Add the ability to respawn and improve controller port mapping (#72)
CI / build-and-test (push) Successful in 2m2s
CI / production-build (push) Successful in 12m18s

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:
2026-09-27 11:54:08 +00:00
committed by EIREXE
parent bb238d2cbc
commit 6f1d8a7706
15 changed files with 438 additions and 85 deletions
+53
View File
@@ -0,0 +1,53 @@
use crate::{fighter::{animation::AnimKind, state::{FighterState, FighterStateImpl, air::AirborneStateCommon, fall::FallState}}, math::vec::FGVec2};
#[derive(Debug, Clone, Hash)]
pub struct AngelState {
frames_remaining: u32
}
impl AngelState {
pub fn new(duration: u32) -> Self {
Self {
frames_remaining: duration
}
}
}
impl FighterStateImpl for AngelState {
const NAME: &'static str = "Angel";
fn check_interrupt(&self, state_context: &mut super::InterruptContext) -> Option<super::FighterState> {
let moved_sideways = !state_context.input.get_last_frame().movement.x.is_zero();
let moved_vertically = !state_context.input.get_last_frame().movement.y.is_zero();
if self.frames_remaining == 0 || moved_sideways || moved_vertically {
Some(FighterState::Fall(FallState::new(AirborneStateCommon::default())))
} else {
None
}
}
fn update(&mut self, _state_context: &mut super::UpdateContext) {
self.frames_remaining = self.frames_remaining.saturating_sub(1);
}
fn is_visually_grounded<'a>(&'a self) -> bool {
false
}
fn on_enter(&mut self, state_context: &mut super::EnterContext) {
state_context.play_animation(AnimKind::Wait, true);
state_context.velocity.0 = FGVec2::ZERO;
}
fn check_collision_interrupt(
&mut self,
_state_context: &mut super::CollisionContext,
) -> Option<super::FighterState> {
None
}
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::Clear)
}
}
+97 -18
View File
@@ -15,22 +15,29 @@ use crate::fighter::baked_animation::BakedFighterAnimations;
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::manifest::FighterManifest;
use crate::fighter::state::hitstun::HitstunState;
use crate::fighter::surface::EcbLockPolicy;
use crate::fighter::visual::FighterAnimations;
use crate::fighter::{
Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole,
FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
FighterPresentationSnap,
FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterPendingRespawn,
FighterPresentationSnap, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation,
FighterVelocity, FighterDamage,
};
use crate::fighter::surface::EcbLockPolicy;
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::match_loading::MatchConfig;
use crate::match_runtime::MatchState;
use crate::math::int::FGi32;
use crate::math::vec::FGVec2;
use crate::player::Player;
use crate::scripting::FighterAttackScript;
use crate::stage::line::StageCollision;
use crate::stage::manifest::{StageManifest, StageManifestRegistry};
pub mod air;
pub mod air_dodge;
pub mod angel;
pub mod crouch;
pub mod dash;
pub mod fall;
pub mod ground;
@@ -38,12 +45,11 @@ pub mod ground_attack;
pub mod hitstun;
pub mod jump;
pub mod land;
pub mod platform_pass;
pub mod run;
pub mod turn;
pub mod wait;
pub mod walk;
pub mod crouch;
pub mod platform_pass;
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum SurfacePolicy {
@@ -210,8 +216,8 @@ impl CollisionContext<'_> {
&self,
) -> Option<crate::fighter::collision::AirCollisionWithStageResult> {
let ignored_polys = self.surface.ignored_polygon_ids();
let ignore_soft_platforms = self.input.get_last_frame().movement.y
<= -self.downward_stick_threshold;
let ignore_soft_platforms =
self.input.get_last_frame().movement.y <= -self.downward_stick_threshold;
crate::fighter::collision::air_collide_with_stage(
self.prev_translation,
self.translation,
@@ -239,6 +245,7 @@ fighter_states! {
Turn => turn::TurnState,
GroundAttack => ground_attack::GroundAttackState,
Hitstun => hitstun::HitstunState,
Angel => angel::AngelState,
}
#[derive(QueryData)]
@@ -314,7 +321,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
surface: &mut self.surface,
fighter_attributes: attributes,
attack_script_assets,
game_settings
game_settings,
}
}
@@ -364,7 +371,9 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
ecb: &mut self.ecb,
prev_ecb: &self.prev_ecb,
stage_collision,
leave_ground_ecb_lock_duration: game_settings.fighter_common.leave_ground_ecb_frame_lock_duration,
leave_ground_ecb_lock_duration: game_settings
.fighter_common
.leave_ground_ecb_frame_lock_duration,
downward_stick_threshold: game_settings.input_common.run_stick_threshold,
}
}
@@ -378,9 +387,12 @@ pub struct StatefulFighterQuery {
pub animations: &'static FighterAnimations,
pub fighter: &'static Fighter,
pub attack_script_assets: &'static FighterAttackScriptAssets,
pub player: &'static Player,
pub pending_hit_reaction: &'static mut FighterPendingHitReaction,
pub hitstop: &'static mut FighterHitstop,
pub hitstop_shake: &'static mut FighterHitstopShake,
pub pending_respawn: &'static mut FighterPendingRespawn,
pub damage: &'static mut FighterDamage,
}
pub fn state_update_system(
@@ -429,7 +441,9 @@ fn transition_state(
if let SurfacePolicy::Airborne(lock_policy) = next.surface_policy() {
frame.surface.apply_airborne_policy(
lock_policy,
game_settings.fighter_common.leave_ground_ecb_frame_lock_duration,
game_settings
.fighter_common
.leave_ground_ecb_frame_lock_duration,
);
}
next.on_enter(&mut frame.enter_context(attributes, attack_script_assets, game_settings));
@@ -454,6 +468,7 @@ pub fn state_interrupt_system(
mut pending_hit_reaction,
mut hitstop,
mut hitstop_shake,
..
} = fighter;
let manifest = fighter_manifests
.get(&fighter.manifest)
@@ -516,7 +531,7 @@ pub fn state_interrupt_system(
animations,
&baked_animations,
&manifest.attributes,
&stage_collision
&stage_collision,
))
};
@@ -538,25 +553,89 @@ pub fn state_collision_interrupt_system(
stage_collision: Res<StageCollision>,
fighter_manifests: Res<Assets<FighterManifest>>,
game_settings: Res<GameSettings>,
match_config: Res<MatchConfig>,
mut match_state: ResMut<MatchState>,
stage_registry: Res<StageManifestRegistry>,
stage_manifests: Res<Assets<StageManifest>>,
) {
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
return;
};
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
return;
};
for fighter in &mut query {
let StatefulFighterQueryItem {
mut state,
mut frame,
fighter,
attack_script_assets,
hitstop,
mut hitstop,
mut pending_respawn,
player,
mut damage,
..
} = fighter;
if hitstop.remaining_frames > 0 {
continue;
}
let manifest = fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
let new_state =
state.check_collision_interrupt(&mut frame.collision_context(&stage_collision, &game_settings));
if pending_respawn.0 {
**pending_respawn = false;
let respawn_state = FighterState::Angel(angel::AngelState::new(60 * 3));
// Find the angel platform position
let respawn_point = stage_manifest
.respawn_points
.get(player.controller_port % stage_manifest.respawn_points.len());
if let None = respawn_point {
error!("Couldn't get a respawn point, falling back to the world origin");
}
let respawn_point = respawn_point.copied().unwrap_or(FGVec2::ZERO);
frame.translation.0 = respawn_point;
frame.presentation_snap.0 = true;
// Clear hitstop
hitstop.remaining_frames = 0;
// subtract one stock
let player_state = match_state.players.get_mut(player.handle).expect(&format!(
"Failed to get fighter for GGRS slot {} (controller port {})",
player.handle, player.controller_port
));
if let Some(stocks_remaining) = &mut player_state.stocks_remaining {
*stocks_remaining = stocks_remaining.saturating_sub(1);
}
// reset percentage
*damage = FighterDamage::default();
transition_state(
&mut state,
respawn_state,
&mut frame,
&manifest.attributes,
attack_script_assets,
&game_settings,
);
continue;
}
if hitstop.remaining_frames > 0 {
continue;
}
let new_state = state.check_collision_interrupt(
&mut frame.collision_context(&stage_collision, &game_settings),
);
if let Some(new_state) = new_state {
transition_state(
&mut state,