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extends Node2D


var current_builder_element: BuilderElement


func _ready():
	Game.initialize_stage($Layer0)
	
	for tower in $Towers.get_children():
		tower.selected.connect(func():
			%Tower.text = "Range: %s - Power: %s - Speed: %s" % [
				tower.attack_range, tower.attack_power, tower.attack_speed
			]
		)
	
	while true:
		var scene = preload("res://Mob.tscn")
		var mob = scene.instantiate()
		add_child(Game.spawn_mob(mob, $Spawn))
		await get_tree().create_timer(randi_range(1, 2)).timeout
		#break


func _input(event: InputEvent):
	if Game.mode == Game.Mode.DEFAULT:
		if event.is_action_pressed("builder_tower_select"):
			if Tower.selected_tower:
				Tower.selected_tower.is_selected = false
		if event.is_action_pressed("select"):
			if Mob.selected_unit:
				Mob.selected_unit.is_selected = false
	
	if Game.mode == Game.Mode.BUILD:
		if event.is_action_pressed("builder_tower_select"):
			get_viewport().set_input_as_handled()
			
			if current_builder_element.can_build():
				var placed_tower = current_builder_element.element.duplicate() as Tower
				Game.place_tower(placed_tower, get_global_mouse_position().snapped(Vector2(16, 16)))
				
				placed_tower.selected.connect(func():
					%Tower.text = "Range: %s - Power: %s - Speed: %s" % [
						placed_tower.attack_range, placed_tower.attack_power, placed_tower.attack_speed
					]
				)
				
				if not Input.is_action_pressed("builder_tower_place_keep"):
					current_builder_element.queue_free()
					Game.mode = Game.Mode.DEFAULT
			
		if event.is_action_pressed("builder_cancel"):
			get_viewport().set_input_as_handled()
			
			current_builder_element.queue_free()
			Game.mode = Game.Mode.DEFAULT


func _on_texture_rect_gui_input(event: InputEvent):
	if event.is_action_pressed("builder_tower_select"):
		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 = [16, 32, 64].pick_random()
		builder_element.element = tower
		add_child(builder_element)
		current_builder_element = builder_element