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#include "AmmoCrate.h"
#include "../../ILevelHandler.h"
#include "../../Tiles/TileMap.h"
#include "../Player.h"
#include "../Weapons/ShotBase.h"
#include "../Weapons/TNT.h"
#include "../../../nCine/Base/Random.h"
namespace Jazz2::Actors::Solid
{
AmmoCrate::AmmoCrate()
{
}
void AmmoCrate::Preload(const ActorActivationDetails& details)
{
WeaponType weaponType = (WeaponType)details.Params[0];
switch (weaponType) {
case WeaponType::Bouncer: PreloadMetadataAsync("Object/Crate/AmmoBouncer"_s); break;
case WeaponType::Freezer: PreloadMetadataAsync("Object/Crate/AmmoFreezer"_s); break;
case WeaponType::Seeker: PreloadMetadataAsync("Object/Crate/AmmoSeeker"_s); break;
case WeaponType::RF: PreloadMetadataAsync("Object/Crate/AmmoRF"_s); break;
case WeaponType::Toaster: PreloadMetadataAsync("Object/Crate/AmmoToaster"_s); break;
case WeaponType::TNT: PreloadMetadataAsync("Object/Crate/AmmoTNT"_s); break;
case WeaponType::Pepper: PreloadMetadataAsync("Object/Crate/AmmoPepper"_s); break;
case WeaponType::Electro: PreloadMetadataAsync("Object/Crate/AmmoElectro"_s); break;
//case WeaponType::Thunderbolt: TODO
default: PreloadMetadataAsync("Object/Crate/Generic"_s); break;
}
}
Task<bool> AmmoCrate::OnActivatedAsync(const ActorActivationDetails& details)
{
Movable = true;
WeaponType weaponType = (WeaponType)details.Params[0];
if (weaponType != WeaponType::Blaster) {
AddContent(EventType::Ammo, 5, &details.Params[0], 1);
}
switch (weaponType) {
case WeaponType::Bouncer: async_await RequestMetadataAsync("Object/Crate/AmmoBouncer"_s); break;
case WeaponType::Freezer: async_await RequestMetadataAsync("Object/Crate/AmmoFreezer"_s); break;
case WeaponType::Seeker: async_await RequestMetadataAsync("Object/Crate/AmmoSeeker"_s); break;
case WeaponType::RF: async_await RequestMetadataAsync("Object/Crate/AmmoRF"_s); break;
case WeaponType::Toaster: async_await RequestMetadataAsync("Object/Crate/AmmoToaster"_s); break;
case WeaponType::TNT: async_await RequestMetadataAsync("Object/Crate/AmmoTNT"_s); break;
case WeaponType::Pepper: async_await RequestMetadataAsync("Object/Crate/AmmoPepper"_s); break;
case WeaponType::Electro: async_await RequestMetadataAsync("Object/Crate/AmmoElectro"_s); break;
//case WeaponType::Thunderbolt: TODO
default: async_await RequestMetadataAsync("Object/Crate/Generic"_s); break;
}
SetAnimation(AnimState::Idle);
async_return true;
}
bool AmmoCrate::OnHandleCollision(std::shared_ptr<ActorBase> other)
{
if (_health == 0) {
return GenericContainer::OnHandleCollision(other);
}
if (auto* shotBase = runtime_cast<Weapons::ShotBase>(other.get())) {
if (shotBase->GetStrength() > 0) {
DecreaseHealth(shotBase->GetStrength(), shotBase);
shotBase->DecreaseHealth(1);
return true;
}
} else if (auto* tnt = runtime_cast<Weapons::TNT>(other.get())) {
DecreaseHealth(INT32_MAX, tnt);
return true;
} else if (auto* player = runtime_cast<Player>(other.get())) {
if (player->CanBreakSolidObjects()) {
DecreaseHealth(INT32_MAX, player);
return true;
}
}
return GenericContainer::OnHandleCollision(std::move(other));
}
bool AmmoCrate::OnPerish(ActorBase* collider)
{
SetState(ActorState::CollideWithTileset | ActorState::CollideWithOtherActors | ActorState::ApplyGravitation, false);
CreateParticleDebrisOnPerish(ParticleDebrisEffect::Standard, Vector2f::Zero);
PlaySfx("Break"_s);
if (_content.empty()) {
// Random Ammo create
SmallVector<WeaponType, (std::int32_t)WeaponType::Count> weaponTypes;
auto players = _levelHandler->GetPlayers();
for (auto* player : players) {
const auto playerAmmo = player->GetWeaponAmmo();
for (std::int32_t i = 1; i < (std::int32_t)WeaponType::Count; i++) {
if (playerAmmo[i] > 0) {
weaponTypes.push_back((WeaponType)i);
}
}
}
if (weaponTypes.empty()) {
weaponTypes.push_back(WeaponType::Bouncer);
}
std::int32_t n = Random().Next(4, 7);
for (std::int32_t i = 0; i < n; i++) {
std::uint8_t weaponType = (std::uint8_t)weaponTypes[Random().Next(0, (std::uint32_t)weaponTypes.size())];
AddContent(EventType::Ammo, 1, &weaponType, sizeof(weaponType));
}
CreateSpriteDebris((AnimState)1, 3);
CreateSpriteDebris((AnimState)2, 2);
_frozenTimeLeft = std::min(1.0f, _frozenTimeLeft);
SetTransition(AnimState::TransitionDeath, false, [this, collider]() {
GenericContainer::OnPerish(collider);
});
SpawnContent();
return true;
} else {
CreateSpriteDebris((AnimState)1, 3);
CreateSpriteDebris((AnimState)2, 2);
return GenericContainer::OnPerish(collider);
}
}
}
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