145 lines
3.9 KiB
Dart
145 lines
3.9 KiB
Dart
import 'dart:math' as math;
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import 'package:wolf_dart/classes/coordinate_2d.dart';
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import 'package:wolf_dart/features/entities/enemies/enemy.dart';
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import 'package:wolf_dart/features/entities/entity.dart';
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class Dog extends Enemy {
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static const double speed = 0.05; // Dogs are much faster than guards!
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bool _hasBittenThisCycle = false;
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Dog({
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required super.x,
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required super.y,
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required super.angle,
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required super.mapId,
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}) : super(
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spriteIndex: 99, // Dogs start at index 99 in VSWAP
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state: EntityState.idle,
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);
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static Dog? trySpawn(int objId, double x, double y, int difficultyLevel) {
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bool canSpawn = false;
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switch (difficultyLevel) {
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case 0:
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canSpawn = objId >= 116 && objId <= 119;
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break;
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case 1:
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canSpawn = objId >= 152 && objId <= 155;
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break;
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case 2:
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canSpawn = objId >= 188 && objId <= 191;
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break;
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case 3:
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canSpawn = objId >= 224 && objId <= 227;
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break;
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}
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if (canSpawn) {
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return Dog(
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x: x,
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y: y,
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angle: Enemy.getInitialAngle(objId),
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mapId: objId,
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);
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}
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return null;
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}
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@override
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({Coordinate2D movement, double newAngle}) update({
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required int elapsedMs,
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required Coordinate2D playerPosition,
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required bool Function(int x, int y) isWalkable,
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required void Function(int x, int y) tryOpenDoor, // NEW
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required void Function(int damage) onDamagePlayer,
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}) {
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Coordinate2D movement = const Coordinate2D(0, 0);
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double newAngle = angle;
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// 1. Wake up logic
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if (state == EntityState.idle &&
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hasLineOfSight(playerPosition, isWalkable)) {
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if (reactionTimeMs == 0) {
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reactionTimeMs = elapsedMs + 100 + math.Random().nextInt(200);
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} else if (elapsedMs >= reactionTimeMs) {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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reactionTimeMs = 0;
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}
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}
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double distance = position.distanceTo(playerPosition);
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double angleToPlayer = position.angleTo(playerPosition);
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if (state != EntityState.idle && state != EntityState.dead) {
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newAngle = angleToPlayer;
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}
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double diff = newAngle - angleToPlayer;
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while (diff <= -math.pi) {
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diff += 2 * math.pi;
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}
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while (diff > math.pi) {
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diff -= 2 * math.pi;
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}
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int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
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if (octant < 0) octant += 8;
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// 3. Clean State Machine
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switch (state) {
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case EntityState.idle:
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spriteIndex = 99 + octant;
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break;
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case EntityState.patrolling:
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if (distance > 0.8) {
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double deltaX = playerPosition.x - position.x;
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double deltaY = playerPosition.y - position.y;
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double moveX = deltaX > 0 ? speed : (deltaX < 0 ? -speed : 0);
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double moveY = deltaY > 0 ? speed : (deltaY < 0 ? -speed : 0);
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Coordinate2D intendedMovement = Coordinate2D(moveX, moveY);
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// Pass tryOpenDoor down!
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movement = getValidMovement(
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intendedMovement,
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isWalkable,
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tryOpenDoor,
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);
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}
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int walkFrame = (elapsedMs ~/ 100) % 4;
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spriteIndex = 107 + (walkFrame * 8) + octant;
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if (distance < 1.0 && elapsedMs - lastActionTime > 1000) {
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state = EntityState.shooting;
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lastActionTime = elapsedMs;
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_hasBittenThisCycle = false;
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}
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break;
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case EntityState.shooting:
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int timeAttacking = elapsedMs - lastActionTime;
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if (timeAttacking < 200) {
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spriteIndex = 139;
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if (!_hasBittenThisCycle) {
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onDamagePlayer(5);
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_hasBittenThisCycle = true;
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}
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} else {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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}
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break;
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default:
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break;
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}
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return (movement: movement, newAngle: newAngle);
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}
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}
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