Implement land from below, fix attacks not lifting fighters off the ground (#96)
Reviewed-on: #96 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #96.
This commit is contained in:
@@ -1,8 +1,6 @@
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use crate::{
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fighter::{
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animation::AnimKind,
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attack::{self, FighterHitReaction},
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state::{
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FighterVelocity, animation::AnimKind, attack::{self, FighterHitReaction}, state::{
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CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
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InterruptContext, UpdateContext,
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air::{self, AirborneStateCommon},
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@@ -40,6 +38,30 @@ impl HitstunState {
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impl FighterStateImpl for HitstunState {
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const NAME: &'static str = "Hitstun";
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fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
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if state_context.get_current_animation_frame() > self.hit_reaction.hitstun_frames {
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match &self.hitstop_kind {
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HitstopStateKind::Grounded => Some(FighterState::Wait(WaitState)),
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HitstopStateKind::Airborne => Some(FighterState::Fall(FallState::new(
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AirborneStateCommon::default(),
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))),
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}
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} else {
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None
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}
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}
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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let animation = match self.hitstop_kind {
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HitstopStateKind::Grounded => AnimKind::FlinchGround,
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HitstopStateKind::Airborne => AnimKind::FlinchAir,
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};
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state_context.play_animation(animation, false);
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state_context.velocity.0 = FGVec2::ZERO;
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}
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fn on_exit(&mut self, _state_context: &mut ExitContext) {}
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fn name(&self) -> String {
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let hitstop_kind = match self.hitstop_kind {
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HitstopStateKind::Grounded => "Grounded",
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@@ -54,19 +76,6 @@ impl FighterStateImpl for HitstunState {
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format!("Hitstun ({hitstop_kind}, {hit_reaction_type})")
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}
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fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
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if state_context.get_current_animation_frame() > self.hit_reaction.hitstun_frames {
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match &self.hitstop_kind {
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HitstopStateKind::Grounded => Some(FighterState::Wait(WaitState)),
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HitstopStateKind::Airborne => Some(FighterState::Fall(FallState::new(
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AirborneStateCommon::default(),
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))),
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}
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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, ctx: &mut UpdateContext) {
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if !self.knockback_applied {
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let launch_direction = attack::directional_influence::apply_directional_influence(
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@@ -83,6 +92,8 @@ impl FighterStateImpl for HitstunState {
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HitstopStateKind::Grounded => {}
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HitstopStateKind::Airborne => {
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air::integrate_gravity(ctx.velocity, ctx.fighter_attributes, false);
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let vel_with_kb = FighterVelocity(ctx.velocity.0 + ctx.knockback_velocity.0);
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air::apply_air_motion(&vel_with_kb, ctx.translation, ctx.prev_translation);
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}
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}
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@@ -92,21 +103,8 @@ impl FighterStateImpl for HitstunState {
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.max(FGi32::ZERO);
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ctx.knockback_velocity.0 = ctx.knockback_velocity.normalize_or_zero() * next_speed;
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ctx.translation.0 += ctx.velocity.0 + ctx.knockback_velocity.0;
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}
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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let animation = match self.hitstop_kind {
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HitstopStateKind::Grounded => AnimKind::FlinchGround,
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HitstopStateKind::Airborne => AnimKind::FlinchAir,
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};
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state_context.play_animation(animation, false);
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state_context.velocity.0 = FGVec2::ZERO;
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}
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fn on_exit(&mut self, _state_context: &mut ExitContext) {}
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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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@@ -114,7 +112,7 @@ impl FighterStateImpl for HitstunState {
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match &mut self.hitstop_kind {
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HitstopStateKind::Grounded => collision_interrupt(state_context, true),
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HitstopStateKind::Airborne => {
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air::collision_interrupt(state_context, LandingType::Normal, false)
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air::collision_interrupt(state_context, LandingType::Normal, Default::default())
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}
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}
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}
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