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extends Node


signal mode_changed
signal path_grid_changed

var debug = false

enum Mode {
	DEFAULT,
	BUILD,
}

var mode: Mode = Mode.DEFAULT :
	set(value):
		mode = value
		mode_changed.emit()

var current_builder_element

var score: int :
	set(value):
		score = value
		get_tree().current_scene.get_node("%Score").text = str(score)


var path_grid: AStarGrid2D
var map: TileMapLayer

func initialize_stage(tilemap: TileMapLayer):
	map = tilemap
	
	path_grid = AStarGrid2D.new()
	path_grid.region = map.get_used_rect()
	path_grid.cell_size = map.tile_set.tile_size
	path_grid.offset = map.tile_set.tile_size / 2
	path_grid.diagonal_mode = AStarGrid2D.DIAGONAL_MODE_AT_LEAST_ONE_WALKABLE
	path_grid.update()
	
	for tower in get_tree().current_scene.get_node("Towers").get_children():
		fill_tower_region(tower, true)


func place_tower(tower: Tower, position: Vector2):
	tower.global_position = position
	fill_tower_region(tower, true)
	get_tree().current_scene.get_node("Towers").add_child(tower)
	
	Game.score += 1
	
	path_grid_changed.emit()

func remove_tower(tower: Tower):
	destroy_tower(tower)
	Game.score -= 1

func destroy_tower(tower: Tower):
	fill_tower_region(tower, false)
	
	tower.queue_free()
	
	path_grid_changed.emit()

func select_tower(tower: Tower):
	tower.is_selected = true

func deselect_tower():
	if Tower.selected_tower:
		Tower.selected_tower.is_selected = false
		get_tree().current_scene.get_node("%Tower").text = ""


func fill_tower_region(tower: Tower, solid = true):
	var region = tower.get_region().size.snapped(path_grid.cell_size)
	path_grid.fill_solid_region(
		Rect2i(
			map.local_to_map(tower.global_position),
			(region / path_grid.cell_size)
		),
		solid
	)


func spawn_mob(mob: Mob, spawn: Spawn):
	mob.global_position = spawn.spawn_position
	mob.target = spawn.next_node
	mob.hp = randi_range(50, 200)
	mob.speed = randi_range(50, 150)
	#mob.get_node("Sprite2D").modulate = Color(randf_range(0, 1), randf_range(0, 1), randf_range(0, 1))
	
	return mob


func start_build_mode():
	Game.mode = Game.Mode.BUILD
	var scene = preload("res://BuilderElement.tscn")
	var builder_element = scene.instantiate()
	var tower = preload("res://Tower.tscn").instantiate() as Tower
	tower.attack_range = [
		Game.map.tile_set.tile_size.x * 2,
		Game.map.tile_set.tile_size.x * 3,
		Game.map.tile_set.tile_size.x * 4,
	].pick_random()
	builder_element.element = tower
	get_tree().current_scene.add_child(builder_element)
	current_builder_element = builder_element

func stop_build_mode():
	current_builder_element.queue_free()
	Game.mode = Game.Mode.DEFAULT