--[[
   Copyright 2007-2020 The OpenRA Developers (see AUTHORS)
   This file is part of OpenRA, which is free software. It is made
   available to you under the terms of the GNU General Public License
   as published by the Free Software Foundation, either version 3 of
   the License, or (at your option) any later version. For more
   information, see COPYING.
]]

Base =
{
	Atreides = { AConyard, APower1, APower2, APower3, APower4, APower5, APower6, APower7, APower8, APower9, APower10, APower11, APower12, ABarracks, ARefinery, ALightFactory, AHeavyFactory, ARepair, AResearch, AGunt1, AGunt2, ARock1, ARock2, ARock3, ARock4 },
	Harkonnen = { HConyard, HPower1, HPower2, HPower3, HPower4, HPower5, HPower6, HPower7, HPower8, HPower9, HPower10, HBarracks, HRefinery, HOutpost, HHeavyFactory, HGunt1, HGunt2, HGunt3, HGunt4, HRock, HSilo1, HSilo2, HSilo3 }
}

AtreidesReinforcements =
{
	easy =
	{
		{ "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
		{ "quad", "quad", "combat_tank_a" },
		{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad" }
	},

	normal =
	{
		{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad" },
		{ "quad", "quad", "combat_tank_a", "combat_tank_a" },
		{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad", "quad" },
		{ "combat_tank_a", "combat_tank_a", "combat_tank_a" }
	},

	hard =
	{
		{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "trooper", "quad", "quad" },
		{ "quad", "quad", "quad", "combat_tank_a", "combat_tank_a" },
		{ "light_inf", "light_inf", "light_inf", "trooper", "trooper", "quad", "quad", "quad", "quad" },
		{ "combat_tank_a", "combat_tank_a", "combat_tank_a", "quad" },
		{ "combat_tank_a", "combat_tank_a", "missile_tank", "siege_tank" }
	}
}

HarkonnenReinforcements =
{
	easy =
	{
		{ "quad", "trike", "trike" },
		{ "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
		{ "combat_tank_h", "quad" },
		{ "trooper", "trooper", "trooper", "trooper", "trooper" }
	},

	normal =
	{
		{ "combat_tank_h", "combat_tank_h", "trike", "trike" },
		{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
		{ "combat_tank_h", "quad", "quad" },
		{ "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" },
		{ "trike", "trike", "quad", "siege_tank" }
	},

	hard =
	{
		{ "combat_tank_h", "combat_tank_h", "trike", "trike", "trike" },
		{ "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "light_inf", "trooper", "trooper" },
		{ "combat_tank_h", "combat_tank_h", "quad", "quad" },
		{ "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper", "trooper" },
		{ "trike", "trike", "quad", "quad", "siege_tank" },
		{ "missile_tank", "missile_tank", "missile_tank", "missile_tank" }
	}
}

IxianReinforcements =
{
	easy = { "deviator", "deviator", "missile_tank", "missile_tank", "missile_tank", "siege_tank", "siege_tank", "combat_tank_o", "combat_tank_o" },
	normal = { "deviator", "deviator", "missile_tank", "missile_tank", "missile_tank", "siege_tank", "siege_tank", "combat_tank_o" },
	hard = { "deviator", "deviator", "missile_tank", "missile_tank", "siege_tank", "siege_tank", "combat_tank_o" }
}

EnemyAttackDelay =
{
	easy = DateTime.Minutes(5) + DateTime.Seconds(15),
	normal = DateTime.Minutes(3) + DateTime.Seconds(15),
	hard = DateTime.Minutes(1) + DateTime.Seconds(30)
}

AtreidesPaths =
{
	{ AtreidesEntry2.Location, AtreidesRally2.Location },
	{ AtreidesEntry3.Location, AtreidesRally3.Location },
	{ AtreidesEntry4.Location, AtreidesRally4.Location }
}

HarkonnenPaths =
{
	{ HarkonnenEntry2.Location, HarkonnenRally2.Location },
	{ HarkonnenEntry3.Location, HarkonnenRally3.Location },
	{ HarkonnenEntry4.Location, HarkonnenRally4.Location },
	{ HarkonnenEntry5.Location, HarkonnenRally5.Location },
	{ HarkonnenEntry6.Location, HarkonnenRally6.Location },
	{ HarkonnenEntry7.Location, HarkonnenRally7.Location }
}

AtreidesAttackWaves =
{
	easy = 3,
	normal = 4,
	hard = 5
}

HarkonnenAttackWaves =
{
	easy = 4,
	normal = 5,
	hard = 6
}

InitialReinforcements = 
{
	Atreides = { "combat_tank_a", "quad", "quad", "trike", "trike" },
	Harkonnen = { "trooper", "trooper", "trooper", "trooper", "trooper", "combat_tank_h" }
}

InitialReinforcementsPaths =
{
	Atreides = { AtreidesEntry1.Location, AtreidesRally1.Location },
	Harkonnen = { HarkonnenEntry1.Location, HarkonnenRally1.Location }
}

InitialContrabandTimes =
{
	easy = DateTime.Minutes(10),
	normal = DateTime.Minutes(15),
	hard = DateTime.Minutes(20)
}

ContrabandTimes =
{
	easy = DateTime.Minutes(4),
	normal = DateTime.Minutes(6),
	hard = DateTime.Minutes(7)
}

SendContraband = function()
	Media.PlaySpeechNotification(player, "Reinforce")

	for i = 0, 6 do
		local c = player.Color
		if i % 2 == 0 then
			c = HSLColor.White
		end

		Trigger.AfterDelay(DateTime.Seconds(i), function() UserInterface.SetMissionText("Ixian reinforcements have arrived!", c) end)
	end
	Trigger.AfterDelay(DateTime.Seconds(6), function()
		TimerTicks = ContrabandTimes[Difficulty]
	end)

	local entryPath = { CPos.New(82, OStarport.Location.Y + 1), OStarport.Location + CVec.New(1, 1) }
	local exitPath = { CPos.New(2, OStarport.Location.Y + 1) }
	Reinforcements.ReinforceWithTransport(player, "frigate", IxianReinforcements[Difficulty], entryPath, exitPath)
end

Hunt = function(house)
	Trigger.OnAllKilledOrCaptured(Base[house.InternalName], function()
		Utils.Do(house.GetGroundAttackers(), IdleHunt)
	end)
end

CheckHarvester = function(house)
	if DateTime.GameTime % DateTime.Seconds(10) == 0 and LastHarvesterEaten[house] then
		local units = house.GetActorsByType("harvester")

		if #units > 0 then
			LastHarvesterEaten[house] = false
			ProtectHarvester(units[1], house, AttackGroupSize[Difficulty])
		end
	end
end

Tick = function()
	if not player.IsObjectiveCompleted(KillAtreides) and atreides.HasNoRequiredUnits() then
		Media.DisplayMessage("The Atreides have been annihilated!", "Mentat")
		player.MarkCompletedObjective(KillAtreides)
		DestroyCarryalls(atreides)

		if player.IsObjectiveCompleted(KillHarkonnen) then
			player.MarkCompletedObjective(GuardStarport)
		end
	end

	if not player.IsObjectiveCompleted(KillHarkonnen) and harkonnen.HasNoRequiredUnits() then
		Media.DisplayMessage("The Harkonnen have been annihilated!", "Mentat")
		player.MarkCompletedObjective(KillHarkonnen)
		DestroyCarryalls(harkonnen)

		if player.IsObjectiveCompleted(KillAtreides) then
			player.MarkCompletedObjective(GuardStarport)
		end
	end

	if TimerTicks and TimerTicks > 0 then
		TimerTicks = TimerTicks - 1

		if TimerTicks == 0 then
			if not FirstIxiansArrived then
				Media.DisplayMessage("Deliveries beginning to arrive. Massive reinforcements expected!", "Mentat")
			end

			FirstIxiansArrived = true
			SendContraband()
		else
			local text = "Initial"
			if FirstIxiansArrived then
				text = "Additional"
			end

			UserInterface.SetMissionText(text .. " reinforcements will arrive in " .. Utils.FormatTime(TimerTicks), player.Color)
		end
	end

	CheckHarvester(atreides)
	CheckHarvester(harkonnen)
end

WorldLoaded = function()
	atreides = Player.GetPlayer("Atreides")
	harkonnen = Player.GetPlayer("Harkonnen")
	player = Player.GetPlayer("Ordos")

	InitObjectives(player)
	GuardStarport = player.AddObjective("Defend the Starport.")
	KillAtreides = player.AddObjective("Destroy the Atreides.")
	KillHarkonnen = player.AddObjective("Destroy the Harkonnen.")

	Camera.Position = OConyard.CenterPosition
	EnemyAttackLocations = { OConyard.Location, OStarport.Location }

	Trigger.OnRemovedFromWorld(OStarport, function()
		player.MarkFailedObjective(GuardStarport)
	end)

	Trigger.AfterDelay(DateTime.Seconds(2), function()
		TimerTicks = InitialContrabandTimes[Difficulty]
		Media.DisplayMessage("The first batch of Ixian reinforcements will arrive in " .. Utils.FormatTime(TimerTicks) .. ".", "Mentat")
	end)

	Hunt(atreides)
	Hunt(harkonnen)

	local atreidesPath = function() return Utils.Random(AtreidesPaths) end
	local harkonnenPath = function() return Utils.Random(HarkonnenPaths) end
	local atreidesCondition = function() return player.IsObjectiveCompleted(KillAtreides) end
	local harkonnenCondition = function() return player.IsObjectiveCompleted(KillHarkonnen) end
	local huntFunction = function(unit)
		unit.AttackMove(Utils.Random(EnemyAttackLocations))
		IdleHunt(unit)
	end
	local announcementFunction = function()
		Media.DisplayMessage("Enemy reinforcements have arrived.", "Mentat")
	end

	SendCarryallReinforcements(atreides, 0, AtreidesAttackWaves[Difficulty], EnemyAttackDelay[Difficulty], atreidesPath, AtreidesReinforcements[Difficulty], atreidesCondition, huntFunction, announcementFunction)

	Trigger.AfterDelay(Utils.RandomInteger(DateTime.Seconds(45), DateTime.Minutes(1) + DateTime.Seconds(15)), function()
		SendCarryallReinforcements(harkonnen, 0, HarkonnenAttackWaves[Difficulty], EnemyAttackDelay[Difficulty], harkonnenPath, HarkonnenReinforcements[Difficulty], harkonnenCondition, huntFunction, announcementFunction)
	end)

	Actor.Create("upgrade.barracks", true, { Owner = atreides })
	Actor.Create("upgrade.light", true, { Owner = atreides })
	Actor.Create("upgrade.heavy", true, { Owner = atreides })
	Actor.Create("upgrade.barracks", true, { Owner = harkonnen })
	Actor.Create("upgrade.heavy", true, { Owner = harkonnen })
	Trigger.AfterDelay(0, ActivateAI)
end
