using System;

using Unity.Mathematics;

using GamecraftModdingAPI.Utility;

namespace GamecraftModdingAPI.Blocks
{
    /// <summary>
    /// Common block placement operations.
    /// The functionality in this class is for build mode.
    /// </summary>
    public static class Placement
    {
        private static PlacementEngine placementEngine = new PlacementEngine();

        /// <summary>
        /// Place a new block at the given position. If scaled, position means the center of the block. The default block size is 0.2 in terms of position.
        /// Place blocks next to each other to connect them.
        /// The placed block will be a complete block with a placement grid and collision which will be saved along with the game.
        /// </summary>
        /// <param name="block">The block's type</param>
        /// <param name="color">The block's color</param>
        /// <param name="darkness">The block color's darkness (0-9) - 0 is default color</param>
        /// <param name="position">The block's position in the grid - default block size is 0.2</param>
        /// <param name="rotation">The block's rotation in degrees</param>
        /// <param name="uscale">The block's uniform scale - default scale is 1 (with 0.2 width)</param>
        /// <param name="scale">The block's non-uniform scale - 0 means <paramref name="uscale"/> is used</param>
        /// <param name="playerId">The player who placed the block</param>
        /// <returns>Whether the operation was successful</returns>
        public static bool PlaceBlock(BlockIDs block, float3 position,
            float3 rotation = default, BlockColors color = BlockColors.Default, byte darkness = 0,
            int uscale = 1, float3 scale = default, uint playerId = 0)
        {
            if (placementEngine.IsInGame && GameState.IsBuildMode())
            {
                try
                {
                    placementEngine.PlaceBlock(block, color, darkness, position, uscale, scale, playerId, rotation);
                } 
                catch (Exception e)
                {
                    uREPL.Log.Output(e.Message);
#if DEBUG
                    //Logging.LogException(e);
#endif
                    return false;
                }                
                return true;
            }
            return false;
        }

        public static void Init()
        {
            GameEngineManager.AddGameEngine(placementEngine);
        }
    }
}