Implement damage UI, damage and stale moves. (#45)
CI / build-and-test (push) Successful in 1m30s
CI / build-and-test (push) Successful in 1m30s
Reviewed-on: #45 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #45.
This commit is contained in:
@@ -32,9 +32,15 @@ use crate::{
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#[derive(Deref, Component, Default, Hash, Debug, Copy, Clone)]
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pub struct FighterKnockbackVelocity(pub FGVec2);
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#[derive(Debug, Default, Clone, Copy, Serialize, Deserialize, Component, Hash)]
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#[derive(Debug, Default, Clone, Copy, Serialize, Deserialize, Component, Hash, PartialEq)]
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pub struct FighterDamage(FGi32);
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impl std::fmt::Display for FighterDamage {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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write!(f, "{:.2}", self.0)
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}
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}
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#[derive(Debug, Hash, Clone)]
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pub enum HitReactionKind {
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Flinch,
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@@ -48,6 +54,7 @@ pub struct FighterHitReaction {
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pub hitstop_frames: HitStop,
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pub hitstun_frames: u32,
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pub kind: HitReactionKind,
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pub damage: FighterDamage,
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}
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#[derive(Component, DerefMut, Deref, Debug, Default, Hash, Clone)]
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@@ -11,9 +11,9 @@ use crate::{
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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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&mut FighterStaleMoveQueue,
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&FighterFacingDirection,
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&FighterHitboxes,
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&mut FighterHitboxes,
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&Player,
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&mut FighterHitstop,
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&mut FighterHitstopShake,
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@@ -42,7 +42,7 @@ pub fn resolve_fighter_hits(
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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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let Ok((stale_move_queue, facing_dir, _, player, _, _)) =
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attacker.get(hit.attacker)
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else {
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return None;
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@@ -52,7 +52,6 @@ pub fn resolve_fighter_hits(
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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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@@ -90,6 +89,7 @@ pub fn resolve_fighter_hits(
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angle
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};
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// Attacker hitstop and data
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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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@@ -100,6 +100,7 @@ pub fn resolve_fighter_hits(
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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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damage: FighterDamage(attack_damage)
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},
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));
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}
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@@ -107,7 +108,7 @@ pub fn resolve_fighter_hits(
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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, mut hitstop_shake)) = attacker.get_mut(*attacker_entity) else {
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let Ok((.., _, mut hitstop, mut hitstop_shake)) = attacker.get_mut(*attacker_entity) else {
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continue;
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};
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@@ -134,6 +135,19 @@ pub fn resolve_fighter_hits(
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hit_offset = next_defender;
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}
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for hit in hits {
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let Ok((mut stale_move_queue, _facing_direction, mut hitboxes, ..)) = attacker.get_mut(hit.attacker) else {
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continue;
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};
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if let Some(ref mut hitbox) = hitboxes.0 {
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if !hitbox.stalled {
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hitbox.stalled = true;
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stale_move_queue.push(hitbox.kind);
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}
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}
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}
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Ok(())
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}
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@@ -259,6 +259,7 @@ pub struct FighterActiveAttack {
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pub active_hitboxes: Vec<usize>,
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pub solved_hitboxes: Vec<attack::FighterSolvedHitbox>,
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pub hit_fighters: Vec<Entity>,
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pub stalled: bool
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}
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#[derive(Component, Clone, Debug, Default, Hash)]
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@@ -47,13 +47,13 @@ impl FighterStateImpl for GroundAttackState {
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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state_context.play_animation(self.attack_kind.get_animation(), false);
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let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone();
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state_context.stale_move_queue.push(self.attack_kind);
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state_context.hitboxes.0 = Some(crate::fighter::FighterActiveAttack {
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kind: self.attack_kind,
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script,
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active_hitboxes: Vec::new(),
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solved_hitboxes: Vec::new(),
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hit_fighters: Vec::new(),
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stalled: false
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});
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}
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