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class_name BuilderElement
extends Node2D


@export var element: Node2D

var collision_shape: Shape2D

var previous_position

var collision_areas: Array[Area2D] = []


func _ready():
	var element_sprite: Sprite2D = element.get_node("Sprite2D")
	$Sprite2D.texture = element_sprite.texture
	$Sprite2D.region_enabled = element_sprite.region_enabled
	$Sprite2D.region_rect = element_sprite.region_rect
	$Sprite2D.scale = element_sprite.scale
	$Sprite2D.position = element_sprite.position
	
	var element_collision_shape = element.get_node("CollisionShape2D").duplicate() as CollisionShape2D
	#$Area2D.add_child(element_collision_shape)
	collision_shape = element_collision_shape.shape
	
	var snapped_size = collision_shape.size.snapped(Game.map.tile_set.tile_size)
	for x in (snapped_size.x / Game.map.tile_set.tile_size.x):
		for y in (snapped_size.y / Game.map.tile_set.tile_size.y):
			var collision_visibility_area_scene = preload("res://CollisionVisibilityArea.tscn")
			var collision_visibility_area = collision_visibility_area_scene.instantiate()
			collision_visibility_area.position = Vector2(
				x * Game.map.tile_set.tile_size.x,
				y * Game.map.tile_set.tile_size.y
			)
			collision_visibility_area.set_collision_layer_value(3, true)
			collision_visibility_area.set_collision_mask_value(1, true)
			collision_visibility_area.set_collision_mask_value(2, true)
			collision_visibility_area.set_collision_mask_value(3, true)
			collision_visibility_area.colliding_color = Color(1, 0, 0, 0.5)
			collision_visibility_area.not_colliding_color = Color(0, 1, 0, 0.25)
			
			var shape = RectangleShape2D.new()
			shape.size = Vector2(Game.map.tile_set.tile_size - Vector2i(1, 1))
			var cshape = CollisionShape2D.new()
			cshape.shape = shape
			cshape.position = Game.map.tile_set.tile_size / 2
			
			collision_visibility_area.add_child(cshape)
			add_child(collision_visibility_area)
			
			collision_areas.append(collision_visibility_area)


func _draw():
	draw_circle(
		Game.map.tile_set.tile_size,
		8 + element.attack_range,
		Color(1, 1, 1, 0.75),
		false,
		1.0
	)
	
	#if collision_shape is RectangleShape2D:
		#var nodes = $Area2D.get_overlapping_nodes()
		#for key in nodes:
			#var node = nodes[key]
			#if node.collision_points.size() == 4:
				#var rect_size = (node.collision_points[0] - node.collision_points[1] +
								#node.collision_points[2] - node.collision_points[0]).snapped(Game.map.tile_set.tile_size)
				#var relative_position = global_position - node.body.global_position.snapped(Game.map.tile_set.tile_size)
				#if relative_position.x > 0:
					#relative_position.x = 0
				#if relative_position.y > 0:
					#relative_position.y = 0
				#if rect_size.x == 0:
					#rect_size.x = 16
				#if rect_size.y == 0:
					#rect_size.y = 16
				#draw_rect(
					#Rect2(
						#abs(relative_position),
						#abs(rect_size)
					#),
						#Color(0, 0, 1)
				#)
		#draw_rect(
			#Rect2(
				#Vector2.ZERO,
				#collision_shape.size
			#),
			#Color(1, 0, 0, 0.5) if not can_build() else Color(0, 1, 0, 0.25)
		#)


func _process(_delta):
	previous_position = global_position
	global_position = get_global_mouse_position().snapped(Game.map.tile_set.tile_size) - Vector2(16,16)
	#global_position = Game.map.map_to_local(Game.map.local_to_map(get_global_mouse_position())) - Vector2(16,16)
	
	if global_position != previous_position:
		queue_redraw()


func can_build():
	for area in collision_areas:
		if area.get_overlapping_areas().size() > 0:
			return false
		
		if area.get_overlapping_bodies().size() > 0:
			return false
	
	return true


func _on_area_entered(_node) -> void:
	queue_redraw()

func _on_area_exited(_node) -> void:
	queue_redraw()