Initial work on ledge & improved baking of root motion. (#90)
Reviewed-on: #90 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #90.
This commit is contained in:
@@ -0,0 +1,130 @@
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use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
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use crate::fighter::animation::AnimKind;
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use crate::fighter::state::air::AirborneStateCommon;
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use crate::fighter::state::fall::FallState;
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use crate::fighter::state::FighterState;
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use crate::fighter::FighterFacingDirection;
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use crate::fighter::state::jump::JumpStateInitiator;
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use crate::fighter::state::ledge_action::{LedgeActionState};
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use crate::input::FighterCommands;
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use crate::math::vec::FGVec2;
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use crate::stage::line::{StageLedgeSide, StageVertexID};
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#[derive(Debug, Clone, Hash)]
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pub struct LedgeWaitState {
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pub airborne_state_common: AirborneStateCommon,
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pub ledge_id: StageVertexID,
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}
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impl FighterStateImpl for LedgeWaitState {
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const NAME: &'static str = "LedgeWait";
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fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
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if state_context.input.has_command(FighterCommands::Jump) {
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return Some(FighterState::LedgeAction(LedgeActionState::create_jump(self.ledge_id, JumpStateInitiator::Button)));
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} else if state_context.input.has_command(FighterCommands::TapJump) {
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return Some(FighterState::LedgeAction(LedgeActionState::create_jump(self.ledge_id, JumpStateInitiator::Tap)));
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}
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if is_ledge_drop_input(state_context.input.get_last_frame().movement.x,
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state_context.game_settings.input_common.run_stick_threshold,
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state_context.facing_direction) {
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state_context.ledge_grab_lockout.start(
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state_context
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.game_settings
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.fighter_common
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.ledge_drop_regrab_lockout_duration_frames,
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);
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return Some(FighterState::Fall(FallState::new(
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AirborneStateCommon { is_fast_falling: false },
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)));
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}
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if is_ledge_drop_fastfall_input(
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state_context.input.get_last_frame().movement.y,
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state_context.game_settings.input_common.run_stick_threshold,
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) {
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state_context.ledge_grab_lockout.start(
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state_context
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.game_settings
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.fighter_common
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.ledge_drop_regrab_lockout_duration_frames,
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);
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return Some(FighterState::Fall(FallState::new(
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AirborneStateCommon { is_fast_falling: true },
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)));
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}
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None
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}
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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state_context.velocity.0 = FGVec2::ZERO;
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state_context.knockback_velocity.0 = FGVec2::ZERO;
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let Some(ledge) = state_context.stage_collision.find_ledge_by_vertex(self.ledge_id) else {
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return;
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};
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state_context.translation.0 = ledge.position;
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*state_context.facing_direction = match ledge.hang_side {
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StageLedgeSide::Left => FighterFacingDirection::Right,
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StageLedgeSide::Right => FighterFacingDirection::Left,
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};
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state_context.play_animation(AnimKind::LedgeWait, true);
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if let Some(root_position) = state_context.initial_animation_root_position() {
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state_context.translation.0 = root_position;
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}
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state_context.presentation_snap.0 = true;
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}
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fn update(&mut self, state_context: &mut UpdateContext) {
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if let Some(root_position) = state_context.animation_root_position {
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state_context.translation.0 = root_position;
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}
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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 CollisionContext,
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) -> Option<FighterState> {
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None
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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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}
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#[cfg(test)]
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mod tests {
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use super::*;
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use crate::math::int::FGi32;
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#[test]
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fn ledge_drop_uses_the_run_stick_threshold() {
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let threshold = FGi32::lit("0.625");
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assert!(is_ledge_drop_fastfall_input(FGi32::lit("-0.625"), threshold));
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assert!(is_ledge_drop_fastfall_input(FGi32::lit("-1.0"), threshold));
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assert!(!is_ledge_drop_fastfall_input(FGi32::lit("-0.624"), threshold));
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}
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}
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fn is_ledge_drop_fastfall_input(
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vertical_input: crate::math::int::FGi32,
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threshold: crate::math::int::FGi32,
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) -> bool {
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vertical_input <= -threshold
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}
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fn is_ledge_drop_input(
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horizontal_input: crate::math::int::FGi32,
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threshold: crate::math::int::FGi32,
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facing_dir: &FighterFacingDirection,
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) -> bool {
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let dir = facing_dir.to_sign();
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if horizontal_input.abs() > threshold {
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if dir != horizontal_input.signum() {
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return true;
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}
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}
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false
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}
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