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#include "PowerUpWeaponMonitor.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
{
PowerUpWeaponMonitor::PowerUpWeaponMonitor()
{
}
void PowerUpWeaponMonitor::Preload(const ActorActivationDetails& details)
{
WeaponType weaponType = (WeaponType)details.Params[0];
switch (weaponType) {
case WeaponType::Blaster: PreloadMetadataAsync("Object/PowerUp/Blaster"_s); break;
case WeaponType::Bouncer: PreloadMetadataAsync("Object/PowerUp/Bouncer"_s); break;
case WeaponType::Freezer: PreloadMetadataAsync("Object/PowerUp/Freezer"_s); break;
case WeaponType::Seeker: PreloadMetadataAsync("Object/PowerUp/Seeker"_s); break;
case WeaponType::RF: PreloadMetadataAsync("Object/PowerUp/RF"_s); break;
case WeaponType::Toaster: PreloadMetadataAsync("Object/PowerUp/Toaster"_s); break;
//case WeaponType::TNT: TODO
case WeaponType::Pepper: PreloadMetadataAsync("Object/PowerUp/Pepper"_s); break;
case WeaponType::Electro: PreloadMetadataAsync("Object/PowerUp/Electro"_s); break;
//case WeaponType::Thunderbolt: TODO
default: PreloadMetadataAsync("Object/PowerUp/Empty"_s); break;
}
}
Task<bool> PowerUpWeaponMonitor::OnActivatedAsync(const ActorActivationDetails& details)
{
_weaponType = (WeaponType)details.Params[0];
SetState(ActorState::CanBeFrozen, true);
Movable = true;
switch (_weaponType) {
case WeaponType::Blaster: async_await RequestMetadataAsync("Object/PowerUp/Blaster"_s); break;
case WeaponType::Bouncer: async_await RequestMetadataAsync("Object/PowerUp/Bouncer"_s); break;
case WeaponType::Freezer: async_await RequestMetadataAsync("Object/PowerUp/Freezer"_s); break;
case WeaponType::Seeker: async_await RequestMetadataAsync("Object/PowerUp/Seeker"_s); break;
case WeaponType::RF: async_await RequestMetadataAsync("Object/PowerUp/RF"_s); break;
case WeaponType::Toaster: async_await RequestMetadataAsync("Object/PowerUp/Toaster"_s); break;
//case WeaponType::TNT: TODO
case WeaponType::Pepper: async_await RequestMetadataAsync("Object/PowerUp/Pepper"_s); break;
case WeaponType::Electro: async_await RequestMetadataAsync("Object/PowerUp/Electro"_s); break;
//case WeaponType::Thunderbolt: TODO
default: async_await RequestMetadataAsync("Object/PowerUp/Empty"_s); break;
}
if (_weaponType == WeaponType::Blaster) {
auto players = _levelHandler->GetPlayers();
PlayerType playerType = (_levelHandler->IsLocalSession() && !players.empty() ? players[0]->GetPlayerType() : PlayerType::Jazz);
switch (playerType) {
case PlayerType::Jazz:
case PlayerType::Spaz:
case PlayerType::Lori: SetAnimation((AnimState)playerType); break;
default: SetAnimation((AnimState)PlayerType::Jazz); break;
}
} else {
SetAnimation(AnimState::Default);
}
async_return true;
}
void PowerUpWeaponMonitor::OnUpdateHitbox()
{
SolidObjectBase::OnUpdateHitbox();
// Mainly to fix the power up in `tube1.j2l`
AABBInner.L += 2.0f;
AABBInner.R -= 2.0f;
}
bool PowerUpWeaponMonitor::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 PowerUpWeaponMonitor::CanCauseDamage(ActorBase* collider)
{
return _levelHandler->IsReforged() || runtime_cast<Weapons::TNT>(collider);
}
bool PowerUpWeaponMonitor::OnPerish(ActorBase* collider)
{
CreateParticleDebrisOnPerish(ParticleDebrisEffect::Standard, Vector2f::Zero);
return SolidObjectBase::OnPerish(collider);
}
void PowerUpWeaponMonitor::DestroyAndApplyToPlayer(Player* player)
{
player->AddAmmo(_weaponType, 25);
player->AddWeaponUpgrade(_weaponType, 0x01);
DecreaseHealth(INT32_MAX, player);
PlaySfx("Break"_s);
}
}
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