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extends Node2D

@export var grid_width : int = 20
@export var grid_height : int = 14
@export var tile_size : int = 16

@onready var tile_map : TileMapLayer = $TileMapLayer

var _pg : PathGenerator
var path_straight_atlas_coords : Vector2i = Vector2i(8, 1)
var path_corner_atlas_coords : Vector2i = Vector2i(9, 1)
var path_empty_atlas_coords : Vector2i = Vector2i(0, 0)

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:
	_pg = PathGenerator.new(grid_width, grid_height)
	_display_path()

func _display_path():
	var path : Array[Vector2i] = []
	while path.size() < 35:
		path = _pg.generate_path()

	for i in path:
		var score : int = _get_tile_score(path, i)

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

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