Files
wolf_dart/lib/features/entities/enemies/dog.dart
2026-03-14 15:34:27 +01:00

145 lines
3.9 KiB
Dart

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);
}
}