//
//  WalkResponder.cs
//
//  Copyright (c) František Boháček. All rights reserved.
//  Licensed under the MIT license. See LICENSE file in the project root for full license information.
using NosSmooth.Core.Packets;
using NosSmooth.Game.Data.Characters;
using NosSmooth.Game.Data.Info;
using NosSmooth.Game.Events.Core;
using NosSmooth.Game.Events.Entities;
using NosSmooth.Packets.Client.Movement;
using Remora.Results;
namespace NosSmooth.Game.PacketHandlers.Characters;
/// 
/// Responds to walk packet.
/// 
public class WalkResponder : IPacketResponder
{
    private readonly Game _game;
    private readonly EventDispatcher _eventDispatcher;
    /// 
    /// Initializes a new instance of the  class.
    /// 
    /// The nostale game.
    /// The event dispatcher.
    public WalkResponder(Game game, EventDispatcher eventDispatcher)
    {
        _game = game;
        _eventDispatcher = eventDispatcher;
    }
    /// 
    public async Task Respond(PacketEventArgs packetArgs, CancellationToken ct = default)
    {
        var character = _game.Character;
        var packet = packetArgs.Packet;
        var oldPosition = character?.Position;
        var position = new Position(packet.PositionX, packet.PositionY);
        character = await _game.CreateOrUpdateCharacterAsync
        (
            () => new Character
            {
                Position = position
            },
            (c) =>
            {
                c.Position = position;
                return c;
            },
            ct: ct
        );
        return await _eventDispatcher.DispatchEvent
        (
            new EntityMovedEvent(character, oldPosition, character.Position!.Value),
            ct
        );
        return Result.FromSuccess();
    }
}