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draugnorak/src/enemies/bandit.nvgt

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// Bandit enemies
// Hostile humans that spawn during invasions and wander in expanded areas
string[] bandit_sounds = {"sounds/enemies/bandit1.ogg", "sounds/enemies/bandit2.ogg"};
string[] get_invader_sound_list(const string&in invader_type) {
string[] sounds;
if (invader_type == "") {
return sounds;
}
for (int i = 1; i <= INVADER_SOUND_VARIANTS_MAX; i++) {
string sound_file = "sounds/enemies/" + invader_type + i + ".ogg";
if (file_exists(sound_file)) {
sounds.insert_last(sound_file);
}
}
return sounds;
}
string pick_invader_alert_sound(const string&in invader_type) {
string[] sounds = get_invader_sound_list(invader_type);
if (sounds.length() == 0) {
sounds = bandit_sounds;
}
if (sounds.length() == 0) {
return "";
}
int sound_index = random(0, sounds.length() - 1);
return sounds[sound_index];
}
class Bandit {
int position;
int health;
string alert_sound;
string invader_type;
string weapon_type; // "spear" or "axe"
int sound_handle;
bool in_weapon_range;
timer move_timer;
timer attack_timer;
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, string invader = "bandit") {
// Spawn somewhere in the expanded area
position = random(expansion_start, expansion_end);
health = BANDIT_HEALTH;
sound_handle = -1;
invader_type = invader;
// Choose random alert sound
alert_sound = pick_invader_alert_sound(invader_type);
// 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();
attack_timer.restart();
// 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();
in_weapon_range = false;
}
}
Bandit@[] bandits;
void update_bandit_weapon_range_audio() {
for (uint i = 0; i < bandits.length(); i++) {
update_weapon_range_audio(bandits[i].position, bandits[i].in_weapon_range);
}
}
bool bandit_range_audio_registered = false;
void ensure_bandit_range_audio_registration() {
if (bandit_range_audio_registered) return;
bandit_range_audio_registered = register_weapon_range_audio_callback(@update_bandit_weapon_range_audio);
}
void clear_bandits() {
if (bandits.length() == 0) return;
for (uint i = 0; i < bandits.length(); i++) {
force_weapon_range_exit(bandits[i].position, bandits[i].in_weapon_range);
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, const string&in invader_type = "bandit") {
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, invader_type);
bandits.insert_last(b);
// Play looping sound that follows the bandit
int[] areaStarts;
int[] areaEnds;
get_active_audio_areas(areaStarts, areaEnds);
if (areaStarts.length() == 0 || range_overlaps_active_areas(spawn_x, spawn_x, areaStarts, areaEnds)) {
b.sound_handle = play_1d_with_volume_step(b.alert_sound, x, spawn_x, true, 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);
}
play_player_damage_sound();
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 (barricade hits share a common impact sound)
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);
}
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) {
int before_health = bandit.health;
damage_bandit_at(bandit.position, counterDamage);
if (before_health - counterDamage <= 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, bool audio_active) {
// Update looping sound position
if (!audio_active) {
if (bandit.sound_handle != -1) {
p.destroy_sound(bandit.sound_handle);
bandit.sound_handle = -1;
}
} else if (bandit.sound_handle != -1 && p.sound_is_active(bandit.sound_handle)) {
p.update_sound_1d(bandit.sound_handle, bandit.position);
} else if (bandit.sound_handle == -1 || !p.sound_is_active(bandit.sound_handle)) {
// Restart looping sound if it stopped
if (bandit.sound_handle != -1) {
p.destroy_sound(bandit.sound_handle);
}
bandit.sound_handle = play_1d_with_volume_step(bandit.alert_sound, x, bandit.position, true, 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;
if (audio_active) {
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;
if (audio_active) {
play_creature_footstep(x, bandit.position, BASE_END, GRASS_END, BANDIT_FOOTSTEP_MAX_DISTANCE, BANDIT_SOUND_VOLUME_STEP);
}
}
}
void update_bandits() {
ensure_bandit_range_audio_registration();
int[] areaStarts;
int[] areaEnds;
get_active_audio_areas(areaStarts, areaEnds);
bool limit_audio = (areaStarts.length() > 0);
for (uint i = 0; i < bandits.length(); i++) {
bool audio_active = !limit_audio || range_overlaps_active_areas(bandits[i].position, bandits[i].position, areaStarts, areaEnds);
update_bandit(bandits[i], audio_active);
}
}
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_sounds("sounds/enemies/enemy_falls.ogg", bandits[i].alert_sound, x, pos, BANDIT_SOUND_VOLUME_STEP);
bandits.remove_at(i);
}
return true;
}
}
return false;
}