local floor = math.floor
local RestrictEntities = require 'map_gen.shared.entity_placement_restriction'
local Event = require 'utils.event'
local b = require 'map_gen.shared.builders'
local Token = require 'utils.token'
local Color = require 'resources.color_presets'
local Retailer = require 'features.retailer'
local Task = require 'utils.task'
local Popup = require 'features.gui.popup'
local Global = require 'utils.global'
local Report = require 'features.report'
local Rank = require 'features.rank_system'
local Ranks = require 'resources.ranks'

local redmew_config = global.config

-- Needed because refined hazard concrete is needed and must not be changed by this module
redmew_config.paint.enabled = false

local concrete_unlocker = true -- Set to false to disable early unlocking of concrete

local market_remove_concrete =
    Token.register(
    function()
        Retailer.remove_item('fish_market', 'refined-hazard-concrete')
    end
)

local function on_init() --Out comment stuff you don't want to enable
    game.difficulty_settings.technology_price_multiplier = 4
    --game.forces.player.technologies.logistics.researched = true
    game.forces.player.technologies.automation.researched = true
    Task.set_timeout_in_ticks(100, market_remove_concrete)
end

if concrete_unlocker then
    Event.add(
        defines.events.on_research_finished,
        function(event)
            local p_force = game.forces.player
            local r = event.research

            if r.name == 'advanced-material-processing' then
                p_force.recipes['concrete'].enabled = true
            end
        end
    )
end

local times_spilled = {}
Global.register(
    {
        times_spilled = times_spilled
    },
    function(tbl)
        times_spilled = tbl.times_spilled
    end
)

local ScenarioInfo = require 'features.gui.info'

ScenarioInfo.set_map_name('Concrete Jungle')
ScenarioInfo.set_map_description([[
Extensive underground mining has resulted in brittle soil.
New regulations requires that heavy objects are placed
on top of proper materials, to support the ground!
]])

-- Tiers of tiles definition (tier 0 is default)
local tile_tiers = {
    ['stone-path'] = 1,
    ['concrete'] = 2,
    ['refined-concrete'] = 3,
    ['hazard-concrete-right'] = 2,
    ['hazard-concrete-left'] = 2,
    ['refined-hazard-concrete-right'] = 3,
    ['refined-hazard-concrete-left'] = 3
}

local tier_0 = {
    'transport-belt',
    'fast-transport-belt',
    'express-transport-belt',
    'underground-belt',
    'fast-underground-belt',
    'express-underground-belt',
    'small-electric-pole',
    'burner-mining-drill',
    'pumpjack',
    'car',
    'tank',
    'pipe',
    'pipe-to-ground',
    'offshore-pump',
    'locomotive',
    'cargo-wagon',
    'fluid-wagon',
    'artillery-wagon'
}

--- Items explicitly allowed everywhere (tier 0 and up)
--- The RestrictEntities module auto skips all checks for these entities
--- They do not trigger set_keep_alive_callback or the on_pre_restricted_entity_destroyed event
RestrictEntities.add_allowed(tier_0)

-- Items only allowed on tiles of tier 2 or higher (tier 1 is the default)
local entity_tiers = {
    -- Tier 2
    ['oil-refinery'] = 2,
    ['chemical-plant'] = 2,
    ['storage-tank'] = 2,
    ['rail'] = 2,
    ['straight-rail'] = 2,
    ['curved-rail'] = 2,
    ['train-stop'] = 2,
    ['solar-panel'] = 2,
    ['flamethrower-turret'] = 2,
    ['assembling-machine-2'] = 2,
    ['steel-furnace'] = 2,
    ['fast-inserter'] = 2,
    ['filter-inserter'] = 2,
    ['accumulator'] = 2,
    ['big-electric-pole'] = 2,
    -- Tier 3
    ['rocket-silo'] = 3,
    ['nuclear-reactor'] = 3,
    ['centrifuge'] = 3,
    ['heat-exchanger'] = 3,
    ['heat-pipe'] = 3,
    ['steam-turbine'] = 3,
    ['artillery-turret'] = 3,
    ['roboport'] = 3,
    ['beacon'] = 3,
    ['assembling-machine-3'] = 3,
    ['electric-furnace'] = 3,
    ['substation'] = 3,
    ['laser-turret'] = 3,
    ['stack-inserter'] = 3,
    ['stack-filter-inserter'] = 3,
    ['logistic-chest-active-provider'] = 3,
    ['logistic-chest-passive-provider'] = 3,
    ['logistic-chest-buffer'] = 3,
    ['logistic-chest-storage'] = 3,
    ['logistic-chest-requester'] = 3
}

--Creates rich text icons of the tiered entities
local tier_0_items = ''
local tier_0_counter = 0

for _, v in pairs(tier_0) do
    tier_0_items = tier_0_items .. ' [entity=' .. v .. ']'
    tier_0_counter = tier_0_counter + 1
    if tier_0_counter > 10 then
        tier_0_counter = 0
        tier_0_items = tier_0_items .. '\n'
    end
end

local tier_2_items = ''
local tier_3_items = ''

local tier_2_counter = 0
local tier_3_counter = 0

for k, v in pairs(entity_tiers) do
    if not (k == 'rail') then
        if (v == 3) then
            tier_3_items = tier_3_items .. ' [entity=' .. k .. ']'
            tier_3_counter = tier_3_counter + 1
        elseif (v == 2) then
            tier_2_items = tier_2_items .. ' [entity=' .. k .. ']'
            tier_2_counter = tier_2_counter + 1
        end

        if tier_3_counter > 14 then
            tier_3_counter = 0
            tier_3_items = tier_3_items .. '\n'
        elseif tier_2_counter > 14 then
            tier_2_counter = 0
            tier_2_items = tier_2_items .. '\n'
        end
    end
end

local tile_tiers_entities = '[font=default-bold]You may only build the factory on:[/font]\n'
local tile_tiers_entities_counter = 0

for k, _ in pairs(tile_tiers) do
    tile_tiers_entities = tile_tiers_entities .. ' [tile=' .. k .. '] ' .. k
    tile_tiers_entities_counter = tile_tiers_entities_counter + 1
    if tile_tiers_entities_counter == 3 or tile_tiers_entities_counter == 5 then
        --tile_tiers_entities_counter = 0
        tile_tiers_entities = tile_tiers_entities .. '\n'
    end
end

ScenarioInfo.add_map_extra_info(
    tile_tiers_entities ..
        [[


[font=default-bold]Exceptions:[/font]
]] ..
            tier_0_items ..
                [[


Stone bricks provide ground support for most buildings/entities,
but some require better ground support!

[font=default-bold]Ground support minimum concrete:[/font]
]] ..
                    tier_2_items .. [[


[font=default-bold]Ground support minimum refined concrete:[/font]
]] .. tier_3_items .. [[


Due to security measures you can not remove ground support nor downgrade it!
]]
)

RestrictEntities.set_tile_bp()
RestrictEntities.enable_spill()

--- The logic for checking that there are the correct ground support under the entity's position
RestrictEntities.set_keep_alive_callback(
    Token.register(
        function(entity)
            if not (entity and entity.valid) then
                return false
            end
            local get_tile = entity.surface.get_tile
            local area = entity.bounding_box
            local left_top = area.left_top
            local right_bottom = area.right_bottom
            local name = entity.name

            if name == 'entity-ghost' then
                name = entity.ghost_name
            end

            local entity_tier = entity_tiers[name] or 1

            for x = floor(left_top.x), floor(right_bottom.x) do
                for y = floor(left_top.y), floor(right_bottom.y) do
                    local tile_name = get_tile(x, y).name
                    local tile_tier = tile_tiers[tile_name] or 0

                    if entity_tier > tile_tier then
                        return false
                    end
                end
            end
            return true
        end
    )
)

--- Anti griefing

local anti_grief_tries = 3 -- Change this number to change how many 'shots' a player has got
local forgiveness_time = 432000 -- Time before previous offences are forgiven, in ticks (60 ticks/sec)
local anti_grief_kick_tries = math.ceil(anti_grief_tries / 2) -- Tries before kick warning

RestrictEntities.set_anti_grief_callback(
    Token.register(
        function(_, player)
            Popup.player(player, [[
Look out!

You are trying to replace entities which have items inside!
This is causing the items to spill out on the ground.

Please be careful!
]], nil, nil, 'entity_placement_restriction_inventory_warning')

            if not (Rank.equal_or_greater_than(player.name, Ranks.auto_trusted)) then
                local player_stat = times_spilled[player.index]
                local number_of_spilled = player_stat and player_stat.count or 0

                local last_offence = player_stat and player_stat.tick or 0
                local time_since_last_offence = game.tick - last_offence

                if (last_offence > 0 and time_since_last_offence >= forgiveness_time) then
                    number_of_spilled = 0
                end

                if number_of_spilled >= anti_grief_tries then
                    Report.jail(player, '<script>')
                    player.print({'', '[color=yellow]', {'concrete_jungle.anti_grief_jail_reason'}, '[/color]'})
                    Report.report(nil, player, 'Spilling too many items on the ground')
                    times_spilled[player.index] = nil
                    return
                elseif number_of_spilled == anti_grief_kick_tries then
                    Report.kick_player(player, 'Spilling too many items on the ground')
                end
                times_spilled[player.index] = {count = number_of_spilled + 1, tick = game.tick}
            end
        end
    )
)

local function print_floating_text(player, entity, text, color)
    color = color or Color.white
    local surface = player.surface
    local position = entity.position

    return surface.create_entity {
        name = 'tutorial-flying-text',
        color = color,
        text = text,
        position = position,
        render_player_index = player.index
    }
end

--- Warning for players when their entities are destroyed (needs to be pre because of the stack)
local function on_destroy(event)
    local p = game.get_player(event.player_index)
    local stack = event.stack
    local entity = event.created_entity
    local name

    if stack.valid_for_read then
        name = stack.name
    else
        name = entity.name
    end

    if p and p.valid then
        if not (name == 'blueprint' or name == 'blueprint-book') then
            if name == 'entity-ghost' then
                name = entity.ghost_name
            end

            local tier = {'item-name.stone-path'}
            if (entity_tiers[name] == 2) then
                tier = {'item-name.concrete'}
            elseif (entity_tiers[name] == 3) then
                tier = {'item-name.refined-concrete'}
            end
            local text = {'concrete_jungle.entity_not_enough_ground_support', '[item=' .. name .. ']', tier}
            print_floating_text(p, entity, text)
        else
            p.print({'', '[color=yellow]', {'concrete_jungle.blueprint_not_enough_ground_support', {'', '[/color][color=red]', {'concrete_jungle.blueprint'}, '[/color][color=yellow]'}}, '[/color]'})
        end
    end
end

local function remove_tile_from_player(name, player)
    if name == 'stone-path' then
        name = 'stone-brick'
    elseif name == 'hazard-concrete-left' or name == 'hazard-concrete-right' then
        name = 'hazard-concrete'
    elseif name == 'refined-hazard-concrete-left' or name == 'refined-hazard-concrete-right' then
        name = 'refined-hazard-concrete'
    end
    player.remove_item({name = name})
end

local function player_mined_tile(event)
    local player_index = event.player_index
    local surface = game.surfaces[event.surface_index]
    local oldTiles = event.tiles
    local tiles = {}

    local player = game.get_player(player_index)
    player.clear_cursor()

    for _, oldTile in pairs(oldTiles) do
        local name = oldTile.old_tile.name
        table.insert(tiles, {name = name, position = oldTile.position})
        remove_tile_from_player(name, player)
    end

    surface.set_tiles(tiles, true)
end

local function marked_for_deconstruction(event)
    local entity = event.entity

    if entity.name == 'deconstructible-tile-proxy' then
        if entity and entity.valid then
            entity.destroy()
        end
    end
end

local function player_built_tile(event)
    local newTile = event.tile
    local tier = tile_tiers[newTile.name]

    if (tier) then
        local tiles = {}
        local oldTiles = event.tiles

        local index = event.player_index
        local robot = event.robot
        local player
        if index then
            player = game.get_player(index)
        else
            player = robot
        end

        local surface = game.surfaces[event.surface_index]

        for _, oldTile in pairs(oldTiles) do
            local name = oldTile.old_tile.name
            local tile_tier = tile_tiers[name] or 0
            if (tile_tier ~= 0 and tile_tier > tier) then
                local newName = newTile.name
                local position = oldTile.position
                table.insert(tiles, {name = name, position = position})

                remove_tile_from_player(name, player)

                if newName == 'stone-path' then
                    newName = 'stone-brick'
                elseif newName == 'hazard-concrete-left' or name == 'hazard-concrete-right' then
                    newName = 'hazard-concrete'
                elseif newName == 'refined-hazard-concrete-left' or name == 'refined-hazard-concrete-right' then
                    newName = 'refined-hazard-concrete'
                end
                local item = {name = newName}
                if player.can_insert(item) then
                    player.insert(item)
                else
                    player.surface.spill_item_stack(position, item, true, player.force, false)
                end
            end
        end
        surface.set_tiles(tiles, true)
    end
end

local first_time =
    Token.register(
    function(params)
        local p = game.get_player(params.event.player_index)
        Popup.player(
            p,
            {
                '',
                '[color=yellow]',
                {'concrete_jungle.welcome_popup_player_name', p.name},
                '[/color]\n\n',
                {'concrete_jungle.welcome_popup_line_1'},
                '\n\n',
                {'concrete_jungle.welcome_popup_line_2'},
                '\n\n',
                {'concrete_jungle.welcome_popup_line_3', '[color=red]Map Info[/color]', '[color=red]Redmew Info[/color]', '[virtual-signal=signal-info]'}
            },
            {'concrete_jungle.welcome_popup_title'},
            nil,
            'concrete_jungle_intro'
        )
    end
)

Event.add(RestrictEntities.events.on_pre_restricted_entity_destroyed, on_destroy)
Event.add(defines.events.on_player_mined_tile, player_mined_tile)
Event.add(defines.events.on_marked_for_deconstruction, marked_for_deconstruction)
Event.add(defines.events.on_player_built_tile, player_built_tile)
Event.add(defines.events.on_robot_built_tile, player_built_tile)
Event.add(
    defines.events.on_player_created,
    function(event)
        Task.set_timeout_in_ticks(900, first_time, {event = event})
    end
)
Event.on_init(on_init)

--- Creating the starting circle (Map_gen)
local circle = b.circle(6)
local square = b.rectangle(3, 3)
local concrete_square = b.change_tile(square, true, 'hazard-concrete-left')
local stone_circle = b.change_tile(circle, true, 'stone-path')
stone_circle = b.if_else(concrete_square, stone_circle)

local water_circle = b.circle(250)
local land_circle = b.circle(200)

water_circle = b.subtract(water_circle, land_circle)

local cross = b.add(b.line_x(4), b.line_y(4))
cross = b.change_tile(cross, true, 'landfill')

cross = b.subtract(cross, b.invert(water_circle))

water_circle = b.change_tile(water_circle, true, 'water')
water_circle = b.fish(water_circle, 0.0025)

local map = b.if_else(water_circle, b.full_shape)

map = b.if_else(cross, map)

map = b.if_else(stone_circle, map)

return map
