#include "Level.hpp"
#include "World.hpp"
#include "LevelEvents.hpp"
#include "../settings.hpp"
#include "../content/Content.hpp"
#include "../lighting/Lighting.hpp"
#include "../voxels/Chunk.hpp"
#include "../voxels/Chunks.hpp"
#include "../voxels/ChunksStorage.hpp"
#include "../physics/Hitbox.hpp"
#include "../physics/PhysicsSolver.hpp"
#include "../objects/Player.hpp"
#include "../items/Inventory.hpp"
#include "../items/Inventories.hpp"

Level::Level(
    std::unique_ptr<World> world,
    const Content* content,
    EngineSettings& settings
) : world(std::move(world)),
	content(content),
	chunksStorage(std::make_unique<ChunksStorage>(this)),
	physics(std::make_unique<PhysicsSolver>(glm::vec3(0, -22.6f, 0))),
    events(std::make_unique<LevelEvents>()),
	settings(settings)
{
	auto inv = std::make_shared<Inventory>(
        this->world->getNextInventoryId(), DEF_PLAYER_INVENTORY_SIZE
    );
	auto player = spawnObject<Player>(
        glm::vec3(0, DEF_PLAYER_Y, 0), DEF_PLAYER_SPEED, inv
    );

    uint matrixSize = (
        settings.chunks.loadDistance.get() + 
        settings.chunks.padding.get()
    ) * 2;
    chunks = std::make_unique<Chunks>(
		matrixSize, matrixSize, 0, 0, this->world->wfile.get(), events.get(), content
	);
	lighting = std::make_unique<Lighting>(content, chunks.get());

	events->listen(EVT_CHUNK_HIDDEN, [this](lvl_event_type, Chunk* chunk) {
		this->chunksStorage->remove(chunk->x, chunk->z);
	});

	inventories = std::make_unique<Inventories>(*this);
	inventories->store(player->getInventory());
}

Level::~Level(){
	for(auto obj : objects) {
		obj.reset();
	}
}

void Level::loadMatrix(int32_t x, int32_t z, uint32_t radius) {
	chunks->setCenter(x, z);
    uint32_t diameter = std::min(
        radius*2LL,
        (settings.chunks.loadDistance.get() + settings.chunks.padding.get()) * 2LL
    );
	if (chunks->w != diameter) {
		chunks->resize(diameter, diameter);
	}
}

World* Level::getWorld() {
    return world.get();
}
