Rework input buffer to match HDR closer (#79)
## Summary - Preserve distinct same-action bindings in rollback input frames. - Add independent command lifetimes with tap and state-scoped hold buffering. - Detect second shield bindings and consume shield commands for air dodge. - Fix duplicate keyboard mappings being overwritten. Reviewed-on: #79 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #79.
This commit is contained in:
@@ -1,13 +1,17 @@
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use crate::{
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fighter::{
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FighterInvulnerabilityState, animation::AnimKind, state::{
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FighterInvulnerabilityState,
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animation::AnimKind,
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state::{
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CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
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UpdateContext,
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air::{self, AirborneStateCommon},
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fall::FallState,
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land::LandingType,
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},
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}, input, math::vec::FGVec2,
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},
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input,
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math::vec::FGVec2,
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};
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#[derive(Debug, Clone, Hash)]
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@@ -29,8 +33,13 @@ impl FighterStateImpl for AirDodgeState {
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}
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fn update(&mut self, state_context: &mut UpdateContext) {
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let airdodge_intangible_end = state_context.fighter_attributes.air_dodge_intangible_start + state_context.fighter_attributes.air_dodge_intangible_duration;
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if state_context.animation_frame == state_context.fighter_attributes.air_dodge_intangible_start {
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let airdodge_intangible_end = state_context.fighter_attributes.air_dodge_intangible_start
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+ state_context
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.fighter_attributes
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.air_dodge_intangible_duration;
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if state_context.animation_frame
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== state_context.fighter_attributes.air_dodge_intangible_start
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{
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*state_context.vulnerability = FighterInvulnerabilityState::Intangible;
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} else if state_context.animation_frame >= airdodge_intangible_end {
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*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
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@@ -54,6 +63,13 @@ impl FighterStateImpl for AirDodgeState {
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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state_context.play_animation(AnimKind::AirDodge, false);
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state_context
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.input
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.clear_command(input::FighterCommands::Shield);
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state_context
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.input
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.clear_command(input::FighterCommands::GuardHold);
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state_context.velocity.0 =
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self.direction * state_context.fighter_attributes.air_dodge_velocity;
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}
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@@ -65,11 +81,11 @@ impl FighterStateImpl for AirDodgeState {
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fn surface_policy(&self) -> super::SurfacePolicy {
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super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
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}
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fn on_exit(&mut self, state_context: &mut super::ExitContext) {
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*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
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}
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fn name(&self) -> String {
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Self::NAME.to_owned()
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}
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@@ -79,7 +95,14 @@ pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
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state_context
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.input
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.has_command(input::FighterCommands::Shield)
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.then(|| {
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.then_some(())
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.or_else(|| {
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state_context
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.input
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.has_command(input::FighterCommands::GuardHold)
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.then_some(())
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})
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.map(|_| {
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FighterState::AirDodge(AirDodgeState {
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direction: state_context
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.input
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