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extends Node3D

@export_category("Level Generator")
@export var width: int = 40
@export var height: int = 40
@export var min_dim: int = 5

@export_category("Geometry Generator")
## Geometry generation config
@export var wall_thickness: float = 1

var min_room_size: int = min_dim * min_dim

enum Direction {LEFT, RIGHT}
enum Tile {FLOOR, WALL}

class BSPNode:
	var axis: int
	var min_dims: Vector2i
	var max_dims: Vector2i
	var left: BSPNode
	var right: BSPNode
	
	func _init(p_axis: int, p_min_dims: Vector2i, p_max_dims: Vector2i, p_left: BSPNode, p_right: BSPNode):
		axis = p_axis
		min_dims = p_min_dims
		max_dims = p_max_dims
		left = p_left
		right = p_right

func generate_level(axis: int, min_space: Vector2i, max_space: Vector2i, depth: int = 0) -> BSPNode:
	var dims = max_space - min_space
	var new_axis = (axis + 1) % 2
	# 10% we stop here and just create a big room
	if (depth > 2 and randi_range(0, 9) == 0) \
	or dims.x * dims.y <= min_dim * min_dim \
	or dims[new_axis] / 2 < min_dim:
		return BSPNode.new(new_axis, min_space, max_space, null, null)
		
	# Calculate min and max ranges so that a split 
	# doesn't create a room that violates min dimensions
	var min_value = min_space[axis] + min_dim
	var max_value = max_space[axis] - min_dim
	var split = randi_range(min_value, max_value)
	#print("Spliting axis ", axis, " at ", split)
	
	var left_min_space = min_space
	var left_max_space = max_space
	left_max_space[axis] = split
	var left = generate_level(new_axis, left_min_space, left_max_space, depth + 1)
	
	var right_min_space = min_space
	right_min_space[axis] = split
	var right_max_space = max_space
	var right = generate_level(new_axis, right_min_space, right_max_space, depth + 1)
	
	return BSPNode.new(axis, min_space, max_space, left, right)
	
func is_leaf(node: BSPNode) -> bool:
	return node.left == null and node.right == null

func generate_grid(map: BSPNode, grid: Array[Tile]):
	if is_leaf(map):
		for y in range(map.min_dims.y + 1, map.max_dims.y - 1):
			for x in range(map.min_dims.x + 1, map.max_dims.x - 1):
				grid[y * width + x] = Tile.FLOOR
	else:
		generate_grid(map.left, grid)
		generate_grid(map.right, grid)
		
		# Look for space on dividing wall to place door
		var other_axis = (map.axis + 1) % 2
		var split_axis = map.left.max_dims[map.axis]
		var have_door = false
		var tries = 0
		
		while not have_door:
			var test_door = randi_range(map.min_dims[other_axis], map.max_dims[other_axis] - 1)
			var door_pos = Vector2i.ZERO
			door_pos[map.axis] = split_axis
			door_pos[other_axis] = test_door
			
			var room_left = door_pos
			room_left[map.axis] -= 2
			
			var room_right = door_pos
			room_right[map.axis] += 1
			
			# Check if there are two spaces to connect
			# And ensure no door already exists in the space
			if grid[room_left.y * width + room_left.x] == Tile.FLOOR \
			and grid[room_right.y * width + room_right.x] == Tile.FLOOR \
			and grid[door_pos.y * width + door_pos.x] == Tile.WALL:
				have_door = true
				grid[door_pos.y * width + door_pos.x] = Tile.FLOOR
				door_pos[map.axis] -= 1
				grid[door_pos.y * width + door_pos.x] = Tile.FLOOR

			tries += 1
			if tries > 1000:
				print("Took too many attempts to generate a door")
				get_tree().quit()
				
func generate_geo(grid: Array[Tile]):
	var csg_root = CSGCombiner3D.new()
	for y in range(height):
		for x in range(width):
			var tile = grid[y * width + x]
			
			if tile == Tile.FLOOR:
				var box = CSGBox3D.new()
				box.size = Vector3(1.5, 0.1, 1.5)
				box.position = 1.5*Vector3(x, 0, y) + 0.5 * box.size
				csg_root.add_child(box)
			elif tile == Tile.WALL:
				var box = CSGBox3D.new()
				box.size = Vector3(1.5, 2, 1.5)
				box.position = 1.5*Vector3(x, 0, y) + 0.5 * box.size
				csg_root.add_child(box)
				
	csg_root.use_collision = true
	add_child(csg_root)

func _ready() -> void:
	var starting_axis = randi_range(0, 1)
	var min_space = Vector2i(0, 0)
	var max_space = Vector2i(width, height)
	var map = generate_level(starting_axis, min_space, max_space)
	var grid: Array[Tile] = []
	grid.resize(width * height)
	grid.fill(Tile.WALL)
	generate_grid(map, grid)
	generate_geo(grid)