162 lines
4.4 KiB
Dart
162 lines
4.4 KiB
Dart
import 'dart:math' as math;
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import 'package:wolf_dart/classes/linear_coordinates.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 BrownGuard extends Enemy {
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static const double speed = 0.03;
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bool _hasFiredThisCycle = false;
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BrownGuard({
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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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// Default front-facing idle
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spriteIndex: 50,
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state: EntityState.idle,
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);
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static BrownGuard? trySpawn(
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int objId,
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double x,
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double y,
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int difficultyLevel,
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) {
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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 >= 108 && objId <= 115;
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break;
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case 1:
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canSpawn = objId >= 144 && objId <= 151;
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break;
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case 2:
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canSpawn = objId >= 180 && objId <= 187;
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break;
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case 3:
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canSpawn = objId >= 216 && objId <= 223;
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break;
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}
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if (canSpawn) {
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return BrownGuard(
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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; // Not a Brown Guard!
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}
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@override
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@override
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void update({
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required int elapsedMs,
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required LinearCoordinates player,
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required bool Function(int x, int y) isWalkable,
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required void Function(int damage) onDamagePlayer,
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}) {
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// 1. Wake up logic
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if (state == EntityState.idle && hasLineOfSight(player, isWalkable)) {
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state = EntityState.patrolling;
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lastActionTime = elapsedMs;
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}
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// 2. Pre-calculate angles (needed for almost all states)
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double dx = player.x - x;
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double dy = player.y - y;
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double distance = math.sqrt(dx * dx + dy * dy);
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double angleToPlayer = math.atan2(dy, dx);
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// Face the player if active
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if (state != EntityState.idle && state != EntityState.dead) {
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angle = angleToPlayer;
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}
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double diff = angle - angleToPlayer;
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while (diff <= -math.pi) diff += 2 * math.pi;
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while (diff > math.pi) diff -= 2 * math.pi;
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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. State Machine
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switch (state) {
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case EntityState.idle:
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spriteIndex = 50 + octant;
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break;
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case EntityState.patrolling:
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// Movement
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if (distance > 0.8) {
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double moveX = x + math.cos(angle) * speed;
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double moveY = y + math.sin(angle) * speed;
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if (isWalkable(moveX.toInt(), y.toInt())) x = moveX;
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if (isWalkable(x.toInt(), moveY.toInt())) y = moveY;
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}
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// Animation
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int walkFrame = (elapsedMs ~/ 150) % 4;
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spriteIndex = 58 + (walkFrame * 8) + octant;
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// Shooting transition
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if (distance < 5.0 && elapsedMs - lastActionTime > 2000) {
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if (hasLineOfSight(player, isWalkable)) {
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state = EntityState.shooting;
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lastActionTime = elapsedMs;
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_hasFiredThisCycle = false;
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}
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}
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break;
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case EntityState.shooting:
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int timeShooting = elapsedMs - lastActionTime;
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if (timeShooting < 150) {
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spriteIndex = 96;
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} else if (timeShooting < 300) {
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spriteIndex = 97;
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if (!_hasFiredThisCycle) {
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onDamagePlayer(10);
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_hasFiredThisCycle = true;
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}
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} else if (timeShooting < 450) {
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spriteIndex = 98;
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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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case EntityState.pain:
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spriteIndex = 90;
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if (elapsedMs - lastActionTime > 250) {
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// Slight delay
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state = EntityState.patrolling;
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lastActionTime = elapsedMs; // Reset so they don't immediately shoot
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}
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break;
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case EntityState.dead:
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if (isDying) {
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// Use max(0, ...) to prevent negative numbers if currentTime is wonky
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int timeSinceDeath = math.max(0, elapsedMs - lastActionTime);
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int deathFrame = timeSinceDeath ~/ 150;
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if (deathFrame < 4) {
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spriteIndex = 91 + deathFrame;
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} else {
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spriteIndex = 95; // The final corpse
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isDying = false; // Stop animating
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}
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} else {
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spriteIndex = 95; // Keep showing the corpse
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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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}
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}
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