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 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, Difficulty difficulty, ) { // Use the range constants we defined in MapObject! if (objId >= MapObject.guardStart && objId <= MapObject.guardStart + 17) { return BrownGuard( x: x, y: y, angle: MapObject.getAngle(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 damage) onDamagePlayer, required void Function(int x, int y) tryOpenDoor, }) { Coordinate2D movement = const Coordinate2D(0, 0); double newAngle = angle; 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; } // Octant logic (Directional sprites) 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; // 3. State Machine switch (state) { case EntityState.idle: spriteIndex = 50 + octant; break; case EntityState.patrolling: if (distance > 0.8) { double moveX = math.cos(angleToPlayer) * speed; double moveY = math.sin(angleToPlayer) * speed; Coordinate2D intendedMovement = Coordinate2D(moveX, moveY); movement = getValidMovement( intendedMovement, isWalkable, tryOpenDoor, ); } int walkFrame = (elapsedMs ~/ 150) % 4; spriteIndex = 58 + (walkFrame * 8) + octant; if (distance < 6.0 && elapsedMs - lastActionTime > 1500) { if (hasLineOfSight(playerPosition, isWalkable)) { state = EntityState.shooting; lastActionTime = elapsedMs; _hasFiredThisCycle = false; } } break; case EntityState.shooting: int timeShooting = elapsedMs - lastActionTime; if (timeShooting < 150) { spriteIndex = 96; // Aiming } else if (timeShooting < 300) { spriteIndex = 97; // Firing if (!_hasFiredThisCycle) { onDamagePlayer(10); _hasFiredThisCycle = true; } } else if (timeShooting < 450) { spriteIndex = 98; // Recoil } else { state = EntityState.patrolling; lastActionTime = elapsedMs; } break; case EntityState.pain: spriteIndex = 94; // Ouch frame // Stay in pain for a brief moment, then resume attacking if (elapsedMs - lastActionTime > 250) { state = EntityState.patrolling; lastActionTime = elapsedMs; } break; case EntityState.dead: if (isDying) { int deathFrame = (elapsedMs - lastActionTime) ~/ 150; if (deathFrame < 4) { // FIX: Removed the buggy "- 1" spriteIndex = 90 + deathFrame; } else { spriteIndex = 95; // Final dead frame isDying = false; } } else { spriteIndex = 95; } break; default: break; } return (movement: movement, newAngle: newAngle); } }