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#pragma once

#include "../Time.hpp"
#include "../Transform.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) {}

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

    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;
    };

    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 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);

    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);

    Bool m_on_ground = false;
    Bool m_flying = false;

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

}