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#include "TriggerCrate.h"
#include "../../ILevelHandler.h"
#include "../../Tiles/TileMap.h"
#include "../Explosion.h"
#include "../Player.h"
#include "../Weapons/ShotBase.h"
#include "../Weapons/TNT.h"
namespace Jazz2::Actors::Solid
{
TriggerCrate::TriggerCrate()
{
}
void TriggerCrate::Preload(const ActorActivationDetails& details)
{
PreloadMetadataAsync("Object/TriggerCrate"_s);
}
Task<bool> TriggerCrate::OnActivatedAsync(const ActorActivationDetails& details)
{
_triggerId = details.Params[0];
if (details.Params[2] != 0) {
_newState = TriggerCrateState::Toggle;
} else {
_newState = (details.Params[1] != 0 ? TriggerCrateState::On : TriggerCrateState::Off);
}
Movable = true;
async_await RequestMetadataAsync("Object/TriggerCrate"_s);
SetAnimation(AnimState::Default);
async_return true;
}
bool TriggerCrate::OnHandleCollision(std::shared_ptr<ActorBase> other)
{
if (_health == 0) {
return SolidObjectBase::OnHandleCollision(std::move(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 SolidObjectBase::OnHandleCollision(std::move(other));
}
bool TriggerCrate::CanCauseDamage(ActorBase* collider)
{
return _levelHandler->IsReforged() || runtime_cast<Weapons::TNT>(collider);
}
bool TriggerCrate::OnPerish(ActorBase* collider)
{
if (_newState == TriggerCrateState::Toggle) {
// Toggle
_levelHandler->SetTrigger(_triggerId, !_levelHandler->GetTrigger(_triggerId));
} else {
// Turn off/on
_levelHandler->SetTrigger(_triggerId, _newState == TriggerCrateState::On);
}
PlaySfx("Break"_s);
CreateParticleDebrisOnPerish(ParticleDebrisEffect::Standard, Vector2f::Zero);
Explosion::Create(_levelHandler, Vector3i((std::int32_t)_pos.X, (std::int32_t)_pos.Y, _renderer.layer() + 2), Explosion::Type::SmokeBrown);
return SolidObjectBase::OnPerish(collider);
}
}
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