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wolf_dart/lib/features/entities/enemies/brown_guard.dart

155 lines
4.3 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';
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);
}
}