const { Vec3 } = require('vec3')
const { EventEmitter } = require('events')
const { RaycastIterator } = require('./iterators')

function posInChunk (pos) {
  return new Vec3(Math.floor(pos.x) & 15, Math.floor(pos.y), Math.floor(pos.z) & 15)
}

class WorldSync extends EventEmitter {
  constructor (world) {
    super()
    this.async = world
  }

  initialize (iniFunc, length, width, height = 256, iniPos = new Vec3(0, 0, 0)) {
    function inZone (x, y, z) {
      if (x >= width || x < 0) { return false }
      if (z >= length || z < 0) {
        return false
      }
      if (y >= height || y < 0) { return false }
      return true
    }
    const iniPosInChunk = posInChunk(iniPos)
    const chunkLength = Math.ceil((length + iniPosInChunk.z) / 16)
    const chunkWidth = Math.ceil((width + iniPosInChunk.x) / 16)
    for (let chunkZ = 0; chunkZ < chunkLength; chunkZ++) {
      const actualChunkZ = chunkZ + Math.floor(iniPos.z / 16)
      for (let chunkX = 0; chunkX < chunkWidth; chunkX++) {
        const actualChunkX = chunkX + Math.floor(iniPos.x / 16)
        const chunk = this.getColumn(actualChunkX, actualChunkZ)
        const offsetX = chunkX * 16 - iniPosInChunk.x
        const offsetZ = chunkZ * 16 - iniPosInChunk.z
        chunk.initialize((x, y, z) => inZone(x + offsetX, y - iniPos.y, z + offsetZ) ? iniFunc(x + offsetX, y - iniPos.y, z + offsetZ) : null)
        this.setColumn(actualChunkX, actualChunkZ, chunk)
      }
    }
  }

  raycast (from, direction, range, matcher = null) {
    const iter = new RaycastIterator(from, direction, range)
    let pos = from
    while (pos) {
      const position = new Vec3(pos.x, pos.y, pos.z)
      const block = this.getBlock(position)
      if (block) {
        if (matcher) {
          if (matcher(block, iter)) {
            return block
          }
        } else {
          const intersect = iter.intersect(block.shapes, position)
          if (intersect) {
            block.face = intersect.face
            block.intersect = intersect.pos
            return block
          }
        }
      }
      pos = iter.next()
    }
    return null
  }

  _emitBlockUpdate (oldBlock, newBlock, position) {
    oldBlock.position = position.floored()
    newBlock.position = oldBlock.position
    this.emit('blockUpdate', oldBlock, newBlock)
    this.emit(`blockUpdate:${position}`, oldBlock, newBlock)
  }

  unloadColumn (chunkX, chunkZ) {
    this.async.unloadColumn(chunkX, chunkZ)
    const columnCorner = new Vec3(chunkX * 16, 0, chunkZ * 16)
    this.emit('chunkColumnUnload', columnCorner)
  }

  getColumns () {
    return this.async.getColumns()
  }

  getColumn (chunkX, chunkZ) {
    return this.async.getLoadedColumn(chunkX, chunkZ)
  }

  getColumnAt (pos) {
    return this.async.getLoadedColumnAt(pos)
  }

  setColumn (chunkX, chunkZ, chunk, save = true) {
    this.async.setLoadedColumn(chunkX, chunkZ, chunk, save)
    const columnCorner = new Vec3(chunkX * 16, 0, chunkZ * 16)
    this.emit('chunkColumnLoad', columnCorner)
  }

  // Block accessors:

  getBlock (pos) {
    const chunk = this.getColumnAt(pos)
    if (!chunk) return null
    const block = chunk.getBlock(posInChunk(pos))
    block.position = pos.floored()
    return block
  }

  getBlockStateId (pos) {
    const chunk = this.getColumnAt(pos)
    if (!chunk) return 0
    return chunk.getBlockStateId(posInChunk(pos))
  }

  getBlockType (pos) {
    const chunk = this.getColumnAt(pos)
    if (!chunk) return 0
    return chunk.getBlockType(posInChunk(pos))
  }

  getBlockData (pos) {
    const chunk = this.getColumnAt(pos)
    if (!chunk) return 0
    return chunk.getBlockData(posInChunk(pos))
  }

  getBlockLight (pos) {
    const chunk = this.getColumnAt(pos)
    if (!chunk) return 0
    return chunk.getBlockLight(posInChunk(pos))
  }

  getSkyLight (pos) {
    const chunk = this.getColumnAt(pos)
    if (!chunk) return 0
    return chunk.getSkyLight(posInChunk(pos))
  }

  getBiome (pos) {
    const chunk = this.getColumnAt(pos)
    if (!chunk) return 0
    return chunk.getBiome(posInChunk(pos))
  }

  setBlock (pos, block) {
    const chunk = this.getColumnAt(pos)
    if (!chunk) return
    const pInChunk = posInChunk(pos)
    const oldBlock = chunk.getBlock(pInChunk)
    chunk.setBlock(pInChunk, block)
    this.async.saveAt(pos)
    this._emitBlockUpdate(oldBlock, block, pos)
  }

  setBlockStateId (pos, stateId) {
    const chunk = this.getColumnAt(pos)
    if (!chunk) return
    const pInChunk = posInChunk(pos)
    const oldBlock = chunk.getBlock(pInChunk)
    chunk.setBlockStateId(pInChunk, stateId)
    this.async.saveAt(pos)
    this._emitBlockUpdate(oldBlock, chunk.getBlock(pInChunk), pos)
  }

  setBlockType (pos, blockType) {
    const chunk = this.getColumnAt(pos)
    if (!chunk) return
    const pInChunk = posInChunk(pos)
    const oldBlock = chunk.getBlock(pInChunk)
    chunk.setBlockType(pInChunk, blockType)
    this.async.saveAt(pos)
    this._emitBlockUpdate(oldBlock, chunk.getBlock(pInChunk), pos)
  }

  setBlockData (pos, data) {
    const chunk = this.getColumnAt(pos)
    if (!chunk) return
    const pInChunk = posInChunk(pos)
    const oldBlock = chunk.getBlock(pInChunk)
    chunk.setBlockData(pInChunk, data)
    this.async.saveAt(pos)
    this._emitBlockUpdate(oldBlock, chunk.getBlock(pInChunk), pos)
  }

  setBlockLight (pos, light) {
    const chunk = this.getColumnAt(pos)
    if (!chunk) return
    const pInChunk = posInChunk(pos)
    const oldBlock = chunk.getBlock(pInChunk)
    chunk.setBlockLight(pInChunk, light)
    this.async.saveAt(pos)
    this._emitBlockUpdate(oldBlock, chunk.getBlock(pInChunk), pos)
  }

  setSkyLight (pos, light) {
    const chunk = this.getColumnAt(pos)
    if (!chunk) return
    const pInChunk = posInChunk(pos)
    const oldBlock = chunk.getBlock(pInChunk)
    chunk.setSkyLight(pInChunk, light)
    this.async.saveAt(pos)
    this._emitBlockUpdate(oldBlock, chunk.getBlock(pInChunk), pos)
  }

  setBiome (pos, biome) {
    const chunk = this.getColumnAt(pos)
    if (!chunk) return
    const pInChunk = posInChunk(pos)
    const oldBlock = chunk.getBlock(pInChunk)
    chunk.setBiome(pInChunk, biome)
    this.async.saveAt(pos)
    this._emitBlockUpdate(oldBlock, chunk.getBlock(pInChunk), pos)
  }
}

module.exports = WorldSync
