156 lines
4.2 KiB
Dart
156 lines
4.2 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/difficulty/difficulty.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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import 'package:wolf_dart/features/entities/map_objects.dart';
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class HansGrosse extends Enemy {
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static const double speed = 0.04;
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static const int _baseSprite = 291;
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bool _hasFiredThisCycle = false;
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HansGrosse({
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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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required Difficulty difficulty,
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}) : super(
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spriteIndex: _baseSprite,
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state: EntityState.idle,
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) {
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// Boss health scales heavily with difficulty
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health = switch (difficulty.level) {
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0 => 850,
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1 => 950,
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2 => 1050,
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_ => 1200,
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};
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damage = 20; // Dual chainguns hit hard!
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}
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static HansGrosse? trySpawn(
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int objId,
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double x,
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double y,
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Difficulty difficulty, {
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bool isSharewareMode = false,
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}) {
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if (objId == MapObject.bossHansGrosse) {
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return HansGrosse(
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x: x,
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y: y,
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angle: MapObject.getAngle(objId),
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mapId: objId,
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difficulty: difficulty,
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);
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}
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return null;
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}
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@override
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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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lastActionTime = currentTime;
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if (health <= 0) {
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state = EntityState.dead;
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isDying = true;
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}
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// Note: Bosses do NOT have a pain state! They never flinch.
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}
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@override
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({Coordinate2D movement, double newAngle}) 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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required void Function(int x, int y) tryOpenDoor,
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}) {
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Coordinate2D movement = const Coordinate2D(0, 0);
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// Bosses lack directional sprites, they always look straight at the player
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double newAngle = position.angleTo(playerPosition);
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checkWakeUp(
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elapsedMs: elapsedMs,
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playerPosition: playerPosition,
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isWalkable: isWalkable,
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baseReactionMs: 50,
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);
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double distance = position.distanceTo(playerPosition);
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switch (state) {
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case EntityState.idle:
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spriteIndex = _baseSprite;
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break;
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case EntityState.patrolling:
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if (distance > 1.5) {
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double moveX = math.cos(newAngle) * speed;
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double moveY = math.sin(newAngle) * speed;
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movement = getValidMovement(
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Coordinate2D(moveX, moveY),
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isWalkable,
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tryOpenDoor,
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);
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}
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int walkFrame = (elapsedMs ~/ 150) % 4;
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spriteIndex = (_baseSprite + 1) + walkFrame;
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if (distance < 8.0 && elapsedMs - lastActionTime > 1000) {
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if (hasLineOfSight(playerPosition, isWalkable)) {
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state = EntityState.attacking;
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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.attacking:
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int timeShooting = elapsedMs - lastActionTime;
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if (timeShooting < 150) {
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spriteIndex = _baseSprite + 5; // Aiming
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} else if (timeShooting < 300) {
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spriteIndex = _baseSprite + 6; // Firing
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if (!_hasFiredThisCycle) {
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onDamagePlayer(damage);
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_hasFiredThisCycle = true;
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}
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} else if (timeShooting < 450) {
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spriteIndex = _baseSprite + 7; // Recoil
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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.dead:
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if (isDying) {
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int deathFrame = (elapsedMs - lastActionTime) ~/ 150;
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if (deathFrame < 4) {
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spriteIndex = (_baseSprite + 8) + deathFrame;
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} else {
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spriteIndex = _baseSprite + 11; // Final dead frame
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isDying = false;
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}
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} else {
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spriteIndex = _baseSprite + 11;
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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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return (movement: movement, newAngle: newAngle);
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}
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}
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