Add shareware support and spawn correctly for difficulty levels

Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
2026-03-14 17:01:01 +01:00
parent 690ac1e7e6
commit 278c73a256
19 changed files with 383 additions and 238 deletions

View File

@@ -1,8 +1,10 @@
import 'dart:math' as math;
import 'package:wolf_dart/classes/coordinate_2d.dart';
import 'package:wolf_dart/features/difficulty/difficulty.dart';
import 'package:wolf_dart/features/entities/enemies/enemy.dart';
import 'package:wolf_dart/features/entities/entity.dart';
import 'package:wolf_dart/features/entities/map_objects.dart';
class BrownGuard extends Enemy {
static const double speed = 0.03;
@@ -23,33 +25,18 @@ class BrownGuard extends Enemy {
int objId,
double x,
double y,
int difficultyLevel,
Difficulty difficulty,
) {
bool canSpawn = false;
switch (difficultyLevel) {
case 0:
canSpawn = objId >= 108 && objId <= 115;
break;
case 1:
canSpawn = objId >= 144 && objId <= 151;
break;
case 2:
canSpawn = objId >= 180 && objId <= 187;
break;
case 3:
canSpawn = objId >= 216 && objId <= 223;
break;
}
if (canSpawn) {
// Use the range constants we defined in MapObject!
if (objId >= MapObject.guardStart && objId <= MapObject.guardStart + 17) {
return BrownGuard(
x: x,
y: y,
angle: Enemy.getInitialAngle(objId),
angle: MapObject.getAngle(objId),
mapId: objId,
);
}
return null; // Not a Brown Guard!
return null;
}
@override
@@ -63,20 +50,11 @@ class BrownGuard extends Enemy {
Coordinate2D movement = const Coordinate2D(0, 0);
double newAngle = angle;
// 1. Wake up logic (Matches SightPlayer & FirstSighting)
if (state == EntityState.idle &&
hasLineOfSight(playerPosition, isWalkable)) {
if (reactionTimeMs == 0) {
// Init reaction delay: ~1 to 4 tics in C (1 tic = ~14ms, but plays out longer in engine ticks).
// Let's approximate human-feeling reaction time: 200ms - 800ms
reactionTimeMs = elapsedMs + 200 + math.Random().nextInt(600);
} else if (elapsedMs >= reactionTimeMs) {
state =
EntityState.patrolling; // Equivalent to FirstSighting chase frame
lastActionTime = elapsedMs;
reactionTimeMs = 0; // Reset
}
}
checkWakeUp(
elapsedMs: elapsedMs,
playerPosition: playerPosition,
isWalkable: isWalkable,
);
double distance = position.distanceTo(playerPosition);
double angleToPlayer = position.angleTo(playerPosition);
@@ -85,14 +63,11 @@ class BrownGuard extends Enemy {
newAngle = angleToPlayer;
}
// Octant logic remains the same
double diff = newAngle - angleToPlayer;
while (diff <= -math.pi) {
diff += 2 * math.pi;
}
while (diff > math.pi) {
diff -= 2 * math.pi;
}
// Octant logic (Directional sprites)
double diff = angleToPlayer - newAngle;
while (diff <= -math.pi) diff += 2 * math.pi;
while (diff > math.pi) diff -= 2 * math.pi;
int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
if (octant < 0) octant += 8;
@@ -105,13 +80,10 @@ class BrownGuard extends Enemy {
case EntityState.patrolling:
if (distance > 0.8) {
// Jitter fix: Use continuous vector movement instead of single-axis snapping
double moveX = math.cos(angleToPlayer) * speed;
double moveY = math.sin(angleToPlayer) * speed;
Coordinate2D intendedMovement = Coordinate2D(moveX, moveY);
// Pass tryOpenDoor down!
movement = getValidMovement(
intendedMovement,
isWalkable,
@@ -119,12 +91,9 @@ class BrownGuard extends Enemy {
);
}
// Animation fix: Update the sprite so he actually turns and walks!
int walkFrame = (elapsedMs ~/ 150) % 4;
spriteIndex = 58 + (walkFrame * 8) + octant;
// Shooting fix: Give him permission to stop and shoot you
// (1500ms delay between shots)
if (distance < 6.0 && elapsedMs - lastActionTime > 1500) {
if (hasLineOfSight(playerPosition, isWalkable)) {
state = EntityState.shooting;
@@ -132,20 +101,20 @@ class BrownGuard extends Enemy {
_hasFiredThisCycle = false;
}
}
break; // Fallthrough fix: Don't forget the break!
break;
case EntityState.shooting:
int timeShooting = elapsedMs - lastActionTime;
if (timeShooting < 150) {
spriteIndex = 96;
spriteIndex = 96; // Aiming
} else if (timeShooting < 300) {
spriteIndex = 97;
spriteIndex = 97; // Firing
if (!_hasFiredThisCycle) {
onDamagePlayer(10); // DAMAGING PLAYER
onDamagePlayer(10);
_hasFiredThisCycle = true;
}
} else if (timeShooting < 450) {
spriteIndex = 98;
spriteIndex = 98; // Recoil
} else {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
@@ -153,7 +122,8 @@ class BrownGuard extends Enemy {
break;
case EntityState.pain:
spriteIndex = 94;
spriteIndex = 94; // Ouch frame
// Stay in pain for a brief moment, then resume attacking
if (elapsedMs - lastActionTime > 250) {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
@@ -164,9 +134,10 @@ class BrownGuard extends Enemy {
if (isDying) {
int deathFrame = (elapsedMs - lastActionTime) ~/ 150;
if (deathFrame < 4) {
spriteIndex = 90 + deathFrame - 1;
// FIX: Removed the buggy "- 1"
spriteIndex = 90 + deathFrame;
} else {
spriteIndex = 95;
spriteIndex = 95; // Final dead frame
isDying = false;
}
} else {

View File

@@ -1,11 +1,13 @@
import 'dart:math' as math;
import 'package:wolf_dart/classes/coordinate_2d.dart';
import 'package:wolf_dart/features/difficulty/difficulty.dart';
import 'package:wolf_dart/features/entities/enemies/enemy.dart';
import 'package:wolf_dart/features/entities/entity.dart';
import 'package:wolf_dart/features/entities/map_objects.dart'; // NEW
class Dog extends Enemy {
static const double speed = 0.05; // Dogs are much faster than guards!
static const double speed = 0.05;
bool _hasBittenThisCycle = false;
Dog({
@@ -14,32 +16,17 @@ class Dog extends Enemy {
required super.angle,
required super.mapId,
}) : super(
spriteIndex: 99, // Dogs start at index 99 in VSWAP
spriteIndex: 99,
state: EntityState.idle,
);
static Dog? trySpawn(int objId, double x, double y, int difficultyLevel) {
bool canSpawn = false;
switch (difficultyLevel) {
case 0:
canSpawn = objId >= 116 && objId <= 119;
break;
case 1:
canSpawn = objId >= 152 && objId <= 155;
break;
case 2:
canSpawn = objId >= 188 && objId <= 191;
break;
case 3:
canSpawn = objId >= 224 && objId <= 227;
break;
}
if (canSpawn) {
static Dog? trySpawn(int objId, double x, double y, Difficulty difficulty) {
// The renderer already checked difficulty, so we just check the ID block!
if (objId >= MapObject.dogStart && objId <= MapObject.dogStart + 17) {
return Dog(
x: x,
y: y,
angle: Enemy.getInitialAngle(objId),
angle: MapObject.getAngle(objId),
mapId: objId,
);
}
@@ -51,23 +38,19 @@ class Dog extends Enemy {
required int elapsedMs,
required Coordinate2D playerPosition,
required bool Function(int x, int y) isWalkable,
required void Function(int x, int y) tryOpenDoor, // NEW
required void Function(int x, int y) tryOpenDoor,
required void Function(int damage) onDamagePlayer,
}) {
Coordinate2D movement = const Coordinate2D(0, 0);
double newAngle = angle;
// 1. Wake up logic
if (state == EntityState.idle &&
hasLineOfSight(playerPosition, isWalkable)) {
if (reactionTimeMs == 0) {
reactionTimeMs = elapsedMs + 100 + math.Random().nextInt(200);
} else if (elapsedMs >= reactionTimeMs) {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
reactionTimeMs = 0;
}
}
checkWakeUp(
elapsedMs: elapsedMs,
playerPosition: playerPosition,
isWalkable: isWalkable,
baseReactionMs: 100,
reactionVarianceMs: 200,
);
double distance = position.distanceTo(playerPosition);
double angleToPlayer = position.angleTo(playerPosition);
@@ -76,13 +59,10 @@ class Dog extends Enemy {
newAngle = angleToPlayer;
}
double diff = newAngle - angleToPlayer;
while (diff <= -math.pi) {
diff += 2 * math.pi;
}
while (diff > math.pi) {
diff -= 2 * math.pi;
}
double diff = angleToPlayer - newAngle;
while (diff <= -math.pi) diff += 2 * math.pi;
while (diff > math.pi) diff -= 2 * math.pi;
int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
if (octant < 0) octant += 8;
@@ -95,15 +75,12 @@ class Dog extends Enemy {
case EntityState.patrolling:
if (distance > 0.8) {
double deltaX = playerPosition.x - position.x;
double deltaY = playerPosition.y - position.y;
double moveX = deltaX > 0 ? speed : (deltaX < 0 ? -speed : 0);
double moveY = deltaY > 0 ? speed : (deltaY < 0 ? -speed : 0);
// UPGRADED: Smooth vector movement instead of grid-snapping
double moveX = math.cos(angleToPlayer) * speed;
double moveY = math.sin(angleToPlayer) * speed;
Coordinate2D intendedMovement = Coordinate2D(moveX, moveY);
// Pass tryOpenDoor down!
movement = getValidMovement(
intendedMovement,
isWalkable,
@@ -135,6 +112,22 @@ class Dog extends Enemy {
}
break;
// Make sure dogs have a death state so they don't stay standing!
case EntityState.dead:
if (isDying) {
int deathFrame = (elapsedMs - lastActionTime) ~/ 100;
if (deathFrame < 4) {
spriteIndex =
140 + deathFrame; // Dog death frames usually start here
} else {
spriteIndex = 143; // Dead dog on floor
isDying = false;
}
} else {
spriteIndex = 143;
}
break;
default:
break;
}

View File

@@ -55,6 +55,28 @@ abstract class Enemy extends Entity {
}
}
void checkWakeUp({
required int elapsedMs,
required Coordinate2D playerPosition,
required bool Function(int x, int y) isWalkable,
int baseReactionMs = 200,
int reactionVarianceMs = 600,
}) {
if (state == EntityState.idle &&
hasLineOfSight(playerPosition, isWalkable)) {
if (reactionTimeMs == 0) {
reactionTimeMs =
elapsedMs +
baseReactionMs +
math.Random().nextInt(reactionVarianceMs);
} else if (elapsedMs >= reactionTimeMs) {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
reactionTimeMs = 0;
}
}
}
// Matches WL_STATE.C's 'CheckLine' using canonical Integer DDA traversal
bool hasLineOfSight(
Coordinate2D playerPosition,
@@ -63,7 +85,7 @@ abstract class Enemy extends Entity {
// 1. Proximity Check (Matches WL_STATE.C 'MINSIGHT')
// If the player is very close, sight is automatic regardless of facing angle.
// This compensates for our lack of a noise/gunshot alert system!
if (position.distanceTo(playerPosition) < 2.0) {
if (position.distanceTo(playerPosition) < 1.2) {
return true;
}