difficulty = Map.LobbyOption("difficulty")
tanktypes = Map.LobbyOption("tanktypes")
infantrytypes = Map.LobbyOption("infantrytypes")
toxiclevel = Map.LobbyOption("toxiclevel")
FactoryVehicle = Map.LobbyOption("FactoryVehicle")
FactoryWar = Map.LobbyOption("FactoryWar")
showtoxidicy = Map.LobbyOption("showtoxidicy")

rules2 = function()
    Trigger.AfterDelay(DateTime.Seconds(1320), function()
        Media.PlaySound("laugh.aud")
    end)
    Trigger.AfterDelay(DateTime.Seconds(1500), function()
        Media.PlaySound("laugh.aud")
    end)
    Trigger.AfterDelay(DateTime.Seconds(1600), function()
        Media.PlaySound("laugh.aud")
    end)
    Trigger.AfterDelay(DateTime.Seconds(1700), function()
        Media.PlaySound("laugh.aud")
    end)
    Trigger.AfterDelay(DateTime.Seconds(702), function()
        Media.PlaySound("laugh.aud")
    end)
    Trigger.AfterDelay(DateTime.Seconds(1800), function()
        Media.PlaySound("laugh.aud")
    end)
    Trigger.AfterDelay(DateTime.Seconds(1803), function()
        Media.PlaySound("laugh.aud")
    end)
    Trigger.AfterDelay(DateTime.Seconds(1805), function()
        Media.PlaySound("laugh.aud")
    end)
    Trigger.AfterDelay(DateTime.Seconds(1905), function()
        Media.PlaySound("laugh.aud")
    end)
    Trigger.AfterDelay(DateTime.Seconds(2005), function()
        Media.PlaySound("laugh.aud")
    end)
    Trigger.AfterDelay(DateTime.Seconds(400), function()
        Media.PlaySound("CyberWar.aud")
	    Trigger.AfterDelay(DateTime.Seconds(110), function()
	        Media.PlaySound("war.aud")
	    end)
    end)
    Trigger.AfterDelay(DateTime.Seconds(800), function()
        Media.PlaySound("CyberWar2.aud")
	    Trigger.AfterDelay(DateTime.Seconds(315), function()
	        Media.PlaySound("war.aud")
	    end)
    end)
    Trigger.AfterDelay(DateTime.Seconds(1200), function()
        Media.PlaySound("CyberWar.aud")
	    Trigger.AfterDelay(DateTime.Seconds(110), function()
	        Media.PlaySound("war.aud")
	    end)
    end)
    Trigger.AfterDelay(DateTime.Seconds(1600), function()
        Media.PlaySound("CyberWar2.aud")
	    Trigger.AfterDelay(DateTime.Seconds(315), function()
	        Media.PlaySound("war.aud")
	    end)
    end)
    Trigger.AfterDelay(DateTime.Seconds(2000), function()
        Media.PlaySound("CyberWar.aud")
	    Trigger.AfterDelay(DateTime.Seconds(110), function()
	        Media.PlaySound("war.aud")
	    end)
    end)
    Trigger.AfterDelay(DateTime.Seconds(2400), function()
        Media.PlaySound("CyberWar2.aud")
	    Trigger.AfterDelay(DateTime.Seconds(315), function()
	        Media.PlaySound("war.aud")
	    end)
    end)
    Trigger.AfterDelay(DateTime.Seconds(2800), function()
        Media.PlaySound("CyberWar.aud")
	    Trigger.AfterDelay(DateTime.Seconds(110), function()
	        Media.PlaySound("war.aud")
	    end)
    end)
    Trigger.AfterDelay(DateTime.Seconds(3200), function()
        Media.PlaySound("CyberWar2.aud")
	    Trigger.AfterDelay(DateTime.Seconds(315), function()
	        Media.PlaySound("war.aud")
	    end)
    end)
    Trigger.AfterDelay(DateTime.Seconds(10), function()
        Media.PlaySound("pooperintro.aud")
	end)

    Trigger.AfterDelay(DateTime.Seconds(30), function()
        Media.DisplayMessage ("Loading background noise, hang on...", "PMG", HSLColor.Red)
        Trigger.AfterDelay(DateTime.Seconds(3), function()
            Media.PlaySound("war.aud")
		    --Media.DisplayMessage ("Playing war.aud","PMG", HSLColor.Yellow)
            Trigger.AfterDelay(DateTime.Seconds(3), function()
                Media.DisplayMessage ("Welcome to the Ultimate AI mod.\nCopyright Melons 2022, ask permission before use. ","Melons", HSLColor.Red)
                Trigger.AfterDelay(DateTime.Seconds(1), function()
                    Media.DisplayMessage ("I'm asking permission to use this.", "PMG", HSLColor.Yellow)
				    Trigger.AfterDelay(DateTime.Seconds(1), function()
		                Media.DisplayMessage ("So i asked permission...","PMG", HSLColor.Yellow)
				    end)
                    Trigger.AfterDelay(DateTime.Seconds(2), function()
                        Media.PlaySound("laugh.aud")
                        Trigger.AfterDelay(DateTime.Seconds(16), function()
                            Media.DisplayMessage ("Special thanks to the map creator & ERCC creators. GLHF!\n", "Waggy", HSLColor.Green)
                            Trigger.AfterDelay(DateTime.Seconds(130), function()
                                Media.PlaySound("output.aud")
                                Trigger.AfterDelay(DateTime.Seconds(5), function()
                                    --Media.PlaySound("war.aud")
									--Media.DisplayMessage ("Playing war.aud","PMG", HSLColor.Yellow)
                                    Trigger.AfterDelay(DateTime.Seconds(130), function()
                                        Media.PlaySound("output.aud")
                                        Trigger.AfterDelay(DateTime.Seconds(5), function()
                                            --Media.PlaySound("war.aud")
											--Media.DisplayMessage ("Playing war.aud","PMG", HSLColor.Yellow)
                                            Trigger.AfterDelay(DateTime.Seconds(130), function()
                                                Media.PlaySound("laugh.aud")
                                                Trigger.AfterDelay(DateTime.Seconds(5), function()
                                                    Media.PlaySound("kill.aud")
                                                    Trigger.AfterDelay(DateTime.Seconds(130), function()
														--Media.DisplayMessage ("Playing war.aud","PMG", HSLColor.Yellow)
                                                        --Media.PlaySound("war.aud")
                                                    end)
                                                end)
                                            end)
                                        end)
                                    end)
                                end)
                            end)
                        end)
                    end)
                end)
            end)
        end)
    end)
end


function setDifficulty() 

	toxicAdjustment =1

	if toxic_enabled == 1
	then 
		toxicAdjustment = 3
	end


	if difficulty == "noob" then
		difficultyHandicap = 0.6
		maxLimit = (6*HandicapAdjustment)*toxicAdjustment
		mcvLimit = (12*HandicapAdjustment)*toxicAdjustment
	elseif difficulty == "easy" then
		difficultyHandicap = 0.8
		maxLimit = (10*HandicapAdjustment)*toxicAdjustment
		mcvLimit = (14*HandicapAdjustment)*toxicAdjustment
	elseif difficulty == "normal" then
		difficultyHandicap = 1
		maxLimit = (14*HandicapAdjustment)*toxicAdjustment
		mcvLimit = (18*HandicapAdjustment)*toxicAdjustment
	elseif difficulty == "extreme" then
		difficultyHandicap = 1.2
		maxLimit = (20*HandicapAdjustment)*toxicAdjustment
		mcvLimit = (30*HandicapAdjustment)*toxicAdjustment
	else
		difficultyHandicap = 1.5
		maxLimit = 99
		mcvLimit = 99
	end
end


function theBots()
    return Player.GetPlayers(function(player)
        return player.IsBot == true;
    end);
end

function theUltimateBots()
    return Player.GetPlayers(function(player)
        return player.IsBot == true and player.HasPrerequisites({"ultimateaienabled"});
    end);
end

function theHumans()
    return Player.GetPlayers(function(player)
        return player.IsBot == false and player.IsNonCombatant == false;
    end);
end

function thePlayers()
    return Player.GetPlayers(function(player)
        return player.IsNonCombatant == false;
    end);
end

function thePlayersAndCreeps()
    return Player.GetPlayers(function(player)
        return true
    end);
end


m_speed=8

flits_teleport=function(a,m_Teleport,count,speed,m_teleported)
    local m_speed=speed
    local m_count=count
    local m_actor=a
    local m_actorId=tostring(m_actor)
    local m_TeleportNumber=m_Teleport
    --m_teleported=teleported[m_TeleportNumber]
    --Media.DisplayMessage("Count: "..m_count.." Actor: "..m_actorId,"Mission",HSLColor.Blue);
    Trigger.AfterDelay(DateTime.Seconds(0),function()
        if not m_actor.IsDead then
            m_actorId=tostring(m_actor)
            if m_teleported[m_actorId]~=nil then
                m_teleported[m_actorId] = m_teleported[m_actorId] - 1
                --Media.DisplayMessage("m_teleported["..m_actorId.."]="..m_teleported[m_actorId],"Mission",HSLColor.Blue);
                resetter[m_TeleportNumber] = 2
                if m_teleported[m_actorId] >= 0 then
                    flits_teleport(m_actor,m_TeleportNumber,0, m_speed, m_teleported)
                    return 
                end
                --Media.DisplayMessage("Deleting: "..m_actorId.." from list.","Mission",HSLColor.Blue);
            else
                --Media.DisplayMessage("Not in list: "..m_actorId,"Mission",HSLColor.Blue);
                return
            end
            --if m_teleported[m_actorId]~=nil then
            --    m_teleported[m_actorId] = nil
            --    --Media.DisplayMessage("Deleting: "..m_actorId.." from list.","Mission",HSLColor.Blue);
            --else
            --    Media.DisplayMessage("Not in list: "..m_actorId,"Mission",HSLColor.Blue);
            --    return
            --end
            --Media.DisplayMessage("Teleporting: "..m_actor.Type.."  ID: "..m_actorId,"Mission",HSLColor.Blue);
            X=m_actor.CenterPosition.X/Tile
            Y=m_actor.CenterPosition.Y/Tile
            --Media.DisplayMessage("Teleporting: "..m_actor.Type.."  from: "..X..","..Y,"Mission",HSLColor.Blue);
            TeleportActorIn     =Teleports_ActorsIn[m_TeleportNumber]           
            TeleportActorIn_BR  =Teleports_ActorsIn_BR[m_TeleportNumber]     
            TeleportActorOut    =Teleports_ActorsOut[m_TeleportNumber]
            TeleportActorDiffX  =Teleports_ActorsDiffX[m_TeleportNumber]
            TeleportActorDiffY  =Teleports_ActorsDiffY[m_TeleportNumber]
            Teleport_SizeX      =Teleports_SizeX[m_TeleportNumber]
            Teleport_SizeY      =Teleports_SizeY[m_TeleportNumber]
            --Next_m_TeleportNumber = (m_TeleportNumber) % 4 + 1
            --NEXT_X = Teleports_ActorsIn[Next_m_TeleportNumber].CenterPosition.X/Tile
            --NEXT_Y = Teleports_ActorsIn[Next_m_TeleportNumber].CenterPosition.Y/Tile
            --dir_X=0
            --dir_Y=0
            --XX=X
            --YY=Y

            --XX=TeleportActorIn.CenterPosition.X/Tile

--            if (X>=TeleportActorIn.CenterPosition.X/Tile - 0.5 and X<=TeleportActorIn.CenterPosition.X/Tile + 0.5 and Y>=TeleportActorIn.CenterPosition.Y/Tile - 0.5 and Y<=TeleportActorIn_BR.CenterPosition.Y/Tile + 0.5) then

            if (X>=TeleportActorIn.CenterPosition.X/Tile-0.5 and X<=TeleportActorIn_BR.CenterPosition.X/Tile+0.5 and Y>=TeleportActorIn.CenterPosition.Y/Tile-0.5 and Y<=TeleportActorIn_BR.CenterPosition.Y/Tile+0.5) then
                --if m_actor.IsIdle then

                    --Xm = X+TeleportActorDiffX  + Teleport_SizeX + 3
                    --Ym = Y+TeleportActorDiffY
                    m_angle=math.rad(Utils.RandomInteger(0,359))

                    Xm = TeleportActorOut.CenterPosition.X/Tile + 0.5 + math.sin(m_angle)*1.5
                    Ym = TeleportActorOut.CenterPosition.Y/Tile + 0.5 + math.cos(m_angle)*1.5
                    --Xm = Map.BottomRight.X / 2048.0 + 1.0 + math.sin(m_angle)*2
                    --Ym = Map.BottomRight.X / 2048.0 + 1.0 + math.cos(m_angle)*2

                    m_actor.Stop()

                    NewP=CPos.New(Xm,Ym)
                    m_actor.Teleport(NewP)

                    --NewP=CPos.New(Xm,129-YY)
                    --NewP=CPos.New(63.5,63.5)

                    m_angle=m_angle + math.rad(Utils.RandomInteger(-25,25))
                    m_l = Utils.RandomInteger(10,45)/10
                    XX=Xm + math.sin(m_angle)*m_l
                    YY=Ym + math.cos(m_angle)*m_l

                    NewP=CPos.New(XX,YY)

                    if m_actor.HasProperty("AssaultMove") then
                        m_actor.AssaultMove(NewP)
                    elseif m_actor.HasProperty("AttackMove") then
                        m_actor.AttackMove(NewP)
                    elseif m_actor.HasProperty("Move") then
                        m_actor.Move(NewP)
                    end

                    --NewP=CPos.New(XX,YY) --jeetje toch
                    --m_actor.Move(NewP)
                    --Media.DisplayMessage("Teleporting "..m_TeleportNumber..": "..m_actor.Type.."  ID: "..m_actorId.."  FROM: "..X..","..Y.."  TO: "..Xm..","..Ym,"Mission",HSLColor.Blue);
                    --Media.DisplayMessage("Moving      "..m_TeleportNumber..": "..m_actor.Type.."  ID: "..m_actorId.."  FROM: "..Xm..","..Ym.."  TO: "..XX..","..YY,"Mission",HSLColor.Blue);
                    if m_teleported[m_actorId]~=nil then
                        m_teleported[m_actorId]=nil
                    end
                --else 
                --    m_actor.Stop()
                --    if m_teleported[m_actorId] >= 0 then
                --        flits_teleport(m_actor,m_TeleportNumber,0, m_speed, m_teleported)
                --        return 
                --    end
                --end
                return
            end
        else
            m_actorId=tostring(m_actor)
            --Media.DisplayMessage("Actor ID: "..m_actorId.." is Dead","Mission",HSLColor.Blue);
            --Media.DisplayMessage("Teleporting: "..m_actor.Type.."  ID: "..m_actorId,"Mission",HSLColor.Blue);
            if m_teleported[m_actorId]~=nil then
                m_teleported[m_actorId]=nil
            end
        end
    end)
end
resetter = {}
teleported={}
teleported[1]={}
teleported[2]={}
teleported[3]={}
teleported[4]={}
teleported[5]={}
teleported[6]={}
teleported[7]={}
teleported[8]={}
Teleports_ActorsIn={}
Teleports_ActorsIn_BR={}
Teleports_ActorsOut={}
Teleports_ActorsDiffX={}
Teleports_ActorsDiffY={}
Teleports_SizeX={}
Teleports_SizeY={}
TeleportCount={}
number_time={}
Tile=WDist.FromCells(1).Length
AreaSize=WVec.New(Tile*2.5,Tile*2.5,0)
AreaHalfSize=WVec.New(Tile*0.5,Tile*0.5,0) --EEKS
--AreaHalfSize=WVec.New(Tile*0.5,-Tile*0.25,0) --EEKS
--AreaHalfSize=WVec.New(Tile*0.5,Tile*0.5,0)

check_teleport=function(TeleportNumber)
    --Media.DisplayMessage("Checking teleports.","Mission",HSLColor.Green)
    if not init_teleport then
        init_teleport=1
        for i=1,2,1 do
            number_time[i]=5
            Oke = 1
            --Media.DisplayMessage("Init teleport: "..i,"Mission",HSLColor.Green)
            TeleportNameIn="ActorTeleportIn_TL_"..i
            TeleportActorIn=Map.NamedActor(TeleportNameIn)
            TeleportNameIn="ActorTeleportIn_BR_"..i
            TeleportActorIn_BR=Map.NamedActor(TeleportNameIn)
            TeleportNameOut="ActorTeleportOut_TL_"..i
            TeleportActorOut=Map.NamedActor(TeleportNameOut)
            if TeleportActorIn~=nil and TeleportActorOut~=nil and TeleportActorIn_BR~=nil then
                
                x_i  = TeleportActorIn.CenterPosition.X/Tile        - 0.5
                y_i  = TeleportActorIn.CenterPosition.Y/Tile        - 0.5
                x_BR = TeleportActorIn_BR.CenterPosition.X/Tile+1   + 0.5
                y_BR = TeleportActorIn_BR.CenterPosition.Y/Tile+1   + 0.5
                x_o  = TeleportActorOut.CenterPosition.X/Tile       - 0.5
                y_o  = TeleportActorOut.CenterPosition.Y/Tile       - 0.5
                Teleports_ActorsDiffX[i]=x_o-x_i
                Teleports_ActorsDiffY[i]=y_o-y_i
                Teleports_SizeX[i]=x_BR-x_i
                Teleports_SizeY[i]=y_BR-y_i
                --TeleportActorDiffY=TeleportActorOut.CenterPosition.Y/Tile-TeleportActorIn.CenterPosition.Y/Tile
                Teleports_ActorsIn[i] = TeleportActorIn
                Teleports_ActorsIn_BR[i] = TeleportActorIn_BR
                Teleports_ActorsOut[i] = TeleportActorOut
                --Media.DisplayMessage("Teleport in/out location "..i..": "..x_i..","..y_i.." / "..x_o..","..y_o.." OK!","Mission",HSLColor.Blue);
                TeleportCount[i]=0
                resetter[i] = 2
                if Oke == 1 then
                    --Teleported[i]={}
                    Trigger.AfterDelay(DateTime.Seconds(4+i),function()
                        check_teleport(i)
                    end)
                --else
                --    return
                end
                --return
            else
                if TeleportActorIn == nil then
                    Media.DisplayMessage("Teleport in TL location:  TeleportActorIn_TL_"..i..": NOT OK! AAARGHHHHH!!!!","Mission",HSLColor.Blue);
                elseif TeleportActorOut == nil then
                    Media.DisplayMessage("Teleport out location: TeleportActorOut_TL_"..i..": NOT OK! AAARGHHHHH!!!!","Mission",HSLColor.Blue);
                elseif TeleportActorIn_BR == nil then
                    Media.DisplayMessage("Teleport in BR location: TeleportActorIn_BR_"..i..": NOT OK! AAARGHHHHH!!!!","Mission",HSLColor.Blue);
                end
                Oke = 0
                --return
            end
        end
        return
    end
    if TeleportNumber == nil then 
        Media.DisplayMessage("TeleportNumber == nil","Mission",HSLColor.Blue);
    --else
        --Media.DisplayMessage("Checking TeleportNumber: "..TeleportNumber,"Mission",HSLColor.Blue);
    end 
    --facts=Map.ActorsInBox(Teleports_ActorsIn[TeleportNumber].CenterPosition-AreaSize,Teleports_ActorsIn[TeleportNumber].CenterPosition+AreaSize,function(actor)
    --facts=Map.ActorsInBox(Teleports_ActorsIn[TeleportNumber].CenterPosition - AreaHalfSize,Teleports_ActorsIn_BR[TeleportNumber].CenterPosition + AreaHalfSize,function(actor)
    number=0
    count=0
    local actorId=""
    local m_teleported=teleported[TeleportNumber]
    facts=Map.ActorsInBox(Teleports_ActorsIn[TeleportNumber].CenterPosition - AreaHalfSize,Teleports_ActorsIn_BR[TeleportNumber].CenterPosition + AreaHalfSize,function(actor)
        return  m_teleported[tostring(actor)]==nil and
                actor.HasProperty("Move") and
                actor.Type~="waypoint" and
                actor.Type~="badr" and actor.CenterPosition.Z == 0
                --and actor.Type~="badr.bomber" and actor.Type~="mig" and actor.Type~="yak" and 
                --actor.Type~="heli" and actor.Type~="mh60" and actor.Type~="mh60" and  
                --actor.Type~="chinook" and actor.Type~="hind" and actor.Type~="tran" and
                --actor.Type~="u2" and actor.Type~="longbow" and actor.Type~="u2" --
    end)
    --Utils.Do(facts,function(actor)
    --    Media.DisplayMessage("actor.Type: "..actor.Type,"Mission",HSLColor.Blue);
    --end)
    Utils.Do(facts,function(actor)
        --if (actor.CenterPosition.Z ~= 0) then 
        --    Media.DisplayMessage("actor.Type: "..actor.Type.." actor.CenterPosition.Z = "..actor.CenterPosition.Z,"Mission",HSLColor.Blue);
        --    return
        --end
        number=number+1
--        if not (m_TeleportNumber == 7 or m_TeleportNumber == 8) and number==1 and number_time[TeleportNumber]==4 then
        if number==1 and number_time[TeleportNumber]==1 then
            Media.PlaySound("chrotnk1.aud")
        end
        --if number==1 and number_time[TeleportNumber]==4 then
        --    Media.DisplayMessage("Teleporter "..TeleportNumber..": Activity Detected...","Mission",HSLColor.Blue);
        --end
        actorId=tostring(actor)
        --if actor_speed[actor.Type] ~= nil then
        --end
        --a_s = math.abs(Teleports_ActorsDiffX[TeleportNumber]) - 1
        a_s = 2
        --Media.DisplayMessage("Count: "..number.." Actor: "..actorId.."  speed = "..a_s,"Mission",HSLColor.Blue);
        if actor.IsIdle then
            if m_teleported[actorId]==nil then
                count=count+1
                --Media.DisplayMessage("Count: "..number.." Actor: "..actorId.." is idle.","Mission",HSLColor.Blue);
                resetter[TeleportNumber] = 2
                m_teleported[actorId]=a_s
                --if not (m_TeleportNumber == 7 or m_TeleportNumber == 8) and count==1 then                     
                --    Media.PlaySound("chrotnk1.aud")
                --end
                flits_teleport(actor,TeleportNumber,1, a_s, teleported[TeleportNumber])
            end
        else
            if m_teleported[actorId]==nil then
                count=count+1
                --Media.DisplayMessage("Count: "..number.." Actor: "..actorId.." is NOT idle.","Mission",HSLColor.Blue);
                resetter[TeleportNumber] = 2
                m_teleported[actorId]=a_s
                --if not (m_TeleportNumber == 7 or m_TeleportNumber == 8) and count==1 then                     
                --    Media.PlaySound("chrotnk1.aud")
                --end
                flits_teleport(actor,TeleportNumber,1, a_s, teleported[TeleportNumber])
            end
        end
    end)
    --TeleportCount[TeleportNumber]=tablelength(m_teleported)
    --if (TeleportCount[TeleportNumber]>0) then
    if (resetter[TeleportNumber]>0) then
        --Media.DisplayMessage("Teleporter: "..TeleportNumber.."  Active: "..resetter[TeleportNumber],"Mission",HSLColor.Blue);
        --if not number_time[TeleportNumber]==4 then
        --    Media.DisplayMessage("Teleporter: "..TeleportNumber.."  Active: "..resetter[TeleportNumber],"Mission",HSLColor.Blue);
        --    --Media.DisplayMessage("Teleporter "..TeleportNumber.."  Active","Mission",HSLColor.Blue);
        --end
        --Media.DisplayMessage("TeleportCount: "..TeleportCount[TeleportNumber],"Mission",HSLColor.Blue);
        --Utils.Do(teleported,function(MyId)
        --    Media.DisplayMessage("Teleporting list: ID: "..MyId,"Mission",HSLColor.Blue);
        --end)
        number_time[TeleportNumber]=0.2
        resetter[TeleportNumber] = resetter[TeleportNumber] - 1
        --Media.DisplayMessage("Teleporter: "..TeleportNumber.."  Resetter: "..resetter[TeleportNumber],"Mission",HSLColor.Blue);
        if (resetter[TeleportNumber] <= 0) then
            --m_TeleportCount = TeleportCount[TeleportNumber]
            --if not number_time[TeleportNumber]==4 then
            --    Media.DisplayMessage("Teleporter1: "..TeleportNumber.."  Slow on: resetter: "..resetter[TeleportNumber].."  number_time: "..number_time[TeleportNumber],"Mission",HSLColor.Blue);
            --    --Media.DisplayMessage("Teleporter "..TeleportNumber.."  Slow on","Mission",HSLColor.Blue);
            --end
            --TeleportCount[TeleportNumber]=0
            --m_teleported={}
            teleported[TeleportNumber]={}
            --number_time[TeleportNumber]=4
            --resetter[TeleportNumber] = 10
        end
    else
        --if number_time[TeleportNumber]~=5 then
        --    Media.DisplayMessage("Teleporter "..TeleportNumber.." Rest...","Mission",HSLColor.Blue);
        --end
        --if not number_time[TeleportNumber]==4 then
        --    Media.DisplayMessage("Teleporter2: "..TeleportNumber.."  Slow on: resetter: "..resetter[TeleportNumber].."  number_time: "..number_time[TeleportNumber],"Mission",HSLColor.Blue);
        --end
        number_time[TeleportNumber]=1
    end
    Trigger.AfterDelay(DateTime.Seconds(number_time[TeleportNumber]),function()
        check_teleport(TeleportNumber)
    end)
end


--Random Testing
function getActorsAround(actorselected,actorsToFind, distance)
	actorList = Map.ActorsInCircle(actorselected.CenterPosition, WDist.FromCells(distance), function(a)
		return a.Type == actorsToFind
	end)

	return actorList
end



buildWidth = 3

function DoDelay(I_Actor, I_actorOwner, I_Location, I_time)
	local m_Actor = I_Actor 
	local m_actorOwner = I_actorOwner 
	local m_Location = I_Location 
	local m_time = I_time
	if m_Location.X > ( Map.BottomRight.X / 1024.0 - buildWidth ) then
		Media.DisplayMessage("Out of map: "..m_actorOwner.InternalName.." - "..m_Location.X..","..m_Location.Y.." - "..(Map.BottomRight.X/1024)..","..(Map.BottomRight.Y/1024), m_actorOwner.InternalName, m_actorOwner.Color)
		return
	end
	if m_Location.Y > ( Map.BottomRight.Y / 1024.0 - buildWidth  ) then
		Media.DisplayMessage("Out of map: "..m_actorOwner.InternalName.." - "..m_Location.X..","..m_Location.Y.." - "..(Map.BottomRight.X/1024)..","..(Map.BottomRight.Y/1024), m_actorOwner.InternalName, m_actorOwner.Color)
		return
	end
	if m_Location.X < buildWidth then
		Media.DisplayMessage("Out of map: "..m_actorOwner.InternalName.." - "..m_Location.X..","..m_Location.Y.." - "..(Map.BottomRight.X/1024)..","..(Map.BottomRight.Y/1024), m_actorOwner.InternalName, m_actorOwner.Color)
		return
	end
	if m_Location.Y < buildWidth then
		Media.DisplayMessage("Out of map: "..m_actorOwner.InternalName.." - "..m_Location.X..","..m_Location.Y.." - "..(Map.BottomRight.X/1024)..","..(Map.BottomRight.Y/1024), m_actorOwner.InternalName, m_actorOwner.Color)
		return
	end

	Trigger.AfterDelay(DateTime.Seconds(m_time), function()
		Actor.Create(m_Actor, true, { Owner = m_actorOwner, Location = m_Location})
    end)
end	


function getAllCreeps()
	targets = Utils.Where(Creeps.GetActors(), function(actor)
		return actor.Type == "silo"
		--return actor.Type == "apwr" or actor.Type == "silo" or actor.Type == "thf"
	end)
	return targets
end

--Remove Boxes in Table
function removeactors(a)
	Utils.Do(a, function(unit)
		unit.Destroy()
	end)
	return 
end

function tablelength(T)
	local count = 0
	for _ in pairs(T) do count = count + 1 end
	return count
end

















--messaging system
function readmessages() 
					
	messagescount = tablelength(messages)
	
	resetmessagestimer = messagescount*3+1

	if messagescount > 0 then
		for i = tablelength(messages),1,-1 
		do 
			Trigger.AfterDelay(DateTime.Seconds(i*3), function()
				Media.DisplayMessage (messages[i], "Mission", HSLColor.Red)
			end)
		end
	else
		Media.DisplayMessage ("No Messages to Display", "Mission", HSLColor.Red)
	end

	Trigger.AfterDelay(DateTime.Seconds(resetmessagestimer), function()
		messages = {}
	end)

end



--message loop
function readmessagesloop() 
					
	if loopcounter < 6 then
			
		messagescount = tablelength(messagesloop)
		
		resetmessagestimer = messagescount*3+1

		if messagescount > 0 then
			for i = tablelength(messagesloop),1,-1 
			do 
				Trigger.AfterDelay(DateTime.Seconds(i*3), function()
					Media.DisplayMessage (messagesloop[i], "Mission", HSLColor.Red)
				end)
			end
		else
			--Media.DisplayMessage ("No Loop Messages to Display", "Mission", HSLColor.Red)
		end


		Trigger.AfterDelay(5000, readmessagesloop)
		loopcounter = loopcounter +1
	end

end

--Ref Setup

--Remove Boxes in Table
--function removeactors(a)
--	Utils.Do(a, function(unit)
--		unit.Destroy()
--	end)
--	return 
--end
--

function getClosetActor(actorselected,actorsToFind)
	actorList = Map.ActorsInCircle(actorselected.CenterPosition, WDist.FromCells(50), function(a)
		return a.Type == actorsToFind
	end)

	return actorList[1]
end

function getAllActors(a)

	theActors = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
		return actor.Type == a
	end)

	return theActors

end

--function getAllCreeps()
--
--	targets = Utils.Where(Creeps.GetActors(), function(actor)
--		return
--			actor.Type == "powr" or actor.Type == "silo"
--	end)
--	return targets
--
--end

----START OF AI REINFORCEMENTS ---

function createNewMcv(quantity)
	if quantity == nil then
		quantity = 1
	end
	Trigger.AfterDelay(DateTime.Seconds(10), function()
		for z, thePlayer in ipairs(AIPlayers) do
			Actor.Create("mcv", true, { Owner = thePlayer, Location = thePlayer.HomeLocation + CVec.New(0, 3) });
		end
		quantity = quantity -1
		if quantity > 0 then
			createNewMcv(quantity)
		end
	end)
end



function createRandomInfantryPerBuilding(quantity)
	if quantity == nil then
		quantity = 1
	end
	
	countLimit = 0

			for z, thePlayer in ipairs(AIPlayers) do
				theProducers = thePlayer.GetActorsByTypes({ "barr", "tent" });
				
				Utils.Do(theProducers, function(theUnits)
					if countLimit < maxLimit then
						if (infantrytypes ~= "normal") then 
							toProduceTanks = { infantrytypes }
						else	
							if (difficulty == "easy" or difficulty == "noob") then
								toProduceTanks = { "e1", "e1", "e1",  "e1", "e1", "e1", "e3"  }
							else
								toProduceTanks = { "e1", "e1", "e1", "e3", "e3" }
							end
						end
						randomUnit = Utils.RandomInteger(1,#toProduceTanks+1)
						randomTank =  toProduceTanks[randomUnit];
--						if randomTank ~= nil then
--							Media.DisplayMessage("Producing "..randomTank, "Mission", HSLColor.Red)
--						else
--							Media.DisplayMessage("Producing nil", "Mission", HSLColor.Red)
--						end
						-- Media.DisplayMessage("hello1", "Mission", HSLColor.Red)
						theTank = Actor.Create(randomTank, true, { Owner = thePlayer, Location = theUnits.Location + CVec.New(0, 2) });
						theTank.Move(theUnits.RallyPoint)
						countLimit = countLimit+1
					end
				end)
			end
			quantity = quantity -1
			if quantity > 0 then
				--Media.DisplayMessage("hello2", "Mission", HSLColor.Red)
				createRandomInfantryPerBuilding(quantity)
			end
end

function createRandomTankPerBuilding(quantity)
	if quantity == nil then
		quantity = 1
	end

	countLimit = 0

			for z, thePlayer in ipairs(AIPlayers) do
				theProducers = thePlayer.GetActorsByTypes({ "weap" });

				Utils.Do(theProducers, function(theUnits)
					if countLimit < maxLimit then
						
						--if (tanktypes == "demolition") then 
						if (tanktypes ~= "normal") then 
							toProduceTanks = { tanktypes }
						elseif (doomsdayenabled == 1) then
							toProduceTanks = { "4tnk", "4tnk","4tnk", "4tnk", "3tnk", "3tnk", "3tnk", "ctnk", "ctnk", "v2rl", "mrj", "arty", "mgg", "v2rl", "arty"}
						else	
							if (difficulty == "easy" or difficulty == "noob") then
								toProduceTanks = { "jeep", "apc", "1tnk", "ftrk", "jeep", "apc", "1tnk", "ftrk", "jeep", "apc", "1tnk", "ftrk", "4tnk", "ctnk", "v2rl", "2tnk", "2tnk", "1tnk", "3tnk", "mrj", "2tnk", "arty", "mgg", "mrj", "v2rl", "2tnk", "arty", "3tnk", "2tnk", "stnk", "dtrk" }
							elseif (difficulty == "normal") then
								toProduceTanks = { "apc", "apc", "1tnk", "1tnk", "ftrk", "4tnk", "3tnk", "3tnk", "ctnk", "v2rl", "2tnk", "2tnk", "2tnk", "1tnk", "3tnk", "2tnk", "arty", "mgg", "mrj", "v2rl", "2tnk", "arty", "3tnk", "mrj", "stnk", "dtrk"}
							else
								toProduceTanks = { "apc", "1tnk", "ftrk", "4tnk", "4tnk", "ctnk", "v2rl", "2tnk", "2tnk", "1tnk", "3tnk", "mrj", "2tnk", "arty", "mgg", "mrj", "v2rl", "2tnk", "arty", "3tnk", "mrj", "stnk", "dtrk"}
							end
						end		
						randomUnit = Utils.RandomInteger(1,#toProduceTanks+1)
						randomTank =  toProduceTanks[randomUnit];
--						if randomTank ~= nil then
--							Media.DisplayMessage("Producing "..randomTank, "Mission", HSLColor.Red)
--						else
--							Media.DisplayMessage("Producing nil", "Mission", HSLColor.Red)
--						end
						-- Media.DisplayMessage("hello1", "Mission", HSLColor.Red)
						theTank = Actor.Create(randomTank, true, { Owner = thePlayer, Location = theUnits.Location + CVec.New(0, 2) });
						theTank.Move(theUnits.RallyPoint)
						countLimit = countLimit+1
					end
				end)

			end
			quantity = quantity -1
			if quantity > 0 then
				--Media.DisplayMessage("hello2", "Mission", HSLColor.Red)
				createRandomTankPerBuilding(quantity)
			end
end




function spawnUnits(spawnUnitType, spawnUnitOwner, spawnUnitLocation)
	theActor = Actor.Create(spawnUnitType, true, { Owner = spawnUnitOwner, Location =  spawnUnitLocation});

	if spawnUnitType ~= "mcv" then
		if spawnUnitType == "qtnk" or spawnUnitType == "mgg" or spawnUnitType == "mrj" or spawnUnitType == "thf" then
			--theActor.Move(CaptureMiddle.Location)
		else
			--theActor.AttackMove(CaptureMiddle.Location)
		end
	end
	
end

function sendRepeatWave(unitsTier,quantity,repeatTime)
	
	if repeatTime == nil then
		repeatTime = 120
	end

	sendAttackWave(unitsTier,quantity)

			--Set Next Wave
			Trigger.AfterDelay(DateTime.Seconds(repeatTime), function()
				sendRepeatWave(unitsTier,quantity,repeatTime)
			end)
end


function sendAttackWave(unitsTier, quantity)

	if repeatWave == nil then
		local repeatWave = 0
	end
	if unitsTier == nil then
		unitsTier = tier1Tanks
	end

	--bug for ai production
		for z, thePlayer in ipairs(AIPlayers) do

			if #thePlayer.GetActors() > 1 then

				if (unitsTier == tierMcv) then
					if (countMcvs(thePlayer) >= mcvLimit) then
						return
					end
				end

				if quantity == nil or quantity == 0 then
					quantityToProduce = 7
				else
					quantityToProduce = quantity
				end

				--currentSpawn = thePlayer.HomeLocation + CVec.New(-5,-5)
				currentSpawn = thePlayer.HomeLocation + CVec.New(-1,-1)

				while quantityToProduce > 0 do
					randomUnit = Utils.RandomInteger(1,#unitsTier+1)
					--Media.DisplayMessage("".. randomUnit, "Mission", HSLColor.Red)

					spawnUnits(unitsTier[randomUnit],thePlayer, currentSpawn)

					quantityToProduce = quantityToProduce -1

					if currentSpawn == spawnPoint1 then
						currentSpawn = spawnPoint2
					elseif  currentSpawn == spawnPoint2 then
						currentSpawn = spawnPoint3
					elseif  currentSpawn == spawnPoint3 then
						currentSpawn = spawnPoint4
					elseif  currentSpawn == spawnPoint4 then
						currentSpawn = spawnPoint1
					end
				end
			end
		end

end


function createHarv()
	if quantity == nil then
		quantity = 1
	end
	if toxic_enabled then
		Trigger.AfterDelay(DateTime.Seconds(10), function()
			for z, thePlayer in ipairs(AIPlayers) do
				if thePlayer.Cash < 2500 then
					Actor.Create("harv", true, { Owner = thePlayer, Location = thePlayer.HomeLocation + CVec.New(0, 2) });
				end
			end
			createHarv()
		end)
	else
		Trigger.AfterDelay(DateTime.Seconds(25), function()
			for z, thePlayer in ipairs(AIPlayers) do
				if thePlayer.Cash < 1500 then
					Actor.Create("harv", true, { Owner = thePlayer, Location = thePlayer.HomeLocation + CVec.New(0, 2) });
				end
			end
			createHarv()
		end)

	end
end

function createEngineers(quantity)--
	if quantity == nil then
		quantity = 1
	end

				sendAttackWave(tierEngineers,#theHumans())
				sendAttackWave(tierThief,#theHumans())
				
				if (difficulty ~= "easy" and difficulty ~= "noob" and difficulty ~= "normal") then
					sendAttackWave(tierSpy,#theHumans())
				end

			Trigger.AfterDelay(DateTime.Seconds(5), function()
				sendEngineers()
				if (difficulty ~= "easy" and difficulty ~= "noob") then
				end
			end)
			if quantity > 0 then
				Trigger.AfterDelay(DateTime.Seconds(60), function()
					--Media.DisplayMessage("hello2", "Mission", HSLColor.Red)
					createEngineers(quantity)
					sendThief()
					sendSpy()
				end)
			end
end

--send engineers to cap middle
function sendThief()
	
	for z, thePlayer in ipairs(AIPlayers) do
        local theUnits = thePlayer.GetActorsByType("thf");

		--Media.DisplayMessage("sendThief", "Mission", HSLColor.Red)

		if #theUnits > 0 then
			Utils.Do(theUnits, function(unit)

				--actorToTarget = { "ectnk", "dtrk" }
--				actorToTarget = { "1tnk", "2tnk", "3tnk", "4tnk", "apc", "apoc", "arty", "batf", "ctnk", "ctrk", "dtrk", "ectnk", "ftnk", "ftrk", "hftk", "isu", "jeep", "katy", "mgg", "mrj", "msam", "panzer", "ptnk", "rtnk", "sherman", "stnk", "tnkd", "ttnk2", "v2rl", "v3rl" }
				actorToTarget = { "jeep", "apc", "1tnk", "ftrk", "v2rl", "2tnk", "arty", "mgg", "mrj", "ttnk", "3tnk", "mrj", "ctnk", "stnk", "4tnk", "3tnk", "mrj", "dtrk", "ctnk", "stnk" }

				unitToTarget = findClosestTargetAiNeutral(unit,actorToTarget)

				if unitToTarget ~= nil then
					--Media.DisplayMessage("CAPTURE: Type: "..unitToTarget.Type.." Loc: "..unitToTarget.Location.X..","..unitToTarget.Location.Y , "Mission", HSLColor.Red);
					unit.Stop()
					unit.Move(unitToTarget.Location)
					unit.Capture(unitToTarget)
				else
					--Media.DisplayMessage("sendThief: no ectnk", "Mission", HSLColor.Red)
					actorToTarget = { "proc" }

					unitToTarget = findClosestTargetAi(unit,actorToTarget)

					if unitToTarget ~= nil then
						--Media.DisplayMessage("INFILTRATE: Type: "..unitToTarget.Type, "Mission", HSLColor.Red);
						unit.Stop()
						unit.Move(unitToTarget.Location)
						unit.Infiltrate(unitToTarget)
					end
				end
			end)
		end
	end
end


--send engineers to cap middle
function sendSpy()
	
	for z, thePlayer in ipairs(AIPlayers) do
        local theUnits = thePlayer.GetActorsByType("spy");

		actorToTarget = { "powr", "apwr", "dome" }

		if #theUnits > 0 then
			Utils.Do(theUnits, function(unit)
				unitToTarget = findClosestTargetAi(unit,actorToTarget)
	
				if unitToTarget ~= nil then
					--Media.DisplayMessage("hello5", "Mission", HSLColor.Red)
					unit.Stop()
					unit.DisguiseAsType("e1",unitToTarget.EffectiveOwner)
					unit.Move(unitToTarget.Location)
					unit.Infiltrate(unitToTarget)
				end
			end)
		end
	end
end

function findClosestTargetAi(searchActor, actorTypes)
    closestActor = nil
    distnceCloset = 250000;
   
	if Utils.RandomInteger(1,3) == 1 then
	    for rr, enemyPlayer in ipairs(HumanPlayers) do
	        if enemyPlayer ~= searchActor.EffectiveOwner then
	            if enemyPlayer.Team ~= searchActor.EffectiveOwner.Team or enemyPlayer.Team == 0 or searchActor.EffectiveOwner.Team == 0 then
	                local actors = enemyPlayer.GetActorsByTypes(actorTypes);
	                for rr, actor in ipairs(actors) do
	                     theDistance = actor.Location - searchActor.Location;
	                     distanceMath = math.sqrt((theDistance.X * theDistance.X) + (theDistance.Y * theDistance.Y));
	                    if distanceMath <= distnceCloset then
	                        distnceCloset = distanceMath;
	                        closestActor = actor;
	                    end
	                end
	            end
	        end
	    end
	    if (closestActor == nil) then 
		    for rr, enemyPlayer in ipairs(AllBots) do
		        if enemyPlayer ~= searchActor.Owner then
		            if enemyPlayer.Team ~= searchActor.Owner.Team or enemyPlayer.Team == 0 or searchActor.Owner.Team == 0 then
		                local actors = enemyPlayer.GetActorsByTypes(actorTypes);
		                for rr, actor in ipairs(actors) do
		                    theDistance = actor.Location - searchActor.Location;
		                    distanceMath = math.sqrt((theDistance.X * theDistance.X) + (theDistance.Y * theDistance.Y));
		                    if distanceMath <= distnceCloset then
		                        distnceCloset = distanceMath;
		                        closestActor = actor;
		                    end
		                end
		            end
		        end
		    end
	    end
	else
	    for rr, enemyPlayer in ipairs(AllBots) do
	        if enemyPlayer ~= searchActor.Owner then
	            if enemyPlayer.Team ~= searchActor.Owner.Team or enemyPlayer.Team == 0 or searchActor.Owner.Team == 0 then
	                local actors = enemyPlayer.GetActorsByTypes(actorTypes);
	                for rr, actor in ipairs(actors) do
	                    theDistance = actor.Location - searchActor.Location;
	                    distanceMath = math.sqrt((theDistance.X * theDistance.X) + (theDistance.Y * theDistance.Y));
	                    if distanceMath <= distnceCloset then
	                        distnceCloset = distanceMath;
	                        closestActor = actor;
	                    end
	                end
	            end
	        end
	    end
	    if (closestActor == nil) then 
		    for rr, enemyPlayer in ipairs(HumanPlayers) do
		        if enemyPlayer ~= searchActor.EffectiveOwner then
		            if enemyPlayer.Team ~= searchActor.EffectiveOwner.Team or enemyPlayer.Team == 0 or searchActor.EffectiveOwner.Team == 0 then
		                local actors = enemyPlayer.GetActorsByTypes(actorTypes);
		                for rr, actor in ipairs(actors) do
		                     theDistance = actor.Location - searchActor.Location;
		                     distanceMath = math.sqrt((theDistance.X * theDistance.X) + (theDistance.Y * theDistance.Y));
		                    if distanceMath <= distnceCloset then
		                        distnceCloset = distanceMath;
		                        closestActor = actor;
		                    end
		                end
		            end
		        end
		    end
    	end
	end
    return closestActor;
end

function findClosestTargetAiNeutral(searchActor, actorTypes)
    closestActor = nil
    distnceCloset = 250000;
    
    local actors = Neutral.GetActorsByTypes(actorTypes);
    for rr, actor in ipairs(actors) do
        theDistance = actor.Location - searchActor.Location;
        distanceMath = math.sqrt((theDistance.X * theDistance.X) + (theDistance.Y * theDistance.Y));
        if distanceMath <= distnceCloset then
            distnceCloset = distanceMath;
            closestActor = actor;
        end
    end
    return closestActor;
end

actorToTargetAi 		= {                       "agun",                 "silo", "hpad", "weap", "oilb","fcom","hosp","miss","bio","afld.ukraine","afld","powr","apwr","stek","barr","kenn","proc","tent","fix","dome","mslo","gap","iron","sam","atek","fact" }
actorToTargetNeutral 	= {"ftur", "gun", "tsla", "agun", "pbox", "hbox", "silo", "hpad", "weap", "oilb","fcom","hosp","miss","bio","afld.ukraine","afld","powr","apwr","stek","barr","kenn","proc","tent","fix","dome","mslo","gap","iron","sam","atek","fact" }

function sendEngineerNextTarget(u) 
	local unit = u
	Trigger.AfterDelay(DateTime.Seconds(1), function()
		if not unit.IsDead then
			--actorToTarget = {"embsy","adept","mtsla","pris","pbox","ioncan", "silo", "afld.ukraine", "hpad", "weap", "htur", "oilb","fcom","hosp","miss","bio","fact","afld","powr","apwr","stek","barr","kenn","proc","tent","fix","dome","mslo","gap","spen","syrd","iron","pdox","agun","sam","atek","fact" }

			--local unitToTarget = findClosestTargetAiNeutral(unit,actorToTarget)
			local unitToTarget
			if Utils.RandomInteger(1,3) == 1 then
				unitToTarget = findClosestTargetAi(unit,actorToTargetAi)
				if unitToTarget ~= nil then
					--Media.DisplayMessage("CAPTURE: Type: "..unitToTarget.Type.." Loc: "..unitToTarget.Location.X..","..unitToTarget.Location.Y , "Mission", HSLColor.Red);
					unit.Stop()
					unit.Move(unitToTarget.Location)
					unit.Capture(unitToTarget)
				else
					unitToTarget = findClosestTargetAiNeutral(unit,actorToTargetNeutral)
					if unitToTarget ~= nil then
						--Media.DisplayMessage("CAPTURE: Type: "..unitToTarget.Type.." Loc: "..unitToTarget.Location.X..","..unitToTarget.Location.Y , "Mission", HSLColor.Red);
						unit.Stop()
						unit.Move(unitToTarget.Location)
						unit.Capture(unitToTarget)
					end
				end
			else

				unitToTarget = findClosestTargetAiNeutral(unit,actorToTargetNeutral)
				if unitToTarget ~= nil then
					--Media.DisplayMessage("CAPTURE: Type: "..unitToTarget.Type.." Loc: "..unitToTarget.Location.X..","..unitToTarget.Location.Y , "Mission", HSLColor.Red);
					unit.Stop()
					unit.Move(unitToTarget.Location)
					unit.Capture(unitToTarget)
				else
					unitToTarget = findClosestTargetAi(unit,actorToTargetAi)
					if unitToTarget ~= nil then
						--Media.DisplayMessage("CAPTURE: Type: "..unitToTarget.Type.." Loc: "..unitToTarget.Location.X..","..unitToTarget.Location.Y , "Mission", HSLColor.Red);
						unit.Stop()
						unit.Move(unitToTarget.Location)
						unit.Capture(unitToTarget)
					end
				end
			end
		end
	end)
end

--send engineers to cap middle
function sendEngineers()
--			actorToTarget = {"embsy","adept","mtsla","pris","pbox","ioncan", "silo", "afld.ukraine", "hpad", "weap", "htur", "oilb","fcom","hosp","miss","bio","fact","afld","powr","apwr","stek","barr","kenn","proc","tent","fix","dome","mslo","gap","spen","syrd","iron","pdox","agun","sam","atek","fact" }
	for z, thePlayer in ipairs(AIPlayers) do
        local engineers = thePlayer.GetActorsByType("e6");
		Utils.Do(engineers, function(unit)


			local unitToTarget
			if Utils.RandomInteger(1,3) == 1 then
				unitToTarget = findClosestTargetAi(unit,actorToTargetAi)
				if unitToTarget ~= nil then
					--Media.DisplayMessage("CAPTURE: Type: "..unitToTarget.Type.." Loc: "..unitToTarget.Location.X..","..unitToTarget.Location.Y , "Mission", HSLColor.Red);
					--Media.DisplayMessage("RandomInteger: 1 "..unitToTarget.Type.." Loc: "..unitToTarget.Location.X..","..unitToTarget.Location.Y , "Mission", HSLColor.Red);
					unit.Stop()
					unit.Move(unitToTarget.Location)
					unit.Capture(unitToTarget)
					trigger(unit, unitToTarget)
				else
					unitToTarget = findClosestTargetAiNeutral(unit,actorToTargetNeutral)
					if unitToTarget ~= nil then
						--Media.DisplayMessage("RandomInteger: 1 "..unitToTarget.Type.." Loc: "..unitToTarget.Location.X..","..unitToTarget.Location.Y , "Mission", HSLColor.Red);
						--Media.DisplayMessage("CAPTURE: Type: "..unitToTarget.Type.." Loc: "..unitToTarget.Location.X..","..unitToTarget.Location.Y , "Mission", HSLColor.Red);
						unit.Stop()
						unit.Move(unitToTarget.Location)
						unit.Capture(unitToTarget)
						trigger(unit, unitToTarget)
					end
				end
			else
				unitToTarget = findClosestTargetAiNeutral(unit,actorToTargetNeutral)
				if unitToTarget ~= nil then
					--Media.DisplayMessage("RandomInteger: 2 "..unitToTarget.Type.." Loc: "..unitToTarget.Location.X..","..unitToTarget.Location.Y , "Mission", HSLColor.Red);
					--Media.DisplayMessage("CAPTURE: Type: "..unitToTarget.Type.." Loc: "..unitToTarget.Location.X..","..unitToTarget.Location.Y , "Mission", HSLColor.Red);
					unit.Stop()
					unit.Move(unitToTarget.Location)
					unit.Capture(unitToTarget)
					trigger(unit, unitToTarget)
				else
					unitToTarget = findClosestTargetAi(unit,actorToTargetAi)
					if unitToTarget ~= nil then
						--Media.DisplayMessage("RandomInteger: 2 "..unitToTarget.Type.." Loc: "..unitToTarget.Location.X..","..unitToTarget.Location.Y , "Mission", HSLColor.Red);
						--Media.DisplayMessage("CAPTURE: Type: "..unitToTarget.Type.." Loc: "..unitToTarget.Location.X..","..unitToTarget.Location.Y , "Mission", HSLColor.Red);
						unit.Stop()
						unit.Move(unitToTarget.Location)
						unit.Capture(unitToTarget)
						trigger(unit, unitToTarget)
					end
				end
			end

		end)
	end
end

function trigger(u, uT)
	local unit = u
	local unitToTarget = uT
	--Trigger.OnObjectiveCompleted(unit, function(p, id)
	--	if not p.IsDead then
	--		Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
	--	end
	--end)				
	Trigger.OnCapture(unitToTarget, function()
		if not unit.IsDead then
			--Media.DisplayMessage("CAPTURED: Type: "..unit.Type.." Loc: "..unit.Location.X..","..unit.Location.Y , "Mission", HSLColor.Red);
			--Media.DisplayMessage("CAPTURED: Type: "..unitToTarget.Type.." Loc: "..unitToTarget.Location.X..","..unitToTarget.Location.Y , "Mission", HSLColor.Red);
			sendEngineerNextTarget(unit)
		end
	end)
end					

function aiCash()

	if toxic_enabled then
		Trigger.AfterDelay(DateTime.Seconds(10), function()
			for z, thePlayer in ipairs(AIPlayers) do
				if thePlayer.Cash < 4000 then
					thePlayer.Cash =  thePlayer.Cash +2000
				end
			end
			aiCash()
		end)
	else
		Trigger.AfterDelay(DateTime.Seconds(20), function()
			for z, thePlayer in ipairs(AIPlayers) do
				if thePlayer.Cash < 4000 then
					thePlayer.Cash =  thePlayer.Cash +500
				end
			end
			aiCash()
		end)
	end
	
end



--Tanks every 60s
function continuousProductionTanks()

	if (difficulty == "noob") then
		continuousDelay = 90/ToxicHandicap
	elseif (difficulty == "easy") then
		continuousDelay = 74/ToxicHandicap
	elseif (difficulty == "normal") then
		continuousDelay = 65/ToxicHandicap
	else
		continuousDelay = 45/ToxicHandicap
	end

	createRandomTankPerBuilding((4*HandicapAdjustment))
	Trigger.AfterDelay(DateTime.Seconds(continuousDelay), continuousProductionTanks)
end

--Infantry every 15s
function continuousProductionInfantry()

	if (difficulty == "noob" ) then
		continuousDelay = 30/ToxicHandicap
	elseif (difficulty == "easy") then
		continuousDelay = 25/ToxicHandicap
	elseif (difficulty == "normal") then
		continuousDelay = 20/ToxicHandicap
	else
		continuousDelay = 15/ToxicHandicap
	end

	createRandomInfantryPerBuilding((4*HandicapAdjustment))
	Trigger.AfterDelay(DateTime.Seconds(continuousDelay), continuousProductionInfantry)
end

function continuousProduction()
	continuousProductionTanks()
	continuousProductionInfantry()
end

function countMcvs(isPlayer)
	mcvCount = countbuildings("mcv", isPlayer)
	factCount = countbuildings("fact", isPlayer)
	totalMcvs = mcvCount + factCount
	return totalMcvs
end


-- Ultimate AI Functions (Before WorldLoaded) End

--a = 500 --nuke timer

--NuclearStrikes = Map.LobbyOption("NuclearStrikes")

--check option selected
--if (NuclearStrikes ~= "entry_1") then
--	if (NuclearStrikes == "entry_2") then
--		a = 5
--	else
--		if (NuclearStrikes == "entry_3") then
--			a = 8
--		else
--			if (NuclearStrikes == "entry_4") then
--				a = 12
--			else
--				a = 15
--			end
--		end
--	end
--end

--rules = function()
--		if (Cappoints ~= "entry_off") then
--			if (Cappoints == "entry_1") then
--				table.insert(messages, "OBJECTIVE: Capture the Communications Centre with an engineer and hold for timer amount")
--				-- Media.DisplayMessage ("OBJECTIVE: Capture the Communications Centre with an engineer and hold for timer amount  ", "Mission", HSLColor.Red)
--			else
--				table.insert(messages, "OBJECTIVE: Capture all the Communications Centres with an engineer and hold for timer amount")
--				-- Media.DisplayMessage ("OBJECTIVE: Capture all the Communications Centres with an engineer and hold for timer amount  ", "Mission", HSLColor.Red)
--			end
--		end
--		if (NuclearStrikes ~= "entry_1") then
--			Beaconmiddle()
--			if (Cappoints ~= "entry_off") then
--					table.insert(messages, "WARNING: Nuclear strike mode enabled, middle area will be nuked every 5-15 minutes")
--					-- Media.DisplayMessage ("WARNING: Nuclear strike mode enabled, middle area will be nuked every 5-15 minutes", "Mission", HSLColor.Red)
--				
--			else
--				table.insert(messages, "WARNING: Nuclear strike mode enabled, middle area will be nuked every 5-15 minutes")
--				-- Media.DisplayMessage ("WARNING: Nuclear strike mode enabled, middle area will be nuked every 5-15 minutes", "Mission", HSLColor.Red)
--			end
--			Trigger.AfterDelay(DateTime.Seconds(5), function()
--				nukemid() 
--      	 	 end)
--		end
--end
--
--
--prepandfire = function()
--	if (Nuker.HasProperty("ActivateNukePower")) then
--		Media.DisplayMessage ("WARNING: Abomb preparing to launch in the middle", "Mission", HSLColor.Red)
--		Media.PlaySpeechNotification(USSR, "AbombPrepping")
--		Trigger.AfterDelay(DateTime.Seconds(30), function()
--			nukemid()
--		end)
--	end
--end

--delayedlaunch = function()
--	Trigger.AfterDelay(DateTime.Minutes(a), function()
--		prepandfire()
--	end)
--end
--
--nukemid = function()
--			Media.PlaySpeechNotification(USSR, "AbombLaunchDetected")
--
----Middle Area
--			Nuker.ActivateNukePower(CPos.New(57,55))
--			Nuker.ActivateNukePower(CPos.New(65,55))
--			Nuker.ActivateNukePower(CPos.New(73,55))
--
--			Nuker.ActivateNukePower(CPos.New(57,73))
--			Nuker.ActivateNukePower(CPos.New(65,73))
--			Nuker.ActivateNukePower(CPos.New(73,73))
--
--			Nuker.ActivateNukePower(CPos.New(48,60))
--			Nuker.ActivateNukePower(CPos.New(48,68))
--			
--			Nuker.ActivateNukePower(CPos.New(80,60))
--			Nuker.ActivateNukePower(CPos.New(80,68))
----[[ Left Side ]]
--			Nuker.ActivateNukePower(CPos.New(7,64))
----[[ Right Side ]]
--			Nuker.ActivateNukePower(CPos.New(123,64))
--			--delayedparabombs()
--			delayedlaunch()
--end
--
--delayedtroopers = function()
--	Trigger.AfterDelay(DateTime.Seconds(15), function()
--			
--		
--	--	Media.DisplayMessage ("Troops incoming", "Mission", HSLColor.Red)
--
--	ShockDrop.TargetParatroopers(SHOCKER1.CenterPosition, Angle.New(300))
--	ShockDrop2.TargetParatroopers(SHOCKER2.CenterPosition, Angle.New(300))
--	ShockDrop3.TargetParatroopers(SHOCKER3.CenterPosition, Angle.New(800))
--	ShockDrop4.TargetParatroopers(SHOCKER4.CenterPosition, Angle.New(800))
--		
--
--	end)
--end




WorldLoaded = function()
	doomsdayenabled = 0	
	Neutral = Player.GetPlayer("Neutral") 
	Creeps = Player.GetPlayer("Creeps") 
	--Cappoints = Map.LobbyOption("Cappoints")
	--NuclearStrikes = Map.LobbyOption("NuclearStrikes")
	toxic_enabled = 0
	enablechecking = 0
	playersingame = {"Multi0","Multi1","Multi2","Multi3","Multi4","Multi5","Multi6","Multi7","Multi8","Multi9"} -- Table of Potential Players
	actorstoupdate = {"fact","weap","tent","barr","hpad","afld","afld.ukraine","kenn","spen","syrd"}
	messages = {}
	messagesloop = {}
	
	--setToxic()

	----START OF AI SETUP CODE After setToxic() ---
		
	AllPlayersIncludingCreeps = thePlayersAndCreeps();
	AllPlayers = thePlayers();
	AIPlayers = theUltimateBots();
	UltimateBotsCount = #theUltimateBots();
	AllBots = theBots();
	HumanPlayers = theHumans();
	HandicapAdjustment = #theHumans()/4
	HumansCount = #theHumans()
	ToxicHandicap = 1
			
--	createwarriorant = "warriorant"
--	createfireant = "fireant"
--	creategiantant = "ant"

	tierEngineers = { "e6", "e6", "e6", "e6"}
	tierThief = { "thf", "thf", "thf", "thf"}
	tierSpy = { "spy", "spy", "spy", "spy"}
	tier1Tanks = { "jeep", "apc", "1tnk", "ftrk"}
	tier2Tanks = { "v2rl", "2tnk", "arty", "mgg", "mrj", "ttnk"}
	tier3Tanks = { "3tnk", "mrj", "ctnk", "stnk" }
	tier4Tanks = { "4tnk", "3tnk", "mrj", "dtrk", "ctnk", "stnk" }
	tier0infantry = {"e1"}
	tier1infantry = { "e1", "medi", "dog", "e1", "e2", "e3", "e3r1", "e4", "mech", "gnrl", "shok", "ant" }
	tier2infantry = { "spy", "thf", "fireant" }
	tier3infantry = { "e7", "sniper", "warriorant"}
	tierMcv = { "mcv"}
	
	playersingamecount = tablelength(playersingame) 
  	actorstoupdatecount = tablelength(actorstoupdate) 

	activeplayers = {}    -- Table for Active Players
	activeplayername = {}    -- Table for Active Players
	z = 1
	for i = playersingamecount,1,-1 do 
		playername = playersingame[i]
		
		if (Player.GetPlayer(playername) ~= nil) then
			playerinfo = Player.GetPlayer(playername)
			activeplayers[z] = Player.GetPlayer(playername)
			--Media.DisplayMessage (playerinfo.InternalName, "Mission", HSLColor.Red)
			--activeplayername[i] = playername
			z = z + 1
			if playerinfo.HasPrerequisites({"toxic_enabled"}) then
				toxic_enabled = 1
			end

	      	if playerinfo.HasPrerequisites({"teleporters"}) then
	        	teleporters = 1
	      	end
			--i = i + 1
			--message = playername .. " is here"
		end

	end
	
	--Media.DisplayMessage ("Player  " .. message, "Mission", HSLColor.Red)


	if HandicapAdjustment == 0 then 
		HandicapAdjustment = 1
	end

	if toxic_enabled == 1 	then 
		ToxicHandicap = HandicapAdjustment*2
	end
	----END OF AI SETUP CODE After setToxic() ---

--Media.DisplayMessage ("Total Players is " .. playersingame2, "Mission", HSLColor.Red)



	SNAP = Map.LobbyOption("SNAP")
	--Media.DisplayMessage("SNAP: "..SNAP, "Debug", HSLColor.Blue)
	if SNAP == "entry_2" or SNAP == "entry_3" then 
		quick_enabled = 1
		if SNAP == "entry_1" or SNAP == "entry_2" then
			next_ticker = -1
		end 
	end

	--Creeps = Player.GetPlayer("Creeps") 
	--Neutral = Player.GetPlayer("Neutral") 

	if quick_enabled == 1
	then
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			setupRefs()
		end)
	    --Trigger.AfterDelay(DateTime.Seconds(4), function()
	    --    Media.PlaySound("snap.aud")
	    --end)
	end
    Trigger.AfterDelay(DateTime.Seconds(10),function()
        Media.DisplayMessage("GLHF!","Mission",HSLColor.Yellow);
        --if teleporters == 1 then
        --    check_teleport()
        --    Trigger.AfterDelay(DateTime.Seconds(20),function()
        --        Media.DisplayMessage("Area surrounded by brickwall teleports to islands.","MIssion",HSLColor.Red);
        --        Trigger.AfterDelay(DateTime.Seconds(9),function()
        --            Media.DisplayMessage("I did not know that.","Noob",HSLColor.Blue);
        --            Trigger.AfterDelay(DateTime.Seconds(9),function()
        --                Media.DisplayMessage("Who's noob???","Mission",HSLColor.Red);
        --            end)
        --        end)
        --    end)
        --end
    end)
    Trigger.AfterDelay(DateTime.Seconds(13),function()
        Media.DisplayMessage("Killing each other...","Mission",HSLColor.Yellow);
    end)





	
	----START OF AI REFINFORCEMENT CODE ---
	if UltimateBotsCount > 0 then
		
		-- MCVs on repeat
	Trigger.AfterDelay(DateTime.Seconds(30), function()

		if (difficulty == "noob" ) then
			timerDelay = 70
		elseif (difficulty == "easy") then
			timerDelay = 50
		elseif (difficulty == "normal") then
			timerDelay = 40
		else
			timerDelay = 30
		end

		sendRepeatWave(tierMcv,1,timerDelay/HandicapAdjustment)
	end) 

	--One off attacks
	Trigger.AfterDelay(DateTime.Seconds(110), function()
		Media.DisplayMessage( "Enemy Troops Inbound", "Mission", HSLColor.Red)
		if (difficulty == "noob") then
			sendAttackWave(tier0infantry,(15*HandicapAdjustment)*difficultyHandicap)
		elseif (difficulty == "easy") then
			sendAttackWave(tier0infantry,(20*HandicapAdjustment)*difficultyHandicap)
		elseif (difficulty == "normal") then
			sendAttackWave(tier0infantry,(30*HandicapAdjustment)*difficultyHandicap)
		else
			sendAttackWave(tier0infantry,(50*HandicapAdjustment)*difficultyHandicap)
		end
	end)


	Trigger.AfterDelay(DateTime.Seconds(220), function()
		Media.DisplayMessage( "Enemy Troops Inbound", "Mission", HSLColor.Red)
		if (difficulty == "noob") then
			sendAttackWave(tier0infantry,(10*HandicapAdjustment)*difficultyHandicap)
		elseif (difficulty == "easy") then
			sendAttackWave(tier0infantry,(15*HandicapAdjustment)*difficultyHandicap)
		elseif (difficulty == "normal") then
			sendAttackWave(tier0infantry,(20*HandicapAdjustment)*difficultyHandicap)
		else
			sendAttackWave(tier0infantry,(25*HandicapAdjustment)*difficultyHandicap)
		end
	end)

	Trigger.AfterDelay(DateTime.Seconds(330), function()
		Media.DisplayMessage( "Enemy Troops Inbound", "Mission", HSLColor.Red)
		if (difficulty == "easy" or difficulty == "noob") then
			sendAttackWave(tier0infantry,(60*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier1Tanks,(8*HandicapAdjustment)*difficultyHandicap)
		elseif (difficulty == "normal") then
			sendAttackWave(tier0infantry,(60*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier1Tanks,(8*HandicapAdjustment)*difficultyHandicap)
		else
			sendAttackWave(tier1infantry,(60*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier2Tanks,(8*HandicapAdjustment)*difficultyHandicap)
		end
	end)

	Trigger.AfterDelay(DateTime.Seconds(420), function()
		--Start of Tank Waves
		Media.DisplayMessage( "Enemy Tanks Inbound", "Mission", HSLColor.Red)

		if (difficulty == "easy" or difficulty == "noob") then
			--Infantry
			sendAttackWave(tier1infantry,(80*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier1Tanks,(8*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier2Tanks,(8*HandicapAdjustment)*difficultyHandicap)
		elseif (difficulty == "normal") then
			--Infantry
			sendAttackWave(tier1infantry,(90*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier1Tanks,(8*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier2Tanks,(8*HandicapAdjustment)*difficultyHandicap)
		else
			--Infantry
			sendAttackWave(tier1infantry,(100*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier2Tanks,(10*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier3Tanks,(10*HandicapAdjustment)*difficultyHandicap)
		end
		-- sendAttackWave(tier4Tanks,2*HandicapAdjustment)*difficultyHandicap)
	end)

	Trigger.AfterDelay(DateTime.Seconds(540), function()

		Media.DisplayMessage( "Enemy Tanks Inbound", "Mission", HSLColor.Red)

		if (difficulty == "easy" or difficulty == "noob") then
			--Infantry
			sendAttackWave(tier1infantry,(100*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier2infantry,(4*HandicapAdjustment)*difficultyHandicap)
			--Tanks
			sendAttackWave(tier1Tanks,(6*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier2Tanks,(6*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier3Tanks,(4*HandicapAdjustment)*difficultyHandicap)
			--sendAttackWave(tier4Tanks,(2*HandicapAdjustment)*difficultyHandicap)
		elseif (difficulty == "normal") then
			--Infantry
			sendAttackWave(tier1infantry,(100*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier2infantry,(4*HandicapAdjustment)*difficultyHandicap)
			--Tanks
			sendAttackWave(tier1Tanks,(8*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier2Tanks,(8*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier3Tanks,(6*HandicapAdjustment)*difficultyHandicap)
			--sendAttackWave(tier4Tanks,(2*HandicapAdjustment)*difficultyHandicap)
		else
			--Infantry
			sendAttackWave(tier1infantry,(120*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier2infantry,(8*HandicapAdjustment)*difficultyHandicap)
			--Tanks
			sendAttackWave(tier1Tanks,(10*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier2Tanks,(8*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier3Tanks,(6*HandicapAdjustment)*difficultyHandicap)
			sendAttackWave(tier4Tanks,(4*HandicapAdjustment)*difficultyHandicap)
		end
		
	end)

	Trigger.AfterDelay(DateTime.Seconds(2), function()
		aiCash() -- Stream of cash for AI
		createHarv() -- If ran out of money then create Harvester
		createEngineers()
	end)


	doomsdayCountdown = 600

	if (difficulty == "noob") then
		continuousCountdown = 720
	elseif (difficulty == "easy" ) then
		continuousCountdown = 600
	elseif (difficulty == "normal") then
		continuousCountdown = 600
	elseif (difficulty == "extreme") then
		continuousCountdown = 480
		doomsdayCountdown = 480
	else
		doomsdayCountdown = 480
		continuousCountdown = 480
	end

	if toxic_enabled == 1 	then 
		continuousCountdown = continuousCountdown*0.6
		doomsdayCountdown = doomsdayCountdown*0.6
	end


	Trigger.AfterDelay(DateTime.Seconds(continuousCountdown), function()
		Media.DisplayMessage( "WARNING: Ultimate AI has ramped up production!", "Mission", HSLColor.Red)
		continuousProduction()
		Trigger.AfterDelay(DateTime.Seconds(doomsdayCountdown), function()
			UserInterface.SetMissionText("TOXIC MODE ENABLED - DOOMSDAY ACTIVATED", HSLColor.Red)
			Media.DisplayMessage( "WARNING: Doomsday Mode Has Been Activated, AI has MAXED production, you will not survive!", "Mission", HSLColor.Red)
			doomsdayenabled = 1
			HandicapAdjustment = HandicapAdjustment*1.25
		end)
	end)

	setDifficulty()

--end

----END OF AI REFINFORCEMENT CODE ---
		
	--rules()
	rules2()

	--Media.DisplayMessage( "toxicrules: "..toxic_enabled, "Mission", HSLColor.Red)
	if toxic_enabled == 1 then 
		if FactoryWar == "Scheme1" then
			SchemeWar = { "OFF (RA Default)", "100,86,75,67,60,55,50" }
			ReductionWar = {100,86,75,67,60,55,50}
		elseif FactoryWar == "Scheme2" then
			SchemeWar = { "Poops Default", "100,70,50,40,20,10,10,5" }
			ReductionWar = {100,70,50,40,20,10,10,5}
		elseif FactoryWar == "Scheme3" then
			SchemeWar = { "Ultimate Default", "100,75,50,40,30,20,15,10,10,7,7,7,5,5,5,4,2,2,2,2,2,2,2,2,1" }
			ReductionWar = {100,75,50,40,30,20,15,10,10,7,7,7,5,5,5,4,2,2,2,2,2,2,2,2,1}
		elseif FactoryWar == "Scheme4" then
			SchemeWar = { "Zypres", "100,90,80,70,60,50,40,35,30,25,20,16,13,12,11,10,9,8,7,6,5,4,3,2,1" }
			ReductionWar = {100,90,80,70,60,50,40,35,30,25,20,16,13,12,11,10,9,8,7,6,5,4,3,2,1}
		end

		if FactoryVehicle == "Scheme1" then
			SchemeVehicle = { "OFF (RA Default)", "100,75,60,50" }
			ReductionVehicle = {100,75,60,50}
		elseif FactoryVehicle == "Scheme2" then
			SchemeVehicle = { "Poops Default", "100,70,50,40,20,10,10,5" }
			ReductionVehicle = {100,70,50,40,20,10,10,5}
		elseif FactoryVehicle == "Scheme3" then
			SchemeVehicle = { "Ultimate Default", "100,75,50,40,30,20,15,10,10,7,7,7,5,5,5,4,2,2,2,2,2,2,2,2,1" }
			ReductionVehicle = {100,75,50,40,30,20,15,10,10,7,7,7,5,5,5,4,2,2,2,2,2,2,2,2,1}
		elseif FactoryVehicle == "Scheme4" then
			SchemeVehicle = { "Zypres", "100,90,80,70,60,50,40,35,30,25,20,16,13,12,11,10,9,8,7,6,5,4,3,2,1" }
			ReductionVehicle = {100,90,80,70,60,50,40,35,30,25,20,16,13,12,11,10,9,8,7,6,5,4,3,2,1}
		end
		NumReductionWar = tablelength(ReductionWar)
		NumReductionVehicle = tablelength(ReductionVehicle)

		if FactoryVehicle ~= nil then
			Media.DisplayMessage( "FactoryVehicle Types: "..SchemeVehicle[1], "Mission", HSLColor.Red)
		else
			Media.DisplayMessage( "FactoryVehicle Types: nil", "Mission", HSLColor.Red)
		end

		if FactoryWar ~= nil then
			Media.DisplayMessage( "FactoryWar Types: "..SchemeWar[1], "Mission", HSLColor.Red)
		else
			Media.DisplayMessage( "FactoryWar Types: nil", "Mission", HSLColor.Red)
		end


		UserInterface.SetMissionText("TOXIC MODE ENABLED", HSLColor.Red)
		if SchemeWar[2] == SchemeVehicle[2] then
			table.insert(messages, "WARNING: Toxic Enabled: "..SchemeWar[1].."\nWar/Vehicles: "..SchemeWar[2].."\nMore Buildings = Faster Build Speed ("..tablelength(ReductionWar) .." for Maximum Speed)")
			table.insert(messagesloop, "REMINDER: Toxic Enabled: "..SchemeWar[1].."\nWar/Vehicles: "..SchemeWar[2].."\nMore Buildings = Faster Build Speed ("..tablelength(ReductionWar) .." for Maximum Speed)")
--			table.insert(messagesloop, "REMINDER: Toxic Rules ("..tablelength(ReductionWar) .." of each building for Maximum Speed)")
		else
			table.insert(messages, "WARNING: Toxic Enabled: "..SchemeWar[1].."\nWar:       "..SchemeWar[2].."\nVehicles:"..SchemeVehicle[2].."\nMore Buildings = Faster Build Speed ("..tablelength(ReductionWar).."/"..tablelength(ReductionVehicle).." for Maximum Speed)")
			table.insert(messages, "REMINDER: Toxic Enabled: "..SchemeWar[1].."\nWar:       "..SchemeWar[2].."\nVehicles:"..SchemeVehicle[2].."\nMore Buildings = Faster Build Speed ("..tablelength(ReductionWar).."/"..tablelength(ReductionVehicle).." for Maximum Speed)")
--			table.insert(messagesloop, "REMINDER: Toxic Rules ("..tablelength(ReductionWar).."/"..tablelength(ReductionVehicle).." of each building for Maximum Speed)")
		end


		enablechecking = 1

	else
			table.insert(messages, "Standard Rules apply for maximum build speed (4 War/7 other buildings)")
	end

--	if toxiclevel ~= nil then
--		Media.DisplayMessage( "Toxicity Level: "..toxiclevel, "Mission", HSLColor.Red)
--	else
--		Media.DisplayMessage( "Toxicity Level: nil", "Mission", HSLColor.Red)
--	end
	show_toxidicy = 0
	if showtoxidicy ~= nil then
		if (showtoxidicy == 'show_on') then
			Media.DisplayMessage( "Show Build Time Speed Reduction: ON", "Mission", HSLColor.Red)
			show_toxidicy = 1
		else
			Media.DisplayMessage( "Show Build Time Speed Reduction: OFF", "Mission", HSLColor.Red)
		end
	else
--		Media.DisplayMessage( "showtoxidicy: nil", "Mission", HSLColor.Red)
	end
--
--	if tanktypes ~= nil then
--		Media.DisplayMessage( "Tank Types: "..tanktypes, "Mission", HSLColor.Red)
--	else
--		Media.DisplayMessage( "Tank Types: nil", "Mission", HSLColor.Red)
--	end
--
--	if infantrytypes ~= nil then
--		Media.DisplayMessage( "infantrytypes Types: "..infantrytypes, "Mission", HSLColor.Red)
--	else
--		Media.DisplayMessage( "infantrytypes Types: nil", "Mission", HSLColor.Red)
--	end
--
--	Trigger.AfterDelay(DateTime.Seconds(2), function()
--		setupRefs()
--		-- Media.DisplayMessage( "Setup Refs", "Mission", HSLColor.Red)
--
--		if (difficulty == "noob") then
--			removeactors(getAllActors("gap.defend"))
--		end
--	end)


	--read the messages
	readmessages()
	
	loopcounter = 1
	Trigger.AfterDelay(5000, readmessagesloop)

	if UltimateBotsCount > 0 then
		Trigger.AfterDelay(DateTime.Seconds(2), function()
			AdjustmentLevel = difficultyHandicap*HandicapAdjustment*toxicAdjustment
			Media.DisplayMessage( "AI Difficulty Level "..AdjustmentLevel.." (Adjusted For Players/Difficulty)", "Mission", HSLColor.Red)
		end)
	end
--		if UltimateBotsCount > 0 then
--			Trigger.AfterDelay(DateTime.Seconds(2), function()
--				AdjustmentLevel = difficultyHandicap*HandicapAdjustment*toxicAdjustment
--				table.insert(messages, "AI Difficulty Level "..AdjustmentLevel.." (Adjusted For Players/Difficulty)")
--			end)
--		end
end

end


--activeplayerscount = tablelength(activeplayers) --Table of players currently in the game


activeplayerscount = function()
	return tablelength(activeplayers)
end

--Media.DisplayMessage ("Active Players  " .. activeplayerscount(), "Mission", HSLColor.Red) --display total of players

----

--Beaconmiddle = function()
--
--	Trigger.AfterDelay(DateTime.Seconds(5), function()
--		Media.PlaySoundNotification(USSR, "Beacon")
--			for i = activeplayerscount(),1,-1 
--			do 
--				playeractive = activeplayers[i]
--				playername = playeractive.InternalName
--				Beacon.New(playeractive, MIDFOREST.CenterPosition, 500)
--				Radar.Ping(playeractive, MIDFOREST.CenterPosition, HSLColor.Aqua, 500)
--			end
--	end)
--end
	

--Spawnspyplanemiddle = function()
--	for i = activeplayerscount(),1,-1 
--	do 
--		playeractive = activeplayers[i]
--		playername = playeractive.InternalName
--		spyplanemiddle1 = Actor.Create(unittocreatespyplane1, true, { Owner = playeractive, Location = spymiddle.Location})
--		spyplanemiddle1.Destroy()
--	end
--end

--Spawnspyplanetemp = function()
--			for i = activeplayerscount(),1,-1 
--			do 
--				playeractive = activeplayers[i]
--				playername = playeractive.InternalName
--				spyplanemiddle2 = Actor.Create(unittocreatespyplane1, true, { Owner = playeractive, Location = spymiddle.Location})
--				tempspyplane1 = Actor.Create(unittocreatespyplane1, true, { Owner = playeractive, Location = COMMLEFT.Location})
--				tempspyplane2 = Actor.Create(unittocreatespyplane1, true, { Owner = playeractive, Location = COMMRIGHT.Location})
--				tempspyplane3 = Actor.Create(unittocreatespyplane1, true, { Owner = playeractive, Location = BioUp1.Location})
--				tempspyplane4 = Actor.Create(unittocreatespyplane1, true, { Owner = playeractive, Location = BioUp2.Location})
--				tempspyplane5 = Actor.Create(unittocreatespyplane1, true, { Owner = playeractive, Location = BioDown1.Location})
--				tempspyplane6 = Actor.Create(unittocreatespyplane1, true, { Owner = playeractive, Location = BioDown2.Location})
--				spyplanemiddle2.Destroy()
--				tempspyplane1.Destroy()
--				tempspyplane2.Destroy()
--				tempspyplane3.Destroy()
--				tempspyplane4.Destroy()
--				tempspyplane5.Destroy()
--				tempspyplane6.Destroy()
--			end
--end

--	Nuker = Actor.Create("nuker", false, { Owner = Creeps })
--	ShockDrop = Actor.Create("shockdrop", false, { Owner = Creeps })
--	ShockDrop2 = Actor.Create("shockdrop", false, { Owner = Creeps })
--	ShockDrop3 = Actor.Create("shockdrop", false, { Owner = Creeps })
--	ShockDrop4 = Actor.Create("shockdrop", false, { Owner = Creeps })
--
--
--
--unittocreate = "miss"
--unittocreate2 = "gmine"
--unittocreate3 = "POWR"
--unittocreatebio = "bio"
--unittocreatetree1 = "tc05"
--unittocreatetree2 = "tc02"
--unittocreatespyplane1 = "camera.spyplane"
--createwarriorant = "warriorant"
--createfireant = "fireant"
--creategiantant = "ant"
--
--
----[[
--Spawnspyplanemiddle = function()
--	for i = activeplayerscount,1,-1 
--	do 
--		--playeractive = activeplayers[i]
--		--playername = activeplayername[i]
--		--spy0 = Actor.Create(unittocreatespyplane1, true, { Owner = playeractive, Location = spymiddle.Location})
--	
--	end
--end
--
--]]


---- Middle Only
--Spawncom1 = function()
--	comcentre1 = Actor.Create(unittocreate, true, { Owner = Neutral, Location = COMMCENTER.Location})
--end
--
---- 2 x Middle 
--Spawncom2 = function()
--	comtopmid = Actor.Create(unittocreate, true, { Owner = Neutral, Location = comtopmid.Location})
--	combotmid = Actor.Create(unittocreate, true, { Owner = Neutral, Location = combotmid.Location})
--end
--
----middle + sides
--Spawncom3 = function() 
--	comcentre1 = Actor.Create(unittocreate, true, { Owner = Neutral, Location = COMMLEFT.Location})
--	comcentre2 = Actor.Create(unittocreate, true, { Owner = Neutral, Location = COMMRIGHT.Location})
--	comcentre3 = Actor.Create(unittocreate, true, { Owner = Neutral, Location = comtopmid.Location})
--	comcentre4 = Actor.Create(unittocreate, true, { Owner = Neutral, Location = combotmid.Location})
--end
--
---- Sides
--Spawncom4 = function() 
--	comcentre1 = Actor.Create(unittocreate, true, { Owner = Neutral, Location = COMMLEFT.Location})
--	comcentre2 = Actor.Create(unittocreate, true, { Owner = Neutral, Location = COMMRIGHT.Location})
--end
--
----trees for middle
--Spawntrees = function()
--	tree1 = Actor.Create(unittocreatetree1, true, { Owner = Neutral, Location = tc05left.Location})
--	tree2 = Actor.Create(unittocreatetree1, true, { Owner = Neutral, Location = tc05right.Location})
--	tree3 = Actor.Create(unittocreatetree2, true, { Owner = Neutral, Location = tc02middle.Location})
--end
--
----trees for middle
--Biolabs = function()
--	biolab1 = Actor.Create(unittocreatebio, true, { Owner = Neutral, Location = BioUp1.Location})
--	biolab2 = Actor.Create(unittocreatebio, true, { Owner = Neutral, Location = BioUp2.Location})
--	biolab3 = Actor.Create(unittocreatebio, true, { Owner = Neutral, Location = BioDown1.Location})
--	biolab4 = Actor.Create(unittocreatebio, true, { Owner = Neutral, Location = BioDown2.Location})
--
--		table.insert(messages, "WARNING: Bio Labs Enabled")
--		-- Media.DisplayMessage ("WARNING: Bio Labs Enabled", "Mission", HSLColor.Red)
--end
--
--Spawnmines = function()
--	extramine = {}
--	actornames = {}    -- Table for Active Players
--	zerocount = 0
--
--	for i = 311,273,-1 
--	do 
--
--		minename = "Tmine" .. i
--		actornames[zerocount] = "Tmine" .. i
--		zerocount = zerocount+1
--		-- Media.DisplayMessage (minename, "Mission", HSLColor.Red)
--	end
--	
--	actornamescount = tablelength(actornames) 
--	-- actornamescount = "test"
--	-- Media.DisplayMessage (actornamescount .. "", "Mission", HSLColor.Red)
--	
--
--	for i = actornamescount,1,-1 
--	do 
--
--		actorname = actornames[i]
--		if (actorname ~= nil) then
--
--			minename2 = Map.NamedActor(actorname)
--			-- Media.DisplayMessage (actorname .. "", "Mission", HSLColor.Red)
--			extramine[i] = Actor.Create(unittocreate2, true, { Owner = Neutral, Location = minename2.Location})
--			
--		end
--		i = i + 1
--		
--	end
--
--
--end
--
--
--Spawnants = function()
--	extramine = {}
--	for i = 26,1,-1 
--	do 
--		antname = "Ant" .. i
--		antactor = Map.NamedActor(antname)
--
--
--		if i < 18 then
--			if i < 6 then
--				extramine[i] = Actor.Create(createwarriorant, true, { Owner = Creeps, Stance = AttackAnything, Location = antactor.Location})
--			else
--				extramine[i] = Actor.Create(creategiantant, true, { Owner = Creeps, Stance = AttackAnything, Location = antactor.Location})
--			end
--		else
--			extramine[i] = Actor.Create(createfireant, true, { Owner = Creeps, Stance = AttackAnything, Location = antactor.Location})
--		end
--		--Media.DisplayMessage (minename, "Mission", HSLColor.Red)
--	end
--
--		table.insert(messages, "Ants have escaped from the Bio Labs!")
--		-- Media.DisplayMessage ("Ants have escaped from the Bio Labs!", "Mission", HSLColor.Red)
--end

--bioenabled = 0
--if activeplayers[1].HasPrerequisites({"bio_enabled"}) 
--then
--	bioenabled = 1
--	Biolabs()
--	Spawnspyplanetemp()
--
--	if (NuclearStrikes == "entry_1") then
--		Spawnants() -- Not working right now
--	end
--end





--	if (Cappoints == "entry_off") then
--		Spawntrees()
--	else
--	
--		
--		if (Cappoints == "entry_1") then -- 1 x middle
--			Spawncom1()
--			--Spawnspyplanemiddle()
--		end
--		
--		if (Cappoints == "entry_1a") then -- 2 x middle
--			Spawncom2()
--			Spawntrees()
--			Spawnspyplanetemp()
--			--Spawnspyplanemiddle()
--		end
--		
--		if (Cappoints == "entry_2") then --middle + sides
--			Spawncom3()
--			--Spawnspyplanemiddle()
--			Spawnspyplanetemp()
--		end
--		
--		if (Cappoints == "entry_3") then --sides
--			Spawncom4()
--			Spawntrees()
--			Spawnspyplanetemp()
--		end
--	end


--count buildings

countbuildings = function(buildingtype, theplayer)
	local sams = theplayer.GetActorsByType(buildingtype)
	return #sams
end


debugactive = function()
	for i = activeplayerscount(),1,-1 
	do 
		playeractive = activeplayers[i]
		playername = playeractive.InternalName
		--Media.DisplayMessage (playername, "Mission", HSLColor.Red)
	end
end

--checkbuildings = function()
--
--	for i = activeplayerscount(),1,-1 
--	do 
--		mcvscount =0
--		playeractive = activeplayers[i]
--		playername = playeractive.InternalName
--
--		for y = actorstoupdatecount,1,-1 
--		do 
--			buildingtype = actorstoupdate[y]
--
--			--Media.DisplayMessage (playername, "Mission", HSLColor.Red)
--			
--			factorycount = countbuildings(buildingtype, playeractive)
--			--factorycount = 11
--			conditonname = buildingtype .. factorycount
--
--			if (factorycount > 1) then
--				if (factorycount < 8) then
--					playeractive.GrantCondition(conditonname,1)
--				else
--					if (factorycount <= 9) then
--						conditonname = buildingtype .. "8"
--						playeractive.GrantCondition(conditonname,1)
--					else
--						if (factorycount <= 12) then
--							conditonname = buildingtype .. "10"
--							playeractive.GrantCondition(conditonname,1)
--						else
--							if (factorycount <= 15) then
--								conditonname = buildingtype .. "13"
--								playeractive.GrantCondition(conditonname,1)
--							else
--								if (factorycount <= 16) then
--									conditonname = buildingtype .. "17"
--									playeractive.GrantCondition(conditonname,1)
--								else
--									if (factorycount <= 24) then
--										conditonname = buildingtype .. "21"
--										playeractive.GrantCondition(conditonname,1)
--									else
--										conditonname = buildingtype .. "25"
--										playeractive.GrantCondition(conditonname,1)
--									end
--								end
--							end
--						end
--					end
--				end
--			end
--			--Media.DisplayMessage ("Granted!" .. playername, "Mission", HSLColor.Red)
--
--		--	Media.DisplayMessage (" Condition Name2 :  " .. conditonname, "Mission", HSLColor.Red)
--		end
--		--Media.DisplayMessage (playername .." Factories  " .. mcvscount, "Mission", HSLColor.Red)
--	end
--
--end

--totalloop = 0

BuildingsCheck = {}
loop = 0

checkbuildings2 = function()
	for i = activeplayerscount(),1,-1 
	do 
		mcvscount =0
		playeractive = activeplayers[i]
		playername = playeractive.InternalName
		k = playeractive.Color

		for y = actorstoupdatecount,1,-1 
		do 
			buildingtype = actorstoupdate[y]

			--Media.DisplayMessage (playername, "Mission", HSLColor.Red)

			factorycount = #playeractive.GetActorsByType(buildingtype)
			--factorycount = countbuildings(buildingtype, playeractive)

			if (factorycount>0) then
				if (buildingtype == 'weap') then 
					if (factorycount < NumReductionVehicle) then
--						if (factorycount == 1) then
--							display_color = HSLColor.Green
--						else
--							display_color = HSLColor.Orange
--						end
						Reduction = ReductionVehicle[factorycount]
					else
						Reduction = ReductionVehicle[NumReductionVehicle]
--						display_color = HSLColor.Red
					end
				else
					if (factorycount < NumReductionWar) then
--						if (factorycount == 1) then
--							display_color = HSLColor.Green
--						else
--							display_color = HSLColor.Orange
--						end
						Reduction = ReductionWar[factorycount]
					else
						Reduction = ReductionWar[NumReductionWar]
--						display_color = HSLColor.Red
					end
				end
				conditonname = buildingtype .. Reduction
				playeractive.GrantCondition(conditonname,1)
--				if (loop==0) then
			else
			end
			if (show_toxidicy == 1) then
				if (BuildingsCheck[i*1000+y] ~= factorycount) then
					BuildingsCheck[i*1000+y] = factorycount
					if (loop > 100) then
						if (factorycount ~= 0) then
							Media.DisplayMessage ("#"..buildingtype.."="..factorycount.."  Build Speed="..Reduction.."%", playername, playeractive.Color)
						else
							Media.DisplayMessage ("#"..buildingtype.."="..factorycount, playername, playeractive.Color)
						end
					end
				end
			end
			loop = loop + 1
		end
	end
--	Media.DisplayMessage ("Total loops: "..totalloop.."  Loops: "..loop, "Mission", HSLColor.Red)
end


--toxicrules = Player.HasPrerequisites("toxic_enabled")
--toxicrules = Map.LobbyOption("toxicrules")





--if (NuclearStrikes ~= "entry_1") then
--	delayedtroopers()
--	if bioenabled == 1 then
--		Trigger.AfterDelay(DateTime.Seconds(30), function()
--			Spawnants()
--		end)
--	end
--else
--	if (Cappoints ~= "entry_off") then
--		delayedtroopers()
--	end
--end



--end war fact check



SchemeWar = {}
SchemeVehicle = {}
ReductionWar = {}
ReductionVehicle = {}
NumReductionWar = 0
NumReductionVehicle = 0


ticker = 0
next_ticker=100
ticker_count=0
-- Ticks for checkbulidings

--Tick = function()
--		if (enablechecking > 0) then
--			checkbuildings2()
--		end
--end

Tick = function()

	if (enablechecking > 0) then
		checkbuildings2()
	end

	ticker = ticker + 1

	if (next_ticker ~= -1) then 

		if (ticker >= next_ticker and ticker_count < 11 ) then
			if ticker_count == 0 then 
				buildWidth = 1
			end

			for i = BRICKS_number,1,-1 
			do 
				DoDelay("brik", 	BRICKS_actorOwner[i], BRICKS_Location[i] + CVec.New(0,ticker_count), 1)
			end
			next_ticker = next_ticker + 4
			ticker_count = ticker_count + 1


		elseif (ticker >= next_ticker and ticker_count >= 11 and ticker_count < 19 ) then

			for i = BRICKS_number,1,-1 
			do 
				DoDelay("brik", 	BRICKS_actorOwner[i], BRICKS_Location[i] + CVec.New(ticker_count-11,11), 1)
			end
			next_ticker = next_ticker + 4
			ticker_count = ticker_count + 1

		elseif (ticker >= next_ticker and ticker_count >= 19 and ticker_count < 30 ) then

			for i = BRICKS_number,1,-1 
			do 
				DoDelay("brik", 	BRICKS_actorOwner[i], BRICKS_Location[i] + CVec.New(8,11-(ticker_count-19)), 1)
			end
			next_ticker = next_ticker + 4
			ticker_count = ticker_count + 1

		elseif (ticker >= next_ticker and ticker_count >= 30 and ticker_count < 38 ) then

			for i = BRICKS_number,1,-1 
			do 
				DoDelay("brik", 	BRICKS_actorOwner[i], BRICKS_Location[i] + CVec.New(8-(ticker_count-30),0), 1)
			end
			next_ticker = next_ticker + 4
			ticker_count = ticker_count + 1

		else
			if ticker_count == 38 then
				next_ticker = -1 
			end
		end
	end
end

BRICKS_number = 0
BRICKS_actorOwner = {}
BRICKS_Location = {}

function setupRefs()
--	allies: 	allies
--	england: 	allies
--	france: 	allies
--	germany: 	allies
--	spain: 		allies
--	greece: 	allies
--	turkey: 	allies
--
--	russia: 	soviet
--	soviet: 	soviet
--	ukraine: 	soviet

--	facts = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
--		return actor.Type == "fact" or actor.Type == "mcv"
--	end)
--
--	Utils.Do(facts, function(a)
--		if a.Owner ~= castlePlayer then
--			actorOwner = a.Owner
--			toCapture = {}
--			toCapture = { "silo","powr", "thf"}
--			Utils.Do(toCapture, function(z)
--				actorsToCapture = getActorsAround(a,z,15)
--				Utils.Do(actorsToCapture, function(b)
--					b.Owner = actorOwner
--				end)
--			end)
--		end
--	end)

	--Create Refs
	Trigger.AfterDelay(DateTime.Seconds(1), function()
		facts = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
			return actor.Type == "fact" or actor.Type == "mcv" 
		end)


--		for z, thePlayer in ipairs(AllPlayers) do
--			Actor.Create("mcv", true, { Owner = thePlayer, Location = thePlayer.HomeLocation + CVec.New(0, 3) });
--		end

--		powrs = Map.ActorsInBox(Map.TopLeft, Map.BottomRight, function(actor)
--			return actor.Type == "silo"
--		end)

		Utils.Do(facts, function(a)
			actorOwner = a.Owner
			originalLocation = a.Location
			--originalLocation = a.CenterPosition	
            IsBot = actorOwner.IsBot
            UltimateEnabled = actorOwner.HasPrerequisites({"ultimateaienabled"})

            Wall = not (IsBot and UltimateEnabled)

			if actorOwner.InternalName ~= "Creeps" then
			 	--Media.DisplayMessage("Type:  "..actorOwner.InternalName.." - "..a.Type, actorOwner.InternalName, actorOwner.Color)
			 	--Media.DisplayMessage("Faction:  "..actorOwner.InternalName.." - "..actorOwner.Faction, actorOwner.InternalName, actorOwner.Color)
				--if actorOwner.IsNonCombatant then
			 	--	Media.DisplayMessage("actorOwner.IsNonCombatant:  TRUE", actorOwner.InternalName, actorOwner.Color)
			 	--else
			 	--	Media.DisplayMessage("actorOwner.IsNonCombatant:  FALSE", actorOwner.InternalName, actorOwner.Color)
			 	--end
				--if IsBot then
			 	--	Media.DisplayMessage("actorOwner.IsBot:  TRUE", actorOwner.InternalName, actorOwner.Color)
			 	--else
			 	--	Media.DisplayMessage("actorOwner.IsBot:  FALSE", actorOwner.InternalName, actorOwner.Color)
			 	--end
				--if UltimateEnabled then
			 	--	Media.DisplayMessage("actorOwner.HasPrerequisites({\"ultimateaienabled\"}):  TRUE", actorOwner.InternalName, actorOwner.Color)
			 	--else
			 	--	Media.DisplayMessage("actorOwner.HasPrerequisites({\"ultimateaienabled\"}):  FALSE", actorOwner.InternalName, actorOwner.Color)
			 	--end


				if ( actorOwner.Faction == "russia" or actorOwner.Faction == "soviet" ) then 
					barrack 	= "barr"
					tech_center = "stek"
					air 		= "afld"
				elseif ( actorOwner.Faction == "ukraine" ) then 
					barrack 	= "barr"
					tech_center = "stek"
					air 		= "afld.ukraine"
				else
					barrack 	= "tent"
					tech_center = "atek"
					air 		= "hpad"
				end


				if a.Type == "fact" then
					originalLocation2 = originalLocation + CVec.New(1,1)
				else
					originalLocation2 = originalLocation
				end

				if originalLocation.X > ( Map.BottomRight.X / 2048.0 ) then 
				--if originalLocation.X < Map.BottomRight.X then 
				 	--Media.DisplayMessage("Left:  "..actorOwner.InternalName.." - "..originalLocation.X..","..originalLocation.Y.." - "..(Map.BottomRight.X/2048)..","..(Map.BottomRight.Y/2048), actorOwner.InternalName, actorOwner.Color)
					
					--newLocation = CVec.New(originalLocation.X/2048,originalLocation.Y/2048) + CVec.New(-1,4)

					newLocation = originalLocation2 + CVec.New(-1,4)
					--Actor.Create("proc", true, { Owner = actorOwner, Location = newLocation})
					DoDelay("proc", 		actorOwner,	newLocation + CVec.New(-4,-2), 0)
					DoDelay("jeep", 		Neutral, 	newLocation + CVec.New(-3,-4), 0)
					DoDelay("thf", 			actorOwner, newLocation + CVec.New(-2,-4), 0)
					DoDelay("e6", 			actorOwner, newLocation + CVec.New(-4,-4), 0)
					DoDelay("apwr", 		actorOwner, newLocation + CVec.New( 0,-8), 2)
					Trigger.AfterDelay(DateTime.Seconds(2), function() Media.PlaySound("snap.aud") end)
					DoDelay("dome", 		actorOwner, newLocation + CVec.New( 4,-8), 3)
					DoDelay("weap", 		actorOwner, newLocation + CVec.New(-4,-8), 4)
					DoDelay("fix", 			actorOwner,	newLocation + CVec.New(-4,-5), 5)
					DoDelay(barrack, 		actorOwner, newLocation + CVec.New(-7,-8),5)

					DoDelay(tech_center, 	actorOwner,	newLocation + CVec.New( 4,-1), 6)
					DoDelay("apwr", 		actorOwner, newLocation + CVec.New( 4,-5), 7)
					Trigger.AfterDelay(DateTime.Seconds(7), function() Media.PlaySound("snap.aud") end)
					if air == "afld" or air == "afld.ukraine" then
						DoDelay(air, 		actorOwner, newLocation + CVec.New( 0,-1), 8)
					else
						DoDelay(air, 		actorOwner, newLocation + CVec.New( 0,-1), 8)
					end
					if next_ticker ~= -1 and Wall then
                        BRICKS_number = BRICKS_number + 1
						BRICKS_actorOwner[BRICKS_number] = actorOwner
						BRICKS_Location[BRICKS_number] = newLocation + CVec.New(-1, -9)
					end
				else
				 	--Media.DisplayMessage("Right: "..actorOwner.InternalName.." - "..originalLocation.X..","..originalLocation.Y.." - "..(Map.BottomRight.X/2048)..","..(Map.BottomRight.Y/2048), actorOwner.InternalName, actorOwner.Color)

					--newLocation = CVec.New(originalLocation.X/2048,originalLocation.Y/2048) + CVec.New(-1,4)

					newLocation = originalLocation2 + CVec.New(-1,-5)
					--Actor.Create("proc", true, { Owner = actorOwner, Location = newLocation})
					DoDelay("proc", 		actorOwner,	newLocation + CVec.New( 4, 0), 0)
					DoDelay("jeep", 		Neutral, 	newLocation + CVec.New( 5, 5), 0)
					DoDelay("thf", 			actorOwner, newLocation + CVec.New( 4, 5), 0)
					DoDelay("e6", 			actorOwner, newLocation + CVec.New( 6, 5), 0)
					DoDelay("apwr", 		actorOwner, newLocation + CVec.New( 0, 8), 2)
					Trigger.AfterDelay(DateTime.Seconds(2), function() Media.PlaySound("snap.aud") end)
					DoDelay("dome", 		actorOwner, newLocation + CVec.New(-3, 8), 3)
					DoDelay("weap", 		actorOwner, newLocation + CVec.New( 4, 8), 4)
					DoDelay("fix", 			actorOwner, newLocation + CVec.New( 4, 4), 5)
					DoDelay(barrack, 		actorOwner, newLocation + CVec.New( 8, 8), 5)

					if tech_center == "atek" then
						DoDelay(tech_center, 	actorOwner,	newLocation + CVec.New(-3, 1), 6)
					else 
						DoDelay(tech_center, 	actorOwner,	newLocation + CVec.New(-4, 1), 6)
					end
					DoDelay("apwr", 		actorOwner, newLocation + CVec.New(-4, 5), 7)
				    Trigger.AfterDelay(DateTime.Seconds(7), function() Media.PlaySound("snap.aud") end)
					if air == "afld" or air == "afld.ukraine" then
						DoDelay(air, 		actorOwner, newLocation + CVec.New( 0, 1), 8)
					else
						DoDelay(air, 		actorOwner, newLocation + CVec.New( 0, 1), 8)
					end
					if next_ticker ~= -1  and Wall then
                        BRICKS_number = BRICKS_number + 1
						BRICKS_actorOwner[BRICKS_number] = actorOwner
						BRICKS_Location[BRICKS_number] = newLocation + CVec.New(-5, 0)
					end
				end

			end
		end)

	end)


	Trigger.AfterDelay(DateTime.Seconds(2), function()
		creepActors = getAllCreeps()
		removeactors(creepActors)
	end)

end
