Moving attacks to Domain-Driven Design and Entity-Component architecture

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-14 00:22:47 +01:00
parent 0fe530e58e
commit 09c28028ad
4 changed files with 112 additions and 68 deletions

View File

@@ -1,3 +1,9 @@
import 'dart:math' as math;
import 'package:wolf_dart/classes/linear_coordinates.dart';
import 'package:wolf_dart/features/entities/enemies/enemy.dart';
import 'package:wolf_dart/features/entities/entity.dart';
enum WeaponState { idle, firing }
enum WeaponType { knife, pistol, machineGun, chainGun }
@@ -24,7 +30,6 @@ abstract class Weapon {
int get currentSprite =>
state == WeaponState.idle ? idleSprite : fireFrames[frameIndex];
/// Core firing logic. Returns true if a bullet was spent.
bool fire(int currentTime, {required int currentAmmo}) {
if (state == WeaponState.idle && currentAmmo > 0) {
state = WeaponState.firing;
@@ -47,4 +52,60 @@ abstract class Weapon {
}
}
}
// NEW: The weapon calculates its own hits and applies damage!
void performHitscan({
required double playerX,
required double playerY,
required double playerAngle,
required List<Entity> entities,
required bool Function(int x, int y) isWalkable,
required int currentTime,
required void Function(int scoreToAdd) onEnemyKilled,
}) {
Enemy? closestEnemy;
double minDistance = 15.0;
for (Entity entity in entities) {
if (entity is Enemy && entity.state != EntityState.dead) {
double dx = entity.x - playerX;
double dy = entity.y - playerY;
double angleToEnemy = math.atan2(dy, dx);
double angleDiff = playerAngle - angleToEnemy;
while (angleDiff <= -math.pi) {
angleDiff += 2 * math.pi;
}
while (angleDiff > math.pi) {
angleDiff -= 2 * math.pi;
}
double dist = math.sqrt(dx * dx + dy * dy);
double threshold = 0.2 / dist;
if (angleDiff.abs() < threshold) {
LinearCoordinates source = (x: playerX, y: playerY);
// Delegate to the enemy to check if it's visible
if (entity.hasLineOfSightFrom(
source,
playerAngle,
dist,
isWalkable,
)) {
if (dist < minDistance) {
minDistance = dist;
closestEnemy = entity;
}
}
}
}
}
if (closestEnemy != null) {
closestEnemy.takeDamage(damage, currentTime);
if (closestEnemy.state == EntityState.dead) {
onEnemyKilled(100);
}
}
}
}