diff options
Diffstat (limited to 'dungeon/src/enemy.rs')
| -rw-r--r-- | dungeon/src/enemy.rs | 58 |
1 files changed, 4 insertions, 54 deletions
diff --git a/dungeon/src/enemy.rs b/dungeon/src/enemy.rs index 8c818f5..4742bef 100644 --- a/dungeon/src/enemy.rs +++ b/dungeon/src/enemy.rs @@ -1,20 +1,8 @@ -use crate::{Direction, Entity, FPos, Pos}; +use crate::{Direction, Entity, EntityMoveSpeed, FPos, Pos}; pub const ZOMBIE_HEALTH: u32 = 50; #[derive(Clone, Debug, PartialEq)] -pub enum EnemyMoveSpeed { - Slow, - Medium, - Fast, -} - -/// Every (value) seconds, an enemy with a (speed) can move one tile -pub const SLOW_SPEED_SEC_PER_TILE: f32 = 1.; -pub const MEDIUM_SPEED_SEC_PER_TILE: f32 = 0.5; -pub const FAST_SPEED_SEC_PER_TILE: f32 = 0.25; - -#[derive(Clone, Debug, PartialEq)] pub enum EnemyAttackType { Melee, Ranged, @@ -29,7 +17,6 @@ pub enum EnemyType { pub struct Enemy { pub entity: Entity, pub enemy_type: EnemyType, - pub move_speed: EnemyMoveSpeed, pub attack_type: EnemyAttackType, time_acc: f32, } @@ -44,15 +31,14 @@ impl Enemy { fn _new( pos: Pos, health: u32, + move_speed: EntityMoveSpeed, enemy_type: EnemyType, - move_speed: EnemyMoveSpeed, attack_type: EnemyAttackType, ) -> Self { - let entity = Entity::enemy(pos, health); + let entity = Entity::enemy(pos, move_speed, health); Self { entity, enemy_type, - move_speed, attack_type, time_acc: 0., } @@ -62,45 +48,9 @@ impl Enemy { Self::_new( pos, ZOMBIE_HEALTH, + EntityMoveSpeed::Slow, EnemyType::Zombie, - EnemyMoveSpeed::Slow, EnemyAttackType::Melee, ) } - - fn is_there(&self) -> bool { - self.time_acc - >= match &self.move_speed { - EnemyMoveSpeed::Slow => SLOW_SPEED_SEC_PER_TILE, - EnemyMoveSpeed::Medium => MEDIUM_SPEED_SEC_PER_TILE, - EnemyMoveSpeed::Fast => FAST_SPEED_SEC_PER_TILE, - } - } - - /// - /// Rough concept for enemy "AI": - /// - /// State: Roam/Patrol - /// Moves around in a small area (2x2, 3x3, 4x4) randomly choosing direction and how much to move. - /// State: Attack - /// Sees player in facing direction (only in box/rectangle in dir) - /// (ex. facing north, if player is anywhere above monster and theres no walls in the way, attack) - /// Do A* pathing to player until enemy dead or player dead or floor change - /// - /// Current implementation below is just a test - /// - pub fn update(&mut self, player_pos: Pos, time_since_last_frame: f32) { - if self.entity.pos == player_pos { - return; - } - - self.time_acc += time_since_last_frame; - if self.is_there() { - let temp_pos = self.entity.pos.step(Direction::West).unwrap(); - self.entity.pos = temp_pos; - self.entity.fpos = FPos::from_pos(temp_pos); - - self.time_acc = 0.; - } - } } |