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Author SHA1 Message Date
EIREXE 7271d02e29 Fix warnings and increase recursion
CI / production-build (pull_request) Successful in 11m5s
CI / build-and-test (pull_request) Successful in 1m58s
2026-09-26 19:37:18 +02:00
EIREXE 866a9c7500 Implement filled gizmos 2026-09-26 19:32:09 +02:00
47 changed files with 426 additions and 2279 deletions
+1 -1
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@@ -8,7 +8,7 @@ authors = [""]
[features]
default = ["development", "debug_features"]
development = ["bevy/dynamic_linking", "bevy/file_watcher", "bevy/embedded_watcher"]
development = ["bevy/dynamic_linking", "bevy/file_watcher"]
debug_features = ["bevy/free_camera"]
[dependencies]
-26
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@@ -109,9 +109,7 @@ impl FighterDebugRowKind {
enum DebugFlag {
Network,
Ecb,
BlastZones,
StageCollision,
SpawnPositions,
AnimationBones,
AttackHitboxes,
Hurtboxes,
@@ -175,14 +173,6 @@ const WORLD_MENU: &[DebugMenuEntry] = &[
label: "Stage collision",
flag: DebugFlag::StageCollision,
},
DebugMenuEntry::Toggle {
label: "Blast zones",
flag: DebugFlag::BlastZones,
},
DebugMenuEntry::Toggle {
label: "Spawn points",
flag: DebugFlag::SpawnPositions,
},
DebugMenuEntry::GameSpeed {
label: "Game speed",
},
@@ -253,9 +243,7 @@ pub struct DebugSettings {
pub frame_stepping: bool,
pub network: bool,
pub ecb: bool,
pub blast_zones: bool,
pub stage_collision: bool,
pub spawn_positions: bool,
pub animation_bones: bool,
pub attack_hitboxes: bool,
pub hurtboxes: bool,
@@ -276,9 +264,7 @@ impl Default for DebugSettings {
frame_stepping: false,
network: false,
ecb: false,
blast_zones: false,
stage_collision: false,
spawn_positions: false,
animation_bones: false,
attack_hitboxes: false,
hurtboxes: false,
@@ -342,8 +328,6 @@ impl DebugSettings {
match flag {
DebugFlag::Network => self.network,
DebugFlag::Ecb => self.ecb,
DebugFlag::BlastZones => self.blast_zones,
DebugFlag::SpawnPositions => self.spawn_positions,
DebugFlag::StageCollision => self.stage_collision,
DebugFlag::AnimationBones => self.animation_bones,
DebugFlag::AttackHitboxes => self.attack_hitboxes,
@@ -358,9 +342,7 @@ impl DebugSettings {
match flag {
DebugFlag::Network => self.network = !self.network,
DebugFlag::Ecb => self.ecb = !self.ecb,
DebugFlag::BlastZones => self.blast_zones = !self.blast_zones,
DebugFlag::StageCollision => self.stage_collision = !self.stage_collision,
DebugFlag::SpawnPositions => self.spawn_positions = !self.spawn_positions,
DebugFlag::AnimationBones => self.animation_bones = !self.animation_bones,
DebugFlag::AttackHitboxes => self.attack_hitboxes = !self.attack_hitboxes,
DebugFlag::Hurtboxes => self.hurtboxes = !self.hurtboxes,
@@ -902,14 +884,6 @@ pub fn stage_collision_enabled(settings: Res<DebugSettings>) -> bool {
settings.stage_collision
}
pub fn blast_zones_enabled(settings: Res<DebugSettings>) -> bool {
settings.blast_zones
}
pub fn spawn_positions_enabled(settings: Res<DebugSettings>) -> bool {
settings.spawn_positions
}
pub fn animation_bones_enabled(settings: Res<DebugSettings>) -> bool {
settings.animation_bones
}
+14 -14
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@@ -1,12 +1,22 @@
use bevy::prelude::*;
use crate::{
camera::MatchCamera, fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterInvulnerabilityState, FighterPendingRespawn, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity, animation::FighterAnimationFrame, attack::{
camera::MatchCamera,
fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake,
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,
},
baked_animation::FighterBoneMatrices,
state::FighterState,
},
input::FighterInput,
player::Player,
stage::line::StageCollision,
};
#[derive(Resource, Default)]
@@ -19,7 +29,6 @@ struct Checkpoint {
fighters: Vec<FighterCheckpoint>,
stage_collision: StageCollision,
pending_hits: FighterPendingHits,
match_state: MatchState,
}
#[derive(Clone)]
@@ -46,8 +55,6 @@ struct FighterCheckpoint {
solved_hurtboxes: FighterSolvedHurtboxes,
bone_matrices: FighterBoneMatrices,
surface: FighterSurfaceState,
pending_respawn: FighterPendingRespawn,
invulnerability_state: FighterInvulnerabilityState,
}
pub(super) fn save_or_restore(world: &mut World) {
@@ -92,12 +99,10 @@ pub(super) fn save_or_restore(world: &mut World) {
checkpoint_fighters.push(checkpoint);
}
let pending_hits = world.resource::<FighterPendingHits>().clone();
let match_state = world.resource::<MatchState>().clone();
world.resource_mut::<DebugSaveState>().checkpoint = Some(Checkpoint {
fighters: checkpoint_fighters,
stage_collision,
pending_hits,
match_state,
});
info!("Saved debug game state");
return;
@@ -149,12 +154,9 @@ pub(super) fn save_or_restore(world: &mut World) {
entity.insert(saved.solved_hurtboxes.clone());
entity.insert(saved.bone_matrices.clone());
entity.insert(saved.surface.clone());
entity.insert(saved.pending_respawn.clone());
entity.insert(saved.invulnerability_state.clone());
}
world.insert_resource(checkpoint.pending_hits.clone());
world.insert_resource(checkpoint.stage_collision);
world.insert_resource(checkpoint.match_state);
for mut match_camera in world.query::<&mut MatchCamera>().iter_mut(world) {
match_camera.needs_snap = true;
}
@@ -186,8 +188,6 @@ fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
solved_hurtboxes: fighter.get::<FighterSolvedHurtboxes>()?.clone(),
bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(),
surface: fighter.get::<FighterSurfaceState>()?.clone(),
pending_respawn: fighter.get::<FighterPendingRespawn>()?.clone(),
invulnerability_state: fighter.get::<FighterInvulnerabilityState>()?.clone(),
})
}
-1
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@@ -98,5 +98,4 @@ pub enum AnimKind {
AttackUpTilt,
AttackForwardTilt,
AttackDownTilt,
AttackNeutralAir,
}
+1 -1
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@@ -179,7 +179,7 @@ pub enum AttackKind {
impl AttackKind {
pub fn get_animation(&self) -> AnimKind {
match self {
AttackKind::NeutralAir => AnimKind::AttackNeutralAir,
AttackKind::NeutralAir => AnimKind::AttackJab1,
AttackKind::Jab => AnimKind::AttackJab1,
AttackKind::UpTilt => AnimKind::AttackUpTilt,
AttackKind::ForwardAir => AnimKind::AttackUpTilt,
-3
View File
@@ -44,9 +44,6 @@ pub struct FighterAttributes {
pub air_dodge_duration: u32,
pub air_dodge_velocity: FGi32,
pub air_dodge_decay: FGi32,
pub air_dodge_intangible_duration: u32,
pub air_dodge_intangible_start: u32,
}
impl FighterAttributes {
+1 -26
View File
@@ -8,7 +8,7 @@ pub use crate::math::fixed_transform::FixedMat4;
pub use asset_baking::{BakedAnimationAssetProcessingPlugin, BakedAnimationPlugin};
pub use runtime::{
BakedAnimationClip, BakedFighterAnimations, FighterBoneIndexMap, FighterBoneMatrices,
resample_fighter_bone_matrices, update_fighter_bone_matrices,
update_fighter_bone_matrices,
};
pub const BAKED_ANIMATION_FPS: u32 = 60;
@@ -275,31 +275,6 @@ mod tests {
assert_eq!(capacities, matrices.buffer_capacities());
}
#[test]
fn same_frame_resample_preserves_previous_gameplay_pose() {
let names = ["root".into()];
let parents = [None];
let mut pose_a = FixedMat4::IDENTITY;
pose_a.translate(FGVec3::lit("1", "0", "0"));
let mut pose_b = FixedMat4::IDENTITY;
pose_b.translate(FGVec3::lit("2", "0", "0"));
let mut snapped_pose = FixedMat4::IDENTITY;
snapped_pose.translate(FGVec3::lit("3", "0", "0"));
let mut matrices = FighterBoneMatrices::default();
matrices.set_pose(AnimKind::Wait, &names, &parents, &[pose_a], FGi32::ONE);
matrices.set_pose(AnimKind::Wait, &names, &parents, &[pose_b], FGi32::ONE);
matrices.resample_pose(
AnimKind::Landing,
&names,
&parents,
&[snapped_pose],
FGi32::ONE,
);
assert_eq!(matrices.get_index(0), Some((pose_a, snapped_pose)));
}
#[test]
fn model_scale_affects_gameplay_bones_without_changing_visual_locals() {
let mut root = FixedMat4::IDENTITY;
+2 -84
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@@ -144,27 +144,6 @@ impl FighterBoneMatrices {
parents: &[Option<usize>],
local: &[FixedMat4],
model_scale: FGi32,
) {
self.sample_pose(kind, bone_names, parents, local, model_scale, true);
}
pub(super) fn resample_pose(
&mut self,
kind: AnimKind,
bone_names: &[String],
parents: &[Option<usize>],
local: &[FixedMat4],
model_scale: FGi32,
) {
self.sample_pose(kind, bone_names, parents, local, model_scale, false);
}
fn sample_pose(
&mut self,
kind: AnimKind,
bone_names: &[String],
parents: &[Option<usize>],
local: &[FixedMat4],
model_scale: FGi32,
advance_history: bool,
) {
assert_eq!(
bone_names.len(),
@@ -188,11 +167,9 @@ impl FighterBoneMatrices {
self.local_matrices.reserve(local.len());
self.previous_local_matrices.reserve(local.len());
self.model_matrices.reserve(local.len());
if advance_history {
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);
std::mem::swap(&mut self.local_matrices, &mut self.previous_local_matrices);
self.local_matrices.clear();
self.local_matrices.extend_from_slice(local);
self.model_matrices.resize(local.len(), None);
@@ -238,56 +215,6 @@ pub fn update_fighter_bone_matrices(
manifests: Res<Assets<FighterManifest>>,
) {
for (frame, animations, fighter, mut matrices, mut bone_indices) in &mut fighters {
sample_fighter_bone_matrices(
frame,
animations,
fighter,
&mut matrices,
&mut bone_indices,
&baked_assets,
&manifests,
true,
);
}
}
/// Resamples the current pose after collision-driven state transitions without
/// advancing the previous-frame pose used for swept gameplay volumes.
pub fn resample_fighter_bone_matrices(
mut fighters: Query<(
&FighterAnimationFrame,
&FighterAnimations,
&Fighter,
&mut FighterBoneMatrices,
&mut FighterBoneIndexMap,
)>,
baked_assets: Res<Assets<BakedFighterAnimations>>,
manifests: Res<Assets<FighterManifest>>,
) {
for (frame, animations, fighter, mut matrices, mut bone_indices) in &mut fighters {
sample_fighter_bone_matrices(
frame,
animations,
fighter,
&mut matrices,
&mut bone_indices,
&baked_assets,
&manifests,
false,
);
}
}
fn sample_fighter_bone_matrices(
frame: &FighterAnimationFrame,
animations: &FighterAnimations,
fighter: &Fighter,
matrices: &mut FighterBoneMatrices,
bone_indices: &mut FighterBoneIndexMap,
baked_assets: &Assets<BakedFighterAnimations>,
manifests: &Assets<FighterManifest>,
advance_history: bool,
) {
let baked = baked_assets
.get(&animations.baked)
.expect("fighter baked animation asset should be loaded before the match starts");
@@ -301,7 +228,6 @@ fn sample_fighter_bone_matrices(
let manifest = manifests
.get(&fighter.manifest)
.expect("fighter manifest should be loaded before the match starts");
if advance_history {
matrices.set_pose(
frame.kind,
&baked.bone_names,
@@ -309,15 +235,6 @@ fn sample_fighter_bone_matrices(
pose,
manifest.model_scale,
);
} else {
matrices.resample_pose(
frame.kind,
&baked.bone_names,
&baked.parents,
pose,
manifest.model_scale,
);
}
if bone_indices.0.is_empty() {
bone_indices.0.extend(
baked
@@ -327,6 +244,7 @@ fn sample_fighter_bone_matrices(
.map(|(index, name)| (name.clone(), index)),
);
}
}
}
fn resolve_model_transform(
-36
View File
@@ -1,36 +0,0 @@
//! Various interactions with the blast zones
use bevy::prelude::*;
use crate::{fighter::{FighterPendingRespawn, FighterTranslation, state::FighterState}, match_loading::MatchConfig, stage::manifest::{StageManifest, StageManifestRegistry}};
pub fn apply_blast_zones(
stage_registry: Res<StageManifestRegistry>,
stage_manifests: Res<Assets<StageManifest>>,
match_config: Res<MatchConfig>,
fighters: Query<(&FighterTranslation, &mut FighterPendingRespawn, &FighterState)>
) {
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
return;
};
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
return;
};
for (translation, mut pending_respawn, state) in fighters {
let is_off_the_left = translation.x < stage_manifest.blast_zone_top_left.x;
let is_off_the_right = translation.x > stage_manifest.blast_zone_bottom_right.x;
let is_off_the_top = translation.y > stage_manifest.blast_zone_top_left.y;
let is_off_the_bottom = translation.y < stage_manifest.blast_zone_bottom_right.y;
if is_off_the_left || is_off_the_bottom || is_off_the_right {
pending_respawn.0 = true;
} else if is_off_the_top {
let is_in_hitstun = matches!(state, FighterState::Hitstun(..));
if is_in_hitstun {
pending_respawn.0 = true;
}
}
}
}
+2 -17
View File
@@ -45,7 +45,7 @@ pub fn air_collide_with_stage(
ecb: &FighterECB,
stage_collision: &StageCollision,
ignored_polys: &[usize],
can_ignore_soft_platforms: bool,
ignore_soft_platforms: bool,
) -> Option<AirCollisionWithStageResult> {
let ray_segment = FGSegment2d::new(
prev_translation.0 + prev_ecb.get_bottom_point(),
@@ -58,7 +58,7 @@ pub fn air_collide_with_stage(
.enumerate()
.filter(|(poly_idx, poly)| {
!ignored_polys.contains(poly_idx)
&& !(can_ignore_soft_platforms && matches!(poly.poly_type, StagePolyType::Platform))
&& !(ignore_soft_platforms && matches!(poly.poly_type, StagePolyType::Platform))
})
.filter_map(|(poly_idx, poly)| {
poly.intersect_ray(ray_segment).map(|intersect_result| {
@@ -176,21 +176,6 @@ mod tests {
true,
)
.is_none());
assert_eq!(
air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&stage_collision,
&[],
false,
)
.expect("air dodges still collide with soft platforms")
.hit_position,
FGVec2::lit("0", "0")
);
}
#[test]
+5 -29
View File
@@ -20,7 +20,6 @@ pub mod motion;
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
@@ -41,8 +40,8 @@ use crate::{
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,
}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, ecb::FighterECBBoneIndices, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::FighterAnimations,
}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
};
use state::state_interrupt_system;
@@ -85,14 +84,6 @@ pub struct FighterHitstop {
pub remaining_frames: u32,
}
#[derive(Component, Default, Copy, Clone, Hash, PartialEq, Eq)]
pub enum FighterInvulnerabilityState {
#[default]
Vulnerable,
Invulnerable,
Intangible
}
impl FighterFacingDirection {
fn reverse(&self) -> Self {
match self {
@@ -137,20 +128,14 @@ impl FighterFacingDirection {
#[require(Transform)]
pub struct FighterVisual;
#[derive(Component, DerefMut, Deref, Debug, Default, Hash, Clone, Copy)]
pub struct FighterPendingRespawn(bool);
#[derive(Component)]
#[require(
FighterStaleMoveQueue,
FighterDamage,
FighterPendingHitReaction,
FighterPendingRespawn,
FighterHitstop,
FighterKnockbackVelocity,
FighterTranslation,
FighterInvulnerabilityState,
FighterInvulnerabilityVisualState,
FighterTranslation
)]
pub struct Fighter {
pub manifest: Handle<FighterManifest>,
@@ -192,8 +177,8 @@ 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(),
baked_animation::resample_fighter_bone_matrices,
(ecb::update_ecb, ecb::decrement_ecb_lockout, state::state_collision_interrupt_system).chain(),
baked_animation::update_fighter_bone_matrices,
)
.chain()
.in_set(GameplaySet::Collision),
@@ -235,12 +220,8 @@ impl Plugin for FighterPlugin {
.checksum_component_with_hash::<FighterDamage>()
.rollback_component_with_clone::<FighterPendingHitReaction>()
.checksum_component_with_hash::<FighterPendingHitReaction>()
.rollback_component_with_copy::<FighterPendingRespawn>()
.checksum_component_with_hash::<FighterPendingRespawn>()
.rollback_component_with_copy::<FighterHitstop>()
.checksum_component_with_hash::<FighterHitstop>()
.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>()
@@ -268,9 +249,6 @@ 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,
debug::hurtbox_debug.run_if(crate::debug_tools::hurtboxes_enabled),
@@ -303,7 +281,6 @@ pub struct FighterHitboxes(pub Option<FighterActiveAttack>);
pub fn spawn_fighter(
commands: &mut Commands,
player_handle: usize,
controller_port: usize,
spawn_position: FGVec2,
manifest: Handle<FighterManifest>,
model_scale: FGi32,
@@ -317,7 +294,6 @@ pub fn spawn_fighter(
Name(format!("Fighter {player_handle}").into()),
Player {
handle: player_handle,
controller_port,
},
Fighter { manifest: manifest },
FighterFacingDirection::Right,
+2 -17
View File
@@ -1,6 +1,5 @@
use crate::fighter::state::jump::{JumpState, JumpType};
use crate::fighter::state::land::{LandingState, LandingType};
use crate::fighter::state::{CollisionContext, FighterState, InterruptContext, air_attack, air_dodge};
use crate::fighter::state::{CollisionContext, FighterState};
use crate::fighter::*;
use crate::input::FighterCommands;
@@ -113,23 +112,11 @@ pub fn update_standard_motion(
);
}
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 collision_interrupt(
ctx: &mut CollisionContext,
landing_type: LandingType,
can_ignore_soft_platforms: bool,
) -> Option<FighterState> {
let res = ctx.air_collide_with_stage(can_ignore_soft_platforms)?;
let res = ctx.air_collide_with_stage()?;
let diff = res.hit_position - ctx.translation.0;
ctx.ecb.bottom -= diff;
ctx.ecb.top -= diff;
@@ -181,8 +168,6 @@ mod tests {
air_dodge_duration: 0,
air_dodge_velocity: FGi32::ZERO,
air_dodge_decay: FGi32::ZERO,
air_dodge_intangible_duration: 29,
air_dodge_intangible_start: 4,
}
}
-127
View File
@@ -1,127 +0,0 @@
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,
},
};
#[derive(Clone, Debug, Hash)]
pub struct AirAttackState {
pub attack_kind: AttackKind,
pub airborne_state_common: AirborneStateCommon
}
impl FighterStateImpl for AirAttackState {
const NAME: &'static str = "AirAttack";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
Some(FighterState::Fall(FallState::new(self.airborne_state_common)))
} else {
None
}
}
fn update(&mut self, state_context: &mut UpdateContext) {
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 {
update_active_hitbox_list(
script,
&mut state_context
.hitboxes
.0
.as_mut()
.expect("ground attack must have active hitboxes")
.active_hitboxes,
animation_frame,
);
}
air::update_standard_motion(state_context, &mut self.airborne_state_common);
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context
.input
.consume_command(crate::input::FighterCommands::Attack);
state_context.play_animation(self.attack_kind.get_animation(), false);
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,
active_hitboxes: Vec::new(),
solved_hitboxes: Vec::new(),
hit_fighters: Vec::new(),
stalled: false,
});
}
fn on_exit(&mut self, state_context: &mut ExitContext) {
state_context.hitboxes.0 = None;
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
false,
)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
false
}
}
#[derive(thiserror::Error, Debug)]
pub enum AirAttackStateCreateError {
#[error("Attack script: {attack:?} not found")]
AttackScriptNotFound{attack: AttackKind},
}
impl AirAttackState {
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
})
} else {
Err(AirAttackStateCreateError::AttackScriptNotFound { attack: attack_kind })
}
}
}
pub fn check_interrupt(state_context: &InterruptContext, airborne_state_common: &AirborneStateCommon) -> Option<FighterState> {
if state_context
.input
.has_command(crate::input::FighterCommands::Attack)
{
let attack_kind = state_context
.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);
match state {
Ok(state) => {
Some(FighterState::AirAttack(state))
},
Err(create_error) => {
error!("{}", create_error);
None
},
}
} else {
None
}
}
+2 -36
View File
@@ -1,6 +1,5 @@
use crate::{
fighter::{
FighterInvulnerabilityState,
animation::AnimKind,
state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
@@ -33,17 +32,6 @@ impl FighterStateImpl for AirDodgeState {
}
fn update(&mut self, state_context: &mut UpdateContext) {
let airdodge_intangible_end = state_context.fighter_attributes.air_dodge_intangible_start
+ state_context
.fighter_attributes
.air_dodge_intangible_duration;
if state_context.animation_frame
== state_context.fighter_attributes.air_dodge_intangible_start
{
*state_context.vulnerability = FighterInvulnerabilityState::Intangible;
} else if state_context.animation_frame >= airdodge_intangible_end {
*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
}
state_context.velocity.0 *= state_context.fighter_attributes.air_dodge_decay;
air::apply_air_motion(
@@ -57,19 +45,12 @@ impl FighterStateImpl for AirDodgeState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
air::collision_interrupt(state_context, LandingType::Special, false)
air::collision_interrupt(state_context, LandingType::Special)
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::AirDodge, false);
state_context
.input
.clear_command(input::FighterCommands::Shield);
state_context
.input
.clear_command(input::FighterCommands::GuardHold);
state_context.velocity.0 =
self.direction * state_context.fighter_attributes.air_dodge_velocity;
}
@@ -81,28 +62,13 @@ impl FighterStateImpl for AirDodgeState {
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
}
fn on_exit(&mut self, state_context: &mut super::ExitContext) {
*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
}
fn name(&self) -> String {
Self::NAME.to_owned()
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
state_context
.input
.has_command(input::FighterCommands::Shield)
.then_some(())
.or_else(|| {
state_context
.input
.has_command(input::FighterCommands::GuardHold)
.then_some(())
})
.map(|_| {
.then(|| {
FighterState::AirDodge(AirDodgeState {
direction: state_context
.input
-53
View File
@@ -1,53 +0,0 @@
use crate::{fighter::{animation::AnimKind, state::{FighterState, FighterStateImpl, air::AirborneStateCommon, fall::FallState}}, math::vec::FGVec2};
#[derive(Debug, Clone, Hash)]
pub struct AngelState {
frames_remaining: u32
}
impl AngelState {
pub fn new(duration: u32) -> Self {
Self {
frames_remaining: duration
}
}
}
impl FighterStateImpl for AngelState {
const NAME: &'static str = "Angel";
fn check_interrupt(&self, state_context: &mut super::InterruptContext) -> Option<super::FighterState> {
let moved_sideways = !state_context.input.get_last_frame().movement.x.is_zero();
let moved_vertically = !state_context.input.get_last_frame().movement.y.is_zero();
if self.frames_remaining == 0 || moved_sideways || moved_vertically {
Some(FighterState::Fall(FallState::new(AirborneStateCommon::default())))
} else {
None
}
}
fn update(&mut self, _state_context: &mut super::UpdateContext) {
self.frames_remaining = self.frames_remaining.saturating_sub(1);
}
fn is_visually_grounded<'a>(&'a self) -> bool {
false
}
fn on_enter(&mut self, state_context: &mut super::EnterContext) {
state_context.play_animation(AnimKind::Wait, true);
state_context.velocity.0 = FGVec2::ZERO;
}
fn check_collision_interrupt(
&mut self,
_state_context: &mut super::CollisionContext,
) -> Option<super::FighterState> {
None
}
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::Clear)
}
}
+2 -3
View File
@@ -1,7 +1,7 @@
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::{FighterState, air, air_attack, jump};
use crate::fighter::state::{FighterState, air, jump};
#[derive(Debug, Clone, Copy, Hash, Default)]
pub struct FallState {
@@ -20,7 +20,7 @@ impl FighterStateImpl for FallState {
const NAME: &'static str = "Fall";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
jump::check_input_double_jump(state_context).or_else(|| air_attack::check_interrupt(state_context, &self.airborne_state_common))
jump::check_input_double_jump(state_context)
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
@@ -38,7 +38,6 @@ impl FighterStateImpl for FallState {
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
true,
)
}
-3
View File
@@ -42,9 +42,6 @@ impl FighterStateImpl for GroundAttackState {
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context
.input
.consume_command(crate::input::FighterCommands::Attack);
state_context.play_animation(self.attack_kind.get_animation(), false);
let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone();
state_context.hitboxes.0 = Some(crate::fighter::FighterActiveAttack {
+3 -3
View File
@@ -11,7 +11,8 @@ use crate::{
land::LandingType,
wait::WaitState,
},
}, math::{int::FGi32, vec::FGVec2},
},
math::int::FGi32,
};
#[derive(Clone, Debug, Hash)]
@@ -102,7 +103,6 @@ impl FighterStateImpl for HitstunState {
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) {}
@@ -114,7 +114,7 @@ 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)
}
}
}
+14 -27
View File
@@ -7,11 +7,11 @@ use crate::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext,
air::{self, AirborneStateCommon},
air_dodge::AirDodgeState,
air_dodge::{self, AirDodgeState},
ground,
},
},
input::{DigitalAction, FighterCommands},
input::FighterCommands,
math::{int::FGi32, vec::FGVec2},
};
#[derive(Debug, Hash, Clone, Copy)]
@@ -23,8 +23,8 @@ pub enum JumpType {
#[derive(Debug, Clone, Hash)]
pub struct JumpState {
pub jump_type: JumpType,
pub airborne_state_common: AirborneStateCommon,
jump_type: JumpType,
airborne_state_common: AirborneStateCommon,
}
#[derive(Debug, Clone, Hash)]
@@ -68,18 +68,8 @@ impl FighterStateImpl for JumpSquatState {
direction: wavedash_dir.normalize_or_zero(),
}))
} 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
.input
.get_last_frame()
.is_held(DigitalAction::Jump)
{
info!("Jump {}", state_context.input.get_last_frame().jump);
let jump_type = if state_context.input.get_last_frame().jump {
JumpType::LongJump
} else {
JumpType::ShortHop
@@ -107,18 +97,9 @@ impl FighterStateImpl for JumpSquatState {
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::JumpSquat, false);
// Preserve buffered inputs while jump squat makes the transition
// temporarily unavailable, matching Ultimate/HDR-style hold input.
state_context.input.enable_hold_all(10);
state_context.input.clear_command(FighterCommands::Jump);
}
fn on_exit(&mut self, state_context: &mut crate::fighter::state::ExitContext) {
// The hold policy is state-scoped and must never leak into the next
// state. Command lifetime itself remains independent of this policy.
state_context.input.disable_hold_all();
}
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
@@ -127,7 +108,14 @@ impl FighterStateImpl for JumpSquatState {
impl FighterStateImpl for JumpState {
const NAME: &'static str = "Jump";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
air::air_interrupts_common(state_context, &self.airborne_state_common)
if state_context.input.has_command(FighterCommands::Jump) {
Some(FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
airborne_state_common: AirborneStateCommon::default(),
}))
} else {
air_dodge::check_input(state_context)
}
}
fn update(&mut self, state_context: &mut UpdateContext) {
@@ -192,7 +180,6 @@ impl FighterStateImpl for JumpState {
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
true,
)
}
+17 -110
View File
@@ -15,30 +15,22 @@ use crate::fighter::baked_animation::BakedFighterAnimations;
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::manifest::FighterManifest;
use crate::fighter::state::hitstun::HitstunState;
use crate::fighter::surface::EcbLockPolicy;
use crate::fighter::visual::FighterAnimations;
use crate::fighter::{
Fighter, FighterDamage, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole,
FighterInvulnerabilityState, FighterPendingRespawn, FighterPresentationSnap,
FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
FighterPresentationSnap,
};
use crate::fighter::surface::EcbLockPolicy;
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::vec::FGVec2;
use crate::player::Player;
use crate::scripting::FighterAttackScript;
use crate::stage::line::StageCollision;
use crate::stage::manifest::{StageManifest, StageManifestRegistry};
pub mod air;
pub mod air_attack;
pub mod air_dodge;
pub mod angel;
pub mod crouch;
pub mod dash;
pub mod fall;
pub mod ground;
@@ -46,11 +38,12 @@ pub mod ground_attack;
pub mod hitstun;
pub mod jump;
pub mod land;
pub mod platform_pass;
pub mod run;
pub mod turn;
pub mod wait;
pub mod walk;
pub mod crouch;
pub mod platform_pass;
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum SurfacePolicy {
@@ -139,7 +132,6 @@ pub struct InterruptContext<'a> {
pub surface: &'a FighterSurfaceState,
pub animation: AnimationStatus,
pub stage_collision: &'a StageCollision,
pub attack_script_assets: &'a FighterAttackScriptAssets,
}
impl InterruptContext<'_> {
@@ -173,10 +165,8 @@ impl EnterContext<'_> {
}
pub struct ExitContext<'a> {
pub input: &'a mut FighterInput,
pub hitboxes: &'a mut FighterHitboxes,
pub surface: &'a mut FighterSurfaceState,
pub vulnerability: &'a mut FighterInvulnerabilityState,
}
pub struct UpdateContext<'a> {
@@ -187,7 +177,6 @@ pub struct UpdateContext<'a> {
pub velocity: &'a mut FighterVelocity,
pub surface: &'a mut FighterSurfaceState,
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub vulnerability: &'a mut FighterInvulnerabilityState,
pub game_settings: &'a GameSettings,
pub animation_frame: u32,
pub fighter_attributes: &'a FighterAttributes,
@@ -219,11 +208,10 @@ pub struct CollisionContext<'a> {
impl CollisionContext<'_> {
pub fn air_collide_with_stage(
&self,
can_ignore_soft_platforms: bool,
) -> Option<crate::fighter::collision::AirCollisionWithStageResult> {
let ignored_polys = self.surface.ignored_polygon_ids();
let ignore_soft_platforms = can_ignore_soft_platforms
&& self.input.get_last_frame().movement.y <= -self.downward_stick_threshold;
let ignore_soft_platforms = self.input.get_last_frame().movement.y
<= -self.downward_stick_threshold;
crate::fighter::collision::air_collide_with_stage(
self.prev_translation,
self.translation,
@@ -251,8 +239,6 @@ fighter_states! {
Turn => turn::TurnState,
GroundAttack => ground_attack::GroundAttackState,
Hitstun => hitstun::HitstunState,
Angel => angel::AngelState,
AirAttack => air_attack::AirAttackState,
}
#[derive(QueryData)]
@@ -271,7 +257,6 @@ pub struct FighterFrameQuery {
pub prev_ecb: &'static FighterPreviousECB,
pub facing_direction: &'static mut FighterFacingDirection,
pub animation_frame: &'static mut FighterAnimationFrame,
pub vulnerability: &'static mut FighterInvulnerabilityState,
pub fighter: &'static Fighter,
}
@@ -299,7 +284,6 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
baked_animations: &'a Assets<BakedFighterAnimations>,
attributes: &'a FighterAttributes,
stage_collision: &'a StageCollision,
attack_script_assets: &'a FighterAttackScriptAssets,
) -> InterruptContext<'a> {
let animation = self.animation_status(animations, baked_animations);
InterruptContext {
@@ -310,7 +294,6 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
animation,
surface: &self.surface,
stage_collision,
attack_script_assets: attack_script_assets,
}
}
@@ -331,16 +314,14 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
surface: &mut self.surface,
fighter_attributes: attributes,
attack_script_assets,
game_settings,
game_settings
}
}
fn exit_context(&mut self) -> ExitContext<'_> {
ExitContext {
input: &mut self.input,
hitboxes: &mut self.hitboxes,
surface: &mut self.surface,
vulnerability: &mut self.vulnerability,
}
}
@@ -361,7 +342,6 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
knockback_velocity: &mut self.knockback_velocity,
game_settings,
animation_frame: self.animation_frame.frame,
vulnerability: &mut self.vulnerability,
fighter_attributes: attributes,
attack_scripts,
attack_script_assets,
@@ -384,9 +364,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
ecb: &mut self.ecb,
prev_ecb: &self.prev_ecb,
stage_collision,
leave_ground_ecb_lock_duration: game_settings
.fighter_common
.leave_ground_ecb_frame_lock_duration,
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,
}
}
@@ -400,12 +378,9 @@ pub struct StatefulFighterQuery {
pub animations: &'static FighterAnimations,
pub fighter: &'static Fighter,
pub attack_script_assets: &'static FighterAttackScriptAssets,
pub player: &'static Player,
pub pending_hit_reaction: &'static mut FighterPendingHitReaction,
pub hitstop: &'static mut FighterHitstop,
pub hitstop_shake: &'static mut FighterHitstopShake,
pub pending_respawn: &'static mut FighterPendingRespawn,
pub damage: &'static mut FighterDamage,
}
pub fn state_update_system(
@@ -454,9 +429,7 @@ fn transition_state(
if let SurfacePolicy::Airborne(lock_policy) = next.surface_policy() {
frame.surface.apply_airborne_policy(
lock_policy,
game_settings
.fighter_common
.leave_ground_ecb_frame_lock_duration,
game_settings.fighter_common.leave_ground_ecb_frame_lock_duration,
);
}
next.on_enter(&mut frame.enter_context(attributes, attack_script_assets, game_settings));
@@ -481,7 +454,6 @@ pub fn state_interrupt_system(
mut pending_hit_reaction,
mut hitstop,
mut hitstop_shake,
..
} = fighter;
let manifest = fighter_manifests
.get(&fighter.manifest)
@@ -544,8 +516,7 @@ pub fn state_interrupt_system(
animations,
&baked_animations,
&manifest.attributes,
&stage_collision,
attack_script_assets,
&stage_collision
))
};
@@ -567,89 +538,25 @@ pub fn state_collision_interrupt_system(
stage_collision: Res<StageCollision>,
fighter_manifests: Res<Assets<FighterManifest>>,
game_settings: Res<GameSettings>,
match_config: Res<MatchConfig>,
mut match_state: ResMut<MatchState>,
stage_registry: Res<StageManifestRegistry>,
stage_manifests: Res<Assets<StageManifest>>,
) {
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
return;
};
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
return;
};
for fighter in &mut query {
let StatefulFighterQueryItem {
mut state,
mut frame,
fighter,
attack_script_assets,
mut hitstop,
mut pending_respawn,
player,
mut damage,
hitstop,
..
} = fighter;
let manifest = fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
if pending_respawn.0 {
**pending_respawn = false;
let respawn_state = FighterState::Angel(angel::AngelState::new(60 * 3));
// Find the angel platform position
let respawn_point = stage_manifest
.respawn_points
.get(player.controller_port % stage_manifest.respawn_points.len());
if let None = respawn_point {
error!("Couldn't get a respawn point, falling back to the world origin");
}
let respawn_point = respawn_point.copied().unwrap_or(FGVec2::ZERO);
frame.translation.0 = respawn_point;
frame.presentation_snap.0 = true;
// Clear hitstop
hitstop.remaining_frames = 0;
// subtract one stock
let player_state = match_state.players.get_mut(player.handle).expect(&format!(
"Failed to get fighter for GGRS slot {} (controller port {})",
player.handle, player.controller_port
));
if let Some(stocks_remaining) = &mut player_state.stocks_remaining {
*stocks_remaining = stocks_remaining.saturating_sub(1);
}
// reset percentage
*damage = FighterDamage::default();
transition_state(
&mut state,
respawn_state,
&mut frame,
&manifest.attributes,
attack_script_assets,
&game_settings,
);
continue;
}
if hitstop.remaining_frames > 0 {
continue;
}
let new_state = state.check_collision_interrupt(
&mut frame.collision_context(&stage_collision, &game_settings),
);
let manifest = fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
let new_state =
state.check_collision_interrupt(&mut frame.collision_context(&stage_collision, &game_settings));
if let Some(new_state) = new_state {
transition_state(
&mut state,
-1
View File
@@ -46,7 +46,6 @@ impl FighterStateImpl for PlatformPassState {
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
true,
)
}
+2 -2
View File
@@ -3,7 +3,7 @@ use super::{
ground, wait,
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::{self, FighterState};
use crate::fighter::state::FighterState;
#[derive(Debug, Clone, Hash)]
pub struct WalkState;
@@ -14,7 +14,7 @@ impl FighterStateImpl for WalkState {
if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
return Some(state);
}
wait::check_input(state_context).or_else(|| dash::check_input(state_context)).or_else(|| state::ground_attack::check_interrupt(state_context))
wait::check_input(state_context).or_else(|| dash::check_input(state_context))
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
+1 -64
View File
@@ -1,8 +1,4 @@
use crate::{
fighter::{FighterInvulnerabilityState, baked_animation::BakedFighterAnimations},
game_settings::GameSettings,
materials::fighter_material::{FighterMaterial, FighterMesh},
};
use crate::fighter::baked_animation::BakedFighterAnimations;
use bevy::prelude::*;
#[derive(Component, Clone)]
@@ -10,62 +6,3 @@ pub struct FighterAnimations {
/// The single animation source for gameplay and the visual skeleton.
pub baked: Handle<BakedFighterAnimations>,
}
#[derive(Component, Clone, Default)]
pub struct FighterInvulnerabilityVisualState {
pub last_known_state: FighterInvulnerabilityState,
pub frames_in_state: u32,
}
pub fn update_status_colors(
mut fighters: Query<(
&FighterInvulnerabilityState,
&mut FighterInvulnerabilityVisualState,
)>,
meshes: Query<(&FighterMesh, &MeshMaterial3d<FighterMaterial>)>,
mut materials: ResMut<Assets<FighterMaterial>>,
game_settings: Res<GameSettings>,
) {
for (invuln_state, mut invuln_state_visual) in &mut fighters {
if *invuln_state != invuln_state_visual.last_known_state {
invuln_state_visual.last_known_state = *invuln_state;
invuln_state_visual.frames_in_state = 0;
}
}
for (mesh, mat) in meshes {
let (_, invuln_state_visual) = fighters
.get(mesh.fighter)
.expect("Material should have relevant fighter available");
let status_color = match invuln_state_visual.last_known_state {
FighterInvulnerabilityState::Vulnerable => bevy::color::palettes::css::WHITE.into(),
FighterInvulnerabilityState::Invulnerable => {
game_settings.fighter_common.intangible_color
}
FighterInvulnerabilityState::Intangible => {
game_settings.fighter_common.intangible_color
}
};
let intensity = match invuln_state_visual.last_known_state {
FighterInvulnerabilityState::Vulnerable => 0.0,
FighterInvulnerabilityState::Invulnerable | FighterInvulnerabilityState::Intangible => {
let cycle_frames = invuln_state_visual.frames_in_state
% game_settings.fighter_common.intangible_pulse_duration;
1.0 - cycle_frames as f32
/ ((game_settings.fighter_common.intangible_pulse_duration) as f32)
}
};
let mut material = materials
.get_mut(mat.id())
.expect("Material should exist here...");
material
.extension
.update_status_color(status_color.into(), intensity);
}
for (_, mut invuln_state_visual) in fighters {
invuln_state_visual.frames_in_state = invuln_state_visual.frames_in_state.saturating_add(1);
}
}
-3
View File
@@ -42,9 +42,6 @@ pub struct FighterSettingsCommon {
pub leave_ground_ecb_frame_lock_duration: u32,
pub platform_pass_platform_ignore_duration_frames: u32,
pub platform_pass_initial_downwards_velocity: FGi32,
pub intangible_color: Color,
pub intangible_pulse_duration: u32,
}
#[derive(Reflect, Serialize, Deserialize, Clone)]
#[reflect(opaque)]
+121 -507
View File
@@ -1,27 +1,24 @@
//! Rollback-safe input history and command buffering.
//!
//! Raw mapped bindings, button edges, and command lifetimes are deliberately
//! separate. This preserves combinations such as pressing a second shield
//! binding while the first one is held, while still allowing a command to
//! survive after its source button is released.
//! Per-fighter input state: the current and previous frame, plus the buffered
//! commands (smash inputs and friends) that states query when deciding whether
//! to interrupt.
use std::ops::{Index, IndexMut};
use bevy::prelude::*;
use bevy_ggrs::{PlayerInputs, Rollback};
use strum::IntoEnumIterator;
use strum_macros::EnumIter;
use crate::fighter::FighterFacingDirection;
use crate::fighter::attack::AttackKind;
use crate::game_settings::GameSettings;
use crate::input::{DigitalAction, FighterInputFrame};
use crate::input::FighterInputFrame;
use crate::netcode::GGRSCfg;
use crate::player::Player;
#[derive(Clone, Copy, EnumIter, Debug, PartialEq, Eq, Hash)]
#[derive(Clone, Copy, EnumIter, Debug)]
pub enum FighterCommands {
Jump,
Shield,
GuardHold,
Attack,
SmashMoveUp,
SmashMoveDown,
@@ -29,31 +26,7 @@ pub enum FighterCommands {
SmashMoveRight,
}
pub(crate) fn second_binding_pressed(
current: crate::input::ActionBindingMask,
previous: crate::input::ActionBindingMask,
) -> bool {
current.count() >= 2 && current.pressed_since(previous).0 != 0
}
impl FighterCommands {
pub const COUNT: usize = 8;
pub const fn index(self) -> usize {
match self {
Self::Jump => 0,
Self::Shield => 1,
Self::GuardHold => 2,
Self::Attack => 3,
Self::SmashMoveUp => 4,
Self::SmashMoveDown => 5,
Self::SmashMoveLeft => 6,
Self::SmashMoveRight => 7,
}
}
}
#[derive(Default, Clone, Hash, Copy, Debug)]
#[derive(Default, Clone, Hash, Copy)]
pub enum FighterAttackCommandType {
#[default]
Neutral,
@@ -70,140 +43,66 @@ pub enum FighterAttackCommandType {
impl FighterAttackCommandType {
pub fn to_attack_kind_grounded(&self) -> AttackKind {
match self {
Self::Neutral => AttackKind::Jab,
Self::SmashAttackUp => AttackKind::UpSmash,
Self::SmashAttackDown => AttackKind::DownSmash,
Self::SmashAttackLeft | Self::SmashAttackRight => AttackKind::ForwardSmash,
Self::TiltAttackUp => AttackKind::UpTilt,
Self::TiltAttackDown => AttackKind::DownTilt,
Self::TiltAttackLeft | Self::TiltAttackRight => AttackKind::ForwardTilt,
}
}
pub fn to_attack_kind_airborne(&self, facing_direction: &FighterFacingDirection) -> AttackKind {
match self {
Self::Neutral => AttackKind::NeutralAir,
Self::SmashAttackUp | Self::TiltAttackUp => AttackKind::UpAir,
Self::SmashAttackDown | Self::TiltAttackDown => AttackKind::DownAir,
Self::SmashAttackLeft | Self::TiltAttackLeft => match facing_direction {
FighterFacingDirection::Left => AttackKind::ForwardAir,
FighterFacingDirection::Right => AttackKind::BackAir,
},
Self::SmashAttackRight | Self::TiltAttackRight => match facing_direction {
FighterFacingDirection::Left => AttackKind::BackAir,
FighterFacingDirection::Right => AttackKind::ForwardAir,
},
FighterAttackCommandType::Neutral => AttackKind::Jab,
FighterAttackCommandType::SmashAttackUp => AttackKind::UpSmash,
FighterAttackCommandType::SmashAttackDown => AttackKind::DownSmash,
FighterAttackCommandType::SmashAttackLeft => AttackKind::ForwardSmash,
FighterAttackCommandType::SmashAttackRight => AttackKind::ForwardSmash,
FighterAttackCommandType::TiltAttackUp => AttackKind::UpTilt,
FighterAttackCommandType::TiltAttackDown => AttackKind::DownTilt,
FighterAttackCommandType::TiltAttackLeft => AttackKind::ForwardTilt,
FighterAttackCommandType::TiltAttackRight => AttackKind::ForwardTilt,
}
}
}
#[derive(Clone, Copy, Debug, Hash)]
struct CommandSlot {
lifetime: u8,
age: u16,
hold_remaining: HoldLimit,
consumed: bool,
/// Frames of life remaining for each buffered command. Indexed by
/// [`FighterCommands`] so adding a command is a two-line change here.
#[derive(Default, Clone, Copy, Hash)]
pub struct FighterCommandLifetimes {
smash_move_left: u8,
smash_move_right: u8,
smash_move_down: u8,
smash_move_up: u8,
jump: u8,
shield: u8,
attack: u8,
}
impl Default for CommandSlot {
fn default() -> Self {
Self {
lifetime: 0,
age: 0,
hold_remaining: HoldLimit::Disabled,
consumed: false,
impl Index<FighterCommands> for FighterCommandLifetimes {
type Output = u8;
fn index(&self, command: FighterCommands) -> &Self::Output {
match command {
FighterCommands::SmashMoveLeft => &self.smash_move_left,
FighterCommands::SmashMoveRight => &self.smash_move_right,
FighterCommands::SmashMoveDown => &self.smash_move_down,
FighterCommands::SmashMoveUp => &self.smash_move_up,
FighterCommands::Jump => &self.jump,
FighterCommands::Shield => &self.shield,
FighterCommands::Attack => &self.attack,
}
}
}
#[derive(Clone, Copy, Debug, Default, Hash, PartialEq, Eq)]
enum HoldLimit {
#[default]
Disabled,
Frames(u16),
Infinite,
}
#[derive(Clone, Copy, Debug, Default, Hash, PartialEq, Eq)]
enum HoldOverride {
#[default]
Inherit,
Disabled,
Frames(u16),
Infinite,
}
impl HoldOverride {
fn from_max_frames(max_frames: u16) -> Self {
if max_frames == 0 {
Self::Infinite
} else {
Self::Frames(max_frames)
impl IndexMut<FighterCommands> for FighterCommandLifetimes {
fn index_mut(&mut self, command: FighterCommands) -> &mut Self::Output {
match command {
FighterCommands::SmashMoveLeft => &mut self.smash_move_left,
FighterCommands::SmashMoveRight => &mut self.smash_move_right,
FighterCommands::SmashMoveDown => &mut self.smash_move_down,
FighterCommands::SmashMoveUp => &mut self.smash_move_up,
FighterCommands::Jump => &mut self.jump,
FighterCommands::Shield => &mut self.shield,
FighterCommands::Attack => &mut self.attack,
}
}
}
impl HoldLimit {
fn from_max_frames(max_frames: u16) -> Self {
if max_frames == 0 {
Self::Infinite
} else {
Self::Frames(max_frames)
}
}
}
#[derive(Clone, Copy, Debug, Hash)]
struct ButtonHistory {
trigger_age: u16,
release_age: u16,
held_frames: u16,
secondary_trigger_age: u16,
}
impl Default for ButtonHistory {
fn default() -> Self {
Self {
trigger_age: u16::MAX,
release_age: u16::MAX,
held_frames: 0,
secondary_trigger_age: u16::MAX,
}
}
}
impl ButtonHistory {
fn update(&mut self, current: u16, previous: u16) {
let pressed = current & !previous;
let released = previous & !current;
self.trigger_age = self.trigger_age.saturating_add(1);
self.release_age = self.release_age.saturating_add(1);
self.secondary_trigger_age = self.secondary_trigger_age.saturating_add(1);
if pressed != 0 {
self.trigger_age = 0;
}
if released != 0 {
self.release_age = 0;
}
if current != 0 {
self.held_frames = self.held_frames.saturating_add(1);
} else {
self.held_frames = 0;
}
if current.count_ones() >= 2 && (pressed != 0 || previous.count_ones() < 2) {
self.secondary_trigger_age = 0;
}
}
}
/// Per-fighter input state. Every field is deterministic rollback state.
#[derive(Component, Clone, Copy, Hash)]
#[derive(Component, Default, Clone, Copy, Hash)]
#[require(Rollback)]
pub struct FighterInput {
command_slots: [CommandSlot; FighterCommands::COUNT],
hold_limits: [HoldOverride; FighterCommands::COUNT],
hold_all: HoldLimit,
button_history: [ButtonHistory; 3],
command_lifetimes: FighterCommandLifetimes,
prev_frame: FighterInputFrame,
current_frame: FighterInputFrame,
frames_in_x_flick_deadzone: u8,
@@ -211,22 +110,6 @@ pub struct FighterInput {
attack_command: FighterAttackCommandType,
}
impl Default for FighterInput {
fn default() -> Self {
Self {
command_slots: [CommandSlot::default(); FighterCommands::COUNT],
hold_limits: [HoldOverride::default(); FighterCommands::COUNT],
hold_all: HoldLimit::default(),
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,
attack_command: FighterAttackCommandType::Neutral,
}
}
}
impl FighterInput {
pub fn get_last_frame(&self) -> FighterInputFrame {
self.current_frame
@@ -238,190 +121,40 @@ impl FighterInput {
}
pub fn clear_buffer(&mut self) {
self.command_slots = [CommandSlot::default(); FighterCommands::COUNT];
self.command_lifetimes = FighterCommandLifetimes::default()
}
pub fn clear_command(&mut self, command: FighterCommands) {
let slot = &mut self.command_slots[command.index()];
slot.lifetime = 0;
slot.hold_remaining = HoldLimit::Disabled;
slot.consumed = true;
}
pub fn consume_command(&mut self, command: FighterCommands) -> bool {
if self.has_command(command) {
self.clear_command(command);
true
} else {
false
}
self.command_lifetimes[command] = 0;
}
pub fn set_lifetime(&mut self, command: FighterCommands, lifetime: u8) {
let slot = &mut self.command_slots[command.index()];
slot.lifetime = lifetime;
slot.age = 0;
slot.hold_remaining = HoldLimit::Disabled;
slot.consumed = false;
self.latch_if_hold_enabled(command);
self.command_lifetimes[command] = lifetime;
}
pub fn has_command(&self, command: FighterCommands) -> bool {
self.command_slots[command.index()].lifetime > 0
self.command_lifetimes[command] > 0
}
pub fn reduce_command_lifetime(&mut self, command: FighterCommands) {
self.command_slots[command.index()].lifetime = self.command_slots[command.index()]
.lifetime
.saturating_sub(1);
}
pub fn enable_hold_all(&mut self, max_frames: u16) {
self.hold_all = HoldLimit::from_max_frames(max_frames);
self.latch_active_commands();
}
/// Stops enrolling commands in the global hold buffer. Commands already
/// latched retain their remaining lifetime so they can cross a state
/// boundary, such as jump squat into the first airborne frame.
pub fn disable_hold_all(&mut self) {
self.hold_all = HoldLimit::Disabled;
}
/// Stops global enrollment and immediately cancels every latched command.
pub fn cancel_hold_all(&mut self) {
self.disable_hold_all();
for slot in &mut self.command_slots {
slot.hold_remaining = HoldLimit::Disabled;
}
}
pub fn enable_hold(&mut self, command: FighterCommands, max_frames: u16) {
self.hold_limits[command.index()] = HoldOverride::from_max_frames(max_frames);
if self.has_command(command) {
self.latch_if_hold_enabled(command);
}
}
/// Explicitly prevents this command from using either command-specific or
/// global hold buffering, while preserving an existing latch.
pub fn disable_hold(&mut self, command: FighterCommands) {
self.hold_limits[command.index()] = HoldOverride::Disabled;
}
/// Removes the command-specific policy so this command inherits the
/// global policy again.
pub fn reset_hold_override(&mut self, command: FighterCommands) {
self.hold_limits[command.index()] = HoldOverride::Inherit;
}
/// Stops enrollment and immediately cancels this command's hold lifetime.
pub fn cancel_hold(&mut self, command: FighterCommands) {
self.disable_hold(command);
self.command_slots[command.index()].hold_remaining = HoldLimit::Disabled;
}
fn latch_if_hold_enabled(&mut self, command: FighterCommands) {
let limit = self.hold_limit(command);
let slot = &mut self.command_slots[command.index()];
slot.hold_remaining = match limit {
HoldLimit::Disabled => return,
HoldLimit::Infinite => HoldLimit::Infinite,
// The limit includes tap-buffer frames already elapsed.
HoldLimit::Frames(max_frames) => {
let remaining = max_frames.saturating_sub(slot.age);
if remaining == 0 {
return;
}
HoldLimit::Frames(remaining)
}
};
}
fn latch_active_commands(&mut self) {
for command in FighterCommands::iter() {
if self.has_command(command) {
self.latch_if_hold_enabled(command);
}
}
}
pub fn is_pressed(&self, action: DigitalAction) -> bool {
self.current_frame
.bindings_for(action)
.pressed_since(self.prev_frame.bindings_for(action))
.0
!= 0
}
pub fn is_released(&self, action: DigitalAction) -> bool {
self.current_frame
.bindings_for(action)
.released_since(self.prev_frame.bindings_for(action))
.0
!= 0
}
pub fn pressed_bindings(&self, action: DigitalAction) -> u16 {
self.current_frame
.bindings_for(action)
.pressed_since(self.prev_frame.bindings_for(action))
.0
}
pub fn binding_count(&self, action: DigitalAction) -> u32 {
self.current_frame.bindings_for(action).count()
self.command_lifetimes[command] = self.command_lifetimes[command].saturating_sub(1);
}
pub fn get_frames_in_smash_move_deadzone(&self) -> u8 {
self.frames_in_x_flick_deadzone
}
pub fn set_attack_command_type(&mut self, command: FighterAttackCommandType) {
self.attack_command = command;
}
pub fn get_attack_command_type(&self) -> FighterAttackCommandType {
self.attack_command
}
fn hold_limit(&self, command: FighterCommands) -> HoldLimit {
let specific = self.hold_limits[command.index()];
match specific {
HoldOverride::Inherit => self.hold_all,
HoldOverride::Disabled => HoldLimit::Disabled,
HoldOverride::Frames(frames) => HoldLimit::Frames(frames),
HoldOverride::Infinite => HoldLimit::Infinite,
}
}
fn update_hold(&mut self, command: FighterCommands) {
let index = command.index();
let slot = &mut self.command_slots[index];
slot.age = slot.age.saturating_add(1);
match slot.hold_remaining {
HoldLimit::Disabled => {}
HoldLimit::Infinite => {
if slot.lifetime == 0 {
slot.lifetime = 1;
}
}
HoldLimit::Frames(remaining) => {
// This tick consumes one of the total persistent frames, but
// the command remains active for the tick that consumes the
// final frame.
let remaining = remaining.saturating_sub(1);
slot.hold_remaining = if remaining == 0 {
HoldLimit::Disabled
} else {
HoldLimit::Frames(remaining)
};
if slot.lifetime == 0 {
slot.lifetime = 1;
}
}
}
}
}
/// Turns this frame's rolled-back inputs into per-fighter [`FighterInput`]
/// state. Runs in `GameplaySet::Input`, before any state looks at it.
pub fn postprocess_input(
query: Query<(&mut FighterInput, &Player)>,
inputs: Res<PlayerInputs<GGRSCfg>>,
@@ -433,95 +166,95 @@ pub fn postprocess_input(
}
input.push_input_frame(inputs[player.handle].0);
let current_bindings = input.current_frame.bindings;
let previous_bindings = input.prev_frame.bindings;
for (history, action) in input.button_history.iter_mut().zip([
DigitalAction::Jump,
DigitalAction::Shield,
DigitalAction::Attack,
]) {
history.update(
current_bindings.get(action).0,
previous_bindings.get(action).0,
);
}
// Directional smash detection
let x_abs = input.current_frame.movement.x.abs();
let y_abs = input.current_frame.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
} else {
let prev_x_abs = input.prev_frame.movement.x.abs();
if prev_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);
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
} else {
let prev_y_abs = input.prev_frame.movement.y.abs();
if prev_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.frames_in_y_flick_deadzone =
input.frames_in_y_flick_deadzone.saturating_add(1);
}
}
let tap = game_settings.input_common.input_buffer_size;
let jump_pressed = input.is_pressed(DigitalAction::Jump);
let shield_pressed = input.is_pressed(DigitalAction::Shield);
let attack_pressed = input.is_pressed(DigitalAction::Attack);
if jump_pressed {
input.set_lifetime(FighterCommands::Jump, tap);
}
if shield_pressed {
input.set_lifetime(FighterCommands::Shield, tap);
if !input.prev_frame.jump && input.current_frame.jump {
input.set_lifetime(
FighterCommands::Jump,
game_settings.input_common.input_buffer_size,
);
}
let shield_now = input.current_frame.bindings_for(DigitalAction::Shield);
let shield_previous = input.prev_frame.bindings_for(DigitalAction::Shield);
let second_shield_pressed = second_binding_pressed(shield_now, shield_previous);
if second_shield_pressed {
input.set_lifetime(FighterCommands::GuardHold, tap);
if !input.prev_frame.shield && input.current_frame.shield {
input.set_lifetime(
FighterCommands::Shield,
game_settings.input_common.input_buffer_size,
);
}
if !input.prev_frame.attack && input.current_frame.attack {
input.set_lifetime(
FighterCommands::Attack,
game_settings.input_common.input_buffer_size,
);
}
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 {
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 {
let command_to_set = if input.current_frame.movement.y > 0.0 {
FighterCommands::SmashMoveUp
} else {
FighterCommands::SmashMoveDown
};
input.set_lifetime(command, tap);
}
if x_flick_detected {
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);
input.set_lifetime(command_to_set, game_settings.input_common.input_buffer_size);
}
// if both flicks are detected, only one wins
if x_flick_detected && y_flick_detected {
x_flick_detected = x_abs > y_abs;
y_flick_detected = !x_flick_detected;
}
if attack_pressed {
let attack_detected = input.current_frame.attack && !input.prev_frame.attack;
// Tilt/smash up/down
if attack_detected {
let attack_type = if y_flick_detected {
if input.current_frame.movement.y > 0.0 {
FighterAttackCommandType::SmashAttackUp
@@ -549,144 +282,25 @@ pub fn postprocess_input(
} else {
FighterAttackCommandType::Neutral
};
input.set_lifetime(FighterCommands::Attack, tap);
input.set_lifetime(
FighterCommands::Attack,
game_settings.input_common.input_buffer_size,
);
input.set_attack_command_type(attack_type);
}
// Advance each command's independently latched persistence. Physical
// source state is intentionally irrelevant after recognition.
for command in FighterCommands::iter() {
input.update_hold(command);
if x_flick_detected {
input.clear_command(FighterCommands::SmashMoveLeft);
input.clear_command(FighterCommands::SmashMoveRight);
let command_to_set = if input.current_frame.movement.x > 0.0 {
FighterCommands::SmashMoveRight
} else {
FighterCommands::SmashMoveLeft
};
input.set_lifetime(command_to_set, game_settings.input_common.input_buffer_size);
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::input::ActionBindingMask;
fn advance_command(input: &mut FighterInput, command: FighterCommands) {
input.reduce_command_lifetime(command);
input.update_hold(command);
}
#[test]
fn second_binding_is_an_edge_not_a_level() {
let first = ActionBindingMask(0b0001);
let both = ActionBindingMask(0b0011);
assert!(second_binding_pressed(both, first));
assert!(!second_binding_pressed(both, both));
}
#[test]
fn replacing_a_binding_still_triggers_the_combination() {
let previous = ActionBindingMask(0b0011);
let current = ActionBindingMask(0b0101);
assert!(second_binding_pressed(current, previous));
}
#[test]
fn command_can_be_consumed_without_erasing_raw_input() {
let mut input = FighterInput::default();
input.set_lifetime(FighterCommands::GuardHold, 3);
assert!(input.consume_command(FighterCommands::GuardHold));
assert!(!input.has_command(FighterCommands::GuardHold));
assert_eq!(input.get_last_frame(), FighterInputFrame::default());
}
#[test]
fn hold_extension_does_not_resurrect_consumed_commands() {
let mut input = FighterInput::default();
input.enable_hold(FighterCommands::Shield, 10);
input.set_lifetime(FighterCommands::Shield, 1);
input.update_hold(FighterCommands::Shield);
input.reduce_command_lifetime(FighterCommands::Shield);
input.update_hold(FighterCommands::Shield);
assert!(input.has_command(FighterCommands::Shield));
input.consume_command(FighterCommands::Shield);
input.update_hold(FighterCommands::Shield);
assert!(!input.has_command(FighterCommands::Shield));
}
#[test]
fn hold_buffer_keeps_released_attack_through_jump_squat() {
let mut input = FighterInput::default();
input.set_lifetime(FighterCommands::Attack, 3);
// Recognition happened before jump squat enabled persistence.
input.update_hold(FighterCommands::Attack);
input.enable_hold_all(10);
// Five simulation ticks cover the test fighter's jump squat. The
// physical attack binding is released, but persistence belongs to the
// recognized command rather than the binding's held state.
for _ in 0..5 {
advance_command(&mut input, FighterCommands::Attack);
}
assert!(input.has_command(FighterCommands::Attack));
// Jump-squat exit stops enrollment. The latch crosses into Jump and
// remains visible on its first airborne interrupt frame.
input.disable_hold_all();
advance_command(&mut input, FighterCommands::Attack);
assert!(input.has_command(FighterCommands::Attack));
assert!(input.consume_command(FighterCommands::Attack));
assert!(!input.has_command(FighterCommands::Attack));
}
#[test]
fn finite_hold_limit_includes_elapsed_tap_frames() {
let mut input = FighterInput::default();
input.set_lifetime(FighterCommands::Attack, 3);
// The recognition frame has already elapsed when jump squat starts.
input.update_hold(FighterCommands::Attack);
input.enable_hold_all(10);
for _ in 0..9 {
advance_command(&mut input, FighterCommands::Attack);
assert!(input.has_command(FighterCommands::Attack));
}
advance_command(&mut input, FighterCommands::Attack);
assert!(!input.has_command(FighterCommands::Attack));
}
#[test]
fn stopping_enrollment_and_cancelling_latches_are_distinct() {
let mut input = FighterInput::default();
input.enable_hold_all(10);
input.set_lifetime(FighterCommands::Shield, 1);
input.disable_hold_all();
advance_command(&mut input, FighterCommands::Shield);
assert!(input.has_command(FighterCommands::Shield));
input.cancel_hold_all();
advance_command(&mut input, FighterCommands::Shield);
assert!(!input.has_command(FighterCommands::Shield));
}
#[test]
fn command_override_can_disable_global_hold() {
let mut input = FighterInput::default();
input.enable_hold_all(10);
input.disable_hold(FighterCommands::Attack);
input.set_lifetime(FighterCommands::Attack, 1);
advance_command(&mut input, FighterCommands::Attack);
assert!(!input.has_command(FighterCommands::Attack));
input.reset_hold_override(FighterCommands::Attack);
input.set_lifetime(FighterCommands::Attack, 1);
advance_command(&mut input, FighterCommands::Attack);
assert!(input.has_command(FighterCommands::Attack));
}
#[test]
fn infinite_hold_uses_an_explicit_state() {
let mut input = FighterInput::default();
input.enable_hold(FighterCommands::Shield, 0);
input.set_lifetime(FighterCommands::Shield, 1);
for _ in 0..u16::MAX as usize + 1 {
advance_command(&mut input, FighterCommands::Shield);
}
assert!(input.has_command(FighterCommands::Shield));
}
}
+3 -109
View File
@@ -2,119 +2,13 @@ use serde::{Deserialize, Serialize};
use crate::math::vec::FGVec2;
/// A fixed-width set of distinct bindings assigned to one logical action.
/// Keeping binding identity in the rollback frame allows combinations such as
/// pressing a second shield binding while the first one is still held.
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize, Default)]
pub struct ActionBindingMask(pub u16);
impl ActionBindingMask {
pub const fn empty() -> Self {
Self(0)
}
pub const fn from_slot(slot: u8) -> Self {
Self(if slot < 16 { 1u16 << slot } else { 0 })
}
pub const fn contains(self, other: Self) -> bool {
self.0 & other.0 == other.0
}
pub const fn intersects(self, other: Self) -> bool {
self.0 & other.0 != 0
}
pub const fn count(self) -> u32 {
self.0.count_ones()
}
pub const fn pressed_since(self, previous: Self) -> Self {
Self(self.0 & !previous.0)
}
pub const fn released_since(self, previous: Self) -> Self {
Self(previous.0 & !self.0)
}
}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize, Default)]
pub struct DigitalActionBindings {
pub jump: ActionBindingMask,
pub shield: ActionBindingMask,
pub attack: ActionBindingMask,
}
impl DigitalActionBindings {
pub fn set(&mut self, action: DigitalAction, slot: u8, pressed: bool) {
let mask = match action {
DigitalAction::Jump => &mut self.jump,
DigitalAction::Shield => &mut self.shield,
DigitalAction::Attack => &mut self.attack,
};
let bit = ActionBindingMask::from_slot(slot).0;
if pressed {
mask.0 |= bit;
} else {
mask.0 &= !bit;
}
}
pub const fn get(self, action: DigitalAction) -> ActionBindingMask {
match action {
DigitalAction::Jump => self.jump,
DigitalAction::Shield => self.shield,
DigitalAction::Attack => self.attack,
}
}
}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
pub enum DigitalAction {
Jump,
Shield,
Attack,
}
/// One frame of a player's raw input. This is the type GGRS serializes and
/// sends over the wire, so keep it small and keep it `PartialEq`.
#[derive(Copy, Clone, Debug, PartialEq, Default, Serialize, Deserialize, Hash)]
pub struct FighterInputFrame {
pub movement: FGVec2,
pub directional_attack: FGVec2,
pub bindings: DigitalActionBindings,
}
impl FighterInputFrame {
pub const fn bindings_for(self, action: DigitalAction) -> ActionBindingMask {
self.bindings.get(action)
}
pub const fn is_held(self, action: DigitalAction) -> bool {
self.bindings_for(action).0 != 0
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn binding_masks_preserve_distinct_same_action_bindings() {
let mut bindings = DigitalActionBindings::default();
bindings.set(DigitalAction::Shield, 0, true);
bindings.set(DigitalAction::Shield, 1, true);
assert_eq!(bindings.shield.0, 0b11);
assert_eq!(bindings.shield.count(), 2);
assert_eq!(bindings.shield.pressed_since(ActionBindingMask(1)).0, 0b10);
}
#[test]
fn clearing_one_binding_does_not_clear_the_other() {
let mut bindings = DigitalActionBindings::default();
bindings.set(DigitalAction::Shield, 0, true);
bindings.set(DigitalAction::Shield, 1, true);
bindings.set(DigitalAction::Shield, 0, false);
assert_eq!(bindings.shield.0, 0b10);
}
pub jump: bool,
pub shield: bool,
pub attack: bool,
}
+3 -6
View File
@@ -14,13 +14,10 @@ pub fn sample_gamepad(pad: &Gamepad, input_map: &BaseInputMap) -> FighterInputFr
match &gamepad_element.binding {
GamepadBinding::Button(button) => {
let pressed = pad.pressed(*button);
if let Some(action) = gamepad_element.action.digital_action() {
input_frame
.bindings
.set(action, gamepad_element.binding_slot, pressed);
}
match gamepad_element.action {
InputMapAction::Jump | InputMapAction::Shield | InputMapAction::Attack => {}
InputMapAction::Jump => input_frame.jump |= pressed,
InputMapAction::Shield => input_frame.shield |= pressed,
InputMapAction::Attack => input_frame.attack |= pressed,
// Digital buttons driving movement isn't used by the
// default bindings (the stick covers that), but stay
// consistent with the keyboard backend if one is added.
+3 -9
View File
@@ -30,15 +30,9 @@ pub fn sample_keyboard(key: &ButtonInput<KeyCode>, input_map: &BaseInputMap) ->
InputMapAction::MovementYDir(sign) => {
input_frame.movement.y += (sign) * action_strength
}
InputMapAction::Jump | InputMapAction::Shield | InputMapAction::Attack => {
if let Some(action) = keyboard_elment.action.digital_action() {
input_frame.bindings.set(
action,
keyboard_elment.binding_slot,
action_strength != FGi32::ZERO,
);
}
}
InputMapAction::Jump => input_frame.jump = action_strength != FGi32::ZERO,
InputMapAction::Shield => input_frame.shield = action_strength != FGi32::ZERO,
InputMapAction::Attack => input_frame.attack = action_strength != FGi32::ZERO,
}
}
-13
View File
@@ -19,17 +19,6 @@ pub enum InputMapAction {
Attack,
}
impl InputMapAction {
pub const fn digital_action(&self) -> Option<crate::input::DigitalAction> {
match self {
Self::Jump => Some(crate::input::DigitalAction::Jump),
Self::Shield => Some(crate::input::DigitalAction::Shield),
Self::Attack => Some(crate::input::DigitalAction::Attack),
Self::MovementXDir(_) | Self::MovementYDir(_) => None,
}
}
}
#[derive(Debug)]
pub enum MenuInputMapAction {
MovementXDir(i32),
@@ -43,7 +32,6 @@ pub enum MenuInputMapAction {
pub struct KeyboardInputMapElement {
pub key: KeyCode,
pub action: InputMapAction,
pub binding_slot: u8,
}
#[derive(Debug)]
@@ -56,7 +44,6 @@ pub enum GamepadBinding {
pub struct GamepadInputMapElement {
pub binding: GamepadBinding,
pub action: InputMapAction,
pub binding_slot: u8,
}
#[derive(Debug)]
+11 -31
View File
@@ -15,7 +15,7 @@ pub mod keyboard;
pub mod map;
pub use buffer::{FighterCommands, FighterInput};
pub use frame::{ActionBindingMask, DigitalAction, DigitalActionBindings, FighterInputFrame};
pub use frame::FighterInputFrame;
pub use map::{
BaseInputMap, GamepadBinding, GamepadInputMapElement, InputActionState, InputMapAction,
KeyboardInputMapElement, MenuGamepadInputMapElement, MenuInputMap, MenuInputMapAction,
@@ -28,7 +28,7 @@ pub enum LocalInputSource {
Gamepad(Entity),
}
/// Persistent mapping from physical/menu controller slots to input sources.
/// Maps an input source to a player index
#[derive(Resource, Clone, Debug, Default, Deref, DerefMut)]
pub struct LocalInputAssignments(pub Vec<(usize, LocalInputSource)>);
@@ -50,16 +50,6 @@ impl LocalInputAssignments {
}
}
/// Match-local mapping from dense GGRS handles to physical input sources.
#[derive(Resource, Clone, Debug, Default, Deref, DerefMut)]
pub struct MatchInputAssignments(pub Vec<Option<LocalInputSource>>);
impl MatchInputAssignments {
pub fn get_for_handle(&self, handle: usize) -> Option<LocalInputSource> {
self.0.get(handle).copied().flatten()
}
}
use crate::game_settings::GameSettings;
use crate::math::int::FGi32;
use crate::netcode::GGRSCfg;
@@ -78,43 +68,36 @@ impl Plugin for FighterInputPlugin {
KeyboardInputMapElement {
key: KeyCode::KeyD,
action: InputMapAction::MovementXDir(1),
binding_slot: 0,
},
// left
KeyboardInputMapElement {
key: KeyCode::KeyA,
action: InputMapAction::MovementXDir(-1),
binding_slot: 0,
},
// up
KeyboardInputMapElement {
key: KeyCode::KeyW,
action: InputMapAction::MovementYDir(1),
binding_slot: 0,
},
// down
KeyboardInputMapElement {
key: KeyCode::KeyS,
action: InputMapAction::MovementYDir(-1),
binding_slot: 0,
},
// jump
KeyboardInputMapElement {
key: KeyCode::Space,
action: InputMapAction::Jump,
binding_slot: 0,
},
// shield/airdodge
KeyboardInputMapElement {
key: KeyCode::ShiftLeft,
action: InputMapAction::Shield,
binding_slot: 0,
},
// attack
KeyboardInputMapElement {
key: KeyCode::KeyJ,
action: InputMapAction::Attack,
binding_slot: 0,
},
// Menu
],
@@ -123,34 +106,28 @@ impl Plugin for FighterInputPlugin {
GamepadInputMapElement {
binding: GamepadBinding::Axis(GamepadAxis::LeftStickX, 1),
action: InputMapAction::MovementXDir(1),
binding_slot: 0,
},
GamepadInputMapElement {
binding: GamepadBinding::Axis(GamepadAxis::LeftStickY, 1),
action: InputMapAction::MovementYDir(1),
binding_slot: 0,
},
// jump
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::North),
action: InputMapAction::Jump,
binding_slot: 0,
},
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::LeftTrigger2),
action: InputMapAction::Shield,
binding_slot: 0,
},
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::RightTrigger2),
action: InputMapAction::Shield,
binding_slot: 1,
},
// attack
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::East),
action: InputMapAction::Attack,
binding_slot: 0,
},
],
})
@@ -267,17 +244,20 @@ fn read_local_inputs(
input_map: Res<BaseInputMap>,
gc_ports: Res<gamecube::GcPorts>,
gamepads: Query<&Gamepad>,
assignments: Res<MatchInputAssignments>,
assignments: Res<LocalInputAssignments>,
local_players: Res<LocalPlayers>,
game_settings: Res<GameSettings>,
) {
let mut local_inputs = HashMap::new();
for handle in &local_players.0 {
let assigned = assignments.get_for_handle(*handle);
let assigned = assignments
.0
.iter()
.find(|(player_handle, _)| player_handle == handle);
let gamepad = match assigned {
Some(LocalInputSource::Gamepad(entity)) => gamepads.get(entity).ok(),
Some(LocalInputSource::Keyboard) => None,
Some((_, LocalInputSource::Gamepad(entity))) => gamepads.get(*entity).ok(),
Some((_, LocalInputSource::Keyboard)) => None,
None => gc_ports
.entities
.get(*handle)
@@ -287,8 +267,8 @@ fn read_local_inputs(
};
let mut input_frame = match assigned {
Some(LocalInputSource::Keyboard) => keyboard::sample_keyboard(&key, &input_map),
Some(LocalInputSource::Gamepad(_)) => gamepad
Some((_, LocalInputSource::Keyboard)) => keyboard::sample_keyboard(&key, &input_map),
Some((_, LocalInputSource::Gamepad(_))) => gamepad
.map(|pad| gamepad::sample_gamepad(pad, &input_map))
.unwrap_or_default(),
None => FighterInputFrame::default(),
+2 -8
View File
@@ -35,9 +35,8 @@ use ron_asset_manager::RonAssetPlugin;
use crate::{
camera::MatchCameraPlugin, fighter::manifest::FighterManifest, game_settings::GameSettings,
match_runtime::MatchRuntimePlugin, materials::ShinesparkMaterialPlugin,
menus::style::FGUiStyle, schedule::GameplaySchedulePlugin, stage::manifest::StageManifest,
ui::InGameUIPlugin,
match_runtime::MatchRuntimePlugin, menus::style::FGUiStyle, schedule::GameplaySchedulePlugin,
stage::manifest::StageManifest, ui::InGameUIPlugin,
};
mod args;
@@ -50,7 +49,6 @@ pub mod game_settings;
pub mod input;
pub mod match_loading;
pub mod match_runtime;
pub mod materials;
mod math;
pub mod menus;
pub mod netcode;
@@ -79,7 +77,6 @@ pub enum AppState {
LoadingMatch,
PreparingMatch,
InMatch,
MatchResults,
MatchDisconnected,
MatchLoadFailed,
}
@@ -112,7 +109,6 @@ impl Plugin for GamePlugin {
// game-level content and configuration.
app.init_state::<AppState>()
.add_plugins((
(
SettingsPlugin::new("moe.eirteam.shinespark.debug_settings"),
// Brings up GGRS (and with it `GgrsSchedule`), so it goes first.
netcode::FighterNetcodePlugin::default(),
@@ -129,8 +125,6 @@ impl Plugin for GamePlugin {
MatchCameraPlugin,
GameAssetPlugin,
InGameUIPlugin,
),
ShinesparkMaterialPlugin,
))
.add_plugins(menus::MenuPlugin)
.add_loading_state(
+28 -164
View File
@@ -8,7 +8,9 @@ use bevy_ggrs::prelude::Session;
use serde::{Deserialize, Serialize};
use crate::{
AppState, args::Args, fighter::{
AppState,
args::Args,
fighter::{
FighterId, FighterRoster,
animation::AnimKind,
attack::{AttackKind, FighterAttackScriptAssets},
@@ -16,10 +18,16 @@ use crate::{
manifest::{FighterManifest, FighterManifestRegistry},
spawn_fighter,
visual::FighterAnimations,
}, input::{LocalInputAssignments, LocalInputSource, MatchInputAssignments}, match_runtime::MatchState, netcode::{
},
input::{LocalInputAssignments, LocalInputSource},
match_runtime::MatchState,
math::{int::FGi32, vec::FGVec2},
netcode::{
GGRSCfg,
session::{ConnectionStatus, SessionConfig, create_session},
}, scripting::FighterAttackScript, stage::{
},
scripting::FighterAttackScript,
stage::{
self,
manifest::{StageId, StageManifest, StageManifestRegistry},
},
@@ -27,10 +35,7 @@ use crate::{
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct MatchPlayer {
/// Dense index used by GGRS and rollback-simulated player state.
pub handle: usize,
/// Physical controller port selected in the menu.
pub controller_port: usize,
pub fighter: FighterId,
}
@@ -41,22 +46,6 @@ pub struct MatchConfig {
pub rules: MatchRules,
}
impl MatchConfig {
/// Maps a GGRS handle to the controller port used by gameplay.
///
/// Multiplayer uses the stable, dense GGRS handle as the port. A
/// single-player match preserves the physical controller port selected in
/// the menu (for example, port 3 remains port 3).
pub fn controller_port_for_handle(&self, handle: usize) -> Option<usize> {
let player = self.players.iter().find(|player| player.handle == handle)?;
Some(if self.players.len() > 1 {
handle
} else {
player.controller_port
})
}
}
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub enum MatchRules {
Stock {
@@ -239,7 +228,6 @@ pub fn initiate_default_match(
let players = (0..args.players)
.map(|handle| MatchPlayer {
handle,
controller_port: handle,
fighter: FighterId::TestFighter,
})
.collect();
@@ -275,7 +263,6 @@ pub fn initiate_default_match(
pub fn prepare_match(
mut commands: Commands,
config: Res<MatchConfig>,
input_assignments: Res<LocalInputAssignments>,
assets: Res<MatchAssets>,
gltfs: Res<Assets<Gltf>>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
@@ -290,7 +277,7 @@ pub fn prepare_match(
if !valid_player_handles(&config.players) {
fail_match(
&mut next_state,
"player handles must be dense, unique, and non-empty",
"player handles must be unique and cover 0..player_count",
);
return;
}
@@ -300,20 +287,6 @@ pub fn prepare_match(
return;
}
let stage_handle = stage_registry
.get(config.stage)
.expect("Initialization check should ensure all stages exist");
let stage_manifest = stage_manifests
.get(&stage_handle)
.expect("Initialization check should ensure stage manifests are kept alive");
let spawn_positions = match stage_manifest.neutral_spawn_positions(config.players.len()) {
Ok(positions) => positions,
Err(error) => {
fail_match(&mut next_state, &error);
return;
}
};
if assets.fighters.len() != config.players.len() {
fail_match(
&mut next_state,
@@ -476,8 +449,7 @@ pub fn prepare_match(
));
}
let session_player_count = player_count_for_handles(&config.players);
let session_config = match SessionConfig::from_args(&args, session_player_count) {
let session_config = match SessionConfig::from_args(&args, config.players.len()) {
Ok(config) => config,
Err(error) => {
fail_match(
@@ -487,7 +459,7 @@ pub fn prepare_match(
return;
}
};
let session = match create_session(&args, session_player_count) {
let session = match create_session(&args, config.players.len()) {
Ok(session) => session,
Err(error) => {
fail_match(
@@ -498,13 +470,14 @@ pub fn prepare_match(
}
};
commands.insert_resource(create_match_input_assignments(
&input_assignments,
&config.players,
));
let root = commands.spawn((Name::new("Match"), MatchRoot)).id();
let stage_handle = stage_registry
.get(config.stage)
.expect("Initialization check should ensure all stages exist");
let stage_manifest = stage_manifests
.get(&stage_handle)
.expect("Initialization check should ensure stage manifests are kept alive");
stage::spawn_stage(
&mut commands,
root,
@@ -514,18 +487,14 @@ pub fn prepare_match(
);
let mut fighter_roster = Vec::with_capacity(config.players.len());
for (spawn_index, (player, (scene, animations, attack_scripts, manifest_handle, model_scale, ecb_bone_indices))) in
for (index, (player, (scene, animations, attack_scripts, manifest_handle, model_scale, ecb_bone_indices))) in
config.players.iter().zip(prepared).enumerate()
{
let spawn_point = spawn_positions[spawn_index];
let spawn_x = (index as i32 * 2 + 1 - config.players.len() as i32) * 5;
fighter_roster.push(spawn_fighter(
&mut commands,
player.handle,
config
.controller_port_for_handle(player.handle)
.expect("validated match config contains every player handle"),
spawn_point,
FGVec2::new(FGi32::from_num(spawn_x), FGi32::lit("12.5")),
manifest_handle.clone(),
model_scale,
animations,
@@ -549,30 +518,12 @@ fn fail_match(next_state: &mut NextState<AppState>, message: &str) {
}
fn valid_player_handles(players: &[MatchPlayer]) -> bool {
if players.is_empty() {
return false;
}
let mut handles = players.iter().map(|player| player.handle).collect::<Vec<_>>();
let mut handles = players
.iter()
.map(|player| player.handle)
.collect::<Vec<_>>();
handles.sort_unstable();
handles.into_iter().eq(0..players.len())
}
fn player_count_for_handles(players: &[MatchPlayer]) -> usize {
players.len()
}
fn create_match_input_assignments(
assignments: &LocalInputAssignments,
players: &[MatchPlayer],
) -> MatchInputAssignments {
let mut match_assignments = vec![None; players.len()];
for player in players {
match_assignments[player.handle] = assignments
.get_from_slot(player.controller_port)
.copied();
}
MatchInputAssignments(match_assignments)
handles == (0..players.len()).collect::<Vec<_>>()
}
pub fn cleanup_match(
@@ -593,7 +544,6 @@ pub fn cleanup_match(
commands.remove_resource::<MatchAssets>();
commands.remove_resource::<MatchConfig>();
commands.remove_resource::<MatchState>();
commands.remove_resource::<MatchInputAssignments>();
commands.remove_resource::<FighterRoster>();
}
@@ -608,12 +558,10 @@ mod tests {
players: vec![
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 1,
controller_port: 1,
fighter: FighterId::TestFighter,
},
],
@@ -631,12 +579,10 @@ mod tests {
let players = [
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 0,
controller_port: 1,
fighter: FighterId::TestFighter,
},
];
@@ -644,88 +590,6 @@ mod tests {
assert!(!valid_player_handles(&players));
}
#[test]
fn player_handles_must_not_have_gaps() {
let players = [
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 2,
controller_port: 3,
fighter: FighterId::TestFighter,
},
];
assert!(!valid_player_handles(&players));
assert_eq!(player_count_for_handles(&players), 2);
}
#[test]
fn controller_ports_use_ggrs_handles_only_in_multiplayer() {
let single_player = MatchConfig {
stage: StageId::TestStage,
players: vec![MatchPlayer {
handle: 0,
controller_port: 3,
fighter: FighterId::TestFighter,
}],
rules: MatchRules::default(),
};
assert_eq!(single_player.controller_port_for_handle(0), Some(3));
let multiplayer = MatchConfig {
stage: StageId::TestStage,
players: vec![
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 1,
controller_port: 3,
fighter: FighterId::TestFighter,
},
],
rules: MatchRules::default(),
};
assert_eq!(multiplayer.controller_port_for_handle(0), Some(0));
assert_eq!(multiplayer.controller_port_for_handle(1), Some(1));
}
#[test]
fn match_input_assignments_map_ports_to_ggrs_handles_without_mutating_ports() {
let players = [
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 1,
controller_port: 3,
fighter: FighterId::TestFighter,
},
];
let assignments = LocalInputAssignments(vec![
(0, LocalInputSource::Keyboard),
(3, LocalInputSource::Gamepad(Entity::PLACEHOLDER)),
]);
let match_assignments = create_match_input_assignments(&assignments, &players);
assert_eq!(match_assignments.get_for_handle(0), Some(LocalInputSource::Keyboard));
assert_eq!(
match_assignments.get_for_handle(1),
Some(LocalInputSource::Gamepad(Entity::PLACEHOLDER))
);
assert_eq!(assignments[0].0, 0);
assert_eq!(assignments[1].0, 3);
}
#[test]
fn match_rules_reject_zero_limits() {
assert!(
+5 -165
View File
@@ -2,7 +2,7 @@
use bevy::input::InputSystems;
use bevy::prelude::*;
use bevy_ggrs::{ConfirmedFrameCount, RollbackFrameCount, RunGgrsSystems, prelude::*};
use bevy_ggrs::{RunGgrsSystems, prelude::*};
use crate::{
AppState,
@@ -15,8 +15,6 @@ pub struct MatchState {
pub elapsed_frames: u32,
/// Indexed by the player's session handle.
pub players: Vec<PlayerMatchState>,
/// The rollback frame on which the match first finished.
pub finished_at_frame: Option<i32>,
}
#[derive(Clone, Debug, Hash, PartialEq, Eq)]
@@ -49,66 +47,8 @@ impl MatchState {
deaths: 0,
})
.collect(),
finished_at_frame: None,
}
}
pub fn is_match_finished(&self, config: &MatchConfig) -> bool {
let time_limit = match config.rules {
MatchRules::Stock {
starting_stocks: _,
time_limit_frames,
} => time_limit_frames,
MatchRules::Timed { time_limit_frames } => Some(time_limit_frames),
};
if let Some(time_limit) = time_limit {
if self.elapsed_frames >= time_limit {
return true;
}
}
if config.players.len() > 1
&& let MatchRules::Stock {
starting_stocks: _,
time_limit_frames: _,
} = config.rules
{
let alive_fighter_count = self
.players
.iter()
.filter(|fighter| {
fighter
.stocks_remaining
.map(|stocks| stocks)
.unwrap_or_default()
> 0
})
.count();
if alive_fighter_count <= 1 {
return true;
}
}
false
}
fn advance_frame(&mut self, config: &MatchConfig, frame: i32) {
if self.finished_at_frame.is_some() {
return;
}
self.elapsed_frames = self.elapsed_frames.saturating_add(1);
if self.is_match_finished(config) {
self.finished_at_frame = Some(frame);
}
}
fn finish_is_confirmed(&self, confirmed_frame: i32) -> bool {
self.finished_at_frame
.is_some_and(|finished_at| confirmed_frame >= finished_at)
}
}
pub struct MatchRuntimePlugin;
@@ -121,20 +61,12 @@ impl Plugin for MatchRuntimePlugin {
.configure_sets(PreUpdate, RunGgrsSystems.run_if(ggrs_should_run))
.add_systems(OnEnter(AppState::InMatch), reset_pause)
.add_systems(OnExit(AppState::InMatch), reset_pause)
.add_systems(
GgrsSchedule,
update_match_rules.in_set(crate::schedule::GameplaySet::MatchRules),
)
.add_systems(
PreUpdate,
toggle_pause
.after(InputSystems)
.before(RunGgrsSystems)
.run_if(in_state(AppState::InMatch)),
)
.add_systems(
Update,
transition_after_confirmed_finish.run_if(in_state(AppState::InMatch)),
);
}
}
@@ -143,10 +75,6 @@ pub fn ggrs_should_run(pause: Option<Res<PauseState>>) -> bool {
!pause.is_some_and(|pause| pause.paused)
}
pub(crate) fn match_is_ongoing(match_state: Option<Res<MatchState>>) -> bool {
match_state.is_none_or(|match_state| match_state.finished_at_frame.is_none())
}
fn toggle_pause(
key: Res<ButtonInput<KeyCode>>,
gamepads: Query<&Gamepad>,
@@ -170,29 +98,14 @@ fn toggle_pause(
virtual_time.toggle();
}
fn reset_pause(mut pause: ResMut<PauseState>, mut virtual_time: ResMut<Time<Virtual>>) {
fn reset_pause(
mut pause: ResMut<PauseState>,
mut virtual_time: ResMut<Time<Virtual>>,
) {
pause.paused = false;
virtual_time.unpause();
}
fn update_match_rules(
mut match_state: ResMut<MatchState>,
match_config: Res<MatchConfig>,
frame: Res<RollbackFrameCount>,
) {
match_state.advance_frame(&match_config, frame.0);
}
fn transition_after_confirmed_finish(
match_state: Res<MatchState>,
confirmed_frame: Res<ConfirmedFrameCount>,
mut next_state: ResMut<NextState<AppState>>,
) {
if match_state.finish_is_confirmed(confirmed_frame.0) {
next_state.set(AppState::MatchResults);
}
}
#[cfg(test)]
mod tests {
use super::*;
@@ -204,12 +117,10 @@ mod tests {
players: vec![
MatchPlayer {
handle: 1,
controller_port: 3,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
],
@@ -225,7 +136,6 @@ mod tests {
}));
assert_eq!(state.elapsed_frames, 0);
assert_eq!(state.finished_at_frame, None);
assert_eq!(state.players.len(), 2);
assert!(state.players.iter().all(|player| {
player.stocks_remaining == Some(4) && player.score == 0 && player.deaths == 0
@@ -245,74 +155,4 @@ mod tests {
.all(|player| player.stocks_remaining.is_none())
);
}
#[test]
fn timed_match_finishes_on_its_rollback_frame() {
let config = config(MatchRules::Timed {
time_limit_frames: 2,
});
let mut state = MatchState::from_config(&config);
state.advance_frame(&config, 10);
assert_eq!(state.elapsed_frames, 1);
assert_eq!(state.finished_at_frame, None);
state.advance_frame(&config, 11);
assert_eq!(state.elapsed_frames, 2);
assert_eq!(state.finished_at_frame, Some(11));
assert!(!state.finish_is_confirmed(10));
assert!(state.finish_is_confirmed(11));
state.advance_frame(&config, 12);
assert_eq!(state.finished_at_frame, Some(11));
assert_eq!(state.elapsed_frames, 2);
}
#[test]
fn corrected_rollback_state_does_not_keep_speculative_finish() {
let config = config(MatchRules::Stock {
starting_stocks: 1,
time_limit_frames: None,
});
let state_before_prediction = MatchState::from_config(&config);
let mut predicted_state = state_before_prediction.clone();
predicted_state.players[1].stocks_remaining = Some(0);
predicted_state.advance_frame(&config, 20);
assert_eq!(predicted_state.finished_at_frame, Some(20));
let mut corrected_state = state_before_prediction;
corrected_state.advance_frame(&config, 20);
assert_eq!(corrected_state.finished_at_frame, None);
assert!(!corrected_state.finish_is_confirmed(20));
}
#[test]
fn single_player_stock_match_does_not_finish_by_elimination() {
let mut config = config(MatchRules::Stock {
starting_stocks: 1,
time_limit_frames: None,
});
config.players.truncate(1);
let mut state = MatchState::from_config(&config);
state.advance_frame(&config, 1);
assert_eq!(state.finished_at_frame, None);
state.players[0].stocks_remaining = Some(0);
state.advance_frame(&config, 2);
assert_eq!(state.finished_at_frame, None);
}
#[test]
fn single_player_stock_match_can_finish_by_time_limit() {
let mut config = config(MatchRules::Stock {
starting_stocks: 1,
time_limit_frames: Some(1),
});
config.players.truncate(1);
let mut state = MatchState::from_config(&config);
state.advance_frame(&config, 7);
assert_eq!(state.finished_at_frame, Some(7));
}
}
-77
View File
@@ -1,77 +0,0 @@
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
}
#[derive(Asset, AsBindGroup, Reflect, Debug, Clone, Default)]
pub struct FighterMaterialExtension {
#[uniform(100)]
status_color: LinearRgba,
#[uniform(100)]
status_color_intensity: f32,
}
const SHADER_ASSET_PATH: &str = "embedded://shinespark/shaders/fighter.wgsl";
impl FighterMaterialExtension {
pub fn new(status_color: Color) -> Self {
Self {
status_color: status_color.into(),
status_color_intensity: 0.0,
..default()
}
}
pub fn update_status_color(&mut self, status_color: LinearRgba, intensity: f32) {
self.status_color = status_color;
self.status_color_intensity = intensity;
}
}
impl MaterialExtension for FighterMaterialExtension {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
fn deferred_fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}
pub fn bind_fighter_material(
scene_ready: On<WorldInstanceReady>,
mut commands: Commands,
children: Query<&Children>,
//color_override: Query<&ColorOverride>,
mesh_materials: Query<(Entity, &MeshMaterial3d<StandardMaterial>, &GltfMaterialName)>,
mut asset_materials: ResMut<Assets<FighterMaterial>>,
original_materials: Res<Assets<StandardMaterial>>,
) {
for descendant in children.iter_descendants(scene_ready.entity) {
let Ok((entity, id, material_name)) = mesh_materials.get(descendant) else {
continue;
};
dbg!(material_name);
if !material_name.starts_with("Fighter_") {
continue;
}
let Some(original_material) = original_materials.get(id.id()) else {
continue;
};
commands.entity(entity).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 }));
}
}
-24
View File
@@ -1,24 +0,0 @@
use bevy::{
asset::embedded_asset, prelude::*,
};
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)
.add_observer(fighter_material::bind_fighter_material)
.add_plugins(MaterialPlugin::<fighter_material::FighterMaterial>::default());
}
}
-67
View File
@@ -1,67 +0,0 @@
#import bevy_pbr::{
pbr_fragment::pbr_input_from_standard_material,
pbr_functions::alpha_discard,
}
#ifdef PREPASS_PIPELINE
#import bevy_pbr::{
prepass_io::{VertexOutput, FragmentOutput},
pbr_deferred_functions::deferred_output,
}
#else
#import bevy_pbr::{
forward_io::{VertexOutput, FragmentOutput},
pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing},
}
#endif
struct FighterExtendedMaterial {
status_color: vec4<f32>,
status_color_intensity: f32,
#ifdef SIXTEEN_BYTE_ALIGNMENT
// Web examples WebGL2 support: structs must be 16 byte aligned.
_webgl2_padding_8b: u32,
_webgl2_padding_12b: u32,
_webgl2_padding_16b: u32,
#endif
}
@group(#{MATERIAL_BIND_GROUP}) @binding(100)
var<uniform> fighter_material: FighterExtendedMaterial;
@fragment
fn fragment(
in: VertexOutput,
@builtin(front_facing) is_front: bool,
) -> FragmentOutput {
// generate a PbrInput struct from the StandardMaterial bindings
var pbr_input = pbr_input_from_standard_material(in, is_front);
// we can optionally modify the input before lighting and alpha_discard is applied
//pbr_input.material.base_color.b = pbr_input.material.base_color.r;
// alpha discard
pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
#ifdef PREPASS_PIPELINE
// in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader.
let out = deferred_output(in, pbr_input);
#else
var out: FragmentOutput;
// apply lighting
out.color = apply_pbr_lighting(pbr_input);
// we can optionally modify the lit color before post-processing is applied
var quantize_steps: i32 = 2;
out.color = vec4<f32>(vec4<u32>(out.color * f32(quantize_steps))) / f32(quantize_steps);
// apply in-shader post processing (fog, alpha-premultiply, and also tonemapping, debanding if the camera is non-hdr)
// note this does not include fullscreen postprocessing effects like bloom.
out.color = main_pass_post_lighting_processing(pbr_input, out.color);
out.color = mix(out.color, fighter_material.status_color, fighter_material.status_color_intensity * 0.5);
#endif
return out;
}
+2 -29
View File
@@ -65,10 +65,7 @@ impl MenuMatchConfig {
let stage = self.stage.ok_or(MenuMatchConfigErrors::StageNotSelected)?;
let mut players = self.players.iter().collect::<Vec<_>>();
players.sort_unstable_by_key(|player| player.slot);
for (handle, player) in players.into_iter().enumerate() {
for player in self.players.iter() {
let fighter_id =
player
.fighter
@@ -77,8 +74,7 @@ impl MenuMatchConfig {
))?;
match_players.push(MatchPlayer {
fighter: fighter_id,
handle,
controller_port: player.slot,
handle: player.slot,
});
}
@@ -106,27 +102,4 @@ mod tests {
assert_eq!(menu.to_match_config().unwrap().rules, MatchRules::default());
}
#[test]
fn sparse_controller_ports_get_dense_ggrs_handles() {
let menu = MenuMatchConfig {
stage: Some(StageId::TestStage),
players: vec![
MenuMatchPlayerSlot {
slot: 3,
fighter: Some(FighterId::TestFighter),
},
MenuMatchPlayerSlot {
slot: 0,
fighter: Some(FighterId::TestFighter),
},
],
};
let config = menu.to_match_config().unwrap();
assert_eq!(config.players[0].handle, 0);
assert_eq!(config.players[0].controller_port, 0);
assert_eq!(config.players[1].handle, 1);
assert_eq!(config.players[1].controller_port, 3);
}
}
-44
View File
@@ -1,44 +0,0 @@
use bevy::{prelude::*, text::FontSourceTemplate};
use crate::{AppState, menus::{MenuMarker, spawn_menu}};
pub fn setup_post_match_menu(
existing_menu: Option<Single<Entity, With<MenuMarker>>>,
commands: Commands,
) {
let menu = bsn! {
Node {
flex_direction: FlexDirection::Column,
width: percent(100),
height: percent(100),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center
}
Children [
(
Text("[Insert beautiful post-match screen here]")
TextFont {
font: FontSourceTemplate::Handle("fonts/roboto.ttf"),
font_size: px(super::style::H1_SIZE),
}
TextColor(Color::srgb(0.9, 0.9, 0.9))
),
Text("Press any button/key to continue...")
TextFont {
font: FontSourceTemplate::Handle("fonts/roboto.ttf"),
font_size: px(super::style::H3_SIZE),
}
TextColor(Color::srgb(0.9, 0.9, 0.9))
]
};
spawn_menu(existing_menu, commands, menu);
}
pub fn check_return_to_character_select(gamepads: Query<&Gamepad>, keyboard: Res<ButtonInput<KeyCode>>, mut next_state: ResMut<NextState<AppState>>) {
let any_pressed = gamepads.iter().any(|gp| gp.get_just_pressed().count() > 0);
let any_pressed = any_pressed || keyboard.get_just_pressed().count() > 0;
if any_pressed {
next_state.set(AppState::MainMenu);
}
}
+16 -23
View File
@@ -18,7 +18,6 @@ pub mod errors;
pub mod input;
pub mod main_menu;
pub mod match_config;
pub mod match_results;
pub mod navigation;
pub mod scaling;
pub mod stage_select;
@@ -78,8 +77,11 @@ pub fn despawn_menu(
mut commands: Commands,
) {
if let Some(entity) = existing_menu {
commands.entity(entity.into_inner()).despawn();
commands
.entity(entity.into_inner())
.despawn();
}
}
pub fn spawn_menu(
@@ -88,7 +90,9 @@ pub fn spawn_menu(
menu: impl Scene,
) {
if let Some(entity) = existing_menu {
commands.entity(entity.into_inner()).despawn();
commands
.entity(entity.into_inner())
.despawn();
}
commands.queue_spawn_scene(wrap_menu(menu));
}
@@ -113,13 +117,19 @@ where
impl Plugin for MenuPlugin {
fn build(&self, app: &mut App) {
app.add_systems(OnEnter(AppState::MainMenu), build_menu::<MainMenu>)
app.add_systems(
OnEnter(AppState::MainMenu),
build_menu::<MainMenu>,
)
.add_message::<character_select::PlayerSlotAssigned>()
.init_resource::<navigation::UINavigationActionState>()
.init_resource::<navigation::UINavigationRepeat>()
.init_resource::<input::MenuInputState>()
.insert_resource(InputFocusVisible(true))
.insert_resource(GlobalUiDebugOptions { ..default() })
.insert_resource(GlobalUiDebugOptions {
enabled: true,
..default()
})
// Configure auto-navigation behavior
.insert_resource(AutoNavigationConfig {
// Require at least 10% overlap in perpendicular axis for cardinal directions
@@ -184,9 +194,7 @@ impl Plugin for MenuPlugin {
OnExit(AppState::CharacterSelect),
(cursor::despawn_cursors, character_select::despawn_tokens),
)
.add_observer(
character_select::select_fighter.run_if(in_state(AppState::CharacterSelect)),
)
.add_observer(character_select::select_fighter.run_if(in_state(AppState::CharacterSelect)))
.add_observer(
character_select::update_start_banner_visibility
.run_if(in_state(AppState::CharacterSelect)),
@@ -209,21 +217,6 @@ impl Plugin for MenuPlugin {
//---------
// STAGE SELECT END
//---------
//---------
// MATCH RESULT START
//---------
.add_systems(
OnEnter(AppState::MatchResults),
match_results::setup_post_match_menu,
)
.add_systems(
PostUpdate,
match_results::check_return_to_character_select
.run_if(in_state(AppState::MatchResults)),
)
//---------
// MATCH RESULT END
//---------
.add_systems(
Update,
(
+1 -1
View File
@@ -102,7 +102,7 @@ pub fn process_inputs(
.insert(DirectionalNavigationAction::Right);
}
}
if input.accept.is_just_pressed() {
if input.accept.is_pressed() {
action_state
.pressed_actions
.insert(DirectionalNavigationAction::Select);
-3
View File
@@ -10,8 +10,5 @@ use bevy_ggrs::prelude::*;
#[derive(Default, Component)]
#[require(Rollback, Transform)]
pub struct Player {
/// Dense GGRS session index.
pub handle: usize,
/// Port used for port-dependent gameplay such as respawn placement.
pub controller_port: usize,
}
+3 -4
View File
@@ -17,7 +17,7 @@ use crate::{
};
const MAGIC: &[u8; 8] = b"SPRPLY01";
pub const REPLAY_VERSION: u32 = 3;
pub const REPLAY_VERSION: u32 = 2;
#[derive(Clone, Copy, Debug, Default, Eq, PartialEq, ValueEnum)]
pub enum ReplayFormat {
@@ -140,7 +140,7 @@ fn validate(replay: &Replay) -> Result<(), String> {
));
}
if replay.players_are_invalid() {
return Err("replay player handles must be unique".into());
return Err("replay player handles must cover 0..player_count".into());
}
if replay.frames.is_empty() {
return Err("replay must contain at least one frame".into());
@@ -185,7 +185,7 @@ impl Replay {
.map(|player| player.handle)
.collect();
handles.sort_unstable();
handles.is_empty() || !handles.into_iter().eq(0..self.match_config.players.len())
handles != (0..handles.len()).collect::<Vec<_>>()
}
fn frame(&self, frame: i32) -> Option<&ReplayFrame> {
@@ -374,7 +374,6 @@ mod tests {
stage: StageId::TestStage,
players: vec![MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
}],
rules: MatchRules::Timed {
+1 -7
View File
@@ -9,8 +9,6 @@
use bevy::prelude::*;
use bevy_ggrs::prelude::*;
use crate::match_runtime::match_is_ongoing;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub enum GameplaySet {
/// Turn this frame's netcode inputs into per-fighter input state.
@@ -27,8 +25,6 @@ pub enum GameplaySet {
Animation,
/// Resolve attacks
Attacks,
/// Advance match rules and detect the end of the match.
MatchRules,
}
/// Declares the order of [`GameplaySet`] inside [`GgrsSchedule`]. Added by
@@ -47,10 +43,8 @@ impl Plugin for GameplaySchedulePlugin {
GameplaySet::Animation,
GameplaySet::Collision,
GameplaySet::Attacks,
GameplaySet::MatchRules,
)
.chain()
.run_if(match_is_ongoing),
.chain(),
);
}
}
+5 -5
View File
@@ -117,7 +117,7 @@ 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", AttackAngle::make_normal)
.register_fn("angle_sakurai", AttackAngle::make_sakurai)
.register_type_with_name::<Knockback>("Knockback")
.register_fn("knockback", Knockback::lit)
@@ -261,18 +261,18 @@ pub fn compile_script(text: &str) -> Result<FighterAttackScript, String> {
mod tests {
use super::*;
const HITBOX: &str = "hitbox(0, \"hand_l\", damage(\"1\"), vec3(\"0\", \"0\", \"0\"), fg32(\"1\"), angle(\"0\"), knockback_normal(), knockback(\"1\"), fg32(\"1\"));";
const HITBOX: &str = "hitbox(0, \"hand_l\", damage(\"1\"), vec3(\"0\", \"0\", \"0\"), fg32(\"1\"), angle(fg32(\"0\")), knockback_normal(), knockback(\"1\"), fg32(\"1\"));";
#[test]
fn compiled_hitboxes_are_sorted_by_authored_id() {
let script = compile_script(
r#"
frame(1);
hitbox(20, "hand_l", damage("1"), vec3("0", "0", "0"), fg32("1"), angle("0"), knockback_normal(), knockback("1"), fg32("1"));
hitbox(20, "hand_l", damage("1"), vec3("0", "0", "0"), fg32("1"), angle(fg32("0")), knockback_normal(), knockback("1"), fg32("1"));
frame(2);
hitbox(3, "hand_l", damage("2"), vec3("0", "0", "0"), fg32("1"), angle("0"), knockback_normal(), knockback("1"), fg32("1"));
hitbox(3, "hand_l", damage("2"), vec3("0", "0", "0"), fg32("1"), angle(fg32("0")), knockback_normal(), knockback("1"), fg32("1"));
frame(3);
hitbox(10, "hand_l", damage("3"), vec3("0", "0", "0"), fg32("1"), angle("0"), knockback_normal(), knockback("1"), fg32("1"));
hitbox(10, "hand_l", damage("3"), vec3("0", "0", "0"), fg32("1"), angle(fg32("0")), knockback_normal(), knockback("1"), fg32("1"));
frame(4);
"#,
)
+1 -55
View File
@@ -1,11 +1,6 @@
use bevy::{color::palettes::css::RED, prelude::*};
use crate::{
match_loading::MatchConfig, math::{int::FGi32, vec3::FGVec3}, stage::{
line::StageCollision,
manifest::{StageManifest, StageManifestRegistry},
},
};
use crate::stage::line::StageCollision;
pub fn debug_draw_scene(mut gizmos: Gizmos, stage_collision: Res<StageCollision>) {
for poly in stage_collision.stage_polys.iter() {
@@ -21,52 +16,3 @@ pub fn debug_draw_scene(mut gizmos: Gizmos, stage_collision: Res<StageCollision>
}
}
}
pub fn debug_draw_blast_zones(
mut gizmos: Gizmos,
stage_registry: Res<StageManifestRegistry>,
stage_manifests: Res<Assets<StageManifest>>,
match_config: Res<MatchConfig>,
) {
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
return;
};
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
return;
};
let top_left = stage_manifest.blast_zone_top_left.to_vec2();
let bottom_right = stage_manifest.blast_zone_bottom_right.to_vec2();
let center = (top_left + bottom_right) / 2.0;
let size = (bottom_right - top_left).abs();
gizmos.rect(
Vec3::new(center.x, center.y, 0.0),
size,
bevy::color::palettes::css::BLUE,
);
}
pub fn debug_draw_spawn_positions(
mut gizmos: Gizmos,
stage_registry: Res<StageManifestRegistry>,
stage_manifests: Res<Assets<StageManifest>>,
match_config: Res<MatchConfig>,
) {
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
return;
};
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
return;
};
for spawn_point in stage_manifest.spawn_points.iter() {
gizmos.cross(FGVec3::new(spawn_point.x, spawn_point.y, FGi32::ZERO).to_vec3(), 2.0, bevy::color::palettes::css::BLUE);
}
for respawn_point in stage_manifest.respawn_points.iter() {
gizmos.cross(FGVec3::new(respawn_point.x, respawn_point.y, FGi32::ZERO).to_vec3(), 2.0, bevy::color::palettes::css::HOT_PINK);
}
}
+7 -88
View File
@@ -1,4 +1,4 @@
use std::collections::{HashMap, HashSet};
use std::collections::HashMap;
use bevy_asset_loader::asset_collection::AssetCollection;
use ron_asset_manager::prelude::RonAsset;
@@ -7,10 +7,14 @@ use strum::IntoEnumIterator;
use strum_macros::EnumIter;
use crate::{
AppState, game_settings::GameSettings, math::{vec::FGVec2}, stage::{
AppState,
game_settings::GameSettings,
math::vec::FGVec2,
stage::{
StagePoly,
line::{StageCollision, StagePolyLineSegmentType, StagePolyType},
}, texture_reference::TextureReference,
},
texture_reference::TextureReference,
};
use bevy::prelude::*;
@@ -83,17 +87,6 @@ pub struct StageManifest {
pub icon: TextureReference,
pub camera: StageCameraProfile,
pub polygons: Vec<StagePolyDefinition>,
#[reflect(ignore)]
pub blast_zone_top_left: FGVec2,
#[reflect(ignore)]
pub blast_zone_bottom_right: FGVec2,
#[reflect(ignore)]
pub spawn_points: Vec<FGVec2>,
pub neutral_spawn_point_sets: Vec<Vec<usize>>,
#[reflect(ignore)]
pub respawn_points: Vec<FGVec2>,
}
#[derive(Resource)]
@@ -169,13 +162,6 @@ pub fn prepare_stage_manifests(
);
return;
}
if let Err(error) = manifest.validate_spawn_points() {
fail(
&mut next_state,
&format!("{:?} has invalid spawn points: {error}", manifest.id),
);
return;
}
if registry.insert(manifest.id, handle.clone()).is_some() {
fail(
&mut next_state,
@@ -200,73 +186,6 @@ pub fn prepare_stage_manifests(
}
impl StageManifest {
pub fn neutral_spawn_positions(&self, player_count: usize) -> Result<Vec<FGVec2>, String> {
if player_count == 0 {
return Err("a match must contain at least one player".to_owned());
}
let layout = self
.neutral_spawn_point_sets
.get(player_count - 1)
.ok_or_else(|| format!("no spawn layout for {player_count} players"))?;
if layout.len() != player_count {
return Err(format!(
"the {player_count}-player layout contains {} positions",
layout.len()
));
}
layout
.iter()
.map(|&index| {
self.spawn_points.get(index).copied().ok_or_else(|| {
format!("the {player_count}-player layout references spawn point {index}")
})
})
.collect()
}
fn validate_spawn_points(&self) -> Result<(), String> {
if self.spawn_points.is_empty() {
return Err("no spawn points are configured".to_owned());
}
if self.respawn_points.is_empty() {
return Err("no respawn points are configured".to_owned());
}
if self.neutral_spawn_point_sets.is_empty() {
return Err("no neutral spawn layouts are configured".to_owned());
}
for (layout_index, layout) in self.neutral_spawn_point_sets.iter().enumerate() {
let player_count = layout_index + 1;
if layout.len() != player_count {
return Err(format!(
"the {player_count}-player layout contains {} positions",
layout.len()
));
}
let mut unique_indices = HashSet::with_capacity(layout.len());
for &spawn_point_index in layout {
if spawn_point_index >= self.spawn_points.len() {
return Err(format!(
"the {player_count}-player layout references spawn point {spawn_point_index}"
));
}
if !unique_indices.insert(spawn_point_index) {
return Err(format!(
"the {player_count}-player layout uses spawn point {spawn_point_index} more than once"
));
}
}
}
Ok(())
}
pub fn to_collision(&self) -> StageCollision {
let stage_polys: Vec<StagePoly> = self
.polygons
+3 -11
View File
@@ -10,7 +10,7 @@ pub mod scene;
pub use line::{StagePlaneIntersectResult, StagePoly};
use crate::{match_loading::MatchConfig, stage::{line::StageCollision, manifest::StageCameraProfile}};
use crate::stage::{line::StageCollision, manifest::StageCameraProfile};
/// Owns the stage geometry: which scene gets spawned and how it is drawn.
#[derive(Default)]
@@ -20,17 +20,9 @@ impl Plugin for StagePlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Update,
(
(debug::debug_draw_scene
debug::debug_draw_scene
.run_if(resource_exists::<line::StageCollision>)
.run_if(crate::debug_tools::stage_collision_enabled)),
(debug::debug_draw_blast_zones
.run_if(resource_exists::<MatchConfig>)
.run_if(crate::debug_tools::blast_zones_enabled),),
(debug::debug_draw_spawn_positions
.run_if(resource_exists::<MatchConfig>)
.run_if(crate::debug_tools::spawn_positions_enabled),),
),
.run_if(crate::debug_tools::stage_collision_enabled),
);
}
}