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#include "godot_processor.h"

#include <filesystem>
#include <iostream>
#include <memory>
#include <set>

#include "structs.h"
#include "util/godot_scene.h"

namespace com::fourisland::lingo2_archipelago {

namespace {

static const std::set<std::string> kImportantNodeTypes = {
    "res://objects/nodes/panel.tscn", "res://objects/nodes/worldport.tscn",
    "res://objects/nodes/keyHolder.tscn",
    "res://objects/nodes/collectable.tscn"};

class GodotProcessor {
 public:
  GodotProcessor(const std::string& repodir, CollectedInfo& info)
      : repodir_(repodir), info_(info) {}

  void Run() {
    for (auto& [map_name, map_info] : info_.maps) {
      ProcessMap(map_name, map_info);
    }
  }

  void ProcessMap(const std::string& map_name, MapInfo& map_info) {
    std::filesystem::path scene_path = std::filesystem::path(repodir_) /
                                       "objects" / "scenes" /
                                       (map_name + ".tscn");
    std::string scene_path_str = scene_path.string();
    std::cout << "Processing " << scene_path_str << std::endl;

    GodotScene scene = ReadGodotSceneFromFile(scene_path_str);
    for (const GodotNode& node : scene.GetNodes()) {
      ProcessMapNode(scene, node, map_info);
    }
  }

  void ProcessMapNode(const GodotScene& scene, const GodotNode& node,
                      MapInfo& map_info) {
    if (std::holds_alternative<GodotExtResourceRef>(node.instance_type)) {
      const GodotExtResourceRef& ext_resource_ref =
          std::get<GodotExtResourceRef>(node.instance_type);
      const GodotExtResource* ext_resource =
          scene.GetExtResource(ext_resource_ref.id);

      if (ext_resource != nullptr &&
          (kImportantNodeTypes.count(ext_resource->path) ||
           ext_resource->path.starts_with("res://objects/meshes/paintings/"))) {
        map_info.game_nodes[node.GetPath()].defined = true;
      }
    }
  }

 private:
  std::string repodir_;
  CollectedInfo& info_;
};

}  // namespace

void ProcessGodotData(const std::string& repodir, CollectedInfo& info) {
  GodotProcessor godot_processor(repodir, info);
  godot_processor.Run();
}

}  // namespace com::fourisland::lingo2_archipelago