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KateLegend2_proj/assets/scripts/logic/EnemyAI.ts
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2026-05-06 08:17:32 +08:00

234 lines
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TypeScript

import { AttackType, EnemyType, IEnemyConfig } from '../data/Interfaces';
/**
* Enemy AI base class + four concrete subclasses (req 6.1-6.7).
*
* Each enemy is modelled as a tiny state machine that ticks on `update(dt)`
* and emits an `IEnemyAction[]` the level manager then spawns into the world
* (bullets / smoke bombs / fireballs / sword swings).
*
* Enemies outside the camera's culling rect can be frozen by simply skipping
* `update()` — see `EnemyManager.update()` below (requirement 6.7 / 18.5).
*/
export interface IEnemyAction {
kind: 'fire_bullet' | 'melee_swing' | 'spawn_item' | 'drop_item';
attackType?: AttackType;
/** Origin of the projectile, world coords. */
originX?: number;
originY?: number;
/** Velocity of the projectile. */
velX?: number;
velY?: number;
/** For drop_item only — item id + world coords. */
itemId?: string;
}
export interface IPlayerSense {
x: number;
y: number;
isGrounded: boolean;
}
export interface IEnemyAABB {
x: number;
y: number;
w: number;
h: number;
}
export interface IEnemyUpdateCtx {
dtSec: number;
nowMs: number;
player: IPlayerSense;
}
export abstract class EnemyAIBase {
public readonly type: EnemyType;
public pos: { x: number; y: number };
public alive = true;
protected cooldownSec = 0;
protected readonly cfg: IEnemyConfig;
constructor(cfg: IEnemyConfig, spawnX: number, spawnY: number) {
this.cfg = cfg;
this.type = cfg.id;
this.pos = { x: spawnX, y: spawnY };
}
public abstract update(ctx: IEnemyUpdateCtx): IEnemyAction[];
public get aabb(): IEnemyAABB {
return { x: this.pos.x, y: this.pos.y, w: this.cfg.size.w, h: this.cfg.size.h };
}
protected decrementCooldown(dtSec: number): boolean {
this.cooldownSec -= dtSec;
if (this.cooldownSec > 0) return false;
this.cooldownSec = this.cfg.attackIntervalSec;
return true;
}
}
// ---------- Qing Ren (req 6.1) --------------------------------------------
export class QingRenAI extends EnemyAIBase {
public update(ctx: IEnemyUpdateCtx): IEnemyAction[] {
if (!this.decrementCooldown(ctx.dtSec)) return [];
const dx = ctx.player.x - this.pos.x;
const horizontalDistance = Math.abs(dx);
const direction = dx >= 0 ? 1 : -1;
if (horizontalDistance < 64) {
return [{ kind: 'melee_swing', attackType: 'sword' }];
}
return [
{
kind: 'fire_bullet',
attackType: 'shuriken',
originX: this.pos.x,
originY: this.pos.y,
velX: 240 * direction,
velY: 0,
},
];
}
}
// ---------- Chi Ren (req 6.2-6.4) -----------------------------------------
export class ChiRenAI extends EnemyAIBase {
private interceptCooldown = 0;
public update(ctx: IEnemyUpdateCtx): IEnemyAction[] {
// Patrol horizontally toward the player at 120px/s (req 6.2).
const dx = ctx.player.x - this.pos.x;
const direction = dx >= 0 ? 1 : -1;
this.pos.x += direction * this.cfg.moveSpeed * ctx.dtSec;
// Proactive intercept jump when player stands still within vision (req 6.3).
if (this.interceptCooldown > 0) this.interceptCooldown -= ctx.dtSec;
const playerIdle = Math.abs(ctx.player.x - this.pos.x) < 200 && ctx.player.isGrounded;
if (playerIdle && this.interceptCooldown <= 0) {
this.interceptCooldown = 3;
// Intercept arc: +X velocity + upward bounce, treated as position warp.
this.pos.y += 48;
}
if (!this.decrementCooldown(ctx.dtSec)) return [];
return [
{
kind: 'fire_bullet',
attackType: 'smoke_bomb',
originX: this.pos.x,
originY: this.pos.y,
velX: 140 * direction,
velY: 0,
},
];
}
}
// ---------- Hei Ren (req 6.5) ---------------------------------------------
export class HeiRenAI extends EnemyAIBase {
private hasDroppedMagicFlute = false;
public update(ctx: IEnemyUpdateCtx): IEnemyAction[] {
if (!this.decrementCooldown(ctx.dtSec)) return [];
const dx = ctx.player.x - this.pos.x;
const direction = dx >= 0 ? 1 : -1;
if (Math.abs(dx) < 96) {
return [{ kind: 'melee_swing', attackType: 'sword' }];
}
return [
{
kind: 'fire_bullet',
attackType: 'shuriken',
originX: this.pos.x,
originY: this.pos.y,
velX: 200 * direction,
velY: 0,
},
];
}
/** Called by EnemyManager on death — yields at most one magic flute. */
public onKilled(): IEnemyAction[] {
if (this.hasDroppedMagicFlute) return [];
this.hasDroppedMagicFlute = true;
return [{ kind: 'drop_item', itemId: 'mo_di', originX: this.pos.x, originY: this.pos.y }];
}
}
// ---------- Yao Fang (req 6.6) --------------------------------------------
export class YaoFangAI extends EnemyAIBase {
public update(ctx: IEnemyUpdateCtx): IEnemyAction[] {
if (!this.decrementCooldown(ctx.dtSec)) return [];
const dx = ctx.player.x - this.pos.x;
const direction = dx >= 0 ? 1 : -1;
return [
{
kind: 'fire_bullet',
attackType: 'fireball',
originX: this.pos.x,
originY: this.pos.y,
velX: 260 * direction,
velY: 0,
},
];
}
}
// ---------- Manager with camera-culling (req 6.7) -------------------------
export interface ICullingRect {
leftX: number;
rightX: number;
topY: number;
bottomY: number;
}
export class EnemyManager {
private readonly enemies: EnemyAIBase[] = [];
public spawn(enemy: EnemyAIBase): void {
this.enemies.push(enemy);
}
public get all(): ReadonlyArray<EnemyAIBase> {
return this.enemies;
}
/**
* Update all live enemies that intersect `cull`. Returns the concatenated
* list of actions emitted so the caller (LevelMgr) can instantiate
* projectiles, drops, etc.
*/
public update(dtSec: number, nowMs: number, player: IPlayerSense, cull: ICullingRect): IEnemyAction[] {
const actions: IEnemyAction[] = [];
for (const e of this.enemies) {
if (!e.alive) continue;
if (!this.inside(e, cull)) continue;
const ctx: IEnemyUpdateCtx = { dtSec, nowMs, player };
actions.push(...e.update(ctx));
}
return actions;
}
public kill(enemy: EnemyAIBase): IEnemyAction[] {
enemy.alive = false;
if (enemy instanceof HeiRenAI) return enemy.onKilled();
return [];
}
public clear(): void {
this.enemies.length = 0;
}
private inside(e: EnemyAIBase, cull: ICullingRect): boolean {
return (
e.pos.x + e.aabb.w / 2 >= cull.leftX &&
e.pos.x - e.aabb.w / 2 <= cull.rightX &&
e.pos.y + e.aabb.h / 2 >= cull.bottomY &&
e.pos.y - e.aabb.h / 2 <= cull.topY
);
}
}