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

@@ -14,18 +14,21 @@ abstract class Enemy extends Entity {
super.lastActionTime,
});
int health = 25; // Standard guard health
// Standard guard health
int health = 25;
bool isDying = false;
void takeDamage(int amount, int currentTime) {
if (state == EntityState.dead) return;
health -= amount;
lastActionTime = currentTime; // CRITICAL: Mark the start of the death/pain
// Mark the start of the death/pain
lastActionTime = currentTime;
if (health <= 0) {
state = EntityState.dead;
isDying = true; // This triggers the animation in BrownGuard
// This triggers the dying animation
isDying = true;
} else if (math.Random().nextDouble() < 0.5) {
state = EntityState.pain;
} else {
@@ -36,7 +39,8 @@ abstract class Enemy extends Entity {
// Decodes the Map ID to figure out which way the enemy is facing
static double getInitialAngle(int objId) {
int normalizedId = (objId - 108) % 36;
int direction = normalizedId % 4; // 0=East, 1=North, 2=West, 3=South
// 0=East, 1=North, 2=West, 3=South
int direction = normalizedId % 4;
switch (direction) {
case 0:
@@ -88,7 +92,24 @@ abstract class Enemy extends Entity {
return true;
}
// Update signature is cleaner now
// The weapon asks the enemy if it is unobstructed from the shooter
bool hasLineOfSightFrom(
LinearCoordinates source,
double sourceAngle,
double distance,
bool Function(int x, int y) isWalkable,
) {
double dirX = math.cos(sourceAngle);
double dirY = math.sin(sourceAngle);
for (double i = 0.5; i < distance; i += 0.2) {
int checkX = (source.x + dirX * i).toInt();
int checkY = (source.y + dirY * i).toInt();
if (!isWalkable(checkX, checkY)) return false;
}
return true;
}
void update({
required int elapsedMs,
required LinearCoordinates player,

View File

@@ -2,6 +2,7 @@ import 'dart:math' as math;
import 'package:wolf_dart/classes/linear_coordinates.dart';
import 'package:wolf_dart/features/entities/collectible.dart';
import 'package:wolf_dart/features/entities/entity.dart';
import 'package:wolf_dart/features/weapon/weapon.dart';
import 'package:wolf_dart/features/weapon/weapons/chain_gun.dart';
import 'package:wolf_dart/features/weapon/weapons/knife.dart';
@@ -194,15 +195,30 @@ class Player {
}
/// Returns true only on the specific frame where the hit should be calculated
bool updateWeapon(int currentTime) {
void updateWeapon({
required int currentTime,
required List<Entity> entities,
required bool Function(int x, int y) isWalkable,
}) {
int oldFrame = currentWeapon.frameIndex;
currentWeapon.update(currentTime);
// If we just crossed into the firing frame...
if (currentWeapon.state == WeaponState.firing &&
oldFrame == 0 &&
currentWeapon.frameIndex == 1) {
return true;
}
return false;
// The weapon handles everything itself!
currentWeapon.performHitscan(
playerX: x,
playerY: y,
playerAngle: angle,
entities: entities,
isWalkable: isWalkable,
currentTime: currentTime,
onEnemyKilled: (int pointsToAdd) {
score += pointsToAdd;
},
);
}
}
}

View File

@@ -193,9 +193,11 @@ class _WolfRendererState extends State<WolfRenderer>
damageFlashOpacity = _calculateScreenEffects(damageFlashOpacity);
// 3. Combat
if (player.updateWeapon(elapsed.inMilliseconds)) {
_performRaycastAttack(elapsed);
}
player.updateWeapon(
currentTime: elapsed.inMilliseconds,
entities: entities,
isWalkable: _isWalkable,
);
// 4. Render
setState(() {});
@@ -206,62 +208,6 @@ class _WolfRendererState extends State<WolfRenderer>
damageFlashOpacity = 0.5;
}
void _performRaycastAttack(Duration elapsed) {
Enemy? closestEnemy;
double minDistance = 15.0;
for (Entity entity in entities) {
if (entity is Enemy && entity.state != EntityState.dead) {
double dx = entity.x - player.x;
double dy = entity.y - player.y;
double angleToEnemy = math.atan2(dy, dx);
double angleDiff = player.angle - 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) {
if (_hasLineOfSightToEnemy(entity, dist)) {
if (dist < minDistance) {
minDistance = dist;
closestEnemy = entity;
}
}
}
}
}
if (closestEnemy != null) {
closestEnemy.takeDamage(
player.currentWeapon.damage,
elapsed.inMilliseconds,
);
if (closestEnemy.state == EntityState.dead) {
player.score += 100;
}
}
}
bool _hasLineOfSightToEnemy(Enemy enemy, double distance) {
double dirX = math.cos(player.angle);
double dirY = math.sin(player.angle);
for (double i = 0.5; i < distance; i += 0.2) {
int checkX = (player.x + dirX * i).toInt();
int checkY = (player.y + dirY * i).toInt();
if (!_isWalkable(checkX, checkY)) return false;
}
return true;
}
// Returns movement deltas instead of modifying class variables
({double dx, double dy}) _processInputs(Duration elapsed) {
inputManager.update();

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);
}
}
}
}