Deduplicate fighter state lifecycle policies (#36)
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:
2026-09-16 18:30:53 +00:00
committed by EIREXE
parent 43ee6d8153
commit ae8f7b5850
12 changed files with 86 additions and 240 deletions
+28 -1
View File
@@ -3,7 +3,7 @@
//! bit-for-bit deterministic for rollback.
use crate::fighter::state::{
CollisionContext, FighterState, InterruptContext, dash, ground_attack, turn, wait, walk,
CollisionContext, FighterState, InterruptContext, dash, fall, ground_attack, turn, wait, walk,
};
use crate::fighter::{
FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
@@ -163,6 +163,22 @@ pub fn apply_grounded_motion(
translation.0 += FGVec2::new(velocity.0.x, FGi32::ZERO);
}
pub fn update_friction_motion(ctx: &mut crate::fighter::state::UpdateContext) {
let friction = if ctx.velocity.x.abs() > ctx.fighter_attributes.max_walk_vel {
ctx.fighter_attributes.ground_friction
* ctx
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
ctx.fighter_attributes.ground_friction
};
let ground_velocity = ctx.velocity.x;
ctx.velocity.x += apply_grounded_friction(friction, ground_velocity);
apply_grounded_motion(ctx.velocity, ctx.translation, ctx.prev_translation);
}
pub fn collide_with_stage_grounded(
state_context: &mut CollisionContext,
ground_common: &mut GroundedStateCommon,
@@ -210,6 +226,17 @@ pub fn collide_with_stage_grounded(
}
}
pub fn collision_interrupt(
ctx: &mut CollisionContext,
common: &mut GroundedStateCommon,
can_walk_off: bool,
) -> Option<FighterState> {
match collide_with_stage_grounded(ctx, common, can_walk_off) {
GroundedMotionResult::InGround => None,
GroundedMotionResult::InAir => Some(FighterState::Fall(fall::FallState)),
}
}
#[cfg(test)]
mod tests {
use super::*;