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# Hurry Curry! - a game about cooking
# Copyright 2024 nokoe
# Copyright 2024 metamuffin
# Copyright 2024 tpart
#
# 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

signal update_players(players: Dictionary)
signal data_updated()
signal player_set_input_enabled(b: bool)
signal joined()
signal left()

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 maps: Dictionary = {}
var in_lobby := false
var is_replay := false
var is_joined := false
var join_sent := false

var players := {}

@onready var camera: FollowCamera = $FollowCamera
@onready var mp: Multiplayer = $Multiplayer
@onready var map: Map = $Map
@onready var environment: WorldEnvironment = $WorldEnvironment
@onready var lobby: Lobby = $"../Lobby"
@onready var overlay: Overlay = $"../Overlay"
@onready var popup_message: PopupMessage = $"../PopupMessage"

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

	mp.replay_start.connect(func(): is_replay = true)
	mp.connection_closed.connect(func(reason: String):
		Global.error_message = reason;
		get_parent().replace_menu("res://menu/error.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,
			maps_: Dictionary
		):
			item_names = item_names_
			tile_names = tile_names_
			tile_collide = tile_collide_
			tile_interact = tile_interact_
			maps = maps_
			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

			data_updated.emit()
	)
	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.movement_base
			player_set_input_enabled.connect(player_instance.set_input_enabled)
			is_joined = true
			joined.emit()
		else:
			player_instance = Player.new(player, player_name, pos, character, self)
		players[player] = player_instance
		add_child(player_instance)
		update_players.emit(players)
	)

	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, boosting: bool):
		var player_instance: Player = players[player]
		player_instance.update_position(pos, rot, boosting)
	)

	mp.remove_player.connect(func(id: int):
		var player: Player = players.get(id)
		if id == player_id:
			is_joined = false
			join_sent = false
			left.emit()
			camera.target = $Center
		if player != null:
			if player.hand != null:
				player.hand.queue_free()
			players.erase(id)
			player.queue_free()
		update_players.emit(players)
	)

	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)
		i.position = t.item_base.global_position
		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(player: int, tile: Vector2i):
		var t: Tile = map.get_tile_instance(tile)
		var p: Player = players[player]
		p.put_item(t)
	)

	mp.pass_item_player.connect(func(from: int, to: int):
		var from_player: Player = players[from]
		var to_player: Player = players[to]
		from_player.pass_to(to_player)
	)

	mp.pass_item_tile.connect(func(from: Vector2i, to: Vector2i):
		var from_tile: Tile = map.get_tile_instance(from)
		var to_tile: Tile = map.get_tile_instance(to)
		from_tile.pass_to(to_tile)
	)

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

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

	mp.set_player_progress.connect(func(player: int, progress: float, warn: bool):
		var p: Player = players[player]
		p.progress(progress, warn)
	)

	mp.set_player_finished.connect(func(player: int, warn: bool):
		var p: Player = players[player]
		p.finish(warn)
	)

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

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

	mp.effect_message.connect(func(player: int, effect: String, persist: bool):
		var p: Player = players[player]
		p.effect_message(effect, persist)
	)

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

	mp.set_ingame.connect(func (state, in_lobby_):
		in_lobby = in_lobby_
		if state:
			map.gi_bake()
			await get_parent().menu_anim_open()
			map.autobake = true
			
			if in_lobby_:
				popup_message.lobby()
			else:
				popup_message.ingame()
		else:
			map.autobake = false
			await get_parent().menu_anim_exit()
	)

	mp.server_message.connect(
		func(text):
			print(text)
			popup_message.display_server_msg(text)
	)

	mp.score.connect(overlay.update)
	mp.hide_score.connect(overlay.reset)

	mp.set_ingame.connect(
		func toggle_lobby(_state: bool, lobby_state: bool):
			lobby.visible = lobby_state
	)

func join():
	join_sent = true
	mp.send_join(Global.get_profile("username"), Global.get_profile("character"))

func _process(delta):
	update_center()

	if is_replay and mp != null:
		mp.send_replay_tick(delta)

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)

func update_center():
	if is_joined:
		return
	var sum: int = 0
	var player_sum: int = 0
	var center: Vector3 = Vector3(0., 0., 0.)
	var player_center: Vector3 = Vector3(0., 0., 0.)
	for v in players.values():
		var p: Player = v
		if p.character_idx >= 0:
			player_sum += 1
			player_center += p.movement_base.position
		sum += 1
		center += p.movement_base.position

	var new_center: Vector3 = Vector3(0., 0., 0.)
	if player_sum > 0:
		new_center = player_center / player_sum
	elif sum > 0:
		new_center = center / sum
	else:
		var extents = map.extents()
		var map_center = ((extents[0] + extents[1]) / 2) + Vector2(.5, .5)
		new_center = Vector3(map_center.x, 0., map_center.y)
	$Center.position = new_center