Make combat reaction state rollback-safe (#34)
CI / build-and-test (push) Successful in 13m10s
CI / build-and-test (push) Successful in 13m10s
## Summary - replace the per-fighter received-attack inbox with a typed rollback-registered pending-hit resource - split combat reaction resolution into its own attack module - remap entity references during rollback and include pending hits in debug save states Fixes #21 Reviewed-on: #34 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #34.
This commit is contained in:
@@ -0,0 +1,145 @@
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use bevy::prelude::*;
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use bevy_ggrs::prelude::GgrsSchedule;
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use fixed_math::SinCos;
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use super::*;
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use crate::{
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fighter::{
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Fighter, FighterFacingDirection, FighterHitboxes, FighterHitstop,
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FighterPendingHitReaction, FighterStaleMoveQueue, errors::FighterErrors,
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manifest::FighterManifest,
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},
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game_settings::GameSettings,
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math::{int::FGi32, vec::FGVec2},
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player::Player,
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schedule::GameplaySet,
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scripting::FighterAttackScript,
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};
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pub fn resolve_fighter_hits(
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mut pending_hits: ResMut<FighterPendingHits>,
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mut attacker: Query<(
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&FighterStaleMoveQueue,
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&FighterFacingDirection,
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&FighterHitboxes,
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&Player,
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&mut FighterHitstop,
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)>,
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mut receiver: Query<(&mut FighterDamage, &Fighter, &mut FighterPendingHitReaction)>,
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attack_scripts: Res<Assets<FighterAttackScript>>,
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game_settings: Res<GameSettings>,
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fighter_manifests: Res<Assets<FighterManifest>>,
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) -> Result {
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let hits = std::mem::take(&mut pending_hits.0);
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let mut hit_offset = 0;
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while hit_offset < hits.len() {
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let defender = hits[hit_offset].defender;
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let next_defender = hits[hit_offset..]
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.iter()
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.position(|hit| hit.defender != defender)
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.map_or(hits.len(), |offset| hit_offset + offset);
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let Ok((mut receiver_damage, fighter, mut pending_reaction)) = receiver.get_mut(defender)
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else {
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hit_offset = next_defender;
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continue;
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};
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let damage_data = hits[hit_offset..next_defender]
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.iter()
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.filter_map(|hit| {
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let Ok((stale_move_queue, facing_dir, _hitboxes, player, _)) =
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attacker.get(hit.attacker)
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else {
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return None;
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};
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let attack_script = attack_scripts.get(&hit.attack_script)?;
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let hitbox = attack_script.hitboxes.get(hit.hitbox_index)?;
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let damage_received = stale_move_queue
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.get_attack_damage_multiplier(hit.attack_kind)
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* hitbox.damage.0;
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Some((
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hit.attacker,
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damage_received,
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hitbox,
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matches!(facing_dir, FighterFacingDirection::Left),
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player.handle,
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))
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})
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.collect::<Vec<_>>();
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let total_damage_received_this_frame = damage_data
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.iter()
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.map(|(_, damage, ..)| damage)
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.sum::<FGi32>();
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let fighter_manifest = fighter_manifests
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.get(&fighter.manifest)
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.ok_or(FighterErrors::FighterManifestNotFound)?;
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let mut reactions = Vec::with_capacity(damage_data.len());
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for (attacker_entity, attack_damage, hitbox, facing_left, attacker_slot) in damage_data {
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let knockback = hitbox.calculate_knockback(
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&fighter_manifest.attributes,
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*receiver_damage,
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FighterDamage(total_damage_received_this_frame),
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false,
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false,
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);
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let angle = match &hitbox.angle {
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AttackAngle::Normal(angle) => *angle,
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AttackAngle::Sakurai => FGi32::lit("32.0"),
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};
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let launch_angle = if facing_left {
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FGi32::lit("180.0") - angle
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} else {
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angle
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};
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let (sin, cos) = launch_angle.sin_cos();
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let launch_direction = FGVec2::new(cos, sin);
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let hitstop = HitStop::calculate(FighterDamage(attack_damage), false);
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reactions.push((
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attacker_entity,
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attacker_slot,
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FighterHitReaction {
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launch_velocity: launch_direction * knockback.get_launch_speed(&game_settings),
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hitstun_frames: knockback.get_hitstun_frames(&game_settings),
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hitstop_frames: hitstop,
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kind: HitReactionKind::Flinch,
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},
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));
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}
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receiver_damage.0 += total_damage_received_this_frame;
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for (attacker_entity, _, reaction) in &reactions {
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let Ok((.., mut hitstop)) = attacker.get_mut(*attacker_entity) else {
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continue;
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};
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hitstop.remaining_frames = reaction.hitstop_frames.max(hitstop.remaining_frames);
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}
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pending_reaction.0 = reactions
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.into_iter()
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.min_by(|(_, port_a, _), (_, port_b, _)| port_a.cmp(port_b))
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.map(|(_, _, reaction)| reaction);
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hit_offset = next_defender;
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}
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Ok(())
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}
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pub struct FighterReactionPlugin;
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impl Plugin for FighterReactionPlugin {
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fn build(&self, app: &mut App) {
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app.add_systems(
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GgrsSchedule,
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resolve_fighter_hits
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.in_set(GameplaySet::Attacks)
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.after(super::intersect_attacks_with_hurtboxes),
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);
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}
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}
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