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draugnorak/src/world_state.nvgt
2026-01-18 23:37:03 -05:00

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// World Objects
// Small game types that can be caught in snares
string[] small_game_types = {"rabbit", "squirrel", "raccoon", "opossum", "groundhog"};
int barricade_health = 0;
bool barricade_initialized = false;
int residents_count = 0;
string[] zombie_sounds = {"sounds/enemies/zombie1.ogg"};
string[] bandit_sounds = {"sounds/enemies/bandit1.ogg", "sounds/enemies/bandit2.ogg"};
class Zombie {
int position;
int health;
string voice_sound;
int sound_handle;
timer move_timer;
timer groan_timer;
timer attack_timer;
int next_groan_delay;
Zombie(int pos) {
position = pos;
health = ZOMBIE_HEALTH;
int sound_index = random(0, zombie_sounds.length() - 1);
voice_sound = zombie_sounds[sound_index];
sound_handle = -1;
move_timer.restart();
groan_timer.restart();
attack_timer.restart();
next_groan_delay = random(ZOMBIE_GROAN_MIN_DELAY, ZOMBIE_GROAN_MAX_DELAY);
}
}
Zombie@[] zombies;
class Bandit {
int position;
int health;
string alert_sound;
string weapon_type; // "spear" or "axe"
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;
// 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;
string get_random_small_game() {
int index = random(0, small_game_types.length() - 1);
return small_game_types[index];
}
class WorldSnare {
int position;
bool has_catch;
string catch_type; // What type of small game was caught
int catch_chance;
int escape_chance;
int sound_handle;
timer minute_timer;
bool active; // To prevent immediate breakage on placement
WorldSnare(int pos) {
position = pos;
has_catch = false;
catch_type = "";
catch_chance = 5;
escape_chance = 5;
active = false; // Becomes active when player steps off
sound_handle = -1;
minute_timer.restart();
}
void update() {
// Activate if player moves away
if (!active && x != position) {
active = true;
minute_timer.restart();
}
// Limit snare sound to 2 tiles distance
if (abs(x - position) <= 2) {
if (sound_handle == -1 || !p.sound_is_active(sound_handle)) {
sound_handle = p.play_1d("sounds/actions/set_snare.ogg", x, position, true);
}
} else {
if (sound_handle != -1) {
p.destroy_sound(sound_handle);
sound_handle = -1;
}
}
// Every minute logic (only when active)
if (active && minute_timer.elapsed >= 60000) {
minute_timer.restart();
if (has_catch) {
// Animal trying to escape
if (escape_chance < 95) escape_chance += 5;
int roll = random(1, 100);
if (roll <= escape_chance) {
// Animal escaped!
notify("A " + catch_type + " escaped from your snare at x " + position + " y 0!");
remove_snare_at(position);
return;
}
} else {
// Trying to catch small game
if (catch_chance < 75) catch_chance += 5;
int roll = random(1, 100);
if (roll <= catch_chance) {
// Caught something!
has_catch = true;
catch_type = get_random_small_game();
escape_chance = 5; // Reset escape chance
notify(catch_type + " caught in snare at x " + position + " y 0!");
}
}
}
}
void destroy() {
if (sound_handle != -1) {
p.destroy_sound(sound_handle);
sound_handle = -1;
}
}
}
WorldSnare@[] world_snares;
class WorldFire {
int position;
int sound_handle;
timer fuel_timer;
int fuel_remaining;
bool low_fuel_warned;
WorldFire(int pos) {
position = pos;
sound_handle = -1;
fuel_remaining = 720000; // Start with 12 minutes (12 hours in-game)
low_fuel_warned = false;
fuel_timer.restart();
}
void add_fuel(int amount) {
fuel_remaining += amount;
low_fuel_warned = false;
}
bool is_burning() {
return fuel_remaining > 0;
}
void update() {
// Update fuel
if (fuel_remaining > 0) {
int elapsed = fuel_timer.elapsed;
fuel_timer.restart();
fuel_remaining -= elapsed;
// Warn when fuel is low (30 seconds remaining)
if (!low_fuel_warned && fuel_remaining <= 30000 && fuel_remaining > 0) {
low_fuel_warned = true;
notify("Fire at " + position + " is getting low!");
}
// Fire went out
if (fuel_remaining <= 0) {
fuel_remaining = 0;
notify("Fire at " + position + " has gone out.");
if (sound_handle != -1) {
p.destroy_sound(sound_handle);
sound_handle = -1;
}
return;
}
}
// Limit fire sound to 2 tiles distance (only if burning)
if (is_burning()) {
if (abs(x - position) <= 2) {
if (sound_handle == -1 || !p.sound_is_active(sound_handle)) {
sound_handle = p.play_1d("sounds/items/fire.ogg", x, position, true);
}
} else {
if (sound_handle != -1) {
p.destroy_sound(sound_handle);
sound_handle = -1;
}
}
}
}
void destroy() {
if (sound_handle != -1) {
p.destroy_sound(sound_handle);
sound_handle = -1;
}
}
}
WorldFire@[] world_fires;
class WorldFirepit {
int position;
WorldFirepit(int pos) {
position = pos;
}
}
WorldFirepit@[] world_firepits;
class WorldHerbGarden {
int position;
WorldHerbGarden(int pos) {
position = pos;
}
}
WorldHerbGarden@[] world_herb_gardens;
class WorldStorage {
int position;
WorldStorage(int pos) {
position = pos;
}
}
WorldStorage@[] world_storages;
class WorldPasture {
int position;
WorldPasture(int pos) {
position = pos;
}
}
WorldPasture@[] world_pastures;
class WorldStable {
int position;
WorldStable(int pos) {
position = pos;
}
}
WorldStable@[] world_stables;
class WorldAltar {
int position;
WorldAltar(int pos) {
position = pos;
}
}
WorldAltar@[] world_altars;
class WorldStream {
int start_position;
int end_position;
int sound_handle;
WorldStream(int start_pos, int width) {
start_position = start_pos;
end_position = start_pos + width - 1;
sound_handle = -1;
}
bool contains_position(int pos) {
return pos >= start_position && pos <= end_position;
}
int get_width() {
return end_position - start_position + 1;
}
int get_center_position() {
return (start_position + end_position) / 2;
}
void update() {
int center = get_center_position();
// Play stream sound within range of center
if (abs(x - center) <= STREAM_SOUND_RANGE) {
if (sound_handle == -1 || !p.sound_is_active(sound_handle)) {
sound_handle = p.play_1d("sounds/terrain/stream.ogg", x, center, true);
if (sound_handle != -1) {
p.update_sound_positioning_values(sound_handle, -1.0, STREAM_SOUND_VOLUME_STEP, true);
p.update_sound_range_1d(sound_handle, STREAM_SOUND_RANGE, STREAM_SOUND_RANGE);
}
}
} else {
if (sound_handle != -1) {
p.destroy_sound(sound_handle);
sound_handle = -1;
}
}
}
void destroy() {
if (sound_handle != -1) {
p.destroy_sound(sound_handle);
sound_handle = -1;
}
}
}
WorldStream@[] world_streams;
void add_world_snare(int pos) {
WorldSnare@ s = WorldSnare(pos);
world_snares.insert_last(s);
}
void add_world_fire(int pos) {
WorldFire@ f = WorldFire(pos);
world_fires.insert_last(f);
}
void add_world_firepit(int pos) {
WorldFirepit@ fp = WorldFirepit(pos);
world_firepits.insert_last(fp);
}
void add_world_storage(int pos) {
WorldStorage@ s = WorldStorage(pos);
world_storages.insert_last(s);
}
void add_world_pasture(int pos) {
WorldPasture@ p = WorldPasture(pos);
world_pastures.insert_last(p);
}
void add_world_stable(int pos) {
WorldStable@ s = WorldStable(pos);
world_stables.insert_last(s);
}
void add_world_altar(int pos) {
WorldAltar@ a = WorldAltar(pos);
world_altars.insert_last(a);
}
WorldStorage@ get_storage_at(int pos) {
for (uint i = 0; i < world_storages.length(); i++) {
if (world_storages[i].position == pos) {
return @world_storages[i];
}
}
return null;
}
WorldPasture@ get_pasture_at(int pos) {
for (uint i = 0; i < world_pastures.length(); i++) {
if (world_pastures[i].position == pos) {
return @world_pastures[i];
}
}
return null;
}
WorldStable@ get_stable_at(int pos) {
for (uint i = 0; i < world_stables.length(); i++) {
if (world_stables[i].position == pos) {
return @world_stables[i];
}
}
return null;
}
WorldAltar@ get_altar_at(int pos) {
for (uint i = 0; i < world_altars.length(); i++) {
if (world_altars[i].position == pos) {
return @world_altars[i];
}
}
return null;
}
void update_world_objects() {
for (uint i = 0; i < world_snares.length(); i++) {
world_snares[i].update();
}
for (uint i = 0; i < world_fires.length(); i++) {
world_fires[i].update();
}
}
WorldSnare@ get_snare_at(int pos) {
for (uint i = 0; i < world_snares.length(); i++) {
if (world_snares[i].position == pos) {
return @world_snares[i];
}
}
return null;
}
void remove_snare_at(int pos) {
for (uint i = 0; i < world_snares.length(); i++) {
if (world_snares[i].position == pos) {
world_snares[i].destroy();
world_snares.remove_at(i);
return;
}
}
}
// Called when player moves onto a tile
void check_snare_collision(int player_x) {
WorldSnare@ s = get_snare_at(player_x);
if (s != null && s.active) {
// Break the snare
p.play_stationary("sounds/actions/break_snare.ogg", false);
if (s.has_catch) {
screen_reader_speak("You stepped on your snare! The " + s.catch_type + " escaped.", true);
} else {
screen_reader_speak("You stepped on your snare and broke it!", true);
}
remove_snare_at(player_x);
}
}
void update_snares() {
for (int i = int(world_snares.length()) - 1; i >= 0; i--) {
world_snares[i].update();
}
}
void update_streams() {
for (uint i = 0; i < world_streams.length(); i++) {
world_streams[i].update();
}
}
void update_fires() {
// Update all fires and remove any that have burned out
for (uint i = 0; i < world_fires.length(); i++) {
world_fires[i].update();
}
// Remove dead fires
for (uint i = 0; i < world_fires.length(); i++) {
if (!world_fires[i].is_burning()) {
world_fires[i].destroy();
world_fires.remove_at(i);
i--;
}
}
}
WorldFire@ get_fire_at(int pos) {
for (uint i = 0; i < world_fires.length(); i++) {
if (world_fires[i].position == pos) {
return @world_fires[i];
}
}
return null;
}
WorldFire@ get_fire_near(int pos) {
// Check for fire at current position or adjacent tiles
for (int check_x = pos - 1; check_x <= pos + 1; check_x++) {
WorldFire@ fire = get_fire_at(check_x);
if (fire != null && fire.is_burning()) {
return @fire;
}
}
return null;
}
WorldFire@ get_fire_within_range(int pos, int range) {
// Check for fire within specified range
for (int check_x = pos - range; check_x <= pos + range; check_x++) {
WorldFire@ fire = get_fire_at(check_x);
if (fire != null && fire.is_burning()) {
return @fire;
}
}
return null;
}
WorldFirepit@ get_firepit_at(int pos) {
for (uint i = 0; i < world_firepits.length(); i++) {
if (world_firepits[i].position == pos) {
return @world_firepits[i];
}
}
return null;
}
WorldFirepit@ get_firepit_near(int pos, int range) {
// Check for firepit within specified range
for (int check_x = pos - range; check_x <= pos + range; check_x++) {
WorldFirepit@ firepit = get_firepit_at(check_x);
if (firepit != null) {
return @firepit;
}
}
return null;
}
void add_world_herb_garden(int pos) {
WorldHerbGarden@ hg = WorldHerbGarden(pos);
world_herb_gardens.insert_last(hg);
}
void init_barricade() {
if (barricade_initialized) {
return;
}
barricade_health = BARRICADE_BASE_HEALTH;
barricade_initialized = true;
}
int add_barricade_health(int amount) {
if (amount <= 0) {
return 0;
}
int before = barricade_health;
barricade_health += amount;
if (barricade_health > BARRICADE_MAX_HEALTH) {
barricade_health = BARRICADE_MAX_HEALTH;
}
return barricade_health - before;
}
void clear_zombies() {
if (zombies.length() == 0) return;
for (uint i = 0; i < zombies.length(); i++) {
if (zombies[i].sound_handle != -1) {
p.destroy_sound(zombies[i].sound_handle);
zombies[i].sound_handle = -1;
}
}
zombies.resize(0);
}
Zombie@ get_zombie_at(int pos) {
for (uint i = 0; i < zombies.length(); i++) {
if (zombies[i].position == pos) {
return @zombies[i];
}
}
return null;
}
void spawn_zombie() {
int spawn_x = -1;
for (int attempts = 0; attempts < 20; attempts++) {
int candidate = random(BASE_END + 1, MAP_SIZE - 1);
if (get_zombie_at(candidate) == null) {
spawn_x = candidate;
break;
}
}
if (spawn_x == -1) {
spawn_x = random(BASE_END + 1, MAP_SIZE - 1);
}
Zombie@ z = Zombie(spawn_x);
zombies.insert_last(z);
z.sound_handle = play_1d_with_volume_step(z.voice_sound, x, spawn_x, false, ZOMBIE_SOUND_VOLUME_STEP);
}
void try_attack_barricade(Zombie@ zombie) {
if (barricade_health <= 0) return;
if (zombie.attack_timer.elapsed < ZOMBIE_ATTACK_INTERVAL) return;
zombie.attack_timer.restart();
int damage = random(ZOMBIE_DAMAGE_MIN, ZOMBIE_DAMAGE_MAX);
barricade_health -= damage;
if (barricade_health < 0) barricade_health = 0;
play_1d_with_volume_step("sounds/enemies/zombie_hits_player.ogg", x, zombie.position, false, ZOMBIE_SOUND_VOLUME_STEP);
// Resident defense counter-attack
if (can_residents_defend()) {
int counterDamage = perform_resident_defense();
if (counterDamage > 0) {
zombie.health -= counterDamage;
if (zombie.health <= 0 && x <= BASE_END) {
screen_reader_speak("Residents killed an attacking zombie.", true);
}
}
}
if (barricade_health == 0) {
notify("The barricade has fallen!");
}
}
bool can_zombie_attack_player(Zombie@ zombie) {
if (player_health <= 0) {
return false;
}
if (barricade_health > 0 && x <= BASE_END) {
return false;
}
if (abs(zombie.position - x) > 1) {
return false;
}
return y <= ZOMBIE_ATTACK_MAX_HEIGHT;
}
bool try_attack_player(Zombie@ zombie) {
if (!can_zombie_attack_player(zombie)) {
return false;
}
if (zombie.attack_timer.elapsed < ZOMBIE_ATTACK_INTERVAL) {
return false;
}
zombie.attack_timer.restart();
int damage = random(ZOMBIE_DAMAGE_MIN, ZOMBIE_DAMAGE_MAX);
player_health -= damage;
if (player_health < 0) {
player_health = 0;
}
play_1d_with_volume_step("sounds/enemies/zombie_hits_player.ogg", x, zombie.position, false, ZOMBIE_SOUND_VOLUME_STEP);
return true;
}
void update_zombie(Zombie@ zombie) {
if (zombie.groan_timer.elapsed > zombie.next_groan_delay) {
zombie.groan_timer.restart();
zombie.next_groan_delay = random(ZOMBIE_GROAN_MIN_DELAY, ZOMBIE_GROAN_MAX_DELAY);
zombie.sound_handle = play_1d_with_volume_step(zombie.voice_sound, x, zombie.position, false, ZOMBIE_SOUND_VOLUME_STEP);
}
if (try_attack_player(zombie)) {
return;
}
if (zombie.move_timer.elapsed < ZOMBIE_MOVE_INTERVAL) return;
zombie.move_timer.restart();
if (barricade_health > 0 && zombie.position == BASE_END + 1) {
try_attack_barricade(zombie);
return;
}
int direction = 0;
if (x > BASE_END) {
if (x > zombie.position) {
direction = 1;
} else if (x < zombie.position) {
direction = -1;
} else {
return;
}
} else {
direction = random(-1, 1);
if (direction == 0) return;
}
int target_x = zombie.position + direction;
if (target_x < 0 || target_x >= MAP_SIZE) return;
if (target_x <= BASE_END && barricade_health > 0) {
try_attack_barricade(zombie);
return;
}
zombie.position = target_x;
play_positional_footstep(x, zombie.position, BASE_END, GRASS_END, ZOMBIE_FOOTSTEP_MAX_DISTANCE, ZOMBIE_SOUND_VOLUME_STEP);
}
void update_zombies() {
if (is_daytime) {
clear_zombies();
return;
}
while (zombies.length() < ZOMBIE_MAX_COUNT) {
spawn_zombie();
}
for (uint i = 0; i < zombies.length(); i++) {
update_zombie(zombies[i]);
}
}
bool damage_zombie_at(int pos, int damage) {
for (uint i = 0; i < zombies.length(); i++) {
if (zombies[i].position == pos) {
zombies[i].health -= damage;
if (zombies[i].health <= 0) {
if (zombies[i].sound_handle != -1) {
p.destroy_sound(zombies[i].sound_handle);
zombies[i].sound_handle = -1;
}
play_1d_with_volume_step("sounds/enemies/enemy_falls.ogg", x, pos, false, ZOMBIE_SOUND_VOLUME_STEP);
zombies.remove_at(i);
}
return true;
}
}
return false;
}
WorldHerbGarden@ get_herb_garden_at(int pos) {
for (uint i = 0; i < world_herb_gardens.length(); i++) {
if (world_herb_gardens[i].position == pos) {
return @world_herb_gardens[i];
}
}
return null;
}
WorldHerbGarden@ get_herb_garden_at_base() {
// Check if herb garden exists anywhere in base area (0-4)
for (uint i = 0; i < world_herb_gardens.length(); i++) {
if (world_herb_gardens[i].position <= BASE_END) {
return @world_herb_gardens[i];
}
}
return null;
}
// Bandit Functions
void clear_bandits() {
if (bandits.length() == 0) return;
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);
play_1d_with_volume_step(b.alert_sound, x, spawn_x, false, 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") {
p.play_stationary("sounds/weapons/spear_swing.ogg", false);
} else if (bandit.weapon_type == "axe") {
p.play_stationary("sounds/weapons/axe_swing.ogg", false);
}
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") {
p.play_stationary("sounds/weapons/spear_hit.ogg", false);
} else if (bandit.weapon_type == "axe") {
p.play_stationary("sounds/weapons/axe_hit.ogg", false);
}
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") {
p.play_stationary("sounds/weapons/spear_swing.ogg", false);
p.play_stationary("sounds/weapons/spear_hit.ogg", false);
} else if (bandit.weapon_type == "axe") {
p.play_stationary("sounds/weapons/axe_swing.ogg", false);
p.play_stationary("sounds/weapons/axe_hit.ogg", false);
}
// 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) {
screen_reader_speak("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);
play_1d_with_volume_step(bandit.alert_sound, x, bandit.position, false, 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_positional_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_positional_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) {
play_1d_with_volume_step("sounds/enemies/enemy_falls.ogg", x, pos, false, BANDIT_SOUND_VOLUME_STEP);
bandits.remove_at(i);
} else {
}
return true;
}
}
return false;
}
// Stream Functions
void add_world_stream(int start_pos, int width) {
WorldStream@ s = WorldStream(start_pos, width);
world_streams.insert_last(s);
}
WorldStream@ get_stream_at(int pos) {
for (uint i = 0; i < world_streams.length(); i++) {
if (world_streams[i].contains_position(pos)) {
return @world_streams[i];
}
}
return null;
}
bool is_position_in_water(int pos) {
return get_stream_at(pos) != null;
}