-- Local function definitions
local c = game.Workspace.Terrain
local SetCell = c.SetCell
local GetCell = c.GetCell
local WorldToCellPreferSolid = c.WorldToCellPreferSolid
local AutoWedge = c.AutowedgeCell

-----------------
--DEFAULT VALUES-
-----------------
local loaded = false
local on = false
local r = 20
local d = 20
local craterDragBar, craterFrame, craterHelpFrame, craterCloseEvent = nil


---------------
--PLUGIN SETUP-
---------------
self = PluginManager():CreatePlugin()
mouse = self:GetMouse()
mouse.Button1Down:connect(function() onClicked(mouse) end)
self.Deactivation:connect(function()
	Off()
end)
toolbar = self:CreateToolbar("Terrain")
toolbarbutton = toolbar:CreateButton("", "Crater", "craters.png")
toolbarbutton.Click:connect(function()
	if on then
		Off()
	elseif loaded then
		On()
	end
end)



-----------------------
--FUNCTION DEFINITIONS-
-----------------------

--makes a crater at point (x, y, z) in cluster c
--d is the depth factor, a percent of the depth of a perfect sphere
function makeCrater(x, y, z, r, d)
	local heightmap = {}
	for i = x - (r + 1), x + (r + 1) do
		heightmap[i] = {}
	end

	for j = 0, r + 1 do
		local cellschanged = false
		for i = x - (r + 1), x + (r + 1) do
			for k = z - (r + 1), z + (r + 1) do
				distance = math.sqrt(math.pow(dist(x, z, i, k), 2) + math.pow(y - (y - j*(100/d)), 2))
				if distance < r then
					SetCell(c, i, y + j, k, 0, 0, 0)
					SetCell(c, i, y - j, k, 0, 0, 0)
					cellschanged = true
				elseif heightmap[i] and heightmap[i][k] == nil then
					material, wedge, rotation = GetCell(c, i, y - j, k)
					if material.Value > 0 then
						heightmap[i][k] =  y - j
					end
				end
			end
		end
		if cellschanged == false then
			break
		end
		wait(0)
	end

	for ri = 0, r do
		wait(0)

		i = x - ri
		for k = z - r, z + r do
			height = heightmap[i][k]
			if height == nil then
				height = -1
			end
			for h = height, 0, -1 do
				if not AutoWedge(c, i, h, k) then
					break
				end
			end
		end

		i = x + ri
		for k = z - r, z + r do
			height = heightmap[i][k]
			if height == nil then
				height = -1
			end
			for h = height, 0, -1 do
				if not AutoWedge(c, i, h, k) then
					break
				end
			end
		end

	end

end



function dist(x1, y1, x2, y2)
	return math.sqrt(math.pow(x2-x1, 2) + math.pow(y2-y1, 2))
end

local debounce = false
function onClicked(mouse)
	if on and not debounce then
		debounce = true

		local cellPos = WorldToCellPreferSolid(c, Vector3.new(mouse.Hit.x, mouse.Hit.y, mouse.Hit.z))
		local x = cellPos.x
		local y = cellPos.y
		local z = cellPos.z

		makeCrater(x, y, z, r, d)

		print("Crater formed at: "..x..", "..y..", "..z)
		debounce = false
	end
end

function On()
	if self then
		self:Activate(true)
	end
	if toolbarbutton then
		toolbarbutton:SetActive(true)
	end
	if craterDragBar then
		craterDragBar.Visible = true
	end
	on = true
end

function Off()
	if toolbarbutton then
		toolbarbutton:SetActive(false)
	end
	if craterDragBar then
		craterDragBar.Visible = false
	end
	on = false
end




------
--GUI-
------

--load library for with sliders
local RbxGui = LoadLibrary("RbxGui")

--screengui
g = Instance.new("ScreenGui", game:GetService("CoreGui"))
g.Name = "CraterGui"

craterDragBar, craterFrame, craterHelpFrame, craterCloseEvent = RbxGui.CreatePluginFrame("Crater",UDim2.new(0,141,0,100),UDim2.new(0,0,0,0),false,g)
craterDragBar.Visible = false
craterCloseEvent.Event:connect(function (  )
	Off()
end)

craterHelpFrame.Size = UDim2.new(0,200,0,170)
local helpText = Instance.new("TextLabel",craterHelpFrame)
helpText.Font = Enum.Font.ArialBold
helpText.FontSize = Enum.FontSize.Size12
helpText.TextColor3 = Color3.new(1,1,1)
helpText.BackgroundTransparency = 1
helpText.TextWrap = true
helpText.Size = UDim2.new(1,-10,1,-10)
helpText.Position = UDim2.new(0,5,0,5)
helpText.TextXAlignment = Enum.TextXAlignment.Left
helpText.Text = 
[[Creates craters in existing terrain.  Click on a point in terrain to make a crater.

Radius:
Half of the width of the crater to be created.

Depth:
A percentage value, representing a perfect spherical crater. 0% is no crater, 100% will make a crater the same depth as the radius.
]]

--current radius display label
radl = Instance.new("TextLabel", craterFrame)
radl.Position = UDim2.new(0,0,0,10)
radl.Size = UDim2.new(1, 0, 0, 14)
radl.Text = ""
radl.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4)
radl.TextColor3 = Color3.new(0.95, 0.95, 0.95)
radl.Font = Enum.Font.ArialBold
radl.FontSize = Enum.FontSize.Size14
radl.BorderColor3 = Color3.new(0, 0, 0)
radl.TextXAlignment = Enum.TextXAlignment.Left
radl.BackgroundTransparency = 1

--radius slider
radSliderGui, radSliderPosition = RbxGui.CreateSlider(128, 0, UDim2.new(0, 10, 0, 32))
radSliderGui.Parent = craterFrame
radBar = radSliderGui:FindFirstChild("Bar")
radBar.Size = UDim2.new(1,-20,0,5)
radSliderPosition.Changed:connect(function()
	r = radSliderPosition.Value
	radl.Text = " Radius: "..r
end)
radSliderPosition.Value = r

--current depth factor display label
dfl = Instance.new("TextLabel", craterFrame)
dfl.Position = UDim2.new(0, 0, 0, 50)
dfl.Size = UDim2.new(1, 0, 0, 14)
dfl.Text = ""
dfl.BackgroundColor3 = Color3.new(0.4, 0.4, 0.4)
dfl.TextColor3 = Color3.new(0.95, 0.95, 0.95)
dfl.Font = Enum.Font.ArialBold
dfl.FontSize = Enum.FontSize.Size14
dfl.BorderColor3 = Color3.new(0, 0, 0)
dfl.TextXAlignment = Enum.TextXAlignment.Left
dfl.BackgroundTransparency = 1

--depth factor slider
dfSliderGui, dfSliderPosition = RbxGui.CreateSlider(100, 0, UDim2.new(0, 10, 0, 72))
dfSliderGui.Parent = craterFrame
dfBar = dfSliderGui:FindFirstChild("Bar")
dfBar.Size = UDim2.new(1,-20,0,5)
dfSliderPosition.Changed:connect(function()
	d = dfSliderPosition.Value
	dfl.Text = " Depth: "..d.."%"
end)
dfSliderPosition.Value = d


--------------------------
--SUCCESSFUL LOAD MESSAGE-
--------------------------
loaded = true
