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wolf_dart/lib/features/entities/enemies/ss.dart

136 lines
3.9 KiB
Dart

import 'dart:math' as math;
import 'package:wolf_dart/classes/coordinate_2d.dart';
import 'package:wolf_dart/features/entities/enemies/enemy.dart';
import 'package:wolf_dart/features/entities/entity.dart';
class SS extends Enemy {
static const double speed = 0.04;
bool _hasFiredThisCycle = false;
SS({
required super.x,
required super.y,
required super.angle,
required super.mapId,
}) : super(
spriteIndex: EnemyType.ss.spriteBaseIdx,
state: EntityState.idle,
) {
health = 100;
damage = 20;
}
@override
({Coordinate2D movement, double newAngle}) update({
required int elapsedMs,
required Coordinate2D playerPosition,
required bool Function(int x, int y) isWalkable,
required void Function(int damage) onDamagePlayer,
required void Function(int x, int y) tryOpenDoor,
}) {
Coordinate2D movement = const Coordinate2D(0, 0);
double newAngle = angle;
checkWakeUp(
elapsedMs: elapsedMs,
playerPosition: playerPosition,
isWalkable: isWalkable,
);
double distance = position.distanceTo(playerPosition);
double angleToPlayer = position.angleTo(playerPosition);
if (state != EntityState.idle && state != EntityState.dead) {
newAngle = angleToPlayer;
}
double diff = angleToPlayer - newAngle;
while (diff <= -math.pi) {
diff += 2 * math.pi;
}
while (diff > math.pi) {
diff -= 2 * math.pi;
}
int octant = ((diff + (math.pi / 8)) / (math.pi / 4)).floor() % 8;
if (octant < 0) octant += 8;
switch (state) {
case EntityState.idle:
spriteIndex = EnemyType.ss.spriteBaseIdx + octant;
break;
case EntityState.patrolling:
if (distance > 0.8) {
double moveX = math.cos(angleToPlayer) * speed;
double moveY = math.sin(angleToPlayer) * speed;
movement = getValidMovement(
Coordinate2D(moveX, moveY),
isWalkable,
tryOpenDoor,
);
}
int walkFrame = (elapsedMs ~/ 150) % 4;
spriteIndex =
(EnemyType.ss.spriteBaseIdx + 8) + (walkFrame * 8) + octant;
if (distance < 6.0 && elapsedMs - lastActionTime > 1500) {
if (hasLineOfSight(playerPosition, isWalkable)) {
state = EntityState.attacking;
lastActionTime = elapsedMs;
_hasFiredThisCycle = false;
}
}
break;
case EntityState.attacking:
// SS machine gun fires much faster than a standard pistol!
int timeShooting = elapsedMs - lastActionTime;
if (timeShooting < 100) {
spriteIndex = EnemyType.ss.spriteBaseIdx + 46; // Aiming
} else if (timeShooting < 200) {
spriteIndex = EnemyType.ss.spriteBaseIdx + 47; // Firing
if (!_hasFiredThisCycle) {
onDamagePlayer(damage);
_hasFiredThisCycle = true;
}
} else if (timeShooting < 300) {
spriteIndex = EnemyType.ss.spriteBaseIdx + 48; // Recoil
} else {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
}
break;
case EntityState.pain:
spriteIndex = EnemyType.ss.spriteBaseIdx + 44;
if (elapsedMs - lastActionTime > 250) {
state = EntityState.patrolling;
lastActionTime = elapsedMs;
}
break;
case EntityState.dead:
if (isDying) {
int deathFrame = (elapsedMs - lastActionTime) ~/ 150;
if (deathFrame < 4) {
spriteIndex = (EnemyType.ss.spriteBaseIdx + 40) + deathFrame;
} else {
spriteIndex = EnemyType.ss.spriteBaseIdx + 45;
isDying = false;
}
} else {
spriteIndex = EnemyType.ss.spriteBaseIdx + 45;
}
break;
default:
break;
}
return (movement: movement, newAngle: newAngle);
}
}