feat: Implement difficulty scaling for enemy damage and enhance enemy behaviors
- Added `scaleIncomingEnemyDamage` method to `Difficulty` enum for handling damage scaling based on difficulty level. - Introduced `lives` attribute to `Player` class with methods to manage lives. - Updated enemy classes (`Dog`, `Guard`, `Mutant`, `Officer`, `SS`, `HansGrosse`) to utilize difficulty settings for health and damage calculations. - Modified enemy drop logic to reflect new collectible types and behaviors. - Created tests for verifying enemy drop parity, collectible values, and difficulty damage scaling. - Adjusted enemy spawn logic to ensure standing enemies remain idle until alerted. - Enhanced scoring system to reflect updated score values for different enemy types. Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
148
packages/wolf_3d_dart/test/engine/enemy_drop_parity_test.dart
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148
packages/wolf_3d_dart/test/engine/enemy_drop_parity_test.dart
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import 'dart:typed_data';
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import 'package:test/test.dart';
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import 'package:wolf_3d_dart/wolf_3d_data_types.dart';
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import 'package:wolf_3d_dart/wolf_3d_engine.dart';
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import 'package:wolf_3d_dart/wolf_3d_entities.dart';
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import 'package:wolf_3d_dart/wolf_3d_input.dart';
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void main() {
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group('Canonical enemy drop parity', () {
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test('SS drops machine gun if player does not have one', () {
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final engine = _buildEngine();
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engine.init();
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final ss = SS(x: 3.5, y: 2.5, angle: 0, mapId: MapObject.ssStart);
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engine.entities.add(ss);
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ss.takeDamage(999, engine.timeAliveMs);
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engine.tick(const Duration(milliseconds: 16));
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final droppedMachineGun =
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engine.entities.whereType<WeaponCollectible>().any(
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(item) => item.mapId == MapObject.machineGun,
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);
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expect(droppedMachineGun, isTrue);
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});
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test('SS drops small clip if player already has machine gun', () {
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final engine = _buildEngine();
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engine.init();
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engine.player.hasMachineGun = true;
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final ss = SS(x: 3.5, y: 2.5, angle: 0, mapId: MapObject.ssStart);
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engine.entities.add(ss);
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ss.takeDamage(999, engine.timeAliveMs);
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engine.tick(const Duration(milliseconds: 16));
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expect(engine.entities.whereType<SmallAmmoCollectible>(), hasLength(1));
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expect(engine.entities.whereType<WeaponCollectible>(), isEmpty);
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});
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test('dog does not drop items on death', () {
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final engine = _buildEngine();
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engine.init();
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final dog = Dog(x: 3.5, y: 2.5, angle: 0, mapId: MapObject.dogStart);
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engine.entities.add(dog);
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dog.takeDamage(999, engine.timeAliveMs);
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engine.tick(const Duration(milliseconds: 16));
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expect(engine.entities.whereType<Collectible>(), isEmpty);
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});
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});
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}
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WolfEngine _buildEngine() {
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final wallGrid = _buildGrid();
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final objectGrid = _buildGrid();
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_fillBoundaries(wallGrid, 2);
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objectGrid[2][2] = MapObject.playerEast;
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return WolfEngine(
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data: WolfensteinData(
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version: GameVersion.retail,
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dataVersion: DataVersion.unknown,
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registry: RetailAssetRegistry(),
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walls: [
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_solidSprite(1),
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_solidSprite(1),
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_solidSprite(2),
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_solidSprite(2),
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],
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sprites: List.generate(436, (_) => _solidSprite(255)),
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sounds: List.generate(200, (_) => PcmSound(Uint8List(1))),
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adLibSounds: const [],
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music: const [],
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vgaImages: const [],
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episodes: [
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Episode(
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name: 'Episode 1',
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levels: [
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WolfLevel(
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name: 'Test Level',
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wallGrid: wallGrid,
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objectGrid: objectGrid,
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musicIndex: 0,
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),
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],
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),
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],
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),
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difficulty: Difficulty.hard,
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startingEpisode: 0,
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frameBuffer: FrameBuffer(64, 64),
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input: _TestInput(),
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engineAudio: _SilentAudio(),
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onGameWon: () {},
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);
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}
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class _TestInput extends Wolf3dInput {
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@override
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void update() {}
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}
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class _SilentAudio implements EngineAudio {
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@override
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WolfensteinData? activeGame;
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@override
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Future<void> debugSoundTest() async {}
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@override
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Future<void> init() async {}
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@override
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void playLevelMusic(WolfLevel level) {}
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@override
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void playMenuMusic() {}
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@override
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void playSoundEffect(int sfxId) {}
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@override
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void stopMusic() {}
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@override
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void dispose() {}
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}
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SpriteMap _buildGrid() => List.generate(64, (_) => List.filled(64, 0));
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void _fillBoundaries(SpriteMap grid, int wallId) {
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for (int i = 0; i < 64; i++) {
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grid[0][i] = wallId;
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grid[63][i] = wallId;
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grid[i][0] = wallId;
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grid[i][63] = wallId;
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}
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}
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Sprite _solidSprite(int colorIndex) {
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return Sprite(Uint8List.fromList(List.filled(64 * 64, colorIndex)));
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}
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