## LevelManager.gd
# Manages the current level's data, visual representation, and navigation graph.
# Responsible for generating, painting, and initializing the level, as well as providing pathfinding and coordinate helpers.
extends Node

# The source of truth for the current level's layout (MapData resource).
var _data: MapData
# The TileMapLayer node where the map is visually rendered.
var _layer: TileMapLayer

# Service objects for map generation, painting, and pathfinding.
# MapGenerator and MapPainter are stateless; PathfindingHandler manages the navigation graph.
var _generator: MapGenerator = MapGenerator.new()
var _painter: MapPainter = MapPainter.new()
var _pathfinding: PathfindingHandler = PathfindingHandler.new()

# Orchestrates the creation of a new level.
# 1. Generates the map data.
# 2. Paints the map visually.
# 3. Builds the navigation graph for AI/pathfinding.
# 4. Spawns the player at the correct location.
func initialize(settings: MapSettings, layer: TileMapLayer, player: CharacterBody2D) -> void:
	_layer = layer

	# 1. Generate the abstract map data (rooms, corridors, etc.).
	# This avoids side effects on the settings resource.
	_data = _generator.generate(settings)

	# 2. Paint the visual layer for the player to see.
	# This does not modify the underlying map data.
	_painter.paint(_data, _layer)

	# 3. Build the AStar graph for AI and navigation.
	# Reads directly from the grid stored in _data.
	_pathfinding.build(_data)

	# 4. Finalize world state by spawning the player at the spawn point.
	# Uses the TileMapLayer to convert grid coordinates to world pixel positions.
	player.position = _layer.map_to_local(_data.spawn_point)

# Public API for other systems (like AI) to query the navigation grid.
# Encapsulates the PathfindingHandler so callers don't need to know about it directly.
func find_path(from: Vector2i, to: Vector2i) -> Array[Vector2i]:
	return _pathfinding.find_path(from, to)

# Coordinate conversion helpers — lets the player and other systems convert between world and tile coordinates without touching the TileMapLayer directly.
func world_to_tile(world_pos: Vector2) -> Vector2i:
	return _layer.local_to_map(world_pos)

func tile_to_world(tile: Vector2i) -> Vector2:
	return _layer.map_to_local(tile)
