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#include "stdafx.h"
#include "AbstractProjectileDispenseBehavior.h"
#include "DispenserTile.h"
#include "Projectile.h"
#include "Level.h"
#include "LevelEvent.h"
#include "ItemInstance.h"
shared_ptr<ItemInstance> AbstractProjectileDispenseBehavior::execute(BlockSource *source, shared_ptr<ItemInstance> dispensed, eOUTCOME &outcome)
{
Level *world = source->getWorld();
if ( world->countInstanceOf(eTYPE_PROJECTILE, false) >= Level::MAX_DISPENSABLE_PROJECTILES )
{
return DefaultDispenseItemBehavior::execute(source, dispensed, outcome);
}
Position *position = DispenserTile::getDispensePosition(source);
FacingEnum *facing = DispenserTile::getFacing(source->getData());
shared_ptr<Projectile> projectile = getProjectile(world, position);
delete position;
projectile->shoot(facing->getStepX(), facing->getStepY() + .1f, facing->getStepZ(), getPower(), getUncertainty());
world->addEntity(dynamic_pointer_cast<Entity>(projectile));
dispensed->remove(1);
return dispensed;
}
void AbstractProjectileDispenseBehavior::playSound(BlockSource *source, eOUTCOME outcome)
{
if (outcome != LEFT_ITEM)
{
source->getWorld()->levelEvent(LevelEvent::SOUND_LAUNCH, source->getBlockX(), source->getBlockY(), source->getBlockZ(), 0);
}
}
float AbstractProjectileDispenseBehavior::getUncertainty()
{
return 6.0f;
}
float AbstractProjectileDispenseBehavior::getPower()
{
return 1.1f;
}
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