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 Dog extends Enemy { static const double speed = 0.05; // Dogs are much faster than guards! bool _hasBittenThisCycle = false; Dog({ required super.x, required super.y, required super.angle, required super.mapId, }) : super( spriteIndex: 99, // Dogs start at index 99 in VSWAP state: EntityState.idle, ); static Dog? trySpawn(int objId, double x, double y, int difficultyLevel) { bool canSpawn = false; switch (difficultyLevel) { case 0: canSpawn = objId >= 116 && objId <= 119; break; case 1: canSpawn = objId >= 152 && objId <= 155; break; case 2: canSpawn = objId >= 188 && objId <= 191; break; case 3: canSpawn = objId >= 224 && objId <= 227; break; } if (canSpawn) { return Dog( x: x, y: y, angle: Enemy.getInitialAngle(objId), mapId: objId, ); } return null; } @override ({Coordinate2D movement, double newAngle}) update({ required int elapsedMs, required Coordinate2D playerPosition, required bool Function(int x, int y) isWalkable, required void Function(int x, int y) tryOpenDoor, // NEW required void Function(int damage) onDamagePlayer, }) { Coordinate2D movement = const Coordinate2D(0, 0); double newAngle = angle; // 1. Wake up logic if (state == EntityState.idle && hasLineOfSight(playerPosition, isWalkable)) { if (reactionTimeMs == 0) { reactionTimeMs = elapsedMs + 100 + math.Random().nextInt(200); } else if (elapsedMs >= reactionTimeMs) { state = EntityState.patrolling; lastActionTime = elapsedMs; reactionTimeMs = 0; } } double distance = position.distanceTo(playerPosition); double angleToPlayer = position.angleTo(playerPosition); if (state != EntityState.idle && state != EntityState.dead) { newAngle = angleToPlayer; } 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. Clean State Machine switch (state) { case EntityState.idle: spriteIndex = 99 + octant; break; case EntityState.patrolling: if (distance > 0.8) { double deltaX = playerPosition.x - position.x; double deltaY = playerPosition.y - position.y; double moveX = deltaX > 0 ? speed : (deltaX < 0 ? -speed : 0); double moveY = deltaY > 0 ? speed : (deltaY < 0 ? -speed : 0); Coordinate2D intendedMovement = Coordinate2D(moveX, moveY); // Pass tryOpenDoor down! movement = getValidMovement( intendedMovement, isWalkable, tryOpenDoor, ); } int walkFrame = (elapsedMs ~/ 100) % 4; spriteIndex = 107 + (walkFrame * 8) + octant; if (distance < 1.0 && elapsedMs - lastActionTime > 1000) { state = EntityState.shooting; lastActionTime = elapsedMs; _hasBittenThisCycle = false; } break; case EntityState.shooting: int timeAttacking = elapsedMs - lastActionTime; if (timeAttacking < 200) { spriteIndex = 139; if (!_hasBittenThisCycle) { onDamagePlayer(5); _hasBittenThisCycle = true; } } else { state = EntityState.patrolling; lastActionTime = elapsedMs; } break; default: break; } return (movement: movement, newAngle: newAngle); } }