Initial work on rollback and refactor
This commit is contained in:
@@ -0,0 +1,116 @@
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use std::hash::{Hash, Hasher};
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use bevy::prelude::*;
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use super::{FighterState, FighterStateContext, FighterStateTransition, ground, run, wait, walk};
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use crate::fighter::{FighterAttributes, FighterVelocity};
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use crate::game_settings::GameSettings;
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use crate::input::{
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FighterCommands::{SmashMoveLeft, SmashMoveRight},
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FighterInput,
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};
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pub struct DashStateCreator {}
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#[derive(Component, Debug, Clone, Copy)]
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pub struct DashState {
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frames_in_dash: u32,
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direction: f32,
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}
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pub fn hash_dash_state(dash_state: &DashState) -> u64 {
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let mut hasher = bevy_ggrs::checksum_hasher();
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dash_state.direction.to_bits().hash(&mut hasher);
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dash_state.frames_in_dash.hash(&mut hasher);
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hasher.finish()
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}
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impl DashState {
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pub fn new(direction: f32) -> Self {
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Self {
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frames_in_dash: 0,
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direction,
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}
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}
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}
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impl FighterState for DashState {
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fn check_interrupt(
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&self,
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state_context: &FighterStateContext,
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) -> Option<FighterStateTransition> {
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if self.frames_in_dash > state_context.fighter_attribs.dash_duration {
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// Dash finish shenanigans
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run::check_input(state_context)
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.or_else(|| walk::check_input(state_context))
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.or_else(|| wait::check_input(state_context))
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} else {
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check_smash_input_with_dir(state_context)
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.filter(|dir| *dir != self.direction)
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.and_then(|dir| Some(FighterStateTransition::Dash(dir)))
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}
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}
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}
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pub fn start(state_context: &mut FighterStateContext) {
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state_context.input.clear_buffer();
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}
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fn check_smash_input_with_dir(state_context: &FighterStateContext) -> Option<f32> {
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if state_context.input.has_command(SmashMoveLeft) {
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return Some(-1.0);
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} else if state_context.input.has_command(SmashMoveRight) {
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return Some(1.0);
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} else {
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None
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}
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}
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pub fn check_input(state_context: &FighterStateContext) -> Option<FighterStateTransition> {
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check_smash_input_with_dir(state_context).map(|dir| FighterStateTransition::Dash(dir))
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}
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pub fn dash_update(
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dash_query: Query<(
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&mut DashState,
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&FighterAttributes,
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&FighterInput,
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&mut FighterVelocity,
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)>,
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game_settings: Res<GameSettings>,
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) {
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for (mut dash, attributes, input, mut velocity) in dash_query {
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dash.frames_in_dash += 1;
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let last_frame = input.get_last_frame();
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let (accel, target_vel) = attributes.get_accel_and_target_dashrun(&last_frame);
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let accel = ground::compute_ground_accel(
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accel,
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target_vel,
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velocity.x,
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attributes,
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game_settings.as_ref(),
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);
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velocity.x += accel;
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}
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}
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pub fn on_insert_dash(
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add: On<Insert, DashState>,
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query: Query<
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(
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Entity,
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&mut FighterInput,
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&FighterAttributes,
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&mut FighterVelocity,
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),
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With<DashState>,
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>,
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) {
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for (entity, mut input, attribs, mut velocity) in query {
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if entity == add.entity {
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velocity.x = attribs.dash_initial_velocity * input.get_last_frame().movement.x.signum();
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input.clear_buffer();
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}
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}
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}
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@@ -0,0 +1,55 @@
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//! Ground movement math shared by every grounded state. Deliberately free of
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//! ECS types so it stays cheap to reason about and to unit-test — it has to be
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//! bit-for-bit deterministic for rollback.
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use crate::fighter::FighterAttributes;
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use crate::game_settings::GameSettings;
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pub fn apply_grounded_friction(friction: f32, ground_vel: f32) -> f32 {
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if friction.abs() > ground_vel.abs() {
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-ground_vel
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} else {
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(-ground_vel.signum()) * friction.abs()
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}
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}
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pub fn move_accelerate() {}
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pub fn compute_ground_accel(
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accel: f32,
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target_vel: f32,
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gr_vel: f32,
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attribs: &FighterAttributes,
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game_settings: &GameSettings,
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) -> f32 {
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if target_vel == 0.0 {
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apply_grounded_friction(attribs.ground_friction, gr_vel)
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} else {
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let mut accel = accel;
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let ground_max_horizontal_velocity =
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game_settings.figher_common.ground_max_horizontal_velocity;
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if !(gr_vel * accel < 0.0) {
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// accelerating, not reversing
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if accel > 0.0 {
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if gr_vel + accel > target_vel {
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accel = -attribs.ground_friction;
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if gr_vel + accel < target_vel {
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accel = target_vel - gr_vel;
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}
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if gr_vel + accel > ground_max_horizontal_velocity {
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accel = ground_max_horizontal_velocity - gr_vel;
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}
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}
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} else if gr_vel + accel < target_vel {
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accel = attribs.ground_friction;
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if gr_vel + accel > target_vel {
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accel = target_vel - gr_vel;
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}
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if gr_vel + accel < -ground_max_horizontal_velocity {
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accel = -ground_max_horizontal_velocity - gr_vel;
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}
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}
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}
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accel
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}
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}
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@@ -0,0 +1,94 @@
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//! The fighter state machine: the [`FighterState`] trait every state
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//! implements, the context they inspect, and the generic system that runs the
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//! interrupt check. One state per submodule.
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use bevy::prelude::*;
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use crate::fighter::FighterAttributes;
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use crate::game_settings::GameSettings;
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use crate::input::FighterInput;
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pub mod dash;
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pub mod ground;
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pub mod run;
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pub mod wait;
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pub mod walk;
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pub enum FighterStateTransition {
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Wait,
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Walk,
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Dash(f32),
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Run,
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}
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pub trait FighterState: Component + Sized {
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fn remove(&self, state_context: &FighterStateContext, commands: &mut Commands) {
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commands.entity(state_context.entity).remove::<Self>();
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}
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fn check_interrupt(
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&self,
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state_context: &FighterStateContext,
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) -> Option<FighterStateTransition>;
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}
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pub struct FighterStateContext<'a> {
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pub input: &'a mut FighterInput,
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pub fighter_attribs: &'a FighterAttributes,
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pub game_settings: &'a GameSettings,
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pub entity: Entity,
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}
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fn create_state(
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transition: FighterStateTransition,
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state_context: FighterStateContext,
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commands: &mut Commands,
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) {
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let mut ent_cmd = commands.entity(state_context.entity);
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match transition {
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FighterStateTransition::Wait => ent_cmd.insert(wait::WaitState),
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FighterStateTransition::Walk => ent_cmd.insert(walk::WalkState),
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FighterStateTransition::Dash(dir) => ent_cmd.insert(dash::DashState::new(dir)),
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FighterStateTransition::Run => ent_cmd.insert(run::RunState),
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};
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}
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fn get_state_debug_name(transition: &FighterStateTransition) -> &'static str {
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match transition {
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FighterStateTransition::Wait => "wait",
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FighterStateTransition::Walk => "walk",
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FighterStateTransition::Dash(_) => "dash",
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FighterStateTransition::Run => "run",
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}
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}
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#[derive(Component)]
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pub struct StateNameDebug(pub &'static str);
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impl std::fmt::Display for StateNameDebug {
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fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
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write!(f, "{}", self.0)
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}
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}
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pub fn state_interrupt_system<T: FighterState + Component + std::fmt::Debug>(
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query: Query<(Entity, &T, &mut FighterInput, &FighterAttributes)>,
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game_settings: Res<GameSettings>,
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mut commands: Commands,
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) {
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for (ent, state, mut input, attribs) in query {
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let state_context = FighterStateContext {
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input: &mut input,
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fighter_attribs: &attribs,
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game_settings: &game_settings,
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entity: ent,
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};
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if let Some(new_state) = state.check_interrupt(&state_context) {
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commands.entity(ent).remove::<T>();
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info!("State {:?} -> {}", state, get_state_debug_name(&new_state));
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commands
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.entity(ent)
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.insert(StateNameDebug(get_state_debug_name(&new_state)));
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create_state(new_state, state_context, &mut commands);
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}
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}
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}
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@@ -0,0 +1,49 @@
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use bevy::prelude::*;
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use super::{FighterState, FighterStateContext, FighterStateTransition, ground, wait, walk};
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use crate::fighter::{FighterAttributes, FighterVelocity};
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use crate::game_settings::GameSettings;
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use crate::input::FighterInput;
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#[derive(Component, Debug, Clone, Copy)]
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pub struct RunState;
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impl FighterState for RunState {
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fn check_interrupt(
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&self,
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state_context: &FighterStateContext,
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) -> Option<FighterStateTransition> {
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if let Some(_) = check_input(state_context) {
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None
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} else {
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walk::check_input(state_context).or_else(|| wait::check_input(state_context))
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}
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}
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}
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pub fn check_input(state_context: &FighterStateContext) -> Option<FighterStateTransition> {
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let input_frame = state_context.input.get_last_frame();
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if input_frame.movement.x.abs() >= state_context.game_settings.input_common.run_stick_threshold
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{
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return Some(FighterStateTransition::Run);
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}
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None
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}
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pub fn run_update(
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fighters: Query<(&mut FighterVelocity, &FighterAttributes, &FighterInput), With<RunState>>,
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game_settings: Res<GameSettings>,
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) {
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for (mut velocity, attributes, input) in fighters {
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let last_frame = input.get_last_frame();
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let (accel, target_vel) = attributes.get_accel_and_target_dashrun(&last_frame);
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let accel = ground::compute_ground_accel(
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accel,
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target_vel,
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velocity.x,
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attributes,
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game_settings.as_ref(),
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);
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velocity.x += accel;
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}
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}
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@@ -0,0 +1,43 @@
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use bevy::prelude::*;
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use super::{FighterState, FighterStateContext, FighterStateTransition, ground, walk};
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use crate::fighter::{FighterAttributes, FighterVelocity};
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use crate::game_settings::GameSettings;
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#[derive(Component, Debug, Clone, Copy)]
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pub struct WaitState;
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impl FighterState for WaitState {
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fn check_interrupt(
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&self,
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state_context: &FighterStateContext,
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) -> Option<FighterStateTransition> {
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walk::check_input(state_context)
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}
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}
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pub fn check_input(state_context: &FighterStateContext) -> Option<FighterStateTransition> {
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let input_frame = state_context.input.get_last_frame();
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if input_frame.movement.x.abs() < state_context.game_settings.input_common.stick_deadzone {
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return Some(FighterStateTransition::Wait);
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}
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None
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}
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pub fn wait_update(
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query: Query<(&FighterAttributes, &mut FighterVelocity), With<WaitState>>,
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game_settings: Res<GameSettings>,
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) {
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for (attribs, mut velocity) in query {
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let friction = if velocity.x.abs() > attribs.max_walk_vel {
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attribs.ground_friction
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* game_settings
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.figher_common
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.ground_friction_over_walk_speed_multiplier
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} else {
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attribs.ground_friction
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};
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velocity.x += ground::apply_grounded_friction(friction, velocity.x);
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}
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}
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@@ -0,0 +1,43 @@
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use bevy::prelude::*;
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use super::{FighterState, FighterStateContext, FighterStateTransition, dash, ground, wait};
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use crate::fighter::{FighterAttributes, FighterVelocity};
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use crate::game_settings::GameSettings;
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use crate::input::FighterInput;
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#[derive(Component, Debug, Clone, Copy)]
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pub struct WalkState;
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impl FighterState for WalkState {
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fn check_interrupt(
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&self,
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state_context: &FighterStateContext,
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) -> Option<FighterStateTransition> {
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wait::check_input(state_context).or_else(|| dash::check_input(state_context))
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}
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}
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pub fn check_input(state_context: &FighterStateContext) -> Option<FighterStateTransition> {
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let input_frame = state_context.input.get_last_frame();
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if input_frame.movement.x.abs() >= state_context.game_settings.input_common.stick_deadzone {
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return Some(FighterStateTransition::Walk);
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}
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None
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}
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pub fn walk_update(
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fighters: Query<(&mut FighterVelocity, &FighterAttributes, &FighterInput), With<WalkState>>,
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game_settings: Res<GameSettings>,
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) {
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for (mut velocity, attributes, input) in fighters {
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let last_frame = input.get_last_frame();
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let (accel, target_vel) = attributes.get_accel_and_target_walk(&last_frame);
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let accel =
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ground::compute_ground_accel(accel, target_vel, velocity.x, attributes, &game_settings);
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velocity.x += accel;
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}
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}
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Reference in New Issue
Block a user