Add shifting ECB based on bone positions (melee-like)
This commit is contained in:
@@ -21,6 +21,7 @@ use crate::fighter::{
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FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole,
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FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
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};
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use crate::fighter::surface::EcbLockPolicy;
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use crate::game_settings::GameSettings;
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use crate::input::FighterInput;
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use crate::math::int::FGi32;
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@@ -41,6 +42,12 @@ pub mod turn;
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pub mod wait;
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pub mod walk;
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
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pub enum SurfacePolicy {
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Grounded,
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Airborne(EcbLockPolicy),
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}
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macro_rules! fighter_states {
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($($variant:ident => $ty:ty),* $(,)?) => {
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#[derive(Component, Clone, Debug, Hash)]
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@@ -72,6 +79,10 @@ macro_rules! fighter_states {
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pub fn is_visually_grounded(&self) -> bool {
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match self { $(Self::$variant(s) => s.is_visually_grounded()),* }
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}
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pub fn surface_policy(&self) -> SurfacePolicy {
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match self { $(Self::$variant(s) => s.surface_policy()),* }
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}
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}
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$(impl From<$ty> for FighterState {
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@@ -99,6 +110,10 @@ pub trait FighterStateImpl: Sized {
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}
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fn is_visually_grounded<'a>(&'a self) -> bool;
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fn surface_policy(&self) -> SurfacePolicy {
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SurfacePolicy::Grounded
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}
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}
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pub struct AnimationStatus {
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@@ -173,9 +188,10 @@ pub struct CollisionContext<'a> {
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pub prev_translation: &'a FighterPreviousTranslation,
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pub velocity: &'a mut FighterVelocity,
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pub surface: &'a mut FighterSurfaceState,
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pub ecb: &'a FighterECB,
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pub ecb: &'a mut FighterECB,
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pub prev_ecb: &'a FighterPreviousECB,
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pub stage_collision: &'a StageCollision,
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pub leave_ground_ecb_lock_duration: u32,
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}
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impl CollisionContext<'_> {
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@@ -218,7 +234,7 @@ pub struct FighterFrameQuery {
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pub surface: &'static mut FighterSurfaceState,
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pub knockback_velocity: &'static mut FighterKnockbackVelocity,
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pub stale_move_queue: &'static mut FighterStaleMoveQueue,
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pub ecb: &'static FighterECB,
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pub ecb: &'static mut FighterECB,
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pub prev_ecb: &'static FighterPreviousECB,
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pub facing_direction: &'static mut FighterFacingDirection,
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pub animation_frame: &'static mut FighterAnimationFrame,
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@@ -310,15 +326,17 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
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fn collision_context<'a>(
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&'a mut self,
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stage_collision: &'a StageCollision,
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game_settings: &'a GameSettings,
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) -> CollisionContext<'a> {
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CollisionContext {
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translation: &mut self.translation,
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prev_translation: &self.prev_translation,
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velocity: &mut self.velocity,
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surface: &mut self.surface,
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ecb: &self.ecb,
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ecb: &mut self.ecb,
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prev_ecb: &self.prev_ecb,
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stage_collision,
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leave_ground_ecb_lock_duration: game_settings.fighter_common.leave_ground_ecb_frame_lock_duration
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}
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}
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}
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@@ -373,11 +391,18 @@ fn transition_state(
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frame: &mut FighterFrameQueryItem,
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attributes: &FighterAttributes,
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attack_script_assets: &FighterAttackScriptAssets,
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game_settings: &GameSettings,
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) {
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let old_name = current.name();
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let new_name = next.name();
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current.on_exit(&mut frame.exit_context());
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if let SurfacePolicy::Airborne(lock_policy) = next.surface_policy() {
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frame.surface.apply_airborne_policy(
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lock_policy,
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game_settings.fighter_common.leave_ground_ecb_frame_lock_duration,
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);
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}
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next.on_enter(&mut frame.enter_context(attributes, attack_script_assets));
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*current = next;
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info!("{} -> {}", old_name, new_name);
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@@ -448,10 +473,6 @@ pub fn state_interrupt_system(
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}
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}
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if matches!(hitstop_kind, hitstun::HitstopStateKind::Airborne) {
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frame.surface.leave_ground();
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}
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info!("Entering hitstop kind: {:?}", hitstop_kind);
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Some(FighterState::Hitstun(HitstunState::new(
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reaction,
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@@ -475,6 +496,7 @@ pub fn state_interrupt_system(
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&mut frame,
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&manifest.attributes,
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attack_script_assets,
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&game_settings,
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);
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};
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}
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@@ -484,6 +506,7 @@ pub fn state_collision_interrupt_system(
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mut query: Query<StatefulFighterQuery>,
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stage_collision: Res<StageCollision>,
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fighter_manifests: Res<Assets<FighterManifest>>,
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game_settings: Res<GameSettings>,
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) {
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for fighter in &mut query {
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let StatefulFighterQueryItem {
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@@ -502,7 +525,7 @@ pub fn state_collision_interrupt_system(
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.get(&fighter.manifest)
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.expect("Fighter manifest should be valid");
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let new_state =
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state.check_collision_interrupt(&mut frame.collision_context(&stage_collision));
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state.check_collision_interrupt(&mut frame.collision_context(&stage_collision, &game_settings));
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if let Some(new_state) = new_state {
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transition_state(
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&mut state,
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@@ -510,6 +533,7 @@ pub fn state_collision_interrupt_system(
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&mut frame,
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&manifest.attributes,
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&attack_script_assets,
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&game_settings,
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);
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}
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}
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