Continue refactor splitting into smaller files.

This commit is contained in:
Storm Dragon
2026-01-21 18:30:47 -05:00
parent 3a56125a93
commit 19252a8566
5 changed files with 523 additions and 503 deletions
+2
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@@ -10,6 +10,8 @@ sound_pool p(100);
#include "src/creature_death.nvgt"
#include "src/world_object_base.nvgt"
#include "src/enemies/undead.nvgt"
#include "src/enemies/bandit.nvgt"
#include "src/enemies/ground_game.nvgt"
#include "src/world_state.nvgt"
#include "src/ui.nvgt"
#include "src/inventory.nvgt"
+1 -1
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@@ -159,7 +159,7 @@ void release_sling_attack(int player_x) {
}
// Then check for boar
GameBoar@ boar = get_boar_at(check_x);
GroundGame@ boar = get_boar_at(check_x);
if (boar != null) {
target_x = check_x;
hit_boar = true;
+297
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@@ -0,0 +1,297 @@
// Bandit enemies
// Hostile humans that spawn during invasions and wander in expanded areas
string[] bandit_sounds = {"sounds/enemies/bandit1.ogg", "sounds/enemies/bandit2.ogg"};
class Bandit {
int position;
int health;
string alert_sound;
string weapon_type; // "spear" or "axe"
int sound_handle;
timer move_timer;
timer alert_timer;
timer attack_timer;
int next_alert_delay;
int move_interval;
// Wandering behavior properties
string behavior_state; // "aggressive" or "wandering"
int wander_direction; // -1, 0, or 1
timer wander_direction_timer;
int wander_direction_change_interval;
Bandit(int pos, int expansion_start, int expansion_end) {
// Spawn somewhere in the expanded area
position = random(expansion_start, expansion_end);
health = BANDIT_HEALTH;
sound_handle = -1;
// Choose random alert sound
int sound_index = random(0, bandit_sounds.length() - 1);
alert_sound = bandit_sounds[sound_index];
// Choose random weapon
weapon_type = (random(0, 1) == 0) ? "spear" : "axe";
// Random movement speed within range
move_interval = random(BANDIT_MOVE_INTERVAL_MIN, BANDIT_MOVE_INTERVAL_MAX);
move_timer.restart();
alert_timer.restart();
attack_timer.restart();
next_alert_delay = random(BANDIT_ALERT_MIN_DELAY, BANDIT_ALERT_MAX_DELAY);
// Initialize wandering behavior (start aggressive during invasion)
behavior_state = "aggressive";
wander_direction = 0;
wander_direction_change_interval = random(BANDIT_WANDER_DIRECTION_CHANGE_MIN, BANDIT_WANDER_DIRECTION_CHANGE_MAX);
wander_direction_timer.restart();
}
}
Bandit@[] bandits;
void clear_bandits() {
if (bandits.length() == 0) return;
for (uint i = 0; i < bandits.length(); i++) {
if (bandits[i].sound_handle != -1) {
p.destroy_sound(bandits[i].sound_handle);
bandits[i].sound_handle = -1;
}
}
bandits.resize(0);
}
Bandit@ get_bandit_at(int pos) {
for (uint i = 0; i < bandits.length(); i++) {
if (bandits[i].position == pos) {
return @bandits[i];
}
}
return null;
}
void spawn_bandit(int expansion_start, int expansion_end) {
int spawn_x = -1;
for (int attempts = 0; attempts < 20; attempts++) {
int candidate = random(expansion_start, expansion_end);
if (get_bandit_at(candidate) == null) {
spawn_x = candidate;
break;
}
}
if (spawn_x == -1) {
spawn_x = random(expansion_start, expansion_end);
}
Bandit@ b = Bandit(spawn_x, expansion_start, expansion_end);
bandits.insert_last(b);
b.sound_handle = play_creature_voice(b.alert_sound, x, spawn_x, BANDIT_SOUND_VOLUME_STEP);
}
bool can_bandit_attack_player(Bandit@ bandit) {
if (player_health <= 0) {
return false;
}
// Cannot attack player if barricade is up and player is in base
if (barricade_health > 0 && x <= BASE_END) {
return false;
}
if (abs(bandit.position - x) > 1) {
return false;
}
return y <= BANDIT_ATTACK_MAX_HEIGHT;
}
bool try_attack_player_bandit(Bandit@ bandit) {
if (!can_bandit_attack_player(bandit)) {
return false;
}
if (bandit.attack_timer.elapsed < BANDIT_ATTACK_INTERVAL) {
return false;
}
bandit.attack_timer.restart();
// Play weapon swing sound based on bandit's weapon
if (bandit.weapon_type == "spear") {
play_creature_attack_sound("sounds/weapons/spear_swing.ogg", x, bandit.position, BANDIT_SOUND_VOLUME_STEP);
} else if (bandit.weapon_type == "axe") {
play_creature_attack_sound("sounds/weapons/axe_swing.ogg", x, bandit.position, BANDIT_SOUND_VOLUME_STEP);
}
int damage = random(BANDIT_DAMAGE_MIN, BANDIT_DAMAGE_MAX);
player_health -= damage;
if (player_health < 0) {
player_health = 0;
}
// Play hit sound
if (bandit.weapon_type == "spear") {
play_creature_attack_sound("sounds/weapons/spear_hit.ogg", x, bandit.position, BANDIT_SOUND_VOLUME_STEP);
} else if (bandit.weapon_type == "axe") {
play_creature_attack_sound("sounds/weapons/axe_hit.ogg", x, bandit.position, BANDIT_SOUND_VOLUME_STEP);
}
return true;
}
void try_attack_barricade_bandit(Bandit@ bandit) {
if (barricade_health <= 0) return;
if (bandit.attack_timer.elapsed < BANDIT_ATTACK_INTERVAL) return;
bandit.attack_timer.restart();
// Bandits do 1-2 damage to barricade
int damage = random(BANDIT_DAMAGE_MIN, BANDIT_DAMAGE_MAX);
barricade_health -= damage;
if (barricade_health < 0) barricade_health = 0;
// Play weapon swing sound
if (bandit.weapon_type == "spear") {
play_creature_attack_sound("sounds/weapons/spear_swing.ogg", x, bandit.position, BANDIT_SOUND_VOLUME_STEP);
play_creature_attack_sound("sounds/weapons/spear_hit.ogg", x, bandit.position, BANDIT_SOUND_VOLUME_STEP);
} else if (bandit.weapon_type == "axe") {
play_creature_attack_sound("sounds/weapons/axe_swing.ogg", x, bandit.position, BANDIT_SOUND_VOLUME_STEP);
play_creature_attack_sound("sounds/weapons/axe_hit.ogg", x, bandit.position, BANDIT_SOUND_VOLUME_STEP);
}
// Resident defense counter-attack
if (can_residents_defend()) {
int counterDamage = perform_resident_defense();
if (counterDamage > 0) {
bandit.health -= counterDamage;
if (bandit.health <= 0 && x <= BASE_END) {
speak_with_history("Residents killed an attacking bandit.", true);
}
}
}
if (barricade_health == 0) {
notify("The barricade has fallen!");
}
}
void update_bandit(Bandit@ bandit) {
// Play alert sound at intervals
if (bandit.alert_timer.elapsed > bandit.next_alert_delay) {
bandit.alert_timer.restart();
bandit.next_alert_delay = random(BANDIT_ALERT_MIN_DELAY, BANDIT_ALERT_MAX_DELAY);
bandit.sound_handle = play_creature_voice(bandit.alert_sound, x, bandit.position, BANDIT_SOUND_VOLUME_STEP);
}
if (try_attack_player_bandit(bandit)) {
return;
}
if (bandit.move_timer.elapsed < bandit.move_interval) return;
bandit.move_timer.restart();
// If barricade is up and bandit is at the edge of base, attack barricade
if (barricade_health > 0 && bandit.position == BASE_END + 1) {
try_attack_barricade_bandit(bandit);
return;
}
// State-based behavior
if (bandit.behavior_state == "wandering") {
// Check if player is within detection radius
int distance = abs(bandit.position - x);
if (distance <= BANDIT_DETECTION_RADIUS) {
// Player detected! Switch to aggressive
bandit.behavior_state = "aggressive";
} else {
// Continue wandering
if (bandit.wander_direction_timer.elapsed > bandit.wander_direction_change_interval) {
// Time to change direction
bandit.wander_direction = random(-1, 1);
bandit.wander_direction_change_interval = random(BANDIT_WANDER_DIRECTION_CHANGE_MIN, BANDIT_WANDER_DIRECTION_CHANGE_MAX);
bandit.wander_direction_timer.restart();
}
// Move in wander direction (if not 0)
if (bandit.wander_direction != 0) {
int target_x = bandit.position + bandit.wander_direction;
// Check bounds
if (target_x >= 0 && target_x < MAP_SIZE) {
// Don't wander into base if barricade is up
if (target_x <= BASE_END && barricade_health > 0) {
// Change direction instead
bandit.wander_direction = -bandit.wander_direction;
} else {
bandit.position = target_x;
play_creature_footstep(x, bandit.position, BASE_END, GRASS_END, BANDIT_FOOTSTEP_MAX_DISTANCE, BANDIT_SOUND_VOLUME_STEP);
}
} else {
// Hit map boundary, reverse direction
bandit.wander_direction = -bandit.wander_direction;
}
}
return;
}
}
// Aggressive behavior (original logic)
if (bandit.behavior_state == "aggressive") {
// Move toward player
int direction = 0;
if (x > BASE_END) {
// Player is outside base, move toward them
if (x > bandit.position) {
direction = 1;
} else if (x < bandit.position) {
direction = -1;
} else {
return;
}
} else {
// Player is in base, move toward base edge
if (bandit.position > BASE_END + 1) {
direction = -1;
} else {
return; // Already at base edge
}
}
int target_x = bandit.position + direction;
if (target_x < 0 || target_x >= MAP_SIZE) return;
// Don't enter base if barricade is up
if (target_x <= BASE_END && barricade_health > 0) {
try_attack_barricade_bandit(bandit);
return;
}
bandit.position = target_x;
play_creature_footstep(x, bandit.position, BASE_END, GRASS_END, BANDIT_FOOTSTEP_MAX_DISTANCE, BANDIT_SOUND_VOLUME_STEP);
}
}
void update_bandits() {
for (uint i = 0; i < bandits.length(); i++) {
update_bandit(bandits[i]);
}
}
bool damage_bandit_at(int pos, int damage) {
for (uint i = 0; i < bandits.length(); i++) {
if (bandits[i].position == pos) {
bandits[i].health -= damage;
if (bandits[i].health <= 0) {
if (bandits[i].sound_handle != -1) {
p.destroy_sound(bandits[i].sound_handle);
bandits[i].sound_handle = -1;
}
play_creature_death_sound("sounds/enemies/enemy_falls.ogg", x, pos, BANDIT_SOUND_VOLUME_STEP);
bandits.remove_at(i);
}
return true;
}
}
return false;
}
+221
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@@ -0,0 +1,221 @@
// Ground game animals (boars, mountain goats, rams, etc.)
// Currently only boars are implemented
string[] ground_game_boar_sounds = {"sounds/game/boar.ogg"};
class GroundGame {
int position;
int health;
int sound_handle;
timer move_timer;
timer sound_timer;
timer attack_timer;
int next_move_delay;
int next_sound_delay;
string voice_sound;
string state; // "wandering" or "charging"
int area_start;
int area_end;
int wander_direction; // -1, 0, 1
string animal_type; // "boar", future: "mountain_goat", "ram", etc.
GroundGame(int pos, int start, int end, string type = "boar") {
position = pos;
area_start = start;
area_end = end;
animal_type = type;
health = BOAR_HEALTH;
sound_handle = -1;
state = "wandering";
wander_direction = 0;
voice_sound = ground_game_boar_sounds[random(0, ground_game_boar_sounds.length() - 1)];
move_timer.restart();
sound_timer.restart();
attack_timer.restart();
next_move_delay = random(BOAR_MOVE_INTERVAL_MIN, BOAR_MOVE_INTERVAL_MAX);
next_sound_delay = random(BOAR_SOUND_MIN_DELAY, BOAR_SOUND_MAX_DELAY);
}
}
GroundGame@[] ground_games;
void clear_ground_games() {
if (ground_games.length() == 0) return;
for (uint i = 0; i < ground_games.length(); i++) {
if (ground_games[i].sound_handle != -1) {
p.destroy_sound(ground_games[i].sound_handle);
ground_games[i].sound_handle = -1;
}
}
ground_games.resize(0);
}
GroundGame@ get_ground_game_at(int pos) {
for (uint i = 0; i < ground_games.length(); i++) {
if (ground_games[i].position == pos) {
return @ground_games[i];
}
}
return null;
}
void spawn_ground_game(int expansion_start, int expansion_end) {
int spawn_x = -1;
// Try to find a valid spawn position in grass/snow (expanded area)
for (int attempts = 0; attempts < 20; attempts++) {
int candidate = random(expansion_start, expansion_end);
// Don't spawn too close to base (keep away from BASE_END)
if (candidate <= BASE_END + 5) continue;
if (get_ground_game_at(candidate) == null) {
spawn_x = candidate;
break;
}
}
if (spawn_x == -1) return; // Failed to find spot
GroundGame@ b = GroundGame(spawn_x, expansion_start, expansion_end, "boar");
ground_games.insert_last(b);
b.sound_handle = play_creature_voice(b.voice_sound, x, spawn_x, BOAR_SOUND_VOLUME_STEP);
}
bool can_ground_game_attack_player(GroundGame@ game) {
if (player_health <= 0) return false;
// Check if player is on ground (ground game can't fly/climb)
if (y > 0) return false;
if (abs(game.position - x) > 1) return false;
return true;
}
bool try_attack_player_ground_game(GroundGame@ game) {
if (!can_ground_game_attack_player(game)) return false;
if (game.attack_timer.elapsed < BOAR_ATTACK_INTERVAL) return false;
game.attack_timer.restart();
// Attack!
// TODO: Add specific boar attack sound? For now re-use zombie hit as generic impact
play_creature_attack_sound("sounds/enemies/zombie_hits_player.ogg", x, game.position, BOAR_SOUND_VOLUME_STEP);
int damage = random(BOAR_DAMAGE_MIN, BOAR_DAMAGE_MAX);
player_health -= damage;
if (player_health < 0) player_health = 0;
return true;
}
void update_ground_game(GroundGame@ game) {
// Sound logic
if (game.sound_timer.elapsed > game.next_sound_delay) {
game.sound_timer.restart();
game.next_sound_delay = random(BOAR_SOUND_MIN_DELAY, BOAR_SOUND_MAX_DELAY);
// Only play if wandering or occasionally while charging
game.sound_handle = play_creature_voice(game.voice_sound, x, game.position, BOAR_SOUND_VOLUME_STEP);
}
// Combat logic
if (try_attack_player_ground_game(game)) {
return;
}
// Movement logic
int move_speed = (game.state == "charging") ? BOAR_CHARGE_SPEED : game.next_move_delay;
if (game.move_timer.elapsed < move_speed) return;
game.move_timer.restart();
if (game.state == "wandering") {
game.next_move_delay = random(BOAR_MOVE_INTERVAL_MIN, BOAR_MOVE_INTERVAL_MAX);
}
// Detection Logic
int dist_to_player = x - game.position;
int abs_dist = abs(dist_to_player);
// If player is close, on ground, and boar can see them -> Charge
if (y == 0 && abs_dist <= BOAR_SIGHT_RANGE && x > BASE_END) {
game.state = "charging";
} else {
game.state = "wandering";
}
if (game.state == "charging") {
int dir = (dist_to_player > 0) ? 1 : -1;
int target = game.position + dir;
// Don't leave area or enter base
if (target >= game.area_start && target <= game.area_end && target > BASE_END) {
game.position = target;
play_creature_footstep(x, game.position, BASE_END, GRASS_END, BOAR_FOOTSTEP_MAX_DISTANCE, BOAR_SOUND_VOLUME_STEP);
}
} else {
// Wandering
if (random(1, 100) <= 20) {
game.wander_direction = random(-1, 1);
}
if (game.wander_direction != 0) {
int target = game.position + game.wander_direction;
// Don't leave area or enter base
if (target >= game.area_start && target <= game.area_end && target > BASE_END) {
game.position = target;
play_creature_footstep(x, game.position, BASE_END, GRASS_END, BOAR_FOOTSTEP_MAX_DISTANCE, BOAR_SOUND_VOLUME_STEP);
} else {
game.wander_direction = -game.wander_direction; // Turn around
}
}
}
}
void update_ground_games() {
for (uint i = 0; i < ground_games.length(); i++) {
update_ground_game(ground_games[i]);
}
}
void attempt_hourly_ground_game_spawn() {
if (expanded_area_start == -1) return;
if (ground_games.length() >= BOAR_MAX_COUNT) return;
if (random(1, 100) <= BOAR_SPAWN_CHANCE_PER_HOUR) {
spawn_ground_game(expanded_area_start, expanded_area_end);
}
}
bool damage_ground_game_at(int pos, int damage) {
for (uint i = 0; i < ground_games.length(); i++) {
if (ground_games[i].position == pos) {
ground_games[i].health -= damage;
if (ground_games[i].health <= 0) {
if (ground_games[i].sound_handle != -1) {
p.destroy_sound(ground_games[i].sound_handle);
ground_games[i].sound_handle = -1;
}
play_creature_death_sound("sounds/game/game_falls.ogg", x, pos, BOAR_SOUND_VOLUME_STEP);
// Drop carcass
add_world_drop(pos, "boar carcass");
ground_games.remove_at(i);
}
return true;
}
}
return false;
}
// Backward compatibility aliases (to be removed after refactoring)
GroundGame@[]@ boars = @ground_games;
GroundGame@ get_boar_at(int pos) { return get_ground_game_at(pos); }
void clear_boars() { clear_ground_games(); }
void spawn_boar(int expansion_start, int expansion_end) { spawn_ground_game(expansion_start, expansion_end); }
void update_boars() { update_ground_games(); }
void attempt_hourly_boar_spawn() { attempt_hourly_ground_game_spawn(); }
bool damage_boar_at(int pos, int damage) { return damage_ground_game_at(pos, damage); }
+2 -502
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@@ -7,93 +7,7 @@ int barricade_health = 0;
bool barricade_initialized = false;
int residents_count = 0;
string[] bandit_sounds = {"sounds/enemies/bandit1.ogg", "sounds/enemies/bandit2.ogg"};
string[] goose_sounds = {"sounds/game/goose.ogg"};
string[] boar_sounds = {"sounds/game/boar.ogg"};
class Bandit {
int position;
int health;
string alert_sound;
string weapon_type; // "spear" or "axe"
int sound_handle;
timer move_timer;
timer alert_timer;
timer attack_timer;
int next_alert_delay;
int move_interval;
// Wandering behavior properties
string behavior_state; // "aggressive" or "wandering"
int wander_direction; // -1, 0, or 1
timer wander_direction_timer;
int wander_direction_change_interval;
Bandit(int pos, int expansion_start, int expansion_end) {
// Spawn somewhere in the expanded area
position = random(expansion_start, expansion_end);
health = BANDIT_HEALTH;
sound_handle = -1;
// Choose random alert sound
int sound_index = random(0, bandit_sounds.length() - 1);
alert_sound = bandit_sounds[sound_index];
// Choose random weapon
weapon_type = (random(0, 1) == 0) ? "spear" : "axe";
// Random movement speed within range
move_interval = random(BANDIT_MOVE_INTERVAL_MIN, BANDIT_MOVE_INTERVAL_MAX);
move_timer.restart();
alert_timer.restart();
attack_timer.restart();
next_alert_delay = random(BANDIT_ALERT_MIN_DELAY, BANDIT_ALERT_MAX_DELAY);
// Initialize wandering behavior (start aggressive during invasion)
behavior_state = "aggressive";
wander_direction = 0;
wander_direction_change_interval = random(BANDIT_WANDER_DIRECTION_CHANGE_MIN, BANDIT_WANDER_DIRECTION_CHANGE_MAX);
wander_direction_timer.restart();
}
}
Bandit@[] bandits;
class GameBoar {
int position;
int health;
int sound_handle;
timer move_timer;
timer sound_timer;
timer attack_timer;
int next_move_delay;
int next_sound_delay;
string voice_sound;
string state; // "wandering" or "charging"
int area_start;
int area_end;
int wander_direction; // -1, 0, 1
GameBoar(int pos, int start, int end) {
position = pos;
area_start = start;
area_end = end;
health = BOAR_HEALTH;
sound_handle = -1;
state = "wandering";
wander_direction = 0;
voice_sound = boar_sounds[random(0, boar_sounds.length() - 1)];
move_timer.restart();
sound_timer.restart();
attack_timer.restart();
next_move_delay = random(BOAR_MOVE_INTERVAL_MIN, BOAR_MOVE_INTERVAL_MAX);
next_sound_delay = random(BOAR_SOUND_MIN_DELAY, BOAR_SOUND_MAX_DELAY);
}
}
GameBoar@[] boars;
class FlyingCreatureConfig {
string id;
@@ -788,422 +702,8 @@ WorldHerbGarden@ get_herb_garden_at_base() {
return null;
}
// Bandit Functions
void clear_bandits() {
if (bandits.length() == 0) return;
for (uint i = 0; i < bandits.length(); i++) {
if (bandits[i].sound_handle != -1) {
p.destroy_sound(bandits[i].sound_handle);
bandits[i].sound_handle = -1;
}
}
bandits.resize(0);
}
Bandit@ get_bandit_at(int pos) {
for (uint i = 0; i < bandits.length(); i++) {
if (bandits[i].position == pos) {
return @bandits[i];
}
}
return null;
}
// Boar Functions
void clear_boars() {
if (boars.length() == 0) return;
for (uint i = 0; i < boars.length(); i++) {
if (boars[i].sound_handle != -1) {
p.destroy_sound(boars[i].sound_handle);
boars[i].sound_handle = -1;
}
}
boars.resize(0);
}
GameBoar@ get_boar_at(int pos) {
for (uint i = 0; i < boars.length(); i++) {
if (boars[i].position == pos) {
return @boars[i];
}
}
return null;
}
void spawn_boar(int expansion_start, int expansion_end) {
int spawn_x = -1;
// Try to find a valid spawn position in grass/snow (expanded area)
for (int attempts = 0; attempts < 20; attempts++) {
int candidate = random(expansion_start, expansion_end);
// Don't spawn too close to base (keep away from BASE_END)
if (candidate <= BASE_END + 5) continue;
if (get_boar_at(candidate) == null) {
spawn_x = candidate;
break;
}
}
if (spawn_x == -1) return; // Failed to find spot
GameBoar@ b = GameBoar(spawn_x, expansion_start, expansion_end);
boars.insert_last(b);
b.sound_handle = play_creature_voice(b.voice_sound, x, spawn_x, BOAR_SOUND_VOLUME_STEP);
}
bool can_boar_attack_player(GameBoar@ boar) {
if (player_health <= 0) return false;
// Check if player is on ground (boars can't fly/climb)
if (y > 0) return false;
if (abs(boar.position - x) > 1) return false;
return true;
}
bool try_attack_player_boar(GameBoar@ boar) {
if (!can_boar_attack_player(boar)) return false;
if (boar.attack_timer.elapsed < BOAR_ATTACK_INTERVAL) return false;
boar.attack_timer.restart();
// Attack!
// TODO: Add specific boar attack sound? For now re-use zombie hit as generic impact
play_creature_attack_sound("sounds/enemies/zombie_hits_player.ogg", x, boar.position, BOAR_SOUND_VOLUME_STEP);
int damage = random(BOAR_DAMAGE_MIN, BOAR_DAMAGE_MAX);
player_health -= damage;
if (player_health < 0) player_health = 0;
return true;
}
void update_boar(GameBoar@ boar) {
// Sound logic
if (boar.sound_timer.elapsed > boar.next_sound_delay) {
boar.sound_timer.restart();
boar.next_sound_delay = random(BOAR_SOUND_MIN_DELAY, BOAR_SOUND_MAX_DELAY);
// Only play if wandering or occasionally while charging
boar.sound_handle = play_creature_voice(boar.voice_sound, x, boar.position, BOAR_SOUND_VOLUME_STEP);
}
// Combat logic
if (try_attack_player_boar(boar)) {
return;
}
// Movement logic
int move_speed = (boar.state == "charging") ? BOAR_CHARGE_SPEED : boar.next_move_delay;
if (boar.move_timer.elapsed < move_speed) return;
boar.move_timer.restart();
if (boar.state == "wandering") {
boar.next_move_delay = random(BOAR_MOVE_INTERVAL_MIN, BOAR_MOVE_INTERVAL_MAX);
}
// Detection Logic
int dist_to_player = x - boar.position;
int abs_dist = abs(dist_to_player);
// If player is close, on ground, and boar can see them -> Charge
if (y == 0 && abs_dist <= BOAR_SIGHT_RANGE && x > BASE_END) {
boar.state = "charging";
} else {
boar.state = "wandering";
}
if (boar.state == "charging") {
int dir = (dist_to_player > 0) ? 1 : -1;
int target = boar.position + dir;
// Don't leave area or enter base
if (target >= boar.area_start && target <= boar.area_end && target > BASE_END) {
boar.position = target;
play_creature_footstep(x, boar.position, BASE_END, GRASS_END, BOAR_FOOTSTEP_MAX_DISTANCE, BOAR_SOUND_VOLUME_STEP);
}
} else {
// Wandering
if (random(1, 100) <= 20) {
boar.wander_direction = random(-1, 1);
}
if (boar.wander_direction != 0) {
int target = boar.position + boar.wander_direction;
// Don't leave area or enter base
if (target >= boar.area_start && target <= boar.area_end && target > BASE_END) {
boar.position = target;
play_creature_footstep(x, boar.position, BASE_END, GRASS_END, BOAR_FOOTSTEP_MAX_DISTANCE, BOAR_SOUND_VOLUME_STEP);
} else {
boar.wander_direction = -boar.wander_direction; // Turn around
}
}
}
}
void update_boars() {
for (uint i = 0; i < boars.length(); i++) {
update_boar(boars[i]);
}
}
void attempt_hourly_boar_spawn() {
if (expanded_area_start == -1) return;
if (boars.length() >= BOAR_MAX_COUNT) return;
if (random(1, 100) <= BOAR_SPAWN_CHANCE_PER_HOUR) {
spawn_boar(expanded_area_start, expanded_area_end);
}
}
bool damage_boar_at(int pos, int damage) {
for (uint i = 0; i < boars.length(); i++) {
if (boars[i].position == pos) {
boars[i].health -= damage;
if (boars[i].health <= 0) {
if (boars[i].sound_handle != -1) {
p.destroy_sound(boars[i].sound_handle);
boars[i].sound_handle = -1;
}
play_creature_death_sound("sounds/game/game_falls.ogg", x, pos, BOAR_SOUND_VOLUME_STEP);
// Drop carcass
add_world_drop(pos, "boar carcass");
boars.remove_at(i);
}
return true;
}
}
return false;
}
void spawn_bandit(int expansion_start, int expansion_end) {
int spawn_x = -1;
for (int attempts = 0; attempts < 20; attempts++) {
int candidate = random(expansion_start, expansion_end);
if (get_bandit_at(candidate) == null) {
spawn_x = candidate;
break;
}
}
if (spawn_x == -1) {
spawn_x = random(expansion_start, expansion_end);
}
Bandit@ b = Bandit(spawn_x, expansion_start, expansion_end);
bandits.insert_last(b);
b.sound_handle = play_creature_voice(b.alert_sound, x, spawn_x, BANDIT_SOUND_VOLUME_STEP);
}
bool can_bandit_attack_player(Bandit@ bandit) {
if (player_health <= 0) {
return false;
}
// Cannot attack player if barricade is up and player is in base
if (barricade_health > 0 && x <= BASE_END) {
return false;
}
if (abs(bandit.position - x) > 1) {
return false;
}
return y <= BANDIT_ATTACK_MAX_HEIGHT;
}
bool try_attack_player_bandit(Bandit@ bandit) {
if (!can_bandit_attack_player(bandit)) {
return false;
}
if (bandit.attack_timer.elapsed < BANDIT_ATTACK_INTERVAL) {
return false;
}
bandit.attack_timer.restart();
// Play weapon swing sound based on bandit's weapon
if (bandit.weapon_type == "spear") {
play_creature_attack_sound("sounds/weapons/spear_swing.ogg", x, bandit.position, BANDIT_SOUND_VOLUME_STEP);
} else if (bandit.weapon_type == "axe") {
play_creature_attack_sound("sounds/weapons/axe_swing.ogg", x, bandit.position, BANDIT_SOUND_VOLUME_STEP);
}
int damage = random(BANDIT_DAMAGE_MIN, BANDIT_DAMAGE_MAX);
player_health -= damage;
if (player_health < 0) {
player_health = 0;
}
// Play hit sound
if (bandit.weapon_type == "spear") {
play_creature_attack_sound("sounds/weapons/spear_hit.ogg", x, bandit.position, BANDIT_SOUND_VOLUME_STEP);
} else if (bandit.weapon_type == "axe") {
play_creature_attack_sound("sounds/weapons/axe_hit.ogg", x, bandit.position, BANDIT_SOUND_VOLUME_STEP);
}
return true;
}
void try_attack_barricade_bandit(Bandit@ bandit) {
if (barricade_health <= 0) return;
if (bandit.attack_timer.elapsed < BANDIT_ATTACK_INTERVAL) return;
bandit.attack_timer.restart();
// Bandits do 1-2 damage to barricade
int damage = random(BANDIT_DAMAGE_MIN, BANDIT_DAMAGE_MAX);
barricade_health -= damage;
if (barricade_health < 0) barricade_health = 0;
// Play weapon swing sound
if (bandit.weapon_type == "spear") {
play_creature_attack_sound("sounds/weapons/spear_swing.ogg", x, bandit.position, BANDIT_SOUND_VOLUME_STEP);
play_creature_attack_sound("sounds/weapons/spear_hit.ogg", x, bandit.position, BANDIT_SOUND_VOLUME_STEP);
} else if (bandit.weapon_type == "axe") {
play_creature_attack_sound("sounds/weapons/axe_swing.ogg", x, bandit.position, BANDIT_SOUND_VOLUME_STEP);
play_creature_attack_sound("sounds/weapons/axe_hit.ogg", x, bandit.position, BANDIT_SOUND_VOLUME_STEP);
}
// Resident defense counter-attack
if (can_residents_defend()) {
int counterDamage = perform_resident_defense();
if (counterDamage > 0) {
bandit.health -= counterDamage;
if (bandit.health <= 0 && x <= BASE_END) {
speak_with_history("Residents killed an attacking bandit.", true);
}
}
}
if (barricade_health == 0) {
notify("The barricade has fallen!");
}
}
void update_bandit(Bandit@ bandit) {
// Play alert sound at intervals
if (bandit.alert_timer.elapsed > bandit.next_alert_delay) {
bandit.alert_timer.restart();
bandit.next_alert_delay = random(BANDIT_ALERT_MIN_DELAY, BANDIT_ALERT_MAX_DELAY);
bandit.sound_handle = play_creature_voice(bandit.alert_sound, x, bandit.position, BANDIT_SOUND_VOLUME_STEP);
}
if (try_attack_player_bandit(bandit)) {
return;
}
if (bandit.move_timer.elapsed < bandit.move_interval) return;
bandit.move_timer.restart();
// If barricade is up and bandit is at the edge of base, attack barricade
if (barricade_health > 0 && bandit.position == BASE_END + 1) {
try_attack_barricade_bandit(bandit);
return;
}
// State-based behavior
if (bandit.behavior_state == "wandering") {
// Check if player is within detection radius
int distance = abs(bandit.position - x);
if (distance <= BANDIT_DETECTION_RADIUS) {
// Player detected! Switch to aggressive
bandit.behavior_state = "aggressive";
} else {
// Continue wandering
if (bandit.wander_direction_timer.elapsed > bandit.wander_direction_change_interval) {
// Time to change direction
bandit.wander_direction = random(-1, 1);
bandit.wander_direction_change_interval = random(BANDIT_WANDER_DIRECTION_CHANGE_MIN, BANDIT_WANDER_DIRECTION_CHANGE_MAX);
bandit.wander_direction_timer.restart();
}
// Move in wander direction (if not 0)
if (bandit.wander_direction != 0) {
int target_x = bandit.position + bandit.wander_direction;
// Check bounds
if (target_x >= 0 && target_x < MAP_SIZE) {
// Don't wander into base if barricade is up
if (target_x <= BASE_END && barricade_health > 0) {
// Change direction instead
bandit.wander_direction = -bandit.wander_direction;
} else {
bandit.position = target_x;
play_creature_footstep(x, bandit.position, BASE_END, GRASS_END, BANDIT_FOOTSTEP_MAX_DISTANCE, BANDIT_SOUND_VOLUME_STEP);
}
} else {
// Hit map boundary, reverse direction
bandit.wander_direction = -bandit.wander_direction;
}
}
return;
}
}
// Aggressive behavior (original logic)
if (bandit.behavior_state == "aggressive") {
// Move toward player
int direction = 0;
if (x > BASE_END) {
// Player is outside base, move toward them
if (x > bandit.position) {
direction = 1;
} else if (x < bandit.position) {
direction = -1;
} else {
return;
}
} else {
// Player is in base, move toward base edge
if (bandit.position > BASE_END + 1) {
direction = -1;
} else {
return; // Already at base edge
}
}
int target_x = bandit.position + direction;
if (target_x < 0 || target_x >= MAP_SIZE) return;
// Don't enter base if barricade is up
if (target_x <= BASE_END && barricade_health > 0) {
try_attack_barricade_bandit(bandit);
return;
}
bandit.position = target_x;
play_creature_footstep(x, bandit.position, BASE_END, GRASS_END, BANDIT_FOOTSTEP_MAX_DISTANCE, BANDIT_SOUND_VOLUME_STEP);
}
}
void update_bandits() {
for (uint i = 0; i < bandits.length(); i++) {
update_bandit(bandits[i]);
}
}
bool damage_bandit_at(int pos, int damage) {
for (uint i = 0; i < bandits.length(); i++) {
if (bandits[i].position == pos) {
bandits[i].health -= damage;
if (bandits[i].health <= 0) {
if (bandits[i].sound_handle != -1) {
p.destroy_sound(bandits[i].sound_handle);
bandits[i].sound_handle = -1;
}
play_creature_death_sound("sounds/enemies/enemy_falls.ogg", x, pos, BANDIT_SOUND_VOLUME_STEP);
bandits.remove_at(i);
}
return true;
}
}
return false;
}
// Bandit functions moved to src/enemies/bandit.nvgt
// Boar/GroundGame functions moved to src/enemies/ground_game.nvgt
// Stream Functions
void add_world_stream(int start_pos, int width) {