Add authoritative fighter surface state (#60)
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## 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:
2026-09-25 10:45:27 +00:00
committed by EIREXE
parent 3daf8f2e21
commit d521461625
18 changed files with 411 additions and 301 deletions
+25 -12
View File
@@ -18,6 +18,7 @@ pub mod hurtbox;
pub mod manifest;
pub mod motion;
pub mod state;
pub mod surface;
pub mod visual;
// The fighter components are re-exported so the rest of the crate can say
@@ -28,18 +29,29 @@ pub use attributes::FighterAttributes;
pub use ecb::FighterECB;
pub use manifest::FighterId;
pub use motion::{
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation,
FighterVelocity, Grounded,
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
};
pub use surface::FighterSurfaceState;
use crate::{
AppState, fighter::{
AppState,
fighter::{
attack::{
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
FighterStaleMoveQueue,
}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::FighterAnimations,
}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
},
baked_animation::{FighterBoneIndexMap, FighterBoneMatrices},
manifest::FighterManifest,
state::{FighterState, air::AirborneStateCommon, fall::FallState},
visual::FighterAnimations,
},
input::FighterInput,
math::{int::FGi32, vec::FGVec2},
player::Player,
schedule::GameplaySet,
scripting::FighterAttackScript,
stage::line::StageCollision,
};
use state::state_interrupt_system;
@@ -58,14 +70,14 @@ pub enum FighterFacingDirection {
pub enum FighterHitstopShakeKind {
#[default]
Horizontal,
Vertical
Vertical,
}
#[derive(Component, Copy, Clone, Hash, Debug, PartialEq, Reflect, Default)]
pub enum FighterHitstopShakeRole {
#[default]
Attacker,
Receiver
Receiver,
}
#[derive(Component, Default, Copy, Clone, Hash)]
@@ -73,7 +85,7 @@ pub struct FighterHitstopShake {
pub remaining_frames: u32,
pub total_frames: u32,
pub kind: FighterHitstopShakeKind,
pub role: FighterHitstopShakeRole
pub role: FighterHitstopShakeRole,
}
#[derive(Component, Default, Copy, Clone, Hash)]
@@ -133,7 +145,7 @@ pub struct FighterVisual;
FighterPendingHitReaction,
FighterHitstop,
FighterKnockbackVelocity,
FighterTranslation,
FighterTranslation
)]
pub struct Fighter {
pub manifest: Handle<FighterManifest>,
@@ -200,8 +212,8 @@ impl Plugin for FighterPlugin {
.checksum_component_with_hash::<FighterPreviousFacingDirection>()
.rollback_component_with_copy::<animation::FighterAnimationFrame>()
.checksum_component_with_hash::<animation::FighterAnimationFrame>()
.rollback_component_with_copy::<Grounded>()
.checksum_component_with_hash::<Grounded>()
.rollback_component_with_copy::<FighterSurfaceState>()
.checksum_component_with_hash::<FighterSurfaceState>()
.rollback_component_with_copy::<FighterFacingDirection>()
.rollback_component_with_copy::<FighterDamage>()
.checksum_component_with_hash::<FighterDamage>()
@@ -259,7 +271,7 @@ pub struct FighterActiveAttack {
pub active_hitboxes: Vec<usize>,
pub solved_hitboxes: Vec<attack::FighterSolvedHitbox>,
pub hit_fighters: Vec<Entity>,
pub stalled: bool
pub stalled: bool,
}
#[derive(Component, Clone, Debug, Default, Hash)]
@@ -284,6 +296,7 @@ pub fn spawn_fighter(
Fighter { manifest: manifest },
FighterFacingDirection::Right,
FighterPreviousFacingDirection(FighterFacingDirection::Right),
FighterSurfaceState::Airborne,
Transform::from_scale(Vec3::splat(model_scale.to_num())),
(
FighterECB {