Add authoritative fighter surface state (#60)
CI / build-and-test (push) Successful in 1m28s
CI / production-build (push) Successful in 11m59s

## 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
+12 -21
View File
@@ -1,13 +1,11 @@
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::ground::{self, GroundedStateCommon};
use crate::fighter::state::ground;
use crate::fighter::state::{FighterState, dash, jump, wait, walk};
use crate::input::FighterCommands;
#[derive(Debug, Clone, Hash)]
pub struct TurnState {
pub grounded_common: GroundedStateCommon,
}
pub struct TurnState;
impl FighterStateImpl for TurnState {
const NAME: &'static str = "Turn";
@@ -19,19 +17,19 @@ impl FighterStateImpl for TurnState {
.input_common
.turn_into_dashback_window as u32
{
if let Some(state) = dash::check_input(state_context, &self.grounded_common) {
if let Some(state) = dash::check_input(state_context) {
return Some(state);
}
}
if let Some(state) = jump::check_input(state_context, &self.grounded_common) {
if let Some(state) = jump::check_input(state_context) {
*state_context.facing_direction = state_context.facing_direction.reverse();
Some(state)
} else if state_context.is_current_animation_finished() {
if let Some(state) = dash::check_input(state_context, &self.grounded_common) {
if let Some(state) = dash::check_input(state_context) {
Some(state)
} else if let Some(state) = walk::check_input(state_context, &self.grounded_common) {
} else if let Some(state) = walk::check_input(state_context) {
Some(state)
} else if let Some(state) = wait::check_input(state_context, &self.grounded_common) {
} else if let Some(state) = wait::check_input(state_context) {
Some(state)
} else {
None
@@ -54,20 +52,15 @@ impl FighterStateImpl for TurnState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
ground::collision_interrupt(state_context, false)
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
pub fn check_input(
state_context: &InterruptContext,
grounded_common: &GroundedStateCommon,
) -> Option<FighterState> {
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
let has_smash_input = state_context
@@ -81,9 +74,7 @@ pub fn check_input(
&& input_frame.movement.x.signum() != state_context.facing_direction.to_sign()
&& !has_smash_input
{
return Some(FighterState::Turn(TurnState {
grounded_common: grounded_common.clone(),
}));
return Some(FighterState::Turn(TurnState));
}
None
}