overstay_is_on(Difficulty.get().difficulty_vote_value) then
        game.print({ 'chronosphere.message_evolve' }, { color = { r = 0.98, g = 0.36, b = 0.22 }})
    elseif objective.chronojumps == 7 then
        game.print({ 'chronosphere.message_quest_research' }, { color = { r = 0.98, g = 0.36, b = 0.22 }})
    elseif objective.chronojumps >= 15 and objective.computermessage == 0 then
        game.print({ 'chronosphere.message_quest1' }, { color = { r = 0.98, g = 0.36, b = 0.22 }})
        objective.computermessage = 1
        game.play_sound { path = 'utility/new_objective', volume_modifier = 0.85 }
    elseif objective.chronojumps >= 20 and objective.computermessage == 2 then
        game.print({ 'chronosphere.message_quest3' }, { color = { r = 0.98, g = 0.36, b = 0.22 }})
        objective.computermessage = 3
        game.play_sound { path = 'utility/new_objective', volume_modifier = 0.85 }
    elseif objective.chronojumps >= 25 and objective.computermessage == 4 then
        game.print({ 'chronosphere.message_quest5' }, { color = { r = 0.98, g = 0.36, b = 0.22 }})
        objective.computermessage = 5
        game.play_sound { path = 'utility/new_objective', volume_modifier = 0.85 }
    end
    if (objective.passivetimer - 180) * objective.passive_chronocharge_rate > objective.chronochargesneeded * 0.75 and objective.chronojumps >= Balance.jumps_until_overstay_is_on(Difficulty.get().difficulty_vote_value) then
        game.print({ 'chronosphere.message_overstay' }, { color = { r = 0.98, g = 0.36, b = 0.22 }})
    end
    if objective.world.id == 2 and objective.world.variant.id == 2 then
        check_nuke_silos()
    end
end

function Public.get_wagons(start)
    local objective = Chrono_table.get_table()
    local wagons = {}
    wagons[1] = { inventory = {}, bar = 0, filters = {} }
    wagons[2] = { inventory = {}, bar = 0, filters = {} }
    wagons[3] = { inventory = {}, bar = 0, filters = {} }
    if start then
        wagons[1].inventory[1] = { name = 'raw-fish', count = 100 }
        for i = 21, 37, 1 do
            wagons[1].filters[i] = 'atomic-bomb'
        end
        wagons[1].filters[38] = 'space-science-pack'
        wagons[1].filters[39] = 'coin'
        wagons[1].filters[40] = 'coin'
        for i = 2, 3, 1 do
            for j = 1, #Balance.wagon_starting_items do
                wagons[i].inventory[j] = Balance.wagon_starting_items[j]
            end
        end
    else
        local inventories = {
            one = objective.locomotive_cargo[1].get_inventory(defines.inventory.cargo_wagon),
            two = objective.locomotive_cargo[2].get_inventory(defines.inventory.cargo_wagon),
            three = objective.locomotive_cargo[3].get_inventory(defines.inventory.cargo_wagon)
        }
        inventories.one.sort_and_merge()
        --inventories.two.sort_and_merge()

        wagons[1].bar = inventories.one.get_bar()
        wagons[2].bar = inventories.two.get_bar()
        wagons[3].bar = inventories.three.get_bar()
        for i = 1, 40, 1 do
            wagons[1].filters[i] = inventories.one.get_filter(i)
            wagons[1].inventory[i] = inventories.one[i]
            wagons[2].filters[i] = inventories.two.get_filter(i)
            wagons[2].inventory[i] = inventories.two[i]
            wagons[3].filters[i] = inventories.three.get_filter(i)
            wagons[3].inventory[i] = inventories.three[i]
        end
    end

    return wagons
end

function Public.post_jump()
    local objective = Chrono_table.get_table()
    local playertable = Chrono_table.get_player_table()
    local difficulty = Difficulty.get().difficulty_vote_value

    game.forces.enemy.reset_evolution()
    local surface = game.get_surface(objective.active_surface_index)
    if objective.chronojumps + objective.overstaycount <= 40 and objective.world.id ~= 7 then
        game.forces.enemy.set_evolution_factor(0 + 0.025 * (objective.chronojumps + objective.overstaycount), surface)
    else
        game.forces.enemy.set_evolution_factor(1, surface)
    end
    if objective.world.id == 7 then
        objective.locomotive_cargo[1].insert({ name = 'space-science-pack', count = 1000 })
        if objective.looted_nukes > 0 then
            objective.locomotive_cargo[1].insert({ name = 'atomic-bomb', count = objective.looted_nukes })
            game.print({ 'chronosphere.message_fishmarket3' }, { color = { r = 0.98, g = 0.66, b = 0.22 }})
        end
        objective.chronochargesneeded = 200000000
    elseif objective.world.id == 2 and objective.world.variant.id == 2 then
        objective.chronocharges = objective.chronochargesneeded - 1500
        objective.passive_chronocharge_rate = 1
        if objective.chronojumps == 19 then
            --first encounter gives one free rocket defense
            objective.upgrades[17] = 1
        end
    end
    if objective.world.id >= 2 and objective.world.id <= 5 then
        objective.gen_speed = 1
    else
        objective.gen_speed = 2
    end
    for _, player in pairs(game.connected_players) do
        playertable.flame_boots[player.index] = { fuel = 1, steps = {} }
    end

    game.map_settings.enemy_evolution.time_factor = 7e-05 + 3e-06 * (objective.chronojumps + objective.overstaycount)

    game.forces.scrapyard.set_ammo_damage_modifier('bullet', difficulty * 0.01 * objective.chronojumps + 0.02 * math_max(0, objective.chronojumps - 20))
    game.forces.scrapyard.set_turret_attack_modifier('gun-turret', difficulty * 0.01 * objective.chronojumps + 0.02 * math_max(0, objective.chronojumps - 20))
    game.forces.enemy.set_ammo_damage_modifier('melee', 0.1 * objective.overstaycount)
    game.forces.enemy.set_ammo_damage_modifier('biological', 0.1 * objective.overstaycount)
    game.map_settings.pollution.enemy_attack_pollution_consumption_modifier = Balance.defaultai_attack_pollution_consumption_modifier(difficulty)
    --game.map_settings.pollution.max_unit_group_size = Balance.max_new_attack_group_size(difficulty)

    if objective.chronojumps == 1 then
        if difficulty < 1 then
            game.forces.player.technologies['fission-reactor-equipment'].enabled = true
            game.forces.player.technologies['power-armor-mk2'].enabled = true
        end
    end
    script.raise_event(Chrono_table.events['update_upgrades_gui'], {})
    script.raise_event(Chrono_table.events['update_world_gui'], {})
end

function Public.message_on_arrival()
    local objective = Chrono_table.get_table()
    local world = objective.world
    game.print({ 'chronosphere.map_jump', world.variant.name, world.ores.name, world.dayspeed.name }, { color = { r = 0.98, g = 0.66, b = 0.22 }})
    Server.to_discord_embed({ 'chronosphere.map_jump', world.variant.name, world.ores.name, world.dayspeed.name }, true)
    if world.id == 4 then
        game.print({ 'chronosphere.message_choppy' }, { color = { r = 0.98, g = 0.66, b = 0.22 }})
    elseif world.id == 1 and world.variant.id == 11 then
        game.print({ 'chronosphere.message_lava' }, { r = 0.98, g = 0.66, b = 0.22 })
    elseif world.id == 7 then
        game.print({ 'chronosphere.message_fishmarket1' }, { color = { r = 0.98, g = 0.66, b = 0.22 }})
        game.print({ 'chronosphere.message_fishmarket2' }, { color = { r = 0.98, g = 0.66, b = 0.22 }})
    end
end

local function create_chunk_list(surface)
    local schedule = Chrono_table.get_schedule_table()
    schedule.chunks_to_generate = {}
    local chunks = {}
    for x = -464, 464, 32 do
        for y = -464, 464, 32 do
            chunks[#chunks + 1] = { pos = { x, y }, generated = surface.is_chunk_generated({ x, y }), distance = math.sqrt(x * x + y * y) }
        end
    end
    for k, v in table.spairs(
        chunks,
        function (t, a, b)
            return t[b].distance > t[a].distance
        end
    ) do
        if v.generated == false then
            schedule.chunks_to_generate[#schedule.chunks_to_generate + 1] = v
        end
    end
end

function Public.setup_world(surface)
    local objective = Chrono_table.get_table()
    local world = objective.world
    if objective.chronojumps <= 2 then
        surface.min_brightness = 0.5
    else
        surface.min_brightness = 0
    end
    surface.brightness_visual_weights = { 1, 1, 1 }
    objective.surface = surface
    surface.daytime = world.daytime
    local timer = world.dayspeed.timer
    if timer == 0 then
        surface.freeze_daytime = true
        timer = timer + 1
    else
        surface.freeze_daytime = false
    end
    surface.ticks_per_day = timer * 250

    local moisture = world.variant.moisture
    if moisture ~= 0 then
        local mgs = surface.map_gen_settings
        mgs.property_expression_names['control:moisture:bias'] = moisture
        surface.map_gen_settings = mgs
    end
    if world.id == 1 and world.variant.id == 11 then --lava planet
        local mgs = surface.map_gen_settings
        mgs.water = 0
        surface.map_gen_settings = mgs
    end
    if world.id == 4 then --choppy planet
        local mgs = surface.map_gen_settings
        mgs.water = 0.2
        surface.map_gen_settings = mgs
    end
    if world.id == 7 then --fish market
        local mgs = surface.map_gen_settings
        mgs.width = 2176
        surface.map_gen_settings = mgs
        surface.request_to_generate_chunks({ -960, -64 }, 0.5)
        surface.force_generate_chunk_requests()
    else
        create_chunk_list(surface)
    end
end

return Public
