extends Biome

# Copyright (c) 2019-2020 Péter Magyar
#
# Permission is hereby granted, free of charge, to any person obtaining a copy
# of this software and associated documentation files (the "Software"), to deal
# in the Software without restriction, including without limitation the rights
# to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
# copies of the Software, and to permit persons to whom the Software is
# furnished to do so, subject to the following conditions:
#
# The above copyright notice and this permission notice shall be included in all
# copies or substantial portions of the Software.
#
# THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
# IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
# FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
# AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
# LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
# OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN THE
# SOFTWARE.

var terrarin_gen : BiomeTerrarinGenerator = BiomeTerrarinGenerator.new()

var voxel_scale : float = -1

func _setup():
	terrarin_gen.set_current_seed(current_seed)
	
	for i in range(get_dungeon_count()):
		var d : Dungeon = get_dungeon(i)
		d.setup()

func _generate_chunk(chunk: VoxelChunk, spawn_mobs: bool) -> void:
#	var chunk : VoxelChunk = chunk.get_chunk()
	
#	generate_terrarin(chunk, spawn_mobs)\

	if voxel_scale < 0:
		voxel_scale = chunk.voxel_scale
	
		#todo generate this properly
		var entrance_position : Vector3 = Vector3(7, 5, 7)
	
		for i in range(get_dungeon_count()):
			var d : Dungeon = get_dungeon(i)
			
			d.entrance_position.origin = entrance_position
			
#			print(entrance_position)
			
			entrance_position = d.next_level_teleporter_position_data_space
			entrance_position *= voxel_scale

	terrarin_gen.generate_simple_terrarin(chunk, spawn_mobs)
	
	for i in range(get_dungeon_count()):
		get_dungeon(i).generate_chunk(chunk, spawn_mobs)

	if not Engine.editor_hint and chunk.position_y == 0 and spawn_mobs and randi() % 4 == 0:
		ESS.entity_spawner.spawn_mob(0, randi() % 3, Vector3(chunk.position_x * chunk.size_x * chunk.voxel_scale + chunk.size_x / 2,\
							(chunk.position_y + 1) * chunk.size_y * chunk.voxel_scale, \
							chunk.position_z * chunk.size_z * chunk.voxel_scale + chunk.size_z / 2))

func generate_terrarin(chunk : VoxelChunk, spawn_mobs: bool) -> void:
	var noise : OpenSimplexNoise = OpenSimplexNoise.new()
	noise.seed = 10 * current_seed
	noise.octaves = 4
	noise.period = 280.0
	noise.persistence = 0.8
	
	var terr_noise : OpenSimplexNoise = OpenSimplexNoise.new()
	terr_noise.seed = 10 * 321 + 112 * current_seed
	terr_noise.octaves = 4
	terr_noise.period = 90.0
	terr_noise.persistence = 0.9
	
	var det_noise : OpenSimplexNoise = OpenSimplexNoise.new()
	det_noise.seed = 10 * 3231 + 112 * current_seed
	det_noise.octaves = 6
	det_noise.period = 80.0
	det_noise.persistence = 0.3
	
	for x in range(-chunk.get_margin_start(), chunk.size_x + chunk.get_margin_end()):
		for z in range(-chunk.get_margin_start(), chunk.size_z + chunk.get_margin_end()):
			var val : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
			val *= val
			val *= 200
			val += 2
			
			var tv : float = terr_noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
			tv *= tv * tv * tv
			val += tv * 2
			
			var dval : float = noise.get_noise_2d(x + (chunk.position_x * chunk.size_x), z + (chunk.position_z * chunk.size_z))
			
			val += dval * 6
			
			var v : int = (int(val))
			
			v -= chunk.position_y * (chunk.size_y)

			if v > chunk.size_y + chunk.get_margin_end():
				v = chunk.size_y + chunk.get_margin_end()

			for y in range(-chunk.get_margin_start(), v):
				seed(x + (chunk.position_x * chunk.size_x) + z + (chunk.position_z * chunk.size_z) + y + (chunk.position_y * chunk.size_y))
				
				
				if v < 2:
					chunk.set_voxel(1, x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
				elif v == 2:
					chunk.set_voxel(3, x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)
				else:
					chunk.set_voxel(2, x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_TYPE)

#				if y == v - 1:
#					chunk.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
#				else:
#					chunk.set_voxel(255, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
#
				
				var val2 : float = (val - int(val)) * 4.0
				val2 = int(val2)
				val2 /= 4.0
				
				chunk.set_voxel(int(255.0 * val2), x, y, z, VoxelChunkDefault.DEFAULT_CHANNEL_ISOLEVEL)
#				chunk.set_voxel(int(255.0 * (val - int(val)) / 180.0) * 180, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
#				chunk.set_voxel(int(255.0 * (val - int(val))), x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)

#	box_blur(chunk)

#	chunk.build()
	
	if not Engine.editor_hint and chunk.position_y == 0 and spawn_mobs:
		ESS.entity_spawner.spawn_mob(0, randi() % 3, Vector3(chunk.position_x * chunk.size_x * chunk.voxel_scale + chunk.size_x / 2,\
							(chunk.position_y + 1) * chunk.size_y * chunk.voxel_scale, \
							chunk.position_z * chunk.size_z * chunk.voxel_scale + chunk.size_z / 2))

func box_blur(chunk : VoxelChunk):
	for x in range(0, chunk.size_x):
		for z in range(0, chunk.size_z):
			for y in range(0, chunk.size_z):
				
				var avg : float = 0
				var avgc : int = 0
				
				var curr : int = chunk.get_voxel(x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
				
				if curr > 0:
					avg += curr
					avgc += 1
					
				curr = chunk.get_voxel(x + 1, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
				
				if curr > 0:
					avg += curr
					avgc += 1
				
				curr = chunk.get_voxel(x, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
				
				if curr > 0:
					avg += curr
					avgc += 1
				
				curr = chunk.get_voxel(x + 1, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
				
				if curr > 0:
					avg += curr
					avgc += 1
				
				curr = chunk.get_voxel(x, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
				
				if curr > 0:
					avg += curr
					avgc += 1
				
				curr = chunk.get_voxel(x + 1, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
				
				if curr > 0:
					avg += curr
					avgc += 1
				
				curr = chunk.get_voxel(x, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
				
				if curr > 0:
					avg += curr
					avgc += 1
				
				curr = chunk.get_voxel(x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
				
				if curr > 0:
					avg += curr
					avgc += 1
				
				
				avg /= float(avgc)
				
				var aavg: int = int(avg)
				
				chunk.set_voxel(aavg, x, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
				chunk.set_voxel(aavg, x + 1, y, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
				chunk.set_voxel(aavg, x, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
				chunk.set_voxel(aavg, x + 1, y, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
				chunk.set_voxel(aavg, x, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
				chunk.set_voxel(aavg, x + 1, y + 1, z, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
				chunk.set_voxel(aavg, x, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
				chunk.set_voxel(aavg, x + 1, y + 1, z + 1, VoxelChunk.DEFAULT_CHANNEL_ISOLEVEL)
