Files
wolf_dart/lib/features/entities/enemies/enemy.dart
2026-03-14 00:49:31 +01:00

120 lines
2.9 KiB
Dart

import 'dart:math' as math;
import 'package:wolf_dart/classes/coordinate_2d.dart';
import 'package:wolf_dart/features/entities/entity.dart';
abstract class Enemy extends Entity {
Enemy({
required super.x,
required super.y,
required super.spriteIndex,
super.angle,
super.state,
super.mapId,
super.lastActionTime,
});
// Standard guard health
int health = 25;
bool isDying = false;
void takeDamage(int amount, int currentTime) {
if (state == EntityState.dead) return;
health -= amount;
// Mark the start of the death/pain
lastActionTime = currentTime;
if (health <= 0) {
state = EntityState.dead;
// This triggers the dying animation
isDying = true;
} else if (math.Random().nextDouble() < 0.5) {
state = EntityState.pain;
} else {
state = EntityState.patrolling;
}
}
// Decodes the Map ID to figure out which way the enemy is facing
static double getInitialAngle(int objId) {
int normalizedId = (objId - 108) % 36;
// 0=East, 1=North, 2=West, 3=South
int direction = normalizedId % 4;
switch (direction) {
case 0:
return 0.0;
case 1:
return 3 * math.pi / 2;
case 2:
return math.pi;
case 3:
return math.pi / 2;
default:
return 0.0;
}
}
// The enemy can now check its own line of sight!
bool hasLineOfSight(
Coordinate2D playerPosition,
bool Function(int x, int y) isWalkable,
) {
double dx = playerPosition.x - x;
double dy = playerPosition.y - y;
double distance = math.sqrt(dx * dx + dy * dy);
// 1. FOV Check
double angleToPlayer = math.atan2(dy, dx);
double diff = angle - angleToPlayer;
while (diff <= -math.pi) {
diff += 2 * math.pi;
}
while (diff > math.pi) {
diff -= 2 * math.pi;
}
if (diff.abs() > math.pi / 2) return false;
// 2. Map Check
double dirX = dx / distance;
double dirY = dy / distance;
double stepSize = 0.2;
for (double i = 0; i < distance; i += stepSize) {
int checkX = (x + dirX * i).toInt();
int checkY = (y + dirY * i).toInt();
if (!isWalkable(checkX, checkY)) return false;
}
return true;
}
// The weapon asks the enemy if it is unobstructed from the shooter
bool hasLineOfSightFrom(
Coordinate2D source,
double sourceAngle,
double distance,
bool Function(int x, int y) isWalkable,
) {
double dirX = math.cos(sourceAngle);
double dirY = math.sin(sourceAngle);
for (double i = 0.5; i < distance; i += 0.2) {
int checkX = (source.x + dirX * i).toInt();
int checkY = (source.y + dirY * i).toInt();
if (!isWalkable(checkX, checkY)) return false;
}
return true;
}
void update({
required int elapsedMs,
required Coordinate2D playerPosition,
required bool Function(int x, int y) isWalkable,
required void Function(int damage) onDamagePlayer,
});
}