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class_name Chunk
extends Node3D


var grid_position := Vector3i.ZERO
var mesh: ArrayMesh = ArrayMesh.new()

@export var noise: FastNoiseLite
@export var blocks: Array = []


func generate_block_data(row: int, column: int, depth: int, empty: bool = false):
	grid_position = Vector3i(row, column, depth)
	
	blocks = []
	blocks.resize(Global.CHUNK_SIZE.x * Global.CHUNK_SIZE.y * Global.CHUNK_SIZE.z)
	
	for x in Global.CHUNK_SIZE.x:
		for z in Global.CHUNK_SIZE.z:
			var block_position := Vector3i(x, 0, z)
			var block_global_position := Vector3i(
				grid_position.x * Global.CHUNK_SIZE.x + block_position.x,
				0,
				grid_position.z * Global.CHUNK_SIZE.z + block_position.z
			)
			var height := Global.CHUNK_SIZE.y
			
			if grid_position.y >= Global.GROUND_LEVEL:
				var noise_2d := noise.get_noise_2d(
					block_global_position.x,
					block_global_position.z
				) * 100
				height = round(clamp(abs(noise_2d), 0, Global.CHUNK_SIZE.y))
			
			for y in Global.CHUNK_SIZE.y:
				block_position.y = y
				block_global_position. y = grid_position.y * Global.CHUNK_SIZE.y + block_position.y
				
				var value = noise.get_noise_3d(
					block_global_position.x,
					block_global_position.y,
					block_global_position.z
				) * 100
				
				var type := Block.Type.AIR
				if height < y:
					type = Block.Type.AIR
				else:
					if value > -15:
						type = Block.Type.GRASS
					elif value > -20:
						type = Block.Type.STONE
					#if value > 4:
						#type = Block.Type.GRASS
					#if value < -4:
						#type = Block.Type.STONE
					##if value < -16:
						##type = Block.Type.DIRT
					#if value < -17 and value > -20:
						#type = Block.Type.SAND
					#if abs(value) > 21 and abs(value) < 21.25:
						#type = [Block.Type.STONE, Block.Type.YELLOW_STONE, Block.Type.BLUE_STONE, Block.Type.RED_STONE, Block.Type.BLACK_STONE].pick_random()
					##print(value)
				
				var block = Block.new()
				block.position = block_position
				block.global_position = block_global_position
				block.type = type
				
				if empty or Global.MAX_HEIGHT < block.global_position.y:
					block.type = Block.Type.AIR
				
				var index := x + Global.CHUNK_SIZE.x * y + Global.CHUNK_SIZE.x * Global.CHUNK_SIZE.y * z
				blocks[index] = block


func generate_mesh():
	var material := preload("res://new_shader_material.tres")
	var st = SurfaceTool.new()
	st.begin(Mesh.PRIMITIVE_TRIANGLES)
	st.set_material(material)
	
	for index in blocks.size():
		var block: Block = blocks[index]
		if block.type == Block.Type.AIR:
			continue
		
		var block_front: Block
		if is_chunk_border_face(block.position, Block.Face.BACK):
			if chunk_exists(grid_position + Vector3i(0, 0, 1)):
				var chunk_front := Global.chunks[grid_position + Vector3i(0, 0, 1)]
				if chunk_front.is_inside_tree():
					block_front = chunk_front.get_block(Vector3i(block.position.x, block.position.y, 0))
		else:
			block_front = get_block(block.position + Vector3i(0, 0, 1))
		
		var block_back: Block
		if is_chunk_border_face(block.position, Block.Face.FRONT):
			if chunk_exists(grid_position + Vector3i(0, 0, -1)):
				var chunk_back := Global.chunks[grid_position + Vector3i(0, 0, -1)]
				if chunk_back.is_inside_tree():
					block_back = chunk_back.get_block(Vector3i(
						block.position.x, block.position.y, Global.CHUNK_SIZE.z - 1)
					)
		else:
			block_back = get_block(block.position + Vector3i(0, 0, -1))
		
		var block_right: Block
		if is_chunk_border_face(block.position, Block.Face.RIGHT):
			if chunk_exists(grid_position + Vector3i(1, 0, 0)):
				var chunk_right := Global.chunks[grid_position + Vector3i(1, 0, 0)]
				if chunk_right.is_inside_tree():
					block_right = chunk_right.get_block(Vector3i(0, block.position.y, block.position.z))
		else:
			block_right = get_block(block.position + Vector3i(1, 0, 0))
		
		var block_left: Block
		if is_chunk_border_face(block.position, Block.Face.LEFT):
			if chunk_exists(grid_position + Vector3i(-1, 0, 0)):
				var chunk_left := Global.chunks[grid_position + Vector3i(-1, 0, 0)]
				if chunk_left.is_inside_tree():
					block_left = chunk_left.get_block(Vector3i(
						Global.CHUNK_SIZE.x - 1, block.position.y, block.position.z)
					)
		else:
			block_left = get_block(block.position + Vector3i(-1, 0, 0))
		
		var block_top: Block
		if is_chunk_border_face(block.position, Block.Face.TOP):
			if chunk_exists(grid_position + Vector3i(0, 1, 0)):
				var chunk_top := Global.chunks[grid_position + Vector3i(0, 1, 0)]
				if chunk_top.is_inside_tree():
					block_top = chunk_top.get_block(Vector3i(block.position.x, 0, block.position.z))
		else:
			block_top = get_block(block.position + Vector3i(0, 1, 0))
		
		var block_bottom: Block
		if is_chunk_border_face(block.position, Block.Face.BOTTOM):
			if chunk_exists(grid_position + Vector3i(0, -1, 0)):
				var chunk_bottom := Global.chunks[grid_position + Vector3i(0, -1, 0)]
				if chunk_bottom.is_inside_tree():
					block_bottom = chunk_bottom.get_block(Vector3i(
						block.position.x, Global.CHUNK_SIZE.y - 1, block.position.z)
					)
		else:
			block_bottom = get_block(block.position + Vector3i(0, -1, 0))
		
		if not block.type == Block.Type.AIR:
			if block.type == Block.Type.GRASS:
				if block_top and block_top.type != Block.Type.AIR:
					block.type = Block.Type.DIRT
			elif block.type == Block.Type.DIRT:
				if not block_top or block_top.type == Block.Type.AIR:
					block.type = Block.Type.GRASS
			
			var rng = RandomNumberGenerator.new()
			rng.seed = randi()
			st.set_color(Color(rng.randf(), rng.randf(), rng.randf()))
			
			st.set_uv(Vector2(0, 0))
			
			if not block_front or block_front.type == Block.Type.AIR:
				block.add_face(st, Block.Face.FRONT)
			
			if not block_back or block_back.type == Block.Type.AIR:
				block.add_face(st, Block.Face.BACK)
			
			if not block_right or block_right.type == Block.Type.AIR:
				block.add_face(st, Block.Face.RIGHT)
			
			if not block_left or block_left.type == Block.Type.AIR:
				block.add_face(st, Block.Face.LEFT)
			
			if not block_top or block_top.type == Block.Type.AIR:
				block.add_face(st, Block.Face.TOP)
			
			if not block_bottom or block_bottom.type == Block.Type.AIR:
				block.add_face(st, Block.Face.BOTTOM)
	
	
	#st.generate_normals()
	mesh = st.commit()


func update_mesh() -> void:
	$MeshInstance3D.mesh = mesh
	
	var shape := ConcavePolygonShape3D.new()
	var faces := mesh.get_faces()
	if faces.size() > 0:
		shape.set_faces(mesh.get_faces())
	$StaticBody3D/CollisionShape3D.shape = shape


func add_to(node: Node) -> void:
	name = "Chunk_%s_%s_%s" % [grid_position.x, grid_position.y, grid_position.z]
	node.add_child(self, true)
	update_mesh()


func generate_chunk(row: int, column: int, depth: int):
	if blocks.is_empty():
		generate_block_data(row, column, depth)
	
	generate_mesh()


func add_block(block_position: Vector3, block_type: Block.Type = Block.Type.GRASS) -> void:
	var block = Block.new()
	block.position = Vector3i(block_position)
	block.global_position = Vector3i(
		grid_position.x * Global.CHUNK_SIZE.x + block.position.x,
		grid_position.y * Global.CHUNK_SIZE.y + block.position.y,
		grid_position.z * Global.CHUNK_SIZE.z + block.position.z
	)
	block.type = block_type
	
	#blocks[block_position.x][block_position.y][block_position.z] = block
	set_block(block.position, block)
	#generate_mesh.call_deferred()


func remove_block(block_position: Vector3) -> void:
	#blocks[block_position.x][block_position.y][block_position.z].type = Block.Type.AIR
	var block := get_block(block_position)
	block.type = Block.Type.AIR
	set_block(block.position, block)
	print(block_position)


func get_block(p: Vector3i) -> Block:
	return blocks[p.x + Global.CHUNK_SIZE.x * p.y + Global.CHUNK_SIZE.x * Global.CHUNK_SIZE.y * p.z]

func set_block(p: Vector3i, block: Block) -> void:
	blocks[p.x + Global.CHUNK_SIZE.x * p.y + Global.CHUNK_SIZE.x * Global.CHUNK_SIZE.y * p.z] = block


static func chunk_exists(chunk_position: Vector3i):
	return Global.chunks.has(chunk_position)
	#return x >= 0 and chunks.size() - 1 >= x and y >= 0 and chunks[x].size() - 1 >= y and z >= 0 and chunks[x][y].size() - 1 >= z

func block_exists(x: int, y: int, z: int):
	return x >= 0 and blocks.size() - 1 >= x and y >= 0 and blocks[x].size() - 1 >= y and z >= 0 and blocks[x][y].size() - 1 >= z

func is_chunk_border(p: Vector3i):
	return p.x == 0 or p.x == Global.CHUNK_SIZE.x - 1 or p.y == 0 or p.y == Global.CHUNK_SIZE.y - 1 or p.z == 0 or p.z == Global.CHUNK_SIZE.z - 1

func is_chunk_border_face(block_position: Vector3i, face: Block.Face) -> bool:
	if face == Block.Face.FRONT:
		return block_position.z == 0
	elif face == Block.Face.BACK:
		return block_position.z == Global.CHUNK_SIZE.z - 1
	elif face == Block.Face.LEFT:
		return block_position.x == 0
	elif face == Block.Face.RIGHT:
		return block_position.x == Global.CHUNK_SIZE.z - 1
	elif face == Block.Face.BOTTOM:
		return block_position.y == 0
	elif face == Block.Face.TOP:
		return block_position.y == Global.CHUNK_SIZE.y - 1
	
	return false

func get_bordering_chunks(block_position: Vector3i) -> Array[Vector3i]:
	var bordering_chunks := [] as Array[Vector3i]
	
	if not is_chunk_border(block_position):
		return bordering_chunks
	
	if block_position.z == 0:
		bordering_chunks.append(grid_position + Vector3i(0, 0, -1))
	elif block_position.z == Global.CHUNK_SIZE.z - 1:
		bordering_chunks.append(grid_position + Vector3i(0, 0, 1))
	
	if block_position.x == 0:
		bordering_chunks.append(grid_position + Vector3i(-1, 0, 0))
	elif block_position.x == Global.CHUNK_SIZE.x - 1:
		bordering_chunks.append(grid_position + Vector3i(1, 0, 0))
	
	if block_position.y == 0:
		bordering_chunks.append(grid_position + Vector3i(0, -1, 0))
	elif block_position.y == Global.CHUNK_SIZE.y - 1:
		bordering_chunks.append(grid_position + Vector3i(0, 1, 0))
	
	return bordering_chunks

func get_neighboring_blocks(_block_position: Vector3i) -> Array[Vector3i]:
	return []


@warning_ignore("shadowed_variable_base_class")
static func global_to_chunk(global_position: Vector3, normal: Vector3) -> Vector3i:
	return floor((global_position - normal * (Block.BLOCK_SIZE * 0.5)) / Vector3(Global.CHUNK_SIZE))

@warning_ignore("shadowed_variable_base_class")
static func global_to_chunk_block(global_position: Vector3, normal: Vector3) -> Vector3i:
	return global_to_block(global_position, normal) - Global.CHUNK_SIZE * global_to_chunk(global_position, normal)

@warning_ignore("shadowed_variable_base_class")
static func global_to_block(global_position: Vector3, normal: Vector3) -> Vector3i:
	return floor(global_position - normal * (Block.BLOCK_SIZE * 0.5))