Refactor enemy state handling to change standing variants from ambushing to idle
Signed-off-by: Hans Kokx <hans.d.kokx@gmail.com>
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@@ -41,11 +41,11 @@ void main() {
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expect(_spawnEnemy(141).angle, CardinalDirection.south.radians);
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});
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test('spawns standing variants as ambushing', () {
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expect(_spawnEnemy(134).state, EntityState.ambushing);
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expect(_spawnEnemy(135).state, EntityState.ambushing);
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expect(_spawnEnemy(136).state, EntityState.ambushing);
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expect(_spawnEnemy(137).state, EntityState.ambushing);
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test('spawns standing variants as idle', () {
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expect(_spawnEnemy(134).state, EntityState.idle);
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expect(_spawnEnemy(135).state, EntityState.idle);
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expect(_spawnEnemy(136).state, EntityState.idle);
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expect(_spawnEnemy(137).state, EntityState.idle);
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});
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test('spawns patrol variants as patrolling', () {
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