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#include "BarrelContainer.h"
#include "../../ILevelHandler.h"
#include "../../Tiles/TileMap.h"
#include "../Player.h"
#include "../Weapons/ShotBase.h"
#include "../Weapons/TNT.h"
namespace Jazz2::Actors::Solid
{
BarrelContainer::BarrelContainer()
{
}
void BarrelContainer::Preload(const ActorActivationDetails& details)
{
PreloadMetadataAsync("Object/BarrelContainer"_s);
}
Task<bool> BarrelContainer::OnActivatedAsync(const ActorActivationDetails& details)
{
Movable = true;
EventType eventType = (EventType)*(uint16_t*)&details.Params[0];
int count = details.Params[2];
if (eventType != EventType::Empty && count > 0) {
AddContent(eventType, count, &details.Params[3], 16 - 3);
}
async_await RequestMetadataAsync("Object/BarrelContainer"_s);
SetAnimation(AnimState::Idle);
async_return true;
}
bool BarrelContainer::OnHandleCollision(std::shared_ptr<ActorBase> other)
{
if (_health == 0) {
return GenericContainer::OnHandleCollision(other);
}
if (auto* shotBase = runtime_cast<Weapons::ShotBase>(other.get())) {
WeaponType weaponType = shotBase->GetWeaponType();
if (_levelHandler->IsReforged() &&
(weaponType == WeaponType::RF || weaponType == WeaponType::Seeker ||
weaponType == WeaponType::Pepper || weaponType == WeaponType::Electro)) {
DecreaseHealth(shotBase->GetStrength(), shotBase);
shotBase->DecreaseHealth(INT32_MAX);
} else {
shotBase->TriggerRicochet(this);
}
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 BarrelContainer::OnPerish(ActorBase* collider)
{
PlaySfx("Break"_s);
CreateParticleDebrisOnPerish(ParticleDebrisEffect::Standard, Vector2f::Zero);
CreateSpriteDebris((AnimState)1, 3);
CreateSpriteDebris((AnimState)2, 3);
CreateSpriteDebris((AnimState)3, 2);
CreateSpriteDebris((AnimState)4, 1);
return GenericContainer::OnPerish(collider);
}
}
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