--luacheck: ignore
local function init_surface()
    local map_gen_settings = {}
    map_gen_settings.water = '0'
    map_gen_settings.starting_area = '5'
    map_gen_settings.cliff_settings = { cliff_elevation_interval = 12, cliff_elevation_0 = 32 }
    map_gen_settings.autoplace_controls = {
        ['coal'] = { frequency = '0', size = '0', richness = '0' },
        ['stone'] = { frequency = '0', size = '0', richness = '0' },
        ['copper-ore'] = { frequency = '0', size = '0', richness = '0' },
        ['iron-ore'] = { frequency = '0', size = '0', richness = '0' },
        ['uranium-ore'] = { frequency = '0', size = '0', richness = '0' },
        ['crude-oil'] = { frequency = '0', size = '0', richness = '0' },
        ['trees'] = { frequency = '0', size = '0', richness = '0' },
        ['enemy-base'] = { frequency = '0', size = '0', richness = '0' }
    }
    local surface = game.create_surface('wave_of_death', map_gen_settings)

    game.map_settings.enemy_evolution.time_factor = 0
    game.map_settings.enemy_evolution.destroy_factor = 0
    game.map_settings.enemy_evolution.pollution_factor = 0
    game.map_settings.pollution.enabled = false
    game.map_settings.enemy_expansion.enabled = false
    game.difficulty_settings.technology_price_multiplier = 0.8

    return surface
end

local function init_forces(surface)
    game.create_force('1')
    game.create_force('2')
    game.create_force('3')
    game.create_force('4')

    for _, force in pairs(game.forces) do
        if force.name ~= 'enemy' then
            force.technologies['optics'].researched = true
            force.technologies['artillery'].enabled = false
            force.technologies['artillery-shell-range-1'].enabled = false
            force.technologies['artillery-shell-speed-1'].enabled = false
            force.technologies['atomic-bomb'].enabled = false
            force.set_ammo_damage_modifier('shotgun-shell', 1)
            force.share_chart = true
            for _, force_2 in pairs(game.forces) do
                if force_2.name ~= 'enemy' then
                    force.set_cease_fire(force_2.name, true)
                end
            end
        end
    end

    for i = 1, 4, 1 do
        game.forces[i].set_friend('player', true)
        game.forces['player'].set_friend(game.forces[i].name, true)
    end
    game.forces['player'].set_spawn_position({ x = 32, y = 0 }, surface)

    local p = game.permissions.create_group('spectator')
    for action_name, _ in pairs(defines.input_action) do
        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.start_walking,
        defines.input_action.open_kills_gui,
        defines.input_action.open_character_gui,
        defines.input_action.edit_permission_group,
        defines.input_action.toggle_show_entity_info,
        defines.input_action.rotate_entity,
        defines.input_action.start_research
    }
    for _, d in pairs(defs) do
        p.set_allows_action(d, true)
    end
end

local function init_globals()
    storage.spread_amount_modifier = 0.75 --percentage of a cleared wave to spawn at all other teams
    storage.wod_lane = {}
    storage.wod_biters = {}
    storage.lobby_active = true

    for i = 1, 4, 1 do
        storage.wod_lane[i] = {}
        storage.wod_lane[i].current_wave = 1
        storage.wod_lane[i].alive_biters = 0
        storage.wod_lane[i].game_lost = false
    end
end

local function init()
    if storage.spread_amount_modifier then
        return
    end
    local surface = init_surface()
    init_globals()
    init_forces(surface)

    surface.request_to_generate_chunks({ x = 0, y = 0 }, 8)
    surface.force_generate_chunk_requests()
end

return init
