class_name Wall extends Node2D
## Wall entity — built by a pawn with a Build job. Blocks pathfinding once
## complete. Rendered as a bottom-anchored tall sprite (Y-sorted) so it
## occludes pawns standing behind it, matching the project's 3/4-perspective
## rendering pivot (see memory.md Decisions: "Wall layer rendering").
##
## Build model (docs/implementation.md Phase 5):
##   A ConstructionProvider creates a Job whose BUILD toil calls on_build_tick()
##   once per sim tick via JobRunner. After BUILD_TICKS ticks the wall is
##   complete: it stamps the data-layer TileMap (World.mark_wall_tile), blocks
##   pathfinding, and transitions from ghost (40% alpha) to solid rendering.
##
## Material support:
##   Phase 5 ships stone only. Wood constant is defined for Phase 6+ wiring
##   (Pixel Crawler Walls.png asset crop session) without breaking the data model.
##
## World registration: World.register_build_site / World.unregister_build_site
## are called from _ready / _exit_tree. The actual World methods land in the
## Opus integration pass.

const TILE_SIZE_PX: int = 16

## Sim ticks to complete construction at 1× speed (100 ticks = 5 sim seconds).
const BUILD_TICKS: int = 100

## ElvGames Fortress tileset — coord (13, 4) is a dark brick wall with a
## visible capstone on top. It's the middle column of a 3-tile-wide capped
## wall autotile; used as a non-autotile single sprite it reads as a proper
## medieval stone wall with a 3D cap and brick coursing below.
##
## The original pick was (1, 1), but that tile is actually a tan stone FLOOR
## (no brick texture, no cap) — rows of (1, 1) looked like a pavement, not a
## wall. Replaced 2026-05-12 after the user flagged "walls don't look great";
## /tmp/wall_rows.png from the same session shows the side-by-side simulation.
##
## We use a single sprite per material (Phase 5 lock: no autotile yet, so
## every wall renders identically regardless of neighbour configuration).
const _STONE_TEX: Texture2D = preload("res://art/tiles/FG_Fortress.png")
const _STONE_FILL_COORD: Vector2i = Vector2i(13, 4)


## Supported materials. Phase 5 uses MATERIAL_STONE; MATERIAL_WOOD is reserved
## for the Phase 6+ art-authoring pass.
const MATERIAL_STONE: StringName = &"stone"
const MATERIAL_WOOD: StringName = &"wood"

# ── state ──────────────────────────────────────────────────────────────────────

@export var wall_material: StringName = MATERIAL_STONE
@export var tile: Vector2i = Vector2i.ZERO

## 0..BUILD_TICKS. Advanced by on_build_tick(). Entity is in "ghost" state
## until build_progress reaches BUILD_TICKS.
var build_progress: int = 0
var _completed: bool = false


# ── lifecycle ──────────────────────────────────────────────────────────────────

func _ready() -> void:
	World.register_build_site(self)


func _exit_tree() -> void:
	World.unregister_build_site(self)


# ── public API ─────────────────────────────────────────────────────────────────

## One-shot initialiser. Call after add_child() so _ready() has already fired.
func setup(p_tile: Vector2i, p_material: StringName) -> void:
	tile = p_tile
	wall_material = p_material
	# Bottom-anchor the sprite: position.y sits at the bottom of the tile so the
	# 16×32 virtual sprite "rises" into the cell above. Y-sort uses position.y.
	position = Vector2(
		tile.x * TILE_SIZE_PX + TILE_SIZE_PX / 2.0,
		tile.y * TILE_SIZE_PX + TILE_SIZE_PX
	)
	# Stone uses a sprite from FG_Fortress; wood still draws procedurally below
	# until we find a 16×16 wood-wall tile that fits the perspective.
	if wall_material == MATERIAL_STONE:
		_build_stone_sprite()
	queue_redraw()
	Audit.log("wall", "%s wall ghost placed at %s" % [wall_material, tile])


## Builds the stone-fill Sprite2D child. Bottom-anchored so it sits flush with
## the tile's bottom edge (matching the procedural draw box y=-16..0).
func _build_stone_sprite() -> void:
	var sprite := Sprite2D.new()
	sprite.name = "Sprite"
	sprite.texture = _STONE_TEX
	sprite.region_enabled = true
	sprite.region_rect = Rect2(
		_STONE_FILL_COORD.x * TILE_SIZE_PX,
		_STONE_FILL_COORD.y * TILE_SIZE_PX,
		TILE_SIZE_PX,
		TILE_SIZE_PX,
	)
	sprite.centered = true
	# Sprite center at y=-8 so 16×16 sprite spans y=-16..0 (matches procedural).
	sprite.offset = Vector2(0, -8)
	# Ghost state — translucent until built.
	sprite.modulate.a = 1.0 if _completed else 0.4
	add_child(sprite)


## True while the wall still needs construction work.
## JobRunner's _tick_build checks this to decide when the toil is done.
func is_buildable() -> bool:
	return not _completed


## Construction-provider hint: walls become impassable when built, so pawns
## must stand on an adjacent tile while building. Phase 6 fix for the
## "pawn-trapped-on-wall" bug. Floors / Doors / Crates / Workbenches don't
## need this since they remain walkable after completion.
func blocks_pathing_when_complete() -> bool:
	return true


## Human-readable label for job descriptions and Audit logs.
func label() -> String:
	return "%s wall" % wall_material


## Called by the BUILD toil in JobRunner once per sim tick while the pawn works.
## Advances build_progress and completes the wall when BUILD_TICKS is reached.
func on_build_tick() -> void:
	if _completed:
		return
	build_progress += 1
	queue_redraw()
	if build_progress >= BUILD_TICKS:
		_complete()


## True once the wall has been fully built.
func is_completed() -> bool:
	return _completed


# ── save / load ────────────────────────────────────────────────────────────────

func to_dict() -> Dictionary:
	return {
		"class_id": &"wall",
		"tile_x": tile.x,
		"tile_y": tile.y,
		"material": str(wall_material),
		"build_progress": build_progress,
		"completed": _completed,
	}


static func from_dict(d: Dictionary) -> Dictionary:
	return {
		"tile_x": int(d.get("tile_x", 0)),
		"tile_y": int(d.get("tile_y", 0)),
		"material": str(d.get("material", "stone")),
		"build_progress": int(d.get("build_progress", 0)),
		"completed": bool(d.get("completed", false)),
	}


# ── render ─────────────────────────────────────────────────────────────────────

func _draw() -> void:
	# Stone walls render via the Sprite2D child (see _build_stone_sprite).
	# Wood walls still draw procedurally until a wood-wall sprite lands.
	var alpha: float = 1.0 if _completed else 0.4

	if wall_material == MATERIAL_WOOD:
		_draw_wood_wall(alpha)


func _draw_stone_wall(alpha: float) -> void:
	var top_face := Color(0.65, 0.65, 0.60, alpha)        # lit top surface
	var front_face := Color(0.42, 0.42, 0.38, alpha)      # shaded front
	var mortar := Color(0.28, 0.28, 0.25, alpha)
	var outline := Color(0.18, 0.18, 0.16, 0.7 * alpha)

	# Top face — thin lit strip at upper-third of the tile.
	draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
	# Front face — main wall body, lower two-thirds.
	draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
	# Mortar lines on the front face only.
	draw_line(Vector2(-8.0, -7.0), Vector2(8.0, -7.0), mortar, 1.0)
	draw_line(Vector2(-8.0, -3.0), Vector2(8.0, -3.0), mortar, 1.0)
	# Border between top and front (gives the depth illusion).
	draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), Color(0.20, 0.20, 0.18, alpha), 1.0)
	# Outline.
	draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)


func _draw_wood_wall(alpha: float) -> void:
	var top_face := Color(0.62, 0.45, 0.25, alpha)
	var front_face := Color(0.42, 0.30, 0.16, alpha)
	var plank := Color(0.30, 0.20, 0.10, alpha)
	var outline := Color(0.16, 0.10, 0.04, 0.7 * alpha)

	draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 5.0)), top_face)
	draw_rect(Rect2(Vector2(-8.0, -11.0), Vector2(16.0, 11.0)), front_face)
	# Vertical plank seams on the front face.
	for x_offset in [-3.0, 2.0]:
		draw_line(Vector2(x_offset, -11.0), Vector2(x_offset, 0.0), plank, 1.0)
	draw_line(Vector2(-8.0, -11.0), Vector2(8.0, -11.0), Color(0.20, 0.14, 0.06, alpha), 1.0)
	draw_rect(Rect2(Vector2(-8.0, -16.0), Vector2(16.0, 16.0)), outline, false, 1.0)


# ── internal ───────────────────────────────────────────────────────────────────

func _complete() -> void:
	_completed = true

	# Block pathfinding — wall is now impassable.
	if World.pathfinder != null:
		World.pathfinder.set_cell_walkable(tile, false)
		# Dislodge any pawn standing on this tile (Phase 6 wall-trap fix only
		# protected the BUILDING pawn via adjacent-stand; bystanders weren't
		# guarded, so a pawn idling on a queued build site would get stranded).
		for p in World.pawns:
			if p.tile == tile:
				var safe: Vector2i = World.pathfinder.find_nearest_walkable(tile)
				if safe != tile:
					p.tile = safe
					p.position = Vector2(safe.x * 16 + 8, safe.y * 16 + 8)
					p._path.clear()
					if p.job_runner != null:
						p.job_runner.cancel_job()
					Audit.log("wall", "dislodged %s from %s → %s on wall complete" % [p.pawn_name, tile, safe])

	# Stamp the data-layer TileMap so room / roof / save logic sees the wall.
	World.mark_wall_tile(tile, wall_material)

	# Solidify the ghost: sprite (if any) → full opacity; wood _draw rereads alpha.
	var sprite: Sprite2D = get_node_or_null("Sprite")
	if sprite != null:
		sprite.modulate.a = 1.0
	queue_redraw()

	queue_redraw()
	World.clear_designation_at(tile)
	Audit.log("wall", "%s wall completed at %s" % [wall_material, tile])
