#include "Core.h"
#include <Console.h>
#include <Export.h>
#include <Error.h>
#include <PluginManager.h>
#include <modules/Gui.h>
#include <modules/Screen.h>
#include <modules/Maps.h>
#include <modules/MapCache.h>
#include <modules/World.h>
#include <modules/Units.h>
#include <modules/Job.h>
#include <modules/Materials.h>
#include <LuaTools.h>
#include <TileTypes.h>
#include <vector>
#include <cstdio>
#include <stack>
#include <string>
#include <cmath>
#include <string.h>

#include <VTableInterpose.h>
#include "df/graphic.h"
#include "df/building_siegeenginest.h"
#include "df/builtin_mats.h"
#include "df/world.h"
#include "df/buildings_other_id.h"
#include "df/job.h"
#include "df/building_drawbuffer.h"
#include "df/ui.h"
#include "df/viewscreen_dwarfmodest.h"
#include "df/ui_build_selector.h"
#include "df/flow_info.h"
#include "df/report.h"
#include "df/proj_itemst.h"
#include "df/unit.h"
#include "df/unit_soul.h"
#include "df/unit_skill.h"
#include "df/physical_attribute_type.h"
#include "df/creature_raw.h"
#include "df/caste_raw.h"
#include "df/caste_raw_flags.h"
#include "df/assumed_identity.h"
#include "df/game_mode.h"
#include "df/unit_misc_trait.h"
#include "df/job.h"
#include "df/job_item.h"
#include "df/item_actual.h"
#include "df/items_other_id.h"
#include "df/building_stockpilest.h"
#include "df/stockpile_links.h"
#include "df/workshop_profile.h"
#include "df/strain_type.h"
#include "df/material.h"
#include "df/flow_type.h"

#include "MiscUtils.h"

using std::vector;
using std::string;
using std::stack;
using namespace DFHack;
using namespace df::enums;

using df::global::gamemode;
using df::global::gps;
using df::global::world;
using df::global::ui;
using df::global::ui_build_selector;

using Screen::Pen;

DFHACK_PLUGIN("siege-engine");

/*
 * Misc. utils
 */

typedef std::pair<df::coord, df::coord> coord_range;

static void set_range(coord_range *target, df::coord p1, df::coord p2)
{
    if (!p1.isValid() || !p2.isValid())
    {
        *target = coord_range();
    }
    else
    {
        target->first.x = std::min(p1.x, p2.x);
        target->first.y = std::min(p1.y, p2.y);
        target->first.z = std::min(p1.z, p2.z);
        target->second.x = std::max(p1.x, p2.x);
        target->second.y = std::max(p1.y, p2.y);
        target->second.z = std::max(p1.z, p2.z);
    }
}

static bool is_range_valid(const coord_range &target)
{
    return target.first.isValid() && target.second.isValid();
}

static bool is_in_range(const coord_range &target, df::coord pos)
{
    return target.first.isValid() && target.second.isValid() &&
           target.first.x <= pos.x && pos.x <= target.second.x &&
           target.first.y <= pos.y && pos.y <= target.second.y &&
           target.first.z <= pos.z && pos.z <= target.second.z;
}

static std::pair<int, int> get_engine_range(df::building_siegeenginest *bld)
{
    if (bld->type == siegeengine_type::Ballista)
        return std::make_pair(1, 200);
    else
        return std::make_pair(30, 100);
}

static void orient_engine(df::building_siegeenginest *bld, df::coord target)
{
    int dx = target.x - bld->centerx;
    int dy = target.y - bld->centery;

    if (abs(dx) > abs(dy))
        bld->facing = (dx > 0) ?
            df::building_siegeenginest::Right :
            df::building_siegeenginest::Left;
    else
        bld->facing = (dy > 0) ?
            df::building_siegeenginest::Down :
            df::building_siegeenginest::Up;
}

static int point_distance(df::coord speed)
{
    return std::max(abs(speed.x), std::max(abs(speed.y), abs(speed.z)));
}

inline void normalize(float &x, float &y, float &z)
{
    float dist = sqrtf(x*x + y*y + z*z);
    if (dist == 0.0f) return;
    x /= dist; y /= dist; z /= dist;
}

static void random_direction(float &x, float &y, float &z)
{
    float a, b, d;
    for (;;) {
        a = (rand() + 0.5f)*2.0f/RAND_MAX - 1.0f;
        b = (rand() + 0.5f)*2.0f/RAND_MAX - 1.0f;
        d = a*a + b*b;
        if (d < 1.0f)
            break;
    }

    float sq = sqrtf(1-d);
    x = 2.0f*a*sq;
    y = 2.0f*b*sq;
    z = 1.0f - 2.0f*d;
}

static const int WEAR_TICKS = 806400;

static bool apply_impact_damage(df::item *item, int minv, int maxv)
{
    MaterialInfo info(item);
    if (!info.isValid())
    {
        item->setWear(3);
        return false;
    }

    auto &strength = info.material->strength;

    // Use random strain type excluding COMPRESSIVE (conveniently last)
    int type = random_int(strain_type::COMPRESSIVE);
    int power = minv + random_int(maxv-minv+1);

    // High elasticity materials just bend
    if (strength.strain_at_yield[type] >= 5000)
        return true;

    // Instant fracture?
    int fracture = strength.fracture[type];
    if (fracture <= power)
    {
        item->setWear(3);
        return false;
    }

    // Impact within elastic strain range?
    int yield = strength.yield[type];
    if (yield > power)
        return true;

    // Can wear?
    auto actual = virtual_cast<df::item_actual>(item);
    if (!actual)
        return false;

    // Transform plastic deformation to wear
    int max_wear = WEAR_TICKS * 4;
    int cur_wear = WEAR_TICKS * actual->wear + actual->wear_timer;
    cur_wear += int64_t(power - yield)*max_wear/(fracture - yield);

    if (cur_wear >= max_wear)
    {
        actual->wear = 3;
        return false;
    }
    else
    {
        actual->wear = cur_wear / WEAR_TICKS;
        actual->wear_timer = cur_wear % WEAR_TICKS;
        return true;
    }
}

/*
 * Configuration object
 */

static bool enable_plugin();

struct EngineInfo {
    int id;
    df::building_siegeenginest *bld;

    df::coord center;
    coord_range building_rect;

    bool is_catapult;
    int proj_speed, hit_delay;
    std::pair<int, int> fire_range;

    coord_range target;

    df::job_item_vector_id ammo_vector_id;
    df::item_type ammo_item_type;

    int operator_id, operator_frame;

    std::set<int> stockpiles;
    df::stockpile_links links;
    df::workshop_profile profile;

    bool hasTarget() { return is_range_valid(target); }
    bool onTarget(df::coord pos) { return is_in_range(target, pos); }
    df::coord getTargetSize() { return target.second - target.first; }

    bool isInRange(int dist) {
        return dist >= fire_range.first && dist <= fire_range.second;
    }
};

static std::map<df::building*, EngineInfo*> engines;
static std::map<df::coord, df::building*> coord_engines;

static EngineInfo *find_engine(df::building *bld, bool create = false)
{
    auto ebld = strict_virtual_cast<df::building_siegeenginest>(bld);
    if (!ebld)
        return NULL;

    auto &obj = engines[bld];

    if (obj)
    {
        obj->bld = ebld;
        return obj;
    }

    if (!create)
        return NULL;

    obj = new EngineInfo();

    obj->id = bld->id;
    obj->bld = ebld;
    obj->center = df::coord(bld->centerx, bld->centery, bld->z);
    obj->building_rect = coord_range(
        df::coord(bld->x1, bld->y1, bld->z),
        df::coord(bld->x2, bld->y2, bld->z)
    );
    obj->is_catapult = (ebld->type == siegeengine_type::Catapult);
    obj->proj_speed = 2;
    obj->hit_delay = obj->is_catapult ? 2 : -1;
    obj->fire_range = get_engine_range(ebld);

    obj->ammo_vector_id = job_item_vector_id::BOULDER;
    obj->ammo_item_type = item_type::BOULDER;

    obj->operator_id = obj->operator_frame = -1;

    coord_engines[obj->center] = bld;
    return obj;
}

static EngineInfo *find_engine(lua_State *L, int idx, bool create = false, bool silent = false)
{
    auto bld = Lua::CheckDFObject<df::building_siegeenginest>(L, idx);

    auto engine = find_engine(bld, create);
    if (!engine && !silent)
        luaL_error(L, "no such engine");

    return engine;
}

static EngineInfo *find_engine(df::coord pos)
{
    auto engine = find_engine(coord_engines[pos]);

    if (engine)
    {
        auto bld0 = df::building::find(engine->id);
        auto bld = strict_virtual_cast<df::building_siegeenginest>(bld0);
        if (!bld)
            return NULL;

        engine->bld = bld;
    }

    return engine;
}

/*
 * Configuration management
 */

static void clear_engines()
{
    for (auto it = engines.begin(); it != engines.end(); ++it)
        delete it->second;
    engines.clear();
    coord_engines.clear();
}

static void load_engines()
{
    clear_engines();

    std::vector<PersistentDataItem> vec;

    World::GetPersistentData(&vec, "siege-engine/target/", true);
    for (auto it = vec.begin(); it != vec.end(); ++it)
    {
        auto engine = find_engine(df::building::find(it->ival(0)), true);
        if (!engine) continue;
        engine->target.first = df::coord(it->ival(1), it->ival(2), it->ival(3));
        engine->target.second = df::coord(it->ival(4), it->ival(5), it->ival(6));
    }

    World::GetPersistentData(&vec, "siege-engine/ammo/", true);
    for (auto it = vec.begin(); it != vec.end(); ++it)
    {
        auto engine = find_engine(df::building::find(it->ival(0)), true);
        if (!engine) continue;
        engine->ammo_vector_id = (df::job_item_vector_id)it->ival(1);
        engine->ammo_item_type = (df::item_type)it->ival(2);
    }

    World::GetPersistentData(&vec, "siege-engine/stockpiles/", true);
    for (auto it = vec.begin(); it != vec.end(); ++it)
    {
        auto engine = find_engine(df::building::find(it->ival(0)), true);
        if (!engine)
            continue;
        auto pile = df::building::find(it->ival(1));
        if (!pile || pile->getType() != building_type::Stockpile)
        {
            World::DeletePersistentData(*it);
            continue;;
        }

        engine->stockpiles.insert(it->ival(1));
    }

    World::GetPersistentData(&vec, "siege-engine/profiles/", true);
    for (auto it = vec.begin(); it != vec.end(); ++it)
    {
        auto engine = find_engine(df::building::find(it->ival(0)), true);
        if (!engine) continue;
        engine->profile.min_level = it->ival(1);
        engine->profile.max_level = it->ival(2);
    }

    World::GetPersistentData(&vec, "siege-engine/profile-workers/", true);
    for (auto it = vec.begin(); it != vec.end(); ++it)
    {
        auto engine = find_engine(df::building::find(it->ival(0)), true);
        if (!engine)
            continue;
        auto unit = df::unit::find(it->ival(1));
        if (!unit || !Units::isCitizen(unit))
        {
            World::DeletePersistentData(*it);
            continue;
        }
        engine->profile.permitted_workers.push_back(it->ival(1));
    }
}

static int getTargetArea(lua_State *L)
{
    auto engine = find_engine(L, 1, false, true);

    if (engine && engine->hasTarget())
    {
        Lua::Push(L, engine->target.first);
        Lua::Push(L, engine->target.second);
    }
    else
    {
        lua_pushnil(L);
        lua_pushnil(L);
    }

    return 2;
}

static void clearTargetArea(df::building_siegeenginest *bld)
{
    CHECK_NULL_POINTER(bld);

    if (auto engine = find_engine(bld))
        engine->target = coord_range();

    auto key = stl_sprintf("siege-engine/target/%d", bld->id);
    World::DeletePersistentData(World::GetPersistentData(key));
}

static bool setTargetArea(df::building_siegeenginest *bld, df::coord target_min, df::coord target_max)
{
    CHECK_NULL_POINTER(bld);
    CHECK_INVALID_ARGUMENT(target_min.isValid() && target_max.isValid());

    if (!enable_plugin())
        return false;

    auto key = stl_sprintf("siege-engine/target/%d", bld->id);
    auto entry = World::GetPersistentData(key, NULL);
    if (!entry.isValid())
        return false;

    auto engine = find_engine(bld, true);

    set_range(&engine->target, target_min, target_max);

    entry.ival(0) = bld->id;
    entry.ival(1) = engine->target.first.x;
    entry.ival(2) = engine->target.first.y;
    entry.ival(3) = engine->target.first.z;
    entry.ival(4) = engine->target.second.x;
    entry.ival(5) = engine->target.second.y;
    entry.ival(6) = engine->target.second.z;

    df::coord sum = target_min + target_max;
    orient_engine(bld, df::coord(sum.x/2, sum.y/2, sum.z/2));

    return true;
}

static int getAmmoItem(lua_State *L)
{
    auto engine = find_engine(L, 1, false, true);
    if (!engine)
        Lua::Push(L, item_type::BOULDER);
    else
        Lua::Push(L, engine->ammo_item_type);
    return 1;
}

static int setAmmoItem(lua_State *L)
{
    if (!enable_plugin())
        return 0;

    auto engine = find_engine(L, 1, true);
    auto item_type = (df::item_type)luaL_optint(L, 2, item_type::BOULDER);
    if (!is_valid_enum_item(item_type))
        luaL_argerror(L, 2, "invalid item type");

    auto key = stl_sprintf("siege-engine/ammo/%d", engine->id);
    auto entry = World::GetPersistentData(key, NULL);
    if (!entry.isValid())
        return 0;

    engine->ammo_vector_id = job_item_vector_id::IN_PLAY;
    engine->ammo_item_type = item_type;

    FOR_ENUM_ITEMS(job_item_vector_id, id)
    {
        auto other = ENUM_ATTR(job_item_vector_id, other, id);
        auto type = ENUM_ATTR(items_other_id, item, other);
        if (type == item_type)
        {
            engine->ammo_vector_id = id;
            break;
        }
    }

    entry.ival(0) = engine->id;
    entry.ival(1) = engine->ammo_vector_id;
    entry.ival(2) = engine->ammo_item_type;

    lua_pushboolean(L, true);
    return 1;
}

static void forgetStockpileLink(EngineInfo *engine, int pile_id)
{
    engine->stockpiles.erase(pile_id);

    auto key = stl_sprintf("siege-engine/stockpiles/%d/%d", engine->id, pile_id);
    World::DeletePersistentData(World::GetPersistentData(key));
}

static void update_stockpile_links(EngineInfo *engine)
{
    engine->links.take_from_pile.clear();

    for (auto it = engine->stockpiles.begin(); it != engine->stockpiles.end(); )
    {
        int id = *it; ++it;
        auto pile = df::building::find(id);

        if (!pile || pile->getType() != building_type::Stockpile)
            forgetStockpileLink(engine, id);
        else
            // The vector is sorted, but we are iterating through a sorted set
            engine->links.take_from_pile.push_back(pile);
    }
}

static int getStockpileLinks(lua_State *L)
{
    auto engine = find_engine(L, 1, false, true);
    if (!engine || engine->stockpiles.empty())
        return 0;

    update_stockpile_links(engine);

    auto &links = engine->links.take_from_pile;
    lua_createtable(L, links.size(), 0);

    for (size_t i = 0; i < links.size(); i++)
    {
        Lua::Push(L, links[i]);
        lua_rawseti(L, -2, i+1);
    }

    return 1;
}

static bool isLinkedToPile(df::building_siegeenginest *bld, df::building_stockpilest *pile)
{
    CHECK_NULL_POINTER(bld);
    CHECK_NULL_POINTER(pile);

    auto engine = find_engine(bld);

    return engine && engine->stockpiles.count(pile->id);
}

static bool addStockpileLink(df::building_siegeenginest *bld, df::building_stockpilest *pile)
{
    CHECK_NULL_POINTER(bld);
    CHECK_NULL_POINTER(pile);

    if (!enable_plugin())
        return false;

    auto key = stl_sprintf("siege-engine/stockpiles/%d/%d", bld->id, pile->id);
    auto entry = World::GetPersistentData(key, NULL);
    if (!entry.isValid())
        return false;

    auto engine = find_engine(bld, true);

    entry.ival(0) = bld->id;
    entry.ival(1) = pile->id;

    engine->stockpiles.insert(pile->id);
    return true;
}

static bool removeStockpileLink(df::building_siegeenginest *bld, df::building_stockpilest *pile)
{
    CHECK_NULL_POINTER(bld);
    CHECK_NULL_POINTER(pile);

    if (auto engine = find_engine(bld))
    {
        forgetStockpileLink(engine, pile->id);
        return true;
    }

    return false;
}

static df::workshop_profile *saveWorkshopProfile(df::building_siegeenginest *bld)
{
    CHECK_NULL_POINTER(bld);

    if (!enable_plugin())
        return NULL;

    // Save skill limits
    auto key = stl_sprintf("siege-engine/profiles/%d", bld->id);
    auto entry = World::GetPersistentData(key, NULL);
    if (!entry.isValid())
        return NULL;

    auto engine = find_engine(bld, true);

    entry.ival(0) = engine->id;
    entry.ival(1) = engine->profile.min_level;
    entry.ival(2) = engine->profile.max_level;

    // Save worker list
    std::vector<PersistentDataItem> vec;
    auto &workers = engine->profile.permitted_workers;

    key = stl_sprintf("siege-engine/profile-workers/%d", bld->id);
    World::GetPersistentData(&vec, key, true);

    for (auto it = vec.begin(); it != vec.end(); ++it)
    {
        if (linear_index(workers, it->ival(1)) < 0)
            World::DeletePersistentData(*it);
    }

    for (size_t i = 0; i < workers.size(); i++)
    {
        key = stl_sprintf("siege-engine/profile-workers/%d/%d", bld->id, workers[i]);
        entry = World::GetPersistentData(key, NULL);
        if (!entry.isValid())
            continue;
        entry.ival(0) = engine->id;
        entry.ival(1) = workers[i];
    }

    return &engine->profile;
}

static int getOperatorSkill(df::building_siegeenginest *bld, bool force = false)
{
    CHECK_NULL_POINTER(bld);

    auto engine = find_engine(bld);
    if (!engine)
        return 0;

    if (engine->operator_id != -1 &&
        (world->frame_counter - engine->operator_frame) <= 5)
    {
        auto op_unit = df::unit::find(engine->operator_id);
        if (op_unit)
            return Units::getEffectiveSkill(op_unit, job_skill::SIEGEOPERATE);
    }

    if (force)
    {
        color_ostream_proxy out(Core::getInstance().getConsole());
        out.print("Forced siege operator search\n");

        auto &active = world->units.active;
        for (size_t i = 0; i < active.size(); i++)
            if (active[i]->pos == engine->center && Units::isCitizen(active[i]))
                return Units::getEffectiveSkill(active[i], job_skill::SIEGEOPERATE);
    }

    return 0;
}

/*
 * Trajectory raytracing
 */

struct ProjectilePath {
    static const int DEFAULT_FUDGE = 31;

    df::coord origin, goal, target, fudge_delta;
    int divisor, fudge_factor;
    df::coord speed, direction;

    ProjectilePath(df::coord origin, df::coord goal) :
        origin(origin), goal(goal), fudge_factor(1)
    {
        fudge_delta = df::coord(0,0,0);
        calc_line();
    }

    ProjectilePath(df::coord origin, df::coord goal, df::coord delta, int factor) :
        origin(origin), goal(goal), fudge_delta(delta), fudge_factor(factor)
    {
        calc_line();
    }

    ProjectilePath(df::coord origin, df::coord goal, float zdelta, int factor = DEFAULT_FUDGE) :
        origin(origin), goal(goal), fudge_factor(factor)
    {
        fudge_delta = df::coord(0,0,int(factor * zdelta));
        calc_line();
    }

    void calc_line()
    {
        speed = goal - origin;
        speed.x *= fudge_factor;
        speed.y *= fudge_factor;
        speed.z *= fudge_factor;
        speed = speed + fudge_delta;
        target = origin + speed;
        divisor = point_distance(speed);
        if (divisor <= 0) divisor = 1;
        direction = df::coord(speed.x>=0?1:-1,speed.y>=0?1:-1,speed.z>=0?1:-1);
    }

    df::coord operator[] (int i) const
    {
        int div2 = divisor * 2;
        int bias = divisor-1;
        return origin + df::coord(
            (2*speed.x*i + direction.x*bias)/div2,
            (2*speed.y*i + direction.y*bias)/div2,
            (2*speed.z*i + direction.z*bias)/div2
        );
    }
};

static ProjectilePath decode_path(lua_State *L, int idx, df::coord origin)
{
    idx = lua_absindex(L, idx);

    Lua::StackUnwinder frame(L);
    df::coord goal;

    lua_getfield(L, idx, "target");
    Lua::CheckDFAssign(L, &goal, frame[1]);

    lua_getfield(L, idx, "delta");

    if (!lua_isnil(L, frame[2]))
    {
        lua_getfield(L, idx, "factor");
        int factor = luaL_optnumber(L, frame[3], ProjectilePath::DEFAULT_FUDGE);

        if (lua_isnumber(L, frame[2]))
            return ProjectilePath(origin, goal, lua_tonumber(L, frame[2]), factor);

        df::coord delta;
        Lua::CheckDFAssign(L, &delta, frame[2]);

        return ProjectilePath(origin, goal, delta, factor);
    }

    return ProjectilePath(origin, goal);
}

static int projPosAtStep(lua_State *L)
{
    auto engine = find_engine(L, 1);
    auto path = decode_path(L, 2, engine->center);
    int step = luaL_checkint(L, 3);
    Lua::Push(L, path[step]);
    return 1;
}

static bool isPassableTile(df::coord pos)
{
    auto ptile = Maps::getTileType(pos);

    return !ptile || FlowPassable(*ptile);
}

static bool isTargetableTile(df::coord pos)
{
    auto ptile = Maps::getTileType(pos);

    return ptile && FlowPassable(*ptile) && !isOpenTerrain(*ptile);
}

static bool isTreeTile(df::coord pos)
{
    auto ptile = Maps::getTileType(pos);

    return ptile && tileShape(*ptile) == tiletype_shape::TREE;
}

static bool adjustToTarget(EngineInfo *engine, df::coord *pos)
{
    if (isTargetableTile(*pos))
        return true;

    for (df::coord fudge = *pos;
         fudge.z <= engine->target.second.z; fudge.z++)
    {
        if (!isTargetableTile(fudge))
            continue;
        *pos = fudge;
        return true;
    }

    for (df::coord fudge = *pos;
            fudge.z >= engine->target.first.z; fudge.z--)
    {
        if (!isTargetableTile(fudge))
            continue;
        *pos = fudge;
        return true;
    }

    return false;
}

static int adjustToTarget(lua_State *L)
{
    auto engine = find_engine(L, 1, true);
    df::coord pos;
    Lua::CheckDFAssign(L, &pos, 2);
    bool ok = adjustToTarget(engine, &pos);
    Lua::Push(L, pos);
    Lua::Push(L, ok);
    return 2;
}

static const char* const hit_type_names[] = {
    "wall", "floor", "ceiling", "map_edge", "tree"
};

struct PathMetrics {
    enum CollisionType {
        Impassable,
        Floor,
        Ceiling,
        MapEdge,
        Tree
    } hit_type;

    int collision_step, collision_z_step;
    int goal_step, goal_z_step, goal_distance;

    bool hits() const { return collision_step > goal_step; }

    PathMetrics(const ProjectilePath &path)
    {
        compute(path);
    }

    void compute(const ProjectilePath &path)
    {
        collision_step = goal_step = goal_z_step = 1000000;
        collision_z_step = 0;

        goal_distance = point_distance(path.origin - path.goal);

        int step = 0;
        df::coord prev_pos = path.origin;

        for (;;) {
            df::coord cur_pos = path[++step];
            if (cur_pos == prev_pos)
                break;

            if (cur_pos.z == path.goal.z)
            {
                goal_z_step = std::min(step, goal_z_step);
                if (cur_pos == path.goal)
                    goal_step = step;
            }

            if (!Maps::isValidTilePos(cur_pos))
            {
                hit_type = PathMetrics::MapEdge;
                break;
            }

            if (!isPassableTile(cur_pos))
            {
                if (isTreeTile(cur_pos))
                {
                    // The projectile code has a bug where it will
                    // hit a tree on the same tick as a Z level change.
                    if (cur_pos.z != prev_pos.z)
                    {
                        hit_type = Tree;
                        break;
                    }
                }
                else
                {
                    hit_type = Impassable;
                    break;
                }
            }

            if (cur_pos.z != prev_pos.z)
            {
                int top_z = std::max(prev_pos.z, cur_pos.z);
                auto ptile = Maps::getTileType(cur_pos.x, cur_pos.y, top_z);

                if (ptile && !LowPassable(*ptile))
                {
                    hit_type = (cur_pos.z > prev_pos.z ? Ceiling : Floor);
                    break;
                }

                collision_z_step = step;
            }

            prev_pos = cur_pos;
        }

        collision_step = step;
    }
};

enum TargetTileStatus {
    TARGET_OK, TARGET_RANGE, TARGET_BLOCKED, TARGET_SEMIBLOCKED
};
static const char* const target_tile_type_names[] = {
    "ok", "out_of_range", "blocked", "semi_blocked"
};

static TargetTileStatus calcTileStatus(EngineInfo *engine, const PathMetrics &raytrace)
{
    if (raytrace.hits())
    {
        if (engine->isInRange(raytrace.goal_step))
            return TARGET_OK;
        else
            return TARGET_RANGE;
    }
    else
        return TARGET_BLOCKED;
}

static int projPathMetrics(lua_State *L)
{
    auto engine = find_engine(L, 1);
    auto path = decode_path(L, 2, engine->center);

    PathMetrics info(path);

    lua_createtable(L, 0, 7);
    Lua::SetField(L, hit_type_names[info.hit_type], -1, "hit_type");
    Lua::SetField(L, info.collision_step, -1, "collision_step");
    Lua::SetField(L, info.collision_z_step, -1, "collision_z_step");
    Lua::SetField(L, info.goal_distance, -1, "goal_distance");
    if (info.goal_step < info.collision_step)
        Lua::SetField(L, info.goal_step, -1, "goal_step");
    if (info.goal_z_step < info.collision_step)
        Lua::SetField(L, info.goal_z_step, -1, "goal_z_step");
    Lua::SetField(L, target_tile_type_names[calcTileStatus(engine, info)], -1, "status");
    return 1;
}

static TargetTileStatus calcTileStatus(EngineInfo *engine, df::coord target, float zdelta)
{
    ProjectilePath path(engine->center, target, zdelta);
    PathMetrics raytrace(path);
    return calcTileStatus(engine, raytrace);
}

static TargetTileStatus calcTileStatus(EngineInfo *engine, df::coord target)
{
    auto status = calcTileStatus(engine, target, 0.0f);

    if (status == TARGET_BLOCKED)
    {
        if (calcTileStatus(engine, target, 0.5f) < TARGET_BLOCKED)
            return TARGET_SEMIBLOCKED;

        if (calcTileStatus(engine, target, -0.5f) < TARGET_BLOCKED)
            return TARGET_SEMIBLOCKED;
    }

    return status;
}

static std::string getTileStatus(df::building_siegeenginest *bld, df::coord tile_pos)
{
    auto engine = find_engine(bld, true);
    if (!engine)
        return "invalid";

    return target_tile_type_names[calcTileStatus(engine, tile_pos)];
}

static void paintAimScreen(df::building_siegeenginest *bld, df::coord view, df::coord2d ltop, df::coord2d size)
{
    auto engine = find_engine(bld, true);
    CHECK_NULL_POINTER(engine);

    for (int x = 0; x < size.x; x++)
    {
        for (int y = 0; y < size.y; y++)
        {
            df::coord tile_pos = view + df::coord(x,y,0);
            if (is_in_range(engine->building_rect, tile_pos))
                continue;

            Pen cur_tile = Screen::readTile(ltop.x+x, ltop.y+y);
            if (!cur_tile.valid())
                continue;

            int color;

            switch (calcTileStatus(engine, tile_pos))
            {
                case TARGET_OK:
                    color = COLOR_GREEN;
                    break;
                case TARGET_RANGE:
                    color = COLOR_CYAN;
                    break;
                case TARGET_BLOCKED:
                    color = COLOR_RED;
                    break;
                case TARGET_SEMIBLOCKED:
                    color = COLOR_BROWN;
                    break;
            }

            if (cur_tile.fg && cur_tile.ch != ' ')
            {
                cur_tile.fg = color;
                cur_tile.bg = 0;
            }
            else
            {
                cur_tile.fg = 0;
                cur_tile.bg = color;
            }

            cur_tile.bold = engine->onTarget(tile_pos);

            if (cur_tile.tile)
                cur_tile.tile_mode = Pen::CharColor;

            Screen::paintTile(cur_tile, ltop.x+x, ltop.y+y);
        }
    }
}

/*
 * Unit tracking
 */

static const float MAX_TIME = 1000000.0f;

struct UnitPath {
    df::unit *unit;
    std::map<float, df::coord> path;

    struct Hit {
        UnitPath *path;
        df::coord pos;
        int dist;
        float time, lmargin, rmargin;
    };

    static std::map<df::unit*, UnitPath*> cache;

    static UnitPath *get(df::unit *unit)
    {
        auto &cv = cache[unit];
        if (!cv) cv = new UnitPath(unit);
        return cv;
    };

    UnitPath(df::unit *unit) : unit(unit)
    {
        if (unit->flags1.bits.rider)
        {
            auto mount = df::unit::find(unit->relations.rider_mount_id);

            if (mount)
            {
                path = get(mount)->path;
                return;
            }
        }

        df::coord pos = unit->pos;
        df::coord dest = unit->path.dest;
        auto &upath = unit->path.path;

        if (dest.isValid() && !upath.x.empty())
        {
            float time = unit->counters.job_counter+0.5f;
            float speed = Units::computeMovementSpeed(unit)/100.0f;

            if (unit->counters.unconscious > 0)
                time += unit->counters.unconscious;

            for (size_t i = 0; i < upath.size(); i++)
            {
                df::coord new_pos = upath[i];
                if (new_pos == pos)
                    continue;

                float delay = speed;
                if (new_pos.x != pos.x && new_pos.y != pos.y)
                    delay *= 362.0/256.0;

                path[time] = pos;
                pos = new_pos;
                time += delay + 1;
            }
        }

        path[MAX_TIME] = pos;
    }

    void get_margin(std::map<float,df::coord>::iterator &it, float time, float *lmargin, float *rmargin)
    {
        auto it2 = it;
        *lmargin = (it == path.begin()) ? MAX_TIME : time - (--it2)->first;
        *rmargin = (it->first == MAX_TIME) ? MAX_TIME : it->first - time;
    }

    df::coord posAtTime(float time, float *lmargin = NULL, float *rmargin = NULL)
    {
        CHECK_INVALID_ARGUMENT(time < MAX_TIME);

        auto it = path.upper_bound(time);
        if (lmargin)
            get_margin(it, time, lmargin, rmargin);
        return it->second;
    }

    bool findHits(EngineInfo *engine, std::vector<Hit> *hit_points, float bias)
    {
        df::coord origin = engine->center;

        Hit info;
        info.path = this;

        for (auto it = path.begin(); it != path.end(); ++it)
        {
            info.pos = it->second;
            info.dist = point_distance(origin - info.pos);
            info.time = float(info.dist)*(engine->proj_speed+1) + engine->hit_delay + bias;
            get_margin(it, info.time, &info.lmargin, &info.rmargin);

            if (info.lmargin > 0 && info.rmargin > 0)
            {
                if (engine->onTarget(info.pos) && engine->isInRange(info.dist))
                    hit_points->push_back(info);
            }
        }

        return !hit_points->empty();
    }
};

std::map<df::unit*, UnitPath*> UnitPath::cache;

static void push_margin(lua_State *L, float margin)
{
    if (margin == MAX_TIME)
        lua_pushnil(L);
    else
        lua_pushnumber(L, margin);
}

static int traceUnitPath(lua_State *L)
{
    auto unit = Lua::CheckDFObject<df::unit>(L, 1);

    CHECK_NULL_POINTER(unit);

    size_t idx = 1;
    auto info = UnitPath::get(unit);
    lua_createtable(L, info->path.size(), 0);

    float last_time = 0.0f;
    for (auto it = info->path.begin(); it != info->path.end(); ++it)
    {
        Lua::Push(L, it->second);
        if (idx > 1)
        {
            lua_pushnumber(L, last_time);
            lua_setfield(L, -2, "from");
        }
        if (idx < info->path.size())
        {
            lua_pushnumber(L, it->first);
            lua_setfield(L, -2, "to");
        }
        lua_rawseti(L, -2, idx++);
        last_time = it->first;
    }

    return 1;
}

static int unitPosAtTime(lua_State *L)
{
    auto unit = Lua::CheckDFObject<df::unit>(L, 1);
    float time = luaL_checknumber(L, 2);

    CHECK_NULL_POINTER(unit);

    float lmargin, rmargin;
    auto info = UnitPath::get(unit);

    Lua::Push(L, info->posAtTime(time, &lmargin, &rmargin));
    push_margin(L, lmargin);
    push_margin(L, rmargin);
    return 3;
}

static bool canTargetUnit(df::unit *unit)
{
    CHECK_NULL_POINTER(unit);

    if (unit->flags1.bits.dead ||
        unit->flags3.bits.ghostly ||
        unit->flags1.bits.caged ||
        unit->flags1.bits.hidden_in_ambush)
        return false;

    return true;
}

static void proposeUnitHits(EngineInfo *engine, std::vector<UnitPath::Hit> *hits, float bias)
{
    auto &active = world->units.active;

    for (size_t i = 0; i < active.size(); i++)
    {
        auto unit = active[i];

        if (!canTargetUnit(unit))
            continue;

        UnitPath::get(unit)->findHits(engine, hits, bias);
    }
}

static int proposeUnitHits(lua_State *L)
{
    auto engine = find_engine(L, 1);
    float bias = luaL_optnumber(L, 2, 0);

    if (!engine->hasTarget())
        luaL_error(L, "target not set");

    std::vector<UnitPath::Hit> hits;
    proposeUnitHits(engine, &hits, bias);

    lua_createtable(L, hits.size(), 0);

    for (size_t i = 0; i < hits.size(); i++)
    {
        auto &hit = hits[i];
        lua_createtable(L, 0, 6);
        Lua::SetField(L, hit.path->unit, -1, "unit");
        Lua::SetField(L, hit.pos, -1, "pos");
        Lua::SetField(L, hit.dist, -1, "dist");
        Lua::SetField(L, hit.time, -1, "time");
        push_margin(L, hit.lmargin);          lua_setfield(L, -2, "lmargin");
        push_margin(L, hit.rmargin);          lua_setfield(L, -2, "rmargin");
        lua_rawseti(L, -2, i+1);
    }

    return 1;
}

static int computeNearbyWeight(lua_State *L)
{
    auto engine = find_engine(L, 1);
    luaL_checktype(L, 2, LUA_TTABLE);
    luaL_checktype(L, 3, LUA_TTABLE);
    const char *fname = luaL_optstring(L, 4, "nearby_weight");

    std::vector<UnitPath*> units;
    std::vector<float> weights;

    lua_pushnil(L);

    while (lua_next(L, 3))
    {
        df::unit *unit;
        if (lua_isnumber(L, -2))
            unit = df::unit::find(lua_tointeger(L, -2));
        else
            unit = Lua::CheckDFObject<df::unit>(L, -2);
        if (!unit)
            continue;
        units.push_back(UnitPath::get(unit));
        weights.push_back(lua_tonumber(L, -1));
        lua_pop(L, 1);
    }

    lua_pushnil(L);

    while (lua_next(L, 2))
    {
        Lua::StackUnwinder frame(L, 1);

        lua_getfield(L, frame[1], "unit");
        df::unit *unit = Lua::CheckDFObject<df::unit>(L, -1);

        lua_getfield(L, frame[1], "time");
        float time = luaL_checknumber(L, lua_gettop(L));

        df::coord pos;

        lua_getfield(L, frame[1], "pos");
        if (lua_isnil(L, -1))
        {
            if (!unit) luaL_error(L, "either unit or pos is required");
            pos = UnitPath::get(unit)->posAtTime(time);
        }
        else
            Lua::CheckDFAssign(L, &pos, -1);

        float sum = 0.0f;

        for (size_t i = 0; i < units.size(); i++)
        {
            if (units[i]->unit == unit)
                continue;

            auto diff = units[i]->posAtTime(time) - pos;
            float dist = 1 + sqrtf(diff.x*diff.x + diff.y*diff.y + diff.z*diff.z);
            sum += weights[i]/(dist*dist);
        }

        lua_pushnumber(L, sum);
        lua_setfield(L, frame[1], fname);
    }

    return 0;
}

/*
 * Projectile hook
 */

static const int offsets[8][2] = {
    { -1, -1 }, { 0, -1 }, { 1, -1 },
    { -1,  0 },            { 1, 0 },
    { -1,  1 }, { 0,  1 }, { 1, 1 }
};

struct projectile_hook : df::proj_itemst {
    typedef df::proj_itemst interpose_base;

    void aimAtPoint(EngineInfo *engine, const ProjectilePath &path)
    {
        target_pos = path.target;

        // Debug
        Maps::getTileOccupancy(path.goal)->bits.arrow_color = COLOR_LIGHTMAGENTA;

        PathMetrics raytrace(path);

        // Materialize map blocks, or the projectile will crash into them
        for (int i = 0; i < raytrace.collision_step; i++)
            Maps::ensureTileBlock(path[i]);

        // Find valid hit point for catapult stones
        if (flags.bits.high_flying)
        {
            if (raytrace.hits())
                fall_threshold = raytrace.goal_step;
            else
                fall_threshold = (raytrace.collision_z_step+raytrace.collision_step-1)/2;

            while (fall_threshold < raytrace.collision_step-1)
            {
                if (isTargetableTile(path[fall_threshold]))
                    break;

                fall_threshold++;
            }
        }

        fall_threshold = std::max(fall_threshold, engine->fire_range.first);
        fall_threshold = std::min(fall_threshold, engine->fire_range.second);
    }

    void aimAtPoint(EngineInfo *engine, int skill, const ProjectilePath &path)
    {
        df::coord fail_target = path.goal;

        orient_engine(engine->bld, path.goal);

        // Debug
        Maps::getTileOccupancy(path.goal)->bits.arrow_color = COLOR_LIGHTRED;

        // Dabbling always hit in 7x7 area
        if (skill < skill_rating::Novice)
        {
            fail_target.x += random_int(7)-3;
            fail_target.y += random_int(7)-3;
            aimAtPoint(engine, ProjectilePath(path.origin, fail_target));
            return;
        }

        // Exact hit chance
        float hit_chance = 1.04f - powf(0.8f, skill);

        if (float(rand())/RAND_MAX < hit_chance)
        {
            aimAtPoint(engine, path);
            return;
        }

        // Otherwise perturb
        if (skill <= skill_rating::Proficient)
        {
            // 5x5
            fail_target.x += random_int(5)-2;
            fail_target.y += random_int(5)-2;
        }
        else
        {
            // 3x3
            int idx = random_int(8);
            fail_target.x += offsets[idx][0];
            fail_target.y += offsets[idx][1];
        }

        ProjectilePath fail(path.origin, fail_target, path.fudge_delta, path.fudge_factor);
        aimAtPoint(engine, fail);
    }

    void aimAtArea(EngineInfo *engine, int skill)
    {
        df::coord target, last_passable;
        df::coord tbase = engine->target.first;
        df::coord tsize = engine->getTargetSize();
        bool success = false;

        for (int i = 0; i < 50; i++)
        {
            target = tbase + df::coord(
                random_int(tsize.x), random_int(tsize.y), random_int(tsize.z)
            );

            if (adjustToTarget(engine, &target))
                last_passable = target;
            else
                continue;

            ProjectilePath path(engine->center, target, engine->is_catapult ? 0.5f : 0.0f);
            PathMetrics raytrace(path);

            if (raytrace.hits() && engine->isInRange(raytrace.goal_step))
            {
                aimAtPoint(engine, skill, path);
                return;
            }
        }

        if (!last_passable.isValid())
            last_passable = target;

        aimAtPoint(engine, skill, ProjectilePath(engine->center, last_passable));
    }

    static int safeAimProjectile(lua_State *L)
    {
        color_ostream &out = *Lua::GetOutput(L);
        auto proj = (projectile_hook*)lua_touserdata(L, 1);
        auto engine = (EngineInfo*)lua_touserdata(L, 2);
        int skill = lua_tointeger(L, 3);

        if (!Lua::PushModulePublic(out, L, "plugins.siege-engine", "doAimProjectile"))
            luaL_error(L, "Projectile aiming AI not available");

        Lua::PushDFObject(L, engine->bld);
        Lua::Push(L, proj->item);
        Lua::Push(L, engine->target.first);
        Lua::Push(L, engine->target.second);
        Lua::Push(L, skill);

        lua_call(L, 5, 1);

        if (lua_isnil(L, -1))
            proj->aimAtArea(engine, skill);
        else
            proj->aimAtPoint(engine, skill, decode_path(L, -1, engine->center));

        return 0;
    }

    void doCheckMovement()
    {
        if (flags.bits.parabolic || distance_flown != 0 ||
            fall_counter != fall_delay || item == NULL)
            return;

        auto engine = find_engine(origin_pos);
        if (!engine || !engine->hasTarget())
            return;

        auto L = Lua::Core::State;
        CoreSuspendClaimer suspend;
        color_ostream_proxy out(Core::getInstance().getConsole());

        int skill = getOperatorSkill(engine->bld, true);

        // Dabbling can't aim
        if (skill < skill_rating::Novice)
            aimAtArea(engine, skill);
        else
        {
            lua_pushcfunction(L, safeAimProjectile);
            lua_pushlightuserdata(L, this);
            lua_pushlightuserdata(L, engine);
            lua_pushinteger(L, skill);

            if (!Lua::Core::SafeCall(out, 3, 0))
                aimAtArea(engine, skill);
        }

        switch (item->getType())
        {
            case item_type::CAGE:
                flags.bits.bouncing = false;
                break;
            case item_type::BIN:
            case item_type::BARREL:
                flags.bits.bouncing = false;
                break;
            default:
                break;
        }
    }

    void doLaunchContents()
    {
        // Translate cartoon flight speed to parabolic
        float speed = 100000.0f / (fall_delay + 1);
        int min_zspeed = (fall_delay+1)*4900;

        float bonus = 1.0f + 0.1f*(origin_pos.z -cur_pos.z);
        bonus *= 1.0f + (distance_flown - 60) / 200.0f;
        speed *= bonus;

        // Flight direction vector
        df::coord dist = target_pos - origin_pos;
        float vx = dist.x, vy = dist.y, vz = fabs((float)dist.z);
        normalize(vx, vy, vz);

        int start_z = 0;

        // Start at tile top, if hit a wall
        ProjectilePath path(origin_pos, target_pos);
        auto next_pos = path[distance_flown+1];
        if (next_pos.z == cur_pos.z && !isPassableTile(next_pos))
            start_z = 49000;

        bool forbid_ammo = DF_GLOBAL_VALUE(standing_orders_forbid_used_ammo, false);

        MapExtras::MapCache mc;
        std::vector<df::item*> contents;
        Items::getContainedItems(item, &contents);

        for (size_t i = 0; i < contents.size(); i++)
        {
            auto child = contents[i];

            if (forbid_ammo)
                child->flags.bits.forbid = true;

            // Liquids are vaporized so that they cover nearby units
            if (child->isLiquid())
            {
                auto flow = Maps::spawnFlow(
                    cur_pos,
                    flow_type::MaterialVapor,
                    child->getMaterial(), child->getMaterialIndex(),
                    100
                );

                // should it leave a puddle too?..
                if (flow && Items::remove(mc, child))
                    continue;
            }

            auto proj = Items::makeProjectile(mc, child);
            if (!proj) continue;

            bool keep = apply_impact_damage(child, 50000, int(250000*bonus));

            proj->flags.bits.no_impact_destroy = keep;
            //proj->flags.bits.bouncing = true;
            proj->flags.bits.piercing = true;
            proj->flags.bits.parabolic = true;
            proj->flags.bits.unk9 = true;
            proj->flags.bits.no_collide = true;

            proj->pos_z = start_z;

            float sx, sy, sz;
            random_direction(sx, sy, sz);
            sx += vx*0.7; sy += vy*0.7; sz += vz*0.7;
            if (sz < 0) sz = -sz;
            normalize(sx, sy, sz);

            proj->speed_x = int(speed * sx);
            proj->speed_y = int(speed * sy);
            proj->speed_z = std::max(min_zspeed, int(speed * sz));
        }
    }

    DEFINE_VMETHOD_INTERPOSE(bool, checkMovement, ())
    {
        if (flags.bits.high_flying || flags.bits.piercing)
            doCheckMovement();

        return INTERPOSE_NEXT(checkMovement)();
    }

    DEFINE_VMETHOD_INTERPOSE(bool, checkImpact, (bool no_damage_floor))
    {
        if (!flags.bits.has_hit_ground && !flags.bits.parabolic &&
            flags.bits.high_flying && !flags.bits.bouncing &&
            !flags.bits.no_impact_destroy && target_pos != origin_pos &&
            item && item->flags.bits.container)
        {
            doLaunchContents();
        }

        return INTERPOSE_NEXT(checkImpact)(no_damage_floor);
    }
};

IMPLEMENT_VMETHOD_INTERPOSE(projectile_hook, checkMovement);
IMPLEMENT_VMETHOD_INTERPOSE(projectile_hook, checkImpact);

/*
 * Building hook
 */

struct building_hook : df::building_siegeenginest {
    typedef df::building_siegeenginest interpose_base;

    DEFINE_VMETHOD_INTERPOSE(df::workshop_profile*, getWorkshopProfile, ())
    {
        if (auto engine = find_engine(this))
            return &engine->profile;

        return INTERPOSE_NEXT(getWorkshopProfile)();
    }

    DEFINE_VMETHOD_INTERPOSE(df::stockpile_links*, getStockpileLinks, ())
    {
        if (auto engine = find_engine(this))
        {
            update_stockpile_links(engine);
            return &engine->links;
        }

        return INTERPOSE_NEXT(getStockpileLinks)();
    }

    DEFINE_VMETHOD_INTERPOSE(void, updateAction, ())
    {
        INTERPOSE_NEXT(updateAction)();

        if (jobs.empty())
            return;

        if (auto engine = find_engine(this))
        {
            auto job = jobs[0];
            bool save_op = false;

            switch (job->job_type)
            {
                case job_type::LoadCatapult:
                    if (!job->job_items.empty())
                    {
                        auto item = job->job_items[0];
                        item->item_type = engine->ammo_item_type;
                        item->vector_id = engine->ammo_vector_id;

                        switch (item->item_type)
                        {
                            case item_type::NONE:
                            case item_type::BOULDER:
                            case item_type::BLOCKS:
                                item->mat_type = 0;
                                break;

                            case item_type::BIN:
                            case item_type::BARREL:
                                item->mat_type = -1;
                                // A hack to make it take objects assigned to stockpiles.
                                // Since reaction_id is not set, the actual value is not used.
                                item->contains.resize(1);
                                break;

                            default:
                                item->mat_type = -1;
                                break;
                        }
                    }
                    // fallthrough

                case job_type::LoadBallista:
                case job_type::FireCatapult:
                case job_type::FireBallista:
                    if (auto worker = Job::getWorker(job))
                    {
                        engine->operator_id = worker->id;
                        engine->operator_frame = world->frame_counter;
                    }
                    break;

                default:
                    break;
            }
        }
    }
};

IMPLEMENT_VMETHOD_INTERPOSE(building_hook, getWorkshopProfile);
IMPLEMENT_VMETHOD_INTERPOSE(building_hook, getStockpileLinks);
IMPLEMENT_VMETHOD_INTERPOSE(building_hook, updateAction);

/*
 * Initialization
 */

DFHACK_PLUGIN_LUA_FUNCTIONS {
    DFHACK_LUA_FUNCTION(clearTargetArea),
    DFHACK_LUA_FUNCTION(setTargetArea),
    DFHACK_LUA_FUNCTION(isLinkedToPile),
    DFHACK_LUA_FUNCTION(addStockpileLink),
    DFHACK_LUA_FUNCTION(removeStockpileLink),
    DFHACK_LUA_FUNCTION(saveWorkshopProfile),
    DFHACK_LUA_FUNCTION(getTileStatus),
    DFHACK_LUA_FUNCTION(paintAimScreen),
    DFHACK_LUA_FUNCTION(canTargetUnit),
    DFHACK_LUA_FUNCTION(isPassableTile),
    DFHACK_LUA_FUNCTION(isTreeTile),
    DFHACK_LUA_FUNCTION(isTargetableTile),
    DFHACK_LUA_END
};

DFHACK_PLUGIN_LUA_COMMANDS {
    DFHACK_LUA_COMMAND(getTargetArea),
    DFHACK_LUA_COMMAND(getAmmoItem),
    DFHACK_LUA_COMMAND(setAmmoItem),
    DFHACK_LUA_COMMAND(getStockpileLinks),
    DFHACK_LUA_COMMAND(projPosAtStep),
    DFHACK_LUA_COMMAND(projPathMetrics),
    DFHACK_LUA_COMMAND(adjustToTarget),
    DFHACK_LUA_COMMAND(traceUnitPath),
    DFHACK_LUA_COMMAND(unitPosAtTime),
    DFHACK_LUA_COMMAND(proposeUnitHits),
    DFHACK_LUA_COMMAND(computeNearbyWeight),
    DFHACK_LUA_END
};

DFHACK_PLUGIN_IS_ENABLED(is_enabled);

static void enable_hooks(bool enable)
{
    is_enabled = enable;

    INTERPOSE_HOOK(projectile_hook, checkMovement).apply(enable);
    INTERPOSE_HOOK(projectile_hook, checkImpact).apply(enable);

    INTERPOSE_HOOK(building_hook, getWorkshopProfile).apply(enable);
    INTERPOSE_HOOK(building_hook, getStockpileLinks).apply(enable);
    INTERPOSE_HOOK(building_hook, updateAction).apply(enable);

    if (enable)
        load_engines();
    else
        clear_engines();
}

static bool enable_plugin()
{
    if (is_enabled)
        return true;

    auto entry = World::GetPersistentData("siege-engine/enabled", NULL);
    if (!entry.isValid())
        return false;

    enable_hooks(true);
    return true;
}

static void clear_caches(color_ostream &out)
{
    if (!UnitPath::cache.empty())
    {
        for (auto it = UnitPath::cache.begin(); it != UnitPath::cache.end(); ++it)
            delete it->second;

        UnitPath::cache.clear();
    }
}

DFhackCExport command_result plugin_enable(color_ostream &out, bool enable)
{
    if (gamemode && *gamemode != game_mode::DWARF)
        return CR_FAILURE;

    if (enable != is_enabled)
    {
        if (enable)
            enable_plugin();
        else
        {
            World::DeletePersistentData(World::GetPersistentData("siege-engine/enabled"));
            enable_hooks(false);
        }
    }

    return CR_OK;
}

DFhackCExport command_result plugin_onstatechange(color_ostream &out, state_change_event event)
{
    switch (event) {
    case SC_MAP_LOADED:
        if (!gamemode || *gamemode == game_mode::DWARF)
        {
            bool enable = World::GetPersistentData("siege-engine/enabled").isValid();

            if (enable)
            {
                out.print("Enabling the siege engine plugin.\n");
                enable_hooks(true);
            }
            else
                enable_hooks(false);
        }
        break;
    case SC_MAP_UNLOADED:
        enable_hooks(false);
        break;
    default:
        break;
    }

    return CR_OK;
}

DFhackCExport command_result plugin_init ( color_ostream &out, std::vector <PluginCommand> &commands)
{
    if (Core::getInstance().isMapLoaded())
        plugin_onstatechange(out, SC_MAP_LOADED);

    return CR_OK;
}

DFhackCExport command_result plugin_shutdown ( color_ostream &out )
{
    enable_hooks(false);
    return CR_OK;
}

DFhackCExport command_result plugin_onupdate ( color_ostream &out )
{
    clear_caches(out);
    return CR_OK;
}
