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class_name World
extends Node3D


@onready var noise := FastNoiseLite.new()

var chunks_to_generate: Array[Vector3i] = []
var chunks_to_update: Array[Vector3i] = []
var active_generate_task_id: int = -1
var active_update_task_id: int = -1

var player_last_chunk := Vector3i.ZERO
var chunk_generation_radius := Vector3i(2, 2, 2)

@onready var chunks_container := $Chunks


func _ready() -> void:
	Global.player = $Player
	noise.seed = randi()
	
	var world_size := Vector3i(2, 1, 2)
	
	for column in range(world_size.y, 0, -1):
		for row in range(- world_size.x * 0.5, world_size.x * 0.5):
			for depth in range(- world_size.z * 0.5, world_size.z * 0.5):
				chunks_to_generate.append(Vector3i(row, column, depth))
	
	# TODO: 2*1*2 worldgen on main thread
	# TODO: show loading anim. how?
	# TODO: worldgen not on main thread.
	# TODO: get number of chunks to be gen
	# TODO: ++number and show progress %


func _process(_delta: float) -> void:
	if chunks_to_generate.size() > 0:
		if active_generate_task_id == -1:
			active_generate_task_id = WorkerThreadPool.add_task(generate_chunk_task.bind(0))
		else:
			if WorkerThreadPool.is_task_completed(active_generate_task_id):
				WorkerThreadPool.wait_for_task_completion(active_generate_task_id)
				chunks_to_generate.remove_at(0)
				active_generate_task_id = -1
	
	if chunks_to_update.size() > 0:
		if active_update_task_id == -1:
			active_update_task_id = WorkerThreadPool.add_group_task(update_chunk_task, chunks_to_update.size())
		else:
			if WorkerThreadPool.is_group_task_completed(active_update_task_id):
				WorkerThreadPool.wait_for_group_task_completion(active_update_task_id)
				chunks_to_update.remove_at(0)
				active_update_task_id = -1


func _physics_process(_delta: float) -> void:
	if player_last_chunk != Global.player.current_chunk_position:
		player_last_chunk = Global.player.current_chunk_position
		var chunks_in_radius := []
		for x in range(- chunk_generation_radius.x * 0.5, chunk_generation_radius.x * 0.5 + 1):
			for y in range(- chunk_generation_radius.y * 0.5, chunk_generation_radius.y * 0.5 + 1):
				for z in range(- chunk_generation_radius.z * 0.5, chunk_generation_radius.z * 0.5 + 1):
					var chunk_to_check := Global.player.current_chunk_position + Vector3i(x, y, z)
					chunks_in_radius.append(chunk_to_check)
		
		# generate new or re-generate existing nodes
		for p in chunks_in_radius:
			if not Chunk.chunk_exists(p):
				chunks_to_generate.append(p)
			elif not chunks_container.has_node("Chunk_%s_%s_%s" % [p.x, p.y, p.z]):
				chunks_to_generate.append(p)
		
		# remove surplus nodes
		for node: Chunk in chunks_container.get_children():
			if not chunks_in_radius.has(node.grid_position):
				chunks_container.remove_child(node)


func generate_chunk_task(index: int) -> void:
	update_chunk(chunks_to_generate[index])

func update_chunk_task(index: int) -> void:
	update_chunk(chunks_to_update[index])

func update_chunk(chunk_position: Vector3i) -> void:
	if Chunk.chunk_exists(chunk_position):
		var chunk: Chunk = Global.chunks[chunk_position]
		chunk.generate_mesh()
		chunk.update_mesh.call_deferred()
		
		(func():
			if not chunks_container.has_node("Chunk_%s_%s_%s" % [chunk_position.x, chunk_position.y, chunk_position.z]):
				chunk.add_to(chunks_container)
		).call_deferred()
	
	else:
		var chunk := create_chunk(chunk_position)
		chunk.generate_block_data(chunk_position.x, chunk_position.y, chunk_position.z)
		chunk.generate_mesh()
		chunk.add_to.call_deferred(chunks_container)


func create_chunk(chunk_position: Vector3i) -> Chunk:
	var chunk: Chunk = preload("res://chunk.tscn").instantiate()
	chunk.noise = noise
	Global.chunks[chunk_position] = chunk
	
	return chunk


func add_block(target_position: Vector3, normal: Vector3, block_type: Block.Type = Block.Type.AIR):
	var chunk_idx := Chunk.global_to_chunk(target_position + normal, Vector3.ZERO)
	var chunk: Chunk
	
	if Chunk.chunk_exists(chunk_idx):
		chunk = Global.chunks[chunk_idx]
	else:
		chunk = create_chunk(Vector3(chunk_idx.x, chunk_idx.y, chunk_idx.z))
		chunk.generate_block_data(chunk_idx.x, chunk_idx.y, chunk_idx.z, true)
		chunk.add_to.call_deferred(self)
	
	var block_chunk_idx := Chunk.global_to_chunk_block(target_position + normal, normal)
	chunk.add_block(block_chunk_idx, block_type)
	chunks_to_update.append(chunk.grid_position)


func remove_block(target_position: Vector3, normal: Vector3):
	var chunk_idx := Chunk.global_to_chunk(target_position, normal)
	if Chunk.chunk_exists(chunk_idx):
		var chunk: Chunk = Global.chunks[chunk_idx]
		var block_chunk_idx := Chunk.global_to_chunk_block(target_position, normal)
		chunk.remove_block(block_chunk_idx)
		chunks_to_update.append(chunk.grid_position)
		chunks_to_update.append_array(chunk.get_bordering_chunks(block_chunk_idx).filter(func(item):
			return Chunk.chunk_exists(item)
		))