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
+13 -28
View File
@@ -5,52 +5,43 @@ use super::{
use crate::fighter::FighterFacingDirection;
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::ground::GroundedStateCommon;
use crate::input::FighterCommands::{SmashMoveLeft, SmashMoveRight};
#[derive(Debug, Clone, Hash)]
pub struct DashState {
direction: FighterFacingDirection,
pub ground_common: GroundedStateCommon,
}
impl DashState {
pub fn new(direction: FighterFacingDirection, ground_common: GroundedStateCommon) -> Self {
Self {
direction,
ground_common,
}
pub fn new(direction: FighterFacingDirection) -> Self {
Self { direction }
}
}
impl FighterStateImpl for DashState {
const NAME: &'static str = "Dash";
fn check_interrupt(&self, ctx: &mut InterruptContext) -> Option<FighterState> {
let ground = &self.ground_common;
let attributes = ctx.fighter_attributes;
// A reverse dash can interrupt before IASA
if let Some(direction) =
check_smash_input_with_dir(ctx).filter(|direction| *direction != self.direction)
{
return Some(FighterState::Dash(DashState::new(
direction,
ground.clone(),
)));
return Some(FighterState::Dash(DashState::new(direction)));
}
if let Some(state) = ground::grounded_movement_common_interrupts(ctx, ground) {
if let Some(state) = ground::grounded_movement_common_interrupts(ctx) {
return Some(state);
}
if ctx.is_current_animation_finished() {
return run::check_input(ctx, ground)
.or_else(|| walk::check_input(ctx, ground))
.or_else(|| wait::check_input(ctx, ground));
return run::check_input(ctx)
.or_else(|| walk::check_input(ctx))
.or_else(|| wait::check_input(ctx));
}
if ctx.get_current_animation_frame() > attributes.dash_acceleration_duration {
return run::check_input(ctx, ground);
return run::check_input(ctx);
}
None
@@ -106,12 +97,10 @@ impl FighterStateImpl for DashState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, &mut self.ground_common, true)
ground::collision_interrupt(state_context, true)
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
@@ -126,10 +115,6 @@ fn check_smash_input_with_dir(state_context: &InterruptContext) -> Option<Fighte
}
}
pub fn check_input(
state_context: &InterruptContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
check_smash_input_with_dir(state_context)
.map(|dir| FighterState::Dash(DashState::new(dir, ground_common.clone())))
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
check_smash_input_with_dir(state_context).map(|dir| FighterState::Dash(DashState::new(dir)))
}