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orni-attack/source/game/entities/enemy.cpp
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// enemy.cpp - Implementación de enemigos (ORNIs)
// © 2026 JailDesigner
#include "game/entities/enemy.hpp"
#include <algorithm>
#include <cmath>
#include <cstdlib>
#include <iostream>
#include "core/defaults.hpp"
#include "core/entities/entity.hpp"
#include "core/graphics/shape_loader.hpp"
#include "core/rendering/shape_renderer.hpp"
#include "core/types.hpp"
#include "game/constants.hpp"
#include "game/entities/enemy_config.hpp"
#include "game/entities/enemy_registry.hpp"
namespace {
// Velocidad inicial vectorial a partir de un ángulo (rad).
// angle=0 apunta hacia arriba (eje Y negativo SDL), como el resto del juego.
auto angleToDirection(float angle) -> Vec2 {
return Vec2{
.x = std::cos(angle - (Constants::PI / 2.0F)),
.y = std::sin(angle - (Constants::PI / 2.0F)),
};
}
// Random float [0..1).
auto randFloat01() -> float {
return static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX);
}
// Random float [min..max).
auto randRange(float min, float max) -> float {
return min + (randFloat01() * (max - min));
}
} // namespace
Enemy::Enemy(Rendering::Renderer* renderer)
: Entity(renderer) {
brightness_ = Defaults::Brightness::ENEMIC;
// Body queda amb defaults inocus (radius=0 = no col·lisiona) fins
// que init() apliqui la configuració del tipus carregada via Registry.
body_.radius = 0.0F;
}
void Enemy::init(EnemyType type, const Vec2* ship_pos) {
type_ = type;
config_ = &EnemyRegistry::get(type);
const EnemyConfig& cfg = *config_;
ai_state_ = EnemyAiState{};
ai_state_.tracking_strength = cfg.ai.movement.tracking_strength;
// Timers paral·lels a tick: random [0, interval) per evitar que tots els
// enemics del mateix tipus disparin sincronitzats al spawn.
ai_tick_timers_.resize(cfg.ai.tick.size());
for (std::size_t i = 0; i < cfg.ai.tick.size(); ++i) {
ai_tick_timers_[i] = randFloat01() * cfg.ai.tick[i].interval;
}
shape_ = Graphics::ShapeLoader::load(cfg.shape.path);
if (!shape_ || !shape_->isValid()) {
std::cerr << "[Enemy] Error: no se ha podido cargar " << cfg.shape.path << '\n';
}
// Radi de col·lisió derivat del cercle circumscrit de la shape.
const float BOUNDING = (shape_ != nullptr) ? shape_->getBoundingRadius() : 0.0F;
collision_radius_ = BOUNDING * cfg.shape.scale * cfg.shape.collision_factor;
body_.setMass(cfg.physics.mass);
body_.radius = collision_radius_;
body_.restitution = cfg.physics.restitution;
body_.linear_damping = cfg.physics.linear_damping;
body_.angular_damping = cfg.physics.angular_damping;
// Posició aleatòria amb comprovació de safety_distance.
float min_x;
float max_x;
float min_y;
float max_y;
Constants::getSafePlayAreaBounds(collision_radius_, min_x, max_x, min_y, max_y);
if (ship_pos != nullptr) {
bool found_safe_position = false;
for (int attempt = 0; attempt < Defaults::Enemies::Spawn::MAX_SPAWN_ATTEMPTS; attempt++) {
float candidate_x;
float candidate_y;
if (attemptSafeSpawn(*ship_pos, collision_radius_, cfg.spawn.safety_distance, candidate_x, candidate_y)) {
center_.x = candidate_x;
center_.y = candidate_y;
found_safe_position = true;
break;
}
}
if (!found_safe_position) {
const int RANGE_X = static_cast<int>(max_x - min_x);
const int RANGE_Y = static_cast<int>(max_y - min_y);
center_.x = static_cast<float>((std::rand() % RANGE_X) + static_cast<int>(min_x));
center_.y = static_cast<float>((std::rand() % RANGE_Y) + static_cast<int>(min_y));
std::cout << "[Enemy] Advertencia: spawn sin zone segura tras "
<< Defaults::Enemies::Spawn::MAX_SPAWN_ATTEMPTS << " intentos\n";
}
} else {
const int RANGE_X = static_cast<int>(max_x - min_x);
const int RANGE_Y = static_cast<int>(max_y - min_y);
center_.x = static_cast<float>((std::rand() % RANGE_X) + static_cast<int>(min_x));
center_.y = static_cast<float>((std::rand() % RANGE_Y) + static_cast<int>(min_y));
}
const float ANGLE_INICIAL = static_cast<float>(std::rand() % 360) * Constants::PI / 180.0F;
setVelocityFromAngle(ANGLE_INICIAL, cfg.physics.speed);
body_.position = center_;
body_.angle = 0.0F;
body_.angular_velocity = 0.0F;
body_.clearAccumulators();
// Rotació visual aleatòria dins del rang del tipus
rotation_delta_ = randRange(cfg.physics.rotation_delta_min, cfg.physics.rotation_delta_max);
rotation_ = 0.0F;
animation_ = EnemyAnimation();
animation_.rotation_delta_base = rotation_delta_;
animation_.rotation_delta_target = rotation_delta_;
animation_.rotation_delta_t = 1.0F;
invulnerability_timer_ = cfg.spawn.invulnerability_duration;
brightness_ = cfg.spawn.invulnerability_brightness_start;
health_ = cfg.health;
flash_timer_ = 0.0F;
is_active_ = true;
}
void Enemy::update(float delta_time) {
if (!is_active_) {
return;
}
wound_expired_this_frame_ = false;
if (wounded_timer_ > 0.0F) {
wounded_timer_ -= delta_time;
if (wounded_timer_ <= 0.0F) {
wounded_timer_ = 0.0F;
wound_expired_this_frame_ = true;
}
}
if (flash_timer_ > 0.0F) {
flash_timer_ -= delta_time;
flash_timer_ = std::max(flash_timer_, 0.0F);
}
if (invulnerability_timer_ > 0.0F) {
invulnerability_timer_ -= delta_time;
invulnerability_timer_ = std::max(invulnerability_timer_, 0.0F);
const float T_INV = invulnerability_timer_ / config_->spawn.invulnerability_duration;
const float T = 1.0F - T_INV;
const float SMOOTH_T = T * T * (3.0F - (2.0F * T));
const float START = config_->spawn.invulnerability_brightness_start;
const float END = config_->spawn.invulnerability_brightness_end;
brightness_ = START + ((END - START) * SMOOTH_T);
}
// El moviment es delega a Systems::EnemyAi::tick, invocat des de l'scene
// ABANS d'aquest update (manté l'ordre: AI escriu velocity/rotation_delta,
// després animation pot modular rotation_delta via rotation_accel).
updateAnimation(delta_time);
rotation_ += rotation_delta_ * delta_time;
}
void Enemy::postUpdate(float /*delta_time*/) {
if (is_active_) {
center_ = body_.position;
}
}
void Enemy::draw() const {
if (!is_active_ || !shape_) {
return;
}
const float SCALE = config_->shape.scale * computeCurrentScale();
SDL_Color color = config_->colors.normal;
if (wounded_timer_ > 0.0F) {
const float CYCLE = 1.0F / config_->wounded.blink_hz;
const float T = std::fmod(wounded_timer_, CYCLE);
if (T < (CYCLE / 2.0F)) {
color = config_->colors.wounded;
}
}
// Flash d'impacte parcial (HP>1): força el color a blanc i el brillo a
// 1.0 durant la finestra de flash. Té prioritat sobre el blink wounded.
float effective_brightness = brightness_;
if (flash_timer_ > 0.0F) {
color = SDL_Color{.r = 255, .g = 255, .b = 255, .a = 255};
effective_brightness = 1.0F;
}
Rendering::renderShape(renderer_, shape_, center_, rotation_, SCALE, 1.0F, effective_brightness, color);
}
void Enemy::destroy() {
is_active_ = false;
body_.velocity = Vec2{};
body_.angular_velocity = 0.0F;
body_.radius = 0.0F;
wounded_timer_ = 0.0F;
wound_expired_this_frame_ = false;
last_hit_by_ = 0xFF;
flash_timer_ = 0.0F;
}
void Enemy::hurt(uint8_t shooter_id) {
wounded_timer_ = config_->wounded.duration;
last_hit_by_ = shooter_id;
}
void Enemy::applyImpulse(const Vec2& impulse) {
body_.applyImpulse(impulse);
}
void Enemy::setVelocity(float speed) {
const float CURRENT_SPEED = body_.velocity.length();
if (CURRENT_SPEED > 0.0F) {
body_.velocity = body_.velocity * (speed / CURRENT_SPEED);
} else {
const float A = static_cast<float>(std::rand() % 360) * Constants::PI / 180.0F;
setVelocityFromAngle(A, speed);
}
}
void Enemy::setVelocityFromAngle(float angle_movement, float speed) {
body_.velocity = angleToDirection(angle_movement) * speed;
}
void Enemy::updateAnimation(float delta_time) {
updatePulse(delta_time);
updateRotationAcceleration(delta_time);
}
void Enemy::updatePulse(float delta_time) {
const auto& cfg = config_->animation.pulse;
if (animation_.pulse_active) {
animation_.pulse_phase += 2.0F * Constants::PI * animation_.pulse_frequency * delta_time;
animation_.pulse_time_remaining -= delta_time;
if (animation_.pulse_time_remaining <= 0.0F) {
animation_.pulse_active = false;
}
return;
}
if (randFloat01() < cfg.trigger_prob_per_second * delta_time) {
animation_.pulse_active = true;
animation_.pulse_phase = 0.0F;
animation_.pulse_frequency = randRange(cfg.frequency_min, cfg.frequency_max);
animation_.pulse_amplitude = randRange(cfg.amplitude_min, cfg.amplitude_max);
animation_.pulse_time_remaining = randRange(cfg.duration_min, cfg.duration_max);
}
}
void Enemy::updateRotationAcceleration(float delta_time) {
const auto& cfg = config_->animation.rotation_accel;
if (animation_.rotation_delta_t < 1.0F) {
animation_.rotation_delta_t += delta_time / animation_.rotation_delta_duration;
if (animation_.rotation_delta_t >= 1.0F) {
animation_.rotation_delta_t = 1.0F;
animation_.rotation_delta_base = animation_.rotation_delta_target;
rotation_delta_ = animation_.rotation_delta_base;
} else {
const float T = animation_.rotation_delta_t;
const float SMOOTH_T = T * T * (3.0F - (2.0F * T));
const float INITIAL = animation_.rotation_delta_base;
const float TARGET = animation_.rotation_delta_target;
rotation_delta_ = INITIAL + ((TARGET - INITIAL) * SMOOTH_T);
}
return;
}
if (randFloat01() < cfg.trigger_prob_per_second * delta_time) {
animation_.rotation_delta_t = 0.0F;
const float MULTIPLIER = randRange(cfg.multiplier_min, cfg.multiplier_max);
animation_.rotation_delta_target = animation_.rotation_delta_base * MULTIPLIER;
animation_.rotation_delta_duration = randRange(cfg.duration_min, cfg.duration_max);
}
}
auto Enemy::computeCurrentScale() const -> float {
float scale = 1.0F;
if (invulnerability_timer_ > 0.0F) {
const float T_INV = invulnerability_timer_ / config_->spawn.invulnerability_duration;
const float T = 1.0F - T_INV;
const float SMOOTH_T = T * T * (3.0F - (2.0F * T));
const float START = config_->spawn.invulnerability_scale_start;
const float END = config_->spawn.invulnerability_scale_end;
scale = START + ((END - START) * SMOOTH_T);
} else if (animation_.pulse_active) {
scale += animation_.pulse_amplitude * std::sin(animation_.pulse_phase);
}
return scale;
}
auto Enemy::getBaseVelocity() const -> float {
return EnemyRegistry::get(type_).physics.speed;
}
auto Enemy::getBaseRotation() const -> float {
return animation_.rotation_delta_base != 0.0F ? animation_.rotation_delta_base : rotation_delta_;
}
void Enemy::setTrackingStrength(float strength) {
if (type_ == EnemyType::SQUARE) {
ai_state_.tracking_strength = strength;
}
}
auto Enemy::attemptSafeSpawn(const Vec2& ship_pos, float collision_radius, float safety_distance, float& out_x, float& out_y) -> bool {
float min_x;
float max_x;
float min_y;
float max_y;
Constants::getSafePlayAreaBounds(collision_radius, min_x, max_x, min_y, max_y);
const int RANGE_X = static_cast<int>(max_x - min_x);
const int RANGE_Y = static_cast<int>(max_y - min_y);
out_x = static_cast<float>((std::rand() % RANGE_X) + static_cast<int>(min_x));
out_y = static_cast<float>((std::rand() % RANGE_Y) + static_cast<int>(min_y));
const float DX = out_x - ship_pos.x;
const float DY = out_y - ship_pos.y;
const float DISTANCE = std::sqrt((DX * DX) + (DY * DY));
return DISTANCE >= safety_distance;
}