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#include "engine/app.hpp"
#include "engine/renderer.hpp"
#include "engine/input.hpp"
#include "engine/camera.hpp"
#include "engine/script.hpp"
#include "game/build_graph.hpp"
#include "game/data.hpp"
#include "imgui.h"

#include <cmath>
#include <cstdio>
#include <vector>
#include <algorithm>
#include <random>

App::App(const AppConfig& cfg) : config_(cfg) {
    if (!SDL_Init(SDL_INIT_VIDEO)) {
        fprintf(stderr, "SDL_Init failed: %s\n", SDL_GetError());
        return;
    }
    int flags = SDL_WINDOW_RESIZABLE | SDL_WINDOW_OPENGL;
    window_ = SDL_CreateWindow(config_.title,
                               config_.window_width,
                               config_.window_height, flags);
    if (!window_)
        fprintf(stderr, "SDL_CreateWindow failed: %s\n", SDL_GetError());
}

App::~App() {
    if (window_) SDL_DestroyWindow(window_);
    SDL_Quit();
}

static void update_camera(Camera& cam, const Input& input, float dt) {
    // WASD mirrors the arrow keys. Build modes are on the number row, so the
    // letters are free.
    const float step = cam.pan_speed * dt / cam.zoom();
    if (input.key_down(SDLK_LEFT)  || input.key_down(SDLK_A)) cam.pan({-step, 0.0f});
    if (input.key_down(SDLK_RIGHT) || input.key_down(SDLK_D)) cam.pan({ step, 0.0f});
    if (input.key_down(SDLK_UP)    || input.key_down(SDLK_W)) cam.pan({0.0f,  step});
    if (input.key_down(SDLK_DOWN)  || input.key_down(SDLK_S)) cam.pan({0.0f, -step});
    if (input.mouse_down(SDL_BUTTON_MIDDLE)) {
        auto d = input.mouse_delta();
        cam.pan({-d.x / cam.zoom(), d.y / cam.zoom()});
    }
    float scroll = input.scroll_delta();
    if (scroll != 0.0f)
        cam.zoom_at(scroll, cam.screen_to_world(input.mouse_pos()));
}

static void draw_preview_line(Renderer& r, float ax, float ay, float bx, float by,
                               float thick, float cr, float cg, float cb, float ca) {
    float mx = (ax + bx) * 0.5f, my = (ay + by) * 0.5f;
    float dx = bx - ax, dy = by - ay;
    float len = std::sqrt(dx*dx + dy*dy);
    float ang = std::atan2(dy, dx);
    if (len > 0.01f) r.draw_box(mx, my, len * 0.5f, thick, ang, cr, cg, cb, ca);
}

void App::run() {
    if (!window_) return;

    Renderer    renderer;
    Input       input;
    Camera      camera;
    BuildGraph  graph;        // mass-spring building structure

    // Load material data from Lua (base + mods). Falls back to a single wood
    // material so the game still runs if the data files are missing.
    ScriptEngine script;
    graph.materials = load_materials(script, "data");
    if (graph.materials.empty()) {
        fprintf(stderr, "WARNING: no materials loaded; using built-in fallback\n");
        MaterialDef wood{};
        wood.stiffness = 600; wood.damping = 12; wood.mass = 0.25f;
        wood.max_compression = 0.90f; wood.max_expansion = 1.10f;
        wood.angle_threshold = 0.5236f; wood.tension_only = false;
        wood.half_width = 0.15f;
        wood.r = 0.55f; wood.g = 0.35f; wood.b = 0.15f; wood.a = 1.0f;
        wood.name = "wood";
        graph.materials.push_back(wood);
    }

    int w, h;
    SDL_GetWindowSize(window_, &w, &h);
    if (!renderer.init(window_, w, h)) return;
    camera.set_viewport(w, h);
    camera.set_position({0.0f, 6.0f});
    camera.set_zoom(10.0f);

    // The world is a simple half-plane: below ground_level is solid ground,
    // above is sky. Anything that falls into the ground is destroyed.
    graph.ground_level = 1.0f;

    // Resolve each material's texture once: prefer BYO Forts art, fall back to
    // the CC0 placeholder, then to a flat colour (nullptr).
    std::vector<SDL_Texture*> mat_tex(graph.materials.size(), nullptr);
    for (size_t i = 0; i < graph.materials.size(); i++)
        mat_tex[i] = renderer.load_texture_or(graph.materials[i].texture_forts,
                                              graph.materials[i].texture);
    SDL_Texture* ground_tex = renderer.load_texture_or(
        "forts:environment/midwest/ground/ground1.tga", "data/textures/ground.png");

    // Short-lived explosion puffs spawned when debris hits the ground.
    struct Explosion { float x, y, life; };
    std::vector<Explosion> explosions;
    const float EXPLOSION_LIFE = 0.4f;

    // --- Weapons (M4) ---------------------------------------------------------
    std::vector<WeaponDef> weapons = load_weapons(script, "data");
    int cannon_type = 0, laser_type = -1;
    for (size_t i = 0; i < weapons.size(); i++) {
        if (weapons[i].name == "cannon") cannon_type = (int)i;
        if (weapons[i].name == "laser")  laser_type  = (int)i;
    }
    // Per-weapon turret sprite (BYO Forts art, else CC0 placeholder).
    std::vector<SDL_Texture*> weapon_tex(weapons.size(), nullptr);
    for (size_t i = 0; i < weapons.size(); i++)
        weapon_tex[i] = renderer.load_texture_or(weapons[i].texture_forts,
                                                 weapons[i].texture);
    SDL_Texture* shell_tex = nullptr;
    if (!weapons.empty())
        shell_tex = renderer.load_texture_or(
            weapons[cannon_type].projectile_texture_forts,
            weapons[cannon_type].projectile_texture);

    struct Cannon { float x, y, mount, aim, cooldown; int type; };
    std::vector<Cannon> cannons;

    struct Projectile { float x, y, vx, vy, damage, splash, knock, radius, life, ignite; };
    std::vector<Projectile> projectiles;
    struct Beam { float ox, oy, angle, range, dps, time_left, hx, hy; bool ignite; };
    std::vector<Beam> beams;

    std::mt19937 rng(12345);
    std::uniform_real_distribution<float> uni(0.0f, 1.0f);

    // --- Devices + map (M5) ---------------------------------------------------
    std::vector<DeviceDef> device_defs = load_devices(script, "data");
    MapData map = load_map(script, "data");
    std::vector<SDL_Texture*> dev_tex(device_defs.size(), nullptr);
    for (size_t i = 0; i < device_defs.size(); i++)
        dev_tex[i] = renderer.load_texture_or(device_defs[i].texture_forts,
                                              device_defs[i].texture);
    SDL_Texture* deposit_tex = renderer.load_texture("data/textures/deposit.png");

    struct Device { int def, team; float x, y, hp, max_hp; bool on_deposit; };
    std::vector<Device> devices;

    auto devidx = [&](const char* n) -> int {
        for (size_t i = 0; i < device_defs.size(); i++)
            if (device_defs[i].name == n) return (int)i;
        return -1;
    };
    int turbine_i = devidx("turbine"), mine_i = devidx("mine"), battery_i = devidx("battery");

    auto on_deposit = [&](float x, float y) -> bool {
        for (auto& d : map.deposits)
            if (std::hypot(x - d.first, y - d.second) < 1.6f) return true;
        return false;
    };

    const float BASE_ECAP = 1000.0f, BASE_MCAP = 1000.0f;
    float metal = 0.0f, energy = 0.0f, ecap = BASE_ECAP, mcap = BASE_MCAP;
    bool  game_over = false; int winner = -1;   // 0 = player, 1 = enemy

    // Build the scenario once, snapshot the graph, then reset() rebuilds it all
    // (used on 'R') WITHOUT re-running the Lua (which would duplicate structures).
    load_structures(script, "data", graph);
    std::vector<BuildNode> snap_nodes = graph.nodes;
    std::vector<BuildEdge> snap_edges = graph.edges;

    int selected_cannon = -1;
    int cur_mat = 0;
    int place_dev = -1;   // >=0 = placing that device type; -1 = build materials

    auto reset = [&]() {
        graph.nodes = snap_nodes;
        graph.edges = snap_edges;
        graph.rebuild();
        devices.clear();
        for (auto& pd : map.devices) {
            int di = -1;
            for (size_t i = 0; i < device_defs.size(); i++)
                if (device_defs[i].name == pd.type) di = (int)i;
            if (di < 0) continue;
            Device dv{di, pd.team, pd.x, pd.y, device_defs[di].hp, device_defs[di].hp, true};
            if (device_defs[di].needs_deposit) dv.on_deposit = on_deposit(pd.x, pd.y);
            devices.push_back(dv);
        }
        cannons.clear();
        cannons.push_back({-18.0f, graph.ground_level + 0.6f, 0.0f, 0.0f, 0.0f, cannon_type});
        if (laser_type >= 0)
            cannons.push_back({-14.0f, graph.ground_level + 0.6f, 0.0f, 0.0f, 0.0f, laser_type});
        projectiles.clear(); beams.clear(); explosions.clear();
        metal = 200.0f; energy = 200.0f;
        game_over = false; winner = -1; selected_cannon = -1; place_dev = -1;
    };
    reset();

    // Build state
    int     drag_node      = -1;
    bool    placing         = false;
    int     extruding_edge  = -1;
    float   extrude_start_x = 0.0f;
    float   extrude_start_y = 0.0f;

    const float FIXED_DT   = 1.0f / 60.0f;
    const float MAX_FRAME  = 0.25f;
    float       accumulator = 0.0f;

    last_tick_ = SDL_GetTicks();

    while (running_) {
        uint64_t now = SDL_GetTicks();
        float frame_dt = static_cast<float>(now - last_tick_) / 1000.0f;
        last_tick_ = now;
        if (frame_dt > MAX_FRAME) frame_dt = MAX_FRAME;

        input.begin_frame();
        if (input.quit_requested()) running_ = false;
        // Escape deselects a weapon first, otherwise quits.
        if (input.key_pressed(SDLK_ESCAPE)) {
            if (selected_cannon >= 0) selected_cannon = -1;
            else running_ = false;
        }

        // 1/2/3 pick a build material; 5/6/7 pick a device to place; R restarts.
        if (input.key_pressed(SDLK_1)) { cur_mat = 0; selected_cannon = -1; place_dev = -1; }
        if (input.key_pressed(SDLK_2)) { cur_mat = 1; selected_cannon = -1; place_dev = -1; }
        if (input.key_pressed(SDLK_3)) { cur_mat = 2; selected_cannon = -1; place_dev = -1; }
        if (input.key_pressed(SDLK_4)) { cur_mat = 3; selected_cannon = -1; place_dev = -1; }
        if (input.key_pressed(SDLK_5)) { place_dev = turbine_i; selected_cannon = -1; }
        if (input.key_pressed(SDLK_6)) { place_dev = mine_i;    selected_cannon = -1; }
        if (input.key_pressed(SDLK_7)) { place_dev = battery_i; selected_cannon = -1; }
        if (input.key_pressed(SDLK_R)) reset();
        if (cur_mat >= (int)graph.materials.size()) cur_mat = 0;

        glm::vec2 mpos = input.mouse_pos();
        float wx = camera.screen_to_world(mpos).x;
        float wy = camera.screen_to_world(mpos).y;

        // Suppress world clicks when the mouse is over the dev UI (last frame's
        // state — valid before this frame's ImGui::NewFrame).
        bool over_ui = ImGui::GetIO().WantCaptureMouse;

        // ---- Weapon select / aim / fire ----
        // A left-click on a cannon selects it. While a cannon is selected, the
        // mouse aims it (clamped to its firing arc) and a click elsewhere fires.
        bool left_click = input.mouse_pressed(SDL_BUTTON_LEFT) && !over_ui;
        int clicked_cannon = -1;
        if (left_click) {
            float best = 0.8f * 0.8f;   // select radius^2
            for (int i = 0; i < (int)cannons.size(); i++) {
                float dx = wx - cannons[i].x, dy = wy - cannons[i].y;
                float d2 = dx*dx + dy*dy;
                if (d2 < best) { best = d2; clicked_cannon = i; }
            }
        }
        if (clicked_cannon >= 0) { selected_cannon = clicked_cannon; place_dev = -1; }

        if (selected_cannon >= 0 && !weapons.empty()) {
            Cannon& c = cannons[selected_cannon];
            const WeaponDef& wpn = weapons[c.type];
            // Aim toward cursor, clamped to [min,max] fire angle around the mount.
            const float PI = 3.14159265358979323846f;
            float rel = std::atan2(wy - c.y, wx - c.x) - c.mount;
            while (rel >  PI) rel -= 2.0f * PI;
            while (rel < -PI) rel += 2.0f * PI;
            rel = std::clamp(rel, wpn.min_fire_angle, wpn.max_fire_angle);
            c.aim = c.mount + rel;
            // Fire on a click that wasn't the one selecting this cannon (costs energy).
            if (left_click && clicked_cannon < 0 && c.cooldown <= 0.0f &&
                !game_over && energy >= wpn.energy_cost) {
                const float BL = 1.0f;
                float tx = c.x + std::cos(c.aim)*BL, ty = c.y + std::sin(c.aim)*BL;
                if (wpn.is_beam) {
                    beams.push_back({ tx, ty, c.aim, wpn.beam_range, wpn.beam_dps,
                                      wpn.beam_duration, tx, ty, wpn.fire_chance > 0.0f });
                } else {
                    projectiles.push_back({ tx, ty,
                        std::cos(c.aim) * wpn.muzzle_speed, std::sin(c.aim) * wpn.muzzle_speed,
                        wpn.splash_damage, wpn.splash_radius, wpn.knockback,
                        wpn.projectile_radius, 6.0f, wpn.fire_chance });
                }
                // Recoil: shove the firing structure back along -aim. Radius
                // picks up the nodes the weapon is sitting on.
                graph.apply_recoil(c.x, c.y, 1.5f,
                                   -std::cos(c.aim), -std::sin(c.aim), wpn.recoil);
                c.cooldown = wpn.reload;
                energy -= wpn.energy_cost;
            }
        }

        // ---- Device placement (mine/turbine/battery) ----
        if (place_dev >= 0 && place_dev < (int)device_defs.size() &&
            left_click && clicked_cannon < 0 && !game_over) {
            const DeviceDef& def = device_defs[place_dev];
            bool dep_ok = !def.needs_deposit || on_deposit(wx, wy);
            if (dep_ok && metal >= def.cost_metal && energy >= def.cost_energy) {
                devices.push_back({ place_dev, 0, wx, wy, def.hp, def.hp,
                                    def.needs_deposit ? on_deposit(wx, wy) : true });
                metal  -= def.cost_metal;
                energy -= def.cost_energy;
            }
        }

        bool building = (selected_cannon < 0 && place_dev < 0);  // suppress while aiming/placing

        // Queries (only meaningful when building)
        int hover_node = building ? graph.find_nearest_node(wx, wy, 0.5f) : -1;
        int hover_edge = (building && hover_node < 0) ? graph.find_nearest_edge(wx, wy, 0.4f) : -1;

        // ---- Left click: start an edge ----
        // A build can only START from something already anchored: an existing
        // node, or the ground (which creates a foundation node). Clicking empty
        // air does nothing — you can't grow structure out of thin air.
        if (building && !over_ui && !placing && extruding_edge < 0 && input.mouse_pressed(SDL_BUTTON_LEFT)) {
            if (hover_node >= 0) {
                drag_node = hover_node;
                placing   = true;
            } else if (graph.is_on_ground(wy)) {
                int new_id = graph.add_node(wx, graph.ground_level, true);
                if (new_id >= 0) {
                    drag_node = new_id;
                    placing   = true;
                    metal -= 50.0f; energy -= 400.0f;
                }
            }
        }

        // ---- Right click on edge: extrude ----
        if (building && !over_ui && !placing && extruding_edge < 0 && input.mouse_pressed(SDL_BUTTON_RIGHT)) {
            if (hover_edge >= 0) {
                extruding_edge  = hover_edge;
                extrude_start_x = wx;
                extrude_start_y = wy;
            }
        }

        // ---- Finish edge placement ---- (add_link enforces the length rules
        //      and subdivides a long drag into segments)
        if (placing && !input.mouse_down(SDL_BUTTON_LEFT)) {
            const auto& m = graph.materials[cur_mat];
            // Per-material cost, and you must be able to afford it. Without the
            // affordability check an expensive material (armour) would be free
            // whenever you are broke, since resources are clamped back to 0.
            bool can_pay = metal >= m.cost_metal && energy >= m.cost_energy;
            int target = graph.find_nearest_node(wx, wy, 0.5f);
            if (target >= 0 && target != drag_node) {
                if (can_pay && graph.add_link(drag_node, target, cur_mat) > 0) {
                    metal -= m.cost_metal; energy -= m.cost_energy;
                }
            } else if (drag_node >= 0 && drag_node < (int)graph.nodes.size()) {
                bool foundation = graph.is_on_ground(wy);
                float ny = foundation ? graph.ground_level : wy;
                // Length guard first, so a rejected link leaves no orphan node.
                float dlen = std::hypot(wx - graph.nodes[drag_node].x,
                                        ny - graph.nodes[drag_node].y);
                // A foundation node costs extra on top of the strut.
                bool pay_all = metal  >= m.cost_metal  + (foundation ? 50.0f  : 0.0f) &&
                               energy >= m.cost_energy + (foundation ? 400.0f : 0.0f);
                if (pay_all && dlen >= m.min_length && dlen <= m.max_link_length) {
                    int new_id = graph.add_node(wx, ny, foundation);
                    if (graph.add_link(drag_node, new_id, cur_mat) > 0) {
                        metal -= m.cost_metal; energy -= m.cost_energy;
                        if (foundation) { metal -= 50.0f; energy -= 400.0f; }
                    }
                }
            }
            drag_node = -1;
            placing   = false;
        }

        // ---- Finish extrusion ----
        if (extruding_edge >= 0 && !input.mouse_down(SDL_BUTTON_RIGHT)) {
            float offx = wx - extrude_start_x;
            float offy = wy - extrude_start_y;
            // An extrusion sweeps out several struts, so it costs 2x the
            // material's metal (for wood that is the flat 10/25 it used before).
            const auto& em = graph.materials[cur_mat];
            float ex_metal = em.cost_metal * 2.0f, ex_energy = em.cost_energy;
            if (std::sqrt(offx*offx + offy*offy) > 0.1f &&
                metal >= ex_metal && energy >= ex_energy) {
                graph.extrude_edge(extruding_edge, offx, offy);
                metal -= ex_metal; energy -= ex_energy;
            }
            extruding_edge = -1;
        }

        update_camera(camera, input, frame_dt);

        // ---- Simulation (fixed timestep, so it stays frame-rate independent
        //      and deterministic) ----
        accumulator += frame_dt;
        while (accumulator >= FIXED_DT) {
            graph.step(FIXED_DT);          // mass-spring integration (oversampled)
            graph.check_strain();          // snap struts past axial/angle limits
            graph.update_timers(FIXED_DT); // build-grace countdown
            graph.update_fire(FIXED_DT);   // burn DoT + spread
            graph.kill_grounded();         // destroy debris below the ground

            // Weapons: tick reloads.
            for (auto& c : cannons)
                if (c.cooldown > 0.0f) c.cooldown = std::max(0.0f, c.cooldown - FIXED_DT);

            // Cannon shells: ballistic, detonate on ground or a projectile-blocking
            // strut (shells pass THROUGH background bracing / ropes).
            for (auto& p : projectiles) {
                if (p.life <= 0.0f) continue;
                p.vy -= graph.gravity * FIXED_DT;
                p.x  += p.vx * FIXED_DT;
                p.y  += p.vy * FIXED_DT;
                p.life -= FIXED_DT;
                bool hit = false;
                if (p.y <= graph.ground_level) { p.y = graph.ground_level; hit = true; }
                else if (graph.find_blocking_edge(p.x, p.y, p.radius + 0.15f) >= 0) hit = true;
                if (hit) {
                    if (p.ignite > 0.0f && uni(rng) < p.ignite)
                        graph.ignite_area(p.x, p.y, p.splash * 0.7f);  // ~25% incendiary
                    graph.apply_splash(p.x, p.y, p.splash, p.damage, p.knock);
                    for (auto& dv : devices) if (dv.hp > 0.0f) {   // splash hits devices too
                        float d = std::hypot(dv.x - p.x, dv.y - p.y);
                        if (d < p.splash) dv.hp -= p.damage * (1.0f - d / p.splash);
                    }
                    explosions.push_back({p.x, p.y, EXPLOSION_LIFE});
                    p.life = 0.0f;
                }
            }

            // Laser beams: damage + ignite everything crossed, pass through
            // bg-brace/ropes, stop at the first wood strut. Also burns devices.
            for (auto& bm : beams) {
                if (bm.time_left <= 0.0f) continue;
                graph.beam_fire(bm.ox, bm.oy, std::cos(bm.angle), std::sin(bm.angle),
                                bm.range, bm.dps * FIXED_DT, bm.ignite, bm.hx, bm.hy);
                float ex = bm.hx - bm.ox, ey = bm.hy - bm.oy;
                float len2 = ex*ex + ey*ey;
                for (auto& dv : devices) if (dv.hp > 0.0f && len2 > 1e-6f) {
                    float t = std::clamp(((dv.x-bm.ox)*ex + (dv.y-bm.oy)*ey) / len2, 0.0f, 1.0f);
                    float d = std::hypot(dv.x - (bm.ox+t*ex), dv.y - (bm.oy+t*ey));
                    if (d < 0.6f) dv.hp -= bm.dps * FIXED_DT;
                }
                bm.time_left -= FIXED_DT;
            }

            // Resources: team-0 devices generate metal/energy (capped).
            float egen = 0.0f, mgen = 0.0f; ecap = BASE_ECAP; mcap = BASE_MCAP;
            for (auto& dv : devices) if (dv.team == 0 && dv.hp > 0.0f) {
                const DeviceDef& def = device_defs[dv.def];
                ecap += def.energy_storage; mcap += def.metal_storage;
                if (def.wind)
                    egen += def.wind_max_rate *
                            std::clamp((dv.y - graph.ground_level) / def.wind_max_height, 0.0f, 1.0f);
                else if (def.needs_deposit) { if (dv.on_deposit) { egen += def.energy_rate; mgen += def.metal_rate; } }
                else { egen += def.energy_rate; mgen += def.metal_rate; }
            }
            energy = std::clamp(energy + egen * FIXED_DT, 0.0f, ecap);
            metal  = std::clamp(metal  + mgen * FIXED_DT, 0.0f, mcap);

            // Win/loss: a team with no living reactor loses.
            if (!game_over) {
                int pa = 0, ea = 0;
                for (auto& dv : devices)
                    if (device_defs[dv.def].is_core && dv.hp > 0.0f) (dv.team == 0 ? pa : ea)++;
                if (ea == 0)      { game_over = true; winner = 0; }
                else if (pa == 0) { game_over = true; winner = 1; }
            }
            accumulator -= FIXED_DT;
        }
        devices.erase(std::remove_if(devices.begin(), devices.end(),
            [](const Device& d){ return d.hp <= 0.0f; }), devices.end());
        projectiles.erase(
            std::remove_if(projectiles.begin(), projectiles.end(),
                [](const Projectile& p){ return p.life <= 0.0f; }),
            projectiles.end());
        beams.erase(
            std::remove_if(beams.begin(), beams.end(),
                [](const Beam& b){ return b.time_left <= 0.0f; }),
            beams.end());

        // Spawn an explosion puff for everything the ground destroyed this frame.
        for (const auto& d : graph.destroyed_events)
            explosions.push_back({d.x, d.y, EXPLOSION_LIFE});
        graph.destroyed_events.clear();

        // Age out explosion puffs.
        for (auto& ex : explosions) ex.life -= frame_dt;
        explosions.erase(
            std::remove_if(explosions.begin(), explosions.end(),
                [](const Explosion& e){ return e.life <= 0.0f; }),
            explosions.end());

        // Destruction above may have removed nodes/edges, invalidating indices
        // cached at frame start. Drop stale ones and re-query hover for rendering.
        if (drag_node >= (int)graph.nodes.size()) { drag_node = -1; placing = false; }
        if (extruding_edge >= (int)graph.edges.size()) extruding_edge = -1;
        hover_node = graph.find_nearest_node(wx, wy, 0.5f);
        hover_edge = (hover_node < 0) ? graph.find_nearest_edge(wx, wy, 0.4f) : -1;

        // ---- Render ----
        renderer.begin_frame(camera);

        // Ground: solid fill for depth, then a tiled dirt strip along the surface.
        renderer.draw_box(0.0f, graph.ground_level - 1.0e4f,
                          1.0e5f, 1.0e4f, 0.0f,
                          0.20f, 0.16f, 0.12f, 1.0f);
        if (ground_tex) {
            float halfvis = camera.viewport_width() / (2.0f * camera.zoom());
            float left  = camera.position().x - halfvis - 2.0f;
            float right = camera.position().x + halfvis + 2.0f;
            const float ts = 2.0f;  // tile size (world units)
            float startx = std::floor(left / ts) * ts + ts * 0.5f;
            for (float cx = startx; cx < right; cx += ts)
                renderer.draw_sprite(cx, graph.ground_level - ts * 0.5f,
                                     ts * 0.5f, ts * 0.5f, 0.0f, ground_tex);
        }

        // Metal deposits (markers on the ground; mines must sit on these).
        for (auto& d : map.deposits) {
            if (deposit_tex) renderer.draw_sprite(d.first, d.second + 0.2f, 0.35f, 0.35f, 0.0f, deposit_tex);
            else             renderer.draw_box(d.first, d.second + 0.2f, 0.3f, 0.3f, 0.0f, 0.8f, 0.7f, 0.2f, 0.9f);
        }

        // Triangle faces FIRST — a dark cladding panel that sits BEHIND the
        // struts (filling triangulated cells), so it never hides the edges.
        for (const auto& f : graph.faces) {
            auto& pa = graph.nodes[f.node_a];
            auto& pb = graph.nodes[f.node_b];
            auto& pc = graph.nodes[f.node_c];
            SDL_Renderer* sdl = renderer.sdl_renderer();
            auto to_scr = [&](float px, float py) -> SDL_FPoint {
                float zoom = camera.zoom();
                float ox = camera.viewport_width()  * 0.5f - camera.position().x * zoom;
                float oy = camera.viewport_height() * 0.5f + camera.position().y * zoom;
                return {ox + px * zoom, oy - py * zoom};
            };
            auto p0 = to_scr(pa.x, pa.y);
            auto p1 = to_scr(pb.x, pb.y);
            auto p2 = to_scr(pc.x, pc.y);
            // Dark, semi-transparent panel (SDL_FColor is 0..1 floats).
            SDL_FColor fc = {0.10f, 0.07f, 0.05f, 0.75f};
            SDL_Vertex verts[3] = {
                {{p0.x, p0.y}, fc, {0,0}},
                {{p1.x, p1.y}, fc, {0,0}},
                {{p2.x, p2.y}, fc, {0,0}},
            };
            int idx[3] = {0, 1, 2};
            SDL_RenderGeometry(sdl, NULL, verts, 3, idx, 3);
        }

        // Build edges — drawn ON TOP of the panels so struts stay visible.
        // Textured if the material has one; tinted by stress (red compressed,
        // blue tension) multiplied by the material colour.
        for (const auto& e : graph.edges) {
            auto& pa = graph.nodes[e.node_a];
            auto& pb = graph.nodes[e.node_b];
            float mx = (pa.x + pb.x) * 0.5f;
            float my = (pa.y + pb.y) * 0.5f;
            float dx = pb.x - pa.x;
            float dy = pb.y - pa.y;
            float len = std::sqrt(dx*dx + dy*dy);
            float ang = std::atan2(dy, dx);

            // stress tint (white -> red/blue), then modulated by material colour
            float t = std::min(1.0f, std::fabs(e.stress) / 0.10f);
            float tr = 1.0f, tg = 1.0f, tb = 1.0f;
            if (e.stress < 0.0f)      { tg = 1.0f - t; tb = 1.0f - t; }   // compressed
            else if (e.stress > 0.0f) { tr = 1.0f - t; tg = 1.0f - t; }   // stretched
            float cr = e.r * tr, cg = e.g * tg, cb = e.b * tb;
            if (e.burning) {   // fiery orange, flickering
                float fl = 0.6f + 0.4f * std::sin((float)SDL_GetTicks() * 0.02f + mx);
                cr = 1.0f; cg = 0.35f * fl; cb = 0.08f;
            }

            SDL_Texture* tex = (e.mat < (int)mat_tex.size()) ? mat_tex[e.mat] : nullptr;
            if (tex) renderer.draw_sprite(mx, my, len * 0.5f, e.half_width, ang, tex, cr, cg, cb, e.a);
            else     renderer.draw_box   (mx, my, len * 0.5f, e.half_width, ang,      cr, cg, cb, e.a);
        }

        // Nodes
        for (const auto& n : graph.nodes) {
            float col = n.is_foundation ? 0.3f : 0.9f;
            renderer.draw_box(n.x, n.y, 0.15f, 0.15f, 0.0f, col, col, col, 0.8f);
        }

        // Radial timer (yellow) while a fresh strut is curing (build grace).
        for (const auto& e : graph.edges) {
            if (e.settle <= 0.0f) continue;
            auto& pa = graph.nodes[e.node_a];
            auto& pb = graph.nodes[e.node_b];
            float mx = (pa.x + pb.x) * 0.5f, my = (pa.y + pb.y) * 0.5f;
            float frac = e.settle / BuildGraph::SETTLE_TIME;
            renderer.draw_radial_timer(mx, my, 0.28f, frac, 1.0f, 0.75f, 0.15f, 0.85f);
        }

        // Preview during edge drag
        if (placing && drag_node >= 0 && drag_node < (int)graph.nodes.size()) {
            float px = graph.nodes[drag_node].x;
            float py = graph.nodes[drag_node].y;
            int target = graph.find_nearest_node(wx, wy, 0.5f);
            float ex = wx, ey = wy;
            if (target >= 0 && target != drag_node) {
                ex = graph.nodes[target].x;
                ey = graph.nodes[target].y;
            }
            const auto& m = graph.materials[cur_mat];
            // Tint red if the link would be rejected (too short / too long).
            float len = std::hypot(ex - px, ey - py);
            bool valid = len >= m.min_length && len <= m.max_link_length;
            float cr = valid ? m.r : 1.0f, cg = valid ? m.g : 0.2f, cb = valid ? m.b : 0.2f;
            draw_preview_line(renderer, px, py, ex, ey, m.half_width, cr, cg, cb, 0.6f);
        }

        // Preview during extrusion — angled box + auto-brace diagonal
        if (extruding_edge >= 0) {
            auto* ee = graph.mutable_edge(extruding_edge);
            if (ee) {
                const auto& na = graph.nodes[ee->node_a];
                const auto& nb = graph.nodes[ee->node_b];
                float offx = wx - extrude_start_x, offy = wy - extrude_start_y;
                // Clamp the preview drag to max_length (matches extrude_edge).
                {
                    float ol = std::sqrt(offx*offx + offy*offy);
                    float maxlen = graph.materials[cur_mat].max_length;
                    if (ol > maxlen && ol > 1e-6f) { offx *= maxlen/ol; offy *= maxlen/ol; }
                }
                if (std::sqrt(offx*offx + offy*offy) > 0.1f) {
                    float cx = na.x + offx, cy = na.y + offy;
                    float dx = nb.x + offx, dy = nb.y + offy;
                    const auto& m = graph.materials[cur_mat];
                    float hw = m.half_width;
                    draw_preview_line(renderer, na.x, na.y, cx, cy, hw, m.r, m.g, m.b, 0.5f);
                    draw_preview_line(renderer, nb.x, nb.y, dx, dy, hw, m.r, m.g, m.b, 0.5f);
                    draw_preview_line(renderer, cx, cy, dx, dy, hw, m.r, m.g, m.b, 0.5f);

                    // brace preview: longer diagonal, if it clears the minimum
                    if (!graph.materials[cur_mat].tension_only) {
                        float l1 = std::hypot(dx - na.x, dy - na.y);   // ea-nd
                        float l2 = std::hypot(cx - nb.x, cy - nb.y);   // eb-nc
                        if (l1 >= l2) {
                            if (l1 >= BuildGraph::MIN_BRACE_LENGTH)
                                draw_preview_line(renderer, na.x, na.y, dx, dy, hw, m.r, m.g, m.b, 0.35f);
                        } else {
                            if (l2 >= BuildGraph::MIN_BRACE_LENGTH)
                                draw_preview_line(renderer, nb.x, nb.y, cx, cy, hw, m.r, m.g, m.b, 0.35f);
                        }
                    }
                }
            }
        }

        // Highlight hovered node/edge
        if (hover_node >= 0 && !placing) {
            auto& p = graph.nodes[hover_node];
            renderer.draw_box(p.x, p.y, 0.22f, 0.22f, 0.0f, 1.0f, 0.8f, 0.2f, 0.8f);
        }
        if (hover_edge >= 0 && !placing && extruding_edge < 0) {
            auto* he = graph.mutable_edge(hover_edge);
            if (he) {
                auto& pa = graph.nodes[he->node_a];
                auto& pb = graph.nodes[he->node_b];
                float mx = (pa.x+pb.x)*0.5f, my = (pa.y+pb.y)*0.5f;
                float dx = pb.x-pa.x, dy = pb.y-pa.y;
                float len = std::sqrt(dx*dx+dy*dy), ang = std::atan2(dy,dx);
                renderer.draw_box(mx, my, len*0.5f, 0.18f, ang, 0.3f, 0.7f, 1.0f, 0.5f);
            }
        }

        // Devices (reactors glow + pulse by team; turbines/mines/batteries) + HP bars.
        for (const auto& dv : devices) {
            const DeviceDef& def = device_defs[dv.def];
            float tr = def.r, tg = def.g, tb = def.b;
            if (def.is_core) {
                float pulse = 0.7f + 0.3f * std::sin((float)SDL_GetTicks() * 0.006f);
                if (dv.team == 0) { tr = 0.3f*pulse; tg = 1.0f*pulse; tb = 0.5f*pulse; }
                else              { tr = 1.0f*pulse; tg = 0.3f*pulse; tb = 0.3f*pulse; }
            }
            SDL_Texture* tex = dev_tex[dv.def];
            if (tex) renderer.draw_sprite(dv.x, dv.y, def.half_w, def.half_h, 0.0f, tex, tr, tg, tb, 1.0f);
            else     renderer.draw_box(dv.x, dv.y, def.half_w, def.half_h, 0.0f, tr, tg, tb, 1.0f);
            // HP bar above
            float frac = dv.max_hp > 0.0f ? dv.hp / dv.max_hp : 0.0f;
            float bw = def.half_w, by = dv.y + def.half_h + 0.2f;
            renderer.draw_box(dv.x, by, bw, 0.06f, 0.0f, 0.1f, 0.1f, 0.1f, 0.85f);
            float fh = bw * frac;
            renderer.draw_box(dv.x - bw + fh, by, fh, 0.06f, 0.0f,
                              frac > 0.5f ? 0.2f : 0.9f, frac > 0.5f ? 0.9f : 0.3f, 0.2f, 0.9f);
        }

        // Device placement ghost.
        if (place_dev >= 0 && place_dev < (int)device_defs.size()) {
            const DeviceDef& def = device_defs[place_dev];
            bool ok = (!def.needs_deposit || on_deposit(wx, wy)) &&
                      metal >= def.cost_metal && energy >= def.cost_energy;
            renderer.draw_box(wx, wy, def.half_w, def.half_h, 0.0f,
                              ok ? 0.4f : 1.0f, ok ? 1.0f : 0.3f, 0.4f, 0.4f);
        }

        // Cannons: barrel (aimed) then turret base on top.
        for (const auto& c : cannons) {
            float bl = 1.0f;
            float bx = c.x + std::cos(c.aim) * bl * 0.5f;
            float by = c.y + std::sin(c.aim) * bl * 0.5f;
            renderer.draw_box(bx, by, bl * 0.5f, 0.12f, c.aim, 0.30f, 0.30f, 0.34f, 1.0f);
            SDL_Texture* wt = (c.type >= 0 && c.type < (int)weapon_tex.size())
                              ? weapon_tex[c.type] : nullptr;
            if (wt) renderer.draw_sprite(c.x, c.y, 0.5f, 0.5f, 0.0f, wt);
            else    renderer.draw_box(c.x, c.y, 0.5f, 0.5f, 0.0f, 0.4f, 0.4f, 0.45f, 1.0f);
        }

        // Firing arc of the selected cannon (the cone of allowed directions).
        // No trajectory is shown — you aim a direction within the arc.
        if (selected_cannon >= 0 && !weapons.empty()) {
            const Cannon& c = cannons[selected_cannon];
            const WeaponDef& wpn = weapons[c.type];
            renderer.draw_arc(c.x, c.y, 3.0f,
                              c.mount + wpn.min_fire_angle, c.mount + wpn.max_fire_angle,
                              0.9f, 0.85f, 0.3f, 0.18f);
            float ax = c.x + std::cos(c.aim) * 3.3f;
            float ay = c.y + std::sin(c.aim) * 3.3f;
            draw_preview_line(renderer, c.x, c.y, ax, ay, 0.05f, 1.0f, 0.9f, 0.3f, 0.7f);
        }

        // Laser beams (glow + bright core, from muzzle to hit point).
        for (const auto& bm : beams) {
            float a = std::min(1.0f, bm.time_left / 0.3f);   // quick fade at the end
            draw_preview_line(renderer, bm.ox, bm.oy, bm.hx, bm.hy, 0.14f, 1.0f, 0.35f, 0.25f, 0.35f * a);
            draw_preview_line(renderer, bm.ox, bm.oy, bm.hx, bm.hy, 0.05f, 1.0f, 0.85f, 0.5f, 0.95f * a);
            renderer.draw_box(bm.hx, bm.hy, 0.2f, 0.2f, 0.0f, 1.0f, 0.9f, 0.5f, 0.6f * a);
        }

        // Projectiles (shell sprite oriented along velocity).
        for (const auto& p : projectiles) {
            float ang = std::atan2(p.vy, p.vx);
            if (shell_tex) renderer.draw_sprite(p.x, p.y, 0.32f, 0.1f, ang, shell_tex);
            else           renderer.draw_box(p.x, p.y, p.radius, p.radius, 0.0f, 1.0f, 0.8f, 0.3f, 1.0f);
        }

        // Explosion puffs (expanding, fading) where debris hit the ground.
        for (const auto& ex : explosions) {
            float t = 1.0f - ex.life / EXPLOSION_LIFE;   // 0 -> 1 over lifetime
            float radius = 0.2f + t * 0.9f;
            float alpha  = (1.0f - t) * 0.8f;
            renderer.draw_radial_timer(ex.x, ex.y, radius, 1.0f,
                                       1.0f, 0.55f, 0.12f, alpha);
        }

        // HUD (resources vs current caps)
        renderer.draw_hud_bar(10, 10, mcap > 0 ? metal  / mcap : 0.0f, 0.8f, 0.65f, 0.2f);
        renderer.draw_hud_bar(10, 28, ecap > 0 ? energy / ecap : 0.0f, 0.2f, 0.5f, 0.9f);
        if (selected_cannon >= 0 && !weapons.empty()) {
            // reload gauge of the selected cannon (fills as it reloads)
            float rt = weapons[cannons[selected_cannon].type].reload;
            float rl = rt > 0.0f ? 1.0f - cannons[selected_cannon].cooldown / rt : 1.0f;
            renderer.draw_hud_bar(10, 46, rl, 0.9f, 0.3f, 0.2f);
        } else {
            const auto& curm = graph.materials[cur_mat];
            renderer.draw_hud_bar(10, 46, 0.3f, curm.r, curm.g, curm.b);
        }

        // ---- Dev UI (ImGui) — live tuning of the (unverified) constants ----
        {
            int burning = 0;
            for (const auto& e : graph.edges) if (e.burning) burning++;
            ImGuiIO& io = ImGui::GetIO();
            ImGui::Begin("Dev");
            ImGui::Text("%.0f FPS (%.2f ms)", io.Framerate, 1000.0f / io.Framerate);
            ImGui::Text("nodes %zu  edges %zu  devices %zu", graph.nodes.size(),
                        graph.edges.size(), devices.size());
            ImGui::Text("proj %zu  beams %zu  burning %d",
                        projectiles.size(), beams.size(), burning);
            ImGui::Text("metal %.0f/%.0f   energy %.0f/%.0f", metal, mcap, energy, ecap);
            ImGui::Separator();
            // Build palette — current tool.
            const char* tool = place_dev >= 0 ? device_defs[place_dev].name.c_str()
                             : selected_cannon >= 0 ? "weapon" : graph.materials[cur_mat].name.c_str();
            ImGui::Text("tool: %s", tool);
            if (ImGui::Button("wood"))    { cur_mat = 0; place_dev = -1; selected_cannon = -1; }
            ImGui::SameLine(); if (ImGui::Button("bg")) { cur_mat = 1; place_dev = -1; selected_cannon = -1; }
            ImGui::SameLine(); if (ImGui::Button("rope")) { cur_mat = 2; place_dev = -1; selected_cannon = -1; }
            if ((int)graph.materials.size() > 3) {
                ImGui::SameLine();
                if (ImGui::Button("armour")) { cur_mat = 3; place_dev = -1; selected_cannon = -1; }
            }
            if (turbine_i >= 0 && ImGui::Button("turbine")) { place_dev = turbine_i; selected_cannon = -1; }
            if (mine_i >= 0) { ImGui::SameLine(); if (ImGui::Button("mine")) { place_dev = mine_i; selected_cannon = -1; } }
            if (battery_i >= 0) { ImGui::SameLine(); if (ImGui::Button("battery")) { place_dev = battery_i; selected_cannon = -1; } }
            if (ImGui::Button("restart (R)")) reset();
            ImGui::Separator();
            if (ImGui::CollapsingHeader("Physics", ImGuiTreeNodeFlags_DefaultOpen)) {
                ImGui::SliderFloat("gravity",  &graph.gravity,  0.0f, 40.0f);
                ImGui::SliderFloat("air drag", &graph.air_drag, 0.0f, 3.0f);
            }
            if (ImGui::CollapsingHeader("Materials")) {
                for (auto& m : graph.materials) {
                    ImGui::PushID(&m);
                    if (ImGui::TreeNode(m.name.c_str())) {
                        ImGui::SliderFloat("stiffness",   &m.stiffness,   100.0f, 3000.0f);
                        ImGui::SliderFloat("damping",     &m.damping,     0.0f,   60.0f);
                        ImGui::SliderFloat("hit_points",  &m.hit_points,  10.0f,  600.0f);
                        ImGui::SliderFloat("burn_rate",   &m.burn_rate,   0.0f,   60.0f);
                        ImGui::SliderFloat("spread_time", &m.spread_time, 0.1f,   5.0f);
                        ImGui::TreePop();
                    }
                    ImGui::PopID();
                }
            }
            if (ImGui::CollapsingHeader("Weapons")) {
                for (auto& wpn : weapons) {
                    ImGui::PushID(&wpn);
                    if (ImGui::TreeNode(wpn.name.c_str())) {
                        ImGui::SliderFloat("reload", &wpn.reload, 0.1f, 6.0f);
                        ImGui::SliderFloat("recoil", &wpn.recoil, 0.0f, 60.0f);
                        if (wpn.is_beam) {
                            ImGui::SliderFloat("beam_dps",      &wpn.beam_dps,      10.0f, 300.0f);
                            ImGui::SliderFloat("beam_duration", &wpn.beam_duration, 0.2f,  4.0f);
                            ImGui::SliderFloat("beam_range",    &wpn.beam_range,    10.0f, 120.0f);
                        } else {
                            ImGui::SliderFloat("muzzle_speed",  &wpn.muzzle_speed,  10.0f, 100.0f);
                            ImGui::SliderFloat("splash_damage", &wpn.splash_damage, 20.0f, 500.0f);
                            ImGui::SliderFloat("splash_radius", &wpn.splash_radius, 0.5f,  8.0f);
                            ImGui::SliderFloat("knockback",     &wpn.knockback,     0.0f,  150.0f);
                            ImGui::SliderFloat("fire_chance",   &wpn.fire_chance,   0.0f,  1.0f);
                        }
                        float mn = wpn.min_fire_angle * 57.2958f;
                        float mx = wpn.max_fire_angle * 57.2958f;
                        if (ImGui::SliderFloat("min angle", &mn, -90.0f, 90.0f)) wpn.min_fire_angle = mn / 57.2958f;
                        if (ImGui::SliderFloat("max angle", &mx, -90.0f, 90.0f)) wpn.max_fire_angle = mx / 57.2958f;
                        ImGui::TreePop();
                    }
                    ImGui::PopID();
                }
            }
            ImGui::TextWrapped("Build: 1/2/3 wood/bg/rope, 5/6/7 turbine/mine/battery. "
                               "Weapons: click a turret, aim in the arc, click to fire. "
                               "Esc deselects. R restarts.");
            ImGui::End();

            // Win/loss banner.
            if (game_over) {
                ImGui::SetNextWindowPos(ImVec2(io.DisplaySize.x * 0.5f, io.DisplaySize.y * 0.35f),
                                        ImGuiCond_Always, ImVec2(0.5f, 0.5f));
                ImGui::Begin("gameover", nullptr,
                    ImGuiWindowFlags_NoTitleBar | ImGuiWindowFlags_NoResize |
                    ImGuiWindowFlags_AlwaysAutoResize | ImGuiWindowFlags_NoMove);
                ImGui::Text("%s", winner == 0 ? "REACTOR DESTROYED — YOU WIN"
                                              : "YOUR REACTOR IS DOWN — YOU LOSE");
                ImGui::Text("Press R to restart");
                ImGui::End();
            }
        }

        renderer.end_frame();
    }

    renderer.shutdown();
}

void App::update(float /*dt*/) {}
void App::render() {}