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extends Node2D

@onready var tile_map : TileMapLayer = $TileMapLayer
@onready var map_config : MapGeneratorResource = preload("res://resources/map_generator_resource.tres")

var _path : Array[Vector2i]

enum TileTransform {
	ROTATE_0 = 0,
	ROTATE_90 = TileSetAtlasSource.TRANSFORM_TRANSPOSE | TileSetAtlasSource.TRANSFORM_FLIP_H,
	ROTATE_180 = TileSetAtlasSource.TRANSFORM_FLIP_H | TileSetAtlasSource.TRANSFORM_FLIP_V,
	ROTATE_270 = TileSetAtlasSource.TRANSFORM_TRANSPOSE | TileSetAtlasSource.TRANSFORM_FLIP_V,
}

func _ready() -> void:
	_generate_path()
	_draw_path()

func _generate_path():
	var pg : PathGenerator = PathGenerator.new()
	_path = []
	while _path.size() < 35:
		_path = pg.generate_path()
	_draw_path()

func _draw_path():
	for i in _path:
		var score : int = _get_tile_score(_path, i)

		var atlas_coords : Vector2i = map_config.path_empty_atlas_coords
		var rot : TileTransform = TileTransform.ROTATE_0

		match score:
			2, 8, 10:
				atlas_coords = map_config.path_straight_atlas_coords
				rot = TileTransform.ROTATE_90
			1, 4, 5:
				atlas_coords = map_config.path_straight_atlas_coords
			3:
				atlas_coords = map_config.path_corner_atlas_coords
				rot = TileTransform.ROTATE_270
			6:
				atlas_coords = map_config.path_corner_atlas_coords
			12:
				atlas_coords = map_config.path_corner_atlas_coords
				rot = TileTransform.ROTATE_90
			9:
				atlas_coords = map_config.path_corner_atlas_coords
				rot = TileTransform.ROTATE_180

		_display_tile(atlas_coords, rot, i)

func _display_tile(coords : Vector2i, rot : TileTransform, pos : Vector2i):
	tile_map.set_cell(pos, 0, coords, rot)

func _get_tile_score(path : Array[Vector2i], tile : Vector2i) -> int:
	var score : int = 0
	var x : int = tile.x
	var y : int = tile.y
	
	score += 1 if path.has(Vector2i(x, y - 1)) else 0
	score += 2 if path.has(Vector2i(x + 1, y)) else 0
	score += 4 if path.has(Vector2i(x, y + 1)) else 0
	score += 8 if path.has(Vector2i(x - 1, y)) else 0

	return score

func get_enemy_path() -> Array[Vector2i]:
	return _path