LoseTriggerHouses = { TrigLos2Farm1, TrigLos2Farm2, TrigLos2Farm3, TrigLos2Farm4 }
TownAttackTrigger = { CPos.New(54, 38), CPos.New(55, 38), CPos.New(56, 38), CPos.New(57, 38) }
GDIReinforcementsTrigger = { CPos.New(32, 51), CPos.New(32, 52), CPos.New(33, 52) }

GDIReinforcementsPart1 = { "jeep", "jeep" }
GDIReinforcementsPart2 = { "e2", "e2", "e2", "e2", "e2" }
TownAttackWave1 = { "bggy", "bggy" }
TownAttackWave2 = { "ltnk", "ltnk" }
TownAttackWave3 = { "e1", "e1", "e1", "e3", "e3", "e3" }
TownAttackWpts = { waypoint1, waypoint2 }

Civvie1Wpts = { CivvieWpts1, CivvieWpts2 }
Civvie2Wpts = { CivvieWpts3, CivvieWpts1, CivvieWpts4, CivvieWpts5, CivvieWpts6, CivvieWpts7, CivvieWpts8, CivvieWpts9, CivvieWpts10, CivvieWpts11 }

FollowCivvieWpts = function(actor, wpts)
	Utils.Do(wpts, function(wpt)
		actor.Move(wpt.Location, 2)
		actor.Wait(DateTime.Seconds(2))
	end)
end

FollowWaypoints = function(actor, wpts)
	Utils.Do(wpts, function(wpt)
		actor.AttackMove(wpt.Location, 2)
	end)
end

TownAttackersIdleAction = function(actor)
	actor.AttackMove(TownAttackWpt.Location, 2)
	actor.Hunt()
end

TownAttackAction = function(actor)
	Trigger.OnIdle(actor, TownAttackersIdleAction)
	FollowWaypoints(actor, TownAttackWpts)
end

AttackTown = function()
	Reinforcements.Reinforce(nod, TownAttackWave1, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(0.25), TownAttackAction)
	Trigger.AfterDelay(DateTime.Seconds(2), function()
		Reinforcements.Reinforce(nod, TownAttackWave2, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction)
	end)
	Trigger.AfterDelay(DateTime.Seconds(4), function()
		Reinforcements.Reinforce(nod, TownAttackWave3, { NodReinfEntry.Location, NodReinfRally.Location }, DateTime.Seconds(1), TownAttackAction)
	end)
end

SendGDIReinforcements = function()
	Reinforcements.Reinforce(player, GDIReinforcementsPart1, { GDIReinfEntry1.Location, GDIReinfRally1.Location }, DateTime.Seconds(1), function(actor)
		Media.PlaySpeechNotification(player, "Reinforce")
		actor.Move(GDIReinfRally3.Location)
		actor.Stance = "Defend"
	end)
	Trigger.AfterDelay(DateTime.Seconds(5), function()
		Reinforcements.ReinforceWithTransport(player, "apc", GDIReinforcementsPart2, { GDIReinfEntry2.Location, GDIReinfRally2.Location }, nil, function(apc, team)
			Media.PlaySpeechNotification(player, "Reinforce")
			apc.Move(GDIUnloadWpt.Location)
			apc.UnloadPassengers()
			Utils.Do(team, function(unit) unit.Stance = "Defend" end)
		end)
	end)
end

WorldLoaded = function()
	player = Player.GetPlayer("GDI")
	nod = Player.GetPlayer("Nod")

	Trigger.OnObjectiveAdded(player, function(p, id)
		Media.DisplayMessage(p.GetObjectiveDescription(id), "New " .. string.lower(p.GetObjectiveType(id)) .. " objective")
	end)
	Trigger.OnObjectiveCompleted(player, function(p, id)
		Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective completed")
	end)
	Trigger.OnObjectiveFailed(player, function(p, id)
		Media.DisplayMessage(p.GetObjectiveDescription(id), "Objective failed")
	end)

	Trigger.OnAllKilled(LoseTriggerHouses, function()
		player.MarkFailedObjective(gdiObjective1)
	end)

	Trigger.OnPlayerWon(player, function()
		Media.PlaySpeechNotification(player, "Win")
	end)

	Trigger.OnPlayerLost(player, function()
		Media.PlaySpeechNotification(player, "Lose")
	end)

	nodObjective = nod.AddPrimaryObjective("Destroy all GDI troops")
	gdiObjective1 = player.AddPrimaryObjective("Defend the town of Bialystok")
	gdiObjective2 = player.AddPrimaryObjective("Eliminate all Nod forces in the area")

	townAttackTrigger = false
	Trigger.OnExitedFootprint(TownAttackTrigger, function(a, id)
		if not townAttackTrigger and a.Owner == player then
			townAttackTrigger = true
			Trigger.RemoveFootprintTrigger(id)
			AttackTown()
		end
	end)

	gdiReinforcementsTrigger = false
	Trigger.OnEnteredFootprint(GDIReinforcementsTrigger, function(a, id)
		if not gdiReinforcementsTrigger and a.Owner == player then
			gdiReinforcementsTrigger = true
			Trigger.RemoveFootprintTrigger(id)
			SendGDIReinforcements()
		end
	end)

	Utils.Do(player.GetGroundAttackers(), function(unit)
		unit.Stance = "Defend"
	end)

	Trigger.AfterDelay(1, function()
		FollowCivvieWpts(civvie1, Civvie1Wpts)
		FollowCivvieWpts(civvie2, Civvie2Wpts)
	end)

	Camera.Position = Actor141.CenterPosition
end

Tick = function()
	if player.HasNoRequiredUnits() then
		nod.MarkCompletedObjective(nodObjective)
	end
	if nod.HasNoRequiredUnits() then
		player.MarkCompletedObjective(gdiObjective1)
		player.MarkCompletedObjective(gdiObjective2)
	end
end
