WIP: Refactoring game engine and entities into packages
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
253
packages/wolf_3d_engine/lib/src/player/player.dart
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253
packages/wolf_3d_engine/lib/src/player/player.dart
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import 'dart:math' as math;
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import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
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import 'package:wolf_3d_entities/wolf_3d_entities.dart';
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enum WeaponSwitchState { idle, lowering, raising }
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class Player {
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// Spatial
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double x;
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double y;
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double angle;
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// Stats
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int health = 100;
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int ammo = 8;
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int score = 0;
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// Inventory
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bool hasGoldKey = false;
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bool hasSilverKey = false;
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bool hasMachineGun = false;
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bool hasChainGun = false;
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// Weapon System
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late Weapon currentWeapon;
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final Map<WeaponType, Weapon?> weapons = {
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WeaponType.knife: Knife(),
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WeaponType.pistol: Pistol(),
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WeaponType.machineGun: null,
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WeaponType.chainGun: null,
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};
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WeaponSwitchState switchState = WeaponSwitchState.idle;
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WeaponType? pendingWeaponType;
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// 0.0 is resting, 500.0 is fully off-screen
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double weaponAnimOffset = 0.0;
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// How fast the weapon drops/raises per tick
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final double switchSpeed = 30.0;
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Player({
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required this.x,
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required this.y,
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required this.angle,
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}) {
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currentWeapon = weapons[WeaponType.pistol]!;
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}
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// Helper getter to interface with the RaycasterPainter
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Coordinate2D get position => Coordinate2D(x, y);
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// --- Weapon Switching & Animation Logic ---
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void updateWeaponSwitch() {
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if (switchState == WeaponSwitchState.lowering) {
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// If the map doesn't contain the pending weapon, stop immediately
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if (weapons[pendingWeaponType] == null) {
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switchState = WeaponSwitchState.idle;
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return;
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}
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weaponAnimOffset += switchSpeed;
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if (weaponAnimOffset >= 500.0) {
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weaponAnimOffset = 500.0;
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// We already know it's not null now, but we can keep the
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// fallback to pistol just to be extra safe.
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currentWeapon = weapons[pendingWeaponType]!;
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switchState = WeaponSwitchState.raising;
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}
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} else if (switchState == WeaponSwitchState.raising) {
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weaponAnimOffset -= switchSpeed;
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if (weaponAnimOffset <= 0) {
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weaponAnimOffset = 0.0;
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switchState = WeaponSwitchState.idle;
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}
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}
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}
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void requestWeaponSwitch(WeaponType weaponType) {
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if (switchState != WeaponSwitchState.idle) return;
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if (currentWeapon.state != WeaponState.idle) return;
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if (weaponType == currentWeapon.type) return;
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if (!weapons.containsKey(weaponType)) return;
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if (weaponType != WeaponType.knife && ammo <= 0) return;
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pendingWeaponType = weaponType;
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switchState = WeaponSwitchState.lowering;
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}
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// --- Health & Damage ---
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void takeDamage(int damage) {
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health = math.max(0, health - damage);
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if (health <= 0) {
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print("YOU DIED!");
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} else {
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print("Ouch! ($health)");
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}
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}
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void heal(int amount) {
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final int newHealth = math.min(100, health + amount);
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if (health < 100) {
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print("Feelin' better. ($newHealth)");
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}
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health = newHealth;
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}
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void addAmmo(int amount) {
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final int newAmmo = math.min(99, ammo + amount);
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if (ammo < 99) {
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print("Hell yeah. ($newAmmo)");
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}
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ammo = newAmmo;
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}
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bool tryPickup(Collectible item) {
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bool pickedUp = false;
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switch (item.type) {
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case CollectibleType.health:
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if (health >= 100) return false;
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heal(item.mapId == MapObject.dogFoodDecoration ? 4 : 25);
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pickedUp = true;
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break;
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case CollectibleType.ammo:
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if (ammo >= 99) return false;
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int previousAmmo = ammo;
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addAmmo(8);
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if (currentWeapon is Knife && previousAmmo <= 0) {
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requestWeaponSwitch(WeaponType.pistol);
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}
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pickedUp = true;
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break;
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case CollectibleType.treasure:
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if (item.mapId == MapObject.cross) score += 100;
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if (item.mapId == MapObject.chalice) score += 500;
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if (item.mapId == MapObject.chest) score += 1000;
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if (item.mapId == MapObject.crown) score += 5000;
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if (item.mapId == MapObject.extraLife) {
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heal(100);
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addAmmo(25);
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}
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pickedUp = true;
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break;
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case CollectibleType.weapon:
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if (item.mapId == MapObject.machineGun) {
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if (weapons[WeaponType.machineGun] == null) {
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weapons[WeaponType.machineGun] = MachineGun();
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hasMachineGun = true;
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}
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addAmmo(8);
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requestWeaponSwitch(WeaponType.machineGun);
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pickedUp = true;
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}
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if (item.mapId == MapObject.chainGun) {
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if (weapons[WeaponType.chainGun] == null) {
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weapons[WeaponType.chainGun] = ChainGun();
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hasChainGun = true;
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}
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addAmmo(8);
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requestWeaponSwitch(WeaponType.chainGun);
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pickedUp = true;
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}
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break;
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case CollectibleType.key:
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if (item.mapId == MapObject.goldKey) hasGoldKey = true;
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if (item.mapId == MapObject.silverKey) hasSilverKey = true;
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pickedUp = true;
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break;
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}
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return pickedUp;
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}
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void fire(int currentTime) {
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if (switchState != WeaponSwitchState.idle) return;
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// We pass the isFiring state to handle automatic vs semi-auto behavior
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bool shotFired = currentWeapon.fire(
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currentTime,
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currentAmmo: ammo,
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);
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if (shotFired && currentWeapon.type != WeaponType.knife) {
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ammo--;
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}
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}
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void releaseTrigger() {
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currentWeapon.releaseTrigger();
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}
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/// Returns true only on the specific frame where the hit should be calculated
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void updateWeapon({
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required int currentTime,
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required List<Entity> entities,
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required bool Function(int x, int y) isWalkable,
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}) {
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int oldFrame = currentWeapon.frameIndex;
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currentWeapon.update(currentTime);
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// If we just crossed into the firing frame...
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if (currentWeapon.state == WeaponState.firing &&
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oldFrame == 0 &&
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currentWeapon.frameIndex == 1) {
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currentWeapon.performHitscan(
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playerX: x,
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playerY: y,
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playerAngle: angle,
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entities: entities,
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isWalkable: isWalkable,
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currentTime: currentTime,
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onEnemyKilled: (Enemy killedEnemy) {
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// Dynamic scoring based on the enemy type!
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int pointsToAdd = 0;
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switch (killedEnemy.runtimeType.toString()) {
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case 'BrownGuard':
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pointsToAdd = 100;
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break;
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case 'Dog':
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pointsToAdd = 200;
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break;
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// You can easily plug in future enemies here!
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// case 'SSOfficer': pointsToAdd = 500; break;
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default:
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pointsToAdd = 100; // Fallback
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}
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score += pointsToAdd;
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// Optional: Print to console so you can see it working
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print(
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"Killed ${killedEnemy.runtimeType}! +$pointsToAdd (Score: $score)",
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);
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},
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);
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}
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if (currentWeapon.state == WeaponState.idle &&
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ammo <= 0 &&
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currentWeapon.type != WeaponType.knife) {
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requestWeaponSwitch(WeaponType.knife);
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}
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}
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}
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