--Categorises a model based on the location of the start and end points of the path in the model

function RoomPackager:CategoriseModel(pathModel)
	if pathModel:FindFirstChild("EndParts") then
		return game.ReplicatedStorage.PathModules.Branch
	elseif pathModel.ObjectPrimaryPart.PathName.Value == "Start" then
		return game.ReplicatedStorage.PathModules.StartModule
	elseif pathModel.Start.Position.Y < pathModel.End.Position.Y - 5 then
		return game.ReplicatedStorage.PathModules.GoingUp
	elseif pathModel.Start.Position.Y > pathModel.End.Position.Y + 5 then
		return game.ReplicatedStorage.PathModules.GoingDown
	else
		return game.ReplicatedStorage.PathModules.SameHeight
	end
end

local function addBehavioursRecur(model, behaviourFolder)
	local children = model:GetChildren()
	for i = 1, #children do
		if children[i]:isA("BasePart") then
			behaviourFolder:Clone().Parent = children[i]
		else
			addBehavioursRecur(children[i], behaviourFolder)
		end
	end
end

RoomPackager.setUpBehaviours = function(roomModel)
	if roomModel:FindFirstChild("Behaviours") then
		addBehavioursRecur(roomModel, roomModel.Behaviours)
		return
	end
	local children = roomModel:GetChildren()
	for i = 1, #children do
		RoomPackager.setUpBehaviours(children[i])
	end
end

function RoomPackager:PackageRoom(roomBasePlate)
	local roomModel = Instance.new("Model")
	roomModel.Name = roomBasePlate.PathName.Value
	roomModel.Parent = game.ReplicatedStorage.PathModules
	
	local region = self:RegionFromBasePlate(roomBasePlate)
	local modelFound = false
	
	--Repeatedly finds 100 parts in the region, if the parts are seperated into different models more than 100 parts can be used
	while true do
		local parts = game.Workspace:FindPartsInRegion3(region, nil, 100)
		for _, part in pairs(parts) do	
			if part.Name == "End" and roomModel:FindFirstChild("End") then
				local endsModel = Instance.new("Model") --Used for branching the path
				endsModel.Name = "EndParts"
				endsModel.Parent = roomModel
				part.Parent = endsModel
				roomModel:FindFirstChild("End").Parent = endsModel
			elseif part.Name == "End" and roomModel:FindFirstChild("EndParts") then
				part.Parent = roomModel:FindFirstChild("EndParts")
			else
				local topLevelParent = closestParentToWorkspace(part)
				if topLevelParent ~= nil then
					if topLevelParent ~= part.Parent then
						--A model has been found, this means we will search again for more parts in the region
						modelFound = true
					end
					topLevelParent.Parent = roomModel
				end
			end
		end
		if modelFound == false then
			break
		else
			modelFound = false
		end
	end
	
	--Set-up model for use in the path (parts for locating the path are made transparent)
	roomModel.ObjectPrimaryPart.Transparency = 1
	roomModel.Start.Transparency = 1
	if roomModel:FindFirstChild("EndParts") then
		local ends = roomModel:FindFirstChild("EndParts"):GetChildren()
		for i = 1, #ends do
			ends[i].Transparency = 1	
		end
	else		
		roomModel.End.Transparency = 1
	end
	roomModel.PrimaryPart = roomModel.ObjectPrimaryPart
	roomModel.Parent = self:CategoriseModel(roomModel)
	RoomPackager.setUpBehaviours(roomModel)
	return roomModel
end

return RoomPackager
