<template>
  <TilemapLayerC :tilemap="tileTilemap" :tileset="exampleTilesArray" :layerIndex="0" :cull-padding-x="10" :cull-padding-y="10" />

  <Controls :layer="exampleTiles" />
  <!--  @TODO: inside asset manager we need to be able to set the originX and originY per individial asset -->
  <Container>
    <Image :texture="'wall1'" :x="pos.position_x" :y="pos.position_y" :originY="1.13" :originX="1" />
    <Image :texture="'wall1'" :x="pos2.position_x" :y="pos2.position_y" :originY="1.13" :originX="1" />
    <Image :texture="'wall2'" :x="pos3.position_x" :y="pos3.position_y" :originY="1.255" :originX="1" />
  </Container>

  <Toolbar :layer="exampleTiles" @eraser="eraser" @pencil="pencil" @save="save" />
  <Tiles v-if="(zoneEditorStore.tool === 'pencil' || zoneEditorStore.tool === 'eraser') && zoneEditorStore.drawMode === 'tile'" />
  <Decorations v-if="(zoneEditorStore.tool === 'pencil' || zoneEditorStore.tool === 'eraser') && zoneEditorStore.drawMode === 'decoration'" />
  <ZoneSettings v-if="zoneEditorStore.isSettingsModalShown" />
  <GmPanel />
</template>

<script setup lang="ts">
import config from '@/config'
import Tileset = Phaser.Tilemaps.Tileset
import TilemapLayer = Phaser.Tilemaps.TilemapLayer
import { Container, TilemapLayer as TilemapLayerC, useScene, Image } from 'phavuer'
import { onBeforeMount, onBeforeUnmount, onMounted, ref, type Ref, watch } from 'vue'
import Controls from '@/components/utilities/Controls.vue'
import { useSocketStore } from '@/stores/socket'
import Toolbar from '@/components/utilities/zoneEditor/Toolbar.vue'
import Tiles from '@/components/utilities/zoneEditor/Tiles.vue'
import { useZoneEditorStore } from '@/stores/zoneEditor'
import ZoneSettings from '@/components/utilities/zoneEditor/ZoneSettings.vue'
import Decorations from '@/components/utilities/zoneEditor/Decorations.vue'
import { generateTilemap, tileToWorldX, tileToWorldXY, tileToWorldY } from '@/services/zone'
import type { Zone } from '@/types'
import GmPanel from '@/components/utilities/GmPanel.vue'

// Phavuer logic
let scene = useScene()
const socket = useSocketStore()
const zoneEditorStore = useZoneEditorStore()

// Tile tilemap
const tileMapData = new Phaser.Tilemaps.MapData({
  width: zoneEditorStore.width,
  height: zoneEditorStore.height,
  tileWidth: config.tile_size.x,
  tileHeight: config.tile_size.y,
  orientation: Phaser.Tilemaps.Orientation.ISOMETRIC,
  format: Phaser.Tilemaps.Formats.ARRAY_2D
})
let tileTilemap = new Phaser.Tilemaps.Tilemap(scene, tileMapData)
let tilesImg = tileTilemap.addTilesetImage('default', 'tiles')
let exampleTiles = tileTilemap.createBlankLayer('exampleTiles', tilesImg as Tileset, 0, config.tile_size.y) as TilemapLayer

const exampleTilesArray = Array.from({ length: zoneEditorStore.width }, () => Array.from({ length: zoneEditorStore.height }, () => 1))

onMounted(() => {})
const pos = tileToWorldXY(exampleTiles, 1, 1)
const pos2 = tileToWorldXY(exampleTiles, 1, 2)
const pos3 = tileToWorldXY(exampleTiles, 2, 1)
console.log(pos)
// center camera
const centerY = (tileTilemap.height * tileTilemap.tileHeight) / 2
const centerX = (tileTilemap.width * tileTilemap.tileWidth) / 2
scene.cameras.main.centerOn(centerX, centerY)

onBeforeMount(() => {
  exampleTilesArray.forEach((row, y) => row.forEach((tile, x) => exampleTiles.putTileAt(tile, x, y)))

  socket.connection.emit('gm:zone_editor:zone:request', { zoneId: socket.character.zoneId })
})

// Watch for changes in the zoneStore and update the layer
// watch(
//   () => zoneEditorStore.tiles,
//   () => {
//     // @TODO : change to zone for when loading other maps
//     zoneEditorStore.tiles.forEach((row, y) => row.forEach((tile, x) => layer.putTileAt(tile, x, y)))
//   },
//   { deep: true }
// )

// socket.connection.on('gm:zone_editor:zone:load', (data: Zone) => {
//   tileTilemap = generateTilemap(scene, data.width, data.height);
//   zoneEditorStore.setName(data.name)
//   zoneEditorStore.setWidth(data.width)
//   zoneEditorStore.setHeight(data.height)
// })

function eraser(tile: Phaser.Tilemaps.Tile) {
  if (zoneEditorStore.drawMode === 'tile') {
    tiles.putTileAt(0, tile.x, tile.y)
    zoneEditorStore.updateTile(tile.x, tile.y, 0)
  }

  if (zoneEditorStore.drawMode === 'wall') {
    walls.putTileAt(0, tile.x, tile.y)
    zoneEditorStore.updateWall(tile.x, tile.y, 0)
  }
}

function pencil(tile: Phaser.Tilemaps.Tile) {
  if (zoneEditorStore.drawMode === 'tile') {
    if (zoneEditorStore.selectedTile === null) return
    tiles.putTileAt(zoneEditorStore.selectedTile, tile.x, tile.y)
    zoneEditorStore.setTiles(tile.x, tile.y, zoneEditorStore.selectedTile)
  }

  if (zoneEditorStore.drawMode === 'wall') {
    // @TODO fix position
    if (zoneEditorStore.selectedWall === null) return
    walls.putTileAt(zoneEditorStore.selectedWall, tile.x, tile.y)
    zoneEditorStore.updateWall(tile.x, tile.y, zoneEditorStore.selectedWall)
  }
}

function save() {
  socket.connection.emit('gm:zone_editor:zone:save', {
    zoneId: socket.character.zoneId,
    name: zoneEditorStore.name,
    width: zoneEditorStore.width,
    height: zoneEditorStore.height,
    tiles: zoneEditorStore.tiles,
    walls: zoneEditorStore.walls
  })
}

onBeforeUnmount(() => {
  zoneEditorStore.reset()
})

/**
 * Resources:
 * https://stackoverflow.com/questions/14488989/drawing-isometric-walls
 */
</script>