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use crate::{Direction, Entity, 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,
}
#[derive(Clone, Debug, PartialEq)]
pub enum EnemyType {
Zombie,
}
#[derive(Clone, Debug, PartialEq)]
pub struct Enemy {
pub entity: Entity,
pub enemy_type: EnemyType,
pub move_speed: EnemyMoveSpeed,
pub attack_type: EnemyAttackType,
time_acc: f32,
}
impl Enemy {
pub fn new(enemy_type: EnemyType, pos: Pos) -> Self {
match enemy_type {
EnemyType::Zombie => Self::zombie(pos),
}
}
fn _new(
pos: Pos,
health: u32,
enemy_type: EnemyType,
move_speed: EnemyMoveSpeed,
attack_type: EnemyAttackType,
) -> Self {
let entity = Entity::enemy(pos, health);
Self {
entity,
enemy_type,
move_speed,
attack_type,
time_acc: 0.,
}
}
fn zombie(pos: Pos) -> Self {
Self::_new(
pos,
ZOMBIE_HEALTH,
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.;
}
}
}
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