More refactor, start splitting large unwieldy files into easier to manage components.
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// Undead creatures (zombies, vampires, ghosts, etc.)
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// Currently only zombies are implemented
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string[] undead_zombie_sounds = {"sounds/enemies/zombie1.ogg"};
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class Undead {
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int position;
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int health;
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string undead_type; // "zombie", future: "vampire", "ghost", etc.
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string voice_sound;
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int sound_handle;
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timer move_timer;
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timer groan_timer;
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timer attack_timer;
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int next_groan_delay;
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Undead(int pos, string type = "zombie") {
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position = pos;
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undead_type = type;
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health = ZOMBIE_HEALTH;
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int sound_index = random(0, undead_zombie_sounds.length() - 1);
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voice_sound = undead_zombie_sounds[sound_index];
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sound_handle = -1;
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move_timer.restart();
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groan_timer.restart();
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attack_timer.restart();
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next_groan_delay = random(ZOMBIE_GROAN_MIN_DELAY, ZOMBIE_GROAN_MAX_DELAY);
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}
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}
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Undead@[] undeads;
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void clear_undeads() {
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if (undeads.length() == 0) return;
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for (uint i = 0; i < undeads.length(); i++) {
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if (undeads[i].sound_handle != -1) {
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p.destroy_sound(undeads[i].sound_handle);
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undeads[i].sound_handle = -1;
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}
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}
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undeads.resize(0);
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}
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Undead@ get_undead_at(int pos) {
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for (uint i = 0; i < undeads.length(); i++) {
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if (undeads[i].position == pos) {
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return @undeads[i];
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}
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}
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return null;
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}
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void spawn_undead() {
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int spawn_x = -1;
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for (int attempts = 0; attempts < 20; attempts++) {
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int candidate = random(BASE_END + 1, MAP_SIZE - 1);
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if (get_undead_at(candidate) == null) {
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spawn_x = candidate;
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break;
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}
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}
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if (spawn_x == -1) {
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spawn_x = random(BASE_END + 1, MAP_SIZE - 1);
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}
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Undead@ z = Undead(spawn_x, "zombie");
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undeads.insert_last(z);
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z.sound_handle = play_creature_voice(z.voice_sound, x, spawn_x, ZOMBIE_SOUND_VOLUME_STEP);
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}
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void try_attack_barricade_undead(Undead@ undead) {
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if (barricade_health <= 0) return;
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if (undead.attack_timer.elapsed < ZOMBIE_ATTACK_INTERVAL) return;
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undead.attack_timer.restart();
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int damage = random(ZOMBIE_DAMAGE_MIN, ZOMBIE_DAMAGE_MAX);
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barricade_health -= damage;
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if (barricade_health < 0) barricade_health = 0;
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play_creature_attack_sound("sounds/enemies/zombie_hits_player.ogg", x, undead.position, ZOMBIE_SOUND_VOLUME_STEP);
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// Resident defense counter-attack
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if (can_residents_defend()) {
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int counterDamage = perform_resident_defense();
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if (counterDamage > 0) {
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undead.health -= counterDamage;
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if (undead.health <= 0 && x <= BASE_END) {
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speak_with_history("Residents killed an attacking zombie.", true);
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}
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}
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}
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if (barricade_health == 0) {
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notify("The barricade has fallen!");
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}
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}
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bool can_undead_attack_player(Undead@ undead) {
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if (player_health <= 0) {
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return false;
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}
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if (barricade_health > 0 && x <= BASE_END) {
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return false;
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}
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if (abs(undead.position - x) > 1) {
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return false;
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}
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return y <= ZOMBIE_ATTACK_MAX_HEIGHT;
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}
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bool try_attack_player_undead(Undead@ undead) {
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if (!can_undead_attack_player(undead)) {
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return false;
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}
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if (undead.attack_timer.elapsed < ZOMBIE_ATTACK_INTERVAL) {
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return false;
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}
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undead.attack_timer.restart();
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int damage = random(ZOMBIE_DAMAGE_MIN, ZOMBIE_DAMAGE_MAX);
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player_health -= damage;
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if (player_health < 0) {
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player_health = 0;
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}
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play_creature_attack_sound("sounds/enemies/zombie_hits_player.ogg", x, undead.position, ZOMBIE_SOUND_VOLUME_STEP);
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return true;
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}
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void update_undead(Undead@ undead) {
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if (undead.groan_timer.elapsed > undead.next_groan_delay) {
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undead.groan_timer.restart();
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undead.next_groan_delay = random(ZOMBIE_GROAN_MIN_DELAY, ZOMBIE_GROAN_MAX_DELAY);
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undead.sound_handle = play_creature_voice(undead.voice_sound, x, undead.position, ZOMBIE_SOUND_VOLUME_STEP);
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}
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if (try_attack_player_undead(undead)) {
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return;
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}
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if (undead.move_timer.elapsed < ZOMBIE_MOVE_INTERVAL) return;
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undead.move_timer.restart();
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if (barricade_health > 0 && undead.position == BASE_END + 1) {
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try_attack_barricade_undead(undead);
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return;
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}
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int direction = 0;
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if (x > BASE_END) {
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if (x > undead.position) {
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direction = 1;
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} else if (x < undead.position) {
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direction = -1;
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} else {
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return;
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}
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} else {
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direction = random(-1, 1);
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if (direction == 0) return;
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}
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int target_x = undead.position + direction;
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if (target_x < 0 || target_x >= MAP_SIZE) return;
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if (target_x <= BASE_END && barricade_health > 0) {
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try_attack_barricade_undead(undead);
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return;
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}
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undead.position = target_x;
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play_creature_footstep(x, undead.position, BASE_END, GRASS_END, ZOMBIE_FOOTSTEP_MAX_DISTANCE, ZOMBIE_SOUND_VOLUME_STEP);
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}
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void update_undeads() {
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if (is_daytime) {
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clear_undeads();
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return;
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}
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while (undeads.length() < ZOMBIE_MAX_COUNT) {
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spawn_undead();
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}
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for (uint i = 0; i < undeads.length(); i++) {
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update_undead(undeads[i]);
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}
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}
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bool damage_undead_at(int pos, int damage) {
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for (uint i = 0; i < undeads.length(); i++) {
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if (undeads[i].position == pos) {
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undeads[i].health -= damage;
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if (undeads[i].health <= 0) {
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if (undeads[i].sound_handle != -1) {
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p.destroy_sound(undeads[i].sound_handle);
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undeads[i].sound_handle = -1;
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}
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play_creature_death_sound("sounds/enemies/enemy_falls.ogg", x, pos, ZOMBIE_SOUND_VOLUME_STEP);
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undeads.remove_at(i);
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}
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return true;
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}
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}
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return false;
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}
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// Backward compatibility aliases (to be removed after full refactoring)
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Undead@[]@ zombies = @undeads; // Array alias for backward compatibility
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Undead@ get_zombie_at(int pos) { return get_undead_at(pos); }
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bool damage_zombie_at(int pos, int damage) { return damage_undead_at(pos, damage); }
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void update_zombies() { update_undeads(); }
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void clear_zombies() { clear_undeads(); }
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void spawn_zombie() { spawn_undead(); }
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