import 'dart:math' as math; import 'package:wolf_dart/classes/coordinate_2d.dart'; import 'package:wolf_dart/features/entities/enemies/enemy.dart'; import 'package:wolf_dart/features/entities/entity.dart'; class BrownGuard extends Enemy { static const double speed = 0.03; bool _hasFiredThisCycle = false; BrownGuard({ required super.x, required super.y, required super.angle, required super.mapId, }) : super( // Default front-facing idle spriteIndex: 50, state: EntityState.idle, ); static BrownGuard? trySpawn( int objId, double x, double y, int difficultyLevel, ) { bool canSpawn = false; switch (difficultyLevel) { case 0: canSpawn = objId >= 108 && objId <= 115; break; case 1: canSpawn = objId >= 144 && objId <= 151; break; case 2: canSpawn = objId >= 180 && objId <= 187; break; case 3: canSpawn = objId >= 216 && objId <= 223; break; } if (canSpawn) { return BrownGuard( x: x, y: y, angle: Enemy.getInitialAngle(objId), mapId: objId, ); } return null; // Not a Brown Guard! } @override ({Coordinate2D movement, double newAngle}) update({ required int elapsedMs, required Coordinate2D playerPosition, required bool Function(int x, int y) isWalkable, required void Function(int damage) onDamagePlayer, required void Function(int x, int y) tryOpenDoor, }) { Coordinate2D movement = const Coordinate2D(0, 0); double newAngle = angle; // 1. Wake up logic (Matches SightPlayer & FirstSighting) if (state == EntityState.idle && hasLineOfSight(playerPosition, isWalkable)) { if (reactionTimeMs == 0) { // Init reaction delay: ~1 to 4 tics in C (1 tic = ~14ms, but plays out longer in engine ticks). // Let's approximate human-feeling reaction time: 200ms - 800ms reactionTimeMs = elapsedMs + 200 + math.Random().nextInt(600); } else if (elapsedMs >= reactionTimeMs) { state = EntityState.patrolling; // Equivalent to FirstSighting chase frame lastActionTime = elapsedMs; reactionTimeMs = 0; // Reset } } double distance = position.distanceTo(playerPosition); double angleToPlayer = position.angleTo(playerPosition); if (state != EntityState.idle && state != EntityState.dead) { newAngle = angleToPlayer; } // Octant logic remains the same double diff = newAngle - angleToPlayer; while (diff <= -math.pi) { diff += 2 * math.pi; } while (diff > math.pi) { diff -= 2 * math.pi; } int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8; if (octant < 0) octant += 8; // 3. State Machine switch (state) { case EntityState.idle: spriteIndex = 50 + octant; break; case EntityState.patrolling: if (distance > 0.8) { // Jitter fix: Use continuous vector movement instead of single-axis snapping double moveX = math.cos(angleToPlayer) * speed; double moveY = math.sin(angleToPlayer) * speed; Coordinate2D intendedMovement = Coordinate2D(moveX, moveY); // Pass tryOpenDoor down! movement = getValidMovement( intendedMovement, isWalkable, tryOpenDoor, ); } // Animation fix: Update the sprite so he actually turns and walks! int walkFrame = (elapsedMs ~/ 150) % 4; spriteIndex = 58 + (walkFrame * 8) + octant; // Shooting fix: Give him permission to stop and shoot you // (1500ms delay between shots) if (distance < 6.0 && elapsedMs - lastActionTime > 1500) { if (hasLineOfSight(playerPosition, isWalkable)) { state = EntityState.shooting; lastActionTime = elapsedMs; _hasFiredThisCycle = false; } } break; // Fallthrough fix: Don't forget the break! case EntityState.shooting: int timeShooting = elapsedMs - lastActionTime; if (timeShooting < 150) { spriteIndex = 96; } else if (timeShooting < 300) { spriteIndex = 97; if (!_hasFiredThisCycle) { onDamagePlayer(10); // DAMAGING PLAYER _hasFiredThisCycle = true; } } else if (timeShooting < 450) { spriteIndex = 98; } else { state = EntityState.patrolling; lastActionTime = elapsedMs; } break; case EntityState.pain: spriteIndex = 94; if (elapsedMs - lastActionTime > 250) { state = EntityState.patrolling; lastActionTime = elapsedMs; } break; case EntityState.dead: if (isDying) { int deathFrame = (elapsedMs - lastActionTime) ~/ 150; if (deathFrame < 4) { spriteIndex = 90 + deathFrame - 1; } else { spriteIndex = 95; isDying = false; } } else { spriteIndex = 95; } break; default: break; } return (movement: movement, newAngle: newAngle); } }