#pragma once

#include <common/mutators/base.qh>
#include <server/elimination.qh>
#include <server/round_handler.qh>
#include <server/world.qh>
#include <server/command/sv_cmd.qh>

int autocvar_g_ca_spectate_enemies;
int autocvar_g_ca_point_limit;
int autocvar_g_ca_point_leadlimit;
float autocvar_g_ca_round_timelimit;
bool autocvar_g_ca_team_spawns;
//int autocvar_g_ca_teams;
int autocvar_g_ca_teams_override;
float autocvar_g_ca_warmup;
string autocvar_g_ca_weaponarena;

bool allowed_to_spawn;
bool g_ca_spectate_enemies; // updated on map reset

const int ST_CA_ROUNDS = 1;

bool CA_CheckTeams();
bool CA_CheckWinner();
void CA_RoundStart();
bool ca_isEliminated(entity e);

REGISTER_MUTATOR(ca, false)
{
	MUTATOR_STATIC();
	MUTATOR_ONADD
	{
		GameRules_teams(true);
		GameRules_spawning_teams(autocvar_g_ca_team_spawns);
		GameRules_limit_score(autocvar_g_ca_point_limit);
		GameRules_limit_lead(autocvar_g_ca_point_leadlimit);

		int ca_teams = autocvar_g_ca_teams_override;
		if (ca_teams < 2)
			ca_teams = cvar("g_ca_teams"); // read the cvar directly as it gets written earlier in the same frame

		teamplay_bitmask = BITS(bound(2, ca_teams, 4));
		GameRules_scoring(teamplay_bitmask, SFL_SORT_PRIO_PRIMARY, 0,
		{
			field_team(ST_CA_ROUNDS, "rounds", SFL_SORT_PRIO_PRIMARY);
		});

		allowed_to_spawn = true;
		g_ca_spectate_enemies = autocvar_g_ca_spectate_enemies;
		observe_blocked_if_eliminated = (g_ca_spectate_enemies == -1);
		round_handler_Spawn(CA_CheckTeams, CA_CheckWinner, CA_RoundStart);
		round_handler_Init(5, autocvar_g_ca_warmup, autocvar_g_ca_round_timelimit);
		EliminatedPlayers_Init(ca_isEliminated);
	}
	return 0;
}
