#pragma once

#include "ShotBase.h"

namespace Jazz2::Actors::Weapons
{
	/**
		@brief Blaster (shot)
		
		Projectile of the default rapid-fire energy blaster, the player's starting weapon with unlimited ammo.
		It travels in a straight line, vanishes when it hits a wall, and can ricochet off ricochet modifier tiles.
		The powered-up variant is stronger and lives slightly longer.
	*/
	class BlasterShot : public ShotBase
	{
		DEATH_RUNTIME_OBJECT(ShotBase);

	public:
		/** @brief Creates a new instance */
		BlasterShot();

		/** @brief Called when the shot is fired */
		void OnFire(const std::shared_ptr<ActorBase>& owner, Vector2f gunspotPos, Vector2f speed, float angle, bool isFacingLeft);

		WeaponType GetWeaponType() override {
			return WeaponType::Blaster;
		}

	protected:
		Task<bool> OnActivatedAsync(const ActorActivationDetails& details) override;
		void OnUpdate(float timeMult) override;
		void OnUpdateHitbox() override;
		void OnEmitLights(SmallVectorImpl<LightEmitter>& lights) override;
		bool OnPerish(ActorBase* collider) override;
		void OnHitWall(float timeMult) override;
		void OnRicochet() override;

	private:
		Vector2f _gunspotPos;
		std::int32_t _fired;
	};
}