WIP: Refactoring game engine and entities into packages
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
66
packages/wolf_3d_entities/lib/src/entity.dart
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66
packages/wolf_3d_entities/lib/src/entity.dart
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import 'package:wolf_3d_data_types/wolf_3d_data_types.dart';
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enum EntityState { staticObj, idle, patrolling, attacking, pain, dead }
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abstract class Entity<T> {
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double x;
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double y;
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int spriteIndex;
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double angle;
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EntityState state;
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int mapId;
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int lastActionTime;
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Entity({
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required this.x,
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required this.y,
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required this.spriteIndex,
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this.angle = 0.0,
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this.state = EntityState.staticObj,
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this.mapId = 0,
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this.lastActionTime = 0,
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});
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set position(Coordinate2D pos) {
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x = pos.x;
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y = pos.y;
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}
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Coordinate2D get position => Coordinate2D(x, y);
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// NEW: Checks if a projectile or sightline from 'source' can reach this entity
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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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bool Function(int x, int y) isWalkable,
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) {
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// Corrected Integer Bresenham Algorithm
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int currentX = source.x.toInt();
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int currentY = source.y.toInt();
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int targetX = x.toInt();
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int targetY = y.toInt();
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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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}
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