159 lines
5.2 KiB
Dart
159 lines
5.2 KiB
Dart
import 'package:wolf_dart/classes/cardinal_direction.dart';
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import 'package:wolf_dart/features/difficulty/difficulty.dart';
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import 'package:wolf_dart/features/entities/enemies/enemy.dart';
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abstract class MapObject {
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// --- Player Spawns ---
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static const int playerNorth = 19;
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static const int playerEast = 20;
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static const int playerSouth = 21;
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static const int playerWest = 22;
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// --- Static Decorations ---
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static const int waterPuddle = 23;
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static const int greenBarrel = 24;
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static const int chairTable = 25;
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static const int floorLamp = 26;
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static const int chandelier = 27;
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static const int hangingSkeleton = 28;
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static const int dogFoodDecoration = 29;
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static const int whiteColumn = 30;
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static const int pottedPlant = 31;
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static const int blueSkeleton = 32;
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static const int vent = 33;
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static const int kitchenCans = 34;
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static const int exitSign = 35;
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static const int brownPlant = 36;
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static const int bowl = 37;
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static const int armoredSuit = 38;
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static const int emptyCage = 39;
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static const int cageWithSkeleton = 40;
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static const int bones = 41;
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static const int goldenKeyBowl = 42;
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// --- Collectibles ---
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static const int goldKey = 43;
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static const int silverKey = 44;
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static const int bed = 45;
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static const int basket = 46;
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static const int food = 47;
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static const int medkit = 48;
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static const int ammoClip = 49;
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static const int machineGun = 50;
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static const int chainGun = 51;
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static const int cross = 52;
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static const int chalice = 53;
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static const int chest = 54;
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static const int crown = 55;
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static const int extraLife = 56;
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// --- Environmental ---
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static const int bloodPoolSmall = 57;
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static const int barrel = 58;
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static const int wellFull = 59;
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static const int wellEmpty = 60;
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static const int bloodPoolLarge = 61;
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static const int flag = 62;
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static const int aardwolfSign = 63;
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static const int bonesAndSkull = 64;
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static const int wallHanging = 65;
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static const int stove = 66;
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static const int spearRack = 67;
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static const int vines = 68;
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// --- Logic & Triggers ---
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static const int pushwallTrigger = 98;
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static const int secretExitTrigger = 99;
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static const int normalExitTrigger = 100;
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// Bosses (Shared between WL1 and WL6)
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static const int bossHansGrosse = 214;
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// WL6 Exclusive Bosses
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static const int bossDrSchabbs = 215;
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static const int bossTransGrosse = 216;
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static const int bossUbermutant = 217;
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static const int bossDeathKnight = 218;
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static const int bossMechaHitler = 219;
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static const int bossHitlerGhost = 220;
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static const int bossGretelGrosse = 221;
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static const int bossGiftmacher = 222;
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static const int bossFettgesicht = 223;
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// --- Enemy Range Constants ---
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static const int guardStart = 108; // 108-143
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static const int officerStart = 144; // 144-179
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static const int ssStart = 180; // 180-215
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static const int dogStart = 216; // 216-251
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static const int mutantStart = 252; // 252-287
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// --- Missing Decorative Bodies ---
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static const int deadGuard = 124; // Decorative only in WL1
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static const int deadAardwolf = 125; // Decorative only in WL1
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/// Returns true if the object ID exists in the Shareware version.
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/// Returns true if the object ID exists in the Shareware version.
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static bool isSharewareCompatible(int id) {
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// Standard Decorations & Collectibles
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if (id <= vines) return true;
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// Logic Triggers (Exits/Pushwalls)
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if (id >= pushwallTrigger && id <= normalExitTrigger) return true;
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// Guards (108-143 includes dead bodies at 124/125)
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if (id >= guardStart && id < officerStart) return true;
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// Dogs (216-251) - These ARE in Shareware!
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if (id >= dogStart && id < mutantStart) return true;
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// Episode 1 Boss
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if (id == bossHansGrosse) return true;
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return false;
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}
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static double getAngle(int id) {
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// Player spawn
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switch (id) {
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case playerNorth:
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return CardinalDirection.north.radians;
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case playerEast:
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return CardinalDirection.east.radians;
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case playerSouth:
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return CardinalDirection.south.radians;
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case playerWest:
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return CardinalDirection.west.radians;
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}
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// Boss check
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if (id == bossHansGrosse) return 0.0;
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final EnemyType? type = EnemyType.fromMapId(id);
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if (type == null) return 0.0; // Not a standard directional enemy
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// Normalize patrolling enemies back to the standing block, THEN get the
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// 4-way angle
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int directionIndex = ((id - type.mapBaseId) % 18) % 4;
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return CardinalDirection.fromEnemyIndex(directionIndex).radians;
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}
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static bool shouldSpawn(int id, Difficulty selectedDifficulty) {
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EnemyType? type = EnemyType.fromMapId(id);
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// If it's not a standard enemy (it's a decoration, boss, or player), spawn it
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if (type == null) return true;
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int offset = id - type.mapBaseId;
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int normalizedOffset = offset >= 18 ? offset - 18 : offset;
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return switch (normalizedOffset) {
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< 4 => true, // Spawns on all difficulties
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< 8 => selectedDifficulty.level >= Difficulty.bringEmOn.level, // Normal
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< 16 =>
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selectedDifficulty.level >=
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Difficulty.iAmDeathIncarnate.level, // Hard & Ambush
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_ => true, // Dead bodies (decorations)
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};
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}
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}
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