Implement NAir and initial work on aerials
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use bevy::log::error;
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use crate::fighter::{
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FighterId, attack::{AttackKind, FighterAttackScriptAssets, update_active_hitbox_list}, state::{
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CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, fall::FallState, wait::WaitState,
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},
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};
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#[derive(Clone, Debug, Hash)]
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pub struct AirAttackState {
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pub attack_kind: AttackKind,
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pub airborne_state_common: AirborneStateCommon
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}
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impl FighterStateImpl for AirAttackState {
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const NAME: &'static str = "AirAttack";
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fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
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if state_context.is_current_animation_finished() {
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Some(FighterState::Fall(FallState::new(self.airborne_state_common)))
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} else {
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None
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}
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}
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fn update(&mut self, state_context: &mut UpdateContext) {
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let animation_frame = state_context.get_current_animation_frame();
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let script = state_context
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.attack_scripts
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.get(&state_context.attack_script_assets.scripts[&self.attack_kind]);
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if let Some(script) = script {
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update_active_hitbox_list(
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script,
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&mut state_context
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.hitboxes
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.0
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.as_mut()
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.expect("ground attack must have active hitboxes")
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.active_hitboxes,
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animation_frame,
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);
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}
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air::update_standard_motion(state_context, &mut self.airborne_state_common);
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}
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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state_context.play_animation(self.attack_kind.get_animation(), false);
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let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone();
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state_context.hitboxes.0 = Some(crate::fighter::FighterActiveAttack {
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kind: self.attack_kind,
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script,
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active_hitboxes: Vec::new(),
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solved_hitboxes: Vec::new(),
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hit_fighters: Vec::new(),
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stalled: false,
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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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state_context.hitboxes.0 = None;
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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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air::collision_interrupt(
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state_context,
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crate::fighter::state::land::LandingType::Normal,
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false,
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)
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}
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fn is_visually_grounded<'a>(&'a self) -> bool {
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false
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}
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}
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#[derive(thiserror::Error, Debug)]
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pub enum AirAttackStateCreateError {
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#[error("Attack script: {attack:?} not found")]
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AttackScriptNotFound{attack: AttackKind},
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}
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impl AirAttackState {
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pub fn create(attack_kind: AttackKind, attack_script_assets: &FighterAttackScriptAssets, airborne_state_common: &AirborneStateCommon) -> Result<Self, AirAttackStateCreateError> {
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if attack_script_assets.scripts.contains_key(&attack_kind) {
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Ok(AirAttackState {
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airborne_state_common: airborne_state_common.clone(),
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attack_kind
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})
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} else {
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Err(AirAttackStateCreateError::AttackScriptNotFound { attack: attack_kind })
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}
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}
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}
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pub fn check_interrupt(state_context: &InterruptContext, airborne_state_common: &AirborneStateCommon) -> Option<FighterState> {
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if state_context
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.input
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.has_command(crate::input::FighterCommands::Attack)
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{
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let attack_kind = state_context
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.input
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.get_attack_command_type()
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.to_attack_kind_airborne(state_context.facing_direction);
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let state = AirAttackState::create(attack_kind, state_context.attack_script_assets, airborne_state_common);
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match state {
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Ok(state) => {
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Some(FighterState::AirAttack(state))
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},
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Err(create_error) => {
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error!("{}", create_error);
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None
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},
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}
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} else {
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None
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}
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}
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