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:
@@ -0,0 +1,36 @@
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//! Various interactions with the blast zones
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use bevy::prelude::*;
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use crate::{fighter::{FighterPendingRespawn, FighterTranslation, state::FighterState}, match_loading::MatchConfig, stage::manifest::{StageManifest, StageManifestRegistry}};
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pub fn apply_blast_zones(
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stage_registry: Res<StageManifestRegistry>,
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stage_manifests: Res<Assets<StageManifest>>,
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match_config: Res<MatchConfig>,
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fighters: Query<(&FighterTranslation, &mut FighterPendingRespawn, &FighterState)>
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) {
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let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
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return;
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};
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let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
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return;
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};
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for (translation, mut pending_respawn, state) in fighters {
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let is_off_the_left = translation.x < stage_manifest.blast_zone_top_left.x;
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let is_off_the_right = translation.x > stage_manifest.blast_zone_bottom_right.x;
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let is_off_the_top = translation.y > stage_manifest.blast_zone_top_left.y;
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let is_off_the_bottom = translation.y < stage_manifest.blast_zone_bottom_right.y;
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if is_off_the_left || is_off_the_bottom || is_off_the_right {
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pending_respawn.0 = true;
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} else if is_off_the_top {
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let is_in_hitstun = matches!(state, FighterState::Hitstun(..));
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if is_in_hitstun {
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pending_respawn.0 = true;
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}
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}
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}
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}
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+10
-1
@@ -20,6 +20,7 @@ pub mod motion;
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pub mod state;
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pub mod surface;
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pub mod visual;
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pub mod blast_zones;
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// The fighter components are re-exported so the rest of the crate can say
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// `fighter::FighterVelocity` without caring which file it lives in. Named
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@@ -128,11 +129,15 @@ impl FighterFacingDirection {
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#[require(Transform)]
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pub struct FighterVisual;
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#[derive(Component, DerefMut, Deref, Debug, Default, Hash, Clone, Copy)]
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pub struct FighterPendingRespawn(bool);
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#[derive(Component)]
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#[require(
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FighterStaleMoveQueue,
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FighterDamage,
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FighterPendingHitReaction,
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FighterPendingRespawn,
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FighterHitstop,
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FighterKnockbackVelocity,
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FighterTranslation
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@@ -177,7 +182,7 @@ impl Plugin for FighterPlugin {
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.add_systems(
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GgrsSchedule,
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(
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(ecb::update_ecb, ecb::decrement_ecb_lockout, state::state_collision_interrupt_system).chain(),
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(blast_zones::apply_blast_zones, ecb::update_ecb, ecb::decrement_ecb_lockout, state::state_collision_interrupt_system).chain(),
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baked_animation::update_fighter_bone_matrices,
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)
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.chain()
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@@ -220,6 +225,8 @@ impl Plugin for FighterPlugin {
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.checksum_component_with_hash::<FighterDamage>()
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.rollback_component_with_clone::<FighterPendingHitReaction>()
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.checksum_component_with_hash::<FighterPendingHitReaction>()
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.rollback_component_with_copy::<FighterPendingRespawn>()
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.checksum_component_with_hash::<FighterPendingRespawn>()
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.rollback_component_with_copy::<FighterHitstop>()
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.checksum_component_with_hash::<FighterHitstop>()
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.rollback_component_with_copy::<FighterKnockbackVelocity>()
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@@ -281,6 +288,7 @@ pub struct FighterHitboxes(pub Option<FighterActiveAttack>);
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pub fn spawn_fighter(
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commands: &mut Commands,
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player_handle: usize,
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controller_port: usize,
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spawn_position: FGVec2,
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manifest: Handle<FighterManifest>,
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model_scale: FGi32,
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@@ -294,6 +302,7 @@ pub fn spawn_fighter(
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Name(format!("Fighter {player_handle}").into()),
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Player {
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handle: player_handle,
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controller_port,
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},
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Fighter { manifest: manifest },
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FighterFacingDirection::Right,
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@@ -0,0 +1,53 @@
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use crate::{fighter::{animation::AnimKind, state::{FighterState, FighterStateImpl, air::AirborneStateCommon, fall::FallState}}, math::vec::FGVec2};
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#[derive(Debug, Clone, Hash)]
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pub struct AngelState {
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frames_remaining: u32
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}
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impl AngelState {
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pub fn new(duration: u32) -> Self {
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Self {
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frames_remaining: duration
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}
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}
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}
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impl FighterStateImpl for AngelState {
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const NAME: &'static str = "Angel";
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fn check_interrupt(&self, state_context: &mut super::InterruptContext) -> Option<super::FighterState> {
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let moved_sideways = !state_context.input.get_last_frame().movement.x.is_zero();
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let moved_vertically = !state_context.input.get_last_frame().movement.y.is_zero();
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if self.frames_remaining == 0 || moved_sideways || moved_vertically {
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Some(FighterState::Fall(FallState::new(AirborneStateCommon::default())))
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} else {
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None
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}
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}
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fn update(&mut self, _state_context: &mut super::UpdateContext) {
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self.frames_remaining = self.frames_remaining.saturating_sub(1);
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}
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fn is_visually_grounded<'a>(&'a self) -> bool {
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false
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}
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fn on_enter(&mut self, state_context: &mut super::EnterContext) {
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state_context.play_animation(AnimKind::Wait, true);
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state_context.velocity.0 = FGVec2::ZERO;
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}
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fn check_collision_interrupt(
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&mut self,
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_state_context: &mut super::CollisionContext,
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) -> Option<super::FighterState> {
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None
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}
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fn surface_policy(&self) -> super::SurfacePolicy {
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super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::Clear)
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}
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}
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+97
-18
@@ -15,22 +15,29 @@ use crate::fighter::baked_animation::BakedFighterAnimations;
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use crate::fighter::ecb::FighterPreviousECB;
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use crate::fighter::manifest::FighterManifest;
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use crate::fighter::state::hitstun::HitstunState;
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use crate::fighter::surface::EcbLockPolicy;
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use crate::fighter::visual::FighterAnimations;
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use crate::fighter::{
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Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
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FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole,
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FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
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FighterPresentationSnap,
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FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterPendingRespawn,
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FighterPresentationSnap, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation,
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FighterVelocity, FighterDamage,
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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::match_loading::MatchConfig;
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use crate::match_runtime::MatchState;
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use crate::math::int::FGi32;
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use crate::math::vec::FGVec2;
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use crate::player::Player;
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use crate::scripting::FighterAttackScript;
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use crate::stage::line::StageCollision;
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use crate::stage::manifest::{StageManifest, StageManifestRegistry};
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pub mod air;
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pub mod air_dodge;
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pub mod angel;
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pub mod crouch;
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pub mod dash;
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pub mod fall;
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pub mod ground;
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@@ -38,12 +45,11 @@ pub mod ground_attack;
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pub mod hitstun;
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pub mod jump;
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pub mod land;
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pub mod platform_pass;
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pub mod run;
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pub mod turn;
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pub mod wait;
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pub mod walk;
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pub mod crouch;
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pub mod platform_pass;
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#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
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pub enum SurfacePolicy {
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@@ -210,8 +216,8 @@ impl CollisionContext<'_> {
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&self,
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) -> Option<crate::fighter::collision::AirCollisionWithStageResult> {
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let ignored_polys = self.surface.ignored_polygon_ids();
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let ignore_soft_platforms = self.input.get_last_frame().movement.y
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<= -self.downward_stick_threshold;
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let ignore_soft_platforms =
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self.input.get_last_frame().movement.y <= -self.downward_stick_threshold;
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crate::fighter::collision::air_collide_with_stage(
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self.prev_translation,
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self.translation,
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@@ -239,6 +245,7 @@ fighter_states! {
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Turn => turn::TurnState,
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GroundAttack => ground_attack::GroundAttackState,
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Hitstun => hitstun::HitstunState,
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Angel => angel::AngelState,
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}
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#[derive(QueryData)]
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@@ -314,7 +321,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
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surface: &mut self.surface,
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fighter_attributes: attributes,
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attack_script_assets,
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game_settings
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game_settings,
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}
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}
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@@ -364,7 +371,9 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
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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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leave_ground_ecb_lock_duration: game_settings
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.fighter_common
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.leave_ground_ecb_frame_lock_duration,
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downward_stick_threshold: game_settings.input_common.run_stick_threshold,
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}
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}
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@@ -378,9 +387,12 @@ pub struct StatefulFighterQuery {
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pub animations: &'static FighterAnimations,
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pub fighter: &'static Fighter,
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pub attack_script_assets: &'static FighterAttackScriptAssets,
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pub player: &'static Player,
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pub pending_hit_reaction: &'static mut FighterPendingHitReaction,
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pub hitstop: &'static mut FighterHitstop,
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pub hitstop_shake: &'static mut FighterHitstopShake,
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pub pending_respawn: &'static mut FighterPendingRespawn,
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pub damage: &'static mut FighterDamage,
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}
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pub fn state_update_system(
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@@ -429,7 +441,9 @@ fn transition_state(
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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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game_settings
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.fighter_common
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.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, game_settings));
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@@ -454,6 +468,7 @@ pub fn state_interrupt_system(
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mut pending_hit_reaction,
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mut hitstop,
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mut hitstop_shake,
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..
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} = fighter;
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let manifest = fighter_manifests
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.get(&fighter.manifest)
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@@ -516,7 +531,7 @@ pub fn state_interrupt_system(
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animations,
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&baked_animations,
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&manifest.attributes,
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&stage_collision
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&stage_collision,
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))
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};
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@@ -538,25 +553,89 @@ pub fn state_collision_interrupt_system(
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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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match_config: Res<MatchConfig>,
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mut match_state: ResMut<MatchState>,
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stage_registry: Res<StageManifestRegistry>,
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stage_manifests: Res<Assets<StageManifest>>,
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) {
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let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
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return;
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};
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let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
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return;
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};
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for fighter in &mut query {
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let StatefulFighterQueryItem {
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mut state,
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mut frame,
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fighter,
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attack_script_assets,
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hitstop,
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mut hitstop,
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mut pending_respawn,
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player,
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mut damage,
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..
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} = fighter;
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if hitstop.remaining_frames > 0 {
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continue;
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}
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let manifest = fighter_manifests
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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, &game_settings));
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if pending_respawn.0 {
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**pending_respawn = false;
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let respawn_state = FighterState::Angel(angel::AngelState::new(60 * 3));
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// Find the angel platform position
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let respawn_point = stage_manifest
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.respawn_points
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.get(player.controller_port % stage_manifest.respawn_points.len());
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if let None = respawn_point {
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error!("Couldn't get a respawn point, falling back to the world origin");
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}
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let respawn_point = respawn_point.copied().unwrap_or(FGVec2::ZERO);
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frame.translation.0 = respawn_point;
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frame.presentation_snap.0 = true;
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// Clear hitstop
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hitstop.remaining_frames = 0;
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// subtract one stock
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let player_state = match_state.players.get_mut(player.handle).expect(&format!(
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"Failed to get fighter for GGRS slot {} (controller port {})",
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player.handle, player.controller_port
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));
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if let Some(stocks_remaining) = &mut player_state.stocks_remaining {
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*stocks_remaining = stocks_remaining.saturating_sub(1);
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}
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// reset percentage
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*damage = FighterDamage::default();
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transition_state(
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&mut state,
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respawn_state,
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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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continue;
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}
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if hitstop.remaining_frames > 0 {
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continue;
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}
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let new_state = state.check_collision_interrupt(
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&mut frame.collision_context(&stage_collision, &game_settings),
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);
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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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