class_name EntityPlacer
extends Control

var has_placeable_building: bool = false
var building
var building_type: String
var scene

func get_building_properties() -> Array:
	var tileset_id = 0 # default value
	var tilemap_tile_coords: Vector2i
	
	if building_type == null:
		push_error(Globals.ERROR_BUILDING_TYPE_NOT_SET)
		return []
	
	# layer | position coords | tileset id | coords of the tile at tilemap | alternative tile		
	match building_type:
		Globals.TYPE_RESIDENTIAL:
			tilemap_tile_coords = Vector2i(0,0) 
			tileset_id = 0
		Globals.TYPE_COMMERCIAL:
			tilemap_tile_coords = Vector2i(4,12)
			tileset_id = 1
		Globals.TYPE_INDUSTRIAL:
			tilemap_tile_coords = Vector2i(4,20)
			tileset_id = 1
		Globals.TYPE_ROADS:
			tilemap_tile_coords = Vector2i(14,2)
			tileset_id = 1
		Globals.TYPE_DEMOLISH:
			tilemap_tile_coords = Vector2i(4,4)
			tileset_id = 1
		Globals.TYPE_SERVICES:
			tilemap_tile_coords = Vector2i(4,8)
			tileset_id = 1
		Globals.TYPE_SOCIAL:
			tilemap_tile_coords = Vector2i(4,0)
			tileset_id = 1
		_:	#default
			tilemap_tile_coords = Vector2i(16,16)
			tileset_id = 1
			
	return [tileset_id, tilemap_tile_coords]	

func _on_control_button_pressed(type):	
	self.building_type = type	
	
	# create new building, in Building node it is attached to mouse cursor
	#var building_properties = get_building_properties()	
	scene = load(Globals.SCENE_PATH + "Building.tscn")	
	building = scene.instantiate()	
	#building.set_cell(0, Vector2i(0,0), building_properties[0], building_properties[1], 0)
	#add_child(building)
	
	has_placeable_building = true	

#func _input(event):	
#	# place the building
#	if event.is_action_pressed("place_building") and has_placeable_building:
#		has_placeable_building = false
#		place_building_to_map()
#
#	# cancel placement
#	if event.is_action_pressed("cancel"):
#		if has_placeable_building:
#			pass

func calculate_grid_coordinates(map_position: Vector2) -> Vector2:
	return (map_position).floor()
	
#func place_building_to_map():
#	var building_properties = get_building_properties()
#	#var tile_on_mouse = local_to_map(get_global_mouse_position())
#
#	if !Globals.are_coords_valid(
#		tile_on_mouse.y,
#		Vector2i(0, Globals.map_image_size.y),
#		Globals.ERROR_TILE_Y_COORDS_OUT_OF_BOUNDS
#	):
#		return false
#	elif !Globals.are_coords_valid(
#		tile_on_mouse.x,
#		Vector2i(0, Globals.map_image_size.x),
#		Globals.ERROR_TILE_X_COORDS_OUT_OF_BOUNDS
#	):
#		return false	

#	set_cell(Globals.LAYER_BUILDINGS, tile_on_mouse, building_properties[0], building_properties[1], 0)
	
