Can now open secret walls and pick up machine gun
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
@@ -58,18 +58,26 @@ class BrownGuard extends Enemy {
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required Coordinate2D playerPosition,
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required bool Function(int x, int y) isWalkable,
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required void Function(int damage) onDamagePlayer,
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required void Function(int x, int y) tryOpenDoor,
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}) {
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Coordinate2D movement = const Coordinate2D(0, 0);
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double newAngle = angle;
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// 1. Wake up logic
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// 1. Wake up logic (Matches SightPlayer & FirstSighting)
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if (state == EntityState.idle &&
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hasLineOfSight(playerPosition, isWalkable)) {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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if (reactionTimeMs == 0) {
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// Init reaction delay: ~1 to 4 tics in C (1 tic = ~14ms, but plays out longer in engine ticks).
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// Let's approximate human-feeling reaction time: 200ms - 800ms
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reactionTimeMs = elapsedMs + 200 + math.Random().nextInt(600);
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} else if (elapsedMs >= reactionTimeMs) {
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state =
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EntityState.patrolling; // Equivalent to FirstSighting chase frame
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lastActionTime = elapsedMs;
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reactionTimeMs = 0; // Reset
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}
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}
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// 2. Pre-calculate spatial relations
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double distance = position.distanceTo(playerPosition);
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double angleToPlayer = position.angleTo(playerPosition);
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@@ -77,7 +85,7 @@ class BrownGuard extends Enemy {
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newAngle = angleToPlayer;
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}
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// Calculate Octant for sprite direction
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// Octant logic remains the same
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double diff = newAngle - angleToPlayer;
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while (diff <= -math.pi) {
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diff += 2 * math.pi;
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@@ -85,6 +93,7 @@ class BrownGuard extends Enemy {
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while (diff > math.pi) {
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diff -= 2 * math.pi;
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}
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int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
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if (octant < 0) octant += 8;
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@@ -96,22 +105,34 @@ class BrownGuard extends Enemy {
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case EntityState.patrolling:
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if (distance > 0.8) {
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// Calculate movement intent
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movement =
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Coordinate2D(math.cos(newAngle), math.sin(newAngle)) * speed;
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// Jitter fix: Use continuous vector movement instead of single-axis snapping
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double moveX = math.cos(angleToPlayer) * speed;
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double moveY = math.sin(angleToPlayer) * speed;
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Coordinate2D intendedMovement = Coordinate2D(moveX, moveY);
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// Pass tryOpenDoor down!
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movement = getValidMovement(
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intendedMovement,
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isWalkable,
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tryOpenDoor,
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);
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}
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// Animation fix: Update the sprite so he actually turns and walks!
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int walkFrame = (elapsedMs ~/ 150) % 4;
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spriteIndex = 58 + (walkFrame * 8) + octant;
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if (distance < 5.0 && elapsedMs - lastActionTime > 2000) {
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// Shooting fix: Give him permission to stop and shoot you
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// (1500ms delay between shots)
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if (distance < 6.0 && elapsedMs - lastActionTime > 1500) {
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if (hasLineOfSight(playerPosition, isWalkable)) {
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state = EntityState.shooting;
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lastActionTime = elapsedMs;
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_hasFiredThisCycle = false;
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}
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}
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break;
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break; // Fallthrough fix: Don't forget the break!
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case EntityState.shooting:
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int timeShooting = elapsedMs - lastActionTime;
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@@ -152,6 +173,7 @@ class BrownGuard extends Enemy {
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spriteIndex = 95;
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}
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break;
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default:
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break;
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}
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