Deduplicate fighter state lifecycle policies (#36)
CI / build-and-test (push) Failing after 10m51s
CI / build-and-test (push) Failing after 10m51s
Fixes #22 Extracts shared grounded collision/friction and airborne movement/landing policies while preserving state-specific behavior. Running fighters now pass `can_walk_off = true` so they can run off platform edges. Includes grounded and airborne hitstun call sites. Reviewed-on: #36 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #36.
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@@ -3,10 +3,7 @@ use crate::{
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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, air,
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fall::FallState,
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ground::GroundedStateCommon,
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land::{LandingState, LandingType},
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UpdateContext, air, fall::FallState, land::LandingType,
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},
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},
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input,
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@@ -43,19 +40,7 @@ impl FighterStateImpl for AirDodgeState {
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&mut self,
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state_context: &mut CollisionContext,
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) -> Option<FighterState> {
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if let Some(res) = state_context.air_collide_with_stage() {
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// Adjust translation
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state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
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let grounded_common = GroundedStateCommon {
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current_line_id: res.line_id,
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};
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Some(FighterState::Land(LandingState {
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grounded_common,
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landing_type: LandingType::Special,
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}))
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} else {
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None
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}
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air::collision_interrupt(state_context, LandingType::Special)
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}
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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