Fix various minor issues (#74)
Reviewed-on: #74 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #74.
This commit is contained in:
@@ -45,7 +45,7 @@ pub fn air_collide_with_stage(
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ecb: &FighterECB,
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ecb: &FighterECB,
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stage_collision: &StageCollision,
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stage_collision: &StageCollision,
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ignored_polys: &[usize],
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ignored_polys: &[usize],
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ignore_soft_platforms: bool,
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can_ignore_soft_platforms: bool,
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) -> Option<AirCollisionWithStageResult> {
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) -> Option<AirCollisionWithStageResult> {
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let ray_segment = FGSegment2d::new(
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let ray_segment = FGSegment2d::new(
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prev_translation.0 + prev_ecb.get_bottom_point(),
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prev_translation.0 + prev_ecb.get_bottom_point(),
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@@ -58,7 +58,7 @@ pub fn air_collide_with_stage(
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.enumerate()
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.enumerate()
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.filter(|(poly_idx, poly)| {
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.filter(|(poly_idx, poly)| {
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!ignored_polys.contains(poly_idx)
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!ignored_polys.contains(poly_idx)
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&& !(ignore_soft_platforms && matches!(poly.poly_type, StagePolyType::Platform))
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&& !(can_ignore_soft_platforms && matches!(poly.poly_type, StagePolyType::Platform))
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})
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})
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.filter_map(|(poly_idx, poly)| {
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.filter_map(|(poly_idx, poly)| {
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poly.intersect_ray(ray_segment).map(|intersect_result| {
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poly.intersect_ray(ray_segment).map(|intersect_result| {
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@@ -176,6 +176,21 @@ mod tests {
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true,
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true,
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)
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)
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.is_none());
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.is_none());
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assert_eq!(
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air_collide_with_stage(
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&previous_translation,
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&translation,
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&previous_ecb,
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&ecb,
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&stage_collision,
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&[],
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false,
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)
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.expect("air dodges still collide with soft platforms")
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.hit_position,
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FGVec2::lit("0", "0")
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);
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}
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}
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#[test]
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#[test]
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@@ -115,8 +115,9 @@ pub fn update_standard_motion(
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pub fn collision_interrupt(
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pub fn collision_interrupt(
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ctx: &mut CollisionContext,
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ctx: &mut CollisionContext,
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landing_type: LandingType,
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landing_type: LandingType,
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can_ignore_soft_platforms: bool,
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) -> Option<FighterState> {
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) -> Option<FighterState> {
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let res = ctx.air_collide_with_stage()?;
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let res = ctx.air_collide_with_stage(can_ignore_soft_platforms)?;
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let diff = res.hit_position - ctx.translation.0;
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let diff = res.hit_position - ctx.translation.0;
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ctx.ecb.bottom -= diff;
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ctx.ecb.bottom -= diff;
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ctx.ecb.top -= diff;
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ctx.ecb.top -= diff;
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@@ -45,7 +45,7 @@ impl FighterStateImpl for AirDodgeState {
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&mut self,
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&mut self,
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state_context: &mut CollisionContext,
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state_context: &mut CollisionContext,
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) -> Option<FighterState> {
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) -> Option<FighterState> {
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air::collision_interrupt(state_context, LandingType::Special)
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air::collision_interrupt(state_context, LandingType::Special, false)
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}
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}
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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@@ -38,6 +38,7 @@ impl FighterStateImpl for FallState {
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air::collision_interrupt(
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air::collision_interrupt(
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state_context,
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state_context,
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crate::fighter::state::land::LandingType::Normal,
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crate::fighter::state::land::LandingType::Normal,
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true,
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)
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)
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}
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}
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@@ -11,8 +11,7 @@ use crate::{
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land::LandingType,
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land::LandingType,
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wait::WaitState,
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wait::WaitState,
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},
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},
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},
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}, math::{int::FGi32, vec::FGVec2},
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math::int::FGi32,
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};
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};
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#[derive(Clone, Debug, Hash)]
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#[derive(Clone, Debug, Hash)]
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@@ -103,6 +102,7 @@ impl FighterStateImpl for HitstunState {
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HitstopStateKind::Airborne => AnimKind::FlinchAir,
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HitstopStateKind::Airborne => AnimKind::FlinchAir,
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};
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};
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state_context.play_animation(animation, false);
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state_context.play_animation(animation, false);
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state_context.velocity.0 = FGVec2::ZERO;
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}
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}
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fn on_exit(&mut self, _state_context: &mut ExitContext) {}
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fn on_exit(&mut self, _state_context: &mut ExitContext) {}
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@@ -114,7 +114,7 @@ impl FighterStateImpl for HitstunState {
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match &mut self.hitstop_kind {
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match &mut self.hitstop_kind {
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HitstopStateKind::Grounded => collision_interrupt(state_context, true),
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HitstopStateKind::Grounded => collision_interrupt(state_context, true),
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HitstopStateKind::Airborne => {
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HitstopStateKind::Airborne => {
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air::collision_interrupt(state_context, LandingType::Normal)
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air::collision_interrupt(state_context, LandingType::Normal, false)
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}
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}
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}
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}
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}
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}
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@@ -180,6 +180,7 @@ impl FighterStateImpl for JumpState {
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air::collision_interrupt(
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air::collision_interrupt(
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state_context,
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state_context,
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crate::fighter::state::land::LandingType::Normal,
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crate::fighter::state::land::LandingType::Normal,
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true,
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)
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)
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}
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}
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@@ -214,10 +214,11 @@ pub struct CollisionContext<'a> {
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impl CollisionContext<'_> {
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impl CollisionContext<'_> {
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pub fn air_collide_with_stage(
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pub fn air_collide_with_stage(
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&self,
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&self,
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can_ignore_soft_platforms: bool,
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) -> Option<crate::fighter::collision::AirCollisionWithStageResult> {
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) -> Option<crate::fighter::collision::AirCollisionWithStageResult> {
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let ignored_polys = self.surface.ignored_polygon_ids();
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let ignored_polys = self.surface.ignored_polygon_ids();
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let ignore_soft_platforms =
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let ignore_soft_platforms = can_ignore_soft_platforms
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self.input.get_last_frame().movement.y <= -self.downward_stick_threshold;
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&& self.input.get_last_frame().movement.y <= -self.downward_stick_threshold;
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crate::fighter::collision::air_collide_with_stage(
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crate::fighter::collision::air_collide_with_stage(
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self.prev_translation,
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self.prev_translation,
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self.translation,
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self.translation,
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@@ -46,6 +46,7 @@ impl FighterStateImpl for PlatformPassState {
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air::collision_interrupt(
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air::collision_interrupt(
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state_context,
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state_context,
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crate::fighter::state::land::LandingType::Normal,
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crate::fighter::state::land::LandingType::Normal,
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true,
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)
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)
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}
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}
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@@ -3,7 +3,7 @@ use super::{
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ground, wait,
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ground, wait,
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};
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};
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use crate::fighter::animation::AnimKind;
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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::{self, FighterState};
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#[derive(Debug, Clone, Hash)]
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#[derive(Debug, Clone, Hash)]
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pub struct WalkState;
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pub struct WalkState;
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@@ -14,7 +14,7 @@ impl FighterStateImpl for WalkState {
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if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
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if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
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return Some(state);
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return Some(state);
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}
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}
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wait::check_input(state_context).or_else(|| dash::check_input(state_context))
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wait::check_input(state_context).or_else(|| dash::check_input(state_context)).or_else(|| state::ground_attack::check_interrupt(state_context))
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}
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}
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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@@ -117,7 +117,7 @@ pub fn register_common_types(engine: &mut rhai::Engine) {
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.register_fn("knockback_normal", KnockbackType::make_normal)
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.register_fn("knockback_normal", KnockbackType::make_normal)
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.register_fn("knockback_fixed", KnockbackType::make_fixed)
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.register_fn("knockback_fixed", KnockbackType::make_fixed)
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.register_type_with_name::<AttackAngle>("Angle")
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.register_type_with_name::<AttackAngle>("Angle")
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.register_fn("angle", AttackAngle::make_normal)
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.register_fn("angle", |str: &str| AttackAngle::make_normal(FGi32::lit(str)))
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.register_fn("angle_sakurai", AttackAngle::make_sakurai)
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.register_fn("angle_sakurai", AttackAngle::make_sakurai)
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.register_type_with_name::<Knockback>("Knockback")
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.register_type_with_name::<Knockback>("Knockback")
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.register_fn("knockback", Knockback::lit)
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.register_fn("knockback", Knockback::lit)
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@@ -261,18 +261,18 @@ pub fn compile_script(text: &str) -> Result<FighterAttackScript, String> {
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mod tests {
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mod tests {
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use super::*;
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use super::*;
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const HITBOX: &str = "hitbox(0, \"hand_l\", damage(\"1\"), vec3(\"0\", \"0\", \"0\"), fg32(\"1\"), angle(fg32(\"0\")), knockback_normal(), knockback(\"1\"), fg32(\"1\"));";
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const HITBOX: &str = "hitbox(0, \"hand_l\", damage(\"1\"), vec3(\"0\", \"0\", \"0\"), fg32(\"1\"), angle(\"0\"), knockback_normal(), knockback(\"1\"), fg32(\"1\"));";
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#[test]
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#[test]
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fn compiled_hitboxes_are_sorted_by_authored_id() {
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fn compiled_hitboxes_are_sorted_by_authored_id() {
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let script = compile_script(
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let script = compile_script(
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r#"
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r#"
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frame(1);
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frame(1);
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hitbox(20, "hand_l", damage("1"), vec3("0", "0", "0"), fg32("1"), angle(fg32("0")), knockback_normal(), knockback("1"), fg32("1"));
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hitbox(20, "hand_l", damage("1"), vec3("0", "0", "0"), fg32("1"), angle("0"), knockback_normal(), knockback("1"), fg32("1"));
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frame(2);
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frame(2);
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hitbox(3, "hand_l", damage("2"), vec3("0", "0", "0"), fg32("1"), angle(fg32("0")), knockback_normal(), knockback("1"), fg32("1"));
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hitbox(3, "hand_l", damage("2"), vec3("0", "0", "0"), fg32("1"), angle("0"), knockback_normal(), knockback("1"), fg32("1"));
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frame(3);
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frame(3);
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hitbox(10, "hand_l", damage("3"), vec3("0", "0", "0"), fg32("1"), angle(fg32("0")), knockback_normal(), knockback("1"), fg32("1"));
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hitbox(10, "hand_l", damage("3"), vec3("0", "0", "0"), fg32("1"), angle("0"), knockback_normal(), knockback("1"), fg32("1"));
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frame(4);
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frame(4);
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"#,
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"#,
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)
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)
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