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#include "IceBlock.h"
#include "../../ILevelHandler.h"
#include "../../Tiles/TileMap.h"
#include "../Explosion.h"
#include "../Weapons/ShotBase.h"
#include "../Weapons/TNT.h"
#include "../../../nCine/Base/Random.h"
namespace Jazz2::Actors::Environment
{
IceBlock::IceBlock()
: _timeLeft(200.0f)
{
}
void IceBlock::Preload(const ActorActivationDetails& details)
{
PreloadMetadataAsync("Object/IceBlock"_s);
}
Task<bool> IceBlock::OnActivatedAsync(const ActorActivationDetails& details)
{
SetState(ActorState::SkipPerPixelCollisions, true);
SetState(ActorState::CanBeFrozen | ActorState::CollideWithTileset | ActorState::ApplyGravitation, false);
async_await RequestMetadataAsync("Object/IceBlock"_s);
SetAnimation(AnimState::Default);
_renderer.Initialize(ActorRendererType::FrozenMask);
async_return true;
}
void IceBlock::OnUpdate(float timeMult)
{
ActorBase::OnUpdate(timeMult);
auto tileMap = _levelHandler->TileMap();
if (tileMap != nullptr) {
if (tileMap->IsTileEmpty(_originTile.X, _originTile.Y)) {
DecreaseHealth(INT32_MAX);
return;
}
}
_timeLeft -= timeMult;
if (_timeLeft <= 0.0f) {
DecreaseHealth(INT32_MAX);
if (tileMap != nullptr) {
if (tileMap->IsTileEmpty(_originTile.X - 1, _originTile.Y)) {
for (int i = 0; i < 5; i++) {
Explosion::Create(_levelHandler, Vector3i((std::int32_t)_pos.X - 24, (std::int32_t)_pos.Y - 16 + Random().Fast(0, 32), _renderer.layer() + 10), Explosion::Type::IceShrapnel);
}
}
if (tileMap->IsTileEmpty(_originTile.X + 1, _originTile.Y)) {
for (int i = 0; i < 5; i++) {
Explosion::Create(_levelHandler, Vector3i((std::int32_t)_pos.X + 24, (std::int32_t)_pos.Y - 16 + Random().Fast(0, 32), _renderer.layer() + 10), Explosion::Type::IceShrapnel);
}
}
if (tileMap->IsTileEmpty(_originTile.X, _originTile.Y + 1)) {
for (int i = 0; i < 5; i++) {
Explosion::Create(_levelHandler, Vector3i((std::int32_t)_pos.X - 16 + Random().Fast(0, 32), (int)_pos.Y + 24, _renderer.layer() + 10), Explosion::Type::IceShrapnel);
}
}
}
Explosion::Create(_levelHandler, Vector3i((std::int32_t)_pos.X, (std::int32_t)_pos.Y, _renderer.layer() + 90), Explosion::Type::SmokeWhite);
_levelHandler->PlayCommonSfx("IceBreak"_s, Vector3f(_pos.X, _pos.Y, 0.0f));
}
}
void IceBlock::ResetTimeLeft()
{
if (_timeLeft > 0.0f) {
_timeLeft = 200.0f;
}
}
}
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