--[[
   Copyright 2007-2022 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.
]]

AIPlayers = { }
AIBarracks = { }
AIDerricks = { }
AIBaseLocation = { }
IdlingAIActors = { }
IdlingAISupportActors = { }
AIOnDefense = { }

-- It's good to start with 10 rifle man, one medic and 5 rocket soldiers
InitialUnitsToBuild = { "e1", "e1", "e1", "e1", "e1", "medi", "e1", "e1", "e1", "e1", "e1", "e3", "e3", "e3", "e3", "e3" }
UnitsToBuild = { "e1", "e1", "e1", "e1", "e1", "e3", "e3", "e3", "medi" }

ActivateAI = function(player, id)
	AIPlayers[id] = player

	Trigger.AfterDelay(0, function()
		local barracks = player.GetActorsByType("tent")
		if #barracks > 0 then
			AIBarracks[id] = barracks[1]
			AIBaseLocation[id] = barracks[1].Location + CVec.New(2, 1)
			IdlingAIActors[id] = { }
			IdlingAISupportActors[id] = { }
			InitialInfantryProduction(id, InitialUnitsToBuild)
			DefendActor(id, barracks[1])
			RepairBarracks(id)
			SellWalls(id)

			Trigger.AfterDelay(DateTime.Seconds(10), function() LookOutForCrates(id) end)
		end

		local derricks = player.GetActorsByType("oilb")
		if #derricks > 0 then
			AIDerricks[id] = derricks[1]
			DefendActor(id, derricks[1])
		end
	end)
end

InitialInfantryProduction = function(id, units)
	local productionComplete = AIPlayers[id].Build(units, function(actors)
		InfantryProduction(id)
	end)

	Trigger.OnProduction(AIBarracks[id], function(producer, produced)
		BuildComplete(id, produced)
	end)
end

InfantryProduction = function(id)
	local productionComplete = AIPlayers[id].Build({ Utils.Random(UnitsToBuild) }, function(actors)
		Trigger.AfterDelay(0, function() InfantryProduction(id) end)
	end)

	if not productionComplete then
		Trigger.AfterDelay(0, function() InfantryProduction(id) end)
	end
end

BuildComplete = function(id, actor)
	if actor.Type == "medi" then
		local number = #IdlingAISupportActors[id] + 1
		IdlingAISupportActors[id][number] = actor

		Trigger.OnKilled(actor, function()
			table.remove(IdlingAISupportActors[id], number)
		end)
	else
		local number = #IdlingAIActors[id] + 1
		IdlingAIActors[id][number] = actor

		Trigger.OnKilled(actor, function()
			table.remove(IdlingAIActors[id], number)
		end)
	end

	Trigger.AfterDelay(0, function() DefendActor(id, actor) end)
end

AttackGroupSize = 5
SetupAttackGroup = function(id)
	local units = { }

	for i = 0, AttackGroupSize, 1 do
		if (#IdlingAIActors[id] == 0) then
			return units
		end

		local number = Utils.RandomInteger(0, #IdlingAIActors[id]) + 1
		units[#units + 1] = IdlingAIActors[id][number]
		table.remove(IdlingAIActors[id], number)
	end

	return units
end

DefendActor = function(id, actorToDefend)
	if not actorToDefend or actorToDefend.IsDead or not actorToDefend.IsInWorld then
		return
	end

	Trigger.OnDamaged(actorToDefend, function(self, attacker)
		if AIOnDefense[id] or not attacker or attacker.IsDead then
			return
		end

		-- Don't try to kill something you can't kill
		if attacker.Type == "sniper.soviets" then
			return
		end

		AIOnDefense[id] = true
		local attackLoc = attacker.Location

		local defenders = SetupAttackGroup(id)
		if not defenders or #defenders == 0 then
			Trigger.AfterDelay(DateTime.Seconds(30), function() AIOnDefense[id] = false end)
			return
		end

		Utils.Do(defenders, function(unit)
			if unit.IsDead then
				return
			end

			unit.AttackMove(attackLoc)

			local home = AIBaseLocation[id]
			Trigger.OnIdle(unit, function()
				if unit.Location == home then
					IdlingAIActors[id][#IdlingAIActors[id] + 1] = unit
					Trigger.Clear(unit, "OnIdle")
					AIOnDefense[id] = false
				else
					unit.AttackMove(home)
				end
			end)
		end)
	end)
end

RepairBarracks = function(id)
	Trigger.OnDamaged(AIBarracks[id], function(self, attacker)
		self.StartBuildingRepairs(AIPlayers[id])
	end)
end

SellWalls = function(id)
	Media.DisplayMessage("Lonestar AI " .. id .. " sold its walls for better combat experience.")

	local walls = AIPlayers[id].GetActorsByType("brik")
	Utils.Do(walls, function(wall)
		wall.Sell()
	end)
end

LookOutForCrates = function(id)
	Trigger.OnEnteredProximityTrigger(AIBarracks[id].CenterPosition, WDist.New(12 * 1024), function(actor)
		if actor.Type ~= "fortcrate" or #IdlingAIActors[id] == 0 then
			return
		end

		local unit = Utils.Random(IdlingAIActors[id])
		local home = AIBaseLocation[id]
		local aim = actor.Location
		if unit.IsDead then
			return
		end

		unit.AttackMove(aim)
		Trigger.OnIdle(unit, function()
			if unit.Location == aim or not actor.IsInWorld then
				unit.AttackMove(home)
				Trigger.Clear(unit, "OnIdle")
			else
				unit.AttackMove(aim)
			end
		end)
	end)
end
