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Author SHA1 Message Date
EIREXE 88ec5fe69e Deploy Steam builds to Shinespark beta
CI / build-and-test (pull_request) Successful in 1m48s
CI / production-build (pull_request) Successful in 10m47s
2026-10-27 09:21:31 +01:00
EIREXE cbb357d30a Implement Melee-style knockback stacking (#97)
CI / build-and-test (push) Successful in 2m11s
CI / production-build (push) Successful in 12m25s
## Summary

- stack residual airborne knockback per axis after the configured launch-frame threshold
- apply DI after combining the launch vectors while retaining the second hit's hitstun
- preserve and decay residual knockback after hitstun
- make stacking state rollback-safe and include it in debug save states
- clear launch state on landing, ledge interactions, KO, and respawn

## Testing

- `cargo check --tests`
- `cargo test` (159 tests passed)
- `git diff --check`

## Asset configuration

For Melee timing, `knockback_stacking_window` should be set to `10`. The local ignored asset package has been updated accordingly.

Reviewed-on: #97
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-25 21:02:13 +00:00
EIREXE 7f720119fa Fix hitbox editor and add dair
CI / build-and-test (push) Canceled after 0s
CI / production-build (push) Canceled after 0s
2026-10-22 11:53:38 +02:00
EIREXE 9dfae1de77 Implement land from below, fix attacks not lifting fighters off the ground (#96)
CI / build-and-test (push) Successful in 1m44s
CI / production-build (push) Successful in 12m17s
Reviewed-on: #96
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-14 18:33:17 +00:00
EIREXE 4185bd90d5 Add waveland snapping (#95)
CI / build-and-test (push) Successful in 2m16s
CI / production-build (push) Successful in 12m36s
Reviewed-on: #95
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-14 06:27:51 +00:00
EIREXE 472a0b6a19 Improve ECB behaviour, add ECB interpolation, wall/ceiling support etc (#94)
CI / build-and-test (push) Successful in 1m43s
CI / production-build (push) Successful in 11m52s
Reviewed-on: #94
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-13 19:20:29 +00:00
EIREXE f1da5c1172 Add ledge getup, ledge intangibility limit & fix walk-off velocity (#93)
CI / production-build (push) Successful in 12m14s
CI / build-and-test (push) Successful in 1m40s
Reviewed-on: #93
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-13 15:52:10 +00:00
EIREXE 4fe1b24b1a Fix fighter material not removing the original material. (#92)
CI / build-and-test (push) Failing after 16s
CI / production-build (push) Successful in 12m10s
Reviewed-on: #92
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-13 08:24:45 +00:00
EIREXE f53e67d8ad Fix ledge transitions and root motion loops (#91)
CI / production-build (push) Successful in 12m8s
CI / build-and-test (push) Successful in 1m39s
## Summary

- resolve each ledge action to the walkable segment on the stage-interior side
- preserve repeating root-motion displacement across every animation cycle
- add regression coverage for left/right ledge segments and multiple root-motion wraps
- Implement ledge intangibility

Reviewed-on: #91
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-12 21:38:23 +00:00
EIREXE 9b974d0dd6 Initial work on ledge & improved baking of root motion. (#90)
CI / build-and-test (push) Successful in 2m15s
CI / production-build (push) Successful in 12m24s
Reviewed-on: #90
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-12 20:58:27 +00:00
EIREXE 0642a9234b Fix one frame visual transform delay (#89)
CI / build-and-test (push) Successful in 2m28s
CI / production-build (push) Successful in 12m18s
Reviewed-on: #89
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-12 20:21:11 +00:00
EIREXE 97f2fe7065 Implement up smash, dacus and further improve input system. (#88)
CI / build-and-test (push) Successful in 2m42s
CI / production-build (push) Successful in 13m1s
Reviewed-on: #88
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-09 09:15:18 +00:00
EIREXE a1595d841a Fix determinism being broken due to bone matrix shenanigans (#87)
CI / build-and-test (push) Successful in 5m27s
CI / production-build (push) Successful in 22m11s
Reviewed-on: #87
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-07 19:31:01 +00:00
EIREXE 3dfe2fa000 Optimize rollback sync-test performance (#86)
CI / build-and-test (push) Successful in 2m11s
CI / production-build (push) Successful in 11m44s
## Summary

- remove immutable stage geometry and derived animation/collision data from rollback snapshots
- avoid a duplicate full skeletal hierarchy traversal during root-motion sampling
- cache root-motion cycle deltas per animation clip
- optimize the game crate in development builds
- make Tracy profiling opt-in via the `tracy` feature

Reviewed-on: #86
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-07 15:50:45 +00:00
EIREXE 259dada54f Implement grounded fighter pushing (#85)
CI / build-and-test (push) Successful in 1m30s
CI / production-build (push) Successful in 11m7s
Reviewed-on: #85
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-07 07:29:02 +00:00
EIREXE 7a9adbd6a4 Implement animation root motion deltas (#84)
CI / build-and-test (push) Successful in 1m33s
CI / production-build (push) Successful in 12m5s
Implements root motion and adds a dash attack.

Reviewed-on: #84
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-05 20:04:35 +00:00
EIREXE 5c277a00f0 Implement tap jump and clean some fluff (#83)
CI / build-and-test (push) Successful in 1m33s
CI / production-build (push) Successful in 11m45s
Reviewed-on: #83
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-05 15:01:31 +00:00
EIREXE d2d649b059 Attack system revamp (#82)
CI / build-and-test (push) Successful in 1m35s
CI / production-build (push) Successful in 11m29s
- Add crouch cancelling
- Add IASA for aerial attacks
- Add scaffolding for autocancel
- Add hitbox group system
- Add new ergonomic features for attack scripting
- Add more information to the hitbox viewer
- Improve the looks of debug capsules

Reviewed-on: #82
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-04 18:57:29 +00:00
EIREXE 04aceb05a9 Implement hitbox viewer (#81)
CI / build-and-test (push) Successful in 1m26s
CI / production-build (push) Successful in 12m55s
Reviewed-on: #81
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-04 11:32:28 +00:00
62 changed files with 5906 additions and 747 deletions
+2 -2
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@@ -211,8 +211,8 @@ jobs:
username: ${{ secrets.STEAM_USERNAME }}
password: ${{ secrets.STEAM_PASSWORD }}
totp: ${{ steps.steam-totp.outputs.code }}
appId: 3409670
appId: 1216230
buildDescription: ${{ github.sha }}
rootPath: build
depot1Path: game
releaseBranch: master
releaseBranch: shinespark
Generated
+387 -136
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File diff suppressed because it is too large Load Diff
+11 -5
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@@ -8,21 +8,22 @@ authors = [""]
[features]
default = ["development", "debug_features", "gamecube-adapter"]
development = ["bevy/dynamic_linking", "bevy/file_watcher", "bevy/embedded_watcher"]
development = ["bevy/dynamic_linking", "bevy/file_watcher", "bevy/embedded_watcher", "hitbox-viewer"]
tracy = ["bevy/trace_tracy"]
debug_features = ["bevy/free_camera"]
gamecube-adapter = ["dep:gc-adapter-neo"]
hitbox-viewer = ["bevy/bevy_dev_tools", "dep:egui_extras"]
[dependencies]
bevy = { version = "0.19", features = ["asset_processor", "basis-universal", "compressed_image_saver", "bevy_settings"] }
# Loads the scenes you author in the editor (assets/*.bsn) and builds
# physics colliders from them. An ordinary dependency; remove it if you
# stop using authored scenes.
bevy = { version = "0.19.1", features = ["asset_processor", "basis-universal", "compressed_image_saver", "bevy_settings"] }
blake3 = { version = "1.8.5", features = [ "pure" ] }
itertools = "0.15.0"
thiserror = "2"
avian3d = "0.7"
arrayvec = "0.7.8"
bevy-inspector-egui = "0.37.0"
bevy_egui = "0.40.0"
egui_extras = { version = "0.34.3", optional = true}
bevy_ggrs = { git = "https://github.com/gschup/bevy_ggrs" }
serde = "1.0.229"
serde_json = "1.0.145"
@@ -52,3 +53,8 @@ strip = "symbols"
[target.'cfg(not(target_os = "windows"))'.dependencies]
gc-adapter-neo = { version = "1.1.1", features = ["libusb"], optional = true }
[[bin]]
name = "hitbox-editor"
path = "src/bin/hitbox-editor.rs"
required-features = ["hitbox-viewer"]
+13
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@@ -23,6 +23,19 @@ cargo run -- --debug-match --players 2 --local-port 7001 \
--net-player 0=127.0.0.1:7000 --net-player 1=local
```
## Hitbox viewer
Run the live attack-script previewer with a fighter manifest and attack:
```sh
cargo run --bin hitbox-editor -- \
--manifest fighters/test/test.fighter.ron --attack jab
```
The timeline is read-only and refreshes through Bevy's asset hot reloading.
Press Space to pause or resume, use the arrow keys to step, or click and drag
the timeline to scrub.
## Production Build
```sh
+37
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@@ -0,0 +1,37 @@
use bevy::{
asset::{AssetMode, AssetPlugin},
gltf::GltfPlugin,
image::{ImageAddressMode, ImagePlugin, ImageSamplerDescriptor},
prelude::*,
};
use bevy_egui::EguiPlugin;
use clap::Parser;
use shinespark::hitbox_viewer::{HitboxViewerArgs, HitboxViewerPlugin};
fn main() -> AppExit {
let args = HitboxViewerArgs::parse();
let default_sampler = ImageSamplerDescriptor::linear()
.set_address_mode(ImageAddressMode::Repeat)
.set_anisotropic_filter(16)
.clone();
let default_plugins = DefaultPlugins
.set(ImagePlugin {
default_sampler: default_sampler.clone(),
})
.set(GltfPlugin {
default_sampler,
..default()
})
.set(AssetPlugin {
mode: AssetMode::Processed,
use_asset_processor_override: Some(cfg!(feature = "development")),
..default()
});
App::new()
.add_plugins(default_plugins)
.add_plugins(EguiPlugin::default())
.insert_resource(args)
.add_plugins(HitboxViewerPlugin)
.run()
}
+13
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@@ -116,6 +116,7 @@ enum DebugFlag {
AttackHitboxes,
Hurtboxes,
Camera,
LedgeGrab,
DrawThroughGeometry,
FrameStepping,
}
@@ -164,6 +165,10 @@ const FIGHTER_MENU: &[DebugMenuEntry] = &[
label: "Attack hitboxes",
flag: DebugFlag::AttackHitboxes,
},
DebugMenuEntry::Toggle {
label: "Ledge grab",
flag: DebugFlag::LedgeGrab,
},
DebugMenuEntry::Toggle {
label: "Hurtboxes",
flag: DebugFlag::Hurtboxes,
@@ -260,6 +265,7 @@ pub struct DebugSettings {
pub attack_hitboxes: bool,
pub hurtboxes: bool,
pub camera: bool,
pub ledge_grab: bool,
pub draw_through_geometry: bool,
pub motion_sampling: PresentationMotionMode,
pub game_speed: GameSpeedDebug,
@@ -283,6 +289,7 @@ impl Default for DebugSettings {
attack_hitboxes: false,
hurtboxes: false,
camera: false,
ledge_grab: false,
draw_through_geometry: false,
motion_sampling: PresentationMotionMode::default(),
game_speed: GameSpeedDebug::Full,
@@ -350,6 +357,7 @@ impl DebugSettings {
DebugFlag::Hurtboxes => self.hurtboxes,
DebugFlag::DrawThroughGeometry => self.draw_through_geometry,
DebugFlag::Camera => self.camera,
DebugFlag::LedgeGrab => self.ledge_grab,
DebugFlag::FrameStepping => self.frame_stepping,
}
}
@@ -368,6 +376,7 @@ impl DebugSettings {
self.draw_through_geometry = !self.draw_through_geometry
}
DebugFlag::Camera => self.camera = !self.camera,
DebugFlag::LedgeGrab => self.ledge_grab = !self.ledge_grab,
DebugFlag::FrameStepping => self.frame_stepping = !self.frame_stepping,
}
}
@@ -926,6 +935,10 @@ pub fn camera_debug_enabled(settings: Res<DebugSettings>) -> bool {
settings.camera
}
pub fn ledge_grab_enabled(settings: Res<DebugSettings>) -> bool {
settings.ledge_grab
}
#[cfg(test)]
mod tests {
use super::*;
+29 -6
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@@ -1,12 +1,26 @@
use bevy::prelude::*;
use crate::{
camera::MatchCamera, fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterInvulnerabilityState, FighterPendingRespawn, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity, animation::FighterAnimationFrame, attack::{
FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
FighterSolvedHurtboxes, FighterStaleMoveQueue,
}, baked_animation::FighterBoneMatrices, state::FighterState,
}, input::FighterInput, match_runtime::MatchState, player::Player, stage::line::StageCollision,
camera::MatchCamera,
fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake,
FighterInvulnerabilityState, FighterLedgeInformation, FighterPendingRespawn,
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState,
FighterTranslation, FighterVelocity,
animation::FighterAnimationFrame,
attack::{
FighterDamage, FighterKnockbackState, FighterKnockbackVelocity,
FighterPendingHitReaction, FighterPendingHits, FighterSolvedHurtboxes,
FighterStaleMoveQueue,
},
baked_animation::FighterBoneMatrices,
ecb::FighterDesiredECB,
state::FighterState,
},
input::FighterInput,
match_runtime::MatchState,
player::Player,
stage::line::StageCollision,
};
#[derive(Resource, Default)]
@@ -27,6 +41,7 @@ struct FighterCheckpoint {
entity: Entity,
handle: usize,
ecb: FighterECB,
desired_ecb: FighterDesiredECB,
previous_ecb: crate::fighter::ecb::FighterPreviousECB,
velocity: FighterVelocity,
translation: FighterTranslation,
@@ -41,6 +56,7 @@ struct FighterCheckpoint {
hitstop: FighterHitstop,
hitstop_shake: FighterHitstopShake,
knockback_velocity: FighterKnockbackVelocity,
knockback_state: FighterKnockbackState,
stale_moves: FighterStaleMoveQueue,
hitboxes: FighterHitboxes,
solved_hurtboxes: FighterSolvedHurtboxes,
@@ -48,6 +64,7 @@ struct FighterCheckpoint {
surface: FighterSurfaceState,
pending_respawn: FighterPendingRespawn,
invulnerability_state: FighterInvulnerabilityState,
ledge_information: FighterLedgeInformation,
}
pub(super) fn save_or_restore(world: &mut World) {
@@ -130,6 +147,7 @@ pub(super) fn save_or_restore(world: &mut World) {
let mut entity = world.entity_mut(saved.entity);
entity.insert(saved.ecb);
entity.insert(saved.desired_ecb);
entity.insert(saved.previous_ecb);
entity.insert(saved.velocity);
entity.insert(saved.translation);
@@ -144,6 +162,7 @@ pub(super) fn save_or_restore(world: &mut World) {
entity.insert(saved.hitstop);
entity.insert(saved.hitstop_shake);
entity.insert(saved.knockback_velocity);
entity.insert(saved.knockback_state);
entity.insert(saved.stale_moves.clone());
entity.insert(saved.hitboxes.clone());
entity.insert(saved.solved_hurtboxes.clone());
@@ -151,6 +170,7 @@ pub(super) fn save_or_restore(world: &mut World) {
entity.insert(saved.surface.clone());
entity.insert(saved.pending_respawn.clone());
entity.insert(saved.invulnerability_state.clone());
entity.insert(saved.ledge_information.clone());
}
world.insert_resource(checkpoint.pending_hits.clone());
world.insert_resource(checkpoint.stage_collision);
@@ -167,6 +187,7 @@ fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
entity,
handle: fighter.get::<Player>()?.handle,
ecb: *fighter.get::<FighterECB>()?,
desired_ecb: *fighter.get::<FighterDesiredECB>()?,
previous_ecb: *fighter.get::<crate::fighter::ecb::FighterPreviousECB>()?,
velocity: *fighter.get::<FighterVelocity>()?,
translation: *fighter.get::<FighterTranslation>()?,
@@ -181,6 +202,7 @@ fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
hitstop: *fighter.get::<FighterHitstop>()?,
hitstop_shake: *fighter.get::<FighterHitstopShake>()?,
knockback_velocity: *fighter.get::<FighterKnockbackVelocity>()?,
knockback_state: *fighter.get::<FighterKnockbackState>()?,
stale_moves: fighter.get::<FighterStaleMoveQueue>()?.clone(),
hitboxes: fighter.get::<FighterHitboxes>()?.clone(),
solved_hurtboxes: fighter.get::<FighterSolvedHurtboxes>()?.clone(),
@@ -188,6 +210,7 @@ fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
surface: fighter.get::<FighterSurfaceState>()?.clone(),
pending_respawn: fighter.get::<FighterPendingRespawn>()?.clone(),
invulnerability_state: fighter.get::<FighterInvulnerabilityState>()?.clone(),
ledge_information: fighter.get::<FighterLedgeInformation>()?.clone(),
})
}
+16
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@@ -0,0 +1,16 @@
use bevy_egui::egui::Color32;
pub trait ColorToEgui {
fn to_egui(&self) -> Color32;
}
impl ColorToEgui for bevy::color::Srgba {
fn to_egui(&self) -> Color32 {
Color32::from_rgba_unmultiplied(
(self.red * 255.0) as u8,
(self.green * 255.0) as u8,
(self.blue * 255.0) as u8,
(self.alpha * 255.0) as u8,
)
}
}
+8
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@@ -87,6 +87,10 @@ pub enum AnimKind {
CrouchEnter,
CrouchIdle,
CrouchExit,
LedgeWait,
LedgeJump,
LedgeGetUp,
LedgeGrab,
PlatformPass,
@@ -99,4 +103,8 @@ pub enum AnimKind {
AttackForwardTilt,
AttackDownTilt,
AttackNeutralAir,
AttackForwardAir,
AttackDownAir,
AttackDash,
AttackUpSmash,
}
+32 -3
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@@ -15,6 +15,16 @@ pub fn apply_directional_influence(
let (sin, cos) = attack_angle.sin_cos();
let base_launch_direction = FGVec2::new(cos, sin);
apply_directional_influence_to_direction(receiver_stick, base_launch_direction, di_max_angle)
}
/// Applies DI to an already-computed launch direction. This is used after
/// knockback stacking, where the resulting angle may differ from either hit.
pub fn apply_directional_influence_to_direction(
receiver_stick: FGVec2,
base_launch_direction: FGVec2,
di_max_angle: FGi32,
) -> FGVec2 {
let Some(base_launch_direction) = base_launch_direction.normalize() else {
return FGVec2::ZERO;
};
@@ -30,14 +40,20 @@ pub fn apply_directional_influence(
-di_max_angle.to_fixed::<FGWide>(),
di_max_angle.to_fixed::<FGWide>(),
);
let (sin, cos) = (attack_angle + angle_change.to_fixed::<FGi32>()).sin_cos();
FGVec2::new(cos, sin).normalize_or_zero()
let (sin, cos) = angle_change.to_fixed::<FGi32>().sin_cos();
FGVec2::new(
base_launch_direction.x * cos - base_launch_direction.y * sin,
base_launch_direction.x * sin + base_launch_direction.y * cos,
)
.normalize_or_zero()
}
#[cfg(test)]
mod test {
use crate::{
fighter::attack::directional_influence::apply_directional_influence,
fighter::attack::directional_influence::{
apply_directional_influence, apply_directional_influence_to_direction,
},
math::{int::FGi32, vec::FGVec2},
};
@@ -66,4 +82,17 @@ mod test {
assert!(di.x > FGi32::ZERO);
assert!(di.y < FGi32::ZERO);
}
#[test]
fn vector_di_preserves_a_stacked_direction_without_input() {
let direction = FGVec2::lit("-0.6", "0.8");
let result = apply_directional_influence_to_direction(
FGVec2::ZERO,
direction,
FGi32::lit("18.0"),
);
const EPSILON: FGi32 = FGi32::from_bits(6);
assert!(result.x.abs_diff(direction.x) < EPSILON);
assert!(result.y.abs_diff(direction.y) < EPSILON);
}
}
+214 -12
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@@ -33,7 +33,76 @@ use crate::{
#[derive(Deref, Component, Default, Hash, Debug, Copy, Clone)]
pub struct FighterKnockbackVelocity(pub FGVec2);
#[derive(Debug, Default, Clone, Copy, Serialize, Deserialize, Component, Hash, PartialEq)]
/// Lifecycle state for the currently active launch velocity.
///
/// This counts frames where knockback was actually applied to movement; hitstop
/// therefore does not advance it. Melee uses this age to decide whether a
/// subsequent airborne hit replaces or stacks with the previous launch.
#[derive(Component, Default, Hash, Debug, Copy, Clone)]
pub struct FighterKnockbackState {
pub frames_since_launch: u32,
}
impl FighterKnockbackState {
pub fn restart(&mut self) {
self.frames_since_launch = 0;
}
pub fn clear(&mut self) {
self.frames_since_launch = 0;
}
pub fn advance(&mut self) {
self.frames_since_launch = self.frames_since_launch.saturating_add(1);
}
pub fn can_stack(&self, minimum_frames: u32) -> bool {
self.frames_since_launch >= minimum_frames
}
}
fn stack_knockback_component(previous: FGi32, new: FGi32) -> FGi32 {
if previous.is_zero() {
return new;
}
if new.is_zero() {
return previous;
}
if previous.signum() != new.signum() {
previous + new
} else if previous.abs() > new.abs() {
previous
} else {
new
}
}
/// Applies Melee's knockback-stacking rule independently to both axes.
pub fn stack_knockback(previous: FGVec2, new: FGVec2) -> FGVec2 {
FGVec2::new(
stack_knockback_component(previous.x, new.x),
stack_knockback_component(previous.y, new.y),
)
}
pub fn decay_knockback(
velocity: &mut FighterKnockbackVelocity,
state: &mut FighterKnockbackState,
decay_per_frame: FGi32,
) {
let speed = velocity.length();
let next_speed = speed.saturating_sub(decay_per_frame).max(FGi32::ZERO);
velocity.0 = velocity.normalize_or_zero() * next_speed;
if next_speed.is_zero() {
state.clear();
} else {
state.advance();
}
}
#[derive(Debug, Default, Clone, Copy, Serialize, Deserialize, Component, Hash, PartialEq, Eq, PartialOrd, Ord)]
pub struct FighterDamage(FGi32);
impl std::fmt::Display for FighterDamage {
@@ -52,7 +121,8 @@ pub enum HitReactionKind {
pub struct FighterHitReaction {
pub launch_velocity: FGi32,
pub launch_angle: FGi32,
pub hitstop_frames: HitStop,
pub victim_hitstop_frames: HitStop,
pub attacker_hitstop_frames: HitStop,
pub hitstun_frames: u32,
pub kind: HitReactionKind,
pub damage: FighterDamage,
@@ -72,6 +142,53 @@ pub struct FighterLastAttackDebug {
pub trajectory_points: Vec<Vec3>,
}
#[cfg(test)]
mod knockback_stacking_tests {
use super::*;
#[test]
fn same_direction_keeps_the_stronger_component() {
assert_eq!(
stack_knockback(FGVec2::lit("3", "8"), FGVec2::lit("5", "4")),
FGVec2::lit("5", "8")
);
}
#[test]
fn opposing_components_add_independently() {
assert_eq!(
stack_knockback(FGVec2::lit("3", "8"), FGVec2::lit("-5", "-3")),
FGVec2::lit("-2", "5")
);
}
#[test]
fn opposing_components_can_cancel() {
assert_eq!(
stack_knockback(FGVec2::lit("3", "-4"), FGVec2::lit("-3", "4")),
FGVec2::ZERO
);
}
#[test]
fn zero_components_preserve_the_nonzero_value() {
assert_eq!(
stack_knockback(FGVec2::lit("0", "2"), FGVec2::lit("-3", "0")),
FGVec2::lit("-3", "2")
);
}
#[test]
fn stacking_threshold_is_inclusive() {
let mut state = FighterKnockbackState {
frames_since_launch: 9,
};
assert!(!state.can_stack(10));
state.advance();
assert!(state.can_stack(10));
}
}
#[derive(Debug, Default, Clone, Deref, DerefMut, Hash, PartialEq, PartialOrd)]
pub struct HitStop(u32);
@@ -80,7 +197,7 @@ impl HitStop {
HitStop(hitstop)
}
pub fn calculate(attack_damage_stalled: FighterDamage, crouch_cancelling: bool) -> Self {
let a = (attack_damage_stalled.0 / FGi32::lit("3.0") + FGi32::lit("4.0")).round_to_zero();
let a = (attack_damage_stalled.0 / FGi32::lit("3.0") + FGi32::lit("3.0")).round_to_zero();
let crouch_cancelling_factor = if crouch_cancelling {
FGi32::lit("0.66666666")
} else {
@@ -97,6 +214,12 @@ impl HitStop {
}
}
impl std::fmt::Display for HitStop {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "{}", self.0)
}
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub enum KnockbackType {
Normal,
@@ -113,9 +236,15 @@ impl KnockbackType {
}
}
#[derive(Debug, Default, Clone, Copy, Serialize, Deserialize)]
#[derive(Debug, Default, Clone, Copy, Serialize, Deserialize, PartialEq, Eq, PartialOrd, Ord)]
pub struct Knockback(FGi32);
impl std::fmt::Display for Knockback {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "{:.2}", self.0)
}
}
impl Knockback {
pub fn lit(val: &str) -> Self {
Self(FGi32::lit(val))
@@ -144,6 +273,15 @@ pub enum AttackAngle {
Sakurai,
}
impl std::fmt::Display for AttackAngle {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
AttackAngle::Normal(fixed_i32) => write!(f, "{:.2}º", fixed_i32),
AttackAngle::Sakurai => write!(f, "Sakurai"),
}
}
}
impl Default for AttackAngle {
fn default() -> Self {
AttackAngle::Normal(FGi32::lit("0"))
@@ -175,6 +313,13 @@ impl AttackAngle {
},
}
}
pub fn to_melee_angle_representation(&self) -> FGi32 {
match self {
AttackAngle::Normal(fixed_i32) => *fixed_i32,
AttackAngle::Sakurai => FGi32::lit("361"),
}
}
}
#[derive(Serialize, Deserialize, Reflect, PartialEq, Eq, Hash, Clone, Debug, Default, Copy)]
@@ -192,6 +337,7 @@ pub enum AttackKind {
UpSmash,
DownSmash,
ForwardSmash,
DashAttack,
}
impl AttackKind {
@@ -200,15 +346,16 @@ impl AttackKind {
AttackKind::NeutralAir => AnimKind::AttackNeutralAir,
AttackKind::Jab => AnimKind::AttackJab1,
AttackKind::UpTilt => AnimKind::AttackUpTilt,
AttackKind::ForwardAir => AnimKind::AttackUpTilt,
AttackKind::ForwardAir => AnimKind::AttackForwardAir,
AttackKind::DownAir => AnimKind::AttackDownAir,
AttackKind::BackAir => AnimKind::AttackUpTilt,
AttackKind::DownAir => AnimKind::AttackUpTilt,
AttackKind::UpAir => AnimKind::AttackUpTilt,
AttackKind::DownTilt => AnimKind::AttackDownTilt,
AttackKind::ForwardTilt => AnimKind::AttackForwardTilt,
AttackKind::UpSmash => AnimKind::AttackUpTilt,
AttackKind::UpSmash => AnimKind::AttackUpSmash,
AttackKind::DownSmash => AnimKind::AttackUpTilt,
AttackKind::ForwardSmash => AnimKind::AttackUpTilt,
AttackKind::DashAttack => AnimKind::AttackDash,
}
}
}
@@ -217,6 +364,7 @@ impl AttackKind {
#[reflect(opaque)]
pub struct AttackHitbox {
pub id: u32,
pub group: u32,
pub bone: String,
pub damage: FighterDamage,
pub offset: FGVec3,
@@ -229,6 +377,14 @@ pub struct AttackHitbox {
pub end_frame: u32,
}
static ATTACK_HITBOX_ID_PALETTE: [bevy::color::Srgba; 5] = [
bevy::color::palettes::tailwind::RED_500,
bevy::color::palettes::tailwind::GREEN_500,
bevy::color::palettes::tailwind::BLUE_500,
bevy::color::palettes::tailwind::FUCHSIA_500,
bevy::color::palettes::tailwind::ORANGE_500,
];
const STALE_MOVE_QUEUE_COUNT: usize = 9;
#[derive(Component, Hash, Clone, Default)]
@@ -276,6 +432,10 @@ impl FighterStaleMoveQueue {
}
impl AttackHitbox {
pub fn get_debug_draw_color(&self) -> bevy::color::Srgba {
ATTACK_HITBOX_ID_PALETTE[self.id as usize % ATTACK_HITBOX_ID_PALETTE.len()]
}
pub fn validate(&self) -> Result<(), String> {
if self.bone.trim().is_empty() {
return Err("bone name is empty".into());
@@ -369,6 +529,36 @@ pub fn update_active_hitbox_list(script: &FighterAttackScript, list: &mut Vec<us
);
}
/// Updates both the currently active hitbox intervals and the lifetime of
/// their per-group victim histories. A group remains immune only while at
/// least one hitbox belonging to that group is active.
pub fn update_active_attack(
script: &FighterAttackScript,
attack: &mut super::FighterActiveAttack,
frame: u32,
) {
update_active_hitbox_list(script, &mut attack.active_hitboxes, frame);
let mut active_groups = Vec::new();
for &index in &attack.active_hitboxes {
let group = script.hitboxes[index].group;
if !active_groups.contains(&group) {
active_groups.push(group);
}
}
attack.hit_groups.retain(|state| active_groups.contains(&state.group));
for group in active_groups {
if !attack.hit_groups.iter().any(|state| state.group == group) {
attack.hit_groups.push(super::FighterHitGroupState {
group,
hit_fighters: Vec::new(),
});
}
}
attack.hit_groups.sort_unstable_by_key(|state| state.group);
}
#[derive(Clone, Debug, PartialEq, Hash)]
pub struct FighterSolvedHurtbox {
pub hurtbox_idx: usize,
@@ -571,10 +761,6 @@ pub fn intersect_attacks_with_hurtboxes(
let Some(active_attack) = hitboxes.0.as_mut() else {
continue;
};
if active_attack.hit_fighters.contains(&entity_receiving) {
continue;
}
let attack_script = attack_scripts
.get(&active_attack.script)
.expect("Attack script should be valid");
@@ -584,6 +770,15 @@ pub fn intersect_attacks_with_hurtboxes(
for solved_hitbox in active_attack.solved_hitboxes.iter() {
if hurtbox.capsule.intersects(solved_hitbox.capsule) {
let candidate = solved_hitbox.hitbox_idx;
let group = attack_script.hitboxes[candidate].group;
let already_hit = active_attack
.hit_groups
.iter()
.find(|state| state.group == group)
.is_some_and(|state| state.hit_fighters.contains(&entity_receiving));
if already_hit {
continue;
}
if hitting_hitbox_idx.is_none_or(|current: usize| {
attack_script.hitboxes[candidate].id
< attack_script.hitboxes[current].id
@@ -606,7 +801,14 @@ pub fn intersect_attacks_with_hurtboxes(
hitbox_index: hitting_hitbox_idx,
});
active_attack.hit_fighters.push(entity_receiving);
let group = attack_script.hitboxes[hitting_hitbox_idx].group;
if let Some(state) = active_attack
.hit_groups
.iter_mut()
.find(|state| state.group == group)
{
state.hit_fighters.push(entity_receiving);
}
}
}
}
+29 -18
View File
@@ -4,7 +4,7 @@ use bevy_ggrs::prelude::GgrsSchedule;
use super::*;
use crate::{
fighter::{
Fighter, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake,
Fighter, FighterHitboxes, FighterHitstop, FighterHitstopShake,
FighterHitstopShakeKind, FighterHitstopShakeRole, FighterPendingHitReaction,
FighterStaleMoveQueue, FighterSurfaceState, errors::FighterErrors,
manifest::FighterManifest, state::FighterState,
@@ -20,11 +20,11 @@ pub fn resolve_fighter_hits(
mut pending_hits: ResMut<FighterPendingHits>,
mut attacker: Query<(
&mut FighterStaleMoveQueue,
&FighterFacingDirection,
&mut FighterHitboxes,
&Player,
&mut FighterHitstop,
&mut FighterHitstopShake,
&FighterTranslation,
)>,
mut receiver: Query<(
&mut FighterDamage,
@@ -33,6 +33,7 @@ pub fn resolve_fighter_hits(
&FighterState,
&FighterInvulnerabilityState,
&FighterSurfaceState,
&FighterTranslation,
)>,
attack_scripts: Res<Assets<FighterAttackScript>>,
game_settings: Res<GameSettings>,
@@ -55,6 +56,7 @@ pub fn resolve_fighter_hits(
receiver_state,
invuln_state,
receiver_surface_state,
receiver_translation,
)) = receiver.get_mut(defender)
else {
hit_offset = next_defender;
@@ -64,7 +66,7 @@ pub fn resolve_fighter_hits(
let damage_data = hits[hit_offset..next_defender]
.iter()
.filter_map(|hit| {
let Ok((stale_move_queue, facing_dir, _, player, _, _)) =
let Ok((stale_move_queue, _, player, _, _, attacker_translation)) =
attacker.get(hit.attacker)
else {
return None;
@@ -74,12 +76,13 @@ pub fn resolve_fighter_hits(
let damage_received = stale_move_queue
.get_attack_damage_multiplier(hit.attack_kind)
* hitbox.damage.0;
let angle_flip = receiver_translation.0.x <= attacker_translation.0.x;
Some((
hit.attacker,
damage_received,
hitbox,
matches!(facing_dir, FighterFacingDirection::Left),
player.handle,
angle_flip,
))
})
.collect::<Vec<_>>();
@@ -93,28 +96,35 @@ pub fn resolve_fighter_hits(
.ok_or(FighterErrors::FighterManifestNotFound)?;
let mut reactions = Vec::with_capacity(damage_data.len());
for (attacker_entity, attack_damage, hitbox, facing_left, attacker_slot) in damage_data {
let crouch_canceling = if let FighterState::Crouch(crouch_state) = &receiver_state {
crouch_state.is_crouch_cancelling()
} else {
false
};
for (attacker_entity, attack_damage, hitbox, attacker_slot, angle_flip) in damage_data {
let knockback = hitbox.calculate_knockback(
&fighter_manifest.attributes,
*receiver_damage,
FighterDamage(total_damage_received_this_frame),
false,
false,
crouch_canceling,
);
let angle = hitbox.angle.get_angle(
let launch_angle = hitbox.angle.get_angle(
&knockback,
receiver_surface_state.is_grounded(),
&game_settings,
);
dbg!(knockback, angle);
let launch_angle = if facing_left {
FGi32::lit("180.0") - angle
let launch_angle = if angle_flip {
FGi32::lit("180.0") - launch_angle
} else {
angle
launch_angle
};
// Attacker hitstop and data
let hitstop = HitStop::calculate(FighterDamage(attack_damage), false);
let victim_hitstop_frames = HitStop::calculate(FighterDamage(attack_damage), crouch_canceling);
let attacker_hitstop_frames = HitStop::calculate(FighterDamage(attack_damage), false);
reactions.push((
attacker_entity,
attacker_slot,
@@ -122,7 +132,8 @@ pub fn resolve_fighter_hits(
launch_velocity: knockback.get_launch_speed(&game_settings),
launch_angle,
hitstun_frames: knockback.get_hitstun_frames(&game_settings),
hitstop_frames: hitstop,
victim_hitstop_frames,
attacker_hitstop_frames,
kind: HitReactionKind::Flinch,
damage: FighterDamage(attack_damage),
},
@@ -137,20 +148,20 @@ pub fn resolve_fighter_hits(
}
for (attacker_entity, _, reaction) in &reactions {
let Ok((.., _, mut hitstop, mut hitstop_shake)) = attacker.get_mut(*attacker_entity)
let Ok((.., _, mut hitstop, mut hitstop_shake, _)) = attacker.get_mut(*attacker_entity)
else {
continue;
};
if hitstop.remaining_frames < reaction.hitstop_frames.0 {
if hitstop.remaining_frames < reaction.attacker_hitstop_frames.0 {
let shake_kind = if receiver_state.is_visually_grounded() {
FighterHitstopShakeKind::Horizontal
} else {
FighterHitstopShakeKind::Vertical
};
hitstop.remaining_frames = reaction.hitstop_frames.0;
hitstop.remaining_frames = reaction.attacker_hitstop_frames.0;
let shake_frames = reaction
.hitstop_frames
.attacker_hitstop_frames
.calculate_shake_frames(&game_settings);
hitstop_shake.total_frames = shake_frames;
hitstop_shake.remaining_frames = shake_frames;
@@ -173,7 +184,7 @@ pub fn resolve_fighter_hits(
}
for hit in hits {
let Ok((mut stale_move_queue, _facing_direction, mut hitboxes, ..)) =
let Ok((mut stale_move_queue, mut hitboxes, ..)) =
attacker.get_mut(hit.attacker)
else {
continue;
+9
View File
@@ -9,6 +9,10 @@ use crate::{input::FighterInputFrame, math::int::FGi32};
#[derive(Asset, Clone, Copy, Reflect, Serialize, Deserialize)]
#[reflect(opaque)]
pub struct FighterAttributes {
/// Fixed horizontal offset of the fighter's grounded pushbox center.
pub pushbox_offset: FGi32,
/// Fixed horizontal radius used for grounded fighter-to-fighter pushing.
pub pushbox_radius: FGi32,
pub base_walk_accel: FGi32,
pub stick_walk_accel: FGi32,
pub max_walk_vel: FGi32,
@@ -47,6 +51,8 @@ pub struct FighterAttributes {
pub air_dodge_intangible_duration: u32,
pub air_dodge_intangible_start: u32,
pub dash_attack_cancel_window: u32,
}
impl FighterAttributes {
@@ -54,6 +60,9 @@ impl FighterAttributes {
if self.weight <= FGi32::ZERO {
return Err("weight must be positive".into());
}
if self.pushbox_radius <= FGi32::ZERO {
return Err("pushbox radius must be positive".into());
}
Ok(())
}
+52 -11
View File
@@ -27,6 +27,7 @@ struct FighterBakeSource {
model_bytes: Vec<u8>,
buffers: Vec<Vec<u8>>,
animations: HashMap<AnimKind, String>,
root_motion_bone: String,
}
#[derive(Default, TypePath)]
struct FighterBakeSourceLoader;
@@ -82,6 +83,7 @@ impl AssetLoader for FighterBakeSourceLoader {
model_bytes,
buffers,
animations: manifest.animations,
root_motion_bone: manifest.root_motion_bone,
})
}
fn extensions(&self) -> &[&str] {
@@ -123,7 +125,12 @@ impl AssetTransformer for FighterBakeTransformer {
source: TransformedAsset<Self::AssetInput>,
_: &'a Self::Settings,
) -> Result<TransformedAsset<Self::AssetOutput>, Self::Error> {
let baked = bake_gltf(&source.model_bytes, &source.buffers, &source.animations)?;
let baked = bake_gltf(
&source.model_bytes,
&source.buffers,
&source.animations,
&source.root_motion_bone,
)?;
Ok(source.replace_asset(baked))
}
}
@@ -154,6 +161,7 @@ type FighterBakeProcessor = LoadTransformAndSave<
>;
pub struct BakedAnimationPlugin;
pub struct BakedAnimationVisualPlugin;
pub struct BakedAnimationAssetProcessingPlugin;
@@ -172,15 +180,25 @@ impl Plugin for BakedAnimationAssetProcessingPlugin {
impl Plugin for BakedAnimationPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(BakedAnimationAssetProcessingPlugin)
app.add_plugins((
BakedAnimationAssetProcessingPlugin,
BakedAnimationVisualPlugin,
))
.add_systems(
bevy_ggrs::prelude::GgrsSchedule,
super::runtime::update_fighter_bone_matrices
.in_set(super::BakedAnimationSamplingSet)
.in_set(crate::schedule::GameplaySet::Animation),
)
.add_systems(
);
}
}
impl Plugin for BakedAnimationVisualPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Update,
super::visual_binding::apply_baked_fighter_visual_pose,
super::visual_binding::apply_baked_fighter_visual_pose
.after(super::BakedAnimationSamplingSet),
)
.add_observer(super::visual_binding::bind_fighter_visual_bones);
}
@@ -190,6 +208,7 @@ fn bake_gltf(
bytes: &[u8],
buffer_bytes: &[Vec<u8>],
animations: &HashMap<AnimKind, String>,
root_motion_bone: &str,
) -> io::Result<BakedFighterAnimations> {
let gltf = gltf::Gltf::from_slice(bytes)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?;
@@ -217,13 +236,14 @@ fn bake_gltf(
"glTF buffer data is incomplete",
));
}
bake_gltf_document(gltf.document, buffers, animations)
bake_gltf_document(gltf.document, buffers, animations, root_motion_bone)
}
pub(super) fn bake_gltf_document(
document: gltf::Document,
buffers: Vec<gltf::buffer::Data>,
animations: &HashMap<AnimKind, String>,
root_motion_bone: &str,
) -> io::Result<BakedFighterAnimations> {
let nodes: Vec<_> = document.nodes().collect();
if nodes.is_empty() {
@@ -249,6 +269,15 @@ pub(super) fn bake_gltf_document(
})
})
.collect::<io::Result<Vec<_>>>()?;
let root_bone_index = names
.iter()
.position(|name| name == root_motion_bone)
.ok_or_else(|| {
io::Error::new(
io::ErrorKind::InvalidData,
format!("fighter model has no root-motion bone named {root_motion_bone}"),
)
})?;
let mut pending = HashMap::<&str, Vec<AnimKind>>::new();
for (kind, name) in animations {
pending.entry(name).or_default().push(*kind);
@@ -275,17 +304,28 @@ pub(super) fn bake_gltf_document(
.fold(0.0_f32, f32::max);
let frame_count = baked_frame_count(duration, BAKED_ANIMATION_FPS);
let mut frames = Vec::with_capacity(frame_count);
let mut root_positions = Vec::with_capacity(frame_count);
for frame in 0..frame_count {
let time = (frame as f32 / BAKED_ANIMATION_FPS as f32).min(duration);
frames.push(
nodes
let local = nodes
.iter()
.map(|node| local_transform(node.clone(), &channels, time))
.collect::<io::Result<Vec<_>>>()?,
);
.collect::<io::Result<Vec<_>>>()?;
let mut model = vec![None; local.len()];
let root = super::runtime::resolve_model_transform(
root_bone_index,
&parents,
&local,
&mut model,
)?;
root_positions.push(root.get_translation());
frames.push(local);
}
let index = clips.len();
clips.push(BakedAnimationClip { frames });
clips.push(BakedAnimationClip {
frames,
root_positions,
});
for kind in kinds {
clip_indices.insert(kind, index);
}
@@ -311,6 +351,7 @@ pub(super) fn bake_gltf_document(
frame_rate: BAKED_ANIMATION_FPS,
bone_names: names,
parents,
root_bone_index,
clips,
clip_indices,
})
+202 -2
View File
@@ -5,12 +5,17 @@ mod runtime;
mod visual_binding;
pub use crate::math::fixed_transform::FixedMat4;
pub use asset_baking::{BakedAnimationAssetProcessingPlugin, BakedAnimationPlugin};
pub use asset_baking::{
BakedAnimationAssetProcessingPlugin, BakedAnimationPlugin, BakedAnimationVisualPlugin,
};
pub use runtime::{
BakedAnimationClip, BakedFighterAnimations, FighterBoneIndexMap, FighterBoneMatrices,
resample_fighter_bone_matrices, update_fighter_bone_matrices,
};
#[derive(bevy::prelude::SystemSet, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub struct BakedAnimationSamplingSet;
pub const BAKED_ANIMATION_FPS: u32 = 60;
#[cfg(test)]
@@ -31,7 +36,13 @@ mod tests {
))
.unwrap();
let (document, buffers) = test_gltf(&manifest.animations);
let baked = bake_gltf_document(document, buffers, &manifest.animations).unwrap();
let baked = bake_gltf_document(
document,
buffers,
&manifest.animations,
&manifest.root_motion_bone,
)
.unwrap();
assert_eq!(baked.frame_rate, BAKED_ANIMATION_FPS);
assert_eq!(baked.frame_count(AnimKind::Wait), Some(121));
@@ -46,6 +57,15 @@ mod tests {
baked.bone_names.len()
);
assert_eq!(baked.parents.len(), baked.bone_names.len());
assert_eq!(baked.root_bone_index, 0);
assert_eq!(
baked.initial_root_position(AnimKind::Wait, FGi32::lit("2")),
Some(FGVec3::ZERO)
);
assert_eq!(
baked.root_motion_cycle_delta(AnimKind::Wait, FGi32::lit("2")),
Some(FGVec3::lit("2", "0", "0"))
);
}
/// Builds the smallest glTF document that still exercises the complete
@@ -157,8 +177,14 @@ mod tests {
frame_rate: BAKED_ANIMATION_FPS,
bone_names: vec!["root".into()],
parents: vec![None],
root_bone_index: 0,
clips: vec![BakedAnimationClip {
frames: vec![vec![first], vec![second], vec![terminal]],
root_positions: vec![
FGVec3::ZERO,
FGVec3::lit("2", "0", "0"),
FGVec3::lit("4", "0", "0"),
],
}],
clip_indices: HashMap::from([(AnimKind::Wait, 0)]),
};
@@ -321,6 +347,180 @@ mod tests {
);
}
#[test]
fn root_motion_delta_is_scaled_and_zero_on_initial_sample() {
let names = ["root".into()];
let parents = [None];
let mut first = FixedMat4::IDENTITY;
first.translate(FGVec3::lit("1", "0", "0"));
let mut second = FixedMat4::IDENTITY;
second.translate(FGVec3::lit("3", "0", "0"));
let mut matrices = FighterBoneMatrices::default();
let frame = crate::fighter::animation::FighterAnimationFrame::new(AnimKind::Wait, false);
matrices.set_pose_with_frame(
frame,
Some(0),
Some(FGVec3::lit("2", "0", "0")),
FGVec3::ZERO,
None,
AnimKind::Wait,
&names,
&parents,
&[first],
FGi32::lit("2"),
);
assert_eq!(matrices.root_motion_delta(), FGVec3::ZERO);
assert_eq!(
matrices.root_motion_position(),
Some(FGVec3::lit("2", "0", "0"))
);
matrices.set_pose_with_frame(
crate::fighter::animation::FighterAnimationFrame { frame: 1, ..frame },
Some(0),
Some(FGVec3::lit("6", "0", "0")),
FGVec3::ZERO,
None,
AnimKind::Wait,
&names,
&parents,
&[second],
FGi32::lit("2"),
);
assert_eq!(matrices.root_motion_delta(), FGVec3::lit("4", "0", "0"));
}
#[test]
fn root_motion_translation_is_removed_from_published_pose() {
let names = ["root".into(), "hand".into()];
let parents = [None, Some(0)];
let mut root = FixedMat4::IDENTITY;
root.translate(FGVec3::lit("3", "4", "5"));
let mut hand = FixedMat4::IDENTITY;
hand.translate(FGVec3::lit("1", "2", "0"));
let mut matrices = FighterBoneMatrices::default();
let frame = crate::fighter::animation::FighterAnimationFrame::new(AnimKind::Wait, false);
matrices.set_pose_with_frame(
frame,
Some(0),
Some(FGVec3::lit("3", "4", "5")),
FGVec3::ZERO,
None,
AnimKind::Wait,
&names,
&parents,
&[root, hand],
FGi32::ONE,
);
assert_eq!(matrices.root_motion_delta(), FGVec3::ZERO);
assert_eq!(matrices.local(0).unwrap().get_translation(), FGVec3::ZERO);
assert_eq!(matrices.get_current("root").unwrap().get_translation(), FGVec3::ZERO);
assert_eq!(
matrices.get_current("hand").unwrap().get_translation(),
FGVec3::lit("1", "2", "0")
);
}
#[test]
fn every_animation_extracts_root_translation_and_retains_its_position() {
let names = ["root".into(), "hand".into()];
let parents = [None, Some(0)];
let mut root = FixedMat4::IDENTITY;
root.translate(FGVec3::lit("3", "4", "5"));
let mut hand = FixedMat4::IDENTITY;
hand.translate(FGVec3::lit("1", "2", "0"));
let mut matrices = FighterBoneMatrices::default();
let frame = crate::fighter::animation::FighterAnimationFrame::new(
AnimKind::LedgeWait,
true,
);
matrices.set_pose_with_frame(
frame,
Some(0),
Some(FGVec3::lit("3", "4", "5")),
FGVec3::ZERO,
None,
AnimKind::LedgeWait,
&names,
&parents,
&[root, hand],
FGi32::ONE,
);
assert_eq!(matrices.root_motion_delta(), FGVec3::ZERO);
assert_eq!(
matrices.root_motion_position(),
Some(FGVec3::lit("3", "4", "5"))
);
assert_eq!(matrices.local(0).unwrap().get_translation(), FGVec3::ZERO);
assert_eq!(
matrices.get_current("root").unwrap().get_translation(),
FGVec3::ZERO
);
assert_eq!(
matrices.get_current("hand").unwrap().get_translation(),
FGVec3::lit("1", "2", "0")
);
root.translate(FGVec3::lit("6", "4", "5"));
matrices.set_pose_with_frame(
crate::fighter::animation::FighterAnimationFrame { frame: 1, ..frame },
Some(0),
Some(FGVec3::lit("6", "4", "5")),
FGVec3::ZERO,
None,
AnimKind::LedgeWait,
&names,
&parents,
&[root, hand],
FGi32::ONE,
);
assert_eq!(matrices.root_motion_delta(), FGVec3::lit("3", "0", "0"));
assert_eq!(
matrices.get_current("root").unwrap().get_translation(),
FGVec3::ZERO
);
}
#[test]
fn repeating_root_motion_preserves_cycle_displacement_at_every_wrap() {
let names = ["root".into()];
let parents = [None];
let pose = |x| FixedMat4::IDENTITY.with_translation(FGVec3::lit(x, "0", "0"));
let mut matrices = FighterBoneMatrices::default();
let frame = |frame| crate::fighter::animation::FighterAnimationFrame {
kind: AnimKind::Wait,
frame,
repeat: true,
};
for (frame_number, x, expected_delta) in [
(0, "0", FGVec3::ZERO),
(1, "1", FGVec3::lit("1", "0", "0")),
(2, "0", FGVec3::lit("1", "0", "0")),
(3, "1", FGVec3::lit("1", "0", "0")),
(4, "0", FGVec3::lit("1", "0", "0")),
] {
matrices.set_pose_with_frame(
frame(frame_number),
Some(0),
Some(FGVec3::lit(x, "0", "0")),
FGVec3::lit("2", "0", "0"),
Some(2),
AnimKind::Wait,
&names,
&parents,
&[pose(x)],
FGi32::ONE,
);
assert_eq!(matrices.root_motion_delta(), expected_delta);
}
}
#[test]
fn fixed_matrix_transforms_points() {
let transform = FixedMat4 {
+255 -24
View File
@@ -1,6 +1,7 @@
use std::collections::HashMap;
use bevy::prelude::*;
use bevy_ggrs::Rollback;
use serde::{Deserialize, Serialize};
use super::BAKED_ANIMATION_FPS;
@@ -14,11 +15,15 @@ use crate::{
},
math::fixed_transform::FixedMat4,
math::int::FGi32,
math::vec3::FGVec3,
};
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct BakedAnimationClip {
pub frames: Vec<Vec<FixedMat4>>,
/// Unscaled model-space position of the configured root-motion bone at
/// each baked frame.
pub root_positions: Vec<FGVec3>,
}
#[derive(Asset, bevy::reflect::TypePath, Clone, Debug, Serialize, Deserialize)]
@@ -27,11 +32,22 @@ pub struct BakedFighterAnimations {
pub frame_rate: u32,
pub bone_names: Vec<String>,
pub parents: Vec<Option<usize>>,
pub(super) root_bone_index: usize,
pub(super) clips: Vec<BakedAnimationClip>,
pub(super) clip_indices: HashMap<AnimKind, usize>,
}
impl BakedFighterAnimations {
fn sample_index(&self, frame: &FighterAnimationFrame) -> Option<usize> {
let frames = &self.clip(frame.kind)?.frames;
let frame_index = if frame.repeat {
let loop_frame_count = frames.len().saturating_sub(1).max(1) as u32;
frame.frame % loop_frame_count
} else {
frame.frame
};
Some((frame_index as usize).min(frames.len().saturating_sub(1)))
}
pub fn contains_bone(&self, bone: &str) -> bool {
self.bone_names.iter().any(|name| name == bone)
}
@@ -40,29 +56,67 @@ impl BakedFighterAnimations {
self.bone_names.iter().all(|name| names.insert(name))
}
pub fn sample_pose(&self, frame: &FighterAnimationFrame) -> Option<&[FixedMat4]> {
let frames = &self.clip(frame.kind)?.frames;
let frame_index = if frame.repeat {
let loop_frame_count = frames.len().saturating_sub(1).max(1) as u32;
frame.frame % loop_frame_count
} else {
frame.frame
};
frames
.get(frame_index as usize)
.or_else(|| frames.last())
.map(Vec::as_slice)
let clip = self.clip(frame.kind)?;
clip.frames.get(self.sample_index(frame)?).map(Vec::as_slice)
}
pub fn sample_root_position(
&self,
frame: &FighterAnimationFrame,
model_scale: FGi32,
) -> Option<FGVec3> {
let clip = self.clip(frame.kind)?;
let position = *clip.root_positions.get(self.sample_index(frame)?)?;
Some(position * model_scale)
}
pub fn initial_root_position(&self, kind: AnimKind, model_scale: FGi32) -> Option<FGVec3> {
self.sample_root_position(&FighterAnimationFrame::new(kind, false), model_scale)
}
pub fn frame_count(&self, kind: AnimKind) -> Option<u32> {
self.clip(kind).map(|clip| clip.frames.len() as u32)
}
pub fn root_motion_cycle_delta(
&self,
kind: AnimKind,
model_scale: FGi32,
) -> Option<FGVec3> {
let clip = self.clip(kind)?;
Some((*clip.root_positions.last()? - *clip.root_positions.first()?) * model_scale)
}
/// Samples one bone in model space without depending on the runtime's
/// previous-frame buffers. Tooling uses this when the user scrubs between
/// unrelated frames.
pub fn sample_bone_model_transform(
&self,
frame: &FighterAnimationFrame,
bone: &str,
model_scale: FGi32,
) -> Option<FixedMat4> {
let local = self.sample_pose(frame)?;
let index = self.bone_names.iter().position(|name| name == bone)?;
let mut model = vec![None; local.len()];
resolve_model_transform(index, &self.parents, local, &mut model).ok()?;
let scale = FixedMat4 {
cols: [
[model_scale, FGi32::ZERO, FGi32::ZERO, FGi32::ZERO],
[FGi32::ZERO, model_scale, FGi32::ZERO, FGi32::ZERO],
[FGi32::ZERO, FGi32::ZERO, model_scale, FGi32::ZERO],
[FGi32::ZERO, FGi32::ZERO, FGi32::ZERO, FGi32::ONE],
],
};
Some(scale.mul(model[index]?))
}
pub(super) fn clip(&self, kind: AnimKind) -> Option<&BakedAnimationClip> {
self.clip_indices
.get(&kind)
.and_then(|index| self.clips.get(*index))
}
pub fn get_animation_duration(&self, kind: AnimKind) -> Option<usize> {
self.clip(kind).map(|clip| clip.frames.len())
}
}
#[derive(Component, Clone, Debug, Default)]
#[derive(Component, Clone, Debug, Default, Hash)]
#[require(Rollback)]
pub struct FighterBoneMatrices {
bone_names: Vec<String>,
parents: Vec<Option<usize>>,
@@ -72,12 +126,44 @@ pub struct FighterBoneMatrices {
previous_local_matrices: Vec<FixedMat4>,
model_matrices: Vec<Option<FixedMat4>>,
presentation_kind: Option<AnimKind>,
previous_animation_frame: Option<FighterAnimationFrame>,
root_motion_position: Option<FGVec3>,
/// The raw, scaled model-space root translation used as the baseline for
/// root-motion extraction. This is kept separately because the published
/// pose has the root translation removed.
previous_root_motion_translation: Option<FGVec3>,
root_motion_delta: crate::math::vec3::FGVec3,
}
#[derive(Component, Clone, Debug, Default)]
pub struct FighterBoneIndexMap(pub HashMap<String, usize>);
impl FighterBoneMatrices {
/// Samples a baked pose for a preview or other non-gameplay caller.
pub fn sample_baked_pose(
&mut self,
baked: &BakedFighterAnimations,
frame: &FighterAnimationFrame,
model_scale: FGi32,
) -> bool {
let Some(pose) = baked.sample_pose(frame) else {
return false;
};
self.set_pose_with_frame(
*frame,
Some(baked.root_bone_index),
baked.sample_root_position(frame, model_scale),
FGVec3::ZERO,
None,
frame.kind,
&baked.bone_names,
&baked.parents,
pose,
model_scale,
);
true
}
#[cfg(test)]
pub(super) fn buffer_capacities(&self) -> [usize; 5] {
[
@@ -115,6 +201,16 @@ impl FighterBoneMatrices {
pub fn get_current_index(&self, index: usize) -> Option<FixedMat4> {
self.matrices.get(index).copied()
}
/// Translation of the configured root-motion bone since the previous
/// simulation animation frame, in scaled model-space units.
pub fn root_motion_delta(&self) -> FGVec3 {
self.root_motion_delta
}
/// Current raw, scaled model-space position of the configured root-motion
/// bone. The published skeleton has this translation removed.
pub fn root_motion_position(&self) -> Option<FGVec3> {
self.root_motion_position
}
pub fn iter(&self) -> impl Iterator<Item = (&str, FixedMat4)> {
self.bone_names
.iter()
@@ -137,6 +233,7 @@ impl FighterBoneMatrices {
.unwrap_or(current);
Some(interpolate_transform(previous, current, overstep_fraction))
}
#[cfg(test)]
pub(super) fn set_pose(
&mut self,
kind: AnimKind,
@@ -145,8 +242,47 @@ impl FighterBoneMatrices {
local: &[FixedMat4],
model_scale: FGi32,
) {
self.sample_pose(kind, bone_names, parents, local, model_scale, true);
self.set_pose_with_frame(
FighterAnimationFrame::new(kind, false),
None,
None,
FGVec3::ZERO,
None,
kind,
bone_names,
parents,
local,
model_scale,
);
}
pub(super) fn set_pose_with_frame(
&mut self,
animation_frame: FighterAnimationFrame,
root_bone_index: Option<usize>,
root_motion_position: Option<FGVec3>,
root_motion_cycle_delta: FGVec3,
root_motion_loop_frame_count: Option<u32>,
kind: AnimKind,
bone_names: &[String],
parents: &[Option<usize>],
local: &[FixedMat4],
model_scale: FGi32,
) {
self.sample_pose(
animation_frame,
root_bone_index,
root_motion_position,
root_motion_cycle_delta,
root_motion_loop_frame_count,
kind,
bone_names,
parents,
local,
model_scale,
true,
);
}
#[cfg(test)]
pub(super) fn resample_pose(
&mut self,
kind: AnimKind,
@@ -155,10 +291,53 @@ impl FighterBoneMatrices {
local: &[FixedMat4],
model_scale: FGi32,
) {
self.sample_pose(kind, bone_names, parents, local, model_scale, false);
self.resample_pose_with_frame(
FighterAnimationFrame::new(kind, false),
None,
None,
FGVec3::ZERO,
None,
kind,
bone_names,
parents,
local,
model_scale,
);
}
pub(super) fn resample_pose_with_frame(
&mut self,
animation_frame: FighterAnimationFrame,
root_bone_index: Option<usize>,
root_motion_position: Option<FGVec3>,
_root_motion_cycle_delta: FGVec3,
_root_motion_loop_frame_count: Option<u32>,
kind: AnimKind,
bone_names: &[String],
parents: &[Option<usize>],
local: &[FixedMat4],
model_scale: FGi32,
) {
self.sample_pose(
animation_frame,
root_bone_index,
root_motion_position,
FGVec3::ZERO,
None,
kind,
bone_names,
parents,
local,
model_scale,
false,
);
}
fn sample_pose(
&mut self,
animation_frame: FighterAnimationFrame,
root_index: Option<usize>,
raw_root_motion_translation: Option<FGVec3>,
root_motion_cycle_delta: FGVec3,
root_motion_loop_frame_count: Option<u32>,
kind: AnimKind,
bone_names: &[String],
parents: &[Option<usize>],
@@ -176,6 +355,7 @@ impl FighterBoneMatrices {
parents.len(),
"baked bone parents do not match names"
);
let animation_changed = self.presentation_kind != Some(kind);
if self.bone_names.is_empty() {
self.bone_names.extend_from_slice(bone_names);
self.parents.extend_from_slice(parents);
@@ -192,15 +372,9 @@ impl FighterBoneMatrices {
std::mem::swap(&mut self.matrices, &mut self.previous_frame_matrices);
std::mem::swap(&mut self.local_matrices, &mut self.previous_local_matrices);
}
let animation_changed = self.presentation_kind != Some(kind);
self.local_matrices.clear();
self.local_matrices.extend_from_slice(local);
self.model_matrices.resize(local.len(), None);
self.model_matrices.fill(None);
for index in 0..local.len() {
resolve_model_transform(index, parents, local, &mut self.model_matrices)
.expect("baked bone hierarchy should be valid");
}
let model_scale = FixedMat4 {
cols: [
[model_scale, FGi32::ZERO, FGi32::ZERO, FGi32::ZERO],
@@ -209,12 +383,52 @@ impl FighterBoneMatrices {
[FGi32::ZERO, FGi32::ZERO, FGi32::ZERO, FGi32::ONE],
],
};
// Gameplay always owns root displacement. Keep rotation and scale in
// the pose while removing the configured root bone's translation.
if let Some(root_index) = root_index {
self.local_matrices[root_index].translate(FGVec3::ZERO);
}
self.model_matrices.resize(local.len(), None);
self.model_matrices.fill(None);
for index in 0..local.len() {
resolve_model_transform(index, parents, &self.local_matrices, &mut self.model_matrices)
.expect("baked bone hierarchy should be valid");
}
self.matrices.clear();
self.matrices.extend(
self.model_matrices.iter().map(|matrix| {
model_scale.mul(matrix.expect("baked bone hierarchy should be valid"))
}),
);
self.root_motion_delta = if advance_history
&& !animation_changed
&& self.previous_animation_frame.is_some()
&& let (Some(current), Some(previous)) = (
raw_root_motion_translation,
self.previous_root_motion_translation,
)
{
let mut delta = current - previous;
if animation_frame.repeat
&& self.previous_animation_frame.is_some_and(|previous| {
previous.kind == animation_frame.kind
&& previous.frame.saturating_add(1) == animation_frame.frame
})
&& root_motion_loop_frame_count.is_some_and(|loop_frame_count| {
loop_frame_count > 0 && animation_frame.frame % loop_frame_count == 0
})
{
delta = delta + root_motion_cycle_delta;
}
delta
} else {
FGVec3::ZERO
};
self.root_motion_position = raw_root_motion_translation;
self.previous_root_motion_translation = raw_root_motion_translation;
if advance_history {
self.previous_animation_frame = Some(animation_frame);
}
// A state transition is a discontinuity, not an animation frame to
// interpolate from the previous clip. Keep the presentation pose at
// the new clip's first/current frame immediately.
@@ -301,8 +515,20 @@ fn sample_fighter_bone_matrices(
let manifest = manifests
.get(&fighter.manifest)
.expect("fighter manifest should be loaded before the match starts");
let root_motion_position = baked.sample_root_position(frame, manifest.model_scale);
let root_motion_cycle_delta = baked
.root_motion_cycle_delta(frame.kind, manifest.model_scale)
.unwrap_or(FGVec3::ZERO);
let root_motion_loop_frame_count = baked
.frame_count(frame.kind)
.map(|count| count.saturating_sub(1).max(1));
if advance_history {
matrices.set_pose(
matrices.set_pose_with_frame(
*frame,
Some(baked.root_bone_index),
root_motion_position,
root_motion_cycle_delta,
root_motion_loop_frame_count,
frame.kind,
&baked.bone_names,
&baked.parents,
@@ -310,7 +536,12 @@ fn sample_fighter_bone_matrices(
manifest.model_scale,
);
} else {
matrices.resample_pose(
matrices.resample_pose_with_frame(
*frame,
Some(baked.root_bone_index),
root_motion_position,
FGVec3::ZERO,
None,
frame.kind,
&baked.bone_names,
&baked.parents,
@@ -329,7 +560,7 @@ fn sample_fighter_bone_matrices(
}
}
fn resolve_model_transform(
pub(super) fn resolve_model_transform(
index: usize,
parents: &[Option<usize>],
local: &[FixedMat4],
@@ -92,9 +92,12 @@ pub(super) fn bind_fighter_visual_bones(
pub(super) fn apply_baked_fighter_visual_pose(
mut nodes: Query<(&mut Transform, &BakedFighterBone)>,
fighters: Query<&FighterBoneMatrices>,
timing: Res<GgrsFrameTiming>,
timing: Option<Res<GgrsFrameTiming>>,
) {
let overstep_fraction = timing.overstep_fraction();
let overstep_fraction = timing
.as_deref()
.map(GgrsFrameTiming::overstep_fraction)
.unwrap_or(0.0);
for (mut transform, bone) in &mut nodes {
let Ok(matrices) = fighters.get(bone.fighter) else {
continue;
+689 -30
View File
@@ -1,10 +1,17 @@
//! Resolving an integrated fighter position against the stage.
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::{FighterECB, FighterPreviousTranslation, FighterTranslation};
use crate::fighter::ecb::{self as ecb_module, FighterDesiredECB};
use crate::fighter::{FighterPreviousTranslation, FighterTranslation};
use crate::fighter::FighterVelocity;
#[cfg(test)]
use crate::fighter::{FighterECB, ecb::FighterPreviousECB};
use crate::math::int::FGi32;
use crate::math::rect::FGRect;
use crate::math::segment::FGSegment2d;
use crate::math::vec::FGVec2;
use crate::stage::line::{StageCollision, StageLineID, StagePolyType};
use crate::stage::line::{
StageCollision, StageLineID, StagePolyLineSegmentType, StagePolyType, StageVertexID,
};
/*
pub fn collide_fighter_with_scene(
fighters: Query<(&FighterECB, &mut FighterVelocity, &mut FighterTranslation)>,
@@ -35,54 +42,411 @@ pub fn collide_fighter_with_scene(
pub struct AirCollisionWithStageResult {
pub line_id: StageLineID,
pub hit_position: FGVec2,
/// Fighter origin at the collision substep. The ECB remains local to this
/// origin; callers must not rebase the ECB by the frame-sized movement.
pub resolved_translation: FGVec2,
pub hit_normal: FGVec2,
}
pub fn air_collide_with_stage(
#[derive(Clone, Copy, Debug, Default)]
pub struct AirCollisionOptions {
/// Allow downward input to disable collision with pass-through platforms.
pub can_pass_through_soft_platforms: bool,
/// Treat an upward crossing of a pass-through platform by the ECB bottom as a landing.
pub land_on_soft_platforms_from_below: bool,
}
#[cfg(test)]
fn air_collide_with_stage(
prev_translation: &FighterPreviousTranslation,
translation: &FighterTranslation,
prev_ecb: &FighterPreviousECB,
ecb: &FighterECB,
stage_collision: &StageCollision,
ignored_polys: &[usize],
can_ignore_soft_platforms: bool,
options: AirCollisionOptions,
) -> Option<AirCollisionWithStageResult> {
let ray_segment = FGSegment2d::new(
prev_translation.0 + prev_ecb.get_bottom_point(),
translation.0 + ecb.get_bottom_point(),
);
let mut translation = *translation;
let mut velocity = FighterVelocity::default();
air_collide_with_stage_substepped(
prev_translation,
&mut translation,
&mut velocity,
&mut ecb_module::FighterECB {
top: prev_ecb.top,
bottom: prev_ecb.bottom,
left: prev_ecb.left,
right: prev_ecb.right,
},
&FighterDesiredECB::from(*ecb),
stage_collision,
ignored_polys,
options,
)
}
/// Sweeps movement and ECB shape changes together.
pub(crate) fn collision_step_count(max_change: FGi32) -> u32 {
let six = FGi32::lit("6.0");
if max_change <= six {
return 1;
}
let mut quotient = 0;
let mut remainder = max_change;
while remainder >= six {
quotient += 1;
remainder -= six;
}
quotient + 1
}
pub fn air_collide_with_stage_substepped(
prev_translation: &FighterPreviousTranslation,
translation: &mut FighterTranslation,
velocity: &mut FighterVelocity,
ecb: &mut crate::fighter::FighterECB,
desired: &FighterDesiredECB,
stage_collision: &StageCollision,
ignored_polys: &[usize],
options: AirCollisionOptions,
) -> Option<AirCollisionWithStageResult> {
let requested_translation = translation.0;
let movement = requested_translation - prev_translation.0;
let mut largest_change = movement.x.abs().max(movement.y.abs());
largest_change = largest_change.max(ecb_module::ecb_max_delta(ecb, desired));
let steps = collision_step_count(largest_change);
let step_count = FGi32::from_num(steps);
let movement_per_step = movement / step_count;
let mut current_position = prev_translation.0;
let mut current_ecb = *ecb;
let mut collision_offset = FGVec2::ZERO;
for step in 0..steps {
let previous_position = current_position;
let previous_ecb = current_ecb;
let remaining_steps = FGi32::from_num(steps - step);
ecb_module::interpolate_ecb(&mut current_ecb, *desired, FGi32::ONE / remaining_steps);
current_position = if step + 1 == steps {
// Fixed-point division may truncate. Always make the final
// substep land exactly on the requested frame endpoint.
requested_translation + collision_offset
} else {
prev_translation.0
+ movement_per_step * FGi32::from_num(step + 1)
+ collision_offset
};
let lower_edges = [
(
previous_ecb.bottom,
previous_ecb.left,
current_ecb.bottom,
current_ecb.left,
),
(
previous_ecb.bottom,
previous_ecb.right,
current_ecb.bottom,
current_ecb.right,
),
];
if let Some(result) = sweep_edges(
stage_collision,
previous_position,
current_position,
&lower_edges,
StagePolyLineSegmentType::Floor,
ignored_polys,
options.can_pass_through_soft_platforms,
) {
*ecb = current_ecb;
translation.0 = current_position + result.correction;
velocity.0 -= velocity.0.project_onto_normalized(result.hit_normal);
let bottom_contact = translation.0 + current_ecb.bottom;
return Some(AirCollisionWithStageResult {
line_id: result.line_id,
hit_position: bottom_contact,
resolved_translation: translation.0,
hit_normal: result.hit_normal,
});
}
let upper_edges = [
(
previous_ecb.top,
previous_ecb.left,
current_ecb.top,
current_ecb.left,
),
(
previous_ecb.top,
previous_ecb.right,
current_ecb.top,
current_ecb.right,
),
];
if let Some(contact) = sweep_edges(
stage_collision,
previous_position,
current_position,
&upper_edges,
StagePolyLineSegmentType::Ceiling,
ignored_polys,
true,
) {
current_position += contact.correction;
collision_offset += contact.correction;
velocity.0 -= velocity.0.project_onto_normalized(contact.hit_normal);
}
if options.land_on_soft_platforms_from_below
&& let Some(result) = sweep_bottom_point_through_platforms(
stage_collision,
previous_position + previous_ecb.bottom,
current_position + current_ecb.bottom,
ignored_polys,
)
{
*ecb = current_ecb;
translation.0 = current_position + result.correction;
velocity.0 -= velocity.0.project_onto_normalized(result.hit_normal);
let bottom_contact = translation.0 + current_ecb.bottom;
return Some(AirCollisionWithStageResult {
line_id: result.line_id,
hit_position: bottom_contact,
resolved_translation: translation.0,
hit_normal: result.hit_normal,
});
}
let side_edges = [
(
previous_ecb.bottom,
previous_ecb.right,
current_ecb.bottom,
current_ecb.right,
),
(
previous_ecb.right,
previous_ecb.top,
current_ecb.right,
current_ecb.top,
),
(
previous_ecb.top,
previous_ecb.left,
current_ecb.top,
current_ecb.left,
),
(
previous_ecb.left,
previous_ecb.bottom,
current_ecb.left,
current_ecb.bottom,
),
];
if let Some(contact) = sweep_edges(
stage_collision,
previous_position,
current_position,
&side_edges,
StagePolyLineSegmentType::Wall,
ignored_polys,
true,
) {
current_position += contact.correction;
collision_offset += contact.correction;
velocity.0 -= velocity.0.project_onto_normalized(contact.hit_normal);
}
}
*ecb = current_ecb;
translation.0 = current_position;
None
}
struct PointSweepResult {
line_id: StageLineID,
hit_normal: FGVec2,
correction: FGVec2,
}
fn sweep_bottom_point_through_platforms(
stage_collision: &StageCollision,
previous_bottom: FGVec2,
current_bottom: FGVec2,
ignored_polys: &[usize],
) -> Option<PointSweepResult> {
let bottom_sweep = FGSegment2d::new(previous_bottom, current_bottom);
stage_collision
.stage_polys
.iter()
.enumerate()
.filter(|(poly_idx, poly)| {
!ignored_polys.contains(poly_idx)
&& !(can_ignore_soft_platforms && matches!(poly.poly_type, StagePolyType::Platform))
!ignored_polys.contains(poly_idx) && matches!(poly.poly_type, StagePolyType::Platform)
})
.filter_map(|(poly_idx, poly)| {
poly.intersect_ray(ray_segment).map(|intersect_result| {
(
AirCollisionWithStageResult {
line_id: {
StageLineID {
polygon: poly_idx,
segment: intersect_result.segment_idx,
.flat_map(|(poly_idx, poly)| {
poly.segments
.iter()
.enumerate()
.filter(|(_, segment)| {
matches!(segment.segment_type, StagePolyLineSegmentType::Floor)
})
.filter_map(move |(segment_idx, segment)| {
let previous_distance = segment
.normal
.dot(previous_bottom - segment.segment.point1());
let current_distance = segment
.normal
.dot(current_bottom - segment.segment.point1());
if previous_distance >= crate::math::int::FGWide::ZERO
|| current_distance < crate::math::int::FGWide::ZERO
{
return None;
}
let hit_position = segment.segment.segment_intersection(&bottom_sweep)?;
Some((
PointSweepResult {
line_id: StageLineID {
polygon: poly_idx,
segment: segment_idx,
},
hit_position: intersect_result.position,
hit_normal: intersect_result.normal,
hit_normal: segment.normal,
correction: hit_position - current_bottom,
},
intersect_result
.position
.distance_squared(ray_segment.point2()),
hit_position.distance_squared(previous_bottom),
))
})
})
.min_by_key(|(_, distance)| *distance)
.map(|(result, _)| result)
}
fn sweep_edges(
stage_collision: &StageCollision,
previous_position: FGVec2,
current_position: FGVec2,
edges: &[(FGVec2, FGVec2, FGVec2, FGVec2)],
segment_type: StagePolyLineSegmentType,
ignored_polys: &[usize],
ignore_platforms: bool,
) -> Option<PointSweepResult> {
stage_collision
.stage_polys
.iter()
.enumerate()
.filter(|(poly_idx, poly)| {
!ignored_polys.contains(poly_idx)
&& !(ignore_platforms && matches!(poly.poly_type, StagePolyType::Platform))
})
.flat_map(|(poly_idx, poly)| {
poly.segments
.iter()
.enumerate()
.filter(move |(_, segment)| segment.segment_type == segment_type)
.filter_map(move |(segment_idx, segment)| {
edges
.iter()
.filter_map(|(previous_a, previous_b, current_a, current_b)| {
let previous_a = previous_position + *previous_a;
let previous_b = previous_position + *previous_b;
let current_a = current_position + *current_a;
let current_b = current_position + *current_b;
let previous_min = segment
.normal
.dot(previous_a - segment.segment.point1())
.min(segment.normal.dot(previous_b - segment.segment.point1()));
let current_a_distance =
segment.normal.dot(current_a - segment.segment.point1());
let current_b_distance =
segment.normal.dot(current_b - segment.segment.point1());
let current_min = current_a_distance.min(current_b_distance);
if previous_min < crate::math::int::FGWide::ZERO
|| current_min > crate::math::int::FGWide::ZERO
{
return None;
}
let boundary = [
FGSegment2d::new(previous_a, previous_b),
FGSegment2d::new(previous_a, current_a),
FGSegment2d::new(previous_b, current_b),
FGSegment2d::new(current_a, current_b),
];
let quad = [previous_a, previous_b, current_b, current_a];
let position = boundary
.iter()
.filter_map(|edge| segment.segment.segment_intersection(edge))
.max_by_key(|position| position.distance_squared(current_a))
.or_else(|| {
[segment.segment.point1(), segment.segment.point2()]
.into_iter()
.find(|point| point_in_convex_quad(*point, quad))
})?;
let penetration = FGi32::from_num(-current_min);
Some((position, segment.normal * penetration))
})
.max_by_key(|(position, _)| {
position.distance_squared(segment.segment.point1())
})
.map(|(position, correction)| {
(
PointSweepResult {
line_id: StageLineID {
polygon: poly_idx,
segment: segment_idx,
},
hit_normal: segment.normal,
correction,
},
position.distance_squared(segment.segment.point2()),
)
})
})
})
.max_by(|(_, a), (_, b)| a.cmp(b))
.map(|(result, _)| result)
}
fn point_in_convex_quad(point: FGVec2, quad: [FGVec2; 4]) -> bool {
let mut has_positive = false;
let mut has_negative = false;
for (a, b) in quad.into_iter().zip(quad.into_iter().cycle().skip(1)).take(4) {
let edge = b - a;
let offset = point - a;
let cross = crate::math::int::FGWide::from_num(edge.x)
* crate::math::int::FGWide::from_num(offset.y)
- crate::math::int::FGWide::from_num(edge.y)
* crate::math::int::FGWide::from_num(offset.x);
has_positive |= cross > crate::math::int::FGWide::ZERO;
has_negative |= cross < crate::math::int::FGWide::ZERO;
if has_positive && has_negative {
return false;
}
}
true
}
#[derive(Clone)]
pub struct AirCollisionWithLedgeResult {
pub ledge: StageVertexID,
}
pub fn air_collide_with_ledges(
ledge_box: &FGRect,
stage_collision: &StageCollision,
) -> Option<AirCollisionWithLedgeResult> {
stage_collision
.intersect_ledges(ledge_box)
.map(|result| AirCollisionWithLedgeResult {
ledge: result.vertex_id,
})
}
#[cfg(test)]
mod tests {
use super::*;
@@ -111,10 +475,178 @@ mod tests {
)
}
fn single_segment(
start: FGVec2,
end: FGVec2,
segment_type: StagePolyLineSegmentType,
) -> StagePoly {
let segment = FGSegment2d::new(start, end);
StagePoly {
poly_type: StagePolyType::Closed,
segments: vec![crate::stage::line::StagePolyLineSegment {
segment,
normal: segment.left_normal(),
segment_type,
}],
}
}
#[test]
fn melee_step_count_adds_one_step_after_each_six_unit_block() {
assert_eq!(collision_step_count(FGi32::lit("6")), 1);
assert_eq!(collision_step_count(FGi32::lit("6.01")), 2);
assert_eq!(collision_step_count(FGi32::lit("12")), 3);
assert_eq!(collision_step_count(FGi32::lit("18")), 4);
}
#[test]
fn collision_result_keeps_ecb_local_to_resolved_origin() {
let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0")],
..StageCollision::default()
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let mut translation = FighterTranslation(FGVec2::lit("0", "-1"));
let mut velocity = FighterVelocity(FGVec2::lit("0", "-3"));
let mut ecb = FighterECB {
top: FGVec2::lit("0", "2"),
bottom: FGVec2::lit("0", "-1"),
left: FGVec2::lit("-1", "0.5"),
right: FGVec2::lit("1", "0.5"),
};
let desired = FighterDesiredECB::from(ecb);
let collision = air_collide_with_stage_substepped(
&previous_translation,
&mut translation,
&mut velocity,
&mut ecb,
&desired,
&stage_collision,
&[],
Default::default(),
)
.expect("the floor should be hit");
assert_eq!(
collision.resolved_translation + ecb.bottom,
collision.hit_position
);
assert_eq!(velocity.0.y, FGi32::ZERO);
}
#[test]
fn airborne_side_point_resolves_wall_and_projects_velocity() {
let stage_collision = StageCollision {
stage_polys: vec![single_segment(
FGVec2::lit("2", "2"),
FGVec2::lit("2", "-2"),
StagePolyLineSegmentType::Wall,
)],
..StageCollision::default()
};
let previous = FighterPreviousTranslation(FGVec2::lit("4", "0"));
let mut translation = FighterTranslation(FGVec2::lit("0", "0"));
let mut velocity = FighterVelocity(FGVec2::lit("-4", "0"));
let mut ecb = FighterECB {
top: FGVec2::lit("0", "1"),
bottom: FGVec2::lit("0", "-1"),
left: FGVec2::lit("-1", "0"),
right: FGVec2::lit("1", "0"),
};
let desired = FighterDesiredECB::from(ecb);
assert!(air_collide_with_stage_substepped(
&previous,
&mut translation,
&mut velocity,
&mut ecb,
&desired,
&stage_collision,
&[],
Default::default(),
)
.is_none());
assert_eq!(translation.0, FGVec2::lit("3", "0"));
assert_eq!(velocity.0.x, FGi32::ZERO);
}
#[test]
fn stage_corner_cannot_pass_through_middle_of_diamond_edge() {
let stage_collision = StageCollision {
stage_polys: vec![single_segment(
FGVec2::lit("2", "0.6"),
FGVec2::lit("2", "0.4"),
StagePolyLineSegmentType::Wall,
)],
..StageCollision::default()
};
let previous = FighterPreviousTranslation(FGVec2::lit("4", "0"));
let mut translation = FighterTranslation(FGVec2::ZERO);
let mut velocity = FighterVelocity(FGVec2::lit("-4", "0"));
let mut ecb = FighterECB {
top: FGVec2::lit("0", "1"),
bottom: FGVec2::lit("0", "-1"),
left: FGVec2::lit("-1", "0"),
right: FGVec2::lit("1", "0"),
};
let desired = FighterDesiredECB::from(ecb);
assert!(air_collide_with_stage_substepped(
&previous,
&mut translation,
&mut velocity,
&mut ecb,
&desired,
&stage_collision,
&[],
Default::default(),
)
.is_none());
assert_eq!(translation.0.x, FGi32::lit("3"));
assert_eq!(velocity.0.x, FGi32::ZERO);
}
#[test]
fn airborne_top_point_resolves_ceiling_and_projects_velocity() {
let stage_collision = StageCollision {
stage_polys: vec![single_segment(
FGVec2::lit("2", "2"),
FGVec2::lit("-2", "2"),
StagePolyLineSegmentType::Ceiling,
)],
..StageCollision::default()
};
let previous = FighterPreviousTranslation(FGVec2::ZERO);
let mut translation = FighterTranslation(FGVec2::lit("0", "4"));
let mut velocity = FighterVelocity(FGVec2::lit("0", "4"));
let mut ecb = FighterECB {
top: FGVec2::lit("0", "1"),
bottom: FGVec2::lit("0", "-1"),
left: FGVec2::lit("-1", "0"),
right: FGVec2::lit("1", "0"),
};
let desired = FighterDesiredECB::from(ecb);
assert!(air_collide_with_stage_substepped(
&previous,
&mut translation,
&mut velocity,
&mut ecb,
&desired,
&stage_collision,
&[],
Default::default(),
)
.is_none());
assert_eq!(translation.0, FGVec2::lit("0", "1"));
assert_eq!(velocity.0.y, FGi32::ZERO);
}
#[test]
fn airborne_collision_skips_ignored_polygons() {
let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0"), horizontal_platform("1")],
..StageCollision::default()
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let translation = FighterTranslation(FGVec2::lit("0", "-1"));
@@ -138,7 +670,7 @@ mod tests {
&ecb,
&stage_collision,
&[1],
false,
Default::default(),
)
.expect("the non-ignored platform should still be collidable");
@@ -150,6 +682,7 @@ mod tests {
fn airborne_collision_skips_soft_platforms_while_passing_down() {
let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0")],
..StageCollision::default()
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let translation = FighterTranslation(FGVec2::lit("0", "-1"));
@@ -166,16 +699,21 @@ mod tests {
right: FGVec2::ZERO,
};
assert!(air_collide_with_stage(
assert!(
air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&stage_collision,
&[],
true,
AirCollisionOptions {
can_pass_through_soft_platforms: true,
..Default::default()
},
)
.is_none());
.is_none()
);
assert_eq!(
air_collide_with_stage(
@@ -185,7 +723,7 @@ mod tests {
&ecb,
&stage_collision,
&[],
false,
Default::default(),
)
.expect("air dodges still collide with soft platforms")
.hit_position,
@@ -197,6 +735,7 @@ mod tests {
fn airborne_collision_still_hits_solid_floors_while_passing_down() {
let stage_collision = StageCollision {
stage_polys: vec![solid_floor()],
..StageCollision::default()
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let translation = FighterTranslation(FGVec2::lit("0", "-1"));
@@ -220,11 +759,131 @@ mod tests {
&ecb,
&stage_collision,
&[],
true,
AirCollisionOptions {
can_pass_through_soft_platforms: true,
..Default::default()
},
)
.expect("solid floors remain collidable while passing down");
assert_eq!(collision.line_id.polygon, 0);
assert_eq!(collision.hit_position, FGVec2::lit("0", "0"));
}
#[test]
fn upward_bottom_crossing_can_land_on_soft_platform() {
let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0")],
..Default::default()
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "-1"));
let mut translation = FighterTranslation(FGVec2::lit("0", "1"));
let mut velocity = FighterVelocity(FGVec2::lit("0", "2"));
let mut ecb = FighterECB::default();
let desired = FighterDesiredECB::from(ecb);
let collision = air_collide_with_stage_substepped(
&previous_translation,
&mut translation,
&mut velocity,
&mut ecb,
&desired,
&stage_collision,
&[],
AirCollisionOptions {
land_on_soft_platforms_from_below: true,
..Default::default()
},
)
.expect("the upward bottom-point crossing should land on the platform");
assert_eq!(collision.hit_position, FGVec2::ZERO);
assert_eq!(collision.line_id, StageLineID { polygon: 0, segment: 0 });
assert_eq!(translation.0, FGVec2::ZERO);
assert_eq!(velocity.y, FGi32::ZERO);
}
#[test]
fn upward_platform_landing_requires_crossing_and_opt_in() {
let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0")],
..Default::default()
};
let previous_ecb = FighterPreviousECB::default();
let ecb = FighterECB::default();
let options = AirCollisionOptions {
land_on_soft_platforms_from_below: true,
..Default::default()
};
assert!(
air_collide_with_stage(
&FighterPreviousTranslation(FGVec2::lit("0", "-2")),
&FighterTranslation(FGVec2::lit("0", "-1")),
&previous_ecb,
&ecb,
&stage_collision,
&[],
options,
)
.is_none()
);
assert!(
air_collide_with_stage(
&FighterPreviousTranslation(FGVec2::lit("0", "-1")),
&FighterTranslation(FGVec2::lit("0", "1")),
&previous_ecb,
&ecb,
&stage_collision,
&[],
Default::default(),
)
.is_none()
);
}
#[test]
fn upward_crossing_does_not_land_on_solid_or_ignored_platforms() {
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "-1"));
let translation = FighterTranslation(FGVec2::lit("0", "1"));
let previous_ecb = FighterPreviousECB::default();
let ecb = FighterECB::default();
let options = AirCollisionOptions {
land_on_soft_platforms_from_below: true,
..Default::default()
};
let solid_stage = StageCollision {
stage_polys: vec![solid_floor()],
..Default::default()
};
let platform_stage = StageCollision {
stage_polys: vec![horizontal_platform("0")],
..Default::default()
};
assert!(
air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&solid_stage,
&[],
options,
)
.is_none()
);
assert!(
air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&platform_stage,
&[0],
options,
)
.is_none()
);
}
}
+53 -10
View File
@@ -28,6 +28,7 @@ use crate::math::int::FGi32;
use crate::math::vec::FGVec2;
use crate::math::vec3::FGVec3;
use crate::player::Player;
use crate::scripting::FighterAttackScript;
pub fn debug_draw_ecb(
ecbs: Query<(
@@ -148,6 +149,8 @@ pub fn fighter_debug(
last_frame.movement.x, last_frame.movement.y
));
});
ui.label(format!("Flick age Y {}", input.peek_movement_flick_dbg()));
}
FighterDebugRowKind::Position => {
ui.label(format!("Position: {:?}", translation.0));
@@ -168,21 +171,32 @@ pub fn animation_debug(
&FighterTranslation,
&FighterFacingDirection,
&FighterBoneMatrices,
&Fighter,
)>,
mut gizmos: Gizmos,
fighter_manifests: Res<Assets<FighterManifest>>,
) {
for (global_transform, facing_dir, matrices) in query {
for (global_transform, facing_dir, matrices, fighter) in query {
let Some(manifest) = fighter_manifests.get(&fighter.manifest) else {
continue;
};
let global_transform = global_transform.get_3d_transform(facing_dir);
let marker_transform = global_transform.to_mat4();
for (_, matrix) in matrices.iter() {
for (bone_name, matrix) in matrices.iter() {
let pos = marker_transform.transform_point(Vec3::new(
matrix.cols[3][0].to_num(),
matrix.cols[3][1].to_num(),
matrix.cols[3][2].to_num(),
));
if manifest.ecb_bones.iter().any(|ecb_bone_name| ecb_bone_name == bone_name) {
gizmos.cross(pos, 1.0, bevy::color::palettes::css::GREEN);
} else {
gizmos.cross(pos, 0.5, bevy::color::palettes::css::RED);
gizmos.axes(marker_transform, 1.0);
}
}
}
}
@@ -202,6 +216,26 @@ pub fn hurtbox_debug(
}
}
pub fn ledge_grab_debug(query: Query<(&FighterTranslation, &Fighter)>, fighters: Res<Assets<FighterManifest>>, mut gizmos: Gizmos) {
for (translation, fighter) in query {
let Some(manifest) = fighters.get(&fighter.manifest) else {
continue;
};
let start_2d = translation.0 + manifest.ledge_grab_box_start;
let start_2d = Vec2::new(start_2d.x.to_num(), start_2d.y.to_num());
let end_2d = translation.0 + manifest.ledge_grab_box_end;
let end_2d = Vec2::new(end_2d.x.to_num(), end_2d.y.to_num());
let center = (start_2d + end_2d) * 0.5;
let size = (start_2d - end_2d).abs();
gizmos.rect(Vec3::new(center.x, center.y, 0.0), size, bevy::color::palettes::css::BLUE);
}
}
/*fn draw_affine_capsule(
gizmos: &mut Gizmos,
capsule: FixedAffineCapsule,
@@ -368,6 +402,7 @@ pub fn attack_debug(
)>,
mut gizmos: Gizmos,
mut filled_gizmos: FilledGizmos,
attack_scripts: Res<Assets<FighterAttackScript>>
) {
for (hitboxes, _matrices, _translation, _facing_direction, _frame) in query {
if let Some(active_attack) = &hitboxes.0 {
@@ -378,27 +413,35 @@ pub fn attack_debug(
(solved_hitbox.capsule.start + solved_hitbox.capsule.end) * FGi32::lit("0.5");
let length = (start - end).length();
let attack_capsule = Capsule3d {
half_length: length * 0.5,
radius: solved_hitbox.capsule.radius.to_num(),
};
let aim_dir = (end - start).normalize_or(Vec3::Y);
let mut capsule_draw_trf = Transform::IDENTITY;
capsule_draw_trf.translation = center.to_vec3();
capsule_draw_trf.align(Dir3::Y, aim_dir, Dir3::X, aim_dir.any_orthonormal_vector());
let Some(script) = attack_scripts.get(&active_attack.script) else {
continue;
};
let hitbox_color = script.hitboxes.get(solved_hitbox.hitbox_idx).expect("This hitbox should be valid").get_debug_draw_color();
/*
let attack_capsule = Capsule3d {
half_length: length * 0.5,
radius: solved_hitbox.capsule.radius.to_num(),
};
gizmos.primitive_3d(
&attack_capsule,
capsule_draw_trf.to_isometry(),
bevy::color::palettes::css::RED,
);
hitbox_color,
);*/
let hitbox_inner_color = bevy::color::Srgba { alpha: 0.18, ..hitbox_color };
filled_gizmos.capsule(
capsule_draw_trf.to_isometry(),
solved_hitbox.capsule.radius.to_num(),
length * 0.5,
Color::srgba(1.0, 0.0, 0.0, 0.18),
hitbox_inner_color,
);
gizmos.cross(start, 1.0, bevy::color::palettes::css::GREEN);
+202 -19
View File
@@ -4,14 +4,12 @@ use crate::{
fighter::{
FighterFacingDirection, FighterSurfaceState, FighterTranslation,
baked_animation::FighterBoneMatrices,
}, math::{int::FGi32, vec::FGVec2},
},
math::{int::FGi32, vec::FGVec2},
};
/// Environment collision box: the diamond used to resolve a fighter against
/// the stage. Purely geometry — the collision response lives in
/// [`super::collision`].
#[derive(Component, Debug, Clone, Copy, Hash, Default)]
#[require(FighterPreviousECB)]
#[require(FighterPreviousECB, FighterDesiredECB)]
pub struct FighterECB {
pub top: FGVec2,
pub bottom: FGVec2,
@@ -19,6 +17,14 @@ pub struct FighterECB {
pub right: FGVec2,
}
#[derive(Component, Debug, Clone, Copy, Hash, Default)]
pub struct FighterDesiredECB {
pub top: FGVec2,
pub bottom: FGVec2,
pub left: FGVec2,
pub right: FGVec2,
}
#[derive(Component, Debug, Clone)]
pub struct FighterECBBoneIndices {
pub indices: Vec<usize>,
@@ -43,12 +49,96 @@ impl From<FighterECB> for FighterPreviousECB {
}
}
impl From<FighterECB> for FighterDesiredECB {
fn from(ecb: FighterECB) -> Self {
Self {
top: ecb.top,
bottom: ecb.bottom,
left: ecb.left,
right: ecb.right,
}
}
}
impl FighterDesiredECB {
pub fn as_ecb(self) -> FighterECB {
FighterECB {
top: self.top,
bottom: self.bottom,
left: self.left,
right: self.right,
}
}
pub fn validate(&mut self) {
let minimum = FGi32::lit("1.0");
if (self.top.y - self.bottom.y).abs() < minimum {
self.top.y += minimum;
let midpoint = (self.top.y + self.bottom.y) / FGi32::lit("2.0");
self.left.y = midpoint;
self.right.y = midpoint;
}
if self.top.y < minimum {
self.top.y = minimum;
}
if self.left.x > -minimum {
self.left.x = -minimum;
}
if self.right.x < minimum {
self.right.x = minimum;
}
if self.top.y < self.bottom.y {
self.top.y = self.bottom.y + minimum;
}
let midpoint = (self.top.y + self.bottom.y) / FGi32::lit("2.0");
if self.left.y < self.bottom.y || self.left.y > self.top.y {
self.left.y = midpoint;
}
if self.right.y < self.bottom.y || self.right.y > self.top.y {
self.left.y = midpoint;
self.right.y = midpoint;
}
let epsilon = FGi32::from_bits(66);
if self.top.y - self.right.y < epsilon
|| self.right.y - self.bottom.y < epsilon
{
self.right.y = midpoint;
}
if self.top.y - self.left.y < epsilon
|| self.left.y - self.bottom.y < epsilon
{
self.left.y = midpoint;
}
}
}
pub fn snapshot_fighter_ecb(fighters: Query<(&FighterECB, &mut FighterPreviousECB)>) {
for (ecb, mut previous_ecb) in fighters {
*previous_ecb = (*ecb).into();
}
}
pub fn interpolate_ecb(ecb: &mut FighterECB, desired: FighterDesiredECB, time: FGi32) {
let lerp = |a: FGVec2, b: FGVec2| a + (b - a) * time;
ecb.top = lerp(ecb.top, desired.top);
ecb.bottom = lerp(ecb.bottom, desired.bottom);
ecb.left = lerp(ecb.left, desired.left);
ecb.right = lerp(ecb.right, desired.right);
}
pub fn ecb_max_delta(ecb: &FighterECB, desired: &FighterDesiredECB) -> FGi32 {
[
(desired.left.x - ecb.left.x).abs(),
(desired.right.x - ecb.right.x).abs(),
(desired.top.y - ecb.top.y).abs(),
(desired.right.y - ecb.right.y).abs(),
]
.into_iter()
.max()
.unwrap_or(FGi32::ZERO)
}
impl FighterECB {
pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
[self.top, self.right, self.bottom, self.left]
@@ -58,6 +148,17 @@ impl FighterECB {
pub fn get_bottom_point(&self) -> FGVec2 {
self.bottom
}
/// Change the local origin to the bottom point without moving the ECB in
/// world space. Grounded fighters use the floor contact as their origin.
pub fn rebase_onto_bottom(&mut self) -> FGVec2 {
let bottom = self.bottom;
self.top -= bottom;
self.left -= bottom;
self.right -= bottom;
self.bottom = FGVec2::ZERO;
bottom
}
}
impl FighterPreviousECB {
@@ -73,7 +174,7 @@ impl FighterPreviousECB {
pub fn update_ecb(
query: Query<(
&mut FighterECB,
&mut FighterDesiredECB,
&FighterSurfaceState,
&FighterECBBoneIndices,
&FighterBoneMatrices,
@@ -81,10 +182,14 @@ pub fn update_ecb(
&FighterFacingDirection,
)>,
) {
for (mut ecb, surface_state, bone_indices, bone_matrices, translation, facing_dir) in query {
for (mut desired, surface_state, bone_indices, bone_matrices, translation, facing_dir) in query
{
let trf = translation.get_3d_transform(facing_dir);
let transformed_ecb_bones = bone_indices.indices.iter().filter_map(|idx| {
let transformed_ecb_bones = bone_indices
.indices
.iter()
.filter_map(|idx| {
let Some((_, bone_matrix)) = bone_matrices.get_by_idx(*idx) else {
return None;
};
@@ -92,12 +197,29 @@ pub fn update_ecb(
let pt = trf.transform_point(bone_matrix.get_translation());
Some(FGVec2::new(pt.x, pt.y) - translation.0)
}).collect::<Vec<_>>();
})
.collect::<Vec<_>>();
let max_x = transformed_ecb_bones.iter().max_by(|a, b| a.x.cmp(&b.x)).map(|final_val| final_val.x).unwrap_or(FGi32::lit("0.5"));
let min_x = transformed_ecb_bones.iter().min_by(|a, b| a.x.cmp(&b.x)).map(|final_val| final_val.x).unwrap_or(FGi32::lit("-0.5"));
let max_y = transformed_ecb_bones.iter().max_by(|a, b| a.y.cmp(&b.y)).map(|final_val| final_val.y).unwrap_or(FGi32::lit("0.5"));
let min_y = transformed_ecb_bones.iter().min_by(|a, b| a.y.cmp(&b.y)).map(|final_val| final_val.y).unwrap_or(FGi32::lit("-0.5"));
let max_x = transformed_ecb_bones
.iter()
.max_by(|a, b| a.x.cmp(&b.x))
.map(|final_val| final_val.x)
.unwrap_or(FGi32::lit("0.5"));
let min_x = transformed_ecb_bones
.iter()
.min_by(|a, b| a.x.cmp(&b.x))
.map(|final_val| final_val.x)
.unwrap_or(FGi32::lit("-0.5"));
let max_y = transformed_ecb_bones
.iter()
.max_by(|a, b| a.y.cmp(&b.y))
.map(|final_val| final_val.y)
.unwrap_or(FGi32::lit("0.5"));
let min_y = transformed_ecb_bones
.iter()
.min_by(|a, b| a.y.cmp(&b.y))
.map(|final_val| final_val.y)
.unwrap_or(FGi32::lit("-0.5"));
let midpoint_height = (max_y + min_y) / FGi32::lit("2.0");
let top = FGVec2::new(FGi32::ZERO, max_y);
@@ -105,24 +227,29 @@ pub fn update_ecb(
let left = FGVec2::new(min_x, midpoint_height);
let right = FGVec2::new(max_x, midpoint_height);
let ecb_lock_frames_remaining = if let FighterSurfaceState::Airborne { ecb_lock_frames_remaining, .. } = surface_state {
let ecb_lock_frames_remaining = if let FighterSurfaceState::Airborne {
ecb_lock_frames_remaining,
..
} = surface_state
{
*ecb_lock_frames_remaining
} else {
0
};
ecb.top = top;
desired.top = top;
if ecb_lock_frames_remaining == 0 {
ecb.bottom = bottom;
desired.bottom = bottom;
}
ecb.left = left;
ecb.right = right;
desired.left = left;
desired.right = right;
if surface_state.is_grounded() {
ecb.bottom = FGVec2::ZERO;
desired.bottom = FGVec2::ZERO;
}
desired.validate();
}
}
@@ -152,4 +279,60 @@ mod tests {
assert_eq!(previous.left, current.left);
assert_eq!(previous.right, current.right);
}
#[test]
fn interpolation_reaches_target_with_full_step() {
let mut current = FighterECB {
top: FGVec2::lit("0", "1"),
bottom: FGVec2::lit("0", "0"),
left: FGVec2::lit("-1", "0.5"),
right: FGVec2::lit("1", "0.5"),
};
let desired = FighterDesiredECB {
top: FGVec2::lit("0", "3"),
bottom: FGVec2::lit("0", "-1"),
left: FGVec2::lit("-2", "1"),
right: FGVec2::lit("2", "1"),
};
interpolate_ecb(&mut current, desired, FGi32::ONE);
assert_eq!(current.top, desired.top);
assert_eq!(current.bottom, desired.bottom);
assert_eq!(current.left, desired.left);
assert_eq!(current.right, desired.right);
}
#[test]
fn validation_repairs_tiny_and_out_of_range_diamond() {
let mut desired = FighterDesiredECB {
top: FGVec2::lit("0", "0.25"),
bottom: FGVec2::lit("0", "0"),
left: FGVec2::lit("0", "4"),
right: FGVec2::lit("0", "-4"),
};
desired.validate();
assert_eq!(desired.top.y, FGi32::lit("1.25"));
assert_eq!(desired.left.x, FGi32::lit("-1"));
assert_eq!(desired.right.x, FGi32::lit("1"));
assert_eq!(desired.left.y, FGi32::lit("0.625"));
assert_eq!(desired.right.y, FGi32::lit("0.625"));
}
#[test]
fn rebasing_onto_bottom_preserves_world_points() {
let origin = FGVec2::lit("4", "8");
let mut ecb = FighterECB {
top: FGVec2::lit("0", "3"),
bottom: FGVec2::lit("0", "-1"),
left: FGVec2::lit("-2", "1"),
right: FGVec2::lit("2", "1"),
};
let old_world_points = [ecb.top, ecb.bottom, ecb.left, ecb.right].map(|p| origin + p);
let new_origin = origin + ecb.bottom;
ecb.rebase_onto_bottom();
let new_world_points = [ecb.top, ecb.bottom, ecb.left, ecb.right].map(|p| new_origin + p);
assert_eq!(old_world_points, new_world_points);
assert_eq!(ecb.bottom, FGVec2::ZERO);
}
}
+10 -5
View File
@@ -8,11 +8,7 @@ use strum::IntoEnumIterator;
use strum_macros::EnumIter;
use crate::{
AppState,
fighter::{FighterAttributes, FighterCameraProfile, animation::AnimKind, attack::AttackKind},
game_settings::GameSettings,
math::{int::FGi32, vec3::FGVec3},
texture_reference::TextureReference,
AppState, fighter::{FighterAttributes, FighterCameraProfile, animation::AnimKind, attack::AttackKind}, game_settings::GameSettings, math::{int::FGi32, vec::FGVec2, vec3::FGVec3}, texture_reference::TextureReference,
};
#[derive(
@@ -62,10 +58,19 @@ pub struct FighterManifest {
pub icon: TextureReference,
pub attributes: FighterAttributes,
pub camera: FighterCameraProfile,
/// Bone whose model-space translation drives gameplay root motion.
#[serde(default = "default_root_motion_bone")]
pub root_motion_bone: String,
pub animations: HashMap<AnimKind, String>,
pub attack_scripts: HashMap<AttackKind, String>,
pub hurtboxes: Vec<FighterHurtbox>,
pub ecb_bones: Vec<String>,
pub ledge_grab_box_start: FGVec2,
pub ledge_grab_box_end: FGVec2,
}
fn default_root_motion_bone() -> String {
"root".into()
}
#[derive(Resource)]
+128 -22
View File
@@ -10,6 +10,7 @@ pub mod animation;
pub mod attack;
pub mod attributes;
pub mod baked_animation;
pub mod blast_zones;
pub mod collision;
pub mod debug;
pub mod ecb;
@@ -17,10 +18,10 @@ pub mod errors;
pub mod hurtbox;
pub mod manifest;
pub mod motion;
pub mod push;
pub mod state;
pub mod surface;
pub mod visual;
pub mod blast_zones;
// The fighter components are re-exported so the rest of the crate can say
// `fighter::FighterVelocity` without caring which file it lives in. Named
@@ -36,13 +37,25 @@ pub use motion::{
pub use surface::FighterSurfaceState;
use crate::{
AppState, fighter::{
AppState,
fighter::{
attack::{
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
FighterStaleMoveQueue,
}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, ecb::FighterECBBoneIndices, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::{FighterAnimations, FighterInvulnerabilityVisualState},
}, game_settings::GameSettings, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
FighterKnockbackState, FighterKnockbackVelocity, FighterPendingHitReaction,
FighterSolvedHurtboxes, FighterStaleMoveQueue,
},
baked_animation::FighterBoneIndexMap,
ecb::{FighterDesiredECB, FighterECBBoneIndices},
manifest::FighterManifest,
state::{FighterState, air::AirborneStateCommon, fall::FallState},
visual::{FighterAnimations, FighterInvulnerabilityVisualState},
},
game_settings::GameSettings,
input::FighterInput,
math::{int::FGi32, vec::FGVec2},
player::Player,
schedule::GameplaySet,
scripting::FighterAttackScript,
};
use state::state_interrupt_system;
@@ -85,12 +98,62 @@ pub struct FighterHitstop {
pub remaining_frames: u32,
}
#[derive(Component, Default, Copy, Clone, Hash, Debug, PartialEq, Eq)]
pub struct FighterLedgeInformation {
pub regrab_lockout_remaining_frames: u32,
pub grab_count: u32,
}
impl FighterLedgeInformation {
pub fn start(&mut self, duration_frames: u32) {
self.regrab_lockout_remaining_frames = duration_frames;
}
pub fn is_regrab_lockout_active(&self) -> bool {
self.regrab_lockout_remaining_frames > 0
}
fn tick(&mut self) {
self.regrab_lockout_remaining_frames =
self.regrab_lockout_remaining_frames.saturating_sub(1);
}
}
#[cfg(test)]
mod ledge_grab_lockout_tests {
use super::FighterLedgeInformation;
#[test]
fn lockout_expires_after_the_requested_number_of_ticks() {
let mut lockout = FighterLedgeInformation::default();
lockout.start(2);
assert!(lockout.is_regrab_lockout_active());
lockout.tick();
assert!(lockout.is_regrab_lockout_active());
lockout.tick();
assert!(!lockout.is_regrab_lockout_active());
}
#[test]
fn zero_duration_does_not_enable_lockout() {
let mut lockout = FighterLedgeInformation::default();
lockout.start(0);
assert!(!lockout.is_regrab_lockout_active());
}
}
#[derive(Component, Default, Copy, Clone, Hash)]
pub enum FighterInvulnerabilityState {
#[default]
Vulnerable,
Invulnerable { frames_remaining: Option<u32> },
Intangible { frames_remaining: Option<u32> }
Invulnerable {
frames_remaining: Option<u32>,
},
Intangible {
frames_remaining: Option<u32>,
},
}
impl FighterFacingDirection {
@@ -147,10 +210,12 @@ pub struct FighterPendingRespawn(bool);
FighterPendingHitReaction,
FighterPendingRespawn,
FighterHitstop,
FighterLedgeInformation,
FighterKnockbackVelocity,
FighterKnockbackState,
FighterTranslation,
FighterInvulnerabilityState,
FighterInvulnerabilityVisualState,
FighterInvulnerabilityVisualState
)]
pub struct Fighter {
pub manifest: Handle<FighterManifest>,
@@ -179,7 +244,10 @@ impl Plugin for FighterPlugin {
)
.add_systems(
GgrsSchedule,
(state::state_update_system, decay_hitstop, decay_invulnerability)
(
state::state_update_system,
decay_invulnerability,
)
.chain()
.in_set(GameplaySet::StateUpdate),
)
@@ -192,12 +260,27 @@ impl Plugin for FighterPlugin {
.add_systems(
GgrsSchedule,
(
(blast_zones::apply_blast_zones, ecb::update_ecb, ecb::decrement_ecb_lockout, state::state_collision_interrupt_system).chain(),
(
blast_zones::apply_blast_zones,
ecb::decrement_ecb_lockout,
ecb::update_ecb,
state::state_collision_interrupt_system,
// Every gameplay phase must observe the same hitstop value.
decay_hitstop,
decay_ledge_grab_lockout,
)
.chain(),
baked_animation::resample_fighter_bone_matrices,
)
.chain()
.in_set(GameplaySet::Collision),
)
.add_systems(
GgrsSchedule,
push::apply_grounded_pushes
.before(state::state_update_system)
.in_set(GameplaySet::StateUpdate),
)
.add_systems(
PostUpdate,
(
@@ -205,6 +288,7 @@ impl Plugin for FighterPlugin {
animation::apply_animation,
)
.chain()
.before(bevy::transform::TransformSystems::Propagate)
.run_if(in_state(crate::AppState::InMatch)),
)
// Rollback registration lives next to the systems that write these
@@ -212,6 +296,8 @@ impl Plugin for FighterPlugin {
// is a desync waiting to happen.
.rollback_component_with_copy::<FighterECB>()
.checksum_component_with_hash::<FighterECB>()
.rollback_component_with_copy::<FighterDesiredECB>()
.checksum_component_with_hash::<FighterDesiredECB>()
.rollback_component_with_clone::<FighterStaleMoveQueue>()
.checksum_component_with_hash::<FighterStaleMoveQueue>()
.rollback_component_with_copy::<ecb::FighterPreviousECB>()
@@ -239,16 +325,25 @@ impl Plugin for FighterPlugin {
.checksum_component_with_hash::<FighterPendingRespawn>()
.rollback_component_with_copy::<FighterHitstop>()
.checksum_component_with_hash::<FighterHitstop>()
.rollback_component_with_copy::<FighterLedgeInformation>()
.checksum_component_with_hash::<FighterLedgeInformation>()
.rollback_component_with_copy::<FighterInvulnerabilityState>()
.checksum_component_with_hash::<FighterInvulnerabilityState>()
.rollback_component_with_copy::<FighterKnockbackVelocity>()
.checksum_component_with_hash::<FighterKnockbackVelocity>()
.rollback_resource_with_reflect::<StageCollision>()
.rollback_component_with_copy::<FighterKnockbackState>()
.checksum_component_with_hash::<FighterKnockbackState>()
.rollback_component_with_clone::<baked_animation::FighterBoneMatrices>()
.checksum_component_with_hash::<baked_animation::FighterBoneMatrices>()
// Debug views.
.add_systems(
FixedPostUpdate,
debug::debug_draw_ecb.run_if(crate::debug_tools::ecb_enabled),
)
.add_systems(
FixedPostUpdate,
debug::ledge_grab_debug.run_if(crate::debug_tools::ledge_grab_enabled),
)
.add_systems(
EguiPrimaryContextPass,
debug::fighter_debug.run_if(crate::debug_tools::fighter_info_enabled),
@@ -268,8 +363,9 @@ impl Plugin for FighterPlugin {
.run_if(crate::debug_tools::attack_hitboxes_enabled)
.run_if(in_state(AppState::InMatch)),
)
.add_systems(FixedPostUpdate,
visual::update_status_colors.run_if(resource_exists::<GameSettings>)
.add_systems(
FixedPostUpdate,
visual::update_status_colors.run_if(resource_exists::<GameSettings>),
)
.add_systems(
FixedPostUpdate,
@@ -277,11 +373,8 @@ impl Plugin for FighterPlugin {
)
.rollback_component_with_clone::<FighterState>()
.rollback_component_with_clone::<FighterHitboxes>()
.rollback_component_with_clone::<FighterBoneMatrices>()
.rollback_component_with_clone::<FighterHitstopShake>()
.checksum_component_with_hash::<FighterHitboxes>()
.rollback_component_with_clone::<FighterSolvedHurtboxes>()
.checksum_component_with_hash::<FighterSolvedHurtboxes>()
.checksum_component_with_hash::<FighterState>()
.checksum_component_with_hash::<FighterFacingDirection>()
.register_type::<FighterFacingDirection>();
@@ -293,10 +386,16 @@ pub struct FighterActiveAttack {
pub script: Handle<FighterAttackScript>,
pub active_hitboxes: Vec<usize>,
pub solved_hitboxes: Vec<attack::FighterSolvedHitbox>,
pub hit_fighters: Vec<Entity>,
pub hit_groups: Vec<FighterHitGroupState>,
pub stalled: bool,
}
#[derive(Clone, Debug, Hash)]
pub struct FighterHitGroupState {
pub group: u32,
pub hit_fighters: Vec<Entity>,
}
#[derive(Component, Clone, Debug, Default, Hash)]
pub struct FighterHitboxes(pub Option<FighterActiveAttack>);
@@ -326,10 +425,11 @@ pub fn spawn_fighter(
Transform::from_scale(Vec3::splat(model_scale.to_num())),
(
FighterECB::default(),
FighterDesiredECB::default(),
FighterHitboxes::default(),
FighterECBBoneIndices {
indices: ecb_bone_indices
}
indices: ecb_bone_indices,
},
),
(
FighterVelocity::default(),
@@ -361,6 +461,12 @@ pub fn decay_hitstop(query: Query<(&mut FighterHitstop, &mut FighterHitstopShake
}
}
pub fn decay_ledge_grab_lockout(query: Query<&mut FighterLedgeInformation>) {
for mut lockout in query {
lockout.tick();
}
}
pub fn decay_invulnerability(query: Query<&mut FighterInvulnerabilityState>) {
for invuln_state in query {
let invuln_state = invuln_state.into_inner();
@@ -373,7 +479,7 @@ pub fn decay_invulnerability(query: Query<&mut FighterInvulnerabilityState>) {
} else {
None
}
},
}
FighterInvulnerabilityState::Intangible { frames_remaining } => {
if let Some(frames_remaining) = frames_remaining {
*frames_remaining = frames_remaining.saturating_sub(1);
@@ -381,7 +487,7 @@ pub fn decay_invulnerability(query: Query<&mut FighterInvulnerabilityState>) {
} else {
None
}
},
}
};
if let Some(frames_remaining) = frames_remaining {
+214
View File
@@ -0,0 +1,214 @@
//! fighter-to-fighter pushing
use bevy::prelude::*;
use crate::{
fighter::{
Fighter, FighterFacingDirection, FighterRoster, FighterSurfaceState, FighterTranslation,
manifest::FighterManifest,
},
game_settings::GameSettings,
math::int::FGi32,
stage::line::{StageCollision, StageLineID, StagePoly},
};
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
struct Pushbox {
center: FGi32,
radius: FGi32,
line_id: StageLineID,
}
fn can_interact(stage: &StageCollision, first: StageLineID, second: StageLineID) -> bool {
if first.polygon != second.polygon {
return false;
}
if first.segment == second.segment {
return true;
}
let Some(poly) = stage.stage_polys.get(first.polygon) else {
return false;
};
adjacent_segment(poly, first.segment, second.segment)
}
fn adjacent_segment(poly: &StagePoly, first: usize, second: usize) -> bool {
poly.get_next_segment_index(first) == Some(second)
|| poly.get_prev_segment_index(first) == Some(second)
}
fn push_delta(first: Pushbox, second: Pushbox, nudge: FGi32) -> FGi32 {
if (first.center - second.center).abs() >= first.radius + second.radius {
return FGi32::ZERO;
}
(first.center - second.center).signum() * nudge
}
fn calculate_push_deltas(
pushboxes: &[Option<Pushbox>],
stage: &StageCollision,
nudge: FGi32,
) -> Vec<FGi32> {
let mut deltas = vec![FGi32::ZERO; pushboxes.len()];
for first in 0..pushboxes.len() {
let Some(first_pushbox) = pushboxes[first] else {
continue;
};
for second in 0..pushboxes.len() {
if first == second {
continue;
}
let Some(second_pushbox) = pushboxes[second] else {
continue;
};
if can_interact(stage, first_pushbox.line_id, second_pushbox.line_id) {
deltas[first] += push_delta(first_pushbox, second_pushbox, nudge);
}
}
}
deltas
}
pub fn apply_grounded_pushes(
roster: Res<FighterRoster>,
mut fighters: Query<(
&Fighter,
&mut FighterTranslation,
&FighterFacingDirection,
&FighterSurfaceState,
)>,
manifests: Res<Assets<FighterManifest>>,
settings: Res<GameSettings>,
stage: Res<StageCollision>,
) {
let pushboxes = roster
.0
.iter()
.map(|entity| {
let Ok((fighter, translation, facing, surface)) = fighters.get(*entity) else {
return None;
};
let Some(line_id) = surface.line_id() else {
return None;
};
let manifest = manifests.get(&fighter.manifest)?;
let attributes = &manifest.attributes;
Some(Pushbox {
center: translation.x + facing.to_sign() * attributes.pushbox_offset,
radius: attributes.pushbox_radius,
line_id,
})
})
.collect::<Vec<_>>();
let deltas = calculate_push_deltas(
&pushboxes,
&stage,
settings.fighter_common.grounded_push_nudge,
);
for (entity, delta) in roster.0.iter().zip(deltas) {
if delta == FGi32::ZERO {
continue;
}
if let Ok((_, mut translation, _, _)) = fighters.get_mut(*entity) {
translation.x += delta;
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::math::vec::FGVec2;
use crate::stage::line::{StagePolyLineSegmentType, StagePolyType};
fn stage() -> StageCollision {
StageCollision {
stage_polys: vec![StagePoly::build(
StagePolyType::Platform,
&[
(FGVec2::lit("0", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("10", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("20", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("30", "0"), StagePolyLineSegmentType::Floor),
],
)],
..StageCollision::default()
}
}
fn box_at(x: &str, segment: usize) -> Pushbox {
Pushbox {
center: FGi32::lit(x),
radius: FGi32::lit("1"),
line_id: StageLineID {
polygon: 0,
segment,
},
}
}
#[test]
fn overlapping_pair_gets_opposite_fixed_nudges() {
let deltas = calculate_push_deltas(
&[Some(box_at("0", 0)), Some(box_at("1", 0))],
&stage(),
FGi32::lit("0.3"),
);
assert_eq!(deltas, vec![FGi32::lit("-0.3"), FGi32::lit("0.3")]);
}
#[test]
fn touching_pushboxes_do_not_nudge() {
let deltas = calculate_push_deltas(
&[Some(box_at("0", 0)), Some(box_at("2", 0))],
&stage(),
FGi32::lit("0.3"),
);
assert_eq!(deltas, vec![FGi32::ZERO, FGi32::ZERO]);
}
#[test]
fn adjacent_segments_can_push_and_unrelated_segments_cannot() {
let adjacent = calculate_push_deltas(
&[Some(box_at("9.5", 0)), Some(box_at("10", 1))],
&stage(),
FGi32::lit("0.3"),
);
assert_eq!(adjacent, vec![FGi32::lit("-0.3"), FGi32::lit("0.3")]);
let unrelated = calculate_push_deltas(
&[Some(box_at("1", 0)), Some(box_at("2", 2))],
&stage(),
FGi32::lit("0.3"),
);
assert_eq!(unrelated, vec![FGi32::ZERO, FGi32::ZERO]);
}
#[test]
fn multiple_overlaps_accumulate() {
let deltas = calculate_push_deltas(
&[
Some(box_at("0", 0)),
Some(box_at("0.5", 0)),
Some(box_at("1", 0)),
],
&stage(),
FGi32::lit("0.3"),
);
assert_eq!(
deltas,
vec![FGi32::lit("-0.6"), FGi32::ZERO, FGi32::lit("0.6")]
);
}
#[test]
fn system_parameters_initialize_without_query_conflicts() {
let mut world = World::new();
let mut schedule = Schedule::default();
schedule.add_systems(apply_grounded_pushes);
schedule.initialize(&mut world).unwrap();
}
}
+46 -25
View File
@@ -1,6 +1,9 @@
use crate::fighter::state::jump::{JumpState, JumpType};
use crate::fighter::state::jump::{self};
use crate::fighter::state::land::{LandingState, LandingType};
use crate::fighter::state::{CollisionContext, FighterState, InterruptContext, air_attack, air_dodge};
use crate::fighter::state::ledge_grab::LedgeGrabState;
use crate::fighter::state::{
CollisionContext, FighterState, InterruptContext, air_attack, air_dodge,
};
use crate::fighter::*;
use crate::input::FighterCommands;
@@ -90,6 +93,19 @@ pub fn apply_air_motion(
translation.0 += velocity.0;
}
/// Applies ordinary and launch velocity together, then advances launch decay.
/// Hitstop skips state updates entirely, so neither decay nor launch age moves
/// while the fighter is frozen.
pub fn apply_air_motion_with_knockback(ctx: &mut crate::fighter::state::UpdateContext) {
let combined_velocity = FighterVelocity(ctx.velocity.0 + ctx.knockback_velocity.0);
apply_air_motion(&combined_velocity, ctx.translation, ctx.prev_translation);
attack::decay_knockback(
ctx.knockback_velocity,
ctx.knockback_state,
ctx.game_settings.fighter_common.knockback_decay_per_frame,
);
}
pub fn update_standard_motion(
ctx: &mut crate::fighter::state::UpdateContext,
airborne_common: &mut AirborneStateCommon,
@@ -106,38 +122,40 @@ pub fn update_standard_motion(
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_with_knockback(ctx);
}
pub fn air_interrupts_common(ctx: &mut InterruptContext, airborne_state_common: &AirborneStateCommon) -> Option<FighterState> {
if ctx.input.has_command(FighterCommands::Jump) {
Some(FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
airborne_state_common: AirborneStateCommon::default(),
}))
} else {
air_dodge::check_input(ctx).or_else(|| air_attack::check_interrupt(ctx, airborne_state_common))
}
pub fn air_interrupts_common(
ctx: &mut InterruptContext,
airborne_state_common: &AirborneStateCommon,
) -> Option<FighterState> {
jump::check_input_double_jump(ctx).or_else(|| {
air_dodge::check_input(ctx)
.or_else(|| air_attack::check_interrupt(ctx, airborne_state_common))
})
}
pub fn collision_interrupt(
ctx: &mut CollisionContext,
landing_type: LandingType,
can_ignore_soft_platforms: bool,
options: crate::fighter::collision::AirCollisionOptions,
) -> Option<FighterState> {
let res = ctx.air_collide_with_stage(can_ignore_soft_platforms)?;
let diff = res.hit_position - ctx.translation.0;
ctx.ecb.bottom -= diff;
ctx.ecb.top -= diff;
ctx.ecb.left -= diff;
ctx.ecb.right -= diff;
ctx.translation.0 = res.hit_position;
if ctx.velocity.y <= FGi32::ZERO {
if let Some(ledge_result) = ctx.air_collide_with_ledges() {
ctx.apply_desired_ecb();
return Some(FighterState::LedgeGrab(LedgeGrabState::new(ledge_result.ledge)));
}
}
let res = ctx.air_collide_with_stage(options)?;
ctx.translation.0 = res.resolved_translation;
let bottom_offset = ctx.ecb.rebase_onto_bottom();
ctx.translation.0 += bottom_offset;
*ctx.desired_ecb = crate::fighter::ecb::FighterDesiredECB::from(*ctx.ecb);
ctx.presentation_snap.0 = true;
ctx.surface.land(res.line_id);
ctx.surface.land(res.line_id, ctx.ledge_info);
ctx.knockback_velocity.0 = FGVec2::ZERO;
ctx.knockback_state.clear();
Some(FighterState::Land(LandingState::create(landing_type)))
}
@@ -151,6 +169,8 @@ mod tests {
fn test_attributes() -> FighterAttributes {
FighterAttributes {
pushbox_offset: FGi32::ZERO,
pushbox_radius: FGi32::ONE,
base_walk_accel: FGi32::ZERO,
stick_walk_accel: FGi32::ZERO,
max_walk_vel: FGi32::ZERO,
@@ -183,6 +203,7 @@ mod tests {
air_dodge_decay: FGi32::ZERO,
air_dodge_intangible_duration: 29,
air_dodge_intangible_start: 4,
dash_attack_cancel_window: 3,
}
}
+65 -24
View File
@@ -1,23 +1,42 @@
use bevy::log::error;
use crate::fighter::{
attack::{AttackKind, FighterAttackScriptAssets, update_active_hitbox_list}, state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, fall::FallState,
attack::{AttackKind, FighterAttackScriptAssets, update_active_attack}, state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, air_attack, fall::FallState, jump,
},
};
#[derive(Clone, Debug, Hash)]
pub struct AirAttackState {
pub attack_kind: AttackKind,
pub airborne_state_common: AirborneStateCommon
pub airborne_state_common: AirborneStateCommon,
pub is_in_autocancel_window: bool,
}
impl FighterStateImpl for AirAttackState {
const NAME: &'static str = "AirAttack";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
let animation_frame = state_context.get_current_animation_frame();
let script = state_context
.attack_scripts
.get(&state_context.attack_script_assets.scripts[&self.attack_kind]);
if let Some(script) = script {
if let Some(iasa_frame) = script.iasa_frame {
if animation_frame >= iasa_frame {
let new_state = jump::check_input_double_jump(state_context).or_else(|| air_attack::check_interrupt(state_context, &self.airborne_state_common));
if let Some(new_state) = new_state {
return Some(new_state);
}
}
}
}
if state_context.is_current_animation_finished() {
Some(FighterState::Fall(FallState::new(self.airborne_state_common)))
Some(FighterState::Fall(FallState::new(
self.airborne_state_common,
)))
} else {
None
}
@@ -29,16 +48,19 @@ impl FighterStateImpl for AirAttackState {
.attack_scripts
.get(&state_context.attack_script_assets.scripts[&self.attack_kind]);
if let Some(script) = script {
update_active_hitbox_list(
update_active_attack(
script,
&mut state_context
state_context
.hitboxes
.0
.as_mut()
.expect("ground attack must have active hitboxes")
.active_hitboxes,
.expect("ground attack must have active hitboxes"),
animation_frame,
);
if let Some((autocancel_start, autocancel_end)) = script.wont_autocancel_window {
self.is_in_autocancel_window =
animation_frame < autocancel_start || animation_frame > autocancel_end;
}
}
air::update_standard_motion(state_context, &mut self.airborne_state_common);
@@ -55,7 +77,7 @@ impl FighterStateImpl for AirAttackState {
script,
active_hitboxes: Vec::new(),
solved_hitboxes: Vec::new(),
hit_fighters: Vec::new(),
hit_groups: Vec::new(),
stalled: false,
});
}
@@ -68,11 +90,20 @@ impl FighterStateImpl for AirAttackState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
air::collision_interrupt(
let coll_interrupt = air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
false,
)
Default::default(),
);
coll_interrupt.map(|state| {
if self.is_in_autocancel_window {
state
} else {
// TODO: Implement proper landing lag
state
}
})
}
fn is_visually_grounded<'a>(&'a self) -> bool {
@@ -83,25 +114,33 @@ impl FighterStateImpl for AirAttackState {
#[derive(thiserror::Error, Debug)]
pub enum AirAttackStateCreateError {
#[error("Attack script: {attack:?} not found")]
AttackScriptNotFound{attack: AttackKind},
AttackScriptNotFound { attack: AttackKind },
}
impl AirAttackState {
pub fn create(attack_kind: AttackKind, attack_script_assets: &FighterAttackScriptAssets, airborne_state_common: &AirborneStateCommon) -> Result<Self, AirAttackStateCreateError> {
pub fn create(
attack_kind: AttackKind,
attack_script_assets: &FighterAttackScriptAssets,
airborne_state_common: &AirborneStateCommon,
) -> Result<Self, AirAttackStateCreateError> {
if attack_script_assets.scripts.contains_key(&attack_kind) {
Ok(AirAttackState {
airborne_state_common: airborne_state_common.clone(),
attack_kind
attack_kind,
is_in_autocancel_window: false,
})
} else {
Err(AirAttackStateCreateError::AttackScriptNotFound { attack: attack_kind })
Err(AirAttackStateCreateError::AttackScriptNotFound {
attack: attack_kind,
})
}
}
}
pub fn check_interrupt(state_context: &InterruptContext, airborne_state_common: &AirborneStateCommon) -> Option<FighterState> {
pub fn check_interrupt(
state_context: &InterruptContext,
airborne_state_common: &AirborneStateCommon,
) -> Option<FighterState> {
if state_context
.input
.has_command(crate::input::FighterCommands::Attack)
@@ -110,16 +149,18 @@ pub fn check_interrupt(state_context: &InterruptContext, airborne_state_common:
.input
.get_attack_command_type()
.to_attack_kind_airborne(state_context.facing_direction);
let state = AirAttackState::create(attack_kind, state_context.attack_script_assets, airborne_state_common);
let state = AirAttackState::create(
attack_kind,
state_context.attack_script_assets,
airborne_state_common,
);
match state {
Ok(state) => {
Some(FighterState::AirAttack(state))
},
Ok(state) => Some(FighterState::AirAttack(state)),
Err(create_error) => {
error!("{}", create_error);
None
},
}
}
} else {
None
+35 -17
View File
@@ -1,17 +1,9 @@
use crate::{
fighter::{
FighterInvulnerabilityState,
animation::AnimKind,
state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext,
air::{self, AirborneStateCommon},
fall::FallState,
land::LandingType,
FighterInvulnerabilityState, animation::AnimKind, state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, fall::FallState, land::{LandingState, LandingType},
},
},
input,
math::vec::FGVec2,
}, input, math::vec::FGVec2, stage::line::{StageLineID, StagePolyLineSegmentType},
};
#[derive(Debug, Clone, Hash)]
@@ -41,18 +33,44 @@ impl FighterStateImpl for AirDodgeState {
}
state_context.velocity.0 *= state_context.fighter_attributes.air_dodge_decay;
air::apply_air_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
air::apply_air_motion_with_knockback(state_context);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
air::collision_interrupt(state_context, LandingType::Special, false)
let can_wavesnap = self.direction.y.is_zero() || self.direction.y.is_negative();
if can_wavesnap {
for (poly_idx, poly) in state_context.stage_collision.stage_polys.iter().enumerate() {
for (segment_idx, segment) in poly.segments.iter().enumerate() {
if !matches!(segment.segment_type, StagePolyLineSegmentType::Floor) {
continue;
}
let bottom_point = state_context.translation.0 + state_context.ecb.get_bottom_point();
let point_in_segment = segment.segment.closest_point(bottom_point);
let dist_to_segment = point_in_segment.distance(bottom_point);
if dist_to_segment <= state_context.waveland_snap_distance {
state_context.ecb.bottom = point_in_segment - state_context.translation.0;
state_context.ecb.rebase_onto_bottom();
state_context.surface.land(StageLineID { polygon: poly_idx, segment: segment_idx }, state_context.ledge_info);
state_context.knockback_velocity.0 = FGVec2::ZERO;
state_context.knockback_state.clear();
return Some(FighterState::Land(LandingState::create(LandingType::Special)));
}
}
}
}
air::collision_interrupt(
state_context,
LandingType::Special,
crate::fighter::collision::AirCollisionOptions {
land_on_soft_platforms_from_below: true,
..Default::default()
},
)
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
+2 -1
View File
@@ -43,8 +43,9 @@ impl FighterStateImpl for AngelState {
fn check_collision_interrupt(
&mut self,
_state_context: &mut super::CollisionContext,
state_context: &mut super::CollisionContext,
) -> Option<super::FighterState> {
state_context.apply_desired_ecb();
None
}
+9
View File
@@ -148,6 +148,15 @@ impl FighterStateImpl for CrouchState {
}
}
impl CrouchState {
pub fn is_crouch_cancelling(&self) -> bool {
match self.sub_state {
CrouchSubState::Entering { .. } | CrouchSubState::Idle => true,
CrouchSubState::Exiting => false,
}
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
+11 -2
View File
@@ -4,7 +4,7 @@ use super::{
};
use crate::fighter::FighterFacingDirection;
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::{FighterState, ground_attack};
use crate::input::FighterCommands::{SmashMoveLeft, SmashMoveRight};
#[derive(Debug, Clone, Hash)]
@@ -23,6 +23,16 @@ impl FighterStateImpl for DashState {
fn check_interrupt(&self, ctx: &mut InterruptContext) -> Option<FighterState> {
let attributes = ctx.fighter_attributes;
if ctx.get_current_animation_frame() <= 2 || ctx.input.get_last_frame().movement.x.signum() != self.direction.to_sign() {
if let Some(state) = ground_attack::check_interrupt(ctx) {
return Some(state);
}
} else {
if let Some(state) = ground_attack::check_interrupt_dash_attack(ctx) {
return Some(state);
}
}
// A reverse dash can interrupt before IASA
if let Some(direction) =
check_smash_input_with_dir(ctx).filter(|direction| *direction != self.direction)
@@ -89,7 +99,6 @@ impl FighterStateImpl for DashState {
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
}
+5 -1
View File
@@ -25,6 +25,7 @@ impl FighterStateImpl for FallState {
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::Fall, true);
state_context.velocity.x = state_context.velocity.x.clamp(-state_context.fighter_attributes.air_drift_max, state_context.fighter_attributes.air_drift_max);
}
fn update(&mut self, state_context: &mut UpdateContext) {
@@ -38,7 +39,10 @@ impl FighterStateImpl for FallState {
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
true,
crate::fighter::collision::AirCollisionOptions {
can_pass_through_soft_platforms: true,
..Default::default()
},
)
}
+114 -48
View File
@@ -2,16 +2,20 @@
//! ECS types so it stays cheap to reason about and to unit-test — it has to be
//! bit-for-bit deterministic for rollback.
use crate::fighter::state::air_dodge::AirDodgeState;
use crate::fighter::state::{
CollisionContext, FighterState, InterruptContext, air, crouch, dash, fall, ground_attack, turn, wait, walk,
};
use crate::fighter::{
FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
CollisionContext, FighterState, InterruptContext, air, crouch, dash, fall, ground_attack, turn,
wait, walk,
};
use crate::fighter::{collision, ecb};
use crate::fighter::{FighterAttributes, FighterTranslation, FighterVelocity};
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::math::int::{FGWide, FGi32};
use crate::math::vec::FGVec2;
use crate::stage::line::{StageLineID, StagePoly, StagePolyLineSegment, StagePolyLineSegmentType};
use crate::stage::line::{StagePoly, StagePolyLineSegment, StagePolyLineSegmentType};
#[cfg(test)]
use crate::stage::line::StageLineID;
pub fn apply_grounded_friction(friction: FGi32, ground_vel: FGi32) -> FGi32 {
if friction.abs() > ground_vel.abs() {
@@ -146,13 +150,8 @@ fn resolve_grounded_position(
GroundedPositionResult::InAir
}
pub fn apply_grounded_motion(
velocity: &FighterVelocity,
translation: &mut FighterTranslation,
prev_translation: &mut FighterPreviousTranslation,
) {
pub fn apply_grounded_motion(velocity: &FighterVelocity, translation: &mut FighterTranslation) {
// Vertical velocity should be 0 on the ground
prev_translation.0 = translation.0;
translation.0 += FGVec2::new(velocity.0.x, FGi32::ZERO);
}
@@ -169,68 +168,84 @@ pub fn update_friction_motion(ctx: &mut crate::fighter::state::UpdateContext) {
let ground_velocity = ctx.velocity.x;
ctx.velocity.x += apply_grounded_friction(friction, ground_velocity);
apply_grounded_motion(ctx.velocity, ctx.translation, ctx.prev_translation);
apply_grounded_motion(ctx.velocity, ctx.translation);
}
pub fn collide_with_stage_grounded(
state_context: &mut CollisionContext,
can_walk_off: bool,
) -> GroundedMotionResult {
let translation = &mut state_context.translation;
let ecb = &state_context.ecb;
let stage_collision = state_context.stage_collision;
let Some(current_line_id) = state_context.surface.line_id() else {
let Some(mut line_id) = state_context.surface.line_id() else {
state_context.apply_desired_ecb();
return GroundedMotionResult::InAir;
};
let requested_translation = state_context.translation.0;
let movement = requested_translation - state_context.prev_translation.0;
let largest_change = movement
.x
.abs()
.max(movement.y.abs())
.max(ecb::ecb_max_delta(state_context.ecb, state_context.desired_ecb));
let steps = collision::collision_step_count(largest_change);
let movement_per_step = movement / FGi32::from_num(steps);
let mut current_position = state_context.prev_translation.0;
let mut current_ecb = *state_context.ecb;
let stage_poly = stage_collision.stage_polys.get(current_line_id.polygon);
for step in 0..steps {
ecb::interpolate_ecb(
&mut current_ecb,
*state_context.desired_ecb,
FGi32::ONE / FGi32::from_num(steps - step),
);
current_position = if step + 1 == steps {
requested_translation
} else {
state_context.prev_translation.0
+ movement_per_step * FGi32::from_num(step + 1)
};
if let Some(stage_poly) = stage_poly {
let ecb_bottom_pos = translation.0 + ecb.get_bottom_point();
let Some(stage_poly) = state_context.stage_collision.stage_polys.get(line_id.polygon) else {
*state_context.ecb = current_ecb;
state_context.translation.0 = current_position;
state_context.surface.apply_airborne_policy(
crate::fighter::surface::EcbLockPolicy::StartOnDetach,
state_context.leave_ground_ecb_lock_duration,
);
return GroundedMotionResult::InAir;
};
match resolve_grounded_position(
stage_poly,
current_line_id.segment,
ecb_bottom_pos,
line_id.segment,
current_position + current_ecb.bottom,
can_walk_off,
) {
GroundedPositionResult::InGround {
point,
segment_idx,
blocked,
} => {
let current_segment = stage_poly.get_segment(segment_idx).unwrap();
translation.0 = point - ecb.get_bottom_point();
GroundedPositionResult::InGround { point, segment_idx, blocked } => {
line_id.segment = segment_idx;
current_position = point - current_ecb.bottom;
let segment = stage_poly.get_segment(segment_idx).unwrap();
state_context.velocity.0 = if blocked {
FGVec2::ZERO
} else {
state_context.velocity.0
- state_context
.velocity
.0
.project_onto_normalized(current_segment.normal)
- state_context.velocity.0.project_onto_normalized(segment.normal)
};
state_context.surface.land(StageLineID {
polygon: current_line_id.polygon,
segment: segment_idx,
});
GroundedMotionResult::InGround
}
GroundedPositionResult::InAir => {
*state_context.ecb = current_ecb;
state_context.translation.0 = current_position;
state_context.surface.apply_airborne_policy(
crate::fighter::surface::EcbLockPolicy::StartOnDetach,
state_context.leave_ground_ecb_lock_duration,
);
GroundedMotionResult::InAir
return GroundedMotionResult::InAir;
}
}
} else {
state_context.surface.apply_airborne_policy(
crate::fighter::surface::EcbLockPolicy::StartOnDetach,
state_context.leave_ground_ecb_lock_duration,
);
GroundedMotionResult::InAir
}
*state_context.ecb = current_ecb;
state_context.translation.0 = current_position;
state_context.surface.land(line_id, state_context.ledge_info);
GroundedMotionResult::InGround
}
pub fn collision_interrupt(ctx: &mut CollisionContext, can_walk_off: bool) -> Option<FighterState> {
@@ -245,10 +260,14 @@ pub fn collision_interrupt(ctx: &mut CollisionContext, can_walk_off: bool) -> Op
#[cfg(test)]
mod tests {
use super::*;
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::{FighterECB, FighterSurfaceState};
use crate::stage::line::StagePolyType;
use crate::fighter::attack::{FighterKnockbackState, FighterKnockbackVelocity};
use crate::fighter::ecb::{FighterDesiredECB, FighterPreviousECB};
use crate::fighter::{
FighterECB, FighterLedgeInformation, FighterPreviousTranslation, FighterSurfaceState,
};
use crate::input::FighterInput;
use crate::math::rect::FGRect;
use crate::stage::line::StagePolyType;
fn two_segment_floor() -> StagePoly {
StagePoly::build(
@@ -359,6 +378,7 @@ mod tests {
fn grounded_collision_updates_surface_segment() {
let stage_collision = crate::stage::line::StageCollision {
stage_polys: vec![two_segment_floor()],
..crate::stage::line::StageCollision::default()
};
let mut surface = FighterSurfaceState::Grounded {
line_id: StageLineID {
@@ -369,6 +389,9 @@ mod tests {
let mut translation = FighterTranslation(FGVec2::lit("11", "0"));
let previous_translation = FighterPreviousTranslation(translation.0);
let mut velocity = FighterVelocity::default();
let mut knockback_velocity = FighterKnockbackVelocity::default();
let mut knockback_state = FighterKnockbackState::default();
let mut ledge_info = FighterLedgeInformation::default();
let mut ecb = FighterECB {
bottom: FGVec2::lit("0.0", "-0.5"),
top: FGVec2::lit("0.0", "0.5"),
@@ -376,19 +399,29 @@ mod tests {
right: FGVec2::lit("0.5", "0.0"),
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut desired_ecb = FighterDesiredECB::from(ecb);
let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
let mut context = CollisionContext {
translation: &mut translation,
prev_translation: &previous_translation,
input: &FighterInput::default(),
velocity: &mut velocity,
knockback_velocity: &mut knockback_velocity,
knockback_state: &mut knockback_state,
surface: &mut surface,
ecb: &mut ecb,
desired_ecb: &mut desired_ecb,
ledge_info: &mut ledge_info,
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 10,
presentation_snap: &mut presentation_snap,
downward_stick_threshold: FGi32::ONE,
fighter_ledge_collision_box: FGRect {
origin: FGVec2::ZERO,
end: FGVec2::ZERO,
},
waveland_snap_distance: FGi32::ZERO,
};
assert!(matches!(
@@ -414,6 +447,7 @@ mod tests {
(FGVec2::lit("10", "0"), StagePolyLineSegmentType::Floor),
],
)],
..crate::stage::line::StageCollision::default()
};
let mut surface = FighterSurfaceState::Grounded {
line_id: StageLineID {
@@ -424,6 +458,8 @@ mod tests {
let mut translation = FighterTranslation(FGVec2::lit("11", "0"));
let previous_translation = FighterPreviousTranslation(translation.0);
let mut velocity = FighterVelocity::default();
let mut knockback_velocity = FighterKnockbackVelocity::default();
let mut knockback_state = FighterKnockbackState::default();
let mut ecb = FighterECB {
bottom: FGVec2::lit("0.0", "-0.5"),
top: FGVec2::lit("0.0", "0.5"),
@@ -431,19 +467,30 @@ mod tests {
right: FGVec2::lit("0.5", "0.0"),
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut desired_ecb = FighterDesiredECB::from(ecb);
let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
let mut ledge_info = FighterLedgeInformation::default();
let mut context = CollisionContext {
translation: &mut translation,
prev_translation: &previous_translation,
input: &FighterInput::default(),
velocity: &mut velocity,
knockback_velocity: &mut knockback_velocity,
knockback_state: &mut knockback_state,
surface: &mut surface,
ecb: &mut ecb,
desired_ecb: &mut desired_ecb,
ledge_info: &mut ledge_info,
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 10,
presentation_snap: &mut presentation_snap,
downward_stick_threshold: FGi32::ONE,
fighter_ledge_collision_box: FGRect {
origin: FGVec2::ZERO,
end: FGVec2::ZERO,
},
waveland_snap_distance: FGi32::ZERO,
};
assert!(matches!(
@@ -479,3 +526,22 @@ pub fn grounded_movement_standstill_common_interrupts(
None
}
}
pub fn perform_wavedash(input: &FighterInput, game_settings: &GameSettings) -> FighterState {
// If aiming sideways and in the deadzone, do a perfect wavedash
// TODO: Improve this so we don't have to go through the airborne state first
let mut wavedash_dir = input.get_last_frame().movement.normalize_or_zero();
let movement = input.get_last_frame().movement;
if movement.y.is_zero() && !movement.x.is_zero() {
wavedash_dir.y = -game_settings.input_common.stick_deadzone - FGi32::lit("-0.01");
wavedash_dir.x = movement.x.signum();
}
if wavedash_dir == FGVec2::ZERO {
wavedash_dir = FGVec2::lit("0.0", "-1.0");
}
FighterState::AirDodge(AirDodgeState {
direction: wavedash_dir.normalize_or_zero(),
})
}
+97 -14
View File
@@ -1,20 +1,39 @@
use crate::fighter::{
attack::{AttackKind, update_active_hitbox_list},
use bevy::{asset::Assets, log::error};
use crate::{
fighter::{
attack::{AttackKind, FighterAttackScriptAssets, update_active_attack},
state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
InterruptContext, UpdateContext, wait::WaitState,
InterruptContext, UpdateContext, ground, wait::WaitState,
},
},
scripting::FighterAttackScript,
};
#[derive(Clone, Debug, Hash)]
pub struct GroundAttackState {
pub attack_kind: AttackKind,
pub use_root_motion: bool,
}
impl FighterStateImpl for GroundAttackState {
const NAME: &'static str = "GroundAttack";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
// Allow interrupting dash attack only into an up/down smash
if let AttackKind::DashAttack = self.attack_kind {
if state_context.get_current_animation_frame() < state_context.fighter_attributes.dash_attack_cancel_window {
if let Some(state) = check_interrupt(state_context) {
if let FighterState::GroundAttack(state) = state {
if matches!(state.attack_kind, AttackKind::UpSmash) || matches!(state.attack_kind, AttackKind::DownSmash) {
return Some(FighterState::GroundAttack(state));
}
}
}
}
}
if state_context.is_current_animation_finished() {
Some(FighterState::Wait(WaitState))
} else {
@@ -28,16 +47,26 @@ impl FighterStateImpl for GroundAttackState {
.attack_scripts
.get(&state_context.attack_script_assets.scripts[&self.attack_kind]);
if let Some(script) = script {
update_active_hitbox_list(
update_active_attack(
script,
&mut state_context
state_context
.hitboxes
.0
.as_mut()
.expect("ground attack must have active hitboxes")
.active_hitboxes,
.expect("ground attack must have active hitboxes"),
animation_frame,
);
// root motion
if script.use_root_motion {
state_context.velocity.0.x = state_context.animation_root_motion_delta.x;
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
);
} else {
ground::update_friction_motion(state_context);
}
}
}
@@ -49,10 +78,10 @@ impl FighterStateImpl for GroundAttackState {
let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone();
state_context.hitboxes.0 = Some(crate::fighter::FighterActiveAttack {
kind: self.attack_kind,
script,
script: script.clone(),
active_hitboxes: Vec::new(),
solved_hitboxes: Vec::new(),
hit_fighters: Vec::new(),
hit_groups: Vec::new(),
stalled: false,
});
}
@@ -63,9 +92,9 @@ impl FighterStateImpl for GroundAttackState {
fn check_collision_interrupt(
&mut self,
_state_context: &mut CollisionContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
None
ground::collision_interrupt(state_context, !self.use_root_motion)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
@@ -73,6 +102,51 @@ impl FighterStateImpl for GroundAttackState {
}
}
impl GroundAttackState {
fn create(
attack_kind: AttackKind,
attack_script_assets: &FighterAttackScriptAssets,
attack_scripts: &Assets<FighterAttackScript>,
) -> Result<Self, AirAttackStateCreateError> {
let asset_script = attack_script_assets.scripts.get(&attack_kind).ok_or(
AirAttackStateCreateError::AttackScriptAssetNotFound {
attack: attack_kind,
},
)?;
let script = attack_scripts.get(asset_script).ok_or(
AirAttackStateCreateError::AttackScriptNotFound {
attack: attack_kind,
},
)?;
Ok(Self {
attack_kind,
use_root_motion: script.use_root_motion
})
}
}
#[derive(thiserror::Error, Debug)]
pub enum AirAttackStateCreateError {
#[error("Attack script: {attack:?} not found")]
AttackScriptNotFound { attack: AttackKind },
#[error("Attack script asset: {attack:?} not found")]
AttackScriptAssetNotFound { attack: AttackKind },
}
pub fn check_interrupt_shared(state_context: &InterruptContext, attack_kind: AttackKind) -> Option<FighterState> {
let state = GroundAttackState::create(attack_kind, state_context.attack_script_assets, state_context.attack_scripts);
match state {
Ok(state) => Some(FighterState::GroundAttack(state)),
Err(create_error) => {
error!("{}", create_error);
None
},
}
}
pub fn check_interrupt(state_context: &InterruptContext) -> Option<FighterState> {
if state_context
.input
@@ -82,9 +156,18 @@ pub fn check_interrupt(state_context: &InterruptContext) -> Option<FighterState>
.input
.get_attack_command_type()
.to_attack_kind_grounded();
Some(FighterState::GroundAttack(GroundAttackState {
attack_kind,
}))
check_interrupt_shared(state_context, attack_kind)
} else {
None
}
}
pub fn check_interrupt_dash_attack(state_context: &InterruptContext) -> Option<FighterState> {
if state_context
.input
.has_command(crate::input::FighterCommands::Attack)
{
check_interrupt_shared(state_context, AttackKind::DashAttack)
} else {
None
}
+63 -40
View File
@@ -1,8 +1,6 @@
use crate::{
fighter::{
animation::AnimKind,
attack::{self, FighterHitReaction},
state::{
animation::AnimKind, attack::{self, FighterHitReaction}, state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
InterruptContext, UpdateContext,
air::{self, AirborneStateCommon},
@@ -11,7 +9,7 @@ use crate::{
land::LandingType,
wait::WaitState,
},
}, math::{int::FGi32, vec::FGVec2},
}, math::vec::FGVec2,
};
#[derive(Clone, Debug, Hash)]
@@ -25,14 +23,20 @@ pub struct HitstunState {
pub hit_reaction: FighterHitReaction,
pub hitstop_kind: HitstopStateKind,
knockback_applied: bool,
stack_previous_knockback: bool,
}
impl HitstunState {
pub fn new(hit_reaction: FighterHitReaction, hitstop_kind: HitstopStateKind) -> Self {
pub fn new(
hit_reaction: FighterHitReaction,
hitstop_kind: HitstopStateKind,
stack_previous_knockback: bool,
) -> Self {
Self {
hit_reaction,
hitstop_kind,
knockback_applied: false,
stack_previous_knockback,
}
}
}
@@ -40,6 +44,35 @@ impl HitstunState {
impl FighterStateImpl for HitstunState {
const NAME: &'static str = "Hitstun";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.get_current_animation_frame() > self.hit_reaction.hitstun_frames {
match &self.hitstop_kind {
HitstopStateKind::Grounded => Some(FighterState::Wait(WaitState)),
HitstopStateKind::Airborne => Some(FighterState::Fall(FallState::new(
AirborneStateCommon::default(),
))),
}
} else {
None
}
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
let animation = match self.hitstop_kind {
HitstopStateKind::Grounded => AnimKind::FlinchGround,
HitstopStateKind::Airborne => AnimKind::FlinchAir,
};
state_context.play_animation(animation, false);
state_context.velocity.0 = FGVec2::ZERO;
}
fn on_exit(&mut self, state_context: &mut ExitContext) {
if matches!(self.hitstop_kind, HitstopStateKind::Grounded) {
state_context.knockback_velocity.0 = FGVec2::ZERO;
state_context.knockback_state.clear();
}
}
fn name(&self) -> String {
let hitstop_kind = match self.hitstop_kind {
HitstopStateKind::Grounded => "Grounded",
@@ -54,28 +87,29 @@ impl FighterStateImpl for HitstunState {
format!("Hitstun ({hitstop_kind}, {hit_reaction_type})")
}
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.get_current_animation_frame() > self.hit_reaction.hitstun_frames {
match &self.hitstop_kind {
HitstopStateKind::Grounded => Some(FighterState::Wait(WaitState)),
HitstopStateKind::Airborne => Some(FighterState::Fall(FallState::new(
AirborneStateCommon::default(),
))),
}
} else {
None
}
}
fn update(&mut self, ctx: &mut UpdateContext) {
if !self.knockback_applied {
let launch_direction = attack::directional_influence::apply_directional_influence(
ctx.input.get_last_frame().movement,
let new_launch_direction = attack::directional_influence::apply_directional_influence(
FGVec2::ZERO,
self.hit_reaction.launch_angle,
ctx.game_settings.fighter_common.di_max_angle,
);
let new_knockback = new_launch_direction * self.hit_reaction.launch_velocity;
let combined_knockback = if self.stack_previous_knockback {
attack::stack_knockback(ctx.knockback_velocity.0, new_knockback)
} else {
new_knockback
};
let launch_speed = combined_knockback.length();
let launch_direction =
attack::directional_influence::apply_directional_influence_to_direction(
ctx.input.get_last_frame().movement,
combined_knockback.normalize_or_zero(),
ctx.game_settings.fighter_common.di_max_angle,
);
ctx.knockback_velocity.0 = launch_direction * self.hit_reaction.launch_velocity;
ctx.knockback_velocity.0 = launch_direction * launch_speed;
ctx.knockback_state.restart();
self.knockback_applied = true;
}
@@ -83,30 +117,19 @@ impl FighterStateImpl for HitstunState {
HitstopStateKind::Grounded => {}
HitstopStateKind::Airborne => {
air::integrate_gravity(ctx.velocity, ctx.fighter_attributes, false);
air::apply_air_motion_with_knockback(ctx);
}
}
let speed = ctx.knockback_velocity.length();
let next_speed = speed
.saturating_sub(ctx.game_settings.fighter_common.knockback_decay_per_frame)
.max(FGi32::ZERO);
ctx.knockback_velocity.0 = ctx.knockback_velocity.normalize_or_zero() * next_speed;
ctx.translation.0 += ctx.velocity.0 + ctx.knockback_velocity.0;
if matches!(self.hitstop_kind, HitstopStateKind::Grounded) {
attack::decay_knockback(
ctx.knockback_velocity,
ctx.knockback_state,
ctx.game_settings.fighter_common.knockback_decay_per_frame,
);
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
let animation = match self.hitstop_kind {
HitstopStateKind::Grounded => AnimKind::FlinchGround,
HitstopStateKind::Airborne => AnimKind::FlinchAir,
};
state_context.play_animation(animation, false);
state_context.velocity.0 = FGVec2::ZERO;
}
fn on_exit(&mut self, _state_context: &mut ExitContext) {}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
@@ -114,7 +137,7 @@ impl FighterStateImpl for HitstunState {
match &mut self.hitstop_kind {
HitstopStateKind::Grounded => collision_interrupt(state_context, true),
HitstopStateKind::Airborne => {
air::collision_interrupt(state_context, LandingType::Normal, false)
air::collision_interrupt(state_context, LandingType::Normal, Default::default())
}
}
}
+57 -53
View File
@@ -1,18 +1,10 @@
use bevy::prelude::*;
use crate::{
fighter::{
animation::AnimKind,
state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext,
air::{self, AirborneStateCommon},
air_dodge::AirDodgeState,
ground,
animation::AnimKind, state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, ground::{self}, ground_attack,
},
},
input::{DigitalAction, FighterCommands},
math::{int::FGi32, vec::FGVec2},
}, input::{DigitalAction, FighterCommands},
};
#[derive(Debug, Hash, Clone, Copy)]
pub enum JumpType {
@@ -21,21 +13,30 @@ pub enum JumpType {
DoubleJump,
}
#[derive(Debug, Clone, Hash)]
pub enum JumpStateInitiator {
Tap,
Button,
}
#[derive(Debug, Clone, Hash)]
pub struct JumpState {
pub jump_type: JumpType,
pub airborne_state_common: AirborneStateCommon,
pub initiator: JumpStateInitiator,
}
#[derive(Debug, Clone, Hash)]
pub struct JumpSquatState {
pub duration_counter: u32,
pub initiator: JumpStateInitiator,
}
impl JumpSquatState {
pub fn create() -> Self {
pub fn create(initiator: JumpStateInitiator) -> Self {
Self {
duration_counter: 0,
initiator,
}
}
}
@@ -44,38 +45,21 @@ impl FighterStateImpl for JumpSquatState {
const NAME: &'static str = "JumpSquat";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context) {
return Some(state);
}
// Special handling for wavedash from jump squat
if state_context.input.has_command(FighterCommands::Shield) {
// If aiming sideways and in the deadzone, do a perfect wavedash
// TODO: Improve this so we don't have to go through the airborne state first
let mut wavedash_dir = state_context
.input
.get_last_frame()
.movement
.normalize_or_zero();
let movement = state_context.input.get_last_frame().movement;
if movement.y.is_zero() && !movement.x.is_zero() {
wavedash_dir.y =
-state_context.game_settings.input_common.stick_deadzone - FGi32::lit("-0.01");
wavedash_dir.x = movement.x.signum();
}
if wavedash_dir == FGVec2::ZERO {
wavedash_dir = FGVec2::lit("0.0", "-1.0");
}
Some(FighterState::AirDodge(AirDodgeState {
direction: wavedash_dir.normalize_or_zero(),
}))
Some(ground::perform_wavedash(state_context.input, state_context.game_settings))
} else if self.duration_counter >= state_context.fighter_attributes.jumpsquat_duration {
info!(
"Jump {}",
state_context
.input
.get_last_frame()
.is_held(DigitalAction::Jump)
);
let jump_type = if state_context
let tap_jump_held = matches!(self.initiator, JumpStateInitiator::Tap)
&& state_context.input.get_last_frame().movement.y
> state_context
.game_settings
.input_common
.smash_input_axis_threshold;
let jump_type = if tap_jump_held
|| state_context
.input
.get_last_frame()
.is_held(DigitalAction::Jump)
@@ -87,6 +71,7 @@ impl FighterStateImpl for JumpSquatState {
Some(FighterState::Jump(JumpState {
jump_type,
airborne_state_common: AirborneStateCommon::default(),
initiator: self.initiator.clone(),
}))
} else {
None
@@ -109,10 +94,13 @@ impl FighterStateImpl for JumpSquatState {
state_context.play_animation(AnimKind::JumpSquat, false);
state_context.input.enable_hold_all(10);
state_context.input.clear_command(FighterCommands::Jump);
state_context.input.clear_command(FighterCommands::TapJump);
}
fn on_exit(&mut self, state_context: &mut crate::fighter::state::ExitContext) {
state_context.input.disable_hold_all();
// We clear tap jump here, it may have weird interactions with air dodging up
state_context.input.clear_command(FighterCommands::TapJump);
}
fn is_visually_grounded<'a>(&'a self) -> bool {
@@ -188,7 +176,10 @@ impl FighterStateImpl for JumpState {
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
true,
crate::fighter::collision::AirCollisionOptions {
can_pass_through_soft_platforms: true,
..Default::default()
},
)
}
@@ -208,20 +199,33 @@ impl FighterStateImpl for JumpState {
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
state_context
.input
.has_command(FighterCommands::Jump)
.then(|| FighterState::JumpSquat(JumpSquatState::create()))
if state_context.input.has_command(FighterCommands::Jump) {
Some(FighterState::JumpSquat(JumpSquatState::create(
JumpStateInitiator::Button,
)))
} else if state_context.input.has_command(FighterCommands::TapJump) {
Some(FighterState::JumpSquat(JumpSquatState::create(
JumpStateInitiator::Tap,
)))
} else {
None
}
}
pub fn check_input_double_jump(state_context: &InterruptContext) -> Option<FighterState> {
state_context
.input
.has_command(FighterCommands::Jump)
.then(|| {
FighterState::Jump(JumpState {
if state_context.input.has_command(FighterCommands::Jump) {
Some(FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
airborne_state_common: AirborneStateCommon::default(),
})
})
initiator: JumpStateInitiator::Button,
}))
} else if state_context.input.has_command(FighterCommands::TapJump) {
Some(FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
airborne_state_common: AirborneStateCommon::default(),
initiator: JumpStateInitiator::Tap,
}))
} else {
None
}
}
+157
View File
@@ -0,0 +1,157 @@
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::jump::{JumpState, JumpStateInitiator, JumpType};
use crate::fighter::state::wait::WaitState;
use crate::fighter::state::{FighterState, ground};
use crate::fighter::FighterFacingDirection;
use crate::input::FighterCommands;
use crate::math::int::FGi32;
use crate::math::vec::FGVec2;
use crate::stage::line::{StageLedgeSide, StageVertexID};
#[derive(Debug, Clone, Hash)]
pub enum LedgeAction {
Jump(JumpStateInitiator),
GetUp
}
#[derive(Debug, Clone, Hash)]
pub struct LedgeActionState {
pub ledge_id: StageVertexID,
pub ledge_action: LedgeAction,
pub is_in_grounded_phase: bool,
}
impl LedgeActionState {
pub fn create_jump(ledge_id: StageVertexID, initiator: JumpStateInitiator) -> Self {
LedgeActionState {
ledge_id,
ledge_action: LedgeAction::Jump(initiator),
is_in_grounded_phase: false,
}
}
pub fn create_getup(ledge_id: StageVertexID) -> Self {
LedgeActionState {
ledge_id,
ledge_action: LedgeAction::GetUp,
is_in_grounded_phase: false,
}
}
}
impl FighterStateImpl for LedgeActionState {
const NAME: &'static str = "LedgeAction";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
match &self.ledge_action {
LedgeAction::Jump(initiator) => {
if state_context.is_current_animation_finished() {
if state_context.input.has_command(FighterCommands::Shield) {
Some(ground::perform_wavedash(state_context.input, state_context.game_settings))
} else {
Some(FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
airborne_state_common: AirborneStateCommon::default(),
initiator: initiator.clone()
}))
}
} else {
None
}
},
LedgeAction::GetUp => {
if state_context.is_current_animation_finished() {
Some(FighterState::Wait(WaitState))
} else {
None
}
},
}
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
match self.ledge_action {
LedgeAction::Jump(_) => {
state_context.play_animation(AnimKind::LedgeJump, false);
state_context.input.enable_hold_all(10);
state_context.input.clear_command(FighterCommands::Jump);
state_context.input.clear_command(FighterCommands::TapJump);
},
LedgeAction::GetUp => {
state_context.play_animation(AnimKind::LedgeGetUp, false);
},
}
state_context.velocity.0 = FGVec2::ZERO;
state_context.knockback_velocity.0 = FGVec2::ZERO;
state_context.knockback_state.clear();
let Some(ledge) = state_context.stage_collision.find_ledge_by_vertex(self.ledge_id) else {
return;
};
state_context.translation.0 = ledge.position;
*state_context.facing_direction = match ledge.hang_side {
StageLedgeSide::Left => FighterFacingDirection::Right,
StageLedgeSide::Right => FighterFacingDirection::Left,
};
if let Some(root_position) = state_context.initial_animation_root_position() {
state_context.translation.0 = root_position;
}
state_context.presentation_snap.0 = true;
}
fn update(&mut self, state_context: &mut UpdateContext) {
if !self.is_in_grounded_phase {
let root_pos = state_context.animation_root_position.unwrap_or_default();
let Some(ledge) = state_context.stage_collision.find_ledge_by_vertex(self.ledge_id) else {
return;
};
let ledge_pos = ledge.position;
let ledge_modifier = match ledge.hang_side {
StageLedgeSide::Left => FGi32::ONE,
StageLedgeSide::Right => FGi32::NEG_ONE,
};
let normalized_root_position = root_pos - ledge_pos;
let normalized_root_position = FGVec2::new(normalized_root_position.x * ledge_modifier, normalized_root_position.y);
if normalized_root_position.x.is_positive() && normalized_root_position.y.is_positive() {
let Some((segment_id, _)) = state_context
.stage_collision
.find_ledge_ground_segment(self.ledge_id)
else {
return;
};
self.is_in_grounded_phase = true;
state_context.translation.0 = ledge.position;
state_context.surface.land(segment_id, state_context.ledge_info);
}
}
if self.is_in_grounded_phase {
state_context.velocity.0.x = state_context.animation_root_motion_delta.x;
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
);
} else {
if let Some(root_position) = state_context.animation_root_position {
state_context.translation.0 = root_position;
}
}
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
state_context.apply_desired_ecb();
None
}
fn is_visually_grounded<'a>(&'a self) -> bool {
self.is_in_grounded_phase
}
}
+75
View File
@@ -0,0 +1,75 @@
use super::{
EnterContext, FighterStateImpl, InterruptContext, UpdateContext,
};
use crate::fighter::{FighterFacingDirection, FighterInvulnerabilityState};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::{ExitContext, FighterState};
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::ledge_wait::LedgeWaitState;
use crate::stage::line::{StageLedgeSide, StageVertexID};
#[derive(Debug, Clone, Hash)]
pub struct LedgeGrabState {
ledge_id: StageVertexID
}
impl LedgeGrabState {
pub fn new(ledge_id: StageVertexID) -> Self {
Self {
ledge_id
}
}
}
impl FighterStateImpl for LedgeGrabState {
const NAME: &'static str = "LedgeGrab";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
Some(FighterState::LedgeWait(LedgeWaitState {
airborne_state_common: AirborneStateCommon::default(),
ledge_id: self.ledge_id.clone()
}))
} else {
None
}
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::LedgeGrab, false);
state_context.knockback_velocity.0 = crate::math::vec::FGVec2::ZERO;
state_context.knockback_state.clear();
*state_context.vulnerability = FighterInvulnerabilityState::Intangible {
frames_remaining: None,
};
let Some(ledge) = state_context.stage_collision.find_ledge_by_vertex(self.ledge_id) else {
return;
};
state_context.translation.0 = ledge.position;
*state_context.facing_direction = match ledge.hang_side {
StageLedgeSide::Left => FighterFacingDirection::Right,
StageLedgeSide::Right => FighterFacingDirection::Left,
};
if let Some(root_position) = state_context.initial_animation_root_position() {
state_context.translation.0 = root_position;
}
state_context.presentation_snap.0 = true;
}
fn on_exit(&mut self, state_context: &mut ExitContext) {
*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
}
fn is_visually_grounded<'a>(&'a self) -> bool {
false
}
fn update(&mut self, state_context: &mut UpdateContext) {
if let Some(root_position) = state_context.animation_root_position {
state_context.translation.0 = root_position;
}
}
}
+167
View File
@@ -0,0 +1,167 @@
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::FighterState;
use crate::fighter::state::jump::JumpStateInitiator;
use crate::fighter::state::ledge_action::{LedgeActionState};
use crate::fighter::{FighterFacingDirection, FighterInvulnerabilityState};
use crate::input::FighterCommands;
use crate::math::vec::FGVec2;
use crate::stage::line::{StageLedgeSide, StageVertexID};
#[derive(Debug, Clone, Hash)]
pub struct LedgeWaitState {
pub airborne_state_common: AirborneStateCommon,
pub ledge_id: StageVertexID,
}
impl FighterStateImpl for LedgeWaitState {
const NAME: &'static str = "LedgeWait";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.input.has_command(FighterCommands::Jump) {
return Some(FighterState::LedgeAction(LedgeActionState::create_jump(self.ledge_id, JumpStateInitiator::Button)));
} else if state_context.input.has_command(FighterCommands::TapJump) {
return Some(FighterState::LedgeAction(LedgeActionState::create_jump(self.ledge_id, JumpStateInitiator::Tap)));
}
if is_ledge_getup_input(state_context.input.get_last_frame().movement.x,
state_context.game_settings.input_common.run_stick_threshold,
state_context.facing_direction) {
return Some(FighterState::LedgeAction(LedgeActionState::create_getup(self.ledge_id)));
}
if is_ledge_drop_input(state_context.input.get_last_frame().movement.x,
state_context.game_settings.input_common.run_stick_threshold,
state_context.facing_direction) {
state_context.ledge_grab_lockout.start(
state_context
.game_settings
.fighter_common
.ledge_drop_regrab_lockout_duration_frames,
);
return Some(FighterState::Fall(FallState::new(
AirborneStateCommon { is_fast_falling: false },
)));
}
if is_ledge_drop_fastfall_input(
state_context.input.get_last_frame().movement.y,
state_context.game_settings.input_common.run_stick_threshold,
) {
state_context.ledge_grab_lockout.start(
state_context
.game_settings
.fighter_common
.ledge_drop_regrab_lockout_duration_frames,
);
return Some(FighterState::Fall(FallState::new(
AirborneStateCommon { is_fast_falling: true },
)));
}
None
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.velocity.0 = FGVec2::ZERO;
state_context.knockback_velocity.0 = FGVec2::ZERO;
state_context.knockback_state.clear();
if state_context.ledge_info.grab_count < state_context.game_settings.fighter_common.max_ledge_grab_count {
*state_context.vulnerability = FighterInvulnerabilityState::Intangible {
frames_remaining: Some(
state_context
.game_settings
.fighter_common
.ledge_grab_invulnerability_duration,
),
};
}
state_context.ledge_info.grab_count = state_context.ledge_info.grab_count.saturating_add(1);
let Some(ledge) = state_context.stage_collision.find_ledge_by_vertex(self.ledge_id) else {
return;
};
state_context.translation.0 = ledge.position;
*state_context.facing_direction = match ledge.hang_side {
StageLedgeSide::Left => FighterFacingDirection::Right,
StageLedgeSide::Right => FighterFacingDirection::Left,
};
state_context.play_animation(AnimKind::LedgeWait, true);
if let Some(root_position) = state_context.initial_animation_root_position() {
state_context.translation.0 = root_position;
}
state_context.presentation_snap.0 = true;
}
fn update(&mut self, state_context: &mut UpdateContext) {
if let Some(root_position) = state_context.animation_root_position {
state_context.translation.0 = root_position;
}
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
state_context.apply_desired_ecb();
None
}
fn is_visually_grounded<'a>(&'a self) -> bool {
false
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::math::int::FGi32;
#[test]
fn ledge_drop_uses_the_run_stick_threshold() {
let threshold = FGi32::lit("0.625");
assert!(is_ledge_drop_fastfall_input(FGi32::lit("-0.625"), threshold));
assert!(is_ledge_drop_fastfall_input(FGi32::lit("-1.0"), threshold));
assert!(!is_ledge_drop_fastfall_input(FGi32::lit("-0.624"), threshold));
}
}
fn is_ledge_drop_fastfall_input(
vertical_input: crate::math::int::FGi32,
threshold: crate::math::int::FGi32,
) -> bool {
vertical_input <= -threshold
}
fn is_ledge_drop_input(
horizontal_input: crate::math::int::FGi32,
threshold: crate::math::int::FGi32,
facing_dir: &FighterFacingDirection,
) -> bool {
let dir = facing_dir.to_sign();
if horizontal_input.abs() > threshold {
if dir != horizontal_input.signum() {
return true;
}
}
false
}
fn is_ledge_getup_input(
horizontal_input: crate::math::int::FGi32,
threshold: crate::math::int::FGi32,
facing_dir: &FighterFacingDirection,
) -> bool {
let dir = facing_dir.to_sign();
if horizontal_input.abs() > threshold {
if dir == horizontal_input.signum() {
return true;
}
}
false
}
+265 -18
View File
@@ -7,12 +7,12 @@ use bevy::prelude::*;
use crate::fighter::animation::{AnimKind, FighterAnimationFrame};
use crate::fighter::attack::{
FighterAttackScriptAssets, FighterKnockbackVelocity, FighterPendingHitReaction,
FighterStaleMoveQueue, HitStop,
FighterAttackScriptAssets, FighterKnockbackState, FighterKnockbackVelocity,
FighterPendingHitReaction, FighterStaleMoveQueue, HitStop,
};
use crate::fighter::attributes::FighterAttributes;
use crate::fighter::baked_animation::BakedFighterAnimations;
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::baked_animation::{BakedFighterAnimations, FighterBoneMatrices};
use crate::fighter::ecb::{self, FighterDesiredECB, FighterPreviousECB};
use crate::fighter::manifest::FighterManifest;
use crate::fighter::state::hitstun::HitstunState;
use crate::fighter::surface::EcbLockPolicy;
@@ -20,15 +20,18 @@ use crate::fighter::visual::FighterAnimations;
use crate::fighter::{
Fighter, FighterDamage, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole,
FighterInvulnerabilityState, FighterPendingRespawn, FighterPresentationSnap,
FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
FighterInvulnerabilityState, FighterLedgeInformation, FighterPendingRespawn,
FighterPresentationSnap, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation,
FighterVelocity,
};
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::match_loading::MatchConfig;
use crate::match_runtime::MatchState;
use crate::math::int::FGi32;
use crate::math::rect::FGRect;
use crate::math::vec::FGVec2;
use crate::math::vec3::FGVec3;
use crate::player::Player;
use crate::scripting::FighterAttackScript;
use crate::stage::line::StageCollision;
@@ -46,6 +49,9 @@ pub mod ground_attack;
pub mod hitstun;
pub mod jump;
pub mod land;
pub mod ledge_action;
pub mod ledge_grab;
pub mod ledge_wait;
pub mod platform_pass;
pub mod run;
pub mod turn;
@@ -114,8 +120,9 @@ pub trait FighterStateImpl: Sized {
fn check_collision_interrupt(
&mut self,
_state_context: &mut CollisionContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
state_context.apply_desired_ecb();
None
}
@@ -134,11 +141,13 @@ pub struct AnimationStatus {
pub struct InterruptContext<'a> {
pub input: &'a FighterInput,
pub facing_direction: &'a mut FighterFacingDirection,
pub ledge_grab_lockout: &'a mut FighterLedgeInformation,
pub game_settings: &'a GameSettings,
pub fighter_attributes: &'a FighterAttributes,
pub surface: &'a FighterSurfaceState,
pub animation: AnimationStatus,
pub stage_collision: &'a StageCollision,
pub attack_scripts: &'a Assets<FighterAttackScript>,
pub attack_script_assets: &'a FighterAttackScriptAssets,
}
@@ -156,26 +165,48 @@ pub struct EnterContext<'a> {
pub input: &'a mut FighterInput,
pub hitboxes: &'a mut FighterHitboxes,
pub velocity: &'a mut FighterVelocity,
pub translation: &'a mut FighterTranslation,
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub knockback_state: &'a mut FighterKnockbackState,
pub stale_move_queue: &'a mut FighterStaleMoveQueue,
pub facing_direction: &'a mut FighterFacingDirection,
pub animation_frame: &'a mut FighterAnimationFrame,
pub presentation_snap: &'a mut FighterPresentationSnap,
pub surface: &'a mut FighterSurfaceState,
pub vulnerability: &'a mut FighterInvulnerabilityState,
pub ledge_info: &'a mut FighterLedgeInformation,
pub fighter_attributes: &'a FighterAttributes,
pub attack_script_assets: &'a FighterAttackScriptAssets,
pub game_settings: &'a GameSettings,
pub stage_collision: &'a StageCollision,
baked_animations: &'a BakedFighterAnimations,
model_scale: FGi32,
}
impl EnterContext<'_> {
pub fn play_animation(&mut self, kind: AnimKind, repeat: bool) {
self.animation_frame.reset(kind, repeat);
}
/// World-space root position authored for frame zero of the animation most
/// recently selected with [`Self::play_animation`].
pub fn initial_animation_root_position(&self) -> Option<FGVec2> {
let position = self
.baked_animations
.initial_root_position(self.animation_frame.kind, self.model_scale)?;
Some(self.translation.0 + animation_position_to_gameplay(position, self.facing_direction))
}
pub fn get_animation_duration(&self, kind: AnimKind) -> Option<usize> {
self.baked_animations.get_animation_duration(kind)
}
}
pub struct ExitContext<'a> {
pub input: &'a mut FighterInput,
pub hitboxes: &'a mut FighterHitboxes,
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub knockback_state: &'a mut FighterKnockbackState,
pub surface: &'a mut FighterSurfaceState,
pub vulnerability: &'a mut FighterInvulnerabilityState,
}
@@ -188,13 +219,29 @@ pub struct UpdateContext<'a> {
pub velocity: &'a mut FighterVelocity,
pub surface: &'a mut FighterSurfaceState,
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub knockback_state: &'a mut FighterKnockbackState,
pub vulnerability: &'a mut FighterInvulnerabilityState,
pub ledge_info: &'a mut FighterLedgeInformation,
pub game_settings: &'a GameSettings,
/// Root motion in the fighter's gameplay plane: X is world-right and Y is
/// world-up. Animation +Z is forward and is mirrored by facing direction.
pub animation_root_motion_delta: FGVec2,
/// Current world-space root position implied by this animation frame.
/// States opt into root motion by assigning this to [`FighterTranslation`].
pub animation_root_position: Option<FGVec2>,
pub animation_frame: u32,
pub fighter_attributes: &'a FighterAttributes,
pub attack_scripts: &'a Assets<FighterAttackScript>,
pub attack_script_assets: &'a FighterAttackScriptAssets,
pub facing_direction: &'a FighterFacingDirection,
pub stage_collision: &'a StageCollision,
}
fn animation_position_to_gameplay(
position: FGVec3,
facing_direction: &FighterFacingDirection,
) -> FGVec2 {
FGVec2::new(position.z * facing_direction.to_sign(), position.y)
}
impl UpdateContext<'_> {
@@ -208,31 +255,55 @@ pub struct CollisionContext<'a> {
pub prev_translation: &'a FighterPreviousTranslation,
pub input: &'a FighterInput,
pub velocity: &'a mut FighterVelocity,
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub knockback_state: &'a mut FighterKnockbackState,
pub surface: &'a mut FighterSurfaceState,
pub ecb: &'a mut FighterECB,
pub desired_ecb: &'a mut FighterDesiredECB,
pub prev_ecb: &'a FighterPreviousECB,
pub stage_collision: &'a StageCollision,
pub leave_ground_ecb_lock_duration: u32,
pub presentation_snap: &'a mut FighterPresentationSnap,
pub ledge_info: &'a mut FighterLedgeInformation,
pub fighter_ledge_collision_box: FGRect,
pub downward_stick_threshold: FGi32,
pub waveland_snap_distance: FGi32,
}
impl CollisionContext<'_> {
/// Commit the target pose before resolving this frame. The collision
/// substep resolver can later replace this with fractional steps.
pub fn apply_desired_ecb(&mut self) {
ecb::interpolate_ecb(self.ecb, *self.desired_ecb, FGi32::ONE);
}
pub fn air_collide_with_stage(
&self,
can_ignore_soft_platforms: bool,
&mut self,
mut options: crate::fighter::collision::AirCollisionOptions,
) -> Option<crate::fighter::collision::AirCollisionWithStageResult> {
let ignored_polys = self.surface.ignored_polygon_ids();
let ignore_soft_platforms = can_ignore_soft_platforms
options.can_pass_through_soft_platforms = options.can_pass_through_soft_platforms
&& self.input.get_last_frame().movement.y <= -self.downward_stick_threshold;
crate::fighter::collision::air_collide_with_stage(
crate::fighter::collision::air_collide_with_stage_substepped(
self.prev_translation,
self.translation,
self.prev_ecb,
self.velocity,
self.ecb,
self.desired_ecb,
self.stage_collision,
&ignored_polys,
ignore_soft_platforms,
options,
)
}
pub fn air_collide_with_ledges(
&self,
) -> Option<crate::fighter::collision::AirCollisionWithLedgeResult> {
if self.ledge_info.is_regrab_lockout_active() {
return None;
}
crate::fighter::collision::air_collide_with_ledges(
&self.fighter_ledge_collision_box,
self.stage_collision,
)
}
}
@@ -248,6 +319,9 @@ fighter_states! {
JumpSquat => jump::JumpSquatState,
Jump => jump::JumpState,
Land => land::LandingState,
LedgeWait => ledge_wait::LedgeWaitState,
LedgeAction => ledge_action::LedgeActionState,
LedgeGrab => ledge_grab::LedgeGrabState,
AirDodge => air_dodge::AirDodgeState,
Turn => turn::TurnState,
GroundAttack => ground_attack::GroundAttackState,
@@ -267,13 +341,17 @@ pub struct FighterFrameQuery {
pub velocity: &'static mut FighterVelocity,
pub surface: &'static mut FighterSurfaceState,
pub knockback_velocity: &'static mut FighterKnockbackVelocity,
pub knockback_state: &'static mut FighterKnockbackState,
pub stale_move_queue: &'static mut FighterStaleMoveQueue,
pub ecb: &'static mut FighterECB,
pub desired_ecb: &'static mut FighterDesiredECB,
pub prev_ecb: &'static FighterPreviousECB,
pub facing_direction: &'static mut FighterFacingDirection,
pub animation_frame: &'static mut FighterAnimationFrame,
pub vulnerability: &'static mut FighterInvulnerabilityState,
pub ledge_information: &'static mut FighterLedgeInformation,
pub fighter: &'static Fighter,
pub bone_matrices: &'static FighterBoneMatrices,
}
impl<'w, 's> FighterFrameQueryItem<'w, 's> {
@@ -300,18 +378,21 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
baked_animations: &'a Assets<BakedFighterAnimations>,
attributes: &'a FighterAttributes,
stage_collision: &'a StageCollision,
attack_scripts: &'a Assets<FighterAttackScript>,
attack_script_assets: &'a FighterAttackScriptAssets,
) -> InterruptContext<'a> {
let animation = self.animation_status(animations, baked_animations);
InterruptContext {
input: &self.input,
facing_direction: &mut self.facing_direction,
ledge_grab_lockout: &mut self.ledge_information,
game_settings,
fighter_attributes: attributes,
animation,
surface: &self.surface,
stage_collision,
attack_script_assets: attack_script_assets,
attack_scripts,
}
}
@@ -320,20 +401,30 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
attributes: &'a FighterAttributes,
attack_script_assets: &'a FighterAttackScriptAssets,
game_settings: &'a GameSettings,
stage_collision: &'a StageCollision,
baked_animations: &'a BakedFighterAnimations,
model_scale: FGi32,
) -> EnterContext<'a> {
EnterContext {
input: &mut self.input,
hitboxes: &mut self.hitboxes,
velocity: &mut self.velocity,
knockback_velocity: &mut self.knockback_velocity,
knockback_state: &mut self.knockback_state,
translation: &mut self.translation,
stale_move_queue: &mut self.stale_move_queue,
facing_direction: &mut self.facing_direction,
animation_frame: &mut self.animation_frame,
surface: &mut self.surface,
vulnerability: &mut self.vulnerability,
presentation_snap: &mut self.presentation_snap,
ledge_info: &mut self.ledge_information,
fighter_attributes: attributes,
attack_script_assets,
game_settings,
stage_collision,
baked_animations,
model_scale,
}
}
@@ -341,6 +432,8 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
ExitContext {
input: &mut self.input,
hitboxes: &mut self.hitboxes,
knockback_velocity: &mut self.knockback_velocity,
knockback_state: &mut self.knockback_state,
surface: &mut self.surface,
vulnerability: &mut self.vulnerability,
}
@@ -352,7 +445,16 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
attributes: &'a FighterAttributes,
attack_scripts: &'a Assets<FighterAttackScript>,
attack_script_assets: &'a FighterAttackScriptAssets,
stage_collision: &'a StageCollision,
) -> UpdateContext<'a> {
let animation_root_motion_delta = animation_position_to_gameplay(
self.bone_matrices.root_motion_delta(),
&self.facing_direction,
);
let animation_root_position = self
.bone_matrices
.root_motion_position()
.map(|_| self.translation.0 + animation_root_motion_delta);
UpdateContext {
translation: &mut self.translation,
prev_translation: &mut self.prev_translation,
@@ -361,35 +463,51 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
velocity: &mut self.velocity,
surface: &mut self.surface,
knockback_velocity: &mut self.knockback_velocity,
knockback_state: &mut self.knockback_state,
game_settings,
animation_root_motion_delta,
animation_root_position,
animation_frame: self.animation_frame.frame,
vulnerability: &mut self.vulnerability,
ledge_info: &mut self.ledge_information,
fighter_attributes: attributes,
attack_scripts,
attack_script_assets,
facing_direction: &self.facing_direction,
stage_collision: &stage_collision,
}
}
fn collision_context<'a>(
&'a mut self,
stage_collision: &'a StageCollision,
fighter_manifest: &'a FighterManifest,
game_settings: &'a GameSettings,
) -> CollisionContext<'a> {
let fighter_ledge_collision_box = FGRect {
origin: self.translation.0 + fighter_manifest.ledge_grab_box_start,
end: self.translation.0 + fighter_manifest.ledge_grab_box_end,
};
CollisionContext {
translation: &mut self.translation,
prev_translation: &self.prev_translation,
presentation_snap: &mut self.presentation_snap,
input: &self.input,
velocity: &mut self.velocity,
knockback_velocity: &mut self.knockback_velocity,
knockback_state: &mut self.knockback_state,
surface: &mut self.surface,
ecb: &mut self.ecb,
desired_ecb: &mut self.desired_ecb,
ledge_info: &mut self.ledge_information,
prev_ecb: &self.prev_ecb,
stage_collision,
leave_ground_ecb_lock_duration: game_settings
.fighter_common
.leave_ground_ecb_frame_lock_duration,
downward_stick_threshold: game_settings.input_common.run_stick_threshold,
fighter_ledge_collision_box,
waveland_snap_distance: game_settings.fighter_common.waveland_snap_distance,
}
}
}
@@ -413,6 +531,7 @@ pub struct StatefulFighterQuery {
pub fn state_update_system(
mut query: Query<StatefulFighterQuery>,
game_settings: Res<GameSettings>,
stage_collision: Res<StageCollision>,
attack_scripts: Res<Assets<FighterAttackScript>>,
manifests: Res<Assets<FighterManifest>>,
) {
@@ -436,6 +555,7 @@ pub fn state_update_system(
&manifest.attributes,
&attack_scripts,
&fighter.attack_script_assets,
&stage_collision,
);
state.update(&mut update_ctx);
}
@@ -447,7 +567,10 @@ fn transition_state(
frame: &mut FighterFrameQueryItem,
attributes: &FighterAttributes,
attack_script_assets: &FighterAttackScriptAssets,
stage_collision: &StageCollision,
game_settings: &GameSettings,
baked_animations: &BakedFighterAnimations,
model_scale: FGi32,
) {
let old_name = current.name();
let new_name = next.name();
@@ -461,7 +584,14 @@ fn transition_state(
.leave_ground_ecb_frame_lock_duration,
);
}
next.on_enter(&mut frame.enter_context(attributes, attack_script_assets, game_settings));
next.on_enter(&mut frame.enter_context(
attributes,
attack_script_assets,
game_settings,
stage_collision,
baked_animations,
model_scale,
));
*current = next;
info!("{} -> {}", old_name, new_name);
}
@@ -471,6 +601,7 @@ pub fn state_interrupt_system(
game_settings: Res<GameSettings>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
fighter_manifests: Res<Assets<FighterManifest>>,
attack_scripts: Res<Assets<FighterAttackScript>>,
stage_collision: Res<StageCollision>,
) {
for fighter in &mut query {
@@ -488,11 +619,14 @@ pub fn state_interrupt_system(
let manifest = fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
let baked = baked_animations
.get(&animations.baked)
.expect("Animation should exist");
let new_state = if let Some(reaction) = pending_hit_reaction.take() {
hitstop.remaining_frames = *reaction.hitstop_frames;
hitstop.remaining_frames = *reaction.victim_hitstop_frames;
let shake_frames = reaction
.hitstop_frames
.victim_hitstop_frames
.calculate_shake_frames(&game_settings);
hitstop_shake.role = FighterHitstopShakeRole::Receiver;
hitstop_shake.total_frames = shake_frames;
@@ -511,7 +645,7 @@ pub fn state_interrupt_system(
if let hitstun::HitstopStateKind::Grounded = hitstop_kind {
let straight_up_angle = FGi32::lit("90.0");
if reaction.hitstop_frames
if reaction.victim_hitstop_frames
>= HitStop::new(game_settings.fighter_common.tumble_bounce_hitstop_threshold)
{
hitstop_kind = hitstun::HitstopStateKind::Airborne;
@@ -534,9 +668,16 @@ pub fn state_interrupt_system(
}
info!("Entering hitstop kind: {:?}", hitstop_kind);
let stack_previous_knockback = !frame.surface.is_grounded()
&& !frame.knockback_velocity.0.length_squared().is_zero()
&& frame
.knockback_state
.can_stack(game_settings.fighter_common.knockback_stacking_window);
Some(FighterState::Hitstun(HitstunState::new(
reaction,
hitstop_kind,
stack_previous_knockback,
)))
} else if hitstop.remaining_frames > 0 {
None
@@ -547,6 +688,7 @@ pub fn state_interrupt_system(
&baked_animations,
&manifest.attributes,
&stage_collision,
&attack_scripts,
attack_script_assets,
))
};
@@ -558,7 +700,10 @@ pub fn state_interrupt_system(
&mut frame,
&manifest.attributes,
attack_script_assets,
&stage_collision,
&game_settings,
baked,
manifest.model_scale,
);
};
}
@@ -573,6 +718,7 @@ pub fn state_collision_interrupt_system(
mut match_state: ResMut<MatchState>,
stage_registry: Res<StageManifestRegistry>,
stage_manifests: Res<Assets<StageManifest>>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
) {
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
return;
@@ -587,6 +733,7 @@ pub fn state_collision_interrupt_system(
mut state,
mut frame,
fighter,
animations,
attack_script_assets,
mut hitstop,
mut pending_respawn,
@@ -598,6 +745,9 @@ pub fn state_collision_interrupt_system(
let manifest = fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
let baked = baked_animations
.get(&animations.baked)
.expect("Animation should exist");
if pending_respawn.0 {
**pending_respawn = false;
@@ -623,6 +773,8 @@ pub fn state_collision_interrupt_system(
// Clear hitstop
hitstop.remaining_frames = 0;
frame.knockback_velocity.0 = FGVec2::ZERO;
frame.knockback_state.clear();
// subtract one stock
@@ -637,6 +789,9 @@ pub fn state_collision_interrupt_system(
// reset percentage
*damage = FighterDamage::default();
// reset ledge
*frame.ledge_information = FighterLedgeInformation::default();
transition_state(
&mut state,
@@ -644,7 +799,10 @@ pub fn state_collision_interrupt_system(
&mut frame,
&manifest.attributes,
attack_script_assets,
&stage_collision,
&game_settings,
baked,
manifest.model_scale,
);
continue;
}
@@ -654,7 +812,7 @@ pub fn state_collision_interrupt_system(
}
let new_state = state.check_collision_interrupt(
&mut frame.collision_context(&stage_collision, &game_settings),
&mut frame.collision_context(&stage_collision, manifest, &game_settings),
);
if let Some(new_state) = new_state {
transition_state(
@@ -663,8 +821,97 @@ pub fn state_collision_interrupt_system(
&mut frame,
&manifest.attributes,
&attack_script_assets,
&stage_collision,
&game_settings,
baked,
manifest.model_scale,
);
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::fighter::ecb::FighterPreviousECB;
use crate::stage::line::{StageLedge, StageLedgeSide, StageVertexID};
#[test]
fn animation_positions_map_forward_to_facing_and_preserve_height() {
let position = FGVec3::lit("99", "3", "5");
assert_eq!(
animation_position_to_gameplay(position, &FighterFacingDirection::Right),
FGVec2::lit("5", "3")
);
assert_eq!(
animation_position_to_gameplay(position, &FighterFacingDirection::Left),
FGVec2::lit("-5", "3")
);
}
#[test]
fn ledge_lockout_suppresses_ledge_collision() {
let ledge_id = StageVertexID {
polygon: 0,
vertex: 0,
};
let stage_collision = StageCollision {
ledges: vec![StageLedge {
id: ledge_id,
position: FGVec2::ZERO,
hang_side: StageLedgeSide::Left,
}],
..default()
};
let previous_translation = FighterPreviousTranslation::default();
let input = FighterInput::default();
let mut translation = FighterTranslation::default();
let mut velocity = FighterVelocity::default();
let mut knockback_velocity = FighterKnockbackVelocity::default();
let mut knockback_state = FighterKnockbackState::default();
let mut surface = FighterSurfaceState::default();
let mut ecb = FighterECB::default();
let mut desired_ecb = FighterDesiredECB {
top: FGVec2::lit("0", "2"),
bottom: FGVec2::ZERO,
left: FGVec2::lit("-1", "1"),
right: FGVec2::lit("1", "1"),
};
let mut ledge_info = FighterLedgeInformation {
regrab_lockout_remaining_frames: 5,
..default()
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut presentation_snap = FighterPresentationSnap::default();
let context = CollisionContext {
translation: &mut translation,
prev_translation: &previous_translation,
input: &input,
velocity: &mut velocity,
knockback_velocity: &mut knockback_velocity,
knockback_state: &mut knockback_state,
surface: &mut surface,
ecb: &mut ecb,
desired_ecb: &mut desired_ecb,
ledge_info: &mut ledge_info,
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 0,
presentation_snap: &mut presentation_snap,
fighter_ledge_collision_box: FGRect {
origin: FGVec2::lit("-1", "1"),
end: FGVec2::lit("1", "-1"),
},
downward_stick_threshold: FGi32::ONE,
waveland_snap_distance: FGi32::ZERO,
};
assert!(context.air_collide_with_ledges().is_none());
context.ledge_info.regrab_lockout_remaining_frames = 0;
assert_eq!(
context.air_collide_with_ledges().map(|result| result.ledge),
Some(ledge_id)
);
}
}
+4 -1
View File
@@ -46,7 +46,10 @@ impl FighterStateImpl for PlatformPassState {
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
true,
crate::fighter::collision::AirCollisionOptions {
can_pass_through_soft_platforms: true,
..Default::default()
},
)
}
-1
View File
@@ -48,7 +48,6 @@ impl FighterStateImpl for RunState {
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
}
-1
View File
@@ -40,7 +40,6 @@ impl FighterStateImpl for WalkState {
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
}
+13 -5
View File
@@ -1,6 +1,6 @@
use bevy::prelude::*;
use crate::stage::line::StageLineID;
use crate::{fighter::FighterLedgeInformation, stage::line::StageLineID};
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum EcbLockPolicy {
@@ -53,8 +53,9 @@ impl FighterSurfaceState {
}
}
pub(crate) fn land(&mut self, line_id: StageLineID) {
pub(crate) fn land(&mut self, line_id: StageLineID, ledge_info: &mut FighterLedgeInformation) {
*self = Self::Grounded { line_id };
ledge_info.grab_count = 0;
}
pub fn clear_polygon_ignore(&mut self, polygon: usize) {
@@ -151,7 +152,11 @@ mod tests {
polygon: 2,
segment: 3,
};
surface.land(line_id);
let mut ledge_info = FighterLedgeInformation {
regrab_lockout_remaining_frames: 0,
grab_count: 0,
};
surface.land(line_id, &mut ledge_info);
assert!(surface.is_grounded());
assert_eq!(surface.line_id(), Some(line_id));
@@ -220,8 +225,11 @@ mod tests {
surface.ignore_polygon(3, 5);
surface.apply_airborne_policy(EcbLockPolicy::Restart, 2);
assert!(surface.is_polygon_ignored(3));
surface.land(StageLineID { polygon: 0, segment: 0 });
let mut ledge_info = FighterLedgeInformation {
regrab_lockout_remaining_frames: 0,
grab_count: 0,
};
surface.land(StageLineID { polygon: 0, segment: 0 }, &mut ledge_info);
assert!(!surface.is_polygon_ignored(3));
}
}
+13
View File
@@ -10,11 +10,15 @@ use crate::{math::int::FGi32, menus::style::FGUiStyle};
pub struct FighterSettingsCommon {
pub walk_speed_ease: FGi32,
/// Horizontal position nudge applied to each overlapping grounded fighter.
pub grounded_push_nudge: FGi32,
/// Maximum allowed horizontal velocity
pub ground_max_horizontal_velocity: FGi32,
/// Ground friction applied when the fighter is above the walk speed
pub ground_friction_over_walk_speed_multiplier: FGi32,
/// Minimum active launch frames between hits before airborne knockback stacks.
pub knockback_stacking_window: u32,
pub knockback_decay_per_frame: FGi32,
@@ -48,6 +52,13 @@ pub struct FighterSettingsCommon {
pub angel_platform_invulnerability_duration: u32,
/// Frames during which a fighter cannot grab any ledge after dropping from one.
pub ledge_drop_regrab_lockout_duration_frames: u32,
/// How many frames (+ the ledge animation duration) the fighter will be invulnerable after grabbing the ledge
pub ledge_grab_invulnerability_duration: u32,
/// How many times the fighter can grab the ledge without landing and still get invulnerability
pub max_ledge_grab_count: u32,
/// When hit while the receiver is in the air, use this angle
pub sakurai_angle_aerial_angle: FGi32,
/// When hit while the receiver is in the ground and at low knockback, use this angle
@@ -56,6 +67,8 @@ pub struct FighterSettingsCommon {
pub sakurai_angle_high_knockback_angle: FGi32,
/// past this threshold, the knockback is considered high, so it will use [sakurai_angle_high_knockback_angle]
pub sakurai_angle_knockback_threshold: FGi32,
pub waveland_snap_distance: FGi32,
}
#[derive(Reflect, Serialize, Deserialize, Clone)]
#[reflect(opaque)]
File diff suppressed because it is too large Load Diff
+347 -65
View File
@@ -9,6 +9,8 @@ use crate::fighter::FighterFacingDirection;
use crate::fighter::attack::AttackKind;
use crate::game_settings::GameSettings;
use crate::input::{DigitalAction, FighterInputFrame};
use crate::math::int::FGi32;
use crate::math::vec::FGVec2;
use crate::netcode::GGRSCfg;
use crate::player::Player;
@@ -22,6 +24,7 @@ pub enum FighterCommands {
SmashMoveDown,
SmashMoveLeft,
SmashMoveRight,
TapJump,
}
pub(crate) fn second_binding_pressed(
@@ -32,7 +35,7 @@ pub(crate) fn second_binding_pressed(
}
impl FighterCommands {
pub const COUNT: usize = 8;
pub const COUNT: usize = 9;
pub const fn index(self) -> usize {
match self {
@@ -44,6 +47,7 @@ impl FighterCommands {
Self::SmashMoveDown => 5,
Self::SmashMoveLeft => 6,
Self::SmashMoveRight => 7,
Self::TapJump => 8,
}
}
}
@@ -62,6 +66,34 @@ pub enum FighterAttackCommandType {
TiltAttackRight,
}
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum FlickDirection {
Up,
Down,
Left,
Right,
}
impl FlickDirection {
const fn smash_move_command(self) -> FighterCommands {
match self {
Self::Up => FighterCommands::SmashMoveUp,
Self::Down => FighterCommands::SmashMoveDown,
Self::Left => FighterCommands::SmashMoveLeft,
Self::Right => FighterCommands::SmashMoveRight,
}
}
const fn smash_attack_command(self) -> FighterAttackCommandType {
match self {
Self::Up => FighterAttackCommandType::SmashAttackUp,
Self::Down => FighterAttackCommandType::SmashAttackDown,
Self::Left => FighterAttackCommandType::SmashAttackLeft,
Self::Right => FighterAttackCommandType::SmashAttackRight,
}
}
}
impl FighterAttackCommandType {
pub fn to_attack_kind_grounded(&self) -> AttackKind {
match self {
@@ -191,6 +223,149 @@ impl ButtonHistory {
}
}
#[derive(Clone, Copy, Debug, Hash)]
struct FlickAxisState {
age: u8,
eligible: bool,
consumed: bool,
command_emitted: bool,
}
impl Default for FlickAxisState {
fn default() -> Self {
Self {
age: u8::MAX,
eligible: false,
consumed: false,
command_emitted: false,
}
}
}
impl FlickAxisState {
fn update(
&mut self,
current: FGi32,
previous: FGi32,
reset_threshold: FGi32,
axis_threshold: FGi32,
frame_threshold: u8,
) {
if current.abs() < reset_threshold {
*self = Self::default();
return;
}
if previous.abs() < reset_threshold || previous.signum() != current.signum() {
self.age = 1;
self.consumed = false;
self.command_emitted = false;
} else {
self.age = self.age.saturating_add(1);
}
self.eligible =
!self.consumed && current.abs() >= axis_threshold && self.age <= frame_threshold;
}
}
#[derive(Clone, Copy, Debug, Default, Hash)]
struct StickFlickState {
x: FlickAxisState,
y: FlickAxisState,
}
impl StickFlickState {
fn update(
&mut self,
current: FGVec2,
previous: FGVec2,
reset_threshold: FGi32,
axis_threshold: FGi32,
frame_threshold: u8,
) {
self.x.update(
current.x,
previous.x,
reset_threshold,
axis_threshold,
frame_threshold,
);
self.y.update(
current.y,
previous.y,
reset_threshold,
axis_threshold,
frame_threshold,
);
}
fn peek(&self, value: FGVec2) -> Option<FlickDirection> {
self.resolve(value, self.x.eligible, self.y.eligible)
}
/// Returns each axis that has not produced a passive command during this
/// gesture. This does not consume the flick, so an attack can still use
/// the remainder of its smash-input window.
fn next_commands(&mut self, value: FGVec2) -> [Option<FlickDirection>; 2] {
let use_x = self.x.eligible && !self.x.command_emitted;
let use_y = self.y.eligible && !self.y.command_emitted;
if use_x {
self.x.command_emitted = true;
}
if use_y {
self.y.command_emitted = true;
}
[
use_x.then_some(if value.x.is_positive() {
FlickDirection::Right
} else {
FlickDirection::Left
}),
use_y.then_some(if value.y.is_positive() {
FlickDirection::Up
} else {
FlickDirection::Down
}),
]
}
fn consume(&mut self, value: FGVec2) -> Option<FlickDirection> {
let direction = self.peek(value)?;
// Simultaneous eligible axes are one diagonal gesture. Consuming only
// the selected axis would expose the other axis on the next frame.
if self.x.eligible {
self.x.consumed = true;
self.x.eligible = false;
}
if self.y.eligible {
self.y.consumed = true;
self.y.eligible = false;
}
Some(direction)
}
fn resolve(&self, value: FGVec2, use_x: bool, use_y: bool) -> Option<FlickDirection> {
if use_x {
Some(if value.x.is_positive() {
FlickDirection::Right
} else {
FlickDirection::Left
})
} else if use_y {
Some(if value.y.is_positive() {
FlickDirection::Up
} else {
FlickDirection::Down
})
} else {
None
}
}
}
/// Per-fighter input state. Every field is deterministic rollback state.
#[derive(Component, Clone, Copy, Hash)]
#[require(Rollback)]
@@ -201,8 +376,8 @@ pub struct FighterInput {
button_history: [ButtonHistory; 3],
prev_frame: FighterInputFrame,
current_frame: FighterInputFrame,
frames_in_x_flick_deadzone: u8,
frames_in_y_flick_deadzone: u8,
movement_flick: StickFlickState,
directional_attack_flick: StickFlickState,
attack_command: FighterAttackCommandType,
}
@@ -215,8 +390,8 @@ impl Default for FighterInput {
button_history: [ButtonHistory::default(); 3],
prev_frame: FighterInputFrame::default(),
current_frame: FighterInputFrame::default(),
frames_in_x_flick_deadzone: 0xFE,
frames_in_y_flick_deadzone: 0xFE,
movement_flick: StickFlickState::default(),
directional_attack_flick: StickFlickState::default(),
attack_command: FighterAttackCommandType::Neutral,
}
}
@@ -366,8 +541,26 @@ impl FighterInput {
self.current_frame.bindings_for(action).count()
}
pub fn get_frames_in_smash_move_deadzone(&self) -> u8 {
self.frames_in_x_flick_deadzone
pub fn peek_movement_flick(&self) -> Option<FlickDirection> {
self.movement_flick.peek(self.current_frame.movement)
}
pub fn peek_movement_flick_dbg(&self) -> u8 {
self.movement_flick.y.age
}
pub fn consume_movement_flick(&mut self) -> Option<FlickDirection> {
self.movement_flick.consume(self.current_frame.movement)
}
pub fn peek_directional_attack_flick(&self) -> Option<FlickDirection> {
self.directional_attack_flick
.peek(self.current_frame.directional_attack)
}
pub fn consume_directional_attack_flick(&mut self) -> Option<FlickDirection> {
self.directional_attack_flick
.consume(self.current_frame.directional_attack)
}
pub fn set_attack_command_type(&mut self, command: FighterAttackCommandType) {
self.attack_command = command;
@@ -439,31 +632,30 @@ pub fn postprocess_input(
);
}
let x_abs = input.current_frame.movement.x.abs();
let y_abs = input.current_frame.movement.y.abs();
let movement = input.current_frame.movement;
let previous_movement = input.prev_frame.movement;
let directional_attack = input.current_frame.directional_attack;
let previous_directional_attack = input.prev_frame.directional_attack;
let x_abs = movement.x.abs();
let y_abs = movement.y.abs();
let reset_deadzone = game_settings.input_common.smash_input_reset_axis_threshold;
let axis_threshold = game_settings.input_common.smash_input_axis_threshold;
let frame_threshold = game_settings.input_common.smash_input_frame_threshold;
if x_abs < reset_deadzone {
input.frames_in_x_flick_deadzone = 0xFE;
} else if input.prev_frame.movement.x.abs() < reset_deadzone
|| input.prev_frame.movement.x.signum() != input.current_frame.movement.x.signum()
{
input.frames_in_x_flick_deadzone = 1;
} else {
input.frames_in_x_flick_deadzone = input.frames_in_x_flick_deadzone.saturating_add(1);
}
if y_abs < reset_deadzone {
input.frames_in_y_flick_deadzone = 0xFE;
} else if input.prev_frame.movement.y.abs() < reset_deadzone
|| input.prev_frame.movement.y.signum() != input.current_frame.movement.y.signum()
{
input.frames_in_y_flick_deadzone = 1;
} else {
input.frames_in_y_flick_deadzone = input.frames_in_y_flick_deadzone.saturating_add(1);
}
input.movement_flick.update(
movement,
previous_movement,
reset_deadzone,
axis_threshold,
frame_threshold,
);
input.directional_attack_flick.update(
directional_attack,
previous_directional_attack,
reset_deadzone,
axis_threshold,
frame_threshold,
);
let tap = game_settings.input_common.input_buffer_size;
let jump_pressed = input.is_pressed(DigitalAction::Jump);
@@ -483,58 +675,40 @@ pub fn postprocess_input(
input.set_lifetime(FighterCommands::GuardHold, tap);
}
let mut y_flick_detected =
y_abs >= axis_threshold && input.frames_in_y_flick_deadzone <= frame_threshold;
let mut x_flick_detected =
x_abs >= axis_threshold && input.frames_in_x_flick_deadzone <= frame_threshold;
if y_flick_detected {
for flick in input
.movement_flick
.next_commands(movement)
.into_iter()
.flatten()
{
let command = flick.smash_move_command();
match flick {
FlickDirection::Up | FlickDirection::Down => {
input.clear_command(FighterCommands::SmashMoveUp);
input.clear_command(FighterCommands::SmashMoveDown);
input.frames_in_y_flick_deadzone = 0xFF;
let command = if input.current_frame.movement.y > 0.0 {
FighterCommands::SmashMoveUp
} else {
FighterCommands::SmashMoveDown
};
input.set_lifetime(command, tap);
}
if x_flick_detected {
FlickDirection::Left | FlickDirection::Right => {
input.clear_command(FighterCommands::SmashMoveLeft);
input.clear_command(FighterCommands::SmashMoveRight);
input.frames_in_x_flick_deadzone = 0xFF;
let command = if input.current_frame.movement.x > 0.0 {
FighterCommands::SmashMoveRight
} else {
FighterCommands::SmashMoveLeft
};
input.set_lifetime(command, tap);
}
if x_flick_detected && y_flick_detected {
x_flick_detected = x_abs > y_abs;
y_flick_detected = !x_flick_detected;
}
input.set_lifetime(command, tap);
if flick == FlickDirection::Up {
input.set_lifetime(FighterCommands::TapJump, tap);
}
}
if attack_pressed {
let attack_type = if y_flick_detected {
if input.current_frame.movement.y > 0.0 {
FighterAttackCommandType::SmashAttackUp
} else {
FighterAttackCommandType::SmashAttackDown
}
} else if x_flick_detected {
if input.current_frame.movement.x > 0.0 {
FighterAttackCommandType::SmashAttackRight
} else {
FighterAttackCommandType::SmashAttackLeft
}
let attack_type = if let Some(flick) = input.consume_movement_flick() {
flick.smash_attack_command()
} else if x_abs > y_abs {
if input.current_frame.movement.x.is_positive() {
if movement.x.is_positive() {
FighterAttackCommandType::TiltAttackRight
} else {
FighterAttackCommandType::TiltAttackLeft
}
} else if y_abs > x_abs {
if input.current_frame.movement.y.is_positive() {
if movement.y.is_positive() {
FighterAttackCommandType::TiltAttackUp
} else {
FighterAttackCommandType::TiltAttackDown
@@ -542,10 +716,16 @@ pub fn postprocess_input(
} else {
FighterAttackCommandType::Neutral
};
input.set_lifetime(FighterCommands::Attack, tap);
input.set_attack_command_type(attack_type);
}
if let Some(flick) = input.consume_directional_attack_flick() {
input.set_lifetime(FighterCommands::Attack, tap);
input.set_attack_command_type(flick.smash_attack_command());
}
for command in FighterCommands::iter() {
input.update_hold(command);
}
@@ -557,6 +737,20 @@ mod tests {
use super::*;
use crate::input::ActionBindingMask;
const RESET_THRESHOLD: FGi32 = FGi32::lit("0.2");
const AXIS_THRESHOLD: FGi32 = FGi32::lit("0.8");
const FRAME_THRESHOLD: u8 = 3;
fn update_flick(state: &mut StickFlickState, current: FGVec2, previous: FGVec2) {
state.update(
current,
previous,
RESET_THRESHOLD,
AXIS_THRESHOLD,
FRAME_THRESHOLD,
);
}
fn advance_command(input: &mut FighterInput, command: FighterCommands) {
input.reduce_command_lifetime(command);
input.update_hold(command);
@@ -577,6 +771,94 @@ mod tests {
assert!(second_binding_pressed(current, previous));
}
#[test]
fn flick_remains_available_for_the_configured_window() {
let mut flick = StickFlickState::default();
let right = FGVec2::lit("1", "0");
update_flick(&mut flick, right, FGVec2::ZERO);
assert_eq!(flick.peek(right), Some(FlickDirection::Right));
for _ in 2..=FRAME_THRESHOLD {
update_flick(&mut flick, right, right);
assert_eq!(flick.peek(right), Some(FlickDirection::Right));
}
update_flick(&mut flick, right, right);
assert_eq!(flick.peek(right), None);
}
#[test]
fn passive_command_does_not_consume_flick() {
let mut flick = StickFlickState::default();
let right = FGVec2::lit("1", "0");
update_flick(&mut flick, right, FGVec2::ZERO);
assert_eq!(
flick.next_commands(right),
[Some(FlickDirection::Right), None]
);
assert_eq!(flick.next_commands(right), [None, None]);
assert_eq!(flick.peek(right), Some(FlickDirection::Right));
update_flick(&mut flick, right, right);
assert_eq!(flick.consume(right), Some(FlickDirection::Right));
assert_eq!(flick.peek(right), None);
}
#[test]
fn consumed_flick_rearms_after_returning_below_reset_threshold() {
let mut flick = StickFlickState::default();
let right = FGVec2::lit("1", "0");
update_flick(&mut flick, right, FGVec2::ZERO);
assert_eq!(flick.consume(right), Some(FlickDirection::Right));
update_flick(&mut flick, right, right);
assert_eq!(flick.peek(right), None);
update_flick(&mut flick, FGVec2::ZERO, right);
update_flick(&mut flick, right, FGVec2::ZERO);
assert_eq!(flick.peek(right), Some(FlickDirection::Right));
}
#[test]
fn flick_can_reach_activation_threshold_after_entering_reset_deadzone() {
let mut flick = StickFlickState::default();
let partial = FGVec2::lit("0.4", "0");
let right = FGVec2::lit("1", "0");
update_flick(&mut flick, partial, FGVec2::ZERO);
assert_eq!(flick.peek(partial), None);
update_flick(&mut flick, right, partial);
assert_eq!(flick.peek(right), Some(FlickDirection::Right));
}
#[test]
fn diagonal_flick_prioritizes_horizontal_and_consumes_the_gesture() {
let mut flick = StickFlickState::default();
let diagonal = FGVec2::lit("0.9", "1");
update_flick(&mut flick, diagonal, FGVec2::ZERO);
assert_eq!(
flick.next_commands(diagonal),
[Some(FlickDirection::Right), Some(FlickDirection::Up)]
);
assert_eq!(flick.consume(diagonal), Some(FlickDirection::Right));
assert_eq!(flick.peek(diagonal), None);
}
#[test]
fn direction_reversal_starts_a_new_flick() {
let mut flick = StickFlickState::default();
let right = FGVec2::lit("1", "0");
let left = FGVec2::lit("-1", "0");
update_flick(&mut flick, right, FGVec2::ZERO);
assert_eq!(flick.consume(right), Some(FlickDirection::Right));
update_flick(&mut flick, left, right);
assert_eq!(flick.peek(left), Some(FlickDirection::Left));
}
#[test]
fn command_can_be_consumed_without_erasing_raw_input() {
let mut input = FighterInput::default();
+17
View File
@@ -9,6 +9,7 @@ use crate::math::vec::FGVec2;
pub fn sample_gamepad(pad: &Gamepad, input_map: &BaseInputMap) -> FighterInputFrame {
let mut input_frame = FighterInputFrame::default();
let mut movement = Vec2::ZERO;
let mut directional_attack = Vec2::ZERO;
for gamepad_element in &input_map.gamepad {
match &gamepad_element.binding {
@@ -34,12 +35,24 @@ pub fn sample_gamepad(pad: &Gamepad, input_map: &BaseInputMap) -> FighterInputFr
movement.y += sign as f32
}
}
InputMapAction::AttackXDir(sign) => {
if pressed {
directional_attack.x += sign as f32;
}
}
InputMapAction::AttackYDir(sign) => {
if pressed {
directional_attack.y += sign as f32;
}
}
}
}
// gamepad does not have a separate axis for left and right, so sign here should be 1
GamepadBinding::Axis(axis, sign) => {
let value = pad.get(*axis).unwrap_or(0.0) * (*sign as f32);
match gamepad_element.action {
InputMapAction::AttackXDir(_) => directional_attack.x += value,
InputMapAction::AttackYDir(_) => directional_attack.y += value,
InputMapAction::MovementXDir(_) => movement.x += value,
InputMapAction::MovementYDir(_) => movement.y += value,
_ => {}
@@ -49,6 +62,10 @@ pub fn sample_gamepad(pad: &Gamepad, input_map: &BaseInputMap) -> FighterInputFr
}
input_frame.movement = FGVec2::new(FGi32::from_num(movement.x), FGi32::from_num(movement.y));
input_frame.directional_attack = FGVec2::new(
FGi32::from_num(directional_attack.x),
FGi32::from_num(directional_attack.y),
);
input_frame
}
+6
View File
@@ -39,6 +39,12 @@ pub fn sample_keyboard(key: &ButtonInput<KeyCode>, input_map: &BaseInputMap) ->
);
}
}
InputMapAction::AttackXDir(sign) => {
input_frame.directional_attack.x += (sign) * action_strength;
}
InputMapAction::AttackYDir(sign) => {
input_frame.directional_attack.y += (sign) * action_strength;
}
}
}
+3
View File
@@ -12,6 +12,8 @@ pub enum InputActionState {
#[derive(Debug)]
pub enum InputMapAction {
AttackXDir(i32),
AttackYDir(i32),
MovementXDir(i32),
MovementYDir(i32),
Jump,
@@ -26,6 +28,7 @@ impl InputMapAction {
Self::Shield => Some(crate::input::DigitalAction::Shield),
Self::Attack => Some(crate::input::DigitalAction::Attack),
Self::MovementXDir(_) | Self::MovementYDir(_) => None,
Self::AttackYDir(_) | Self::AttackXDir(_) => None,
}
}
}
+24 -1
View File
@@ -14,7 +14,7 @@ pub mod gamepad;
pub mod keyboard;
pub mod map;
pub use buffer::{FighterCommands, FighterInput};
pub use buffer::{FighterCommands, FighterInput, FlickDirection};
pub use frame::{ActionBindingMask, DigitalAction, DigitalActionBindings, FighterInputFrame};
pub use map::{
BaseInputMap, GamepadBinding, GamepadInputMapElement, InputActionState, InputMapAction,
@@ -136,6 +136,11 @@ impl Plugin for FighterInputPlugin {
action: InputMapAction::Jump,
binding_slot: 0,
},
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::West),
action: InputMapAction::Jump,
binding_slot: 1,
},
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::LeftTrigger2),
action: InputMapAction::Shield,
@@ -152,6 +157,17 @@ impl Plugin for FighterInputPlugin {
action: InputMapAction::Attack,
binding_slot: 0,
},
//C-stick
GamepadInputMapElement {
binding: GamepadBinding::Axis(GamepadAxis::RightStickX, 1),
action: InputMapAction::AttackXDir(1),
binding_slot: 0,
},
GamepadInputMapElement {
binding: GamepadBinding::Axis(GamepadAxis::RightStickY, 1),
action: InputMapAction::AttackYDir(1),
binding_slot: 0,
},
],
})
.insert_resource(MenuInputMap {
@@ -259,6 +275,13 @@ fn preprocess_input_frame(frame: &mut FighterInputFrame, game_settings: &GameSet
if frame.movement.y.abs() < game_settings.input_common.stick_deadzone {
frame.movement.y = FGi32::ZERO;
}
if frame.directional_attack.x.abs() < game_settings.input_common.stick_deadzone {
frame.directional_attack.x = FGi32::ZERO;
}
if frame.directional_attack.y.abs() < game_settings.input_common.stick_deadzone {
frame.directional_attack.y = FGi32::ZERO;
}
}
fn read_local_inputs(
+3
View File
@@ -48,6 +48,8 @@ pub mod fighter;
pub mod filled_gizmos;
pub mod game_settings;
pub mod input;
#[cfg(feature = "hitbox-viewer")]
pub mod hitbox_viewer;
pub mod match_loading;
pub mod match_runtime;
pub mod materials;
@@ -61,6 +63,7 @@ pub mod scripting;
pub mod stage;
pub mod texture_reference;
pub mod ui;
pub mod egui_color_convert;
#[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
pub enum AppState {
+10
View File
@@ -363,6 +363,16 @@ pub fn prepare_match(
);
return;
}
if !baked.contains_bone(&manifest.root_motion_bone) {
fail_match(
&mut next_state,
&format!(
"{:?} references missing root motion bone {:?}",
character.fighter, manifest.root_motion_bone
),
);
return;
}
let ecb_bone_indices = baked.bone_names.iter().enumerate().filter_map(|(idx, name)| {
if manifest.ecb_bones.contains(name) {
+22 -7
View File
@@ -1,10 +1,17 @@
use bevy::{gltf::GltfMaterialName, pbr::{ExtendedMaterial, MaterialExtension}, prelude::*, render::render_resource::AsBindGroup, shader::ShaderRef, world_serialization::WorldInstanceReady};
use bevy::{
gltf::GltfMaterialName,
pbr::{ExtendedMaterial, MaterialExtension},
prelude::*,
render::render_resource::AsBindGroup,
shader::ShaderRef,
world_serialization::WorldInstanceReady,
};
pub type FighterMaterial = ExtendedMaterial<StandardMaterial, FighterMaterialExtension>;
#[derive(Component)]
pub struct FighterMesh {
pub fighter: Entity
pub fighter: Entity,
}
#[derive(Asset, AsBindGroup, Reflect, Debug, Clone, Default)]
@@ -56,8 +63,6 @@ pub fn bind_fighter_material(
continue;
};
dbg!(material_name);
if !material_name.starts_with("Fighter_") {
continue;
}
@@ -66,12 +71,22 @@ pub fn bind_fighter_material(
continue;
};
commands.entity(entity).insert((MeshMaterial3d(asset_materials.add(ExtendedMaterial {
commands
.entity(entity)
.remove::<MeshMaterial3d<StandardMaterial>>()
.insert((
MeshMaterial3d(asset_materials.add(ExtendedMaterial {
base: StandardMaterial {
// can be used in forward or deferred mode
..original_material.clone()
},
extension: FighterMaterialExtension::new(bevy::color::palettes::css::BLUE.into())
})), FighterMesh { fighter: scene_ready.entity }));
extension: FighterMaterialExtension::new(
bevy::color::palettes::css::BLUE.into(),
),
})),
FighterMesh {
fighter: scene_ready.entity,
},
));
}
}
+1 -5
View File
@@ -8,16 +8,12 @@ pub mod fighter_material;
pub struct ShinesparkMaterialPlugin;
pub fn startup_test(asset_server: Res<AssetServer>) {
let test: Handle<Shader> = asset_server.load("embedded://shinespark/shaders/fighter.wgsl");
dbg!(test);
}
impl Plugin for ShinesparkMaterialPlugin {
fn build(&self, app: &mut App) {
let omit_prefix = "";
embedded_asset!(app, omit_prefix, "shaders/fighter.wgsl");
app.add_systems(Startup, startup_test)
app
.add_observer(fighter_material::bind_fighter_material)
.add_plugins(MaterialPlugin::<fighter_material::FighterMaterial>::default());
}
+1
View File
@@ -3,3 +3,4 @@ pub mod segment;
pub mod vec;
pub mod fixed_transform;
pub mod vec3;
pub mod rect;
+12
View File
@@ -0,0 +1,12 @@
use crate::math::vec::FGVec2;
pub struct FGRect {
pub origin: FGVec2,
pub end: FGVec2,
}
impl FGRect {
pub fn contains_point(&self, point: FGVec2) -> bool {
point.x >= self.origin.x && point.y <= self.origin.y && point.x <= self.end.x && point.y >= self.end.y
}
}
+2 -2
View File
@@ -153,8 +153,8 @@ pub fn navigate(
Ok(_entity) => {
// Successfully navigated
}
Err(e) => {
error!("Navigation error: {}", e)
Err(_e) => {
//error!("Navigation error: {}", e)
}
}
}
+3 -3
View File
@@ -17,14 +17,14 @@ pub enum GameplaySet {
Input,
/// Decide whether the current fighter state hands off to another one.
Interrupt,
/// Sample the animation pose selected by the interrupt pass.
Animation,
/// Run the fighter state that survived the interrupt pass.
StateUpdate,
/// Integrate velocities into positions.
Physics,
/// Resolve the integrated positions against the stage.
Collision,
/// Solve collision boxes
Animation,
/// Resolve attacks
Attacks,
/// Advance match rules and detect the end of the match.
@@ -42,9 +42,9 @@ impl Plugin for GameplaySchedulePlugin {
(
GameplaySet::Input,
GameplaySet::Interrupt,
GameplaySet::Animation,
GameplaySet::StateUpdate,
GameplaySet::Physics,
GameplaySet::Animation,
GameplaySet::Collision,
GameplaySet::Attacks,
GameplaySet::MatchRules,
+22 -7
View File
@@ -1,6 +1,5 @@
use bevy::prelude::*;
use serde::{Deserialize, Serialize};
use std::collections::HashSet;
use crate::{fighter::attack::AttackHitbox, math::int::FGi32};
@@ -15,22 +14,38 @@ pub enum MoveAngleKind {
#[derive(Asset, Reflect, Serialize, Deserialize)]
pub struct FighterAttackScript {
pub hitboxes: Vec<AttackHitbox>,
pub iasa_frame: u32,
pub wont_autocancel_window: (u32, u32),
pub iasa_frame: Option<u32>,
pub wont_autocancel_window: Option<(u32, u32)>,
pub landing_duration: Option<u32>,
pub use_root_motion: bool
}
impl FighterAttackScript {
pub fn validate(&self) -> Result<(), String> {
let mut ids = HashSet::with_capacity(self.hitboxes.len());
for hitbox in &self.hitboxes {
hitbox.validate()?;
if !ids.insert(hitbox.id) {
return Err(format!("duplicate hitbox id {}", hitbox.id));
}
for (index, left) in self.hitboxes.iter().enumerate() {
for right in self.hitboxes.iter().skip(index + 1) {
if left.id == right.id
&& left.start_frame < right.end_frame
&& right.start_frame < left.end_frame
{
return Err(format!(
"hitbox id {} has overlapping intervals {}..{} and {}..{}",
left.id, left.start_frame, left.end_frame, right.start_frame,
right.end_frame
));
}
}
if self.wont_autocancel_window.0 > self.wont_autocancel_window.1 {
}
if let Some(wont_autocancel_window) = self.wont_autocancel_window {
if wont_autocancel_window.0 > wont_autocancel_window.1 {
return Err("autocancel window end precedes its start".into());
}
}
Ok(())
}
}
+231 -54
View File
@@ -1,6 +1,7 @@
use std::{cell::RefCell, collections::HashMap, rc::Rc};
use rhai::EvalAltResult;
use serde::{Deserialize, Serialize};
use crate::{
fighter::attack::{self, AttackAngle, FighterDamage, Knockback, KnockbackType},
@@ -10,11 +11,40 @@ use crate::{
#[derive(Debug, Default)]
struct MoveCompiler {
hitboxes: HashMap<u32, attack::AttackHitbox>,
active_hitboxes: Vec<u32>,
hitboxes: Vec<attack::AttackHitbox>,
active_hitboxes: HashMap<u32, usize>,
wont_autocancel_window: Option<(u32, u32)>,
iasa_frame: Option<u32>,
landing_duration: Option<u32>,
cursor: u32,
use_root_motion: bool,
}
#[derive(Debug, Serialize, Deserialize, Clone)]
pub struct SharedHitboxInfo {
damage: FighterDamage,
angle: AttackAngle,
knockback_type: KnockbackType,
knockback: Knockback,
knockback_growth: FGi32,
}
impl SharedHitboxInfo {
pub fn make(
damage: FighterDamage,
angle: AttackAngle,
knockback_type: KnockbackType,
knockback: Knockback,
knockback_growth: FGi32,
) -> Self {
Self {
damage,
angle,
knockback_type,
knockback,
knockback_growth,
}
}
}
fn rhai_u32(value: i64, parameter: &str) -> Result<u32, Box<EvalAltResult>> {
@@ -43,28 +73,18 @@ impl MoveCompiler {
}
fn remove_hitbox(&mut self, id: u32) -> Result<(), Box<EvalAltResult>> {
let hb = self
.hitboxes
.get_mut(&id)
let hitbox_index = *self
.active_hitboxes
.get(&id)
.ok_or(format!("Can't remove hitbox with {id}: Hitbox not found"))?;
let active_hbox_position =
self.active_hitboxes
.iter()
.position(|i| *i == id)
.ok_or(format!(
"Can't remove hitbox with ID {id}: Hitbox was not active"
))?;
hb.end_frame = self.cursor;
self.active_hitboxes.remove(active_hbox_position);
self.hitboxes[hitbox_index].end_frame = self.cursor;
self.active_hitboxes.remove(&id);
Ok(())
}
fn remove_all_hitboxes(&mut self) -> Result<(), Box<EvalAltResult>> {
// We are gonna modify the array, so take a copy...
for hitbox_id in self.active_hitboxes.clone() {
for hitbox_id in self.active_hitboxes.keys().copied().collect::<Vec<_>>() {
self.remove_hitbox(hitbox_id)?;
}
@@ -95,16 +115,21 @@ impl MoveCompiler {
self.iasa_frame = Some(iasa_frame);
}
fn enable_root_motion(&mut self) {
self.use_root_motion = true;
}
fn into_attack_script(mut self) -> Result<FighterAttackScript, String> {
self.remove_all_hitboxes().map_err(|err| err.to_string())?;
let mut hitboxes: Vec<_> = self.hitboxes.into_values().collect();
hitboxes.sort_unstable_by_key(|hitbox| hitbox.id);
let iasa_frame = self.iasa_frame.unwrap_or(100000);
let wont_autocancel_window = self.wont_autocancel_window.unwrap_or((0, 100000));
let mut hitboxes = self.hitboxes;
hitboxes.sort_unstable_by_key(|hitbox| (hitbox.id, hitbox.start_frame));
Ok(FighterAttackScript {
hitboxes,
iasa_frame,
wont_autocancel_window,
iasa_frame: self.iasa_frame,
wont_autocancel_window: self.wont_autocancel_window,
landing_duration: self.landing_duration,
use_root_motion: self.use_root_motion,
})
}
}
@@ -117,7 +142,9 @@ pub fn register_common_types(engine: &mut rhai::Engine) {
.register_fn("knockback_normal", KnockbackType::make_normal)
.register_fn("knockback_fixed", KnockbackType::make_fixed)
.register_type_with_name::<AttackAngle>("Angle")
.register_fn("angle", |str: &str| AttackAngle::make_normal(FGi32::lit(str)))
.register_fn("angle", |str: &str| {
AttackAngle::make_normal(FGi32::lit(str))
})
.register_fn("angle_sakurai", AttackAngle::make_sakurai)
.register_type_with_name::<Knockback>("Knockback")
.register_fn("knockback", Knockback::lit)
@@ -128,6 +155,17 @@ pub fn register_common_types(engine: &mut rhai::Engine) {
.register_type_with_name::<FGVec3>("Vec3")
.register_fn("vec3", FGVec3::lit)
.register_type_with_name::<FighterDamage>("FighterDamage")
.register_type_with_name::<SharedHitboxInfo>("SharedHitboxInfo")
.register_fn(
"make_hitbox_info",
|damage: FighterDamage,
angle: AttackAngle,
knockback_type: KnockbackType,
knockback: Knockback,
knockback_growth: FGi32| {
SharedHitboxInfo::make(damage, angle, knockback_type, knockback, knockback_growth)
},
)
.register_fn("damage", FighterDamage::lit);
}
@@ -200,6 +238,48 @@ pub fn compile_script(text: &str) -> Result<FighterAttackScript, String> {
);
}
{
let mc = mc.clone();
engine.register_fn(
"enable_root_motion",
move || -> Result<(), Box<EvalAltResult>> {
let mut b = mc.borrow_mut();
b.enable_root_motion();
Ok(())
},
);
}
{
let mc = mc.clone();
engine.register_fn(
"hitbox",
move |id: i64,
group: i64,
bone: &str,
offset: FGVec3,
radius: FGi32,
shared: SharedHitboxInfo|
-> Result<(), Box<EvalAltResult>> {
add_hitbox(
&mc,
id,
group,
bone,
shared.damage,
offset,
radius,
shared.angle.clone(),
shared.knockback_type,
shared.knockback,
shared.knockback_growth,
)
},
);
}
// Keep the original script syntax working. Melee's default collision
// group is shared by all hitbox slots in an attack.
{
let mc = mc.clone();
engine.register_fn(
@@ -214,17 +294,91 @@ pub fn compile_script(text: &str) -> Result<FighterAttackScript, String> {
knockback: Knockback,
knockback_growth: FGi32|
-> Result<(), Box<EvalAltResult>> {
let mut b = mc.borrow_mut();
// Rhai does not have first class u32 support, so we have to do this.
let id = rhai_u32(id, "hitbox id")?;
if b.hitboxes.contains_key(&id) {
return Err(format!("Hitbox with ID {} already existed!", id).into());
add_hitbox(
&mc,
id,
0,
bone,
damage,
offset,
radius,
angle,
knockback_type,
knockback,
knockback_growth,
)
},
);
}
let hitbox = attack::AttackHitbox {
{
let mc = mc.clone();
engine.register_fn(
"hitbox",
move |id: i64,
group: i64,
bone: &str,
damage: FighterDamage,
offset: FGVec3,
radius: FGi32,
angle: AttackAngle,
knockback_type: KnockbackType,
knockback: Knockback,
knockback_growth: FGi32|
-> Result<(), Box<EvalAltResult>> {
add_hitbox(
&mc,
id,
group,
bone,
damage,
offset,
radius,
angle,
knockback_type,
knockback,
knockback_growth,
)
},
);
}
engine.run(&text)
};
let script = result
.map(|_| {
Rc::into_inner(mc)
.unwrap()
.into_inner()
.into_attack_script()
})
.map_err(|err| err.to_string())??;
script.validate().map(|()| script)
}
fn add_hitbox(
mc: &Rc<RefCell<MoveCompiler>>,
raw_id: i64,
raw_group: i64,
bone: &str,
damage: FighterDamage,
offset: FGVec3,
radius: FGi32,
angle: AttackAngle,
knockback_type: KnockbackType,
knockback: Knockback,
knockback_growth: FGi32,
) -> Result<(), Box<EvalAltResult>> {
let mut b = mc.borrow_mut();
let id = rhai_u32(raw_id, "hitbox id")?;
let group = rhai_u32(raw_group, "hitbox group")?;
if b.active_hitboxes.contains_key(&id) {
return Err(format!("Hitbox with ID {} is already active!", id).into());
}
let hitbox_index = b.hitboxes.len();
let frame = b.cursor;
b.hitboxes.push(attack::AttackHitbox {
id,
group,
bone: bone.to_owned(),
damage,
offset,
@@ -233,28 +387,11 @@ pub fn compile_script(text: &str) -> Result<FighterAttackScript, String> {
knockback_type,
knockback,
knockback_growth,
start_frame: b.cursor,
end_frame: b.cursor,
};
b.hitboxes.insert(id, hitbox);
b.active_hitboxes.push(id);
start_frame: frame,
end_frame: frame,
});
b.active_hitboxes.insert(id, hitbox_index);
Ok(())
},
);
}
engine.run(&text)
};
result
.map(|_| {
Rc::into_inner(mc)
.unwrap()
.into_inner()
.into_attack_script()
})
.map_err(|err| err.to_string())?
}
#[cfg(test)]
@@ -316,4 +453,44 @@ mod tests {
assert_eq!(script.hitboxes[0].start_frame, 1);
assert_eq!(script.hitboxes[0].end_frame, 2);
}
#[test]
fn hitbox_ids_can_be_reused_after_removal() {
let script = compile_script(&format!(
"frame(1); {HITBOX} frame(2); remove_hitbox(0); frame(4); {HITBOX} frame(5);"
))
.unwrap();
assert_eq!(script.hitboxes.len(), 2);
assert_eq!(script.hitboxes[0].start_frame, 1);
assert_eq!(script.hitboxes[0].end_frame, 2);
assert_eq!(script.hitboxes[1].start_frame, 4);
assert_eq!(script.hitboxes[1].end_frame, 5);
}
#[test]
fn explicit_hitbox_group_is_compiled() {
let script = compile_script(
r#"frame(1); hitbox(7, 3, "hand_l", damage("1"), vec3("0", "0", "0"), fg32("1"), angle("0"), knockback_normal(), knockback("1"), fg32("1")); frame(2);"#,
)
.unwrap();
assert_eq!(script.hitboxes[0].id, 7);
assert_eq!(script.hitboxes[0].group, 3);
}
#[test]
fn legacy_hitboxes_share_the_default_collision_group() {
let script = compile_script(
r#"
frame(1);
hitbox(0, "hand_l", damage("1"), vec3("0", "0", "0"), fg32("1"), angle("0"), knockback_normal(), knockback("1"), fg32("1"));
hitbox(1, "hand_l", damage("1"), vec3("0", "0", "0"), fg32("1"), angle("0"), knockback_normal(), knockback("1"), fg32("1"));
frame(2);
"#,
)
.unwrap();
assert_eq!(script.hitboxes.iter().map(|hitbox| hitbox.group).collect::<Vec<_>>(), vec![0, 0]);
}
}
+29 -5
View File
@@ -1,15 +1,15 @@
use bevy::{color::palettes::css::RED, prelude::*};
use crate::{
match_loading::MatchConfig, math::{int::FGi32, vec3::FGVec3}, stage::{
line::StageCollision,
manifest::{StageManifest, StageManifestRegistry},
game_settings::GameSettings, match_loading::MatchConfig, math::{int::FGi32, vec3::FGVec3}, stage::{
line::{StageCollision, StageLedgeSide, StagePolyLineSegmentType}, manifest::{StageManifest, StageManifestRegistry},
},
};
pub fn debug_draw_scene(mut gizmos: Gizmos, stage_collision: Res<StageCollision>) {
pub fn debug_draw_scene(mut gizmos: Gizmos, stage_collision: Res<StageCollision>, game_settings: Res<GameSettings>) {
for poly in stage_collision.stage_polys.iter() {
for segment in poly.segments.iter() {
for (segment, next_segment) in poly.segments.iter().zip(poly.segments.iter().cycle().skip(1)) {
let wavedash_normal = ((next_segment.normal.to_vec2() + segment.normal.to_vec2()) * 0.5).normalize();
let from = segment.segment.point1().to_vec2();
let to = segment.segment.point2().to_vec2();
let from_3d = Vec3::new(from.x, from.y, 0.0);
@@ -18,8 +18,32 @@ pub fn debug_draw_scene(mut gizmos: Gizmos, stage_collision: Res<StageCollision>
gizmos.line(from_3d, end_3d, RED);
let midpoint = (from_3d + end_3d) * 0.5;
gizmos.arrow(midpoint, midpoint + normal_3d, RED);
if matches!(segment.segment_type, StagePolyLineSegmentType::Floor) {
let radius = game_settings.fighter_common.waveland_snap_distance.to_num::<f32>();
let a = segment.segment.point1().to_vec2();
let a = Vec3::new(a.x, a.y, 0.0);
let b = segment.segment.point2().to_vec2();
let b = Vec3::new(b.x, b.y, 0.0);
let offset = Vec3::new(wavedash_normal.x, wavedash_normal.y, 0.0) * radius;
gizmos.line(a + offset, b + offset, bevy::color::palettes::css::HOT_PINK);
gizmos.line(a - offset, b - offset, bevy::color::palettes::css::HOT_PINK);
}
}
}
for ledge in &stage_collision.ledges {
let position = ledge.position.to_vec2().extend(0.0);
let direction = match ledge.hang_side {
StageLedgeSide::Left => Vec3::NEG_X,
StageLedgeSide::Right => Vec3::X,
};
gizmos.circle(position, 1.5, bevy::color::palettes::css::LIME);
gizmos.arrow(
position,
position + direction * 4.0,
bevy::color::palettes::css::LIME,
);
}
}
pub fn debug_draw_blast_zones(
+77 -1
View File
@@ -3,7 +3,7 @@
use bevy::prelude::*;
use serde::{Deserialize, Serialize};
use crate::math::{segment::FGSegment2d, vec::FGVec2};
use crate::math::{rect::FGRect, segment::FGSegment2d, vec::FGVec2};
#[derive(Reflect, Clone, Copy, PartialEq, Serialize, Deserialize)]
pub enum StagePolyLineSegmentType {
@@ -32,6 +32,27 @@ pub struct StageLineID {
pub segment: usize,
}
/// Identifies a corner in the stage collision geometry.
#[derive(Reflect, Hash, Debug, Clone, Copy, Default, PartialEq, Eq)]
pub struct StageVertexID {
pub polygon: usize,
pub vertex: usize,
}
/// The side of a ledge on which a grabbing fighter hangs.
#[derive(Reflect, Serialize, Deserialize, Hash, Debug, Clone, Copy, PartialEq, Eq)]
pub enum StageLedgeSide {
Left,
Right,
}
#[derive(Reflect, Hash, Debug, Clone, Copy, PartialEq)]
pub struct StageLedge {
pub id: StageVertexID,
pub position: FGVec2,
pub hang_side: StageLedgeSide,
}
#[derive(Reflect, Clone, Default)]
pub struct StagePoly {
pub poly_type: StagePolyType,
@@ -44,10 +65,65 @@ pub struct StagePlaneIntersectResult {
pub normal: FGVec2,
}
pub struct StageLedgeIntersectResult {
pub vertex_id: StageVertexID,
pub ledge_idx: usize
}
#[derive(Resource, Reflect, Clone, Default)]
#[reflect(Resource)]
pub struct StageCollision {
pub stage_polys: Vec<StagePoly>,
pub ledges: Vec<StageLedge>,
}
impl StageCollision {
pub fn intersect_ledges(&self, ledge_grab_box: &FGRect) -> Option<StageLedgeIntersectResult> {
for (ledge_idx, ledge) in self.ledges.iter().enumerate() {
if ledge_grab_box.contains_point(ledge.position) {
return Some(StageLedgeIntersectResult {
vertex_id: ledge.id,
ledge_idx
});
}
}
None
}
pub fn find_ledge_by_vertex(&self, vertex: StageVertexID) -> Option<&StageLedge> {
self.ledges.iter().find(|ledge| ledge.id == vertex)
}
/// Returns the walkable segment on the stage side of a ledge.
pub fn find_ledge_ground_segment(
&self,
vertex: StageVertexID,
) -> Option<(StageLineID, &StagePolyLineSegment)> {
let ledge = self.find_ledge_by_vertex(vertex)?;
let polygon = self.stage_polys.get(vertex.polygon)?;
let segment = match ledge.hang_side {
StageLedgeSide::Left => vertex.vertex,
StageLedgeSide::Right => {
if vertex.vertex > 0 {
vertex.vertex - 1
} else if matches!(polygon.poly_type, StagePolyType::Closed) {
polygon.segments.len().checked_sub(1)?
} else {
return None;
}
}
};
let line_id = StageLineID {
polygon: vertex.polygon,
segment,
};
Some((line_id, polygon.get_segment(segment)?))
}
pub fn get_segment(&self, segment: StageLineID) -> Option<&StagePolyLineSegment> {
self.stage_polys.get(segment.polygon).map(|poly| poly.segments.get(segment.segment))?
}
}
impl StagePoly {
+219 -2
View File
@@ -9,7 +9,10 @@ use strum_macros::EnumIter;
use crate::{
AppState, game_settings::GameSettings, math::{vec::FGVec2}, stage::{
StagePoly,
line::{StageCollision, StagePolyLineSegmentType, StagePolyType},
line::{
StageCollision, StageLedge, StageLedgeSide, StagePolyLineSegment,
StagePolyLineSegmentType, StagePolyType, StageVertexID,
},
}, texture_reference::TextureReference,
};
use bevy::prelude::*;
@@ -71,6 +74,16 @@ pub enum StageId {
pub struct StagePolyDefinition {
poly_type: StagePolyType,
lines: Vec<(FGVec2, StagePolyLineSegmentType)>,
#[serde(default)]
ledges: Vec<StageLedgeDefinition>,
}
#[derive(Serialize, Deserialize, Clone, Copy, Reflect)]
pub struct StageLedgeDefinition {
/// Index into the polygon's `lines`, identifying the corner position.
vertex: usize,
/// Side of the corner on which a grabbing fighter will hang.
hang_side: StageLedgeSide,
}
#[derive(Deserialize, Clone, Asset, Reflect, RonAsset)]
@@ -176,6 +189,13 @@ pub fn prepare_stage_manifests(
);
return;
}
if let Err(error) = manifest.validate_ledges() {
fail(
&mut next_state,
&format!("{:?} has invalid ledges: {error}", manifest.id),
);
return;
}
if registry.insert(manifest.id, handle.clone()).is_some() {
fail(
&mut next_state,
@@ -267,6 +287,14 @@ impl StageManifest {
Ok(())
}
fn validate_ledges(&self) -> Result<(), String> {
for (polygon_index, definition) in self.polygons.iter().enumerate() {
definition.validate_ledges(polygon_index)?;
}
Ok(())
}
pub fn to_collision(&self) -> StageCollision {
let stage_polys: Vec<StagePoly> = self
.polygons
@@ -274,7 +302,84 @@ impl StageManifest {
.map(|def| StagePoly::build(def.poly_type, &def.lines))
.collect();
StageCollision { stage_polys }
let ledges = self
.polygons
.iter()
.enumerate()
.flat_map(|(polygon, definition)| definition.resolved_ledges(polygon))
.collect();
StageCollision {
stage_polys,
ledges,
}
}
}
impl StagePolyDefinition {
fn validate_ledges(&self, polygon_index: usize) -> Result<(), String> {
let polygon = StagePoly::build(self.poly_type, &self.lines);
let mut vertices = HashSet::with_capacity(self.ledges.len());
for ledge in &self.ledges {
if ledge.vertex >= self.lines.len() {
return Err(format!(
"polygon {polygon_index} references missing vertex {}",
ledge.vertex
));
}
if !vertices.insert(ledge.vertex) {
return Err(format!(
"polygon {polygon_index} defines vertex {} as a ledge more than once",
ledge.vertex
));
}
let outgoing = polygon.get_segment(ledge.vertex);
let incoming_index = if ledge.vertex > 0 {
Some(ledge.vertex - 1)
} else if matches!(self.poly_type, StagePolyType::Closed) {
polygon.segments.len().checked_sub(1)
} else {
None
};
let incoming = incoming_index.and_then(|index| polygon.get_segment(index));
let is_walkable_floor = |segment: Option<&StagePolyLineSegment>| {
segment.is_some_and(|segment| {
segment.segment_type == StagePolyLineSegmentType::Floor
&& segment.normal.y > crate::math::int::FGi32::ZERO
})
};
let (interior, exterior) = match ledge.hang_side {
StageLedgeSide::Left => (outgoing, incoming),
StageLedgeSide::Right => (incoming, outgoing),
};
if !is_walkable_floor(interior) {
return Err(format!(
"polygon {polygon_index} vertex {} has no upward-facing floor opposite its {:?} hang side",
ledge.vertex, ledge.hang_side
));
}
if is_walkable_floor(exterior) {
return Err(format!(
"polygon {polygon_index} vertex {} is between two walkable floors rather than at an exposed corner",
ledge.vertex
));
}
}
Ok(())
}
fn resolved_ledges(&self, polygon: usize) -> impl Iterator<Item = StageLedge> + '_ {
self.ledges.iter().map(move |ledge| StageLedge {
id: StageVertexID {
polygon,
vertex: ledge.vertex,
},
position: self.lines[ledge.vertex].0,
hang_side: ledge.hang_side,
})
}
}
@@ -319,3 +424,115 @@ impl StageCameraProfile {
< 90.0
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::stage::line::StageLineID;
fn platform(ledges: Vec<StageLedgeDefinition>) -> StagePolyDefinition {
StagePolyDefinition {
poly_type: StagePolyType::Platform,
lines: vec![
(FGVec2::lit("-5", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("5", "0"), StagePolyLineSegmentType::Floor),
],
ledges,
}
}
#[test]
fn platform_endpoints_can_be_defined_as_ledges() {
let definition = platform(vec![
StageLedgeDefinition {
vertex: 0,
hang_side: StageLedgeSide::Left,
},
StageLedgeDefinition {
vertex: 1,
hang_side: StageLedgeSide::Right,
},
]);
assert_eq!(definition.validate_ledges(3), Ok(()));
let ledges = definition.resolved_ledges(3).collect::<Vec<_>>();
assert_eq!(ledges[0].id, StageVertexID { polygon: 3, vertex: 0 });
assert_eq!(ledges[0].position, FGVec2::lit("-5", "0"));
assert_eq!(ledges[1].id, StageVertexID { polygon: 3, vertex: 1 });
assert_eq!(ledges[1].position, FGVec2::lit("5", "0"));
}
#[test]
fn ledge_ground_segments_point_toward_the_stage_interior() {
let definition = platform(vec![
StageLedgeDefinition {
vertex: 0,
hang_side: StageLedgeSide::Left,
},
StageLedgeDefinition {
vertex: 1,
hang_side: StageLedgeSide::Right,
},
]);
let collision = StageCollision {
stage_polys: vec![StagePoly::build(definition.poly_type, &definition.lines)],
ledges: definition.resolved_ledges(0).collect(),
};
for vertex in [0, 1] {
let (line_id, segment) = collision
.find_ledge_ground_segment(StageVertexID { polygon: 0, vertex })
.unwrap();
assert_eq!(line_id, StageLineID { polygon: 0, segment: 0 });
assert!(matches!(
segment.segment_type,
StagePolyLineSegmentType::Floor
));
}
}
#[test]
fn invalid_and_duplicate_ledge_vertices_are_rejected() {
let missing = platform(vec![StageLedgeDefinition {
vertex: 2,
hang_side: StageLedgeSide::Right,
}]);
assert!(missing.validate_ledges(0).is_err());
let duplicate = platform(vec![
StageLedgeDefinition {
vertex: 0,
hang_side: StageLedgeSide::Left,
},
StageLedgeDefinition {
vertex: 0,
hang_side: StageLedgeSide::Right,
},
]);
assert!(duplicate.validate_ledges(0).is_err());
}
#[test]
fn ledge_must_border_an_upward_facing_floor() {
let definition = StagePolyDefinition {
poly_type: StagePolyType::Platform,
lines: vec![
(FGVec2::lit("0", "0"), StagePolyLineSegmentType::Wall),
(FGVec2::lit("0", "5"), StagePolyLineSegmentType::Wall),
],
ledges: vec![StageLedgeDefinition {
vertex: 0,
hang_side: StageLedgeSide::Left,
}],
};
assert!(definition.validate_ledges(0).is_err());
let wrong_side = platform(vec![StageLedgeDefinition {
vertex: 0,
hang_side: StageLedgeSide::Right,
}]);
assert!(wrong_side.validate_ledges(0).is_err());
}
}