/*
 * Copyright 2010-2016 OpenXcom Developers.
 *
 * This file is part of OpenXcom.
 *
 * OpenXcom is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 3 of the License, or
 * (at your option) any later version.
 *
 * OpenXcom is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with OpenXcom.  If not, see <http://www.gnu.org/licenses/>.
 */
#include "AlienMission.h"
#include "AlienBase.h"
#include "Base.h"
#include "../fmath.h"
#include "../Engine/Exception.h"
#include "../Engine/Game.h"
#include "../Engine/Logger.h"
#include "../Engine/RNG.h"
#include "../Geoscape/Globe.h"
#include "../Mod/RuleAlienMission.h"
#include "../Mod/RuleRegion.h"
#include "../Mod/RuleCountry.h"
#include "../Mod/Mod.h"
#include "../Mod/RuleUfo.h"
#include "../Mod/UfoTrajectory.h"
#include "../Mod/RuleGlobe.h"
#include "../Mod/Texture.h"
#include "SavedGame.h"
#include "MissionSite.h"
#include "Ufo.h"
#include "Craft.h"
#include "Region.h"
#include "Country.h"
#include "Waypoint.h"
#include <assert.h>
#include <algorithm>
#include "../Mod/AlienDeployment.h"
 
namespace OpenXcom
{
 
AlienMission::AlienMission(const RuleAlienMission &rule) : _rule(rule), _nextWave(0), _nextUfoCounter(0), _spawnCountdown(0), _liveUfos(0), _uniqueID(0), _missionSiteZone(-1), _base(0)
{
	// Empty by design.
}
 
AlienMission::~AlienMission()
{
	// Empty by design.
}
 
class matchById: public std::unary_function<const AlienBase *, bool>
{
public:
	/// Remember ID.
	matchById(int id, std::string type) : _id(id), _type(type) { /* Empty by design. */ }
	/// Match with stored ID.
	bool operator()(const AlienBase *ab) const { return ab->getId() == _id && ab->getDeployment()->getMarkerName() == _type; }
private:
	int _id;
	std::string _type;
};
 
/**
 * Loads the alien mission from a YAML file.
 * @param node The YAML node containing the data.
 * @param game The game data, required to locate the alien base.
 */
void AlienMission::load(const YAML::Node& node, SavedGame &game)
{
	_region = node["region"].as<std::string>(_region);
	_race = node["race"].as<std::string>(_race);
	_nextWave = node["nextWave"].as<size_t>(_nextWave);
	_nextUfoCounter = node["nextUfoCounter"].as<size_t>(_nextUfoCounter);
	_spawnCountdown = node["spawnCountdown"].as<size_t>(_spawnCountdown);
	_liveUfos = node["liveUfos"].as<size_t>(_liveUfos);
	_uniqueID = node["uniqueID"].as<int>(_uniqueID);
	if (const YAML::Node &base = node["alienBase"])
	{
		int id = base.as<int>(-1);
		std::string type = "STR_ALIEN_BASE";
		// New format
		if (id == -1)
		{
			id = base["id"].as<int>();
			type = base["type"].as<std::string>();
		}
		std::vector<AlienBase*>::const_iterator found = std::find_if(game.getAlienBases()->begin(), game.getAlienBases()->end(), matchById(id, type));
		if (found == game.getAlienBases()->end())
		{
			throw Exception("Corrupted save: Invalid base for mission.");
		}
		_base = *found;
	}
	_missionSiteZone = node["missionSiteZone"].as<int>(_missionSiteZone);
}
 
/**
 * Saves the alien mission to a YAML file.
 * @return YAML node.
 */
YAML::Node AlienMission::save() const
{
	YAML::Node node;
	node["type"] = _rule.getType();
	node["region"] = _region;
	node["race"] = _race;
	node["nextWave"] = _nextWave;
	node["nextUfoCounter"] = _nextUfoCounter;
	node["spawnCountdown"] = _spawnCountdown;
	node["liveUfos"] = _liveUfos;
	node["uniqueID"] = _uniqueID;
	if (_base)
	{
		node["alienBase"] = _base->saveId();
	}
	node["missionSiteZone"] = _missionSiteZone;
	return node;
}
 
/**
 * Check if a mission is over and can be safely removed from the game.
 * A mission is over if it will spawn no more UFOs and it has no UFOs still in
 * the game.
 * @return If the mission can be safely removed from game.
 */
bool AlienMission::isOver() const
{
	if (_rule.getObjective() == OBJECTIVE_INFILTRATION)
	{
		//Infiltrations continue for ever.
		return false;
	}
	if (_nextWave == _rule.getWaveCount() && !_liveUfos)
	{
		return true;
	}
	return false;
}
 
/**
 * Find an XCOM base in this region that is marked for retaliation.
 */
class FindMarkedXCOMBase: public std::unary_function<const Base *, bool>
{
public:
	FindMarkedXCOMBase(const RuleRegion &region) : _region(region) { /* Empty by design. */ }
	bool operator()(const Base *base) const { return (_region.insideRegion(base->getLongitude(), base->getLatitude()) && base->getRetaliationTarget()); }
private:
	const RuleRegion &_region;
};
 
void AlienMission::think(Game &engine, const Globe &globe)
{
	const Mod &mod = *engine.getMod();
	SavedGame &game = *engine.getSavedGame();
	if (_nextWave >= _rule.getWaveCount())
		return;
	if (_spawnCountdown > 30)
	{
		_spawnCountdown -= 30;
		return;
	}
	const MissionWave &wave = _rule.getWave(_nextWave);
	const UfoTrajectory &trajectory = *mod.getUfoTrajectory(wave.trajectory, true);
	Ufo *ufo = spawnUfo(game, mod, globe, wave, trajectory);
	if (ufo)
	{
		//Some missions may not spawn a UFO!
		game.getUfos()->push_back(ufo);
	}
	else if ((mod.getDeployment(wave.ufoType) && !mod.getUfo(wave.ufoType) && !mod.getDeployment(wave.ufoType)->getMarkerName().empty()) // a mission site that we want to spawn directly
			|| (_rule.getObjective() == OBJECTIVE_SITE && wave.objective)) // or we want to spawn one at random according to our terrain
	{
		std::vector<MissionArea> areas = mod.getRegion(_region, true)->getMissionZones().at((_rule.getSpawnZone() == -1) ? trajectory.getZone(0) : _rule.getSpawnZone()).areas;
		MissionArea area = areas.at((_missionSiteZone == -1) ? RNG::generate(0, areas.size()-1) : _missionSiteZone);
		Texture *texture = mod.getGlobe()->getTexture(area.texture);
		AlienDeployment *deployment;
		if (mod.getDeployment(wave.ufoType))
		{
			deployment = mod.getDeployment(wave.ufoType);
		}
		else
		{
			if (!texture)
			{
				throw Exception("Error occurred while spawning mission site: " + _rule.getType());
			}
			deployment = mod.getDeployment(texture->getRandomDeployment(), true);
		}
		spawnMissionSite(game, deployment, area);
	}
 
	++_nextUfoCounter;
	if (_nextUfoCounter >= wave.ufoCount)
	{
		_nextUfoCounter = 0;
		++_nextWave;
	}
	if (_rule.getObjective() == OBJECTIVE_INFILTRATION && _nextWave == _rule.getWaveCount())
	{
		for (std::vector<Country*>::iterator c = game.getCountries()->begin(); c != game.getCountries()->end(); ++c)
		{
			RuleRegion *region = mod.getRegion(_region, true);
			if (!(*c)->getPact() && !(*c)->getNewPact() && region->insideRegion((*c)->getRules()->getLabelLongitude(), (*c)->getRules()->getLabelLatitude()))
			{
				(*c)->setNewPact();
				std::vector<MissionArea> areas = region->getMissionZones().at(_rule.getSpawnZone()).areas;
				MissionArea area;
				std::pair<double, double> pos;
				int tries = 0;
				do
				{
					area = areas.at(RNG::generate(0, areas.size()-1));
					pos.first = RNG::generate(std::min(area.lonMin, area.lonMax), std::max(area.lonMin, area.lonMax));
					pos.second = RNG::generate(std::min(area.latMin, area.latMax), std::max(area.latMin, area.latMax));
					++tries;
				}
				while (!(globe.insideLand(pos.first, pos.second)
					&& region->insideRegion(pos.first, pos.second))
					&& tries < 100);
				spawnAlienBase(engine, area, pos);
				break;
			}
		}
		// Infiltrations loop for ever.
		_nextWave = 0;
	}
	if (_rule.getObjective() == OBJECTIVE_BASE && _nextWave == _rule.getWaveCount())
	{
		RuleRegion *region = mod.getRegion(_region, true);
		std::vector<MissionArea> areas = region->getMissionZones().at(_rule.getSpawnZone()).areas;
		MissionArea area;
		std::pair<double, double> pos;
		int tries = 0;
		do
		{
			area = areas.at(RNG::generate(0, areas.size()-1));
			pos.first = RNG::generate(std::min(area.lonMin, area.lonMax), std::max(area.lonMin, area.lonMax));
			pos.second = RNG::generate(std::min(area.latMin, area.latMax), std::max(area.latMin, area.latMax));
			++tries;
		}
		while (!(globe.insideLand(pos.first, pos.second)
			&& region->insideRegion(pos.first, pos.second))
			&& tries < 100);
		spawnAlienBase(engine, area, pos);
	}
 
	if (_nextWave != _rule.getWaveCount())
	{
		size_t spawnTimer = _rule.getWave(_nextWave).spawnTimer / 30;
		_spawnCountdown = (spawnTimer/2 + RNG::generate(0, spawnTimer)) * 30;
	}
}
 
/**
 * This function will spawn a UFO according the mission rules.
 * Some code is duplicated between cases, that's ok for now. It's on different
 * code paths and the function is MUCH easier to read written this way.
 * @param game The saved game information.
 * @param mod The mod.
 * @param globe The globe, for land checks.
 * @param wave The wave for the desired UFO.
 * @param trajectory The rule for the desired trajectory.
 * @return Pointer to the spawned UFO. If the mission does not desire to spawn a UFO, 0 is returned.
 */
Ufo *AlienMission::spawnUfo(const SavedGame &game, const Mod &mod, const Globe &globe, const MissionWave &wave, const UfoTrajectory &trajectory)
{
	RuleUfo *ufoRule = mod.getUfo(wave.ufoType);
	if (_rule.getObjective() == OBJECTIVE_RETALIATION)
	{
		const RuleRegion &regionRules = *mod.getRegion(_region, true);
		std::vector<Base *>::const_iterator found =
		    std::find_if (game.getBases()->begin(), game.getBases()->end(),
				 FindMarkedXCOMBase(regionRules));
		if (found != game.getBases()->end())
		{
			// Spawn a battleship straight for the XCOM base.
			const RuleUfo &battleshipRule = *mod.getUfo(_rule.getSpawnUfo(), true);
			const UfoTrajectory &assaultTrajectory = *mod.getUfoTrajectory(UfoTrajectory::RETALIATION_ASSAULT_RUN, true);
			Ufo *ufo = new Ufo(&battleshipRule);
			ufo->setMissionInfo(this, &assaultTrajectory);
			std::pair<double, double> pos;
			if (trajectory.getAltitude(0) == "STR_GROUND")
			{
				pos = getLandPoint(globe, regionRules, trajectory.getZone(0));
			}
			else
			{
				pos = regionRules.getRandomPoint(trajectory.getZone(0));
			}
			ufo->setAltitude(assaultTrajectory.getAltitude(0));
			ufo->setSpeed(assaultTrajectory.getSpeedPercentage(0) * battleshipRule.getMaxSpeed());
			ufo->setLongitude(pos.first);
			ufo->setLatitude(pos.second);
			Waypoint *wp = new Waypoint();
			wp->setLongitude((*found)->getLongitude());
			wp->setLatitude((*found)->getLatitude());
			ufo->setDestination(wp);
			return ufo;
		}
	}
	else if (_rule.getObjective() == OBJECTIVE_SUPPLY)
	{
		if (ufoRule == 0 || (wave.objective && !_base))
		{
			// No base to supply!
			return 0;
		}
		// Our destination is always an alien base.
		Ufo *ufo = new Ufo(ufoRule);
		ufo->setMissionInfo(this, &trajectory);
		const RuleRegion &regionRules = *mod.getRegion(_region, true);
		std::pair<double, double> pos;
		if (trajectory.getAltitude(0) == "STR_GROUND")
		{
			pos = getLandPoint(globe, regionRules, trajectory.getZone(0));
		}
		else
		{
			pos = regionRules.getRandomPoint(trajectory.getZone(0));
		}
		ufo->setAltitude(trajectory.getAltitude(0));
		ufo->setSpeed(trajectory.getSpeedPercentage(0) * ufoRule->getMaxSpeed());
		ufo->setLongitude(pos.first);
		ufo->setLatitude(pos.second);
		Waypoint *wp = new Waypoint();
		if (trajectory.getAltitude(1) == "STR_GROUND")
		{
			if (wave.objective)
			{
				// Supply ships on supply missions land on bases, ignore trajectory zone.
				pos.first = _base->getLongitude();
				pos.second = _base->getLatitude();
			}
			else
			{
				// Other ships can land where they want.
				pos = getLandPoint(globe, regionRules, trajectory.getZone(1));
			}
		}
		else
		{
			pos = regionRules.getRandomPoint(trajectory.getZone(1));
		}
		wp->setLongitude(pos.first);
		wp->setLatitude(pos.second);
		ufo->setDestination(wp);
		return ufo;
	}
	if (ufoRule == 0)
		return 0;
	// Spawn according to sequence.
	Ufo *ufo = new Ufo(ufoRule);
	ufo->setMissionInfo(this, &trajectory);
	const RuleRegion &regionRules = *mod.getRegion(_region, true);
	std::pair<double, double> pos = getWaypoint(trajectory, 0, globe, regionRules);
	ufo->setAltitude(trajectory.getAltitude(0));
	if (trajectory.getAltitude(0) == "STR_GROUND")
	{
		ufo->setSecondsRemaining(trajectory.groundTimer()*5);
	}
	ufo->setSpeed(trajectory.getSpeedPercentage(0) * ufoRule->getMaxSpeed());
	ufo->setLongitude(pos.first);
	ufo->setLatitude(pos.second);
	Waypoint *wp = new Waypoint();
	pos = getWaypoint(trajectory, 1, globe, regionRules);
	wp->setLongitude(pos.first);
	wp->setLatitude(pos.second);
	ufo->setDestination(wp);
	return ufo;
}
 
void AlienMission::start(size_t initialCount)
{
	_nextWave = 0;
	_nextUfoCounter = 0;
	_liveUfos = 0;
	if (initialCount == 0)
	{
		size_t spawnTimer = _rule.getWave(0).spawnTimer / 30;
		_spawnCountdown = (spawnTimer / 2 + RNG::generate(0, spawnTimer)) * 30;
	}
	else
	{
		_spawnCountdown = initialCount;
	}
}
 
/** @brief Match a base from it's coordinates.
 * This function object uses coordinates to match a base.
 */
class MatchBaseCoordinates: public std::unary_function<const Base *, bool>
{
public:
	/// Remember the query coordinates.
	MatchBaseCoordinates(double lon, double lat) : _lon(lon), _lat(lat) { /* Empty by design. */ }
	/// Match with base's coordinates.
	bool operator()(const Base *base) const { return AreSame(base->getLongitude(), _lon) && AreSame(base->getLatitude(), _lat); }
private:
	double _lon, _lat;
};
 
/**
 * This function is called when one of the mission's UFOs arrives at it's current destination.
 * It takes care of sending the UFO to the next waypoint, landing UFOs and
 * marking them for removal as required. It must set the game data in a way that the rest of the code
 * understands what to do.
 * @param ufo The UFO that reached it's waypoint.
 * @param engine The game engine, required to get access to game data and game rules.
 * @param globe The earth globe, required to get access to land checks.
 */
void AlienMission::ufoReachedWaypoint(Ufo &ufo, Game &engine, const Globe &globe)
{
	const Mod &mod = *engine.getMod();
	SavedGame &game = *engine.getSavedGame();
	const size_t curWaypoint = ufo.getTrajectoryPoint();
	const size_t nextWaypoint = curWaypoint + 1;
	const UfoTrajectory &trajectory = ufo.getTrajectory();
	int waveNumber = _nextWave - 1;
	if (waveNumber < 0)
	{
		waveNumber = _rule.getWaveCount() - 1;
	}
 
	const MissionWave &wave = _rule.getWave(waveNumber);
	if (nextWaypoint >= trajectory.getWaypointCount())
	{
		ufo.setDetected(false);
		ufo.setStatus(Ufo::DESTROYED);
		return;
	}
	ufo.setAltitude(trajectory.getAltitude(nextWaypoint));
	ufo.setTrajectoryPoint(nextWaypoint);
	const RuleRegion &regionRules = *mod.getRegion(_region, true);
	std::pair<double, double> pos = getWaypoint(trajectory, nextWaypoint, globe, regionRules);
 
	Waypoint *wp = new Waypoint();
	wp->setLongitude(pos.first);
	wp->setLatitude(pos.second);
	ufo.setDestination(wp);
	if (ufo.getAltitude() != "STR_GROUND")
	{
		if (ufo.getLandId() != 0)
		{
			ufo.setLandId(0);
		}
		// Set next waypoint.
		ufo.setSpeed((int)(ufo.getRules()->getMaxSpeed() * trajectory.getSpeedPercentage(nextWaypoint)));
	}
	else
	{
		// UFO landed.
		if (_missionSiteZone != -1 && wave.objective && trajectory.getZone(curWaypoint) == (size_t)(_rule.getSpawnZone()))
		{
			// Remove UFO, replace with MissionSite.
			addScore(ufo.getLongitude(), ufo.getLatitude(), game);
			ufo.setStatus(Ufo::DESTROYED);
 
			MissionArea area = regionRules.getMissionZones().at(trajectory.getZone(curWaypoint)).areas.at(_missionSiteZone);
			Texture *texture = mod.getGlobe()->getTexture(area.texture);
			AlienDeployment *deployment;
			if (mod.getDeployment(_rule.getSiteType()))
			{
				deployment = mod.getDeployment(_rule.getSiteType());
			}
			else
			{
				if (!texture)
				{
					throw Exception("Error occurred while spawning mission site: " + _rule.getType());
				}
				deployment = mod.getDeployment(texture->getRandomDeployment(), true);
			}
			MissionSite *missionSite = spawnMissionSite(game, deployment, area);
			if (missionSite)
			{
				std::vector<Craft*> followers = ufo.getCraftFollowers();
				for (std::vector<Craft*>::iterator c = followers.begin(); c != followers.end(); ++c)
				{
					if ((*c)->getNumSoldiers() != 0)
					{
						(*c)->setDestination(missionSite);
					}
				}
			}
		}
		else if (trajectory.getID() == UfoTrajectory::RETALIATION_ASSAULT_RUN)
		{
			// Ignore what the trajectory might say, this is a base assault.
			// Remove UFO, replace with Base defense.
			ufo.setDetected(false);
			std::vector<Base *>::const_iterator found =
			    std::find_if (game.getBases()->begin(), game.getBases()->end(),
					 MatchBaseCoordinates(ufo.getLongitude(), ufo.getLatitude()));
			if (found == game.getBases()->end())
			{
				ufo.setStatus(Ufo::DESTROYED);
				// Only spawn mission if the base is still there.
				return;
			}
			ufo.setDestination(*found);
		}
		else
		{
			if (globe.insideLand(ufo.getLongitude(), ufo.getLatitude()))
			{
				// Set timer for UFO on the ground.
				ufo.setSecondsRemaining(trajectory.groundTimer() * 5);
				if (ufo.getDetected() && ufo.getLandId() == 0)
				{
					ufo.setLandId(engine.getSavedGame()->getId("STR_LANDING_SITE"));
				}
			}
			else
			{
				// There's nothing to land on
				ufo.setSecondsRemaining(5);
			}
		}
	}
}
 
/**
 * This function is called when one of the mission's UFOs is shot down (crashed or destroyed).
 * Currently the only thing that happens is delaying the next UFO in the mission sequence.
 * @param ufo The UFO that was shot down.
 */
void AlienMission::ufoShotDown(Ufo &ufo)
{
	switch (ufo.getStatus())
	{
	case Ufo::FLYING:
	case Ufo::LANDED:
		assert(0 && "Ufo seems ok!");
		break;
	case Ufo::CRASHED:
	case Ufo::DESTROYED:
		if (_nextWave != _rule.getWaveCount())
		{
			// Delay next wave
			_spawnCountdown += 30 * (RNG::generate(0, 400) + 48);
		}
		break;
	}
}
 
/**
 * This function is called when one of the mission's UFOs has finished it's time on the ground.
 * It takes care of sending the UFO to the next waypoint and marking them for removal as required.
 * It must set the game data in a way that the rest of the code understands what to do.
 * @param ufo The UFO that reached it's waypoint.
 * @param game The saved game information.
 */
void AlienMission::ufoLifting(Ufo &ufo, SavedGame &game)
{
	switch (ufo.getStatus())
	{
	case Ufo::FLYING:
		assert(0 && "Ufo is already on the air!");
		break;
	case Ufo::LANDED:
		{
			// base missions only get points when they are completed.
			if (_rule.getPoints() > 0 && _rule.getObjective() != OBJECTIVE_BASE)
			{
				addScore(ufo.getLongitude(), ufo.getLatitude(), game);
			}
			ufo.setAltitude("STR_VERY_LOW");
			ufo.setSpeed((int)(ufo.getRules()->getMaxSpeed() * ufo.getTrajectory().getSpeedPercentage(ufo.getTrajectoryPoint())));
		}
		break;
	case Ufo::CRASHED:
		// Mission expired
		ufo.setDetected(false);
		ufo.setStatus(Ufo::DESTROYED);
		break;
	case Ufo::DESTROYED:
		assert(0 && "UFO can't fly!");
		break;
	}
}
 
/**
 * The new time must be a multiple of 30 minutes, and more than 0.
 * Calling this on a finished mission has no effect.
 * @param minutes The minutes until the next UFO wave will spawn.
 */
void AlienMission::setWaveCountdown(size_t minutes)
{
	assert(minutes != 0 && minutes % 30 == 0);
	if (isOver())
	{
		return;
	}
	_spawnCountdown = minutes;
}
 
/**
 * Assigns a unique ID to this mission.
 * It is an error to assign two IDs to the same mission.
 * @param id The UD to assign.
 */
void AlienMission::setId(int id)
{
	assert(_uniqueID == 0 && "Reassigning ID!");
	_uniqueID = id;
}
 
/**
 * @return The unique ID assigned to this mission.
 */
int AlienMission::getId() const
{
	assert(_uniqueID != 0 && "Uninitialized mission!");
	return _uniqueID;
}
 
/**
 * Sets the alien base associated with this mission.
 * Only the alien supply missions care about this.
 * @param base A pointer to an alien base.
 */
void AlienMission::setAlienBase(const AlienBase *base)
{
	_base = base;
}
 
/**
 * Only alien supply missions ever have a valid pointer.
 * @return A pointer (possibly 0) of the AlienBase for this mission.
 */
const AlienBase *AlienMission::getAlienBase() const
{
	return _base;
}
 
/**
 * Add alien points to the country and region at the coordinates given.
 * @param lon Longitudinal coordinates to check.
 * @param lat Latitudinal coordinates to check.
 * @param game The saved game information.
 */
void AlienMission::addScore(double lon, double lat, SavedGame &game) const
{
	if (_rule.getObjective() == OBJECTIVE_INFILTRATION)
		return; // pact score is a special case
	for (std::vector<Region *>::iterator region = game.getRegions()->begin(); region != game.getRegions()->end(); ++region)
	{
		if ((*region)->getRules()->insideRegion(lon, lat))
		{
			(*region)->addActivityAlien(_rule.getPoints());
			break;
		}
	}
	for (std::vector<Country *>::iterator country = game.getCountries()->begin(); country != game.getCountries()->end(); ++country)
	{
		if ((*country)->getRules()->insideCountry(lon, lat))
		{
			(*country)->addActivityAlien(_rule.getPoints());
			break;
		}
	}
}
 
/**
 * Spawn an alien base.
 * @param engine The game engine, required to get access to game data and game rules.
 * @param zone The mission zone, required for determining the base coordinates.
 */
void AlienMission::spawnAlienBase(Game &engine, const MissionArea &area, std::pair<double, double> pos)
{
	SavedGame &game = *engine.getSavedGame();
	const Mod &ruleset = *engine.getMod();
	// Once the last UFO is spawned, the aliens build their base.
	AlienDeployment *deployment;
	Texture *texture = ruleset.getGlobe()->getTexture(area.texture);
	if (ruleset.getDeployment(_rule.getSiteType()))
	{
		deployment = ruleset.getDeployment(_rule.getSiteType());
	}
	else if (texture && !texture->getDeployments().empty())
	{
		deployment = ruleset.getDeployment(texture->getRandomDeployment(), true);
	}
	else
	{
		deployment = ruleset.getDeployment("STR_ALIEN_BASE_ASSAULT", true);
	}
	AlienBase *ab = new AlienBase(deployment);
	ab->setAlienRace(_race);
	ab->setId(game.getId(deployment->getMarkerName()));
	ab->setLongitude(pos.first);
	ab->setLatitude(pos.second);
	game.getAlienBases()->push_back(ab);
	addScore(ab->getLongitude(), ab->getLatitude(), game);
}
 
/*
 * Sets the mission's region. if the region is incompatible with
 * actually carrying out an attack, use the "fallback" region as
 * defined in the ruleset.
 * (this is a slight difference from the original, which just
 * defaulted them to zone[0], North America)
 * @param region the region we want to try to set the mission to.
 * @param mod the mod, in case we need to swap out the region.
 */
void AlienMission::setRegion(const std::string &region, const Mod &mod)
{
	RuleRegion *r = mod.getRegion(region, true);
	if (!r->getMissionRegion().empty())
	{
		_region = r->getMissionRegion();
	}
	else
	{
		_region = region;
	}
}
 
/**
 * Select a destination based on the criteria of our trajectory and desired waypoint.
 * @param trajectory the trajectory in question.
 * @param nextWaypoint the next logical waypoint in sequence (0 for newly spawned UFOs)
 * @param globe The earth globe, required to get access to land checks.
 * @param region the ruleset for the region of our mission.
 * @return a set of lon and lat coordinates based on the criteria of the trajectory.
 */
std::pair<double, double> AlienMission::getWaypoint(const UfoTrajectory &trajectory, const size_t nextWaypoint, const Globe &globe, const RuleRegion &region)
{
	int waveNumber = _nextWave - 1;
	if (waveNumber < 0)
	{
		waveNumber = _rule.getWaveCount() - 1;
	}
	if (trajectory.getZone(nextWaypoint) >= region.getMissionZones().size())
	{
		logMissionError(trajectory.getZone(nextWaypoint), region);
	}
 
	if (_missionSiteZone != -1 && _rule.getWave(waveNumber).objective && trajectory.getZone(nextWaypoint) == (size_t)(_rule.getSpawnZone()))
	{
		const MissionArea *area = &region.getMissionZones().at(_rule.getSpawnZone()).areas.at(_missionSiteZone);
		return std::make_pair(area->lonMin, area->latMin);
	}
 
	if (trajectory.getWaypointCount() > nextWaypoint + 1 && trajectory.getAltitude(nextWaypoint + 1) == "STR_GROUND")
	{
		return getLandPoint(globe, region, trajectory.getZone(nextWaypoint));
	}
	return region.getRandomPoint(trajectory.getZone(nextWaypoint));
}
 
/**
 * Get a random point inside the given region zone.
 * The point will be used to land a UFO, so it HAS to be on land (UNLESS it's landing on a city).
 * @param globe reference to the globe data.
 * @param region reference to the region we want a land point in.
 * @param zone the missionZone set within the region to find a landing zone in.
 * @return a set of longitudinal and latitudinal coordinates.
 */
std::pair<double, double> AlienMission::getLandPoint(const Globe &globe, const RuleRegion &region, size_t zone)
{
	if (zone >= region.getMissionZones().size() || region.getMissionZones().at(zone).areas.size() == 0)
	{
		logMissionError(zone, region);
	}
 
	std::pair<double, double> pos;
 
	if (region.getMissionZones().at(zone).areas.at(0).isPoint()) // if a UFO wants to land on a city, let it.
	{
		pos = region.getRandomPoint(zone);
	}
	else
	{
		int tries = 0;
		do
		{
			pos = region.getRandomPoint(zone);
			++tries;
		}
		while (!(globe.insideLand(pos.first, pos.second)
			&& region.insideRegion(pos.first, pos.second))
			&& tries < 100);
 
		if (tries == 100)
		{
			Log(LOG_DEBUG) << "Region: " << region.getType() << " Longitude: " << pos.first << " Latitude: " << pos.second << " invalid zone: " << zone << " ufo forced to land on water!";
		}
	}
	return pos;
}
 
/**
 * Attempt to spawn a Mission Site at a given location.
 * @param game reference to the saved game.
 * @param rules reference to the game rules.
 * @param area the point on the globe at which to spawn this site.
 * @return a pointer to the mission site.
 */
MissionSite *AlienMission::spawnMissionSite(SavedGame &game, AlienDeployment *deployment, const MissionArea &area)
{
	if (deployment)
	{
		MissionSite *missionSite = new MissionSite(&_rule, deployment);
		missionSite->setLongitude(RNG::generate(area.lonMin, area.lonMax));
		missionSite->setLatitude(RNG::generate(area.latMin, area.latMax));
		missionSite->setId(game.getId(deployment->getMarkerName()));
		missionSite->setSecondsRemaining(RNG::generate(deployment->getDurationMin(), deployment->getDurationMax()) * 3600);
		missionSite->setAlienRace(_race);
		missionSite->setTexture(area.texture);
		missionSite->setCity(area.name);
		game.getMissionSites()->push_back(missionSite);
		return missionSite;
	}
	return 0;
}
 
/**
 * Tell the mission which entry in the zone array we're targetting for our missionSite payload.
 * @param zone the number of the zone to target, synonymous with a city.
 */
void AlienMission::setMissionSiteZone(int zone)
{
	_missionSiteZone = zone;
}
 
void AlienMission::logMissionError(int zone, const RuleRegion &region)
{
	if (!region.getMissionZones().empty())
	{
		std::stringstream ss, ss2;
		ss << zone;
		ss2 << region.getMissionZones().size() - 1;
		throw Exception("Error occurred while trying to determine waypoint for mission type: " + _rule.getType() + " in region: " + region.getType() + ", mission tried to find a waypoint in zone " + ss.str() + " but this region only has zones valid up to " + ss2.str() + ".");
	}
	else
	{
		throw Exception("Error occurred while trying to determine waypoint for mission type: " + _rule.getType() + " in region: " + region.getType() + ", region has no valid zones.");
	}
}
 
}

V832 It's better to use '= default;' syntax instead of empty destructor body.

V807 Decreased performance. Consider creating a pointer to avoid using the 'game.getAlienBases()' expression repeatedly.

V807 Decreased performance. Consider creating a pointer to avoid using the 'game.getBases()' expression repeatedly.

V807 Decreased performance. Consider creating a pointer to avoid using the 'game.getBases()' expression repeatedly.

V807 Decreased performance. Consider creating a reference to avoid using the 'region.getMissionZones()' expression repeatedly.