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

159 lines
5.2 KiB
Dart

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