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#pragma once

#include <memory>
#include <unordered_map>
#include <unordered_set>
#include <utility>
#include "Generator.hpp"
#include "ChunkIndex.hpp"
#include "../Compute/Queue.hpp"

namespace MC::World {

class World {
public:
    World() : m_queue(2), m_chunks(), m_visible_chunks() {}

    enum class ChunkStatus {
        Empty,
        InFlight,
        Done
    };

    struct ChunkData {
        ChunkIndex index;
        ChunkStatus status;
        std::optional<Chunk> chunk = {};
        std::optional<GFX::BindableMesh> mesh = {};
    };

    std::vector<ChunkData> get_visible_chunks(Vector<3> position);
private:
    std::unordered_set<ChunkIndex> get_visible_chunk_indices(Vector<3> position) const;
    std::unordered_set<ChunkIndex> load_finished_chunks_from_queue();
    void process_chunk_visibility_updates(std::unordered_set<ChunkIndex>& new_chunks);
    void request_generation(ChunkIndex index);

    ChunkData& get(ChunkIndex index);

    uint8_t m_view_distance_radius = 12;

    Compute::Queue<Chunk, ChunkIndex> m_queue;
    Generator m_generator;

    std::unordered_map<ChunkIndex, ChunkData> m_chunks;
    std::unordered_set<ChunkIndex> m_visible_chunks;
};

}