#pragma once
#include <map>
#include <queue>
#include <memory>
#include <vector>
#include <list>
#include <easylogging++.h>
#include "Entity.hpp"
#include "Block.hpp"
#include "Vector.hpp"
#include "Section.hpp"
class PacketChunkData;
class PacketBlockChange;
class PacketMultiBlockChange;
class PacketUnloadChunk;
class StreamInput;
struct RaycastResult {
bool isHit;
Vector hitBlock;
VectorF hitPos;
};
class World {
int dimension = 0;
std::map<Vector, Section> sections;
Section ParseSection(StreamInput *data, Vector position);
std::list<Entity> entities;
std::vector<Vector> sectionsList;
void UpdateSectionsList();
public:
void ParseChunkData(std::shared_ptr<PacketChunkData> packet);
void ParseChunkData(std::shared_ptr<PacketBlockChange> packet);
void ParseChunkData(std::shared_ptr<PacketMultiBlockChange> packet);
void ParseChunkData(std::shared_ptr<PacketUnloadChunk> packet);
bool isPlayerCollides(double X, double Y, double Z);
std::vector<Vector> GetSectionsList();
const Section &GetSection(Vector sectionPos);
RaycastResult Raycast(glm::vec3 position, glm::vec3 direction);
void UpdatePhysics(float delta);
Entity& GetEntity(unsigned int EntityId);
Entity* GetEntityPtr(unsigned int EntityId);
std::vector<unsigned int> GetEntitiesList();
void AddEntity(Entity entity);
void DeleteEntity(unsigned int EntityId);
BlockId GetBlockId(Vector pos);
void SetBlockId(Vector pos, BlockId block);
void SetBlockLight(Vector pos, unsigned char light);
void SetBlockSkyLight(Vector pos, unsigned char light);
Section *GetSectionPtr(Vector position);
unsigned char GetBlockLight(Vector pos);
unsigned char GetBlockLight(const Vector &blockPos, const Section *section, const Section *xp, const Section *xn, const Section *yp, const Section *yn, const Section *zp, const Section *zn);
unsigned char GetBlockSkyLight(Vector pos);
unsigned char GetBlockSkyLight(const Vector &blockPos, const Section *section, const Section *xp, const Section *xn, const Section *yp, const Section *yn, const Section *zp, const Section *zn);
};