Add the ability to respawn and improve controller port mapping (#72)
Reviewed-on: #72 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #72.
This commit is contained in:
@@ -1,22 +1,12 @@
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use bevy::prelude::*;
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use crate::{
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camera::MatchCamera,
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fighter::{
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FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake,
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FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState,
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FighterTranslation, FighterVelocity,
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animation::FighterAnimationFrame,
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attack::{
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camera::MatchCamera, fighter::{
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FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterPendingRespawn, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity, animation::FighterAnimationFrame, attack::{
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FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
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FighterSolvedHurtboxes, FighterStaleMoveQueue,
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},
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baked_animation::FighterBoneMatrices,
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state::FighterState,
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},
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input::FighterInput,
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player::Player,
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stage::line::StageCollision,
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}, baked_animation::FighterBoneMatrices, state::FighterState,
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}, input::FighterInput, match_runtime::MatchState, player::Player, stage::line::StageCollision,
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};
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#[derive(Resource, Default)]
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@@ -29,6 +19,7 @@ struct Checkpoint {
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fighters: Vec<FighterCheckpoint>,
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stage_collision: StageCollision,
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pending_hits: FighterPendingHits,
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match_state: MatchState,
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}
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#[derive(Clone)]
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@@ -55,6 +46,7 @@ struct FighterCheckpoint {
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solved_hurtboxes: FighterSolvedHurtboxes,
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bone_matrices: FighterBoneMatrices,
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surface: FighterSurfaceState,
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pending_respawn: FighterPendingRespawn,
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}
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pub(super) fn save_or_restore(world: &mut World) {
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@@ -99,10 +91,12 @@ pub(super) fn save_or_restore(world: &mut World) {
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checkpoint_fighters.push(checkpoint);
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}
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let pending_hits = world.resource::<FighterPendingHits>().clone();
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let match_state = world.resource::<MatchState>().clone();
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world.resource_mut::<DebugSaveState>().checkpoint = Some(Checkpoint {
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fighters: checkpoint_fighters,
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stage_collision,
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pending_hits,
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match_state,
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});
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info!("Saved debug game state");
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return;
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@@ -154,9 +148,11 @@ pub(super) fn save_or_restore(world: &mut World) {
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entity.insert(saved.solved_hurtboxes.clone());
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entity.insert(saved.bone_matrices.clone());
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entity.insert(saved.surface.clone());
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entity.insert(saved.pending_respawn.clone());
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}
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world.insert_resource(checkpoint.pending_hits.clone());
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world.insert_resource(checkpoint.stage_collision);
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world.insert_resource(checkpoint.match_state);
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for mut match_camera in world.query::<&mut MatchCamera>().iter_mut(world) {
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match_camera.needs_snap = true;
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}
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@@ -188,6 +184,7 @@ fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
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solved_hurtboxes: fighter.get::<FighterSolvedHurtboxes>()?.clone(),
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bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(),
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surface: fighter.get::<FighterSurfaceState>()?.clone(),
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pending_respawn: fighter.get::<FighterPendingRespawn>()?.clone(),
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})
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}
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