102 lines
3.9 KiB
C++
102 lines
3.9 KiB
C++
// enemy_event_dispatcher.cpp - Implementació del dispatcher d'events d'enemic
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// © 2026 JailDesigner
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#include "game/systems/enemy_event_dispatcher.hpp"
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#include <cstdint>
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#include "core/defaults.hpp"
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#include "core/types.hpp"
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#include "game/entities/bullet.hpp"
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#include "game/entities/bullet_config.hpp"
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#include "game/entities/enemy_config.hpp"
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namespace Systems::EnemyEvents {
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namespace {
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constexpr uint8_t NO_SHOOTER = 0xFF;
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void doAddScore(Systems::Collision::Context& ctx, const Enemy& enemy, uint8_t shooter) {
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const int POINTS = enemy.getConfig().score;
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if (shooter != NO_SHOOTER) {
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ctx.score_per_player[shooter] += POINTS;
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}
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ctx.floating_score_manager.crear(POINTS, enemy.getCenter());
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}
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void doCreateDebris(Systems::Collision::Context& ctx, const Enemy& enemy) {
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constexpr float SPEED_EXPLOSIO = 80.0F;
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const Vec2 INHERITED_VEL = enemy.getVelocityVector() *
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Defaults::Physics::Debris::ENEMY_VELOCITY_INHERITANCE;
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ctx.debris_manager.explode(
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enemy.getShape(),
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enemy.getCenter(),
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0.0F,
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1.0F,
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SPEED_EXPLOSIO,
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enemy.getBrightness(),
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INHERITED_VEL,
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0.0F,
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0.0F,
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Defaults::Sound::EXPLOSION,
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enemy.getConfig().colors.normal,
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Defaults::Physics::Debris::ENEMY_LIFETIME,
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Defaults::Physics::Debris::ENEMY_FRICTION,
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Defaults::Physics::Debris::ENEMY_SEGMENT_MULTIPLIER);
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}
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void doCreateFireworks(Systems::Collision::Context& ctx, const Enemy& enemy) {
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ctx.firework_manager.spawn(enemy.getCenter(),
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Defaults::FX::Firework::DEFAULT_COLOR,
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Defaults::FX::Firework::SPEED,
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Defaults::FX::Firework::N_POINTS,
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Defaults::FX::Firework::INITIAL_BRIGHTNESS,
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/*glow=*/true,
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enemy.getConfig().colors.wounded);
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}
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void doApplyImpulse(Enemy& enemy, const Bullet* bullet) {
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if (bullet == nullptr) {
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return;
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}
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const Vec2 IMPULSE = bullet->getBody().velocity *
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(bullet->getBody().mass * bullet->getConfig().physics.impact_momentum_factor);
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enemy.applyImpulse(IMPULSE);
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}
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} // namespace
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void dispatchEvent(Systems::Collision::Context& ctx, Enemy& enemy, EnemyEventType event, uint8_t shooter_id, const Bullet* bullet) {
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const auto& actions = enemy.getConfig().events.getActions(event);
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for (const auto& action : actions) {
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switch (action.type) {
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case EnemyActionType::SET_HURT:
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if (enemy.isWounded()) {
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// Segon hit sobre wounded → mort immediata (regla 2-hits).
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dispatchEvent(ctx, enemy, EnemyEventType::ON_DESTROY, shooter_id, bullet);
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enemy.destroy();
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} else {
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enemy.hurt(shooter_id);
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}
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break;
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case EnemyActionType::DESTROY:
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dispatchEvent(ctx, enemy, EnemyEventType::ON_DESTROY, shooter_id, bullet);
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enemy.destroy();
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break;
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case EnemyActionType::ADD_SCORE:
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doAddScore(ctx, enemy, shooter_id);
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break;
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case EnemyActionType::CREATE_DEBRIS:
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doCreateDebris(ctx, enemy);
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break;
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case EnemyActionType::CREATE_FIREWORKS:
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doCreateFireworks(ctx, enemy);
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break;
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case EnemyActionType::APPLY_IMPULSE:
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doApplyImpulse(enemy, bullet);
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break;
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}
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}
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}
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} // namespace Systems::EnemyEvents
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