local Chrono_table = require 'maps.chronosphere.table'
local Locomotive_surface = require 'maps.chronosphere.worlds.locomotive_surface'

local Public = {}
local math_floor = math.floor
local function math_sgn(x)
    return (x < 0 and -1) or 1
end

local function draw_light(entity)
    rendering.draw_light(
        {
            sprite = 'utility/light_medium',
            scale = 5.5,
            intensity = 1,
            minimum_darkness = 0,
            oriented = true,
            color = {255, 255, 255},
            target = entity,
            surface = entity.surface,
            visible = true,
            only_in_alt_mode = false
        }
    )
end

function Public.locomotive_spawn(surface, position, wagons)
    surface.request_to_generate_chunks(position, 0.5)
    surface.force_generate_chunk_requests()
    local objective = Chrono_table.get_table()
    if objective.world.id == 7 then --fish market
        position.x = position.x - 960
        position.y = position.y - 64
    end
    for y = -10, 18, 2 do
        surface.create_entity({name = 'straight-rail', position = {position.x, position.y + y}, force = 'player', direction = 0})
    end
    objective.locomotive = surface.create_entity({name = 'locomotive', position = {position.x, position.y + -6}, force = 'player'})
    objective.locomotive.get_inventory(defines.inventory.fuel).insert({name = 'wood', count = 100})
    for i = 1, 3, 1 do
        objective.locomotive_cargo[i] = surface.create_entity({name = 'cargo-wagon', position = {position.x, position.y + math_floor((i - 1) * 6.5)}, force = 'player'})
        local inv = objective.locomotive_cargo[i].get_inventory(defines.inventory.cargo_wagon)
        if wagons[i].bar > 0 then
            inv.set_bar(wagons[i].bar)
        end
        for ii = 1, 40, 1 do
            inv.set_filter(ii, wagons[i].filters[ii])
            if wagons[i].inventory[ii] then
                inv.insert(wagons[i].inventory[ii])
            end
        end
        objective.locomotive_cargo[i].minable = false
    end
    objective.locomotive_cargo[1].operable = false
    objective.locomotive.color = {0, 255, 0}
    objective.locomotive.minable = false
    local chest_positions = {
        {x = -2, y = -1},
        {x = -2, y = 0},
        {x = -2, y = 1},
        {x = -2, y = 2},
        {x = -2, y = 6},
        {x = -2, y = 7},
        {x = -2, y = 8},
        {x = -2, y = 9},
        {x = -2, y = 13},
        {x = -2, y = 14},
        {x = -2, y = 15},
        {x = -2, y = 16},
        {x = 3, y = -1},
        {x = 3, y = 0},
        {x = 3, y = 1},
        {x = 3, y = 2},
        {x = 3, y = 6},
        {x = 3, y = 7},
        {x = 3, y = 8},
        {x = 3, y = 9},
        {x = 3, y = 13},
        {x = 3, y = 14},
        {x = 3, y = 15},
        {x = 3, y = 16}
    }
    for i = 1, 24, 1 do
        local comfychest = surface.create_entity({name = 'blue-chest', position = {position.x + chest_positions[i].x, position.y + chest_positions[i].y}, force = 'player'})
        --comfychest.link_id = 1000 + i
        comfychest.minable = false
        if not objective.comfychests[i] then
            table.insert(objective.comfychests, comfychest)
            table.insert(objective.comfychest_invs, comfychest.get_inventory(defines.inventory.chest))
        else
            objective.comfychests[i] = comfychest
            objective.comfychest_invs[i] = comfychest.get_inventory(defines.inventory.chest)
        end
    end
    draw_light(objective.locomotive)
    draw_light(objective.locomotive_cargo[3])
end

function Public.fish_tag()
    local objective = Chrono_table.get_table()
    if not objective.locomotive_cargo[1] then
        return
    end
    local cargo = objective.locomotive_cargo[1]
    if not cargo.valid then
        return
    end
    if not cargo.surface then
        return
    end
    if not cargo.surface.valid then
        return
    end
    if objective.locomotive_tag then
        if objective.locomotive_tag.valid then
            if objective.locomotive_tag.position.x == cargo.position.x and objective.locomotive_tag.position.y == cargo.position.y then
                return
            end
            objective.locomotive_tag.destroy()
        end
    end
    objective.locomotive_tag =
        cargo.force.add_chart_tag(
        cargo.surface,
        {
            icon = {type = 'item', name = 'raw-fish'},
            position = cargo.position,
            text = ' '
        }
    )
end

function Public.create_wagon_room()
    Locomotive_surface.create_wagon_room()
end

function Public.set_player_spawn_and_refill_fish()
    local objective = Chrono_table.get_table()
    if not objective.locomotive_cargo[1] then
        return
    end
    local cargo = objective.locomotive_cargo[1]
    if not cargo.valid then
        return
    end
    cargo.get_inventory(defines.inventory.cargo_wagon).insert({name = 'raw-fish', count = 1})
    local position = cargo.surface.find_non_colliding_position('stone-furnace', cargo.position, 16, 2)
    if not position then
        return
    end
    game.forces.player.set_spawn_position({x = position.x, y = position.y}, cargo.surface)
end

function Public.award_coins(_count)
    if not (_count >= 1) then
        return
    end
    local objective = Chrono_table.get_table()
    if not objective.locomotive_cargo[1] then
        return
    end
    local cargo = objective.locomotive_cargo[1]
    if not cargo.valid then
        return
    end
    cargo.get_inventory(defines.inventory.cargo_wagon).insert({name = 'coin', count = math_floor(_count)})
end

function Public.enter_cargo_wagon(player, vehicle)
    local objective = Chrono_table.get_table()
    local playertable = Chrono_table.get_player_table()
    if not vehicle then
        log('no vehicle')
        return
    end
    if not vehicle.valid then
        log('vehicle invalid')
        return
    end
    if not objective.locomotive then
        log('locomotive missing')
        return
    end
    if not objective.locomotive.valid then
        log('locomotive invalid')
        return
    end
    if not game.surfaces['cargo_wagon'] then
        Locomotive_surface.create_wagon_room()
    end
    local wagon_surface = game.surfaces['cargo_wagon']
    if vehicle.type == 'cargo-wagon' then
        for i = 1, 3, 1 do
            if not objective.locomotive_cargo[i] then
                log('no cargo')
                return
            end
            if not objective.locomotive_cargo[i].valid then
                log('cargo invalid')
                return
            end
            if vehicle == objective.locomotive_cargo[i] then
                local x_vector = vehicle.position.x - player.position.x
                local position
                if x_vector > 0 then
                    position = {wagon_surface.map_gen_settings.width * -0.5, -128 + 128 * (i - 1)}
                else
                    position = {wagon_surface.map_gen_settings.width * 0.5, -128 + 128 * (i - 1)}
                end
                player.teleport(wagon_surface.find_non_colliding_position('character', position, 128, 0.5), wagon_surface)
                break
            end
        end
    end
    if player.surface.name == 'cargo_wagon' and vehicle.type == 'car' then
        if playertable.flame_boots then
            playertable.flame_boots[player.index] = {fuel = 1, steps = {}}
        end
        local used_exit = 0
        for i = 1, 6, 1 do
            if vehicle == objective.car_exits[i] then
                used_exit = i
                break
            end
        end
        local surface = objective.locomotive.surface
        local position
        if used_exit == 0 or objective.game_lost then
            position = game.forces.player.get_spawn_position(surface)
        else
            position = {
                x = objective.locomotive_cargo[((used_exit - 1) % 3) + 1].position.x + math_sgn(used_exit - 3.5) * 2,
                y = objective.locomotive_cargo[((used_exit - 1) % 3) + 1].position.y
            }
        end
        local position2 = surface.find_non_colliding_position('character', position, 128, 0.5)
        if not position2 then
            return
        end
        player.teleport(position2, surface)
    end
end

return Public
