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#include "PowerUpMorphMonitor.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
{
PowerUpMorphMonitor::PowerUpMorphMonitor()
{
}
void PowerUpMorphMonitor::Preload(const ActorActivationDetails& details)
{
MorphType morphType = (MorphType)details.Params[0];
switch (morphType) {
case MorphType::Swap2: PreloadMetadataAsync("Object/PowerUp/Swap2"_s); break;
case MorphType::Swap3: PreloadMetadataAsync("Object/PowerUp/Swap3"_s); break;
case MorphType::ToBird: PreloadMetadataAsync("Object/PowerUp/Bird"_s); break;
default: PreloadMetadataAsync("Object/PowerUp/Empty"_s); break;
}
}
Task<bool> PowerUpMorphMonitor::OnActivatedAsync(const ActorActivationDetails& details)
{
_morphType = (MorphType)details.Params[0];
SetState(ActorState::CanBeFrozen, true);
Movable = true;
switch (_morphType) {
case MorphType::Swap2: async_await RequestMetadataAsync("Object/PowerUp/Swap2"_s); break;
case MorphType::Swap3: async_await RequestMetadataAsync("Object/PowerUp/Swap3"_s); break;
case MorphType::ToBird: async_await RequestMetadataAsync("Object/PowerUp/Bird"_s); break;
default: async_await RequestMetadataAsync("Object/PowerUp/Empty"_s); break;
}
SetAnimation(AnimState::Default);
auto players = _levelHandler->GetPlayers();
for (auto* player : players) {
std::optional<PlayerType> playerType = GetTargetType(player->GetPlayerType());
if (playerType) {
switch (*playerType) {
case PlayerType::Jazz: PreloadMetadataAsync("Interactive/PlayerJazz"_s); break;
case PlayerType::Spaz: PreloadMetadataAsync("Interactive/PlayerSpaz"_s); break;
case PlayerType::Lori: PreloadMetadataAsync("Interactive/PlayerLori"_s); break;
}
}
}
async_return true;
}
void PowerUpMorphMonitor::OnUpdateHitbox()
{
SolidObjectBase::OnUpdateHitbox();
// Mainly to fix the power up in `tube1.j2l`
AABBInner.L += 2.0f;
AABBInner.R -= 2.0f;
}
bool PowerUpMorphMonitor::OnHandleCollision(std::shared_ptr<ActorBase> other)
{
if (_health == 0) {
return SolidObjectBase::OnHandleCollision(other);
}
if (auto* shotBase = runtime_cast<Weapons::ShotBase>(other.get())) {
Player* owner = shotBase->GetOwner();
WeaponType weaponType = shotBase->GetWeaponType();
if (owner != nullptr && shotBase->GetStrength() > 0) {
DestroyAndApplyToPlayer(owner);
shotBase->DecreaseHealth(INT32_MAX);
} else if (weaponType == WeaponType::Freezer) {
_frozenTimeLeft = 10.0f * FrameTimer::FramesPerSecond;
shotBase->DecreaseHealth(INT32_MAX);
}
return true;
} else if (auto* tnt = runtime_cast<Weapons::TNT>(other.get())) {
Player* owner = tnt->GetOwner();
if (owner != nullptr) {
DestroyAndApplyToPlayer(owner);
}
return true;
} else if (auto* player = runtime_cast<Player>(other.get())) {
if (player->CanBreakSolidObjects()) {
DestroyAndApplyToPlayer(player);
return true;
}
}
return SolidObjectBase::OnHandleCollision(std::move(other));
}
bool PowerUpMorphMonitor::CanCauseDamage(ActorBase* collider)
{
return _levelHandler->IsReforged() || runtime_cast<Weapons::TNT>(collider);
}
bool PowerUpMorphMonitor::OnPerish(ActorBase* collider)
{
CreateParticleDebrisOnPerish(ParticleDebrisEffect::Standard, Vector2f::Zero);
return SolidObjectBase::OnPerish(collider);
}
void PowerUpMorphMonitor::DestroyAndApplyToPlayer(Player* player)
{
std::optional<PlayerType> playerType = GetTargetType(player->GetPlayerType());
if (playerType) {
if (!player->MorphTo(*playerType)) {
player->MorphTo(PlayerType::Jazz);
}
DecreaseHealth(INT32_MAX, player);
PlaySfx("Break"_s);
}
}
std::optional<PlayerType> PowerUpMorphMonitor::GetTargetType(PlayerType currentType)
{
switch (_morphType) {
case MorphType::Swap2:
if (currentType != PlayerType::Jazz) {
return PlayerType::Jazz;
} else {
return PlayerType::Spaz;
}
case MorphType::Swap3:
if (currentType == PlayerType::Spaz) {
return PlayerType::Lori;
} else if (currentType == PlayerType::Lori) {
return PlayerType::Jazz;
} else {
return PlayerType::Spaz;
}
case MorphType::ToBird:
// TODO: Implement Birds
return std::nullopt;
default:
return std::nullopt;
}
}
}
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