diff --git a/packages/wolf_3d_dart/lib/src/entities/entities/enemies/enemy.dart b/packages/wolf_3d_dart/lib/src/entities/entities/enemies/enemy.dart index 416ee0e..6774a91 100644 --- a/packages/wolf_3d_dart/lib/src/entities/entities/enemies/enemy.dart +++ b/packages/wolf_3d_dart/lib/src/entities/entities/enemies/enemy.dart @@ -387,9 +387,9 @@ abstract class Enemy extends Entity { if (matchedType.mapData.isPatrol(normalizedId)) { spawnState = EntityState.patrolling; } else if (matchedType.mapData.isStatic(normalizedId)) { - // Standing map placements are directional ambush actors in Wolf3D. - // Using ambushing keeps wake-up behavior aligned with placed facing. - spawnState = EntityState.ambushing; + // Standing map placements face a specific direction but stand still + // until the player enters their line of sight (handled by checkWakeUp). + spawnState = EntityState.idle; } else { return null; } diff --git a/packages/wolf_3d_dart/test/entities/enemy_spawn_test.dart b/packages/wolf_3d_dart/test/entities/enemy_spawn_test.dart index 47d4395..74481f0 100644 --- a/packages/wolf_3d_dart/test/entities/enemy_spawn_test.dart +++ b/packages/wolf_3d_dart/test/entities/enemy_spawn_test.dart @@ -41,11 +41,11 @@ void main() { expect(_spawnEnemy(141).angle, CardinalDirection.south.radians); }); - test('spawns standing variants as ambushing', () { - expect(_spawnEnemy(134).state, EntityState.ambushing); - expect(_spawnEnemy(135).state, EntityState.ambushing); - expect(_spawnEnemy(136).state, EntityState.ambushing); - expect(_spawnEnemy(137).state, EntityState.ambushing); + test('spawns standing variants as idle', () { + expect(_spawnEnemy(134).state, EntityState.idle); + expect(_spawnEnemy(135).state, EntityState.idle); + expect(_spawnEnemy(136).state, EntityState.idle); + expect(_spawnEnemy(137).state, EntityState.idle); }); test('spawns patrol variants as patrolling', () {