#include "GameWorld.h"


void GameWorld::Initialize()
{
	World::Initialize();

	AddSystem("LevelGenerationSystem");
	AddSystem("InputSystem");
	//AddSystem("CollisionSystem");
	//AddSystem("ParticleSystem");
	AddSystem("PlayerSystem");
	AddSystem("SoundSystem");
	AddSystem("RenderSystem");

	std::shared_ptr<Components::Transform> transform;
	std::shared_ptr<Components::Model> model;
	std::shared_ptr<Components::PointLight> pointLight;
	std::shared_ptr<Components::Camera> camera;
	EntityID ent;

	// Camera
	ent = CreateEntity();
	SetProperty(ent, "Name", std::string("Camera"));
	transform = AddComponent<Components::Transform>(ent, "Transform");
	AddComponent<Components::Input>(ent, "Input");
	transform->Position = glm::vec3(0.f, 10.f, 14.f);
	camera = AddComponent<Components::Camera>(ent, "Camera");
	camera->FOV		= 45.f;
	camera->FarClip	= 1000.f;
	camera->NearClip	= 0.01f;
	transform->Orientation = glm::angleAxis<float>(glm::radians(15.0f),glm::vec3(1,0,0));

	// Fucking lights
	ent = CreateEntity();
	transform = AddComponent<Components::Transform>(ent, "Transform");
	transform->Position = glm::vec3(0.f, 4.f, 0.f);
	transform->Position = glm::vec3(10.f, 2.f, 5.f);
	pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
	pointLight->Specular = glm::vec3(1.0,  1.0,  1.0);
	pointLight->Diffuse = glm::vec3(1.0,  1.0,  1.0);
	pointLight->Diffuse = glm::vec3(1.0,  1.0,  5.0);
	pointLight->constantAttenuation = 0.f;
	pointLight->linearAttenuation = 1.f;
	pointLight->quadraticAttenuation = 0.f;
	pointLight->spotExponent = 0.0f;
	model = AddComponent<Components::Model>(ent, "Model");
	model->ModelFile = "Models/sphere.obj";
	ent = CreateEntity();
	transform = AddComponent<Components::Transform>(ent, "Transform");
	transform->Position = glm::vec3(10.f, 4.f, 0.f);
	transform->Position = glm::vec3(0.f, 2.f, 5.f);
	pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
	pointLight->Specular = glm::vec3(1.0,  1.0,  1.0);
	pointLight->Diffuse = glm::vec3(1.0,  1.0,  1.0);
	pointLight->Specular = glm::vec3(3.0,  3.0,  3.0);
	pointLight->Diffuse = glm::vec3(3.0,  0.0,  0.0);
	pointLight->constantAttenuation = 0.f;
	pointLight->linearAttenuation = 1.f;
	pointLight->quadraticAttenuation = 0.f;
	pointLight->spotExponent = 0.0f;
	model = AddComponent<Components::Model>(ent, "Model");
	model->ModelFile = "Models/sphere.obj";
	ent = CreateEntity();
	transform = AddComponent<Components::Transform>(ent, "Transform");
	transform->Position = glm::vec3(0.f, -4.f, 0.f);
	transform->Position = glm::vec3(-10.f, 2.f, 5.f);
	pointLight = AddComponent<Components::PointLight>(ent, "PointLight");
	pointLight->Specular = glm::vec3(1.0,  1.0,  1.0);
	pointLight->Diffuse = glm::vec3(1.0,  1.0,  1.0);
	pointLight->Diffuse = glm::vec3(0.0,  3.0,  0.0);
	pointLight->constantAttenuation = 0.f;
	pointLight->linearAttenuation = 1.f;
	pointLight->quadraticAttenuation = 0.f;
	pointLight->spotExponent = 0.0f;
	model = AddComponent<Components::Model>(ent, "Model");
	model->ModelFile = "Models/sphere.obj";

	//ground
	ent = CreateEntity();
	transform = AddComponent<Components::Transform>(ent, "Transform");
	transform->Position = glm::vec3(0.f, 0.f, 0.f);
	model = AddComponent<Components::Model>(ent, "Model");
	model->ModelFile = "Models/plane.obj";

	// Player
	m_Player = CreateEntity();
	SetProperty(m_Player, "Name", std::string("PlayerShip"));
	transform = AddComponent<Components::Transform>(m_Player, "Transform");
	transform->Position = glm::vec3(0.f, 4.f, 0.f);
	transform->Scale = glm::vec3(2.0f);
	model = AddComponent<Components::Model>(m_Player, "Model");
	model->ModelFile = "Models/ship.obj";
	AddComponent<Components::Input>(m_Player, "Input");
	auto bounds = AddComponent<Components::Bounds>(m_Player, "Bounds");
	bounds->Origin = glm::vec3(0.f, 0.f, 2.f);
	bounds->VolumeVector = glm::vec3(3.0f, 0.5f, 2.0f);

	ent = CreateEntity();
	transform = AddComponent<Components::Transform>(ent, "Transform");
	transform->Position = glm::vec3(10.f, 4.f, 0.f);
	model = AddComponent<Components::Model>(ent, "Model");
	model->ModelFile = "Models/ship.obj";
}

void GameWorld::Update(double dt)
{
	World::Update(dt);
}

void GameWorld::RegisterComponents()
{
	m_ComponentFactory.Register("Bounds", []() { return new Components::Bounds(); });
	m_ComponentFactory.Register("Camera", []() { return new Components::Camera(); });
	m_ComponentFactory.Register("Collision", []() { return new Components::Collision(); });
	m_ComponentFactory.Register("DirectionalLight", []() { return new Components::DirectionalLight(); });
	m_ComponentFactory.Register("Input", []() { return new Components::Input(); });
	m_ComponentFactory.Register("Model", []() { return new Components::Model(); });
	m_ComponentFactory.Register("ParticleEmitter", []() { return new Components::ParticleEmitter(); });
	m_ComponentFactory.Register("PointLight", []() { return new Components::PointLight(); });
	m_ComponentFactory.Register("PowerUp", []() { return new Components::PowerUp(); });
	m_ComponentFactory.Register("SoundEmitter", []() { return new Components::SoundEmitter(); });
	m_ComponentFactory.Register("Sprite", []() { return new Components::Sprite(); });
	m_ComponentFactory.Register("Stat", []() { return new Components::Stat(); });
	m_ComponentFactory.Register("Template", []() { return new Components::Template(); });
	m_ComponentFactory.Register("Transform", []() { return new Components::Transform(); });
}

void GameWorld::RegisterSystems()
{
	m_SystemFactory.Register("LevelGenerationSystem", [this]() { return new Systems::LevelGenerationSystem(this); });
	m_SystemFactory.Register("InputSystem", [this]() { return new Systems::InputSystem(this, m_Renderer); });
	//m_SystemFactory.Register("CollisionSystem", [this]() { return new Systems::CollisionSystem(this); });
	//m_SystemFactory.Register("ParticleSystem", [this]() { return new Systems::ParticleSystem(this); });
	m_SystemFactory.Register("PlayerSystem", [this]() { return new Systems::PlayerSystem(this); });
	m_SystemFactory.Register("SoundSystem", [this]() { return new Systems::SoundSystem(this); });
	m_SystemFactory.Register("RenderSystem", [this]() { return new Systems::RenderSystem(this, m_Renderer); });
}