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package coffee.liz.abstractionengine;

import coffee.liz.abstractionengine.grid.component.GridInputState;
import coffee.liz.abstractionengine.grid.system.GridCollisionPropagatationSystem;
import coffee.liz.abstractionengine.grid.system.GridIndexSystem;
import coffee.liz.abstractionengine.grid.system.GridMovementSystem;
import coffee.liz.abstractionengine.grid.system.GridPhysicsSystem;
import coffee.liz.ecs.DAGWorld;
import coffee.liz.ecs.math.Vec2;

import lombok.extern.log4j.Log4j2;

import java.time.Duration;
import java.util.Map;

/** Grid world implementation for the abstraction engine. */
@Log4j2
public class AbstractionEngineGridWorld extends DAGWorld<GridInputState> {
	/** Initialize world with systems and player. */
	public AbstractionEngineGridWorld(final Vec2<Integer> gridDimensions) {
		super(Map.of(GridMovementSystem.class, new GridMovementSystem(), GridPhysicsSystem.class,
				new GridPhysicsSystem(), GridIndexSystem.class, new GridIndexSystem(gridDimensions),
				GridCollisionPropagatationSystem.class, new GridCollisionPropagatationSystem()));
	}

	/**
	 * Update world with input state. For now our grid world is a "step function",
	 * so we shouldn't (yet) care about the amount of time between steps.
	 *
	 * @param state
	 *            the {@link GridInputState}
	 */
	public void update(final GridInputState state) {
		update(state, Duration.ZERO);
	}
}