import 'dart:math' as math; import 'package:wolf_dart/classes/coordinate_2d.dart'; import 'package:wolf_dart/features/difficulty/difficulty.dart'; import 'package:wolf_dart/features/entities/enemies/enemy.dart'; import 'package:wolf_dart/features/entities/entity.dart'; import 'package:wolf_dart/features/entities/map_objects.dart'; class Mutant extends Enemy { static const double speed = 0.045; bool _hasFiredThisCycle = false; Mutant({ required super.x, required super.y, required super.angle, required super.mapId, }) : super( spriteIndex: EnemyType.mutant.spriteBaseIdx, state: EntityState.idle, ) { health = 45; damage = 10; } static Mutant? trySpawn(int objId, double x, double y, Difficulty _) { if (EnemyType.mutant.claimsMapId(objId)) { bool isPatrolling = objId >= EnemyType.mutant.mapBaseId + 18; return Mutant( x: x, y: y, angle: MapObject.getAngle(objId), mapId: objId, )..state = isPatrolling ? EntityState.patrolling : EntityState.idle; } 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 damage) onDamagePlayer, required void Function(int x, int y) tryOpenDoor, }) { Coordinate2D movement = const Coordinate2D(0, 0); double newAngle = angle; // Mutants don't make wake-up noises in the original game! checkWakeUp( elapsedMs: elapsedMs, playerPosition: playerPosition, isWalkable: isWalkable, ); double distance = position.distanceTo(playerPosition); double angleToPlayer = position.angleTo(playerPosition); if (state != EntityState.idle && state != EntityState.dead) { newAngle = angleToPlayer; } double diff = angleToPlayer - newAngle; 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; switch (state) { case EntityState.idle: spriteIndex = EnemyType.mutant.spriteBaseIdx + octant; break; case EntityState.patrolling: if (distance > 0.8) { double moveX = math.cos(angleToPlayer) * speed; double moveY = math.sin(angleToPlayer) * speed; movement = getValidMovement( Coordinate2D(moveX, moveY), isWalkable, tryOpenDoor, ); } int walkFrame = (elapsedMs ~/ 150) % 4; spriteIndex = (EnemyType.mutant.spriteBaseIdx + 8) + (walkFrame * 8) + octant; if (distance < 6.0 && elapsedMs - lastActionTime > 1000) { if (hasLineOfSight(playerPosition, isWalkable)) { state = EntityState.attacking; lastActionTime = elapsedMs; _hasFiredThisCycle = false; } } break; case EntityState.attacking: int timeShooting = elapsedMs - lastActionTime; if (timeShooting < 150) { spriteIndex = EnemyType.mutant.spriteBaseIdx + 46; // Aiming } else if (timeShooting < 300) { spriteIndex = EnemyType.mutant.spriteBaseIdx + 47; // Firing if (!_hasFiredThisCycle) { onDamagePlayer(damage); _hasFiredThisCycle = true; } } else if (timeShooting < 450) { spriteIndex = EnemyType.mutant.spriteBaseIdx + 48; // Recoil } else { state = EntityState.patrolling; lastActionTime = elapsedMs; } break; case EntityState.pain: spriteIndex = EnemyType.mutant.spriteBaseIdx + 44; if (elapsedMs - lastActionTime > 250) { state = EntityState.patrolling; lastActionTime = elapsedMs; } break; case EntityState.dead: if (isDying) { int deathFrame = (elapsedMs - lastActionTime) ~/ 150; if (deathFrame < 4) { spriteIndex = (EnemyType.mutant.spriteBaseIdx + 40) + deathFrame; } else { spriteIndex = EnemyType.mutant.spriteBaseIdx + 45; isDying = false; } } else { spriteIndex = EnemyType.mutant.spriteBaseIdx + 45; } break; default: break; } return (movement: movement, newAngle: newAngle); } }