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.
This commit is contained in:
@@ -1,7 +1,5 @@
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use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
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use crate::fighter::animation::AnimKind;
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use crate::fighter::state::ground::GroundedStateCommon;
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use crate::fighter::state::land::{LandingState, LandingType};
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use crate::fighter::state::{FighterState, air, jump};
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#[derive(Debug, Clone, Copy, Hash)]
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@@ -18,36 +16,17 @@ impl FighterStateImpl for FallState {
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}
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fn update(&mut self, state_context: &mut UpdateContext) {
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air::integrate_gravity(state_context.velocity, state_context.fighter_attributes);
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air::apply_air_drift(
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state_context.velocity,
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state_context.fighter_attributes,
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state_context.input,
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);
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air::apply_air_motion(
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state_context.velocity,
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state_context.translation,
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state_context.prev_translation,
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);
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air::update_standard_motion(state_context);
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}
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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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) -> 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::create(
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grounded_common,
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LandingType::Normal,
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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(
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state_context,
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crate::fighter::state::land::LandingType::Normal,
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)
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}
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}
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