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