Files
wolf_dart/lib/features/entities/enemies/dog.dart
2026-03-14 21:06:31 +01:00

143 lines
3.9 KiB
Dart

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'; // NEW
class Dog extends Enemy {
static const double speed = 0.05;
bool _hasBittenThisCycle = false;
Dog({
required super.x,
required super.y,
required super.angle,
required super.mapId,
}) : super(
spriteIndex: EnemyType.dog.spriteBaseIdx,
state: EntityState.idle,
);
static Dog? trySpawn(int objId, double x, double y, Difficulty _) {
if (EnemyType.dog.claimsMapId(objId)) {
bool isPatrolling = objId >= EnemyType.dog.mapBaseId + 18;
return Dog(
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 x, int y) tryOpenDoor,
required void Function(int damage) onDamagePlayer,
}) {
Coordinate2D movement = const Coordinate2D(0, 0);
double newAngle = angle;
checkWakeUp(
elapsedMs: elapsedMs,
playerPosition: playerPosition,
isWalkable: isWalkable,
baseReactionMs: 100,
reactionVarianceMs: 200,
);
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;
// 3. Clean State Machine
switch (state) {
case EntityState.idle:
spriteIndex = 99 + octant;
break;
case EntityState.patrolling:
if (distance > 0.8) {
// UPGRADED: Smooth vector movement instead of grid-snapping
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 ~/ 100) % 4;
spriteIndex = 107 + (walkFrame * 8) + octant;
if (distance < 1.0 && elapsedMs - lastActionTime > 1000) {
state = EntityState.attacking;
lastActionTime = elapsedMs;
_hasBittenThisCycle = false;
}
break;
case EntityState.attacking:
int timeAttacking = elapsedMs - lastActionTime;
if (timeAttacking < 200) {
spriteIndex = 139;
if (!_hasBittenThisCycle) {
onDamagePlayer(5);
_hasBittenThisCycle = true;
}
} else {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
}
break;
// Make sure dogs have a death state so they don't stay standing!
case EntityState.dead:
if (isDying) {
int deathFrame = (elapsedMs - lastActionTime) ~/ 100;
if (deathFrame < 4) {
spriteIndex =
140 + deathFrame; // Dog death frames usually start here
} else {
spriteIndex = 143; // Dead dog on floor
isDying = false;
}
} else {
spriteIndex = 143;
}
break;
default:
break;
}
return (movement: movement, newAngle: newAngle);
}
}