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#pragma once

#include "../Time.hpp"
#include "../Transform.hpp"
#include "../GFX/Actions.hpp"
#include "../GFX/Camera.hpp"
#include "../World/World.hpp"
#include "../GFX/Window.hpp"
#include "../Math/AABB.hpp"
#include "../Math/Rotation.hpp"
#include "../World/Position.hpp"

namespace MC::Entities {
class Player {
public:
    explicit Player(Position::World position)
        : m_transform(position), m_outline_mesh(create_outline_cube_mesh()) {}

    Position::World position() const { return m_transform.position(); }

    void update(const Time& time, GFX::Window& window, GFX::Camera& camera, World::World& world);
    void render(GFX::Actions& actions);

    void move(Position::WorldOffset by);
    void move_to(Position::World to);

    void rotate(Rotation by);
    void rotate_to(Rotation to);

    AABB bounds() const;

private:
    struct BlockedAxis {
        Bool positive, negative;
    };

    Bool can_collide() const;

    struct ProcessCollisionsResult {
        Position::World position;
        Vector<3, BlockedAxis> blocked_axes;
    };
    static ProcessCollisionsResult process_collisions(World::World& world, Position::World from, Position::World to);
    static std::vector<AABB> terrain_collision_domain(Position::World from, Position::World to, World::World& world);

    Position::World rescue_from_void_on_new_chunk(Time const& time, World::World& world, Position::World position);

    Position::World movement(GFX::Window& window, const Time& time, Vec3 input_direction);
    Vec3 walking_velocity(GFX::Window& window, const Time& time, Vec3 input_direction);
    Vec3 flying_velocity(GFX::Window& window, const Time& time, Vec3 input_direction);
    Vec3 noclip_velocity(GFX::Window& window, const Time& time, Vec3 input_direction);

    void update_targeted_block(World::World& world);
    void actions(GFX::Window& window, World::World& world);

    Transform camera_transform() const;
    void update_camera_position(GFX::Camera& camera) const;

    static Vec3 directional_input(GFX::Window& window);
    static Rotation rotational_input(GFX::Window& window);

    // Creates a bounding box where `position` is at the center of the bottom face.
    static AABB bounding_box_for_position(Position::World position);
    // Returns position of the center of the bottom face of `box`.
    static Position::World position_for_bounding_box(AABB box);

    static GFX::Mesh create_outline_cube_mesh();

    enum class MovementMode {
        // Gravity, collision, and normal movement
        Walking,
        // Collisions, but no gravity, and normal movement
        Flying,
        // No collisions, no gravity, movement in the facing direction
        NoClip,
    };

    MovementMode m_movement = MovementMode::Walking;
    Bool m_on_ground = false;

    struct TargetedBlock {
        Position::BlockWorld position;
        Position::BlockWorldOffset normal;
    };
    std::optional<TargetedBlock> m_targeted_block;

    Vec3 m_velocity{};
    Transform m_transform;
    static inline AABB s_bounds{{0.35, 1.8, 0.35}};

    GFX::Mesh m_outline_mesh;
};

}