Add authoritative fighter surface state
This commit is contained in:
+114
-30
@@ -3,7 +3,8 @@
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//! bit-for-bit deterministic for rollback.
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use crate::fighter::state::{
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CollisionContext, FighterState, InterruptContext, air, dash, fall, ground_attack, turn, wait, walk,
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CollisionContext, FighterState, InterruptContext, air, dash, fall, ground_attack, turn, wait,
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walk,
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};
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use crate::fighter::{
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FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
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@@ -13,13 +14,6 @@ use crate::math::int::{FGWide, FGi32};
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use crate::math::vec::FGVec2;
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use crate::stage::line::{StageLineID, StagePoly, StagePolyLineSegment, StagePolyLineSegmentType};
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use bevy::prelude::*;
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#[derive(Reflect, Hash, Clone, Debug)]
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pub struct GroundedStateCommon {
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pub current_line_id: StageLineID,
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}
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pub fn apply_grounded_friction(friction: FGi32, ground_vel: FGi32) -> FGi32 {
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if friction.abs() > ground_vel.abs() {
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-ground_vel
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@@ -181,22 +175,23 @@ pub fn update_friction_motion(ctx: &mut crate::fighter::state::UpdateContext) {
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pub fn collide_with_stage_grounded(
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state_context: &mut CollisionContext,
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ground_common: &mut GroundedStateCommon,
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can_walk_off: bool,
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) -> GroundedMotionResult {
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let translation = &mut state_context.translation;
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let ecb = state_context.ecb;
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let stage_collision = state_context.stage_collision;
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let stage_poly = stage_collision
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.stage_polys
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.get(ground_common.current_line_id.polygon);
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let Some(current_line_id) = state_context.surface.line_id() else {
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return GroundedMotionResult::InAir;
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};
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let stage_poly = stage_collision.stage_polys.get(current_line_id.polygon);
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if let Some(stage_poly) = stage_poly {
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let ecb_bottom_pos = translation.0 + ecb.get_bottom_point();
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match resolve_grounded_position(
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stage_poly,
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ground_common.current_line_id.segment,
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current_line_id.segment,
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ecb_bottom_pos,
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can_walk_off,
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) {
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@@ -216,30 +211,37 @@ pub fn collide_with_stage_grounded(
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.0
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.project_onto_normalized(current_segment.normal)
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};
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ground_common.current_line_id.segment = segment_idx;
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state_context.surface.land(StageLineID {
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polygon: current_line_id.polygon,
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segment: segment_idx,
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});
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GroundedMotionResult::InGround
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}
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GroundedPositionResult::InAir => GroundedMotionResult::InAir,
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GroundedPositionResult::InAir => {
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state_context.surface.leave_ground();
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GroundedMotionResult::InAir
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}
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}
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} else {
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state_context.surface.leave_ground();
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GroundedMotionResult::InAir
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}
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}
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pub fn collision_interrupt(
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ctx: &mut CollisionContext,
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common: &mut GroundedStateCommon,
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can_walk_off: bool,
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) -> Option<FighterState> {
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match collide_with_stage_grounded(ctx, common, can_walk_off) {
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pub fn collision_interrupt(ctx: &mut CollisionContext, can_walk_off: bool) -> Option<FighterState> {
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match collide_with_stage_grounded(ctx, can_walk_off) {
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GroundedMotionResult::InGround => None,
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GroundedMotionResult::InAir => Some(FighterState::Fall(fall::FallState::new(air::AirborneStateCommon::default()))),
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GroundedMotionResult::InAir => Some(FighterState::Fall(fall::FallState::new(
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air::AirborneStateCommon::default(),
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))),
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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::fighter::ecb::FighterPreviousECB;
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use crate::fighter::{FighterECB, FighterSurfaceState};
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use crate::stage::line::StagePolyType;
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fn two_segment_floor() -> StagePoly {
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@@ -346,28 +348,110 @@ mod tests {
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GroundedPositionResult::InAir
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));
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}
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#[test]
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fn grounded_collision_updates_surface_segment() {
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let stage_collision = crate::stage::line::StageCollision {
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stage_polys: vec![two_segment_floor()],
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};
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let mut surface = FighterSurfaceState::Grounded {
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line_id: StageLineID {
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polygon: 0,
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segment: 0,
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},
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};
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let mut translation = FighterTranslation(FGVec2::lit("11", "0"));
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let previous_translation = FighterPreviousTranslation(translation.0);
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let mut velocity = FighterVelocity::default();
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let ecb = FighterECB {
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vertical_half: FGi32::ONE,
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horizontal_half: FGi32::ONE,
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};
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let previous_ecb = FighterPreviousECB::from(ecb);
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let mut context = CollisionContext {
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translation: &mut translation,
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prev_translation: &previous_translation,
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velocity: &mut velocity,
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surface: &mut surface,
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ecb: &ecb,
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prev_ecb: &previous_ecb,
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stage_collision: &stage_collision,
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};
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assert!(matches!(
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collide_with_stage_grounded(&mut context, true),
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GroundedMotionResult::InGround
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));
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assert_eq!(
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surface.line_id(),
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Some(StageLineID {
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polygon: 0,
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segment: 1,
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})
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);
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}
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#[test]
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fn walking_off_edge_clears_surface_contact() {
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let stage_collision = crate::stage::line::StageCollision {
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stage_polys: vec![StagePoly::build(
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StagePolyType::Platform,
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&[
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(FGVec2::lit("0", "0"), StagePolyLineSegmentType::Floor),
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(FGVec2::lit("10", "0"), StagePolyLineSegmentType::Floor),
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],
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)],
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};
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let mut surface = FighterSurfaceState::Grounded {
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line_id: StageLineID {
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polygon: 0,
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segment: 0,
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},
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};
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let mut translation = FighterTranslation(FGVec2::lit("11", "0"));
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let previous_translation = FighterPreviousTranslation(translation.0);
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let mut velocity = FighterVelocity::default();
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let ecb = FighterECB {
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vertical_half: FGi32::ONE,
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horizontal_half: FGi32::ONE,
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};
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let previous_ecb = FighterPreviousECB::from(ecb);
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let mut context = CollisionContext {
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translation: &mut translation,
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prev_translation: &previous_translation,
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velocity: &mut velocity,
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surface: &mut surface,
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ecb: &ecb,
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prev_ecb: &previous_ecb,
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stage_collision: &stage_collision,
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};
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assert!(matches!(
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collide_with_stage_grounded(&mut context, true),
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GroundedMotionResult::InAir
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));
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assert_eq!(surface, FighterSurfaceState::Airborne);
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}
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}
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pub fn grounded_movement_common_interrupts(
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state_context: &InterruptContext,
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ground_common: &GroundedStateCommon,
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) -> Option<FighterState> {
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super::jump::check_input(state_context, ground_common)
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super::jump::check_input(state_context)
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}
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pub fn grounded_movement_standstill_common_interrupts(
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state_context: &InterruptContext,
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ground_common: &GroundedStateCommon,
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) -> Option<FighterState> {
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if let Some(state) = ground_attack::check_interrupt(state_context, &ground_common) {
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if let Some(state) = ground_attack::check_interrupt(state_context) {
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Some(state)
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} else if let Some(state) = dash::check_input(state_context, &ground_common) {
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} else if let Some(state) = dash::check_input(state_context) {
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Some(state)
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} else if let Some(state) = turn::check_input(state_context, &ground_common) {
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} else if let Some(state) = turn::check_input(state_context) {
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Some(state)
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} else if let Some(state) = walk::check_input(state_context, &ground_common) {
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} else if let Some(state) = walk::check_input(state_context) {
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Some(state)
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} else if let Some(state) = wait::check_input(state_context, &ground_common) {
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} else if let Some(state) = wait::check_input(state_context) {
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Some(state)
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} else {
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None
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