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