#if !defined(LD_GAME_WORLD_H_)
#define LD_GAME_WORLD_H_

#include "../core/math.h"

// Areas are which
typedef U32 World_Area;
enum World_Area
{
  WORLD_AREA_OUTSIDE = (1 << 0),
  WORLD_AREA_SALOON = (1 << 1),
};

typedef struct World_Tile World_Tile;
struct World_Tile {
  U32 tile;
  double rotation;
  bool collision;
};

typedef struct World_PropType World_PropType;
struct World_PropType {
  U32 assetHandle;
  F32 scale;
};

typedef struct World_Prop World_Prop;
struct World_Prop
{
  U32 propType;
  World_Area area;
  V2f pos;
};

typedef struct World World;
#include "player.h"
#include "npc.h"
#include "bandit.h"

struct World {
  //// Utils
  M_Arena *arena;
  //// Static stuff
  NavMesh *navMesh;
  Random random;
  V2f mouseProjected;
  World_Tile tileTypes[64];
  U32 map[4800];

  World_PropType propTypes[64];
  U32 propCount;
  World_Prop props[256]; 
  U32 hitboxCount;
  AABB hitboxes[4096]; 

  //// Player
  Player player;

  //// NPCs
  U32 npcCount;
  NPC npcs[128];

  ////Bandit
  // The bandit the player is after.
  Bandit bandit;

  // NPC points of interest, places to walk to.
  U32 npcPOI[256];
};

function void UpdateWorld(F32 delta, World *world);
function void RenderWorld(World *world, D_Context *drawContext);
function void ProcessEvents(SDL_Event *event, World *world);
function void UpdateNPCs(F32 delta, World *world);
function void UpdateNPC(F32 delta, NPC *npc, World *world);
function void UpdateBandit(F32 delta, Bandit *bandit, World *world);

function World *LoadWorld(M_Arena *arena);
function void SaveWorld(M_Arena *arena, World *world);

#endif  // LD_GAME_WORLD_H_
