Break out spawnable entities and use a registry to spawn them.
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
This commit is contained in:
42
lib/features/entities/decorative.dart
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42
lib/features/entities/decorative.dart
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import 'package:wolf_dart/features/entities/entity.dart';
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class Decorative extends Entity {
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Decorative({
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required super.x,
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required super.y,
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required super.spriteIndex,
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required super.mapId,
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super.state = EntityState.staticObj, // Defaults to static
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});
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// Checks if the Map ID belongs to a standard decoration
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static bool isDecoration(int objId) {
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return (objId >= 23 && objId <= 70) || objId == 124;
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}
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// Safely calculates the VSWAP sprite index for standard decorations
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static int getSpriteIndex(int objId) {
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if (objId == 124) return 95; // Dead guard
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return objId - 21;
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}
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static Decorative? trySpawn(
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int objId,
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double x,
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double y,
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int difficultyLevel,
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) {
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if (isDecoration(objId)) {
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return Decorative(
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x: x,
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y: y,
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spriteIndex: getSpriteIndex(objId),
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mapId: objId,
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state: objId == 124 ? EntityState.dead : EntityState.staticObj,
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);
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}
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// Not a decoration!
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return null;
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}
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}
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137
lib/features/entities/enemies/brown_guard.dart
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137
lib/features/entities/enemies/brown_guard.dart
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@@ -0,0 +1,137 @@
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import 'dart:math' as math;
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import 'package:wolf_dart/classes/linear_coordinates.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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class BrownGuard extends Enemy {
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static const double speed = 0.03;
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bool _hasFiredThisCycle = false;
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BrownGuard({
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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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// Default front-facing idle
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spriteIndex: 50,
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state: EntityState.idle,
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);
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static BrownGuard? trySpawn(
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int objId,
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double x,
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double y,
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int difficultyLevel,
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) {
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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 >= 108 && objId <= 115;
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break;
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case 1:
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canSpawn = objId >= 144 && objId <= 151;
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break;
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case 2:
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canSpawn = objId >= 180 && objId <= 187;
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break;
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case 3:
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canSpawn = objId >= 216 && objId <= 223;
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break;
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}
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if (canSpawn) {
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return BrownGuard(
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x: x,
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y: y,
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angle: Enemy.getInitialAngle(objId),
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mapId: objId,
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);
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}
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return null; // Not a Brown Guard!
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}
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@override
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void update({
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required int elapsedMs,
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required LinearCoordinates player,
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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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}) {
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// 1. Wake up if the player is spotted!
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if (state == EntityState.idle) {
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// Look how clean this is now:
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if (hasLineOfSight(player, isWalkable)) {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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}
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}
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// 2. State-based Logic & Animation
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if (state == EntityState.idle ||
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state == EntityState.patrolling ||
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state == EntityState.shooting) {
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double dx = player.x - x;
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double dy = player.y - y;
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double distance = math.sqrt(dx * dx + dy * dy);
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double angleToPlayer = math.atan2(dy, dx);
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if (state == EntityState.patrolling || state == EntityState.shooting) {
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angle = angleToPlayer;
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}
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double diff = angle - 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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int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
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if (octant < 0) octant += 8;
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if (state == EntityState.idle) {
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spriteIndex = 50 + octant;
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} else if (state == EntityState.patrolling) {
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if (distance > 0.8) {
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double moveX = x + math.cos(angle) * speed;
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double moveY = y + math.sin(angle) * speed;
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if (isWalkable(moveX.toInt(), y.toInt())) x = moveX;
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if (isWalkable(x.toInt(), moveY.toInt())) y = moveY;
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}
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int walkFrame = (elapsedMs ~/ 150) % 4;
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spriteIndex = 58 + (walkFrame * 8) + octant;
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if (distance < 5.0 && elapsedMs - lastActionTime > 2000) {
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// Clean call here too:
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if (hasLineOfSight(player, isWalkable)) {
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state = EntityState.shooting;
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lastActionTime = elapsedMs;
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_hasFiredThisCycle = false;
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}
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}
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} else if (state == EntityState.shooting) {
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int timeShooting = elapsedMs - lastActionTime;
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if (timeShooting < 150) {
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spriteIndex = 96;
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} else if (timeShooting < 300) {
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spriteIndex = 97;
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if (!_hasFiredThisCycle) {
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onDamagePlayer(10);
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_hasFiredThisCycle = true;
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}
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} else if (timeShooting < 450) {
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spriteIndex = 98;
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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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}
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}
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}
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}
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79
lib/features/entities/enemies/enemy.dart
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79
lib/features/entities/enemies/enemy.dart
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@@ -0,0 +1,79 @@
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import 'dart:math' as math;
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import 'package:wolf_dart/classes/linear_coordinates.dart';
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import 'package:wolf_dart/features/entities/entity.dart';
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abstract class Enemy extends Entity {
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Enemy({
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required super.x,
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required super.y,
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required super.spriteIndex,
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super.angle,
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super.state,
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super.mapId,
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super.lastActionTime,
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});
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// Decodes the Map ID to figure out which way the enemy is facing
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static double getInitialAngle(int objId) {
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int normalizedId = (objId - 108) % 36;
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int direction = normalizedId % 4; // 0=East, 1=North, 2=West, 3=South
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switch (direction) {
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case 0:
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return 0.0;
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case 1:
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return 3 * math.pi / 2;
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case 2:
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return math.pi;
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case 3:
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return math.pi / 2;
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default:
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return 0.0;
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}
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}
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// The enemy can now check its own line of sight!
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bool hasLineOfSight(
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LinearCoordinates player,
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bool Function(int x, int y) isWalkable,
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) {
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double dx = player.x - x;
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double dy = player.y - y;
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double distance = math.sqrt(dx * dx + dy * dy);
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// 1. FOV Check
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double angleToPlayer = math.atan2(dy, dx);
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double diff = angle - 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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if (diff.abs() > math.pi / 2) return false;
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// 2. Map Check
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double dirX = dx / distance;
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double dirY = dy / distance;
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double stepSize = 0.2;
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for (double i = 0; i < distance; i += stepSize) {
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int checkX = (x + dirX * i).toInt();
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int checkY = (y + dirY * i).toInt();
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if (!isWalkable(checkX, checkY)) return false;
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}
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return true;
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}
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// Update signature is cleaner now
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void update({
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required int elapsedMs,
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required LinearCoordinates player,
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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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});
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}
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21
lib/features/entities/entity.dart
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21
lib/features/entities/entity.dart
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@@ -0,0 +1,21 @@
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enum EntityState { staticObj, idle, patrolling, shooting, pain, dead }
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abstract class Entity<T> {
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double x;
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double y;
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int spriteIndex;
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double angle;
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EntityState state;
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int mapId;
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int lastActionTime;
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Entity({
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required this.x,
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required this.y,
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required this.spriteIndex,
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this.angle = 0.0,
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this.state = EntityState.staticObj,
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this.mapId = 0,
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this.lastActionTime = 0,
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});
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}
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35
lib/features/entities/entity_registry.dart
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35
lib/features/entities/entity_registry.dart
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@@ -0,0 +1,35 @@
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import 'package:wolf_dart/features/entities/decorative.dart';
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import 'package:wolf_dart/features/entities/enemies/brown_guard.dart';
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import 'package:wolf_dart/features/entities/entity.dart';
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typedef EntitySpawner =
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Entity? Function(int objId, double x, double y, int difficultyLevel);
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abstract class EntityRegistry {
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// Add future enemies (SSGuard, Dog, etc.) to this list!
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static final List<EntitySpawner> _spawners = [
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Decorative.trySpawn,
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BrownGuard.trySpawn,
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];
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static Entity? spawn(
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int objId,
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double x,
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double y,
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int difficultyLevel,
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int maxSprites,
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) {
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for (final spawner in _spawners) {
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Entity? entity = spawner(objId, x, y, difficultyLevel);
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if (entity != null) {
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// Safety bounds check for the VSWAP array
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if (entity.spriteIndex >= 0 && entity.spriteIndex < maxSprites) {
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return entity;
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}
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return null; // VSWAP doesn't have this sprite!
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}
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}
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return null; // No class claimed this Map ID
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}
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}
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