Adding more enemy types
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
156
lib/features/entities/enemies/officer.dart
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156
lib/features/entities/enemies/officer.dart
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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';
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class Officer extends Enemy {
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static const double speed = 0.055;
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static const int _baseSprite = 50;
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bool _hasFiredThisCycle = false;
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Officer({
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required super.x,
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required super.y,
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required super.angle,
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required super.mapId,
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}) : super(
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spriteIndex: _baseSprite,
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state: EntityState.idle,
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) {
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health = 50;
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damage = 15;
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}
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static Officer? trySpawn(
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int objId,
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double x,
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double y,
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Difficulty difficulty,
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) {
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if (objId >= MapObject.officerStart &&
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objId <= MapObject.officerStart + 35) {
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bool isPatrolling = objId >= MapObject.officerStart + 18;
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return Officer(
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x: x,
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y: y,
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angle: MapObject.getAngle(objId),
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mapId: objId,
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)..state = isPatrolling ? EntityState.patrolling : EntityState.idle;
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}
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return null;
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}
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@override
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({Coordinate2D movement, double newAngle}) update({
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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 damage) onDamagePlayer,
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required void Function(int x, int y) tryOpenDoor,
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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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checkWakeUp(
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elapsedMs: elapsedMs,
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playerPosition: playerPosition,
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isWalkable: isWalkable,
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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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if (state != EntityState.idle && state != EntityState.dead) {
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newAngle = angleToPlayer;
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}
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double diff = angleToPlayer - newAngle;
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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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int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
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if (octant < 0) octant += 8;
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switch (state) {
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case EntityState.idle:
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spriteIndex = _baseSprite + octant;
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break;
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case EntityState.patrolling:
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if (distance > 0.8) {
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double moveX = math.cos(angleToPlayer) * speed;
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double moveY = math.sin(angleToPlayer) * speed;
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movement = getValidMovement(
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Coordinate2D(moveX, moveY),
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isWalkable,
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tryOpenDoor,
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);
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}
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int walkFrame = (elapsedMs ~/ 150) % 4;
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spriteIndex = (_baseSprite + 8) + (walkFrame * 8) + octant;
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if (distance < 6.0 && elapsedMs - lastActionTime > 1000) {
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if (hasLineOfSight(playerPosition, isWalkable)) {
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state = EntityState.attacking;
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lastActionTime = elapsedMs;
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_hasFiredThisCycle = false;
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}
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}
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break;
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case EntityState.attacking:
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int timeShooting = elapsedMs - lastActionTime;
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if (timeShooting < 150) {
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spriteIndex = _baseSprite + 46; // Aiming
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} else if (timeShooting < 300) {
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spriteIndex = _baseSprite + 47; // Firing
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if (!_hasFiredThisCycle) {
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onDamagePlayer(damage);
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_hasFiredThisCycle = true;
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}
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} else if (timeShooting < 450) {
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spriteIndex = _baseSprite + 48; // Recoil
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} else {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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}
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break;
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case EntityState.pain:
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spriteIndex = _baseSprite + 44;
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if (elapsedMs - lastActionTime > 250) {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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}
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break;
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case EntityState.dead:
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if (isDying) {
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int deathFrame = (elapsedMs - lastActionTime) ~/ 150;
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if (deathFrame < 4) {
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spriteIndex = (_baseSprite + 40) + deathFrame;
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} else {
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spriteIndex = _baseSprite + 45;
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isDying = false;
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}
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} else {
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spriteIndex = _baseSprite + 45;
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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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return (movement: movement, newAngle: newAngle);
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}
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}
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