import 'dart:math' as math; import 'package:wolf_dart/classes/coordinate_2d.dart'; import 'package:wolf_dart/features/entities/entity.dart'; abstract class Enemy extends Entity { Enemy({ required super.x, required super.y, required super.spriteIndex, super.angle, super.state, super.mapId, super.lastActionTime, }); int health = 25; int damage = 10; bool isDying = false; bool hasDroppedItem = false; // Replaces ob->temp2 for reaction delays int reactionTimeMs = 0; void takeDamage(int amount, int currentTime) { if (state == EntityState.dead) return; health -= amount; lastActionTime = currentTime; if (health <= 0) { state = EntityState.dead; isDying = true; } else if (math.Random().nextDouble() < 0.5) { state = EntityState.pain; } else { state = EntityState.patrolling; } } void checkWakeUp({ required int elapsedMs, required Coordinate2D playerPosition, required bool Function(int x, int y) isWalkable, int baseReactionMs = 200, int reactionVarianceMs = 600, }) { if (state == EntityState.idle && hasLineOfSight(playerPosition, isWalkable)) { if (reactionTimeMs == 0) { reactionTimeMs = elapsedMs + baseReactionMs + math.Random().nextInt(reactionVarianceMs); } else if (elapsedMs >= reactionTimeMs) { state = EntityState.patrolling; lastActionTime = elapsedMs; reactionTimeMs = 0; } } } // Matches WL_STATE.C's 'CheckLine' using canonical Integer DDA traversal bool hasLineOfSight( Coordinate2D playerPosition, bool Function(int x, int y) isWalkable, ) { // 1. Proximity Check (Matches WL_STATE.C 'MINSIGHT') // If the player is very close, sight is automatic regardless of facing angle. // This compensates for our lack of a noise/gunshot alert system! if (position.distanceTo(playerPosition) < 1.2) { return true; } // 2. FOV Check (Matches original sight angles) double angleToPlayer = position.angleTo(playerPosition); double diff = angle - angleToPlayer; while (diff <= -math.pi) { diff += 2 * math.pi; } while (diff > math.pi) { diff -= 2 * math.pi; } if (diff.abs() > math.pi / 2) return false; // 3. Map Check (Corrected Integer Bresenham) int currentX = position.x.toInt(); int currentY = position.y.toInt(); int targetX = playerPosition.x.toInt(); int targetY = playerPosition.y.toInt(); int dx = (targetX - currentX).abs(); int dy = -(targetY - currentY).abs(); int sx = currentX < targetX ? 1 : -1; int sy = currentY < targetY ? 1 : -1; int err = dx + dy; while (true) { if (!isWalkable(currentX, currentY)) return false; if (currentX == targetX && currentY == targetY) break; int e2 = 2 * err; if (e2 >= dy) { err += dy; currentX += sx; } if (e2 <= dx) { err += dx; currentY += sy; } } return true; } Coordinate2D getValidMovement( Coordinate2D intendedMovement, bool Function(int x, int y) isWalkable, void Function(int x, int y) tryOpenDoor, ) { double newX = position.x + intendedMovement.x; double newY = position.y + intendedMovement.y; int currentTileX = position.x.toInt(); int currentTileY = position.y.toInt(); int targetTileX = newX.toInt(); int targetTileY = newY.toInt(); bool movedX = currentTileX != targetTileX; bool movedY = currentTileY != targetTileY; // 1. Check Diagonal Movement if (movedX && movedY) { bool canMoveX = isWalkable(targetTileX, currentTileY); bool canMoveY = isWalkable(currentTileX, targetTileY); bool canMoveDiag = isWalkable(targetTileX, targetTileY); if (!canMoveX || !canMoveY || !canMoveDiag) { // Trigger doors if they are blocking the path if (!canMoveX) tryOpenDoor(targetTileX, currentTileY); if (!canMoveY) tryOpenDoor(currentTileX, targetTileY); if (!canMoveDiag) tryOpenDoor(targetTileX, targetTileY); if (canMoveX) return Coordinate2D(intendedMovement.x, 0); if (canMoveY) return Coordinate2D(0, intendedMovement.y); return const Coordinate2D(0, 0); } } // 2. Check Cardinal Movement if (movedX && !movedY) { if (!isWalkable(targetTileX, currentTileY)) { tryOpenDoor(targetTileX, currentTileY); // Try to open! return Coordinate2D(0, intendedMovement.y); } } if (movedY && !movedX) { if (!isWalkable(currentTileX, targetTileY)) { tryOpenDoor(currentTileX, targetTileY); // Try to open! return Coordinate2D(intendedMovement.x, 0); } } return intendedMovement; } // Updated Signature ({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, required void Function(int damage) onDamagePlayer, }); }