if Map.LobbyOption("difficulty") == "easy" then
	remainingTime = DateTime.Minutes(7)
elseif Map.LobbyOption("difficulty") == "normal" then
	remainingTime = DateTime.Minutes(6)
elseif Map.LobbyOption("difficulty") == "hard" then
	remainingTime = DateTime.Minutes(5)
end

USSRReinforcements1 = { "dog", "dog", "dog", "dog", "dog" }
USSRReinforcements2 = { "e1", "e2", "e2" }
USSRReinforcementsFarm = { "e1", "e1", "e1", "e2", "e2" }
EnemyReinforcements1SpyHideout2 = { "e1", "e3" }
EnemyReinforcements2SpyHideout2 = { "e3", "e3" }
ExtractionHeliType = "tran"
ExtractionPath = { HelicopterSpawn.Location, HelicopterGoal.Location }
Farmers = { Farmer1, Farmer2, Farmer3 }
BarrierSoldiers = { BarrierSoldier1, BarrierSoldier2, BarrierSoldier3, BarrierSoldier4, BarrierSoldier5, BarrierSoldier6 }
RedBuildings = { RedBuildung1, RedBuilding2, RedBuilding3 }
BaseBuildings1 = { BaseBarrel1, BaseBarrel2, BaseBuilding1, BaseBuilding2 }
BaseBuildings2 = { BaseBuilding3, BaseBuilding4, BaseBuilding5, BaseBuilding6 }

SpyHideout1Trigger = { CPos.New(84, 45), CPos.New(85, 45), CPos.New(86, 45), CPos.New(87, 45), CPos.New(88, 45), CPos.New(89, 45), CPos.New(90, 45) }
SpyHideout2PathTrigger = { CPos.New(70, 61), CPos.New(70, 62), CPos.New(70, 63), CPos.New(70, 64), CPos.New(70, 65) }
SpyHideout2Trigger = { CPos.New(50, 63), CPos.New(50, 64), CPos.New(50, 65), CPos.New(50, 66), CPos.New(50, 67), CPos.New(50, 68), CPos.New(50, 69) }
SpyTransport1CheckpointTrigger = { CPos.New(31, 65) }
SpyTransport2CheckpointTrigger = { CPos.New(47, 51) }
Barrier1Trigger = { CPos.New(59,57), CPos.New(60,57), CPos.New(61,57), CPos.New(62,57), CPos.New(63,57), CPos.New(64,57), CPos.New(65,57), CPos.New(66,57), CPos.New(67,57), CPos.New(68,57) }
Barrier2Trigger = { CPos.New(63, 47), CPos.New(64, 47), CPos.New(65, 47), CPos.New(66, 47), CPos.New(67, 47), CPos.New(68, 47) }
SpyHideout3Trigger = { CPos.New(58, 45), CPos.New(58, 46), CPos.New(58, 47) }
RTrapTrigger = { CPos.New(46, 34), CPos.New(47, 35), CPos.New(48, 36), CPos.New(48, 37), CPos.New(48, 38), CPos.New(48, 39) }
SpyHideout4Trigger = { CPos.New(41, 34), CPos.New(41, 35), CPos.New(41, 36), CPos.New(41, 37), CPos.New(41, 38) }

IntroSequence = function()
	TheSpy.DisguiseAsType("e1", player)
	Actor.Create("camera", true, { Owner = player, Location = Playerbase.Location })
	Actor.Create("camera", true, { Owner = player, Location = IntroCamera.Location })
	Actor.Create("camera", true, { Owner = player, Location = FarmArea.Location })
	if not TheSpy.IsDead then
		TheSpy.Move(SpyWaypoint1.Location)
		TheSpy.Move(SpyWaypoint2.Location)
	end
	Trigger.AfterDelay(DateTime.Seconds(1), function()
		Media.PlaySoundNotification(player, "sking")
	end)
	Trigger.AfterDelay(DateTime.Seconds(2), function()
		Media.PlaySpeechNotification(player, "ExplosiveChargePlaced")
	end)
	Trigger.AfterDelay(DateTime.Seconds(4), function()
		if not RSoldier1.IsDead and not BaseBarrel1.IsDead then
			RSoldier1.Attack(BaseBarrel1)
		end
		if not RSoldier2.IsDead and not BaseBarrel2.IsDead then
			RSoldier2.Attack(BaseBarrel2)
		end
	end)
	Trigger.AfterDelay(DateTime.Seconds(5), function()
		Utils.Do(BaseBuildings1, function(actor)
			if not actor.IsDead then
				actor.Kill()
			end
		end)
	end)
	Trigger.AfterDelay(DateTime.Seconds(6), function()
		Utils.Do(BaseBuildings2, function(actor)
			if not actor.IsDead then
				actor.Kill()
			end
		end)
		if not RSoldier1.IsDead then
			RSoldier1.Move(SpyWaypoint2.Location)
		end
		if not RSoldier2.IsDead then
			RSoldier2.Move(SpyWaypoint2.Location)
		end
	end)
	Trigger.AfterDelay(DateTime.Seconds(8), function()
		Dogs = Reinforcements.Reinforce(player, USSRReinforcements1, { ReinforcementSpawn.Location, ReinforcementGoal.Location }, 0)
		Media.PlaySpeechNotification(player, "ReinforcementsArrived")
		timerstarted = true
	end)
	Trigger.AfterDelay(DateTime.Seconds(9), function()
		Media.PlaySoundNotification(player, "AlertBleep")
	end)
		Trigger.AfterDelay(DateTime.Seconds(10), function()
		Media.PlaySpeechNotification(player, "TimerStarted")
	end)
end

SendUSSRParadrops = function()
	paraproxy = Actor.Create("powerproxy.paratroopers", false, { Owner = player })
	paraproxy.SendParatroopers(ReinforcementDropOff.CenterPosition, false, 0)
	paraproxy.Destroy()
end

SpyFinalSequency = function()
	if not SpyHideout4.IsDead then
		SpyHideout4.UnloadPassengers()
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			if not TheSpy.IsDead then
				TheSpy.Move(SpyGoal.Location)
			end
		end)
	end
end

SpyHelicopterEscape = function()
	if not spyHelicopterEscape then
		spyHelicopterEscape = true
		SpyFinalSequency()
		Actor.Create("camera", true, { Owner = player, Location = CameraFinalArea.Location })
		ExtractionHeli = Reinforcements.ReinforceWithTransport(germany, ExtractionHeliType, nil, ExtractionPath)[1]
		local exitPos = CPos.New(ExtractionPath[1].X, ExtractionPath[2].Y)
		Trigger.AfterDelay(DateTime.Seconds(5), function()
			if not TheSpy.IsDead and not ExtractionHeli.IsDead then
				TheSpy.EnterTransport(ExtractionHeli)
			end
		end)
		Trigger.AfterDelay(DateTime.Seconds(7), function()
			if not ExtractionHeli.IsDead then
				ExtractionHeli.Move(HelicopterEscape.Location)
			end
		end)
		Trigger.AfterDelay(DateTime.Seconds(12), function()
			enemy.MarkCompletedObjective(alliedObjective)
		end)
	end
end

Trigger.OnAllKilled(Farmers, function()
	Reinforcements.Reinforce(player, USSRReinforcementsFarm, { FarmSpawn.Location, FarmArea.Location }, 0)
	player.MarkCompletedObjective(sovietObjective2)
end)

Trigger.OnAllKilled(RedBuildings, function()
	player.MarkCompletedObjective(sovietObjective3)
end)

Trigger.OnAnyKilled(BarrierSoldiers, function()
	if barrier1Trigger then
		Utils.Do(BarrierSoldiers, function(actor)
			if not actor.IsDead then
				Trigger.OnIdle(actor, actor.Hunt)
			end
		end)
	end
end)

Trigger.OnEnteredFootprint(SpyHideout1Trigger, function(a, id)
	if not spyHideout1Trigger and a.Owner == player then
		spyHideout1Trigger = true
		Trigger.RemoveFootprintTrigger(id)
		Actor.Create("camera", true, { Owner = player, Location = SpyHideout1.Location })
		if not TheSpy.IsDead and not SpyHideout1.IsDead then
			TheSpy.EnterTransport(SpyHideout1)
		end
	end
end)

Trigger.OnEnteredFootprint(SpyHideout2PathTrigger, function(a, id)
	if not spyHideout2PathTrigger and a.Owner == player then
		spyHideout2PathTrigger = true
		Trigger.RemoveFootprintTrigger(id)
		Actor.Create("camera", true, { Owner = player, Location = CameraSpyVillage.Location })
		Actor.Create("camera", true, { Owner = player, Location = CameraVillage.Location })
		if not TheSpy.IsDead and not SpyHideout2.IsDead then
			TheSpy.EnterTransport(SpyHideout2)
		end
	end
end)

Trigger.OnEnteredFootprint(SpyHideout2Trigger, function(a, id)
	if not spyHideout2Trigger and a.Owner == player then
		spyHideout2Trigger = true
		SpyGuards1 = Reinforcements.Reinforce(germany, EnemyReinforcements1SpyHideout2, { EnemyReinforcements1.Location, EnemyReinforcements1Goal.Location }, 0)
		SpyGuards2 = Reinforcements.Reinforce(germany, EnemyReinforcements2SpyHideout2, { EnemyReinforcements2.Location, EnemyReinforcements2Goal.Location }, 0)
		Utils.Do(SpyGuards1, function(actor)
			if not actor.IsDead then
				Trigger.OnIdle(actor, actor.Hunt)
			end
		end)
		Utils.Do(SpyGuards2, function(actor)
			if not actor.IsDead then
				Trigger.OnIdle(actor, actor.Hunt)
			end
		end)
		if not SpyHideout2.IsDead and not Transport.IsDead then
			SpyHideout2.UnloadPassengers()
			Transport.Move(TransportPath1Water.Location)
		end
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			if not TheSpy.IsDead then
				TheSpy.Move(TransportPath1.Location)
				TheSpy.EnterTransport(Transport)
			end
		end)
		Trigger.AfterDelay(DateTime.Seconds(7), function()
			SendUSSRParadrops()
			Media.PlaySpeechNotification(player, "ReinforcementsArrived")
		end)
	end
end)

Trigger.OnEnteredFootprint(SpyTransport1CheckpointTrigger, function(a, id)
	if not spyTransport1CheckpointTrigger and a.Owner == enemy then
		spyTransport1CheckpointTrigger = true
		Trigger.AfterDelay(DateTime.Seconds(2), function()
			Actor.Create("camera", true, { Owner = player, Location = CameraWater1.Location })
			Actor.Create("camera", true, { Owner = player, Location = CameraWater2.Location })
			Actor.Create("camera", true, { Owner = player, Location = CameraWater3.Location })
			Actor.Create("camera", true, { Owner = player, Location = CameraWater4.Location })
			Actor.Create("camera", true, { Owner = player, Location = CameraWater5.Location })
			Actor.Create("camera", true, { Owner = player, Location = CameraWater6.Location })
			Actor.Create("camera", true, { Owner = player, Location = TransportPath2.Location })
			if not Transport.IsDead then
				Transport.Wait(25)
				Transport.Move(TransportPath2Water.Location)
			end
		end)
	end
end)

Trigger.OnEnteredFootprint(SpyTransport2CheckpointTrigger, function(a, id)
	if not spyTransport2CheckpointTrigger and a.Owner == germany then
		spyTransport2CheckpointTrigger = true
		Transport.UnloadPassengers()
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			if not TheSpy.IsDead then
				if not Hideout3Barrel.IsDead then
					TheSpy.EnterTransport(SpyHideout3)
				elseif not SpyHideout4.IsDead then
					TheSpy.EnterTransport(SpyHideout4)
				else
					TheSpy.Move(SpyGoal.Location)
				end
			end
		end)
	end
end)

Trigger.OnEnteredFootprint(Barrier1Trigger, function(a, id)
	if not barrier1Trigger and a.Owner == player then
		barrier1Trigger = true
		Actor.Create("camera", true, { Owner = player, Location = CameraBarrier.Location })
	end
end)

Trigger.OnEnteredFootprint(Barrier2Trigger, function(a, id)
	if not barrier2Trigger and a.Owner == player then
		barrier2Trigger = true
		Actor.Create("camera", true, { Owner = player, Location = CameraSpyHideout31.Location })
		Actor.Create("camera", true, { Owner = player, Location = CameraSpyHideout32.Location })
		Actor.Create("camera", true, { Owner = player, Location = CameraSpyHideout33.Location })
	end
end)

Trigger.OnEnteredFootprint(SpyHideout3Trigger, function(a, id)
	if not spyHideout3Trigger and a.Owner == player then
		spyHideout3Trigger = true
		if Map.LobbyOption("difficulty") ~= "hard" then
			Reinforcements.Reinforce(player, USSRReinforcements2, { ReinforcementSpawn.Location, CameraSpyHideout33.Location }, 0)
			Media.PlaySpeechNotification(player, "ReinforcementsArrived")
		end
	end
end)

Trigger.OnEnteredFootprint(RTrapTrigger, function(a, id)
	if not rTrapTrigger and a.Owner == player then
		rTrapTrigger = true
		Actor.Create("camera", true, { Owner = player, Location = CameraFinalArea.Location })
		if not RSoldier3.IsDead and not RSoldierTrap.IsDead then
			RSoldier3.Attack(RSoldierTrap)
		end
		if not RSoldier4.IsDead and not RSoldierTrap.IsDead then
			RSoldier4.Attack(RSoldierTrap)
		end
	end
end)

Trigger.OnEnteredFootprint(SpyHideout4Trigger, function(a, id)
	if not spyHideout4Trigger and a.Owner == player then
		spyHideout4Trigger = true
		SpyFinalSequency()
		Actor.Create("camera", true, { Owner = player, Location = HelicopterGoal.Location })
	end
end)

Trigger.OnKilled(Hideout1Barrel, function()
		if not Hideout1PBox.IsDead then
			Hideout1PBox.Kill()
		end
		Trigger.AfterDelay(DateTime.Seconds(1), function()
			if not SpyHideout1.IsDead then
				SpyHideout1.UnloadPassengers()
			end
		end)
		Trigger.AfterDelay(DateTime.Seconds(2), function()
			if not TheSpy.IsDead then
				TheSpy.Move(SpyWaypoint3.Location)
				TheSpy.Move(SpyWaypoint4.Location)
			end
		end)
		if not RSoldier1.IsDead then
			RSoldier1.Move(RStandoff.Location)
		end
		if not RSoldier2.IsDead then
			RSoldier2.Move(RStandoff.Location)
		end
end)

Trigger.OnKilled(Hideout3Barrel, function()
	if not SpyHideout3.IsDead then
		SpyHideout3.UnloadPassengers()
	end
	Trigger.AfterDelay(DateTime.Seconds(1), function()
		if not TheSpy.IsDead then
			TheSpy.Move(SpyGoal.Location)
		end
	end)
	Trigger.AfterDelay(DateTime.Seconds(7), function()
		if not TheSpy.IsDead and not SpyHideout4.IsDead then
			TheSpy.EnterTransport(SpyHideout4)
		end
	end)
end)

WorldLoaded = function()
	player = Player.GetPlayer("USSR")
	enemy = Player.GetPlayer("England")
	germany = Player.GetPlayer("Germany")
	Camera.Position = Playerbase.CenterPosition
	IntroSequence()
	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.OnPlayerWon(player, function()
		Media.PlaySpeechNotification(player, "Win")
	end)
	Trigger.OnPlayerLost(player, function()
		Media.PlaySpeechNotification(player, "Lose")
	end)
	alliedObjective = enemy.AddPrimaryObjective("Destroy all Soviet troops.")
	sovietObjective1 = player.AddPrimaryObjective("Kill the enemy spy.")
	sovietObjective2 = player.AddSecondaryObjective("Clear the nearby farm for reinforcements.")
	sovietObjective3 = player.AddSecondaryObjective("Scavenge the civilian buildings for supplies.")
end

Trigger.OnKilled(TheSpy, function()
	player.MarkCompletedObjective(sovietObjective1)
end)

Tick = function()
	Trigger.AfterDelay(DateTime.Seconds(12), function()
		if player.HasNoRequiredUnits() then
			enemy.MarkCompletedObjective(alliedObjective)
		end
	end)
	if not SpyHideout4.IsDead and SpyHideout4.HasPassengers then
		spyReachedHideout4 = true
	end
	if remainingTime == DateTime.Minutes(5) and Map.LobbyOption("difficulty") ~= "hard" then
		Media.PlaySpeechNotification(player, "WarningFiveMinutesRemaining")
	elseif remainingTime == DateTime.Minutes(4) then
		Media.PlaySpeechNotification(player, "WarningFourMinutesRemaining")
	elseif remainingTime == DateTime.Minutes(3) then
		Media.PlaySpeechNotification(player, "WarningThreeMinutesRemaining")
	elseif remainingTime == DateTime.Minutes(2) then
		Media.PlaySpeechNotification(player, "WarningTwoMinutesRemaining")
	elseif remainingTime == DateTime.Minutes(1) then
		Media.PlaySpeechNotification(player, "WarningOneMinuteRemaining")
	end
	if remainingTime > 0 and timerstarted then
		UserInterface.SetMissionText("Time Remaining: " .. Utils.FormatTime(remainingTime), player.Color)
		remainingTime = remainingTime - 1
	elseif remainingTime == 0 and not spyReachedHideout4 then
		UserInterface.SetMissionText("")
		enemy.MarkCompletedObjective(alliedObjective)
	elseif remainingTime == 0 and spyReachedHideout4 then
		UserInterface.SetMissionText("")
		SpyHelicopterEscape()
	end
end
