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novafarma/old_logic/src_backup_1768938138/ai/AnimalBehavior.js
2026-01-21 01:08:21 +01:00

279 lines
8.2 KiB
JavaScript

/**
* 🐮 ANIMAL AI BEHAVIOR SYSTEM
* "Krvava Žetev" - Gothic Farm Game
*
* Behaviors:
* - Wander: Random smooth movement (not grid-based)
* - Flee: Run away from player when close
* - Glowing Eyes: Neon eyes visible in darkness (noir effect!)
* - Follow: Cargo animals (llama, horse) follow with delay
*/
export class AnimalBehavior {
constructor(scene, sprite, animalType) {
this.scene = scene;
this.sprite = sprite;
this.animalType = animalType;
// Behavior states
this.state = 'wander'; // 'wander', 'flee', 'follow', 'idle'
this.wanderTimer = 0;
this.wanderDuration = Phaser.Math.Between(2000, 5000);
this.wanderAngle = Math.random() * Math.PI * 2;
// Movement params
this.speed = this.getSpeed();
this.fleeDistance = 100; // pixels
this.fleeSpeed = this.speed * 2;
// Glowing eyes effect (NOIR!)
this.glowingEyes = null;
this.eyeColor = this.getEyeColor();
this.createGlowingEyes();
// Cargo follow system (for llama, horse, donkey)
this.isCargoAnimal = ['llama', 'horse', 'donkey'].includes(animalType);
this.followTarget = null;
this.followDelay = 0.5; // seconds
this.followHistory = [];
}
getSpeed() {
const speeds = {
cow: 30,
pig: 35,
sheep: 25,
chicken: 50,
duck: 45,
goat: 40,
horse: 60,
rabbit: 70,
donkey: 35,
llama: 40
};
return speeds[this.animalType] || 30;
}
getEyeColor() {
// Noir glowing eyes - pink or green like Kai's dreads!
const colors = {
cow: 0xff0066, // neon pink
pig: 0xff0066, // neon pink
sheep: 0x00ff88, // neon green
chicken: 0xffff00, // yellow
duck: 0x00ffff, // cyan
goat: 0xff0066, // neon pink
horse: 0x00ff88, // neon green
rabbit: 0xff00ff, // purple
donkey: 0x00ff88, // neon green
llama: 0xff0066 // neon pink
};
return colors[this.animalType] || 0xff0066;
}
createGlowingEyes() {
// Create glowing eye sprites for noir darkness effect
this.glowingEyes = this.scene.add.container(this.sprite.x, this.sprite.y);
// Two small glowing circles for eyes
const leftEye = this.scene.add.circle(-8, -10, 3, this.eyeColor);
const rightEye = this.scene.add.circle(8, -10, 3, this.eyeColor);
// Add glow effect
leftEye.setAlpha(0.8);
rightEye.setAlpha(0.8);
this.glowingEyes.add([leftEye, rightEye]);
// Hide by default, show only in darkness or at distance
this.glowingEyes.setVisible(false);
this.glowingEyes.setDepth(this.sprite.depth + 1);
}
update(time, delta) {
if (!this.sprite.active) return;
// Update glowing eyes position
if (this.glowingEyes) {
this.glowingEyes.setPosition(this.sprite.x, this.sprite.y);
this.updateGlowingEyesVisibility();
}
// Behavior state machine
switch (this.state) {
case 'wander':
this.updateWander(time, delta);
break;
case 'flee':
this.updateFlee(time, delta);
break;
case 'follow':
this.updateFollow(time, delta);
break;
case 'idle':
this.updateIdle(time, delta);
break;
}
// Check for player proximity (flee trigger)
this.checkPlayerProximity();
}
updateWander(time, delta) {
this.wanderTimer += delta;
// Change direction periodically
if (this.wanderTimer >= this.wanderDuration) {
this.wanderTimer = 0;
this.wanderDuration = Phaser.Math.Between(2000, 5000);
this.wanderAngle = Math.random() * Math.PI * 2;
// Sometimes stop and idle
if (Math.random() < 0.3) {
this.state = 'idle';
this.sprite.setVelocity(0, 0);
return;
}
}
// Smooth movement in wander direction
const vx = Math.cos(this.wanderAngle) * this.speed;
const vy = Math.sin(this.wanderAngle) * this.speed;
this.sprite.setVelocity(vx, vy);
}
updateFlee(time, delta) {
const player = this.scene.player;
if (!player) return;
// Flee away from player
const angle = Phaser.Math.Angle.Between(
player.x, player.y,
this.sprite.x, this.sprite.y
);
const vx = Math.cos(angle) * this.fleeSpeed;
const vy = Math.sin(angle) * this.fleeSpeed;
this.sprite.setVelocity(vx, vy);
// Return to wander if far enough
const dist = Phaser.Math.Distance.Between(
player.x, player.y,
this.sprite.x, this.sprite.y
);
if (dist > this.fleeDistance * 2) {
this.state = 'wander';
}
}
updateFollow(time, delta) {
if (!this.followTarget || !this.isCargoAnimal) return;
// Record follow history for delayed follow
this.followHistory.push({
x: this.followTarget.x,
y: this.followTarget.y,
time: time
});
// Remove old history
const cutoffTime = time - (this.followDelay * 1000);
this.followHistory = this.followHistory.filter(h => h.time > cutoffTime);
// Follow delayed position
if (this.followHistory.length > 0) {
const target = this.followHistory[0];
const angle = Phaser.Math.Angle.Between(
this.sprite.x, this.sprite.y,
target.x, target.y
);
const dist = Phaser.Math.Distance.Between(
this.sprite.x, this.sprite.y,
target.x, target.y
);
// Only move if far enough
if (dist > 50) {
const vx = Math.cos(angle) * this.speed;
const vy = Math.sin(angle) * this.speed;
this.sprite.setVelocity(vx, vy);
} else {
this.sprite.setVelocity(0, 0);
}
}
}
updateIdle(time, delta) {
// Stop moving
this.sprite.setVelocity(0, 0);
// Return to wander after random time
if (Math.random() < 0.01) { // ~1% chance per frame
this.state = 'wander';
}
}
checkPlayerProximity() {
const player = this.scene.player;
if (!player) return;
const dist = Phaser.Math.Distance.Between(
player.x, player.y,
this.sprite.x, this.sprite.y
);
// Trigger flee if player too close
if (dist < this.fleeDistance && this.state !== 'flee') {
this.state = 'flee';
// Play flee sound if available
if (this.scene.sound.get(`${this.animalType}_flee`)) {
this.scene.sound.play(`${this.animalType}_flee`);
}
}
}
updateGlowingEyesVisibility() {
if (!this.glowingEyes) return;
const player = this.scene.player;
if (!player) return;
const dist = Phaser.Math.Distance.Between(
player.x, player.y,
this.sprite.x, this.sprite.y
);
// Show glowing eyes in darkness or at distance
// NOIR EFFECT: When Kai shines light in forest, just glowing eyes visible!
const isDark = this.scene.darkness || false; // Check if darkness system active
const isDistant = dist > 200 && dist < 400; // Medium distance
if (isDark || isDistant) {
this.glowingEyes.setVisible(true);
// Hide actual sprite if far
if (dist > 300) {
this.sprite.setAlpha(0.2);
}
} else {
this.glowingEyes.setVisible(false);
this.sprite.setAlpha(1.0);
}
}
setFollowTarget(target) {
if (this.isCargoAnimal) {
this.followTarget = target;
this.state = 'follow';
}
}
destroy() {
if (this.glowingEyes) {
this.glowingEyes.destroy();
}
}
}