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#include "Level.h"
#include <fstream>
#include <iostream>
#include <string>

bool canStep(Pos pos, int dx, int dy, std::vector<std::vector<char>> map) {
  return map[pos.y + dy][pos.x + dx] != WALL_SPACE;
}

void Level::loadLevelFromFile(const char *filePath) {
  std::ifstream mapFile(filePath);
  if (mapFile.is_open()) {

    // each element in the map has a unique ID
    // some magic but player is always 0
    const int playerId = 0;
    // from 1 -> N each enemy and treasure has its  own unique ID
    // IDs are unique entirely, not just per enemy or treasure

    std::string line;
    int y = 0;
    while (std::getline(mapFile, line)) {
      this->map.emplace_back();
      int x = 0;
      for (char c : line) {
        if (c == WALL_TKN) {
          this->map[y].push_back(WALL_SPACE);
        } else if (c == EMPTY_TKN) {
          this->map[y].push_back(BLANK_SPACE);
        } else if (c == ENEMY_TKN) {
          this->enemyPositions.push_back(
              {.id = this->nextId(), .x = x, .y = y});
          this->map[y].push_back(BLANK_SPACE);
        } else if (c == PLAYER_TKN) {
          this->player = {.id = playerId, .x = x, .y = y};
          this->map[y].push_back(BLANK_SPACE);
        } else if (c == TREASURE_TKN) {
          this->treasurePositions.push_back(
              {.id = this->nextId(), .x = x, .y = y});
          this->map[y].push_back(BLANK_SPACE);
        } else {
          continue;
        }
        ++x;
      }
      ++y;
    }
  }
  mapFile.close();
}

bool Level::isEmpty(int x, int y) { return map[y][x] == BLANK_SPACE; }

bool Level::playerCanStep(int dx, int dy) {
  return canStep(player, dx, dy, map);
}

void Level::print() {
  int x = 0;
  int y = 0;
  for (auto &row : map) {
    for (auto &tile : row) {
      bool printed = false;
      if (player.x == x && player.y == y) {
        std::cout << "p";
        printed = true;
      }
      for (auto pos : enemyPositions) {
        if (pos.x == x && pos.y == y) {
          std::cout << "e";
          printed = true;
        }
      }
      for (auto pos : treasurePositions) {
        if (pos.x == x && pos.y == y) {
          std::cout << "t";
          printed = true;
        }
      }
      if (tile == WALL_SPACE) {
        std::cout << tile;
        printed = true;
      }
      if (!printed) {
        std::cout << " ";
      }
      std::cout << " ";
      ++x;
    }
    std::cout << "\n";
    ++y;
    x = 0;
  }
}

int Level::nextId() { return idCounter++; }

int Level::getEnemyIndex(int id) {
  for (int i = 0; i < enemyPositions.size(); i++) {
    if (enemyPositions[i].id == id) {
      return i;
    }
  }

  return -1;
}
bool Level::enemyCanStep(Pos pos, int dx, int dy) {
  return canStep(pos, dx, dy, map);
}