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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"
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)),
};
}
// Recupera el "ángulo equivalente" de un body en movimiento (para zigzag).
// Si está parado, devuelve 0.
auto velocityToAngle(const Vec2& velocity) -> float {
if (velocity.lengthSquared() < 0.0001F) {
return 0.0F;
}
// El movimiento (vx, vy) corresponde a angle - PI/2; invertimos.
return std::atan2(velocity.y, velocity.x) + (Constants::PI / 2.0F);
}
} // namespace
Enemy::Enemy(Rendering::Renderer* renderer)
: Entity(renderer),
tracking_strength_(Defaults::Enemies::Square::TRACKING_STRENGTH) {
brightness_ = Defaults::Brightness::ENEMIC;
// Configuración del cuerpo físico — defaults para enemy genérico.
// init() ajusta velocidad y masa según el tipo (Pentagon/Quadrat/Molinillo).
body_.setMass(Defaults::Enemies::Body::DEFAULT_MASS);
body_.radius = 0.0F; // 0 hasta spawn (no colisiona inactivo)
body_.restitution = Defaults::Enemies::Body::RESTITUTION;
body_.linear_damping = Defaults::Enemies::Body::LINEAR_DAMPING;
body_.angular_damping = Defaults::Enemies::Body::ANGULAR_DAMPING;
}
void Enemy::init(EnemyType type, const Vec2* ship_pos) {
type_ = type;
const char* shape_file = nullptr;
float base_speed = 0.0F;
float rotation_delta_min = 0.0F;
float rotation_delta_max = 0.0F;
float type_mass = Defaults::Enemies::Body::DEFAULT_MASS;
switch (type_) {
case EnemyType::PENTAGON:
shape_file = Defaults::Enemies::Pentagon::SHAPE_FILE;
base_speed = Defaults::Enemies::Pentagon::SPEED;
rotation_delta_min = Defaults::Enemies::Pentagon::ROTATION_DELTA_MIN;
rotation_delta_max = Defaults::Enemies::Pentagon::ROTATION_DELTA_MAX;
type_mass = Defaults::Enemies::Pentagon::MASS;
break;
case EnemyType::SQUARE:
shape_file = Defaults::Enemies::Square::SHAPE_FILE;
base_speed = Defaults::Enemies::Square::SPEED;
rotation_delta_min = Defaults::Enemies::Square::ROTATION_DELTA_MIN;
rotation_delta_max = Defaults::Enemies::Square::ROTATION_DELTA_MAX;
type_mass = Defaults::Enemies::Square::MASS;
tracking_timer_ = 0.0F;
break;
case EnemyType::PINWHEEL:
shape_file = Defaults::Enemies::Pinwheel::SHAPE_FILE;
base_speed = Defaults::Enemies::Pinwheel::SPEED;
rotation_delta_min = Defaults::Enemies::Pinwheel::ROTATION_DELTA_MIN;
rotation_delta_max = Defaults::Enemies::Pinwheel::ROTATION_DELTA_MAX;
type_mass = Defaults::Enemies::Pinwheel::MASS;
break;
default:
std::cerr << "[Enemy] Error: tipo desconocido ("
<< static_cast<int>(type_) << "), usando PENTAGON\n";
shape_file = Defaults::Enemies::Pentagon::SHAPE_FILE;
base_speed = Defaults::Enemies::Pentagon::SPEED;
rotation_delta_min = Defaults::Enemies::Pentagon::ROTATION_DELTA_MIN;
rotation_delta_max = Defaults::Enemies::Pentagon::ROTATION_DELTA_MAX;
break;
}
body_.setMass(type_mass);
body_.radius = Defaults::Entities::ENEMY_RADIUS;
// Cargar shape
shape_ = Graphics::ShapeLoader::load(shape_file);
if (!shape_ || !shape_->isValid()) {
std::cerr << "[Enemy] Error: no se ha podido cargar " << shape_file << '\n';
}
// Posición aleatoria con comprobación de seguridad
float min_x;
float max_x;
float min_y;
float max_y;
Constants::getSafePlayAreaBounds(Defaults::Entities::ENEMY_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, 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 zona 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));
}
// Dirección inicial aleatoria, velocidad escalar según tipo
const float ANGLE_INICIAL = (std::rand() % 360) * Constants::PI / 180.0F;
setVelocityFromAngle(ANGLE_INICIAL, base_speed);
// Sincronizar body_ con posición inicial
body_.position = center_;
body_.angle = 0.0F;
body_.angular_velocity = 0.0F;
body_.clearAccumulators();
// Rotación visual aleatoria (independiente del body)
const float ROTATION_DELTA_RANGE = rotation_delta_max - rotation_delta_min;
rotation_delta_ = rotation_delta_min + ((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * ROTATION_DELTA_RANGE);
rotation_ = 0.0F;
// Estado de animación
animation_ = EnemyAnimation();
animation_.rotation_delta_base = rotation_delta_;
animation_.rotation_delta_target = rotation_delta_;
animation_.rotation_delta_t = 1.0F;
// Invulnerabilidad post-spawn
invulnerability_timer_ = Defaults::Enemies::Spawn::INVULNERABILITY_DURATION;
brightness_ = Defaults::Enemies::Spawn::INVULNERABILITY_BRIGHTNESS_START;
// Timer para próximo cambio de dirección (Pentagon)
direction_change_timer_ = 0.0F;
is_active_ = true;
}
void Enemy::update(float delta_time) {
if (!is_active_) {
return;
}
// Decremento de timer "herido"; al cruzar 0 marca expiración para que el
// system layer dispare la explosión diferida.
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;
}
}
// Decremento de invulnerabilidad + LERP de brightness
if (invulnerability_timer_ > 0.0F) {
invulnerability_timer_ -= delta_time;
invulnerability_timer_ = std::max(invulnerability_timer_, 0.0F);
const float T_INV = invulnerability_timer_ / Defaults::Enemies::Spawn::INVULNERABILITY_DURATION;
const float T = 1.0F - T_INV;
const float SMOOTH_T = T * T * (3.0F - (2.0F * T));
constexpr float START = Defaults::Enemies::Spawn::INVULNERABILITY_BRIGHTNESS_START;
constexpr float END = Defaults::Enemies::Spawn::INVULNERABILITY_BRIGHTNESS_END;
brightness_ = START + ((END - START) * SMOOTH_T);
}
// Comportamiento por tipo (ajusta body_.velocity, NO mueve posición).
// Skip cuando está herido: el enemy és un "cos mort" inert, només
// respon a la inèrcia del impulse rebut i a les col·lisions físiques.
if (!isWounded()) {
switch (type_) {
case EnemyType::PENTAGON:
behaviorPentagon(delta_time);
break;
case EnemyType::SQUARE:
behaviorSquare(delta_time);
break;
case EnemyType::PINWHEEL:
behaviorPinwheel(delta_time);
break;
}
}
// Animaciones (palpitación + rotación acelerada)
updateAnimation(delta_time);
// Rotación visual (decoración, no afecta movimiento)
rotation_ += rotation_delta_ * delta_time;
}
void Enemy::postUpdate(float /*delta_time*/) {
// Sincronizar mirror tras la integración del world.
if (is_active_) {
center_ = body_.position;
}
}
void Enemy::draw() const {
if (!is_active_ || !shape_) {
return;
}
const float SCALE = computeCurrentScale();
SDL_Color color{};
switch (type_) {
case EnemyType::PENTAGON:
color = Defaults::Palette::PENTAGON;
break;
case EnemyType::SQUARE:
color = Defaults::Palette::SQUARE;
break;
case EnemyType::PINWHEEL:
color = Defaults::Palette::PINWHEEL;
break;
}
// Parpadeo dorado mientras está herido: alterna color de tipo ↔ dorado
// a Wounded::BLINK_HZ usando el timer (fmod sobre el periodo).
if (wounded_timer_ > 0.0F) {
const float CYCLE = 1.0F / Defaults::Enemies::Wounded::BLINK_HZ;
const float T = std::fmod(wounded_timer_, CYCLE);
if (T < (CYCLE / 2.0F)) {
color = Defaults::Palette::WOUNDED;
}
}
Rendering::renderShape(renderer_, shape_, center_, rotation_, SCALE, 1.0F, brightness_, color);
}
void Enemy::destroy() {
is_active_ = false;
body_.velocity = Vec2{};
body_.angular_velocity = 0.0F;
body_.radius = 0.0F; // No colisiona mientras está inactivo
wounded_timer_ = 0.0F;
wound_expired_this_frame_ = false;
last_hit_by_ = 0xFF;
}
void Enemy::hurt(uint8_t shooter_id) {
wounded_timer_ = Defaults::Enemies::Wounded::DURATION;
last_hit_by_ = shooter_id;
// El so HIT ara el reprodueix la bala quan es trenca en debris
// (Systems::Collision::breakBullet), no l'enemic en entrar a HURT.
}
void Enemy::applyImpulse(const Vec2& impulse) {
body_.applyImpulse(impulse);
}
void Enemy::setVelocity(float speed) {
// Mantener la dirección actual del body, cambiar solo la magnitud.
const float CURRENT_SPEED = body_.velocity.length();
if (CURRENT_SPEED > 0.0F) {
body_.velocity = body_.velocity * (speed / CURRENT_SPEED);
} else {
// Sin dirección actual: usar ángulo aleatorio
const float A = (std::rand() % 360) * Constants::PI / 180.0F;
setVelocityFromAngle(A, speed);
}
}
void Enemy::setVelocityFromAngle(float angle_movement, float speed) {
body_.velocity = angleToDirection(angle_movement) * speed;
}
// PENTAGON: zigzag esquivador. Cambios de dirección periódicos (probabilísticos)
// en lugar de detectar paredes; el rebote contra muros lo hace PhysicsWorld
// con restitution=1.0.
void Enemy::behaviorPentagon(float delta_time) {
direction_change_timer_ += delta_time;
// Probabilidad de zigzag por segundo (calibrada para sensación equivalente
// a la versión vieja que disparaba en cada toque de pared).
const float RAND_VAL = static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX);
if (RAND_VAL < Defaults::Enemies::Pentagon::ZIGZAG_PROB_PER_SECOND * delta_time) {
const float CURRENT_ANGLE = velocityToAngle(body_.velocity);
const float DELTA = (static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) *
Defaults::Enemies::Pentagon::ANGLE_CHANGE_MAX;
const float NEW_ANGLE = CURRENT_ANGLE + ((std::rand() % 2 == 0) ? DELTA : -DELTA);
const float SPEED = body_.velocity.length();
setVelocityFromAngle(NEW_ANGLE, SPEED);
direction_change_timer_ = 0.0F;
}
}
// SQUARE: tracking discreto cada TRACKING_INTERVAL. Ajusta dirección
// hacia el ship mezclando con tracking_strength_.
void Enemy::behaviorSquare(float delta_time) {
tracking_timer_ += delta_time;
if (tracking_timer_ >= Defaults::Enemies::Square::TRACKING_INTERVAL && ship_position_ != nullptr) {
tracking_timer_ = 0.0F;
const Vec2 TO_SHIP = *ship_position_ - center_;
const float DIST = TO_SHIP.length();
if (DIST > 0.0F) {
const Vec2 DESIRED_DIR = TO_SHIP / DIST;
const float SPEED = body_.velocity.length();
const Vec2 DESIRED_VEL = DESIRED_DIR * SPEED;
// Mezcla LERP: velocidad actual con la deseada según tracking_strength_.
body_.velocity = (body_.velocity * (1.0F - tracking_strength_)) +
(DESIRED_VEL * tracking_strength_);
// Renormalizar a la velocidad escalar original
const float NEW_SPEED = body_.velocity.length();
if (NEW_SPEED > 0.0F) {
body_.velocity = body_.velocity * (SPEED / NEW_SPEED);
}
}
}
}
// PINWHEEL: movimiento recto + boost de rotación visual cerca del ship.
// Sin tracking — solo cambios de dirección raros (igual que Pentagon pero
// con probabilidad mucho menor).
void Enemy::behaviorPinwheel(float /*delta_time*/) {
// Boost de rotación visual por proximidad al ship
if (ship_position_ != nullptr) {
const Vec2 TO_SHIP = *ship_position_ - center_;
const float DIST = TO_SHIP.length();
if (DIST < Defaults::Enemies::Pinwheel::PROXIMITY_DISTANCE) {
rotation_delta_ = animation_.rotation_delta_base * Defaults::Enemies::Pinwheel::ROTATION_DELTA_PROXIMITY_MULTIPLIER;
} else {
rotation_delta_ = animation_.rotation_delta_base;
}
}
// Movimiento lineal puro: el world se encarga de integrar y rebotar.
}
void Enemy::updateAnimation(float delta_time) {
updatePulse(delta_time);
updateRotationAcceleration(delta_time);
}
void Enemy::updatePulse(float delta_time) {
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;
}
} else {
const float RAND_VAL = static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX);
const float TRIGGER_PROB = Defaults::Enemies::Animation::PULSE_TRIGGER_PROB * delta_time;
if (RAND_VAL < TRIGGER_PROB) {
animation_.pulse_active = true;
animation_.pulse_phase = 0.0F;
const float FREQ_RANGE = Defaults::Enemies::Animation::PULSE_FREQ_MAX -
Defaults::Enemies::Animation::PULSE_FREQ_MIN;
animation_.pulse_frequency = Defaults::Enemies::Animation::PULSE_FREQ_MIN +
((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * FREQ_RANGE);
const float AMP_RANGE = Defaults::Enemies::Animation::PULSE_AMPLITUD_MAX -
Defaults::Enemies::Animation::PULSE_AMPLITUD_MIN;
animation_.pulse_amplitude = Defaults::Enemies::Animation::PULSE_AMPLITUD_MIN +
((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * AMP_RANGE);
const float DUR_RANGE = Defaults::Enemies::Animation::PULSE_DURACIO_MAX -
Defaults::Enemies::Animation::PULSE_DURACIO_MIN;
animation_.pulse_time_remaining = Defaults::Enemies::Animation::PULSE_DURACIO_MIN +
((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * DUR_RANGE);
}
}
}
void Enemy::updateRotationAcceleration(float delta_time) {
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);
}
} else {
const float RAND_VAL = static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX);
const float TRIGGER_PROB = Defaults::Enemies::Animation::ROTATION_ACCEL_TRIGGER_PROB * delta_time;
if (RAND_VAL < TRIGGER_PROB) {
animation_.rotation_delta_t = 0.0F;
const float MULT_RANGE = Defaults::Enemies::Animation::ROTATION_ACCEL_MULTIPLIER_MAX -
Defaults::Enemies::Animation::ROTATION_ACCEL_MULTIPLIER_MIN;
const float MULTIPLIER = Defaults::Enemies::Animation::ROTATION_ACCEL_MULTIPLIER_MIN +
((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * MULT_RANGE);
animation_.rotation_delta_target = animation_.rotation_delta_base * MULTIPLIER;
const float DUR_RANGE = Defaults::Enemies::Animation::ROTATION_ACCEL_DURACIO_MAX -
Defaults::Enemies::Animation::ROTATION_ACCEL_DURACIO_MIN;
animation_.rotation_delta_duration = Defaults::Enemies::Animation::ROTATION_ACCEL_DURACIO_MIN +
((static_cast<float>(std::rand()) / static_cast<float>(RAND_MAX)) * DUR_RANGE);
}
}
}
auto Enemy::computeCurrentScale() const -> float {
float scale = 1.0F;
if (invulnerability_timer_ > 0.0F) {
const float T_INV = invulnerability_timer_ / Defaults::Enemies::Spawn::INVULNERABILITY_DURATION;
const float T = 1.0F - T_INV;
const float SMOOTH_T = T * T * (3.0F - (2.0F * T));
constexpr float START = Defaults::Enemies::Spawn::INVULNERABILITY_SCALE_START;
constexpr float END = Defaults::Enemies::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 {
switch (type_) {
case EnemyType::PENTAGON:
return Defaults::Enemies::Pentagon::SPEED;
case EnemyType::SQUARE:
return Defaults::Enemies::Square::SPEED;
case EnemyType::PINWHEEL:
return Defaults::Enemies::Pinwheel::SPEED;
default:
return Defaults::Enemies::Pentagon::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) {
tracking_strength_ = strength;
}
}
auto Enemy::attemptSafeSpawn(const Vec2& ship_pos, float& out_x, float& out_y) -> bool {
float min_x;
float max_x;
float min_y;
float max_y;
Constants::getSafePlayAreaBounds(Defaults::Entities::ENEMY_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 >= Defaults::Enemies::Spawn::SAFETY_DISTANCE;
}