NodUnitsBuggy = { 'bggy', 'bggy', 'bggy', 'bggy', 'bggy' }
NodUnitsBikes = { 'bike', 'bike', 'bike' }
NodUnitsGunner = { 'e1', 'e1', 'e1', 'e1', 'e1', 'e1' }
NodUnitsRocket = { 'e3', 'e3', 'e3', 'e3', 'e3', 'e3' }

Atk6Units = { 'c1', 'c2', 'c3' }
Atk5Units = { 'e1', 'e1', 'e2', 'e2' }
Atk1Units = { 'e1', 'e1' }
XxxxUnits = { 'jeep' }
YyyyUnits = { 'e1', 'e1', 'e2' }
ZzzzUnits = { 'e1', 'e1', 'e2', 'e2' }

Spawnpoint = { waypoint0.Location }
Atk6WaypointsPart1 = { waypoint1.Location, waypoint2.Location, waypoint3.Location, waypoint4.Location }
Atk6WaypointsPart2 = { waypoint7.Location, waypoint8.Location, waypoint7.Location }
Atk5Waypoints = { waypoint0.Location, waypoint9.Location}
Atk3Waypoints = { waypoint0 }
Atk2Waypoints = { waypoint6 }
GcivWaypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4 }
Atk1Waypoints = { waypoint0, waypoint1, waypoint2, waypoint3, waypoint4, waypoint5, waypoint6 }
Atk4Waypoints = { waypoint0, waypoint9 }

Atk6ActorTriggerActivator = { Civilian1, Civilian2 }
Atk5ActorTriggerActivator = { Soldier1, Soldier2, Soldier3, Actor105 }
WinActorTriggerActivator = { GDICiv1, GDICiv2, GDICiv3, GDICiv4, GDICiv5, GDICiv6, GDICiv7, GDICiv8, GDICiv9, GDICiv11, GDICiv12, GDICiv13 }
GcivActors = { Gcvi1, Gciv2, GDICiv2, GDICiv9, GDICiv10, GDICiv11 }

Atk2CellTriggerActivator = { CPos.New(41,22), CPos.New(40,22), CPos.New(39,22), CPos.New(41,21), CPos.New(40,21), CPos.New(39,21) }
Atk3CellTriggerActivator = { CPos.New(18,18), CPos.New(17,18), CPos.New(16,18), CPos.New(15,18), CPos.New(14,18), CPos.New(13,18), CPos.New(12,18), CPos.New(11,18), CPos.New(24,17), CPos.New(23,17), CPos.New(22,17), CPos.New(21,17), CPos.New(20,17), CPos.New(19,17), CPos.New(17,17), CPos.New(16,17), CPos.New(15,17), CPos.New(14,17), CPos.New(13,17), CPos.New(12,17), CPos.New(11,17) }
Atk4CellTriggerActivator = { CPos.New(29,28), CPos.New(28,28), CPos.New(29,27), CPos.New(28,27), CPos.New(29,26), CPos.New(28,26), CPos.New(29,25), CPos.New(28,25), CPos.New(29,24), CPos.New(28,24), CPos.New(29,23), CPos.New(28,23), CPos.New(29,22), CPos.New(28,22) }
GcivCellTriggerActivator = { CPos.New(51,17), CPos.New(50,17), CPos.New(49,17), CPos.New(48,17), CPos.New(47,17), CPos.New(46,17), CPos.New(45,17), CPos.New(44,17), CPos.New(43,17), CPos.New(42,17), CPos.New(41,17), CPos.New(40,17), CPos.New(39,17), CPos.New(38,17), CPos.New(37,17), CPos.New(36,17), CPos.New(35,17), CPos.New(52,16), CPos.New(51,16), CPos.New(50,16), CPos.New(49,16), CPos.New(48,16), CPos.New(47,16), CPos.New(46,16), CPos.New(45,16), CPos.New(44,16), CPos.New(43,16), CPos.New(42,16), CPos.New(41,16), CPos.New(40,16), CPos.New(39,16), CPos.New(38,16), CPos.New(37,16), CPos.New(36,16), CPos.New(35,16) }
DelxCellTriggerActivator = { CPos.New(42,20), CPos.New(41,20), CPos.New(40,20), CPos.New(39,20), CPos.New(38,20) }
DelyCellTriggerActivator = { CPos.New(31,28), CPos.New(30,28), CPos.New(31,27), CPos.New(30,27), CPos.New(31,26), CPos.New(30,26), CPos.New(31,25), CPos.New(30,25), CPos.New(31,24), CPos.New(30,24) }
DelzCellTriggerActivator = { CPos.New(18,20), CPos.New(17,20), CPos.New(16,20), CPos.New(15,20), CPos.New(14,20), CPos.New(13,20), CPos.New(12,20), CPos.New(11,20), CPos.New(25,19), CPos.New(24,19), CPos.New(23,19), CPos.New(22,19), CPos.New(21,19), CPos.New(20,19), CPos.New(19,19), CPos.New(18,19), CPos.New(17,19), CPos.New(16,19), CPos.New(15,19), CPos.New(14,19), CPos.New(13,19), CPos.New(12,19), CPos.New(11,19), CPos.New(25,18), CPos.New(24,18), CPos.New(23,18), CPos.New(22,18), CPos.New(21,18), CPos.New(20,18), CPos.New(19,18) }

Atk3TriggerCounter = 2

Atk1TriggerFunctionTime = DateTime.Seconds(20)
XxxxTriggerFunctionTime = DateTime.Seconds(50)
YyyyTriggerFunctionTime = DateTime.Minutes(1) + DateTime.Seconds(40)
ZzzzTriggerFunctionTime = DateTime.Minutes(2) + DateTime.Seconds(30)

NodCiviliansActors = { NodCiv1, NodCiv2, NodCiv3, NodCiv4, NodCiv5, NodCiv6, NodCiv7, NodCiv8, NodCiv9 }

Atk6TriggerFunction = function()
	Reinforcements.ReinforceWithTransport(GDI, 'apc', Atk6Units, Atk6WaypointsPart1, Atk6WaypointsPart2,
	function(transport, cargo)
		Utils.Do(cargo, function(actor)
			IdleHunt(actor)
		end)
	end,
	function(unit)
		IdleHunt(unit)
	end)
end

Atk5TriggerFunction = function ()
	if not Atk5TriggerSwitch then
		Atk5TriggerSwitch = true
		Reinforcements.ReinforceWithTransport(GDI, 'apc', Atk5Units, Atk5Waypoints, nil,
		function(transport, cargo)
			transport.UnloadPassengers()
			Utils.Do(cargo, function(actor)
				IdleHunt(actor)
			end)
		end,
		function(unit)
			IdleHunt(unit)
		end)
	end
end

Atk1TriggerFunction = function()
	Reinforcements.Reinforce(GDI, Atk1Units, Spawnpoint, 15,
	function(actor)
		Atk1Movement(actor)
	end)
end

XxxxTriggerFunction = function()
	if not XxxxTriggerSwitch then
		Reinforcements.Reinforce(GDI, XxxxUnits, Spawnpoint, 15,
		function(actor)
			Atk2Movement(actor)
		end)
	end
end

YyyyTriggerFunction = function()
	if not YyyyTriggerSwitch then
		Reinforcements.Reinforce(GDI, YyyyUnits, Spawnpoint, 15,
		function(actor)
			Atk4Movement(actor)
		end)
	end
end

ZzzzTriggerFunction = function()
	if not ZzzzTriggerSwitch then
		Reinforcements.ReinforceWithTransport(GDI, 'apc', ZzzzUnits, Atk5Waypoints, nil,
		function(transport, cargo)
			transport.UnloadPassengers()
			Utils.Do(cargo, function(actor)
				IdleHunt(actor)
			end)
		end,
		function(unit)
			IdleHunt(unit)
		end)
	end
end

Atk3Movement = function(unit)
	Utils.Do(Atk3Waypoints, function(waypoint)
		unit.AttackMove(waypoint.Location)
	end)
	IdleHunt(unit)
end

Atk2Movement = function(unit)
	Utils.Do(Atk2Waypoints, function(waypoint)
		unit.AttackMove(waypoint.Location)
	end)
	IdleHunt(unit)
end

Atk1Movement = function(unit)
	Utils.Do(Atk1Waypoints, function(waypoint)
		unit.AttackMove(waypoint.Location)
	end)
	IdleHunt(unit)
end

GcivMovement = function(unit)
	Utils.Do(GcivWaypoints, function(waypoint)
		unit.AttackMove(waypoint.Location)
	end)
end

Atk4Movement = function(unit)
	Utils.Do(Atk4Waypoints, function(waypoint)
		unit.AttackMove(waypoint.Location)
	end)
	IdleHunt(unit)
end

InsertNodUnits = function()
	Reinforcements.Reinforce(Nod, NodUnitsBuggy, { UnitsEntryBuggy.Location, UnitsRallyBuggy.Location }, 11)
	Reinforcements.Reinforce(Nod, NodUnitsBikes, { UnitsEntryBikes.Location, UnitsRallyBikes.Location }, 15)
	Reinforcements.Reinforce(Nod, NodUnitsGunner, { UnitsEntryGunner.Location, UnitsRallyGunner.Location }, 15)
	Reinforcements.Reinforce(Nod, NodUnitsRocket, { UnitsEntryRocket.Location, UnitsRallyRocket.Location }, 15)
end

CreateCivilians = function(actor, discoverer)
	Utils.Do(NodCiviliansActors, function(actor)
		actor.Owner = Nod
	end)

	NodObjective2 = Nod.AddPrimaryObjective("Protect the civilians that support Nod.")
	Trigger.OnAllKilled(NodCiviliansActors, function()
		Nod.MarkFailedObjective(NodObjective2)
	end)

	Utils.Do(GcivActors, function(actor)
		if not actor.IsDead then
			actor.AttackMove(waypoint7.Location)
			actor.AttackMove(waypoint8.Location)
			IdleHunt(actor)
		end
	end)
end

WorldLoaded = function()
	NodSupporter = Player.GetPlayer("NodSupporter")
	Nod = Player.GetPlayer("Nod")
	GDI = Player.GetPlayer("GDI")

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

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

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

	Trigger.OnAnyKilled(Atk6ActorTriggerActivator, Atk6TriggerFunction)

	OnAnyDamaged(Atk5ActorTriggerActivator, Atk5TriggerFunction)

	Trigger.OnEnteredFootprint(Atk3CellTriggerActivator, function(a, id)
		if a.Owner == Nod then
			for type, count in pairs({ ['e1'] = 3, ['e2'] = 2, ['mtnk'] = 1 }) do
				local myActors = Utils.Take(count, GDI.GetActorsByType(type))
				Utils.Do(myActors, function(actor)
					Atk3Movement(actor)
				end)
			end

			Atk3TriggerCounter = Atk3TriggerCounter - 1
			if Atk3TriggerCounter < 0 then
				Trigger.RemoveFootprintTrigger(id)
			end
		end
	end)

	Trigger.OnEnteredFootprint(Atk2CellTriggerActivator, function(a, id)
		if a.Owner == Nod then
			MyActors = Utils.Take(1, GDI.GetActorsByType('jeep'))
			Utils.Do(MyActors, function(actor)
				Atk2Movement(actor)
			end)
			Trigger.RemoveFootprintTrigger(id)
		end
	end)

	Trigger.OnEnteredFootprint(GcivCellTriggerActivator, function(a, id)
		if a.Owner == Nod then
			Utils.Do(GcivActors, function(actor)
				GcivMovement(actor)
			end)
			Trigger.RemoveFootprintTrigger(id)
		end
	end)

	Trigger.AfterDelay(Atk1TriggerFunctionTime, Atk1TriggerFunction)

	Trigger.OnEnteredFootprint(Atk4CellTriggerActivator, function(a, id)
		if a.Owner == Nod then
			for type, count in pairs({ ['e1'] = 2,['e2'] = 1 }) do
				local myActors = Utils.Take(count, GDI.GetActorsByType(type))
				Utils.Do(myActors, function(actor)
					Atk4Movement(actor)
				end)
			end
			Trigger.RemoveFootprintTrigger(id)
		end
	end)

	Trigger.AfterDelay(XxxxTriggerFunctionTime, XxxxTriggerFunction)
	Trigger.AfterDelay(YyyyTriggerFunctionTime, YyyyTriggerFunction)
	Trigger.AfterDelay(ZzzzTriggerFunctionTime, ZzzzTriggerFunction)

	Trigger.OnEnteredFootprint(DelxCellTriggerActivator, function(a, id)
		if a.Owner == Nod then
			XxxxTriggerSwitch = true
			Trigger.RemoveFootprintTrigger(id)
		end
	end)

	Trigger.OnEnteredFootprint(DelyCellTriggerActivator, function(a, id)
		if a.Owner == Nod then
			YyyyTriggerSwitch = true
			Trigger.RemoveFootprintTrigger(id)
		end
	end)

	Trigger.OnEnteredFootprint(DelzCellTriggerActivator, function(a, id)
		if a.Owner == Nod then
			ZzzzTriggerSwitch = true
			Trigger.RemoveFootprintTrigger(id)
		end
	end)

	Trigger.OnPlayerDiscovered(NodSupporter, CreateCivilians)

	Trigger.OnAllKilled(WinActorTriggerActivator, function()
		Nod.MarkCompletedObjective(NodObjective1)
		if NodObjective2 then
			Nod.MarkCompletedObjective(NodObjective2)
		end
	end)

	GDIObjective = GDI.AddPrimaryObjective("Eliminate all Nod forces in the area.")
	NodObjective1 = Nod.AddPrimaryObjective("Kill all civilian which support the GDI.")

	InsertNodUnits()
end

Tick = function()
	if Nod.HasNoRequiredUnits()  then
		if DateTime.GameTime > 2 then
			GDI.MarkCompletedObjective(GDIObjective)
		end
	end
end

OnAnyDamaged = function(actors, func)
	Utils.Do(actors, function(actor)
		Trigger.OnDamaged(actor, func)
	end)
end

IdleHunt = function(unit)
	if not unit.IsDead then
		Trigger.OnIdle(unit, unit.Hunt)
	end
end
