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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@@ -3,8 +3,7 @@ use super::{
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};
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use crate::fighter::animation::AnimKind;
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use crate::fighter::state::FighterState;
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use crate::fighter::state::fall::FallState;
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use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
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use crate::fighter::state::ground::GroundedStateCommon;
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#[derive(Debug, Clone, Hash)]
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pub struct WaitState {
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@@ -38,39 +37,14 @@ impl FighterStateImpl for WaitState {
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}
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fn update(&mut self, state_context: &mut UpdateContext) {
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let friction =
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if state_context.velocity.x.abs() > state_context.fighter_attributes.max_walk_vel {
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state_context.fighter_attributes.ground_friction
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* state_context
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.game_settings
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.fighter_common
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.ground_friction_over_walk_speed_multiplier
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} else {
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state_context.fighter_attributes.ground_friction
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};
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let ground_velocity = state_context.velocity.x;
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state_context.velocity.x += ground::apply_grounded_friction(friction, ground_velocity);
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ground::apply_grounded_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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ground::update_friction_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 GroundedMotionResult::InAir =
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ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
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{
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Some(FighterState::Fall(FallState))
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} else {
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None
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}
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ground::collision_interrupt(state_context, &mut self.grounded_common, false)
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}
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}
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