Spread state context architecture (Fixes #18) (#30)
CI / build-and-test (push) Canceled after 0s

Reviewed-on: #30
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #30.
This commit is contained in:
2026-09-15 17:59:03 +00:00
committed by EIREXE
parent 43a04e9491
commit b8b65e60e9
15 changed files with 384 additions and 302 deletions
+16 -22
View File
@@ -1,6 +1,9 @@
use std::hash::Hasher;
use super::{FighterStateContext, FighterStateImpl, ground, run, wait, walk};
use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground, run,
wait, walk,
};
use crate::fighter::FighterFacingDirection;
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
@@ -31,9 +34,9 @@ impl DashState {
impl FighterStateImpl for DashState {
const NAME: &'static str = "Dash";
fn check_interrupt(&self, ctx: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, ctx: &mut InterruptContext) -> Option<FighterState> {
let ground = &self.ground_common;
let attributes = ctx.fighter_manifest.attributes;
let attributes = ctx.fighter_attributes;
// A reverse dash can interrupt before IASA
if let Some(direction) =
@@ -62,13 +65,10 @@ impl FighterStateImpl for DashState {
None
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
*state_context.facing_direction = self.direction;
state_context.velocity.x = state_context
.fighter_manifest
.attributes
.dash_initial_velocity
* self.direction.to_sign();
state_context.velocity.x =
state_context.fighter_attributes.dash_initial_velocity * self.direction.to_sign();
state_context.play_animation(AnimKind::Dash, false);
@@ -86,24 +86,20 @@ impl FighterStateImpl for DashState {
}
}
fn update(&mut self, state_context: &mut FighterStateContext) {
fn update(&mut self, state_context: &mut UpdateContext) {
if state_context.get_current_animation_frame()
< state_context
.fighter_manifest
.attributes
.dash_acceleration_duration
< state_context.fighter_attributes.dash_acceleration_duration
{}
let last_frame = state_context.input.get_last_frame();
let (accel, target_vel) = state_context
.fighter_manifest
.attributes
.fighter_attributes
.get_accel_and_target_dashrun(&last_frame, self.direction.to_sign());
let accel = ground::compute_ground_accel(
accel,
target_vel,
state_context.velocity.x,
&state_context.fighter_manifest.attributes,
state_context.fighter_attributes,
state_context.game_settings,
);
state_context.velocity.x += accel;
@@ -117,7 +113,7 @@ impl FighterStateImpl for DashState {
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.ground_common, true)
@@ -129,9 +125,7 @@ impl FighterStateImpl for DashState {
}
}
fn check_smash_input_with_dir(
state_context: &FighterStateContext,
) -> Option<FighterFacingDirection> {
fn check_smash_input_with_dir(state_context: &InterruptContext) -> Option<FighterFacingDirection> {
if state_context.input.has_command(SmashMoveLeft) {
return Some(FighterFacingDirection::Left);
} else if state_context.input.has_command(SmashMoveRight) {
@@ -142,7 +136,7 @@ fn check_smash_input_with_dir(
}
pub fn check_input(
state_context: &FighterStateContext,
state_context: &InterruptContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
check_smash_input_with_dir(state_context)