Compare commits
1
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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371c3e6a84 |
@@ -14,8 +14,6 @@ use enum_cycling_derive::EnumCycle;
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use crate::{AppState, player::Player, replay::StopReplayRecording};
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use crate::{AppState, player::Player, replay::StopReplayRecording};
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mod save_state;
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pub const PLAYER_DEBUG_ROW_COUNT: usize = 6;
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pub const PLAYER_DEBUG_ROW_COUNT: usize = 6;
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Reflect)]
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Reflect)]
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@@ -380,9 +378,6 @@ impl Plugin for DebugToolsPlugin {
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fn build(&self, app: &mut App) {
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fn build(&self, app: &mut App) {
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app.init_resource::<DebugSettings>()
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app.init_resource::<DebugSettings>()
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.init_resource::<FrameStepState>()
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.init_resource::<FrameStepState>()
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.init_resource::<save_state::DebugSaveState>()
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.add_systems(OnEnter(AppState::InMatch), save_state::clear)
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.add_systems(OnExit(AppState::InMatch), save_state::clear)
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.add_systems(
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.add_systems(
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PreUpdate,
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PreUpdate,
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prepare_frame_step
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prepare_frame_step
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@@ -390,13 +385,6 @@ impl Plugin for DebugToolsPlugin {
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.before(RunGgrsSystems)
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.before(RunGgrsSystems)
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.run_if(in_state(AppState::InMatch)),
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.run_if(in_state(AppState::InMatch)),
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)
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)
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.add_systems(
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PreUpdate,
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save_state::save_or_restore
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.after(InputSystems)
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.before(RunGgrsSystems)
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.run_if(in_state(AppState::InMatch)),
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)
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.add_systems(PreUpdate, restore_frame_step_time.after(RunGgrsSystems))
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.add_systems(PreUpdate, restore_frame_step_time.after(RunGgrsSystems))
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.add_systems(
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.add_systems(
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Update,
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Update,
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@@ -1,197 +0,0 @@
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use bevy::prelude::*;
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use crate::{
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camera::MatchCamera,
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fighter::{
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FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
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FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation,
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FighterVelocity, Grounded,
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animation::FighterAnimationFrame,
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attack::{
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FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
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FighterSolvedHurtboxes, FighterStaleMoveQueue,
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},
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baked_animation::FighterBoneMatrices,
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state::FighterState,
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},
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input::FighterInput,
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player::Player,
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stage::line::StageCollision,
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};
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#[derive(Resource, Default)]
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pub(super) struct DebugSaveState {
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checkpoint: Option<Checkpoint>,
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}
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#[derive(Clone)]
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struct Checkpoint {
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fighters: Vec<FighterCheckpoint>,
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stage_collision: StageCollision,
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pending_hits: FighterPendingHits,
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}
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#[derive(Clone)]
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struct FighterCheckpoint {
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entity: Entity,
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handle: usize,
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ecb: FighterECB,
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previous_ecb: crate::fighter::ecb::FighterPreviousECB,
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velocity: FighterVelocity,
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translation: FighterTranslation,
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previous_translation: FighterPreviousTranslation,
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facing: FighterFacingDirection,
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previous_facing: FighterPreviousFacingDirection,
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animation: FighterAnimationFrame,
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state: FighterState,
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input: FighterInput,
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damage: FighterDamage,
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pending_hit_reaction: FighterPendingHitReaction,
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hitstop: FighterHitstop,
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knockback_velocity: FighterKnockbackVelocity,
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stale_moves: FighterStaleMoveQueue,
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hitboxes: FighterHitboxes,
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solved_hurtboxes: FighterSolvedHurtboxes,
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bone_matrices: FighterBoneMatrices,
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grounded: bool,
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}
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pub(super) fn save_or_restore(world: &mut World) {
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if world.resource::<super::DebugSettings>().menu_open {
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return;
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}
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let left = world
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.query::<&Gamepad>()
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.iter(world)
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.any(|gamepad| gamepad.just_pressed(GamepadButton::DPadLeft));
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let right = world
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.query::<&Gamepad>()
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.iter(world)
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.any(|gamepad| gamepad.just_pressed(GamepadButton::DPadRight));
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if left == right {
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return;
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}
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let Some(roster) = world
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.get_resource::<crate::fighter::FighterRoster>()
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.map(|roster| roster.0.clone())
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else {
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return;
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};
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if roster.len() != 1 {
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warn!("Save states are only available in single-player matches");
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return;
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}
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if left {
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let Some(stage_collision) = world.get_resource::<StageCollision>().cloned() else {
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return;
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};
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let mut checkpoint_fighters = Vec::with_capacity(roster.len());
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for entity in roster.iter().copied() {
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let Some(checkpoint) = capture_fighter(world, entity) else {
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warn!("Could not save the current fighter state");
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return;
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};
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checkpoint_fighters.push(checkpoint);
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}
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let pending_hits = world.resource::<FighterPendingHits>().clone();
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world.resource_mut::<DebugSaveState>().checkpoint = Some(Checkpoint {
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fighters: checkpoint_fighters,
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stage_collision,
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pending_hits,
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});
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info!("Saved debug game state");
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return;
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}
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let Some(checkpoint) = world.resource::<DebugSaveState>().checkpoint.clone() else {
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warn!("No debug game state has been saved");
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return;
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};
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if checkpoint.fighters.len() != roster.len()
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|| checkpoint
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.fighters
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.iter()
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.zip(roster.iter())
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.any(|(saved, current)| saved.entity != *current)
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{
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warn!("Saved debug game state belongs to another match");
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return;
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}
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for saved in &checkpoint.fighters {
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let Some(player) = world.entity(saved.entity).get::<Player>() else {
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warn!("Could not restore the saved fighter state");
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return;
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};
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if player.handle != saved.handle {
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warn!("Saved debug game state belongs to another match");
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return;
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}
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let mut entity = world.entity_mut(saved.entity);
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entity.insert(saved.ecb);
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entity.insert(saved.previous_ecb);
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entity.insert(saved.velocity);
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entity.insert(saved.translation);
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entity.insert(saved.previous_translation);
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entity.insert(saved.facing);
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entity.insert(saved.previous_facing);
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entity.insert(saved.animation);
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entity.insert(saved.state.clone());
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entity.insert(saved.input);
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entity.insert(saved.damage);
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entity.insert(saved.pending_hit_reaction.clone());
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entity.insert(saved.hitstop);
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entity.insert(saved.knockback_velocity);
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entity.insert(saved.stale_moves.clone());
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entity.insert(saved.hitboxes.clone());
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entity.insert(saved.solved_hurtboxes.clone());
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entity.insert(saved.bone_matrices.clone());
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if saved.grounded {
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entity.insert(Grounded);
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} else {
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entity.remove::<Grounded>();
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}
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}
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world.insert_resource(checkpoint.pending_hits.clone());
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world.insert_resource(checkpoint.stage_collision);
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for mut match_camera in world.query::<&mut MatchCamera>().iter_mut(world) {
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match_camera.needs_snap = true;
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}
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info!("Restored debug game state");
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}
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fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
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let fighter = world.entity(entity);
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Some(FighterCheckpoint {
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entity,
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handle: fighter.get::<Player>()?.handle,
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ecb: *fighter.get::<FighterECB>()?,
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previous_ecb: *fighter.get::<crate::fighter::ecb::FighterPreviousECB>()?,
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velocity: *fighter.get::<FighterVelocity>()?,
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translation: *fighter.get::<FighterTranslation>()?,
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previous_translation: *fighter.get::<FighterPreviousTranslation>()?,
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facing: *fighter.get::<FighterFacingDirection>()?,
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previous_facing: *fighter.get::<FighterPreviousFacingDirection>()?,
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animation: *fighter.get::<FighterAnimationFrame>()?,
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state: fighter.get::<FighterState>()?.clone(),
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input: *fighter.get::<FighterInput>()?,
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damage: *fighter.get::<FighterDamage>()?,
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pending_hit_reaction: fighter.get::<FighterPendingHitReaction>()?.clone(),
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hitstop: *fighter.get::<FighterHitstop>()?,
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knockback_velocity: *fighter.get::<FighterKnockbackVelocity>()?,
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stale_moves: fighter.get::<FighterStaleMoveQueue>()?.clone(),
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hitboxes: fighter.get::<FighterHitboxes>()?.clone(),
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solved_hurtboxes: fighter.get::<FighterSolvedHurtboxes>()?.clone(),
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bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(),
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grounded: fighter.contains::<Grounded>(),
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})
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}
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pub(super) fn clear(mut save_state: ResMut<DebugSaveState>) {
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save_state.checkpoint = None;
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}
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@@ -1,19 +1,18 @@
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use std::collections::{HashMap, VecDeque};
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use std::collections::{HashMap, VecDeque};
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mod reaction;
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use bevy::ecs::entity::{EntityMapper, MapEntities};
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy_ggrs::{Rollback, RollbackApp, prelude::GgrsSchedule};
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use bevy_ggrs::{Rollback, prelude::GgrsSchedule};
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use fixed_math::SinCos;
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use serde::{Deserialize, Serialize};
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use serde::{Deserialize, Serialize};
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use crate::{
|
use crate::{
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fighter::{
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fighter::{
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Fighter, FighterAttributes, FighterFacingDirection, FighterHitboxes,
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Fighter, FighterAttributes, FighterFacingDirection, FighterHitboxes, FighterHitstop,
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FighterPreviousFacingDirection, FighterPreviousTranslation, FighterRoster,
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FighterPreviousFacingDirection, FighterPreviousTranslation, FighterRoster,
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FighterTranslation,
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FighterTranslation,
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animation::{AnimKind, FighterAnimationFrame},
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animation::{AnimKind, FighterAnimationFrame},
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baked_animation::{FighterBoneIndexMap, FighterBoneMatrices, FixedMat4},
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baked_animation::{FighterBoneIndexMap, FighterBoneMatrices, FixedMat4},
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errors::FighterErrors,
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hurtbox::{FixedAffineCapsule, FixedCapsule},
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hurtbox::{FixedAffineCapsule, FixedCapsule},
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manifest::FighterManifest,
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manifest::FighterManifest,
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},
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},
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@@ -433,26 +432,15 @@ pub struct FighterAttackScriptAssets {
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#[derive(Component, Clone, Debug, Default, Hash)]
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#[derive(Component, Clone, Debug, Default, Hash)]
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pub struct FighterSolvedHurtboxes(pub Vec<FighterSolvedHurtbox>);
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pub struct FighterSolvedHurtboxes(pub Vec<FighterSolvedHurtbox>);
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#[derive(Clone, Debug, Hash)]
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#[derive(Component, Clone, Debug, Default, Hash, DerefMut, Deref)]
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pub struct FighterHit {
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pub struct FighterReceivedAttacks(
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pub attacker: Entity,
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pub Vec<(
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pub defender: Entity,
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/* attacker */ Entity,
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pub attack_script: Handle<FighterAttackScript>,
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Handle<FighterAttackScript>,
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pub attack_kind: AttackKind,
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AttackKind,
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pub hitbox_index: usize,
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/* hitbox_idx */ usize,
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}
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)>,
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);
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#[derive(Resource, Clone, Debug, Default, Hash)]
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pub struct FighterPendingHits(pub Vec<FighterHit>);
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impl MapEntities for FighterPendingHits {
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fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
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for hit in &mut self.0 {
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hit.attacker = entity_mapper.get_mapped(hit.attacker);
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hit.defender = entity_mapper.get_mapped(hit.defender);
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}
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}
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}
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pub fn solve_hurtboxes(
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pub fn solve_hurtboxes(
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mut query: Query<(
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mut query: Query<(
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@@ -510,14 +498,19 @@ pub fn intersect_attacks_with_hurtboxes(
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&Player,
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&Player,
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&FighterStaleMoveQueue,
|
&FighterStaleMoveQueue,
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)>,
|
)>,
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query_attacked: Query<(Entity, &FighterSolvedHurtboxes)>,
|
mut query_attacked: Query<(
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mut pending_hits: ResMut<FighterPendingHits>,
|
Entity,
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&FighterSolvedHurtboxes,
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|
&Player,
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|
&Fighter,
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|
&mut FighterReceivedAttacks,
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|
)>,
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attack_scripts: Res<Assets<FighterAttackScript>>,
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attack_scripts: Res<Assets<FighterAttackScript>>,
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) {
|
) {
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pending_hits.0.clear();
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|
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|
|
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for &entity_receiving in &roster.0 {
|
for &entity_receiving in &roster.0 {
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let Ok((_, hurtboxes)) = query_attacked.get(entity_receiving) else {
|
let Ok((_, hurtboxes, _, _receiving_fighter, mut received_attacks)) =
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|
query_attacked.get_mut(entity_receiving)
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|
else {
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continue;
|
continue;
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};
|
};
|
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|
|
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@@ -558,13 +551,12 @@ pub fn intersect_attacks_with_hurtboxes(
|
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continue;
|
continue;
|
||||||
};
|
};
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||||||
|
|
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pending_hits.0.push(FighterHit {
|
received_attacks.push((
|
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attacker: entity_hurting,
|
entity_hurting,
|
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defender: entity_receiving,
|
active_attack.script.clone(),
|
||||||
attack_script: active_attack.script.clone(),
|
active_attack.kind,
|
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attack_kind: active_attack.kind,
|
hitting_hitbox_idx,
|
||||||
hitbox_index: hitting_hitbox_idx,
|
));
|
||||||
});
|
|
||||||
info!("Hit by hitbox {}!!!!", hitting_hitbox_idx);
|
info!("Hit by hitbox {}!!!!", hitting_hitbox_idx);
|
||||||
|
|
||||||
active_attack.hit_fighters.push(entity_receiving);
|
active_attack.hit_fighters.push(entity_receiving);
|
||||||
@@ -572,21 +564,140 @@ pub fn intersect_attacks_with_hurtboxes(
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
|
pub fn calculate_received_attacks_trajectories(
|
||||||
|
mut attacker: Query<(
|
||||||
|
&mut FighterStaleMoveQueue,
|
||||||
|
&FighterFacingDirection,
|
||||||
|
&FighterHitboxes,
|
||||||
|
&Player,
|
||||||
|
&mut FighterHitstop,
|
||||||
|
)>,
|
||||||
|
receiver: Query<(
|
||||||
|
&mut FighterReceivedAttacks,
|
||||||
|
&mut FighterDamage,
|
||||||
|
&Fighter,
|
||||||
|
&mut FighterPendingHitReaction,
|
||||||
|
)>,
|
||||||
|
attack_scripts: Res<Assets<FighterAttackScript>>,
|
||||||
|
game_settings: Res<GameSettings>,
|
||||||
|
fighter_manifests: Res<Assets<FighterManifest>>,
|
||||||
|
) -> Result {
|
||||||
|
for (mut received_attacks, mut receiver_damage, fighter, mut pending_reactions) in receiver {
|
||||||
|
if received_attacks.is_empty() {
|
||||||
|
continue;
|
||||||
|
}
|
||||||
|
|
||||||
|
// we got attacked, time to calculate the total damage
|
||||||
|
|
||||||
|
let damage_data = received_attacks
|
||||||
|
.iter()
|
||||||
|
.filter_map(|(from_entity, attack_script, attack_kind, hitbox_idx)| {
|
||||||
|
let Ok((stale_move_queue, facing_dir, _hitboxes, player, _attacker_hitstop)) =
|
||||||
|
attacker.get(*from_entity)
|
||||||
|
else {
|
||||||
|
return None;
|
||||||
|
};
|
||||||
|
|
||||||
|
let Some(attack_script) = attack_scripts.get(attack_script) else {
|
||||||
|
return None;
|
||||||
|
};
|
||||||
|
|
||||||
|
let hitbox = &attack_script.hitboxes[*hitbox_idx];
|
||||||
|
|
||||||
|
let damage_received =
|
||||||
|
stale_move_queue.get_attack_damage_multiplier(*attack_kind) * hitbox.damage.0;
|
||||||
|
|
||||||
|
Some((
|
||||||
|
from_entity,
|
||||||
|
damage_received,
|
||||||
|
hitbox,
|
||||||
|
attack_script,
|
||||||
|
matches!(facing_dir, FighterFacingDirection::Left),
|
||||||
|
player.handle,
|
||||||
|
))
|
||||||
|
})
|
||||||
|
.collect::<Vec<_>>();
|
||||||
|
|
||||||
|
let total_damage_received_this_frame = damage_data
|
||||||
|
.iter()
|
||||||
|
.map(|(_, damage, ..)| damage)
|
||||||
|
.sum::<FGi32>();
|
||||||
|
|
||||||
|
let fighter_manifest = fighter_manifests
|
||||||
|
.get(&fighter.manifest)
|
||||||
|
.ok_or(FighterErrors::FighterManifestNotFound)?;
|
||||||
|
|
||||||
|
let mut reactions = vec![];
|
||||||
|
|
||||||
|
for (attacker_entity, attack_damage, hitbox, _attack_script, facing_left, attacker_slot) in
|
||||||
|
damage_data
|
||||||
|
{
|
||||||
|
let knockback = hitbox.calculate_knockback(
|
||||||
|
&fighter_manifest.attributes,
|
||||||
|
*receiver_damage,
|
||||||
|
FighterDamage(total_damage_received_this_frame),
|
||||||
|
false,
|
||||||
|
false,
|
||||||
|
);
|
||||||
|
|
||||||
|
let angle = match &hitbox.angle {
|
||||||
|
AttackAngle::Normal(angle) => *angle,
|
||||||
|
AttackAngle::Sakurai => FGi32::lit("32.0"),
|
||||||
|
};
|
||||||
|
|
||||||
|
let launch_angle = if facing_left {
|
||||||
|
FGi32::lit("180.0") - angle
|
||||||
|
} else {
|
||||||
|
angle
|
||||||
|
};
|
||||||
|
let (sin, cos) = launch_angle.sin_cos();
|
||||||
|
let launch_direction = FGVec2::new(cos, sin);
|
||||||
|
let hitstop = HitStop::calculate(FighterDamage(attack_damage), false);
|
||||||
|
reactions.push((
|
||||||
|
*attacker_entity,
|
||||||
|
attacker_slot,
|
||||||
|
FighterHitReaction {
|
||||||
|
launch_velocity: launch_direction * knockback.get_launch_speed(&game_settings),
|
||||||
|
hitstun_frames: knockback.get_hitstun_frames(&game_settings),
|
||||||
|
hitstop_frames: hitstop,
|
||||||
|
kind: HitReactionKind::Flinch,
|
||||||
|
},
|
||||||
|
));
|
||||||
|
}
|
||||||
|
|
||||||
|
receiver_damage.0 += total_damage_received_this_frame;
|
||||||
|
|
||||||
|
for (attacker_entity, _, reaction) in reactions.iter() {
|
||||||
|
let Ok((.., mut hitstop)) = attacker.get_mut(*attacker_entity) else {
|
||||||
|
continue;
|
||||||
|
};
|
||||||
|
|
||||||
|
hitstop.remaining_frames = reaction.hitstop_frames.max(hitstop.remaining_frames);
|
||||||
|
}
|
||||||
|
|
||||||
|
// Pick attack by port priority
|
||||||
|
pending_reactions.0 = reactions
|
||||||
|
.into_iter()
|
||||||
|
.min_by(|(_, port_a, _), (_, port_b, _)| port_a.cmp(port_b))
|
||||||
|
.map(|(_, _, reaction)| reaction);
|
||||||
|
|
||||||
|
received_attacks.clear();
|
||||||
|
}
|
||||||
|
|
||||||
|
Ok(())
|
||||||
|
}
|
||||||
|
|
||||||
pub struct FighterAttackPlugin;
|
pub struct FighterAttackPlugin;
|
||||||
|
|
||||||
impl Plugin for FighterAttackPlugin {
|
impl Plugin for FighterAttackPlugin {
|
||||||
fn build(&self, app: &mut App) {
|
fn build(&self, app: &mut App) {
|
||||||
app.init_resource::<FighterPendingHits>()
|
|
||||||
.add_plugins(reaction::FighterReactionPlugin)
|
|
||||||
.rollback_resource_with_clone::<FighterPendingHits>()
|
|
||||||
.update_resource_with_map_entities::<FighterPendingHits>()
|
|
||||||
.checksum_resource_with_hash::<FighterPendingHits>();
|
|
||||||
app.add_systems(
|
app.add_systems(
|
||||||
GgrsSchedule,
|
GgrsSchedule,
|
||||||
(
|
(
|
||||||
solve_hurtboxes,
|
solve_hurtboxes,
|
||||||
solve_hitboxes,
|
solve_hitboxes,
|
||||||
intersect_attacks_with_hurtboxes,
|
intersect_attacks_with_hurtboxes,
|
||||||
|
calculate_received_attacks_trajectories,
|
||||||
)
|
)
|
||||||
.chain()
|
.chain()
|
||||||
.after(crate::fighter::baked_animation::update_fighter_bone_matrices)
|
.after(crate::fighter::baked_animation::update_fighter_bone_matrices)
|
||||||
@@ -1,145 +0,0 @@
|
|||||||
use bevy::prelude::*;
|
|
||||||
use bevy_ggrs::prelude::GgrsSchedule;
|
|
||||||
use fixed_math::SinCos;
|
|
||||||
|
|
||||||
use super::*;
|
|
||||||
use crate::{
|
|
||||||
fighter::{
|
|
||||||
Fighter, FighterFacingDirection, FighterHitboxes, FighterHitstop,
|
|
||||||
FighterPendingHitReaction, FighterStaleMoveQueue, errors::FighterErrors,
|
|
||||||
manifest::FighterManifest,
|
|
||||||
},
|
|
||||||
game_settings::GameSettings,
|
|
||||||
math::{int::FGi32, vec::FGVec2},
|
|
||||||
player::Player,
|
|
||||||
schedule::GameplaySet,
|
|
||||||
scripting::FighterAttackScript,
|
|
||||||
};
|
|
||||||
|
|
||||||
pub fn resolve_fighter_hits(
|
|
||||||
mut pending_hits: ResMut<FighterPendingHits>,
|
|
||||||
mut attacker: Query<(
|
|
||||||
&FighterStaleMoveQueue,
|
|
||||||
&FighterFacingDirection,
|
|
||||||
&FighterHitboxes,
|
|
||||||
&Player,
|
|
||||||
&mut FighterHitstop,
|
|
||||||
)>,
|
|
||||||
mut receiver: Query<(&mut FighterDamage, &Fighter, &mut FighterPendingHitReaction)>,
|
|
||||||
attack_scripts: Res<Assets<FighterAttackScript>>,
|
|
||||||
game_settings: Res<GameSettings>,
|
|
||||||
fighter_manifests: Res<Assets<FighterManifest>>,
|
|
||||||
) -> Result {
|
|
||||||
let hits = std::mem::take(&mut pending_hits.0);
|
|
||||||
let mut hit_offset = 0;
|
|
||||||
|
|
||||||
while hit_offset < hits.len() {
|
|
||||||
let defender = hits[hit_offset].defender;
|
|
||||||
let next_defender = hits[hit_offset..]
|
|
||||||
.iter()
|
|
||||||
.position(|hit| hit.defender != defender)
|
|
||||||
.map_or(hits.len(), |offset| hit_offset + offset);
|
|
||||||
|
|
||||||
let Ok((mut receiver_damage, fighter, mut pending_reaction)) = receiver.get_mut(defender)
|
|
||||||
else {
|
|
||||||
hit_offset = next_defender;
|
|
||||||
continue;
|
|
||||||
};
|
|
||||||
|
|
||||||
let damage_data = hits[hit_offset..next_defender]
|
|
||||||
.iter()
|
|
||||||
.filter_map(|hit| {
|
|
||||||
let Ok((stale_move_queue, facing_dir, _hitboxes, player, _)) =
|
|
||||||
attacker.get(hit.attacker)
|
|
||||||
else {
|
|
||||||
return None;
|
|
||||||
};
|
|
||||||
let attack_script = attack_scripts.get(&hit.attack_script)?;
|
|
||||||
let hitbox = attack_script.hitboxes.get(hit.hitbox_index)?;
|
|
||||||
let damage_received = stale_move_queue
|
|
||||||
.get_attack_damage_multiplier(hit.attack_kind)
|
|
||||||
* hitbox.damage.0;
|
|
||||||
|
|
||||||
Some((
|
|
||||||
hit.attacker,
|
|
||||||
damage_received,
|
|
||||||
hitbox,
|
|
||||||
matches!(facing_dir, FighterFacingDirection::Left),
|
|
||||||
player.handle,
|
|
||||||
))
|
|
||||||
})
|
|
||||||
.collect::<Vec<_>>();
|
|
||||||
|
|
||||||
let total_damage_received_this_frame = damage_data
|
|
||||||
.iter()
|
|
||||||
.map(|(_, damage, ..)| damage)
|
|
||||||
.sum::<FGi32>();
|
|
||||||
let fighter_manifest = fighter_manifests
|
|
||||||
.get(&fighter.manifest)
|
|
||||||
.ok_or(FighterErrors::FighterManifestNotFound)?;
|
|
||||||
let mut reactions = Vec::with_capacity(damage_data.len());
|
|
||||||
|
|
||||||
for (attacker_entity, attack_damage, hitbox, facing_left, attacker_slot) in damage_data {
|
|
||||||
let knockback = hitbox.calculate_knockback(
|
|
||||||
&fighter_manifest.attributes,
|
|
||||||
*receiver_damage,
|
|
||||||
FighterDamage(total_damage_received_this_frame),
|
|
||||||
false,
|
|
||||||
false,
|
|
||||||
);
|
|
||||||
let angle = match &hitbox.angle {
|
|
||||||
AttackAngle::Normal(angle) => *angle,
|
|
||||||
AttackAngle::Sakurai => FGi32::lit("32.0"),
|
|
||||||
};
|
|
||||||
let launch_angle = if facing_left {
|
|
||||||
FGi32::lit("180.0") - angle
|
|
||||||
} else {
|
|
||||||
angle
|
|
||||||
};
|
|
||||||
let (sin, cos) = launch_angle.sin_cos();
|
|
||||||
let launch_direction = FGVec2::new(cos, sin);
|
|
||||||
let hitstop = HitStop::calculate(FighterDamage(attack_damage), false);
|
|
||||||
reactions.push((
|
|
||||||
attacker_entity,
|
|
||||||
attacker_slot,
|
|
||||||
FighterHitReaction {
|
|
||||||
launch_velocity: launch_direction * knockback.get_launch_speed(&game_settings),
|
|
||||||
hitstun_frames: knockback.get_hitstun_frames(&game_settings),
|
|
||||||
hitstop_frames: hitstop,
|
|
||||||
kind: HitReactionKind::Flinch,
|
|
||||||
},
|
|
||||||
));
|
|
||||||
}
|
|
||||||
|
|
||||||
receiver_damage.0 += total_damage_received_this_frame;
|
|
||||||
|
|
||||||
for (attacker_entity, _, reaction) in &reactions {
|
|
||||||
let Ok((.., mut hitstop)) = attacker.get_mut(*attacker_entity) else {
|
|
||||||
continue;
|
|
||||||
};
|
|
||||||
hitstop.remaining_frames = reaction.hitstop_frames.max(hitstop.remaining_frames);
|
|
||||||
}
|
|
||||||
|
|
||||||
pending_reaction.0 = reactions
|
|
||||||
.into_iter()
|
|
||||||
.min_by(|(_, port_a, _), (_, port_b, _)| port_a.cmp(port_b))
|
|
||||||
.map(|(_, _, reaction)| reaction);
|
|
||||||
|
|
||||||
hit_offset = next_defender;
|
|
||||||
}
|
|
||||||
|
|
||||||
Ok(())
|
|
||||||
}
|
|
||||||
|
|
||||||
pub struct FighterReactionPlugin;
|
|
||||||
|
|
||||||
impl Plugin for FighterReactionPlugin {
|
|
||||||
fn build(&self, app: &mut App) {
|
|
||||||
app.add_systems(
|
|
||||||
GgrsSchedule,
|
|
||||||
resolve_fighter_hits
|
|
||||||
.in_set(GameplaySet::Attacks)
|
|
||||||
.after(super::intersect_attacks_with_hurtboxes),
|
|
||||||
);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
+5
-2
@@ -37,8 +37,8 @@ use crate::{
|
|||||||
fighter::{
|
fighter::{
|
||||||
attack::{
|
attack::{
|
||||||
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
|
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
|
||||||
FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
|
FighterKnockbackVelocity, FighterPendingHitReaction, FighterReceivedAttacks,
|
||||||
FighterStaleMoveQueue,
|
FighterSolvedHurtboxes, FighterStaleMoveQueue,
|
||||||
},
|
},
|
||||||
baked_animation::{FighterBoneIndexMap, FighterBoneMatrices},
|
baked_animation::{FighterBoneIndexMap, FighterBoneMatrices},
|
||||||
manifest::FighterManifest,
|
manifest::FighterManifest,
|
||||||
@@ -116,6 +116,7 @@ pub struct FighterVisual;
|
|||||||
|
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
#[require(
|
#[require(
|
||||||
|
FighterReceivedAttacks,
|
||||||
FighterStaleMoveQueue,
|
FighterStaleMoveQueue,
|
||||||
FighterDamage,
|
FighterDamage,
|
||||||
FighterPendingHitReaction,
|
FighterPendingHitReaction,
|
||||||
@@ -198,6 +199,8 @@ impl Plugin for FighterPlugin {
|
|||||||
.checksum_component_with_hash::<FighterHitstop>()
|
.checksum_component_with_hash::<FighterHitstop>()
|
||||||
.rollback_component_with_copy::<FighterKnockbackVelocity>()
|
.rollback_component_with_copy::<FighterKnockbackVelocity>()
|
||||||
.checksum_component_with_hash::<FighterKnockbackVelocity>()
|
.checksum_component_with_hash::<FighterKnockbackVelocity>()
|
||||||
|
.rollback_component_with_clone::<FighterReceivedAttacks>()
|
||||||
|
.checksum_component_with_hash::<FighterReceivedAttacks>()
|
||||||
.rollback_resource_with_reflect::<StageCollision>()
|
.rollback_resource_with_reflect::<StageCollision>()
|
||||||
// Debug views.
|
// Debug views.
|
||||||
.add_systems(
|
.add_systems(
|
||||||
|
|||||||
Reference in New Issue
Block a user