Attack system revamp (#82)
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CI / production-build (push) Successful in 11m29s

- Add crouch cancelling
- Add IASA for aerial attacks
- Add scaffolding for autocancel
- Add hitbox group system
- Add new ergonomic features for attack scripting
- Add more information to the hitbox viewer
- Improve the looks of debug capsules

Reviewed-on: #82
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #82.
This commit is contained in:
2026-10-04 18:57:29 +00:00
committed by EIREXE
parent 04aceb05a9
commit d2d649b059
15 changed files with 1046 additions and 449 deletions
+29 -18
View File
@@ -4,7 +4,7 @@ use bevy_ggrs::prelude::GgrsSchedule;
use super::*;
use crate::{
fighter::{
Fighter, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake,
Fighter, FighterHitboxes, FighterHitstop, FighterHitstopShake,
FighterHitstopShakeKind, FighterHitstopShakeRole, FighterPendingHitReaction,
FighterStaleMoveQueue, FighterSurfaceState, errors::FighterErrors,
manifest::FighterManifest, state::FighterState,
@@ -20,11 +20,11 @@ pub fn resolve_fighter_hits(
mut pending_hits: ResMut<FighterPendingHits>,
mut attacker: Query<(
&mut FighterStaleMoveQueue,
&FighterFacingDirection,
&mut FighterHitboxes,
&Player,
&mut FighterHitstop,
&mut FighterHitstopShake,
&FighterTranslation,
)>,
mut receiver: Query<(
&mut FighterDamage,
@@ -33,6 +33,7 @@ pub fn resolve_fighter_hits(
&FighterState,
&FighterInvulnerabilityState,
&FighterSurfaceState,
&FighterTranslation,
)>,
attack_scripts: Res<Assets<FighterAttackScript>>,
game_settings: Res<GameSettings>,
@@ -55,6 +56,7 @@ pub fn resolve_fighter_hits(
receiver_state,
invuln_state,
receiver_surface_state,
receiver_translation,
)) = receiver.get_mut(defender)
else {
hit_offset = next_defender;
@@ -64,7 +66,7 @@ pub fn resolve_fighter_hits(
let damage_data = hits[hit_offset..next_defender]
.iter()
.filter_map(|hit| {
let Ok((stale_move_queue, facing_dir, _, player, _, _)) =
let Ok((stale_move_queue, _, player, _, _, attacker_translation)) =
attacker.get(hit.attacker)
else {
return None;
@@ -74,12 +76,13 @@ pub fn resolve_fighter_hits(
let damage_received = stale_move_queue
.get_attack_damage_multiplier(hit.attack_kind)
* hitbox.damage.0;
let angle_flip = receiver_translation.0.x <= attacker_translation.0.x;
Some((
hit.attacker,
damage_received,
hitbox,
matches!(facing_dir, FighterFacingDirection::Left),
player.handle,
angle_flip,
))
})
.collect::<Vec<_>>();
@@ -93,28 +96,35 @@ pub fn resolve_fighter_hits(
.ok_or(FighterErrors::FighterManifestNotFound)?;
let mut reactions = Vec::with_capacity(damage_data.len());
for (attacker_entity, attack_damage, hitbox, facing_left, attacker_slot) in damage_data {
let crouch_canceling = if let FighterState::Crouch(crouch_state) = &receiver_state {
crouch_state.is_crouch_cancelling()
} else {
false
};
for (attacker_entity, attack_damage, hitbox, attacker_slot, angle_flip) in damage_data {
let knockback = hitbox.calculate_knockback(
&fighter_manifest.attributes,
*receiver_damage,
FighterDamage(total_damage_received_this_frame),
false,
false,
crouch_canceling,
);
let angle = hitbox.angle.get_angle(
let launch_angle = hitbox.angle.get_angle(
&knockback,
receiver_surface_state.is_grounded(),
&game_settings,
);
dbg!(knockback, angle);
let launch_angle = if facing_left {
FGi32::lit("180.0") - angle
let launch_angle = if angle_flip {
FGi32::lit("180.0") - launch_angle
} else {
angle
launch_angle
};
// Attacker hitstop and data
let hitstop = HitStop::calculate(FighterDamage(attack_damage), false);
let victim_hitstop_frames = HitStop::calculate(FighterDamage(attack_damage), crouch_canceling);
let attacker_hitstop_frames = HitStop::calculate(FighterDamage(attack_damage), false);
reactions.push((
attacker_entity,
attacker_slot,
@@ -122,7 +132,8 @@ pub fn resolve_fighter_hits(
launch_velocity: knockback.get_launch_speed(&game_settings),
launch_angle,
hitstun_frames: knockback.get_hitstun_frames(&game_settings),
hitstop_frames: hitstop,
victim_hitstop_frames,
attacker_hitstop_frames,
kind: HitReactionKind::Flinch,
damage: FighterDamage(attack_damage),
},
@@ -137,20 +148,20 @@ pub fn resolve_fighter_hits(
}
for (attacker_entity, _, reaction) in &reactions {
let Ok((.., _, mut hitstop, mut hitstop_shake)) = attacker.get_mut(*attacker_entity)
let Ok((.., _, mut hitstop, mut hitstop_shake, _)) = attacker.get_mut(*attacker_entity)
else {
continue;
};
if hitstop.remaining_frames < reaction.hitstop_frames.0 {
if hitstop.remaining_frames < reaction.attacker_hitstop_frames.0 {
let shake_kind = if receiver_state.is_visually_grounded() {
FighterHitstopShakeKind::Horizontal
} else {
FighterHitstopShakeKind::Vertical
};
hitstop.remaining_frames = reaction.hitstop_frames.0;
hitstop.remaining_frames = reaction.attacker_hitstop_frames.0;
let shake_frames = reaction
.hitstop_frames
.attacker_hitstop_frames
.calculate_shake_frames(&game_settings);
hitstop_shake.total_frames = shake_frames;
hitstop_shake.remaining_frames = shake_frames;
@@ -173,7 +184,7 @@ pub fn resolve_fighter_hits(
}
for hit in hits {
let Ok((mut stale_move_queue, _facing_direction, mut hitboxes, ..)) =
let Ok((mut stale_move_queue, mut hitboxes, ..)) =
attacker.get_mut(hit.attacker)
else {
continue;