# pragma region License
/*
License ( OLC - 3 )
~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~ ~
Copyright 2024 Joshua Sigona < sigonasr2 @ gmail . com >
Redistribution and use in source and binary forms , with or without modification ,
are permitted provided that the following conditions are met :
1. Redistributions or derivations of source code must retain the above copyright
notice , this list of conditions and the following disclaimer .
2. Redistributions or derivative works in binary form must reproduce the above
copyright notice . This list of conditions and the following disclaimer must be
reproduced in the documentation and / or other materials provided with the distribution .
3. Neither the name of the copyright holder nor the names of its contributors may
be used to endorse or promote products derived from this software without specific
prior written permission .
THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS " AS IS " AND ANY
EXPRESS OR IMPLIED WARRANTIES , INCLUDING , BUT NOT LIMITED TO , THE IMPLIED WARRANTIES
OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED . IN NO EVENT
SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE FOR ANY DIRECT , INDIRECT ,
INCIDENTAL , SPECIAL , EXEMPLARY , OR CONSEQUENTIAL DAMAGES ( INCLUDING , BUT NOT LIMITED
TO , PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES ; LOSS OF USE , DATA , OR PROFITS ; OR
BUSINESS INTERRUPTION ) HOWEVER CAUSED AND ON ANY THEORY OF LIABILITY , WHETHER IN
CONTRACT , STRICT LIABILITY , OR TORT ( INCLUDING NEGLIGENCE OR OTHERWISE ) ARISING IN
ANY WAY OUT OF THE USE OF THIS SOFTWARE , EVEN IF ADVISED OF THE POSSIBILITY OF
SUCH DAMAGE .
Portions of this software are copyright <EFBFBD> 2024 The FreeType
Project ( www . freetype . org ) . Please see LICENSE_FT . txt for more information .
All rights reserved .
*/
# pragma endregion
# include "BulletTypes.h"
INCLUDE_ANIMATION_DATA
InkBullet : : InkBullet ( const vf2d pos , const vf2d targetPos , const vf2d vel , const float inkExplosionRadius , const float inkPuddleLifetime , const float inkPuddleRadius , const bool upperLevel , const bool friendly )
: Bullet ( pos , vel , inkExplosionRadius , 0 , " inkbullet.png " , upperLevel , friendly ) , targetPos ( targetPos ) , inkExplosionRadius ( inkExplosionRadius ) , inkSlowdownPct ( inkSlowdownPct ) , inkPuddleLifetime ( inkPuddleLifetime ) , inkPuddleRadius ( inkPuddleRadius ) {
additiveBlending = true ;
}
void InkBullet : : Update ( float fElapsedTime ) {
const float magnitude { vel . mag ( ) } ;
vel = util : : pointTo ( pos , targetPos ) * magnitude ;
if ( util : : distance ( pos , targetPos ) < = 8.f ) { Splat ( ) ; }
else if ( GetAliveTime ( ) > = 30.f ) ERR ( std : : format ( " WARNING! An Ink Bullet did not resolve to target position { } in time ! Last reported pos : { } ! THE DISTANCE THRESHOLD FOR INK EXPLOSIONS IS LIKELY TOO HIGH ! THIS SHOULD NOT BE HAPPENING ! " ,targetPos.str(),pos.str())); //NOTE: THIS SHOULD NOT BE HAPPENING! If this does, then we probably just set the distance threshold WAY TOO LOW! Let's crash for now.
}
void InkBullet : : Splat ( ) {
game - > AddEffect ( std : : make_unique < Effect > ( pos , ANIMATION_DATA [ " inkbubble_explode.png " ] . GetTotalAnimationDuration ( ) , " inkbubble_explode.png " , OnUpperLevel ( ) , vf2d { 1.f , 1.f } , 0.f , vf2d { } , WHITE , 0.f , 0.f , additiveBlending ) ) ;
game - > AddEffect ( std : : make_unique < Ink > ( pos , inkPuddleRadius , inkPuddleLifetime , 0.4f , 0.4f , vf2d { 1.f , 1.f } , WHITE , OnUpperLevel ( ) , int ( util : : random_range ( 0 , 4.f ) ) * PI / 2 ) , true ) ;
lifetime = 0.f ;
}
BulletDestroyState InkBullet : : PlayerHit ( Player * player ) {
Splat ( ) ;
return BulletDestroyState : : DESTROY ;
}
BulletDestroyState InkBullet : : MonsterHit ( Monster & monster , const uint8_t markStacksBeforeHit ) {
Splat ( ) ;
return BulletDestroyState : : DESTROY ;
}
void InkBullet : : ModifyOutgoingDamageData ( HurtDamageInfo & data ) { }