Add authoritative fighter surface state (#60)
## Summary - add a rollback-tracked `FighterSurfaceState` as the single source of truth for stage contact - move active stage line ownership out of individual grounded fighter states - update landing, airborne motion, ledge departure, hit reactions, and debug save states to maintain surface contact - add tests for contact lifecycle, connected-segment traversal, and ledge departure Reviewed-on: #60 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
This commit was merged in pull request #60.
This commit is contained in:
+25
-12
@@ -18,6 +18,7 @@ pub mod hurtbox;
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pub mod manifest;
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pub mod motion;
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pub mod state;
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pub mod surface;
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pub mod visual;
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// The fighter components are re-exported so the rest of the crate can say
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@@ -28,18 +29,29 @@ pub use attributes::FighterAttributes;
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pub use ecb::FighterECB;
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pub use manifest::FighterId;
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pub use motion::{
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FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation,
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FighterVelocity, Grounded,
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FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
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};
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pub use surface::FighterSurfaceState;
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use crate::{
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AppState, fighter::{
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AppState,
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fighter::{
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attack::{
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AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
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FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
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FighterStaleMoveQueue,
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}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::FighterAnimations,
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}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
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},
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baked_animation::{FighterBoneIndexMap, FighterBoneMatrices},
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manifest::FighterManifest,
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state::{FighterState, air::AirborneStateCommon, fall::FallState},
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visual::FighterAnimations,
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},
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input::FighterInput,
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math::{int::FGi32, vec::FGVec2},
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player::Player,
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schedule::GameplaySet,
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scripting::FighterAttackScript,
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stage::line::StageCollision,
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};
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use state::state_interrupt_system;
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@@ -58,14 +70,14 @@ pub enum FighterFacingDirection {
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pub enum FighterHitstopShakeKind {
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#[default]
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Horizontal,
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Vertical
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Vertical,
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}
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#[derive(Component, Copy, Clone, Hash, Debug, PartialEq, Reflect, Default)]
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pub enum FighterHitstopShakeRole {
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#[default]
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Attacker,
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Receiver
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Receiver,
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}
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#[derive(Component, Default, Copy, Clone, Hash)]
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@@ -73,7 +85,7 @@ pub struct FighterHitstopShake {
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pub remaining_frames: u32,
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pub total_frames: u32,
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pub kind: FighterHitstopShakeKind,
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pub role: FighterHitstopShakeRole
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pub role: FighterHitstopShakeRole,
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}
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#[derive(Component, Default, Copy, Clone, Hash)]
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@@ -133,7 +145,7 @@ pub struct FighterVisual;
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FighterPendingHitReaction,
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FighterHitstop,
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FighterKnockbackVelocity,
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FighterTranslation,
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FighterTranslation
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)]
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pub struct Fighter {
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pub manifest: Handle<FighterManifest>,
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@@ -200,8 +212,8 @@ impl Plugin for FighterPlugin {
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.checksum_component_with_hash::<FighterPreviousFacingDirection>()
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.rollback_component_with_copy::<animation::FighterAnimationFrame>()
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.checksum_component_with_hash::<animation::FighterAnimationFrame>()
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.rollback_component_with_copy::<Grounded>()
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.checksum_component_with_hash::<Grounded>()
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.rollback_component_with_copy::<FighterSurfaceState>()
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.checksum_component_with_hash::<FighterSurfaceState>()
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.rollback_component_with_copy::<FighterFacingDirection>()
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.rollback_component_with_copy::<FighterDamage>()
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.checksum_component_with_hash::<FighterDamage>()
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@@ -259,7 +271,7 @@ pub struct FighterActiveAttack {
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pub active_hitboxes: Vec<usize>,
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pub solved_hitboxes: Vec<attack::FighterSolvedHitbox>,
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pub hit_fighters: Vec<Entity>,
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pub stalled: bool
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pub stalled: bool,
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}
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#[derive(Component, Clone, Debug, Default, Hash)]
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@@ -284,6 +296,7 @@ pub fn spawn_fighter(
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Fighter { manifest: manifest },
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FighterFacingDirection::Right,
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FighterPreviousFacingDirection(FighterFacingDirection::Right),
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FighterSurfaceState::Airborne,
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Transform::from_scale(Vec3::splat(model_scale.to_num())),
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(
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FighterECB {
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