/// 
import { PacketC, PacketS } from "./protocol.ts";
import { V2, ceil_v2, floor_v2, lerp_v2_mut, normalize } from "./util.ts";
let ctx: CanvasRenderingContext2D;
let canvas: HTMLCanvasElement;
let ws: WebSocket;
document.addEventListener("DOMContentLoaded", () => {
    ws = new WebSocket(`${window.location.protocol.endsWith("s:") ? "wss" : "ws"}://${window.location.hostname}:27032/`)
    ws.onerror = console.error
    ws.onmessage = m => {
        packet(JSON.parse(m.data) as PacketC);
    }
    ws.onclose = () => console.log("close")
    ws.onopen = () => {
        console.log("open")
        send({ join: { name: "test" } })
    }
    canvas = document.createElement("canvas");
    document.body.append(canvas)
    ctx = canvas.getContext("2d")!
    resize()
    globalThis.addEventListener("resize", resize)
    draw()
    document.addEventListener("keydown", ev => keyboard(ev, true))
    document.addEventListener("keyup", ev => keyboard(ev, false))
    setInterval(tick_update, 1000 / 25);
})
interface Player { x: number; y: number, name: string, rot: number }
const players = new Map()
interface Item { x: number; y: number }
const items = new Map()
interface Tile { x: number; y: number }
const tiles = new Map()
let my_id: number = -1
const camera: V2 = { x: 0, y: 0 }
let scale = 0
function send(p: PacketS) { ws.send(JSON.stringify(p)) }
function packet(p: PacketC) {
    console.log(p);
    if ("joined" in p) {
        my_id = p.joined.id
    } else if ("add_player" in p) {
        players.set(p.add_player.id, { x: 0, y: 0, name: p.add_player.name, rot: 0 })
    } else if ("remove_player" in p) {
        players.delete(p.remove_player.id)
    } else if ("position" in p) {
        const pl = players.get(p.position.player)!
        pl.x = p.position.pos[0]
        pl.y = p.position.pos[1]
        pl.rot = p.position.rot
    } else if ("take_item" in p) {
    } else if ("put_item" in p) {
    } else if ("produce_item" in p) {
    } else if ("consume_item" in p) {
    } else if ("set_active" in p) {
    } else if ("update_map" in p) {
    } else console.warn("unknown packet", p);
}
const keys_down = new Set();
const HANDLED_KEYS = ["KeyW", "KeyA", "KeyS", "KeyD", "Space"]
function keyboard(ev: KeyboardEvent, down: boolean) {
    if (HANDLED_KEYS.includes(ev.code)) ev.preventDefault()
    if (ev.code == "Space") interact()
    if (down) keys_down.add(ev.code)
    else keys_down.delete(ev.code)
}
function interact() {
}
function tick_update() {
    const p = players.get(my_id)
    if (!p) return
}
function frame_update(dt: number) {
    const p = players.get(my_id)
    if (!p) return
    const input = normalize({
        x: (+keys_down.has("KeyD") - +keys_down.has("KeyA")),
        y: (+keys_down.has("KeyS") - +keys_down.has("KeyW"))
    })
    p.x += input.x * dt * 5
    p.y += input.y * dt * 5
    lerp_v2_mut(camera, p, dt * 10.)
}
function resize() {
    canvas.width = globalThis.innerWidth
    canvas.height = globalThis.innerHeight
}
let last_frame = Date.now()
function draw() {
    const now = Date.now()
    frame_update((now - last_frame) / 1000)
    last_frame = now;
    if (ws.readyState == ws.CONNECTING) draw_wait("Connecting...")
    else if (ws.readyState == ws.CLOSING) draw_wait("Closing...")
    else if (ws.readyState == ws.CLOSED) draw_wait("Disconnected")
    else if (ws.readyState == ws.OPEN) draw_ingame()
    else throw new Error(`ws state invalid`);
    requestAnimationFrame(draw)
}
function draw_wait(text: string) {
    ctx.fillStyle = "gray"
    ctx.fillRect(0, 0, canvas.width, canvas.height)
    ctx.fillStyle = "#555"
    ctx.font = "50px sans-serif"
    ctx.strokeStyle = "black"
    ctx.fillStyle = "white"
    ctx.lineWidth = 10
    ctx.textAlign = "center"
    ctx.textBaseline = "middle"
    ctx.lineJoin = "round"
    ctx.lineCap = "round"
    ctx.strokeText(text, canvas.width / 2, canvas.height / 2)
    ctx.fillText(text, canvas.width / 2, canvas.height / 2)
}
function map_screen_to_world(screen: V2): V2 {
    return {
        x: ((screen.x - canvas.width / 2) / scale) + camera.x,
        y: ((screen.y - canvas.height / 2) / scale) + camera.y,
    }
}
function draw_ingame() {
    ctx.fillStyle = "#111"
    ctx.fillRect(0, 0, canvas.width, canvas.height)
    scale = Math.min(canvas.width, canvas.height) / 10;
    ctx.save()
    ctx.translate(canvas.width / 2, canvas.height / 2)
    ctx.scale(scale, scale)
    ctx.translate(-camera.x, -camera.y)
    draw_grid()
    for (const [_, player] of players) {
        ctx.save()
        ctx.translate(player.x, player.y)
        ctx.rotate(player.rot)
        ctx.fillStyle = "rgb(226, 176, 26)"
        const psize = 0.6;
        ctx.fillRect(-psize / 2, -psize / 2, psize, psize)
        ctx.restore()
    }
    ctx.restore()
}
function draw_grid() {
    ctx.strokeStyle = "#333"
    ctx.lineWidth = 0.01
    ctx.beginPath()
    const min = floor_v2(map_screen_to_world({ x: 0, y: 0 }))
    const max = ceil_v2(map_screen_to_world({ x: canvas.width, y: canvas.height }))
    for (let x = min.x; x < max.x; x++) {
        ctx.moveTo(x, min.y)
        ctx.lineTo(x, max.y)
    }
    for (let y = min.y; y < max.y; y++) {
        ctx.moveTo(min.x, y)
        ctx.lineTo(max.x, y)
    }
    ctx.stroke()
}