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
+22 -12
View File
@@ -1,4 +1,3 @@
use crate::fighter::state::ground::GroundedStateCommon;
use crate::fighter::state::land::{LandingState, LandingType};
use crate::fighter::state::{CollisionContext, FighterState};
use crate::fighter::*;
@@ -30,7 +29,7 @@ pub fn process_fast_fall(
pub fn integrate_gravity(
velocity: &mut FighterVelocity,
attributes: &FighterAttributes,
fast_fall: bool
fast_fall: bool,
) {
velocity.y -= attributes.gravity;
@@ -84,7 +83,9 @@ pub fn apply_air_motion(
velocity: &FighterVelocity,
translation: &mut FighterTranslation,
prev_translation: &mut FighterPreviousTranslation,
surface: &mut FighterSurfaceState,
) {
surface.leave_ground();
// Vertical velocity should be 0 on the ground
prev_translation.0 = translation.0;
translation.0 += velocity.0;
@@ -94,10 +95,24 @@ pub fn update_standard_motion(
ctx: &mut crate::fighter::state::UpdateContext,
airborne_common: &mut AirborneStateCommon,
) {
process_fast_fall(airborne_common, ctx.input, &mut ctx.velocity, ctx.fighter_attributes);
integrate_gravity(ctx.velocity, ctx.fighter_attributes, airborne_common.is_fast_falling);
process_fast_fall(
airborne_common,
ctx.input,
&mut ctx.velocity,
ctx.fighter_attributes,
);
integrate_gravity(
ctx.velocity,
ctx.fighter_attributes,
airborne_common.is_fast_falling,
);
apply_air_drift(ctx.velocity, ctx.fighter_attributes, ctx.input);
apply_air_motion(ctx.velocity, ctx.translation, ctx.prev_translation);
apply_air_motion(
ctx.velocity,
ctx.translation,
ctx.prev_translation,
ctx.surface,
);
}
pub fn collision_interrupt(
@@ -106,13 +121,8 @@ pub fn collision_interrupt(
) -> Option<FighterState> {
let res = ctx.air_collide_with_stage()?;
ctx.translation.0 = res.hit_position - ctx.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
current_line_id: res.line_id,
};
Some(FighterState::Land(LandingState::create(
grounded_common,
landing_type,
)))
ctx.surface.land(res.line_id);
Some(FighterState::Land(LandingState::create(landing_type)))
}
#[cfg(test)]