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:
@@ -14,21 +14,22 @@ abstract class Enemy extends Entity {
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super.lastActionTime,
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});
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// Standard guard health
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int health = 25;
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int damage = 10;
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bool isDying = false;
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bool hasDroppedItem = false;
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// Replaces ob->temp2 for reaction delays
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int reactionTimeMs = 0;
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void takeDamage(int amount, int currentTime) {
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if (state == EntityState.dead) return;
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health -= amount;
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// Mark the start of the death/pain
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lastActionTime = currentTime;
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if (health <= 0) {
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state = EntityState.dead;
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// This triggers the dying animation
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isDying = true;
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} else if (math.Random().nextDouble() < 0.5) {
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state = EntityState.pain;
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@@ -37,12 +38,9 @@ abstract class Enemy extends Entity {
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}
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}
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// Decodes the Map ID to figure out which way the enemy is facing
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static double getInitialAngle(int objId) {
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int normalizedId = (objId - 108) % 36;
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// 0=East, 1=North, 2=West, 3=South
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int direction = normalizedId % 4;
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switch (direction) {
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case 0:
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return 0.0;
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@@ -57,14 +55,19 @@ abstract class Enemy extends Entity {
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}
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}
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// The enemy can now check its own line of sight!
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// Matches WL_STATE.C's 'CheckLine' using canonical Integer DDA traversal
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bool hasLineOfSight(
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Coordinate2D playerPosition,
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bool Function(int x, int y) isWalkable,
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) {
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double distance = position.distanceTo(playerPosition);
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// 1. Proximity Check (Matches WL_STATE.C 'MINSIGHT')
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// If the player is very close, sight is automatic regardless of facing angle.
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// This compensates for our lack of a noise/gunshot alert system!
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if (position.distanceTo(playerPosition) < 2.0) {
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return true;
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}
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// 1. FOV Check
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// 2. FOV Check (Matches original sight angles)
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double angleToPlayer = position.angleTo(playerPosition);
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double diff = angle - angleToPlayer;
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@@ -77,40 +80,92 @@ abstract class Enemy extends Entity {
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if (diff.abs() > math.pi / 2) return false;
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// 2. Map Check
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Coordinate2D dir = (playerPosition - position).normalized;
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double stepSize = 0.2;
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// 3. Map Check (Corrected Integer Bresenham)
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int currentX = position.x.toInt();
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int currentY = position.y.toInt();
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int targetX = playerPosition.x.toInt();
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int targetY = playerPosition.y.toInt();
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for (double i = 0; i < distance; i += stepSize) {
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Coordinate2D checkPos = position + (dir * i);
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if (!isWalkable(checkPos.x.toInt(), checkPos.y.toInt())) return false;
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int dx = (targetX - currentX).abs();
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int dy = -(targetY - currentY).abs();
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int sx = currentX < targetX ? 1 : -1;
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int sy = currentY < targetY ? 1 : -1;
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int err = dx + dy;
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while (true) {
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if (!isWalkable(currentX, currentY)) return false;
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if (currentX == targetX && currentY == targetY) break;
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int e2 = 2 * err;
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if (e2 >= dy) {
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err += dy;
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currentX += sx;
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}
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if (e2 <= dx) {
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err += dx;
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currentY += sy;
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}
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}
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return true;
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}
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// The weapon asks the enemy if it is unobstructed from the shooter
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bool hasLineOfSightFrom(
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Coordinate2D source,
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double sourceAngle,
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double distance,
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Coordinate2D getValidMovement(
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Coordinate2D intendedMovement,
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bool Function(int x, int y) isWalkable,
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void Function(int x, int y) tryOpenDoor,
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) {
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double dirX = math.cos(sourceAngle);
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double dirY = math.sin(sourceAngle);
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double newX = position.x + intendedMovement.x;
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double newY = position.y + intendedMovement.y;
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for (double i = 0.5; i < distance; i += 0.2) {
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int checkX = (source.x + dirX * i).toInt();
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int checkY = (source.y + dirY * i).toInt();
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if (!isWalkable(checkX, checkY)) return false;
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int currentTileX = position.x.toInt();
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int currentTileY = position.y.toInt();
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int targetTileX = newX.toInt();
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int targetTileY = newY.toInt();
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bool movedX = currentTileX != targetTileX;
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bool movedY = currentTileY != targetTileY;
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// 1. Check Diagonal Movement
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if (movedX && movedY) {
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bool canMoveX = isWalkable(targetTileX, currentTileY);
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bool canMoveY = isWalkable(currentTileX, targetTileY);
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bool canMoveDiag = isWalkable(targetTileX, targetTileY);
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if (!canMoveX || !canMoveY || !canMoveDiag) {
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// Trigger doors if they are blocking the path
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if (!canMoveX) tryOpenDoor(targetTileX, currentTileY);
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if (!canMoveY) tryOpenDoor(currentTileX, targetTileY);
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if (!canMoveDiag) tryOpenDoor(targetTileX, targetTileY);
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if (canMoveX) return Coordinate2D(intendedMovement.x, 0);
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if (canMoveY) return Coordinate2D(0, intendedMovement.y);
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return const Coordinate2D(0, 0);
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}
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}
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return true;
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// 2. Check Cardinal Movement
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if (movedX && !movedY) {
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if (!isWalkable(targetTileX, currentTileY)) {
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tryOpenDoor(targetTileX, currentTileY); // Try to open!
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return Coordinate2D(0, intendedMovement.y);
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}
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}
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if (movedY && !movedX) {
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if (!isWalkable(currentTileX, targetTileY)) {
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tryOpenDoor(currentTileX, targetTileY); // Try to open!
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return Coordinate2D(intendedMovement.x, 0);
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}
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}
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return intendedMovement;
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}
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// Updated Signature
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({Coordinate2D movement, double newAngle}) update({
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required int elapsedMs,
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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 x, int y) tryOpenDoor, // NEW
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required void Function(int damage) onDamagePlayer,
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});
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}
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