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