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# Undercooked - a game about cooking
# Copyright 2024 nokoe
# Copyright 2024 metamuffin
#
# This program is free software: you can redistribute it and/or modify
# it under the terms of the GNU Affero General Public License as published by
# the Free Software Foundation, version 3 of the License only.
#
# This program 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 Affero General Public License for more details.
#
# You should have received a copy of the GNU Affero General Public License
# along with this program.  If not, see <https://www.gnu.org/licenses/>.
#
class_name Game
extends Node3D

@onready var camera: FollowCamera = $FollowCamera
@onready var mp: Multiplayer = $Multiplayer
@onready var map: Map = $Map
@onready var marker: Marker = $Marker
@onready var environment = $WorldEnvironment
@onready var transition: SceneTransition = $SceneTransition

var player_id: int = -1
var item_names: Array = []
var item_index_by_name: Dictionary = {}
var tile_names: Array = []
var tile_index_by_name: Dictionary = {}
var tile_collide: Array = []
var tile_interact: Array = []

var marker_target = Vector3(0,0,0)
var players := {}

func _ready():
	if !Global.on_vulkan():
		environment.environment.tonemap_exposure = 0.5

	environment.environment.sdfgi_enabled = Global.settings["sdfgi"]["value"]

	mp.connection_closed.connect(func(reason: String):
		Global.error_message = reason;
		$SceneTransition.instant_to("res://menu/error_menu.tscn")
	)

	mp.init.connect(func(player_id_: int): player_id = player_id_)

	mp.data.connect(func(
			item_names_: Array,
			tile_names_: Array,
			tile_collide_: Array,
			tile_interact_: Array
		):
			item_names = item_names_
			tile_names = tile_names_
			tile_collide = tile_collide_
			tile_interact = tile_interact_
			tile_index_by_name = {}
			for id in tile_names.size():
				tile_index_by_name[tile_names[id]] = id

			item_index_by_name.clear()
			for i in range(item_names.size()):
				item_index_by_name[item_names[i]] = i
	)
	await mp.init

	if player_id == -1:
		push_error("multiplayer has not been initialized")

	mp.add_player.connect(func(player: int, player_name: String, pos: Vector2, character: int):
		var player_instance: Player
		if player == player_id:
			player_instance = ControllablePlayer.new(player, player_name, pos, character, self)
			camera.target = player_instance
		else:
			player_instance = Player.new(player, player_name, pos, character, self)
		players[player] = player_instance
		add_child(player_instance)
	)

	mp.set_tile.connect(set_tile)
	mp.remove_tile.connect(func (pos): map.clear_tile(pos))

	mp.position.connect(func(player: int, pos: Vector2, rot: float):
		var player_instance: Player = players[player]
		player_instance.update_position(pos, rot)
	)

	mp.remove_player.connect(func(id: int):
		var player: Player = players.get(id)
		if id == player_id:
			camera.target = self
		if player != null:
			if player.hand != null:
				player.hand.queue_free()
			players.erase(id)
			player.queue_free()
	)

	mp.set_tile_item.connect(func(tile: Vector2i, item: int):
		var t: Tile = map.get_tile_instance(tile)
		var i = ItemFactory.produce(item_names[item], t.item_base)
		add_child(i)
		i.name = item_names[item]
		t.set_item(i)
	)

	mp.remove_tile_item.connect(func(tile: Vector2i):
		var t: Tile = map.get_tile_instance(tile)
		t.take_item().queue_free()
	)

	mp.set_player_item.connect(func(player: int, item: int):
		var p: Player = players[player]
		var i = ItemFactory.produce(item_names[item], p.hand_base)
		add_child(i)
		i.name = item_names[item]
		p.set_item(i)
	)

	mp.remove_player_item.connect(func(player: int):
		var p: Player = players[player]
		p.remove_item().queue_free()
	)

	mp.take_item.connect(func(tile: Vector2i, player: int):
		var t: Tile = map.get_tile_instance(tile)
		var p: Player = players[player]
		p.take_item(t)
	)

	mp.put_item.connect(func(tile: Vector2i, player: int):
		var t: Tile = map.get_tile_instance(tile)
		var p: Player = players[player]
		p.put_item(t)
	)

	mp.set_progress.connect(func(tile: Vector2i, progress: float, warn: bool):
		var t: Tile = map.get_tile_instance(tile)
		t.progress(progress, warn)
	)

	mp.set_finished.connect(func(tile: Vector2i, warn: bool):
		var t: Tile = map.get_tile_instance(tile)
		t.finish(warn)
	)

	mp.text_message.connect(func(player: int, text: String):
		var p: Player = players[player]
		p.chat_bubble.set_text(text)
	)

	mp.clear_message.connect(func(player: int):
		var p: Player = players[player]
		p.item_bubble.remove_item()
		p.chat_bubble.remove_text()
	)

	mp.item_message.connect(func(player: int, item: int):
		var p: Player = players[player]
		p.item_bubble.set_item(item_names[item])
	)

	mp.send_join(Global.profile["username"], Global.profile["character"])

	mp.set_ingame.connect(func (state):
		if state: 
			await transition.fade_out()
			map.gi_bake()
			await transition.fade_in()
			map.autobake = true
		else:
			map.autobake = false 
			await transition.fade_out()
	)
	
	mp.score.connect($Overlay.update)

func _process(delta):
	marker.position = lerp(marker.position, marker_target, delta * 40.0)

func get_tile_collision(pos: Vector2i) -> bool:
	var t = map.get_tile_name(pos)
	if t == null: return true
	else: return tile_collide[tile_index_by_name[t]]

func get_tile_interactive(pos: Vector2i) -> bool:
	var t = map.get_tile_name(pos)
	if t == null: return false
	else: return tile_interact[tile_index_by_name[t]]

func set_tile(tile: Vector2i, kind = null, neighbors = null):
	if neighbors != null: neighbors = neighbors.map(func (x): return tile_names[x] if x != null else null)
	map.set_tile(tile, tile_names[kind], neighbors)