pub struct Wolf {
pub x: f64,
pub y: f64,
pub vx: f64,
pub vy: f64,
pub grounded: bool,
pub facing_right: bool,
pub jump_cooldown: u8,
pub wander_timer: u16,
pub age: u64,
pub health: f32,
pub hit_timer: u8,
pub last_player_damage_tick: u64,
pub aggressive_timer: u16,
pub attack_cooldown: u8,
}
impl Wolf {
pub fn new(x: f64, y: f64) -> Self {
Self {
x,
y,
vx: 0.0,
vy: 0.0,
grounded: false,
facing_right: true,
jump_cooldown: 0,
wander_timer: 0,
age: 0,
health: 16.0,
hit_timer: 0,
last_player_damage_tick: 0,
aggressive_timer: 0,
attack_cooldown: 0,
}
}
pub fn jump(&mut self) {
if self.grounded && self.jump_cooldown == 0 {
self.vy = -0.56;
self.grounded = false;
self.jump_cooldown = 10;
}
}
pub fn walk(&mut self, direction: f64) {
self.vx = direction;
if direction > 0.0 {
self.facing_right = true;
} else if direction < 0.0 {
self.facing_right = false;
}
}
pub fn provoke(&mut self) {
self.aggressive_timer = self.aggressive_timer.max(240);
}
pub fn is_aggressive(&self) -> bool {
self.aggressive_timer > 0
}
pub fn update_ai(&mut self, player_x: f64, player_y: f64, sheep_target: Option<(f64, f64)>) {
use rand::Rng;
if self.jump_cooldown > 0 {
self.jump_cooldown -= 1;
}
if self.attack_cooldown > 0 {
self.attack_cooldown -= 1;
}
if self.aggressive_timer > 0 {
self.aggressive_timer -= 1;
let dx = player_x - self.x;
let dy = player_y - self.y;
let dist = (dx * dx + dy * dy).sqrt();
if dist < 18.0 {
if dx > 0.45 {
self.walk(0.17);
} else if dx < -0.45 {
self.walk(-0.17);
} else {
self.vx = 0.0;
}
} else {
self.vx = 0.0;
}
return;
}
if let Some((sheep_x, _sheep_y)) = sheep_target {
let dx = sheep_x - self.x;
if dx.abs() > 0.35 {
self.walk(dx.signum() * 0.14);
} else {
self.vx = 0.0;
}
self.wander_timer = 0;
return;
}
let mut rng = rand::thread_rng();
if self.wander_timer > 0 {
self.wander_timer -= 1;
if self.facing_right {
self.walk(0.1);
} else {
self.walk(-0.1);
}
} else {
let roll = rng.gen_range(0..100);
if roll < 8 {
self.wander_timer = rng.gen_range(24..110);
self.facing_right = rng.gen_bool(0.5);
} else {
self.vx = 0.0;
}
}
}
}