--luacheck:ignore
local Terrain = require 'maps.biter_battles_v2.terrain'
local Force_health_booster = require 'modules.force_health_booster'
local Score = require 'utils.gui.score'

local Public = {}

function Public.initial_setup()
    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.create_force('north')
    game.create_force('south')
    game.create_force('north_biters')
    game.create_force('south_biters')
    game.create_force('spectator')

    game.forces.spectator.research_all_technologies()

    game.permissions.get_group('Default').set_allows_action(defines.input_action.open_blueprint_library_gui, false)
    game.permissions.get_group('Default').set_allows_action(defines.input_action.import_blueprint_string, false)

    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.activate_copy,
        defines.input_action.activate_cut,
        defines.input_action.activate_paste,
        defines.input_action.change_active_quick_bar,
        defines.input_action.clear_cursor,
        defines.input_action.edit_permission_group,
        defines.input_action.gui_click,
        defines.input_action.gui_confirmed,
        defines.input_action.gui_elem_changed,
        defines.input_action.gui_location_changed,
        defines.input_action.gui_selected_tab_changed,
        defines.input_action.gui_selection_state_changed,
        defines.input_action.gui_switch_state_changed,
        defines.input_action.gui_text_changed,
        defines.input_action.gui_value_changed,
        defines.input_action.open_character_gui,
        defines.input_action.open_kills_gui,
        defines.input_action.quick_bar_set_selected_page,
        defines.input_action.quick_bar_set_slot,
        defines.input_action.rotate_entity,
        defines.input_action.set_filter,
        defines.input_action.set_player_color,
        defines.input_action.start_walking,
        defines.input_action.toggle_show_entity_info,
        defines.input_action.write_to_console
    }
    for _, d in pairs(defs) do
        p.set_allows_action(d, true)
    end

    storage.gui_refresh_delay = 0
    storage.game_lobby_active = true
    storage.bb_debug = false
    storage.bb_settings = {
        --TEAM SETTINGS--
        ['team_balancing'] = true,   --Should players only be able to join a team that has less or equal members than the opposing team?
        ['only_admins_vote'] = false --Are only admins able to vote on the global difficulty?
    }

    --Disable Nauvis
    local surface = game.surfaces[1]
    local map_gen_settings = surface.map_gen_settings
    map_gen_settings.height = 3
    map_gen_settings.width = 3
    surface.map_gen_settings = map_gen_settings
    for chunk in surface.get_chunks() do
        surface.delete_chunk({ chunk.x, chunk.y })
    end

    --Playground Surface
    local map_gen_settings = {
        ['water'] = 0,
        ['starting_area'] = 1,
        ['cliff_settings'] = { cliff_elevation_interval = 0, cliff_elevation_0 = 0 },
        ['default_enable_all_autoplace_controls'] = false,
        ['autoplace_settings'] = {
            ['entity'] = { treat_missing_as_default = false },
            ['tile'] = { treat_missing_as_default = false },
            ['decorative'] = { treat_missing_as_default = false }
        },
        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('biter_battles', map_gen_settings)
end

--Terrain Source Surface
function Public.source_surface()
    local map_gen_settings = {}
    map_gen_settings.seed = math.random(1, 99999999)
    map_gen_settings.water = math.random(15, 65) * 0.01
    map_gen_settings.starting_area = 2.5
    map_gen_settings.terrain_segmentation = math.random(30, 40) * 0.1
    map_gen_settings.cliff_settings = { cliff_elevation_interval = 0, cliff_elevation_0 = 0 }
    map_gen_settings.autoplace_controls = {
        ['coal'] = { frequency = 2.5, size = 0.65, richness = 0.5 },
        ['stone'] = { frequency = 2.5, size = 0.65, richness = 0.5 },
        ['copper-ore'] = { frequency = 3.5, size = 0.65, richness = 0.5 },
        ['iron-ore'] = { frequency = 3.5, size = 0.65, richness = 0.5 },
        ['uranium-ore'] = { frequency = 2, size = 1, richness = 1 },
        ['crude-oil'] = { frequency = 3, size = 1, richness = 0.75 },
        ['trees'] = { frequency = math.random(4, 32) * 0.1, size = math.random(4, 16) * 0.1, richness = math.random(1, 10) * 0.1 },
        ['enemy-base'] = { frequency = 0, size = 0, richness = 0 }
    }
    local surface = game.create_surface('bb_source', map_gen_settings)
    surface.request_to_generate_chunks({ x = 0, y = -256 }, 8)
    surface.force_generate_chunk_requests()

    Terrain.fill_water_tiles(surface)
    Terrain.draw_spawn_area(surface)
    Terrain.generate_additional_spawn_ore(surface)
    Terrain.generate_additional_rocks(surface)
    Terrain.generate_silo(surface)
    Terrain.draw_spawn_circle(surface)
    --Terrain.generate_spawn_goodies(surface)
end

function Public.tables()
    local get_score = Score.get_table()
    Force_health_booster.reset_tables()
    get_score.score_table = {}
    storage.science_logs_text = nil
    storage.science_logs_total_north = nil
    storage.science_logs_total_south = nil
    storage.active_biters = {}
    storage.bb_evolution = {}
    storage.bb_game_won_by_team = nil
    storage.bb_threat = {}
    storage.bb_threat_income = {}
    storage.chosen_team = {}
    storage.combat_balance = {}
    storage.difficulty_player_votes = {}
    storage.evo_raise_counter = 1
    storage.force_area = {}
    storage.main_attack_wave_amount = 0
    storage.map_pregen_message_counter = {}
    storage.rocket_silo = {}
    storage.spectator_rejoin_delay = {}
    storage.spy_fish_timeout = {}
    storage.target_entities = {}
    storage.terrain_gen = {}
    storage.terrain_gen.chunk_copy = {}
    storage.terrain_gen.chunk_mirror = {}
    storage.terrain_gen.counter = 0
    storage.terrain_gen.size_of_chunk_copy = 0
    storage.terrain_gen.size_of_chunk_mirror = 0
    storage.tm_custom_name = {}
    storage.total_passive_feed_redpotion = 0
    storage.unit_groups = {}
    storage.unit_spawners = {}
    storage.unit_spawners.north_biters = {}
    storage.unit_spawners.south_biters = {}
    storage.next_attack = 'north'
    if math.random(1, 2) == 1 then
        storage.next_attack = 'south'
    end
end

function Public.load_spawn()
    local surface = game.surfaces['biter_battles']
    surface.request_to_generate_chunks({ x = 0, y = 0 }, 1)
    surface.force_generate_chunk_requests()

    surface.request_to_generate_chunks({ x = 0, y = 0 }, 2)
    surface.force_generate_chunk_requests()

    for y = 0, 576, 32 do
        surface.request_to_generate_chunks({ x = 80, y = y + 16 }, 0)
        surface.request_to_generate_chunks({ x = 48, y = y + 16 }, 0)
        surface.request_to_generate_chunks({ x = 16, y = y + 16 }, 0)
        surface.request_to_generate_chunks({ x = -16, y = y - 16 }, 0)
        surface.request_to_generate_chunks({ x = -48, y = y - 16 }, 0)
        surface.request_to_generate_chunks({ x = -80, y = y - 16 }, 0)

        surface.request_to_generate_chunks({ x = 80, y = y * -1 + 16 }, 0)
        surface.request_to_generate_chunks({ x = 48, y = y * -1 + 16 }, 0)
        surface.request_to_generate_chunks({ x = 16, y = y * -1 + 16 }, 0)
        surface.request_to_generate_chunks({ x = -16, y = y * -1 - 16 }, 0)
        surface.request_to_generate_chunks({ x = -48, y = y * -1 - 16 }, 0)
        surface.request_to_generate_chunks({ x = -80, y = y * -1 - 16 }, 0)
    end
end

function Public.forces()
    for _, force in pairs(game.forces) do
        if force.name ~= 'spectator' then
            force.reset()
            force.reset_evolution()
        end
    end

    local surface = game.surfaces['biter_battles']

    local f = game.forces['north']
    f.set_spawn_position({ 0, -44 }, surface)
    f.set_cease_fire('player', true)
    f.set_friend('spectator', true)
    f.set_friend('south_biters', true)
    f.share_chart = true

    local f = game.forces['south']
    f.set_spawn_position({ 0, 44 }, surface)
    f.set_cease_fire('player', true)
    f.set_friend('spectator', true)
    f.set_friend('north_biters', true)
    f.share_chart = true

    local f = game.forces['north_biters']
    f.set_friend('south_biters', true)
    f.set_friend('south', true)
    f.set_friend('player', true)
    f.set_friend('spectator', true)
    f.share_chart = false

    local f = game.forces['south_biters']
    f.set_friend('north_biters', true)
    f.set_friend('north', true)
    f.set_friend('player', true)
    f.set_friend('spectator', true)
    f.share_chart = false

    local f = game.forces['spectator']
    f.set_spawn_position({ 0, 0 }, surface)
    f.technologies['toolbelt'].researched = true
    f.set_cease_fire('north_biters', true)
    f.set_cease_fire('south_biters', true)
    f.set_friend('north', true)
    f.set_friend('south', true)
    f.set_cease_fire('player', true)
    f.share_chart = true

    local f = game.forces['player']
    f.set_spawn_position({ 0, 0 }, surface)
    f.set_cease_fire('spectator', true)
    f.set_cease_fire('north_biters', true)
    f.set_cease_fire('south_biters', true)
    f.set_cease_fire('north', true)
    f.set_cease_fire('south', true)
    f.share_chart = false

    for _, force in pairs(game.forces) do
        game.forces[force.name].technologies['artillery'].enabled = false
        game.forces[force.name].technologies['artillery-shell-range-1'].enabled = false
        game.forces[force.name].technologies['artillery-shell-speed-1'].enabled = false
        game.forces[force.name].technologies['atomic-bomb'].enabled = false
        game.forces[force.name].research_queue_enabled = true
        storage.target_entities[force.index] = {}
        storage.spy_fish_timeout[force.name] = 0
        storage.active_biters[force.name] = {}
        storage.bb_evolution[force.name] = 0
        storage.bb_threat_income[force.name] = 0
        storage.bb_threat[force.name] = 0
    end
end

return Public
