use azalea_protocol::packets::game::serverbound_client_command_packet::{
    self, ServerboundClientCommandPacket,
};
use bevy_app::{App, Plugin, Update};
use bevy_ecs::prelude::*;

use crate::packet_handling::game::{handle_send_packet_event, SendPacketEvent};

/// Tell the server that we're respawning.
#[derive(Event, Debug, Clone)]
pub struct PerformRespawnEvent {
    pub entity: Entity,
}

/// A plugin that makes [`PerformRespawnEvent`] send the packet to respawn.
pub struct RespawnPlugin;
impl Plugin for RespawnPlugin {
    fn build(&self, app: &mut App) {
        app.add_event::<PerformRespawnEvent>()
            .add_systems(Update, perform_respawn.before(handle_send_packet_event));
    }
}

pub fn perform_respawn(
    mut events: EventReader<PerformRespawnEvent>,
    mut send_packets: EventWriter<SendPacketEvent>,
) {
    for event in events.read() {
        send_packets.send(SendPacketEvent {
            entity: event.entity,
            packet: ServerboundClientCommandPacket {
                action: serverbound_client_command_packet::Action::PerformRespawn,
            }
            .get(),
        });
    }
}
