Compare commits
13
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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31e41f3800 | ||
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ae8f7b5850 | ||
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43ee6d8153 | ||
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352c6fcb6c | ||
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06d20c2d27 | ||
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b8b65e60e9 | ||
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43a04e9491 | ||
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cd9c39b70c | ||
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0d96a8aed8 | ||
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cebf1148c2 | ||
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088d594e97 | ||
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868df95cd4 | ||
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8c11a01446 |
+1
-1
@@ -1,7 +1,7 @@
|
||||
# for Linux
|
||||
[target.x86_64-unknown-linux-gnu]
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||||
linker = "clang"
|
||||
rustflags = ["-C", "link-arg=-fuse-ld=/usr/bin/mold", "-Zshare-generics=y", ]
|
||||
rustflags = ["-C", "link-arg=-fuse-ld=/usr/bin/mold", "-Zshare-generics=y", "-D", "warnings", ]
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||||
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[unstable]
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||||
codegen-backend = true
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||||
|
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@@ -10,7 +10,7 @@ on:
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jobs:
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||||
build-and-test:
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||||
runs-on: ubuntu-latest
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||||
timeout-minutes: 15
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||||
timeout-minutes: 30
|
||||
steps:
|
||||
- name: Check out source
|
||||
uses: actions/checkout@v4
|
||||
@@ -20,7 +20,14 @@ jobs:
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||||
curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | \
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sh -s -- -y --profile minimal
|
||||
echo "$HOME/.cargo/bin" >> "$GITHUB_PATH"
|
||||
"$HOME/.cargo/bin/rustup" toolchain install nightly --profile minimal
|
||||
"$HOME/.cargo/bin/rustup" toolchain install nightly-2026-09-14 --profile minimal
|
||||
|
||||
- name: Cache Rust dependencies and build artifacts
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||||
uses: Swatinem/rust-cache@779680da715d629ac1d338a641029a2f4372abb5 # v2.8.2
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with:
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prefix-key: v1-rust
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shared-key: linux-nightly
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cache-bin: false
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||||
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- name: Install Linux dependencies
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run: |
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||||
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+1
-1
@@ -1,2 +1,2 @@
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[toolchain]
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channel = "nightly"
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channel = "nightly-2026-09-14"
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+354
-99
@@ -3,16 +3,19 @@
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use std::{collections::HashMap, time::Duration};
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use bevy::{
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input::InputSystems,
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prelude::*,
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settings::{ReflectSettingsGroup, SaveSettingsDeferred, SettingsGroup},
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};
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use bevy_egui::{EguiContexts, EguiPrimaryContextPass, egui};
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use bevy_ggrs::RollbackFrameRate;
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use bevy_ggrs::{RollbackFrameRate, RunGgrsSystems};
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use enum_cycling::EnumCycle;
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use enum_cycling_derive::EnumCycle;
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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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#[derive(Clone, Copy, Debug, PartialEq, Eq, Reflect)]
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@@ -48,7 +51,7 @@ impl PresentationMotionMode {
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}
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}
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#[derive(EnumCycle, Reflect)]
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#[derive(Clone, Copy, Debug, PartialEq, Eq, EnumCycle, Reflect)]
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pub enum GameSpeedDebug {
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Full,
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Half,
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@@ -114,6 +117,7 @@ enum DebugFlag {
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Hurtboxes,
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Camera,
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DrawThroughGeometry,
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FrameStepping,
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}
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#[derive(Clone, Copy)]
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@@ -174,6 +178,10 @@ const WORLD_MENU: &[DebugMenuEntry] = &[
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DebugMenuEntry::GameSpeed {
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label: "Game speed",
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},
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DebugMenuEntry::Toggle {
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label: "Frame stepping",
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flag: DebugFlag::FrameStepping,
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},
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];
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const DIAGNOSTICS_MENU: &[DebugMenuEntry] = &[DebugMenuEntry::Toggle {
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@@ -233,6 +241,8 @@ pub struct DebugSettings {
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selections: Vec<usize>,
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#[reflect(ignore)]
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pub player_rows: HashMap<usize, [FighterDebugRowKind; PLAYER_DEBUG_ROW_COUNT]>,
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#[reflect(ignore)]
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pub frame_stepping: bool,
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pub network: bool,
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pub ecb: bool,
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pub stage_collision: bool,
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@@ -253,6 +263,7 @@ impl Default for DebugSettings {
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pages: vec![DebugMenuPage::Static(ROOT_MENU)],
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selections: vec![0],
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player_rows: HashMap::new(),
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frame_stepping: false,
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network: false,
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ecb: false,
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stage_collision: false,
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@@ -325,6 +336,7 @@ impl DebugSettings {
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DebugFlag::Hurtboxes => self.hurtboxes,
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DebugFlag::DrawThroughGeometry => self.draw_through_geometry,
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DebugFlag::Camera => self.camera,
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DebugFlag::FrameStepping => self.frame_stepping,
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}
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}
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@@ -340,6 +352,7 @@ impl DebugSettings {
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self.draw_through_geometry = !self.draw_through_geometry
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}
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DebugFlag::Camera => self.camera = !self.camera,
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DebugFlag::FrameStepping => self.frame_stepping = !self.frame_stepping,
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}
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}
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@@ -356,9 +369,35 @@ impl DebugSettings {
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pub struct DebugToolsPlugin;
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#[derive(Resource, Default)]
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struct FrameStepState {
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requested: bool,
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time_backup: Option<Time>,
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last_step_time: Time
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}
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impl Plugin for DebugToolsPlugin {
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fn build(&self, app: &mut App) {
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app.init_resource::<DebugSettings>()
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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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PreUpdate,
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prepare_frame_step
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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(
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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(
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Update,
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||||
(handle_palette_input, sync_gizmo_depth_bias)
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||||
@@ -387,6 +426,141 @@ fn page_len(page: DebugMenuPage, player_handles: &[usize]) -> usize {
|
||||
}
|
||||
}
|
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|
||||
fn queue_settings_save(commands: &mut Commands) {
|
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commands.queue(SaveSettingsDeferred(Duration::from_secs_f32(0.1)));
|
||||
}
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fn frame_step_duration(frame_rate: usize) -> Duration {
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Duration::from_nanos(1_000_000_000u64 / frame_rate as u64)
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}
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fn prepare_frame_step(
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settings: Res<DebugSettings>,
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gamepads: Query<&Gamepad>,
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key: Res<ButtonInput<KeyCode>>,
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mut state: ResMut<FrameStepState>,
|
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mut time: ResMut<Time>,
|
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frame_rate: Res<RollbackFrameRate>,
|
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) {
|
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if !settings.frame_stepping {
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state.requested = false;
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return;
|
||||
}
|
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|
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let pressed = gamepads
|
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.iter()
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.any(|gamepad| gamepad.pressed(GamepadButton::DPadDown));
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let just_pressed = gamepads
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.iter()
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.any(|gamepad| gamepad.just_pressed(GamepadButton::DPadDown));
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let just_pressed = key.just_pressed(KeyCode::F4) || just_pressed;
|
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let pressed = key.pressed(KeyCode::F4) || pressed;
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if just_pressed {
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state.last_step_time = time.clone();
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}
|
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|
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let can_repress = pressed && (time.elapsed() - state.last_step_time.elapsed()).as_millis() > 500;
|
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|
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if !settings.menu_open && (just_pressed || can_repress)
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{
|
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state.requested = true;
|
||||
}
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|
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state.time_backup = Some(*time);
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let delta = if state.requested {
|
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frame_step_duration(**frame_rate)
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} else {
|
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Duration::ZERO
|
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};
|
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time.advance_by(delta);
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}
|
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|
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fn restore_frame_step_time(mut state: ResMut<FrameStepState>, mut time: ResMut<Time>) {
|
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if let Some(backup) = state.time_backup.take() {
|
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*time = backup;
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state.requested = false;
|
||||
}
|
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}
|
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|
||||
fn activate_selected(
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settings: &mut DebugSettings,
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page_len: usize,
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player_handles: &[usize],
|
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commands: &mut Commands,
|
||||
) {
|
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if page_len == 0 {
|
||||
return;
|
||||
}
|
||||
|
||||
match settings.page() {
|
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DebugMenuPage::Static(entries) => match entries[settings.selected()] {
|
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DebugMenuEntry::StopRecording { .. } => {
|
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commands.insert_resource(StopReplayRecording);
|
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}
|
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DebugMenuEntry::Toggle { flag, .. } => {
|
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settings.toggle_flag(flag);
|
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if !matches!(flag, DebugFlag::FrameStepping) {
|
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queue_settings_save(commands);
|
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}
|
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}
|
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DebugMenuEntry::Submenu { entries, .. } => {
|
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settings.push_page(DebugMenuPage::Static(entries));
|
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}
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DebugMenuEntry::PlayerSlots { .. } => settings.push_page(DebugMenuPage::PlayerList),
|
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DebugMenuEntry::MotionSampling { .. } => {
|
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settings.cycle_motion_sampling();
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queue_settings_save(commands);
|
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}
|
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DebugMenuEntry::GameSpeed { .. } => {
|
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commands.insert_resource(RollbackFrameRate(settings.game_speed.frame_rate()));
|
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queue_settings_save(commands);
|
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}
|
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},
|
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DebugMenuPage::PlayerList => {
|
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let handle = player_handles[settings.selected()];
|
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settings.rows_mut(handle);
|
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settings.push_page(DebugMenuPage::PlayerRows(handle));
|
||||
}
|
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DebugMenuPage::PlayerRows(_) => {}
|
||||
}
|
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}
|
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|
||||
fn cycle_selected_value(settings: &mut DebugSettings, direction: i8, commands: &mut Commands) {
|
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match settings.page() {
|
||||
DebugMenuPage::Static(entries) => {
|
||||
if let Some(entry) = entries.get(settings.selected()) {
|
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match entry {
|
||||
DebugMenuEntry::MotionSampling { .. } => {
|
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settings.cycle_motion_sampling();
|
||||
queue_settings_save(commands);
|
||||
}
|
||||
DebugMenuEntry::GameSpeed { .. } => {
|
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settings.game_speed = if direction > 0 {
|
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settings.game_speed.up()
|
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} else {
|
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settings.game_speed.down()
|
||||
};
|
||||
commands
|
||||
.insert_resource(RollbackFrameRate(settings.game_speed.frame_rate()));
|
||||
queue_settings_save(commands);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
DebugMenuPage::PlayerRows(handle) => {
|
||||
let selected = settings.selected();
|
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let rows = settings.rows_mut(handle);
|
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rows[selected] = rows[selected].cycle(direction);
|
||||
queue_settings_save(commands);
|
||||
}
|
||||
DebugMenuPage::PlayerList => {}
|
||||
}
|
||||
}
|
||||
|
||||
fn handle_palette_input(
|
||||
keyboard: Res<ButtonInput<KeyCode>>,
|
||||
gamepads: Query<(Entity, &Gamepad)>,
|
||||
@@ -398,6 +572,15 @@ fn handle_palette_input(
|
||||
settings.toggle_flag(DebugFlag::DrawThroughGeometry);
|
||||
}
|
||||
|
||||
if keyboard.just_pressed(KeyCode::F3) {
|
||||
settings.menu_open = !settings.menu_open;
|
||||
settings.controller = None;
|
||||
if settings.menu_open {
|
||||
settings.reset_navigation();
|
||||
}
|
||||
return;
|
||||
}
|
||||
|
||||
if !settings.menu_open {
|
||||
for (entity, gamepad) in &gamepads {
|
||||
if gamepad.just_pressed(GamepadButton::Start) && gamepad.pressed(GamepadButton::DPadUp)
|
||||
@@ -411,15 +594,16 @@ fn handle_palette_input(
|
||||
return;
|
||||
}
|
||||
|
||||
let Some(controller) = settings.controller else {
|
||||
settings.menu_open = false;
|
||||
return;
|
||||
};
|
||||
let gamepad = if let Some(controller) = settings.controller {
|
||||
let Ok((_, gamepad)) = gamepads.get(controller) else {
|
||||
settings.menu_open = false;
|
||||
settings.controller = None;
|
||||
return;
|
||||
};
|
||||
Some(gamepad)
|
||||
} else {
|
||||
None
|
||||
};
|
||||
let player_handles = player_handles(&players);
|
||||
let page = settings.page();
|
||||
let page_len = page_len(page, &player_handles);
|
||||
@@ -428,95 +612,51 @@ fn handle_palette_input(
|
||||
*settings.selected_mut() = 0;
|
||||
}
|
||||
|
||||
if gamepad.just_pressed(GamepadButton::DPadUp) && page_len != 0 {
|
||||
if (gamepad.is_some_and(|pad| pad.just_pressed(GamepadButton::DPadUp))
|
||||
|| keyboard.just_pressed(KeyCode::ArrowUp)
|
||||
|| keyboard.just_pressed(KeyCode::KeyW))
|
||||
&& page_len != 0
|
||||
{
|
||||
let selected = settings.selected_mut();
|
||||
*selected = selected.checked_sub(1).unwrap_or(page_len - 1);
|
||||
}
|
||||
if gamepad.just_pressed(GamepadButton::DPadDown) && page_len != 0 {
|
||||
if (gamepad.is_some_and(|pad| pad.just_pressed(GamepadButton::DPadDown))
|
||||
|| keyboard.just_pressed(KeyCode::ArrowDown)
|
||||
|| keyboard.just_pressed(KeyCode::KeyS))
|
||||
&& page_len != 0
|
||||
{
|
||||
let selected = settings.selected_mut();
|
||||
*selected = (*selected + 1) % page_len;
|
||||
}
|
||||
|
||||
let direction = if gamepad.just_pressed(GamepadButton::DPadLeft) {
|
||||
let direction = if gamepad.is_some_and(|pad| pad.just_pressed(GamepadButton::DPadLeft))
|
||||
|| keyboard.just_pressed(KeyCode::ArrowLeft)
|
||||
|| keyboard.just_pressed(KeyCode::KeyA)
|
||||
{
|
||||
Some(-1)
|
||||
} else if gamepad.just_pressed(GamepadButton::DPadRight) {
|
||||
} else if gamepad.is_some_and(|pad| pad.just_pressed(GamepadButton::DPadRight))
|
||||
|| keyboard.just_pressed(KeyCode::ArrowRight)
|
||||
|| keyboard.just_pressed(KeyCode::KeyD)
|
||||
{
|
||||
Some(1)
|
||||
} else {
|
||||
None
|
||||
};
|
||||
|
||||
if let Some(direction) = direction {
|
||||
match page {
|
||||
DebugMenuPage::Static(entries) => {
|
||||
if let Some(entry) = entries.get(settings.selected()) {
|
||||
match entry {
|
||||
DebugMenuEntry::StopRecording { .. } => {}
|
||||
DebugMenuEntry::MotionSampling { .. } => settings.cycle_motion_sampling(),
|
||||
DebugMenuEntry::GameSpeed { .. } => {
|
||||
if direction > 0 {
|
||||
settings.game_speed = settings.game_speed.up();
|
||||
} else {
|
||||
settings.game_speed = settings.game_speed.down();
|
||||
cycle_selected_value(&mut settings, direction, &mut commands);
|
||||
}
|
||||
|
||||
commands.insert_resource(RollbackFrameRate(
|
||||
settings.game_speed.frame_rate(),
|
||||
));
|
||||
if (gamepad.is_some_and(|pad| pad.just_pressed(GamepadButton::South))
|
||||
|| keyboard.just_pressed(KeyCode::Enter)
|
||||
|| keyboard.just_pressed(KeyCode::Space))
|
||||
&& page_len != 0
|
||||
{
|
||||
activate_selected(&mut settings, page_len, &player_handles, &mut commands);
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
}
|
||||
DebugMenuPage::PlayerList => todo!(),
|
||||
DebugMenuPage::PlayerRows(_) => {
|
||||
let DebugMenuPage::PlayerRows(handle) = page else {
|
||||
unreachable!("player row navigation must have a player row page")
|
||||
};
|
||||
let selected = settings.selected();
|
||||
let rows = settings.rows_mut(handle);
|
||||
rows[selected] = rows[selected].cycle(direction);
|
||||
|
||||
commands.queue(SaveSettingsDeferred(Duration::from_secs_f32(0.1)));
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
if matches!(page, DebugMenuPage::PlayerRows(_)) {
|
||||
let direction = if gamepad.just_pressed(GamepadButton::DPadLeft) {
|
||||
Some(-1)
|
||||
} else if gamepad.just_pressed(GamepadButton::DPadRight) {
|
||||
Some(1)
|
||||
} else {
|
||||
None
|
||||
};
|
||||
if let Some(_direction) = direction {}
|
||||
}
|
||||
if gamepad.just_pressed(GamepadButton::South) {
|
||||
match page {
|
||||
DebugMenuPage::Static(entries) if page_len != 0 => match entries[settings.selected()] {
|
||||
DebugMenuEntry::StopRecording { .. } => {
|
||||
commands.insert_resource(StopReplayRecording);
|
||||
}
|
||||
DebugMenuEntry::Toggle { flag, .. } => {
|
||||
settings.toggle_flag(flag);
|
||||
commands.queue(SaveSettingsDeferred(Duration::from_secs_f32(0.1)));
|
||||
}
|
||||
DebugMenuEntry::Submenu { entries, .. } => {
|
||||
settings.push_page(DebugMenuPage::Static(entries));
|
||||
}
|
||||
DebugMenuEntry::PlayerSlots { .. } => settings.push_page(DebugMenuPage::PlayerList),
|
||||
DebugMenuEntry::MotionSampling { .. } => settings.cycle_motion_sampling(),
|
||||
DebugMenuEntry::GameSpeed { .. } => {}
|
||||
},
|
||||
DebugMenuPage::PlayerList if page_len != 0 => {
|
||||
let handle = player_handles[settings.selected()];
|
||||
settings.rows_mut(handle);
|
||||
settings.push_page(DebugMenuPage::PlayerRows(handle));
|
||||
}
|
||||
_ => {}
|
||||
}
|
||||
}
|
||||
if gamepad.just_pressed(GamepadButton::West) && !settings.pop_page() {
|
||||
if (gamepad.is_some_and(|pad| pad.just_pressed(GamepadButton::West))
|
||||
|| keyboard.just_pressed(KeyCode::Escape))
|
||||
&& !settings.pop_page()
|
||||
{
|
||||
settings.menu_open = false;
|
||||
settings.controller = None;
|
||||
}
|
||||
@@ -538,8 +678,9 @@ fn sync_gizmo_depth_bias(settings: Res<DebugSettings>, mut configs: ResMut<Gizmo
|
||||
|
||||
fn draw_palette(
|
||||
mut contexts: EguiContexts,
|
||||
settings: Res<DebugSettings>,
|
||||
mut settings: ResMut<DebugSettings>,
|
||||
players: Query<&Player>,
|
||||
mut commands: Commands,
|
||||
) -> Result {
|
||||
if !settings.menu_open {
|
||||
return Ok(());
|
||||
@@ -547,7 +688,7 @@ fn draw_palette(
|
||||
|
||||
let player_handles = player_handles(&players);
|
||||
let page = settings.page();
|
||||
let selected = settings.selected();
|
||||
let page_len = page_len(page, &player_handles);
|
||||
egui::Window::new("Debug")
|
||||
.anchor(egui::Align2::RIGHT_TOP, egui::vec2(-12.0, 12.0))
|
||||
.resizable(false)
|
||||
@@ -556,38 +697,113 @@ fn draw_palette(
|
||||
match page {
|
||||
DebugMenuPage::Static(entries) => {
|
||||
for (index, entry) in entries.iter().enumerate() {
|
||||
let marker = if index == selected { ">" } else { " " };
|
||||
ui.horizontal(|ui| {
|
||||
ui.label(if index == settings.selected() {
|
||||
">"
|
||||
} else {
|
||||
" "
|
||||
});
|
||||
match entry {
|
||||
DebugMenuEntry::StopRecording { label } => {
|
||||
ui.label(format!("{marker} {label}"));
|
||||
if ui.button(*label).clicked() {
|
||||
*settings.selected_mut() = index;
|
||||
activate_selected(
|
||||
&mut settings,
|
||||
page_len,
|
||||
&player_handles,
|
||||
&mut commands,
|
||||
);
|
||||
}
|
||||
}
|
||||
DebugMenuEntry::Toggle { label, flag } => {
|
||||
let state = if settings.flag(*flag) { "on" } else { "off" };
|
||||
ui.label(format!("{marker} {label}: {state}"));
|
||||
let mut value = settings.flag(*flag);
|
||||
if ui.checkbox(&mut value, *label).changed() {
|
||||
settings.toggle_flag(*flag);
|
||||
if !matches!(flag, DebugFlag::FrameStepping) {
|
||||
queue_settings_save(&mut commands);
|
||||
}
|
||||
}
|
||||
}
|
||||
DebugMenuEntry::Submenu { label, .. }
|
||||
| DebugMenuEntry::PlayerSlots { label } => {
|
||||
ui.label(format!("{marker} {label} >"));
|
||||
if ui.button(format!("{label} >")).clicked() {
|
||||
*settings.selected_mut() = index;
|
||||
activate_selected(
|
||||
&mut settings,
|
||||
page_len,
|
||||
&player_handles,
|
||||
&mut commands,
|
||||
);
|
||||
}
|
||||
}
|
||||
DebugMenuEntry::MotionSampling { label } => {
|
||||
ui.label(format!(
|
||||
"{marker} {label}: {}",
|
||||
settings.motion_sampling.label()
|
||||
));
|
||||
let old = settings.motion_sampling;
|
||||
egui::ComboBox::from_id_salt(("debug-motion", index))
|
||||
.width(180.0)
|
||||
.selected_text(format!("{label}: {}", old.label()))
|
||||
.show_ui(ui, |ui| {
|
||||
ui.selectable_value(
|
||||
&mut settings.motion_sampling,
|
||||
PresentationMotionMode::Interpolation,
|
||||
"Interpolation",
|
||||
);
|
||||
ui.selectable_value(
|
||||
&mut settings.motion_sampling,
|
||||
PresentationMotionMode::Extrapolation,
|
||||
"Extrapolation",
|
||||
);
|
||||
});
|
||||
if settings.motion_sampling != old {
|
||||
queue_settings_save(&mut commands);
|
||||
}
|
||||
}
|
||||
DebugMenuEntry::GameSpeed { label } => {
|
||||
ui.label(format!(
|
||||
"{marker} {label}: {}",
|
||||
settings.game_speed.label()
|
||||
let old = settings.game_speed;
|
||||
egui::ComboBox::from_id_salt(("debug-speed", index))
|
||||
.width(180.0)
|
||||
.selected_text(format!("{label}: {}", old.label()))
|
||||
.show_ui(ui, |ui| {
|
||||
for speed in [
|
||||
GameSpeedDebug::Full,
|
||||
GameSpeedDebug::Half,
|
||||
GameSpeedDebug::Quarter,
|
||||
] {
|
||||
ui.selectable_value(
|
||||
&mut settings.game_speed,
|
||||
speed,
|
||||
speed.label(),
|
||||
);
|
||||
}
|
||||
});
|
||||
if settings.game_speed != old {
|
||||
commands.insert_resource(RollbackFrameRate(
|
||||
settings.game_speed.frame_rate(),
|
||||
));
|
||||
queue_settings_save(&mut commands);
|
||||
}
|
||||
}
|
||||
}
|
||||
});
|
||||
}
|
||||
}
|
||||
DebugMenuPage::PlayerList => {
|
||||
for (index, handle) in player_handles.iter().enumerate() {
|
||||
let marker = if index == selected { ">" } else { " " };
|
||||
ui.label(format!("{marker} Player {} >", handle + 1));
|
||||
ui.horizontal(|ui| {
|
||||
ui.label(if index == settings.selected() {
|
||||
">"
|
||||
} else {
|
||||
" "
|
||||
});
|
||||
if ui.button(format!("Player {} >", handle + 1)).clicked() {
|
||||
*settings.selected_mut() = index;
|
||||
activate_selected(
|
||||
&mut settings,
|
||||
page_len,
|
||||
&player_handles,
|
||||
&mut commands,
|
||||
);
|
||||
}
|
||||
});
|
||||
}
|
||||
if player_handles.is_empty() {
|
||||
ui.label("No players in match");
|
||||
@@ -600,16 +816,30 @@ fn draw_palette(
|
||||
.unwrap_or([FighterDebugRowKind::None; PLAYER_DEBUG_ROW_COUNT]);
|
||||
ui.label(format!("Player {}", handle + 1));
|
||||
for (index, row) in rows.iter().enumerate() {
|
||||
let marker = if index == selected { ">" } else { " " };
|
||||
ui.label(format!("{marker} Row {}: {}", index + 1, row.label()));
|
||||
ui.horizontal(|ui| {
|
||||
ui.label(if index == settings.selected() {
|
||||
">"
|
||||
} else {
|
||||
" "
|
||||
});
|
||||
egui::ComboBox::from_id_salt(("debug-row", handle, index))
|
||||
.width(180.0)
|
||||
.selected_text(format!("Row {}: {}", index + 1, row.label()))
|
||||
.show_ui(ui, |ui| {
|
||||
let rows = settings.rows_mut(handle);
|
||||
for kind in FighterDebugRowKind::ALL {
|
||||
ui.selectable_value(&mut rows[index], kind, kind.label());
|
||||
}
|
||||
});
|
||||
});
|
||||
}
|
||||
}
|
||||
}
|
||||
ui.separator();
|
||||
let controls = if matches!(page, DebugMenuPage::PlayerRows(_)) {
|
||||
"D-pad: select/change B: back"
|
||||
"Arrows/WASD: select/change Escape/B: back"
|
||||
} else {
|
||||
"D-pad: select A: enter/toggle Left/right: change B: back"
|
||||
"Arrows/WASD: select Enter/A: activate Escape/B: back"
|
||||
};
|
||||
ui.label(controls);
|
||||
});
|
||||
@@ -699,4 +929,29 @@ mod tests {
|
||||
mode.cycle();
|
||||
assert_eq!(mode, PresentationMotionMode::Interpolation);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn game_speed_has_expected_frame_rates() {
|
||||
assert_eq!(GameSpeedDebug::Full.frame_rate(), 60);
|
||||
assert_eq!(GameSpeedDebug::Half.frame_rate(), 30);
|
||||
assert_eq!(GameSpeedDebug::Quarter.frame_rate(), 15);
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn frame_stepping_is_disabled_by_default_and_uses_game_speed_timestep() {
|
||||
let settings = DebugSettings::default();
|
||||
|
||||
assert!(!settings.frame_stepping);
|
||||
assert_eq!(frame_step_duration(60), Duration::from_nanos(16_666_666));
|
||||
assert_eq!(frame_step_duration(30), Duration::from_nanos(33_333_333));
|
||||
}
|
||||
|
||||
#[test]
|
||||
fn empty_player_list_does_not_activate() {
|
||||
let mut settings = DebugSettings::default();
|
||||
settings.push_page(DebugMenuPage::PlayerList);
|
||||
|
||||
assert_eq!(page_len(settings.page(), &[]), 0);
|
||||
assert_eq!(settings.selected(), 0);
|
||||
}
|
||||
}
|
||||
|
||||
@@ -0,0 +1,197 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
use crate::{
|
||||
camera::MatchCamera,
|
||||
fighter::{
|
||||
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
|
||||
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation,
|
||||
FighterVelocity, Grounded,
|
||||
animation::FighterAnimationFrame,
|
||||
attack::{
|
||||
FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
|
||||
FighterSolvedHurtboxes, FighterStaleMoveQueue,
|
||||
},
|
||||
baked_animation::FighterBoneMatrices,
|
||||
state::FighterState,
|
||||
},
|
||||
input::FighterInput,
|
||||
player::Player,
|
||||
stage::line::StageCollision,
|
||||
};
|
||||
|
||||
#[derive(Resource, Default)]
|
||||
pub(super) struct DebugSaveState {
|
||||
checkpoint: Option<Checkpoint>,
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
struct Checkpoint {
|
||||
fighters: Vec<FighterCheckpoint>,
|
||||
stage_collision: StageCollision,
|
||||
pending_hits: FighterPendingHits,
|
||||
}
|
||||
|
||||
#[derive(Clone)]
|
||||
struct FighterCheckpoint {
|
||||
entity: Entity,
|
||||
handle: usize,
|
||||
ecb: FighterECB,
|
||||
previous_ecb: crate::fighter::ecb::FighterPreviousECB,
|
||||
velocity: FighterVelocity,
|
||||
translation: FighterTranslation,
|
||||
previous_translation: FighterPreviousTranslation,
|
||||
facing: FighterFacingDirection,
|
||||
previous_facing: FighterPreviousFacingDirection,
|
||||
animation: FighterAnimationFrame,
|
||||
state: FighterState,
|
||||
input: FighterInput,
|
||||
damage: FighterDamage,
|
||||
pending_hit_reaction: FighterPendingHitReaction,
|
||||
hitstop: FighterHitstop,
|
||||
knockback_velocity: FighterKnockbackVelocity,
|
||||
stale_moves: FighterStaleMoveQueue,
|
||||
hitboxes: FighterHitboxes,
|
||||
solved_hurtboxes: FighterSolvedHurtboxes,
|
||||
bone_matrices: FighterBoneMatrices,
|
||||
grounded: bool,
|
||||
}
|
||||
|
||||
pub(super) fn save_or_restore(world: &mut World) {
|
||||
if world.resource::<super::DebugSettings>().menu_open {
|
||||
return;
|
||||
}
|
||||
|
||||
let left = world
|
||||
.query::<&Gamepad>()
|
||||
.iter(world)
|
||||
.any(|gamepad| gamepad.just_pressed(GamepadButton::DPadLeft));
|
||||
let right = world
|
||||
.query::<&Gamepad>()
|
||||
.iter(world)
|
||||
.any(|gamepad| gamepad.just_pressed(GamepadButton::DPadRight));
|
||||
|
||||
if left == right {
|
||||
return;
|
||||
}
|
||||
|
||||
let Some(roster) = world
|
||||
.get_resource::<crate::fighter::FighterRoster>()
|
||||
.map(|roster| roster.0.clone())
|
||||
else {
|
||||
return;
|
||||
};
|
||||
if roster.len() != 1 {
|
||||
warn!("Save states are only available in single-player matches");
|
||||
return;
|
||||
}
|
||||
|
||||
if left {
|
||||
let Some(stage_collision) = world.get_resource::<StageCollision>().cloned() else {
|
||||
return;
|
||||
};
|
||||
let mut checkpoint_fighters = Vec::with_capacity(roster.len());
|
||||
for entity in roster.iter().copied() {
|
||||
let Some(checkpoint) = capture_fighter(world, entity) else {
|
||||
warn!("Could not save the current fighter state");
|
||||
return;
|
||||
};
|
||||
checkpoint_fighters.push(checkpoint);
|
||||
}
|
||||
let pending_hits = world.resource::<FighterPendingHits>().clone();
|
||||
world.resource_mut::<DebugSaveState>().checkpoint = Some(Checkpoint {
|
||||
fighters: checkpoint_fighters,
|
||||
stage_collision,
|
||||
pending_hits,
|
||||
});
|
||||
info!("Saved debug game state");
|
||||
return;
|
||||
}
|
||||
|
||||
let Some(checkpoint) = world.resource::<DebugSaveState>().checkpoint.clone() else {
|
||||
warn!("No debug game state has been saved");
|
||||
return;
|
||||
};
|
||||
if checkpoint.fighters.len() != roster.len()
|
||||
|| checkpoint
|
||||
.fighters
|
||||
.iter()
|
||||
.zip(roster.iter())
|
||||
.any(|(saved, current)| saved.entity != *current)
|
||||
{
|
||||
warn!("Saved debug game state belongs to another match");
|
||||
return;
|
||||
}
|
||||
|
||||
for saved in &checkpoint.fighters {
|
||||
let Some(player) = world.entity(saved.entity).get::<Player>() else {
|
||||
warn!("Could not restore the saved fighter state");
|
||||
return;
|
||||
};
|
||||
if player.handle != saved.handle {
|
||||
warn!("Saved debug game state belongs to another match");
|
||||
return;
|
||||
}
|
||||
|
||||
let mut entity = world.entity_mut(saved.entity);
|
||||
entity.insert(saved.ecb);
|
||||
entity.insert(saved.previous_ecb);
|
||||
entity.insert(saved.velocity);
|
||||
entity.insert(saved.translation);
|
||||
entity.insert(saved.previous_translation);
|
||||
entity.insert(saved.facing);
|
||||
entity.insert(saved.previous_facing);
|
||||
entity.insert(saved.animation);
|
||||
entity.insert(saved.state.clone());
|
||||
entity.insert(saved.input);
|
||||
entity.insert(saved.damage);
|
||||
entity.insert(saved.pending_hit_reaction.clone());
|
||||
entity.insert(saved.hitstop);
|
||||
entity.insert(saved.knockback_velocity);
|
||||
entity.insert(saved.stale_moves.clone());
|
||||
entity.insert(saved.hitboxes.clone());
|
||||
entity.insert(saved.solved_hurtboxes.clone());
|
||||
entity.insert(saved.bone_matrices.clone());
|
||||
if saved.grounded {
|
||||
entity.insert(Grounded);
|
||||
} else {
|
||||
entity.remove::<Grounded>();
|
||||
}
|
||||
}
|
||||
world.insert_resource(checkpoint.pending_hits.clone());
|
||||
world.insert_resource(checkpoint.stage_collision);
|
||||
for mut match_camera in world.query::<&mut MatchCamera>().iter_mut(world) {
|
||||
match_camera.needs_snap = true;
|
||||
}
|
||||
info!("Restored debug game state");
|
||||
}
|
||||
|
||||
fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
|
||||
let fighter = world.entity(entity);
|
||||
Some(FighterCheckpoint {
|
||||
entity,
|
||||
handle: fighter.get::<Player>()?.handle,
|
||||
ecb: *fighter.get::<FighterECB>()?,
|
||||
previous_ecb: *fighter.get::<crate::fighter::ecb::FighterPreviousECB>()?,
|
||||
velocity: *fighter.get::<FighterVelocity>()?,
|
||||
translation: *fighter.get::<FighterTranslation>()?,
|
||||
previous_translation: *fighter.get::<FighterPreviousTranslation>()?,
|
||||
facing: *fighter.get::<FighterFacingDirection>()?,
|
||||
previous_facing: *fighter.get::<FighterPreviousFacingDirection>()?,
|
||||
animation: *fighter.get::<FighterAnimationFrame>()?,
|
||||
state: fighter.get::<FighterState>()?.clone(),
|
||||
input: *fighter.get::<FighterInput>()?,
|
||||
damage: *fighter.get::<FighterDamage>()?,
|
||||
pending_hit_reaction: fighter.get::<FighterPendingHitReaction>()?.clone(),
|
||||
hitstop: *fighter.get::<FighterHitstop>()?,
|
||||
knockback_velocity: *fighter.get::<FighterKnockbackVelocity>()?,
|
||||
stale_moves: fighter.get::<FighterStaleMoveQueue>()?.clone(),
|
||||
hitboxes: fighter.get::<FighterHitboxes>()?.clone(),
|
||||
solved_hurtboxes: fighter.get::<FighterSolvedHurtboxes>()?.clone(),
|
||||
bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(),
|
||||
grounded: fighter.contains::<Grounded>(),
|
||||
})
|
||||
}
|
||||
|
||||
pub(super) fn clear(mut save_state: ResMut<DebugSaveState>) {
|
||||
save_state.checkpoint = None;
|
||||
}
|
||||
@@ -1,18 +1,19 @@
|
||||
use std::collections::{HashMap, VecDeque};
|
||||
|
||||
mod reaction;
|
||||
|
||||
use bevy::ecs::entity::{EntityMapper, MapEntities};
|
||||
use bevy::prelude::*;
|
||||
use bevy_ggrs::{Rollback, prelude::GgrsSchedule};
|
||||
use fixed_math::SinCos;
|
||||
use bevy_ggrs::{Rollback, RollbackApp, prelude::GgrsSchedule};
|
||||
use serde::{Deserialize, Serialize};
|
||||
|
||||
use crate::{
|
||||
fighter::{
|
||||
Fighter, FighterAttributes, FighterFacingDirection, FighterHitboxes, FighterHitstop,
|
||||
Fighter, FighterAttributes, FighterFacingDirection, FighterHitboxes,
|
||||
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterRoster,
|
||||
FighterTranslation,
|
||||
animation::{AnimKind, FighterAnimationFrame},
|
||||
baked_animation::{FighterBoneIndexMap, FighterBoneMatrices, FixedMat4},
|
||||
errors::FighterErrors,
|
||||
hurtbox::{FixedAffineCapsule, FixedCapsule},
|
||||
manifest::FighterManifest,
|
||||
},
|
||||
@@ -432,15 +433,26 @@ pub struct FighterAttackScriptAssets {
|
||||
#[derive(Component, Clone, Debug, Default, Hash)]
|
||||
pub struct FighterSolvedHurtboxes(pub Vec<FighterSolvedHurtbox>);
|
||||
|
||||
#[derive(Component, Clone, Debug, Default, Hash, DerefMut, Deref)]
|
||||
pub struct FighterReceivedAttacks(
|
||||
pub Vec<(
|
||||
/* attacker */ Entity,
|
||||
Handle<FighterAttackScript>,
|
||||
AttackKind,
|
||||
/* hitbox_idx */ usize,
|
||||
)>,
|
||||
);
|
||||
#[derive(Clone, Debug, Hash)]
|
||||
pub struct FighterHit {
|
||||
pub attacker: Entity,
|
||||
pub defender: Entity,
|
||||
pub attack_script: Handle<FighterAttackScript>,
|
||||
pub attack_kind: AttackKind,
|
||||
pub hitbox_index: usize,
|
||||
}
|
||||
|
||||
#[derive(Resource, Clone, Debug, Default, Hash)]
|
||||
pub struct FighterPendingHits(pub Vec<FighterHit>);
|
||||
|
||||
impl MapEntities for FighterPendingHits {
|
||||
fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
|
||||
for hit in &mut self.0 {
|
||||
hit.attacker = entity_mapper.get_mapped(hit.attacker);
|
||||
hit.defender = entity_mapper.get_mapped(hit.defender);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
pub fn solve_hurtboxes(
|
||||
mut query: Query<(
|
||||
@@ -498,19 +510,14 @@ pub fn intersect_attacks_with_hurtboxes(
|
||||
&Player,
|
||||
&FighterStaleMoveQueue,
|
||||
)>,
|
||||
mut query_attacked: Query<(
|
||||
Entity,
|
||||
&FighterSolvedHurtboxes,
|
||||
&Player,
|
||||
&Fighter,
|
||||
&mut FighterReceivedAttacks,
|
||||
)>,
|
||||
query_attacked: Query<(Entity, &FighterSolvedHurtboxes)>,
|
||||
mut pending_hits: ResMut<FighterPendingHits>,
|
||||
attack_scripts: Res<Assets<FighterAttackScript>>,
|
||||
) {
|
||||
pending_hits.0.clear();
|
||||
|
||||
for &entity_receiving in &roster.0 {
|
||||
let Ok((_, hurtboxes, _, _receiving_fighter, mut received_attacks)) =
|
||||
query_attacked.get_mut(entity_receiving)
|
||||
else {
|
||||
let Ok((_, hurtboxes)) = query_attacked.get(entity_receiving) else {
|
||||
continue;
|
||||
};
|
||||
|
||||
@@ -551,12 +558,13 @@ pub fn intersect_attacks_with_hurtboxes(
|
||||
continue;
|
||||
};
|
||||
|
||||
received_attacks.push((
|
||||
entity_hurting,
|
||||
active_attack.script.clone(),
|
||||
active_attack.kind,
|
||||
hitting_hitbox_idx,
|
||||
));
|
||||
pending_hits.0.push(FighterHit {
|
||||
attacker: entity_hurting,
|
||||
defender: entity_receiving,
|
||||
attack_script: active_attack.script.clone(),
|
||||
attack_kind: active_attack.kind,
|
||||
hitbox_index: hitting_hitbox_idx,
|
||||
});
|
||||
info!("Hit by hitbox {}!!!!", hitting_hitbox_idx);
|
||||
|
||||
active_attack.hit_fighters.push(entity_receiving);
|
||||
@@ -564,140 +572,21 @@ 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;
|
||||
|
||||
impl Plugin for FighterAttackPlugin {
|
||||
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(
|
||||
GgrsSchedule,
|
||||
(
|
||||
solve_hurtboxes,
|
||||
solve_hitboxes,
|
||||
intersect_attacks_with_hurtboxes,
|
||||
calculate_received_attacks_trajectories,
|
||||
)
|
||||
.chain()
|
||||
.after(crate::fighter::baked_animation::update_fighter_bone_matrices)
|
||||
@@ -0,0 +1,145 @@
|
||||
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),
|
||||
);
|
||||
}
|
||||
}
|
||||
@@ -1,9 +1,10 @@
|
||||
//! Resolving an integrated fighter position against the stage.
|
||||
|
||||
use crate::fighter::state::FighterStateContext;
|
||||
use crate::fighter::ecb::FighterPreviousECB;
|
||||
use crate::fighter::{FighterECB, FighterPreviousTranslation, FighterTranslation};
|
||||
use crate::math::segment::FGSegment2d;
|
||||
use crate::math::vec::FGVec2;
|
||||
use crate::stage::line::StageLineID;
|
||||
use crate::stage::line::{StageCollision, StageLineID};
|
||||
/*
|
||||
pub fn collide_fighter_with_scene(
|
||||
fighters: Query<(&FighterECB, &mut FighterVelocity, &mut FighterTranslation)>,
|
||||
@@ -38,16 +39,20 @@ pub struct AirCollisionWithStageResult {
|
||||
}
|
||||
|
||||
pub fn air_collide_with_stage(
|
||||
state_context: &FighterStateContext,
|
||||
prev_translation: &FighterPreviousTranslation,
|
||||
translation: &FighterTranslation,
|
||||
prev_ecb: &FighterPreviousECB,
|
||||
ecb: &FighterECB,
|
||||
stage_collision: &StageCollision,
|
||||
) -> Option<AirCollisionWithStageResult> {
|
||||
let ray_segment = FGSegment2d::new(
|
||||
state_context.prev_translation.0 + state_context.prev_ecb.get_bottom_point(),
|
||||
state_context.translation.0 + state_context.ecb.get_bottom_point(),
|
||||
prev_translation.0 + prev_ecb.get_bottom_point(),
|
||||
translation.0 + ecb.get_bottom_point(),
|
||||
);
|
||||
|
||||
let mut intersect_results = vec![];
|
||||
|
||||
for (poly_idx, poly) in state_context.stage_collision.stage_polys.iter().enumerate() {
|
||||
for (poly_idx, poly) in stage_collision.stage_polys.iter().enumerate() {
|
||||
if let Some(intersect_result) = poly.intersect_ray(ray_segment) {
|
||||
intersect_results.push((
|
||||
AirCollisionWithStageResult {
|
||||
|
||||
+13
-8
@@ -33,17 +33,24 @@ pub use motion::{
|
||||
};
|
||||
|
||||
use crate::{
|
||||
AppState, fighter::{
|
||||
AppState,
|
||||
fighter::{
|
||||
attack::{
|
||||
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
|
||||
FighterKnockbackVelocity, FighterPendingHitReaction, FighterReceivedAttacks,
|
||||
FighterSolvedHurtboxes, FighterStaleMoveQueue,
|
||||
FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
|
||||
FighterStaleMoveQueue,
|
||||
},
|
||||
baked_animation::{FighterBoneIndexMap, FighterBoneMatrices},
|
||||
manifest::FighterManifest,
|
||||
state::{FighterState, fall::FallState},
|
||||
visual::FighterAnimations,
|
||||
}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
|
||||
},
|
||||
input::FighterInput,
|
||||
math::{int::FGi32, vec::FGVec2},
|
||||
player::Player,
|
||||
schedule::GameplaySet,
|
||||
scripting::FighterAttackScript,
|
||||
stage::line::StageCollision,
|
||||
};
|
||||
use state::state_interrupt_system;
|
||||
|
||||
@@ -109,7 +116,6 @@ pub struct FighterVisual;
|
||||
|
||||
#[derive(Component)]
|
||||
#[require(
|
||||
FighterReceivedAttacks,
|
||||
FighterStaleMoveQueue,
|
||||
FighterDamage,
|
||||
FighterPendingHitReaction,
|
||||
@@ -192,8 +198,6 @@ impl Plugin for FighterPlugin {
|
||||
.checksum_component_with_hash::<FighterHitstop>()
|
||||
.rollback_component_with_copy::<FighterKnockbackVelocity>()
|
||||
.checksum_component_with_hash::<FighterKnockbackVelocity>()
|
||||
.rollback_component_with_clone::<FighterReceivedAttacks>()
|
||||
.checksum_component_with_hash::<FighterReceivedAttacks>()
|
||||
.rollback_resource_with_reflect::<StageCollision>()
|
||||
// Debug views.
|
||||
.add_systems(
|
||||
@@ -216,7 +220,8 @@ impl Plugin for FighterPlugin {
|
||||
.after(debug::attack_debug_gather),
|
||||
)
|
||||
.chain()
|
||||
.run_if(crate::debug_tools::attack_hitboxes_enabled).run_if(in_state(AppState::InMatch)),
|
||||
.run_if(crate::debug_tools::attack_hitboxes_enabled)
|
||||
.run_if(in_state(AppState::InMatch)),
|
||||
)
|
||||
.add_systems(
|
||||
FixedPostUpdate,
|
||||
|
||||
@@ -1,3 +1,6 @@
|
||||
use crate::fighter::state::ground::GroundedStateCommon;
|
||||
use crate::fighter::state::land::{LandingState, LandingType};
|
||||
use crate::fighter::state::{CollisionContext, FighterState};
|
||||
use crate::fighter::*;
|
||||
|
||||
pub fn integrate_gravity(velocity: &mut FighterVelocity, attributes: &FighterAttributes) {
|
||||
@@ -53,6 +56,27 @@ pub fn apply_air_motion(
|
||||
translation.0 += velocity.0;
|
||||
}
|
||||
|
||||
pub fn update_standard_motion(ctx: &mut crate::fighter::state::UpdateContext) {
|
||||
integrate_gravity(ctx.velocity, ctx.fighter_attributes);
|
||||
apply_air_drift(ctx.velocity, ctx.fighter_attributes, ctx.input);
|
||||
apply_air_motion(ctx.velocity, ctx.translation, ctx.prev_translation);
|
||||
}
|
||||
|
||||
pub fn collision_interrupt(
|
||||
ctx: &mut CollisionContext,
|
||||
landing_type: LandingType,
|
||||
) -> Option<FighterState> {
|
||||
let res = ctx.air_collide_with_stage()?;
|
||||
ctx.translation.0 = res.hit_position - ctx.ecb.get_bottom_point();
|
||||
let grounded_common = GroundedStateCommon {
|
||||
current_line_id: res.line_id,
|
||||
};
|
||||
Some(FighterState::Land(LandingState::create(
|
||||
grounded_common,
|
||||
landing_type,
|
||||
)))
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
|
||||
@@ -1,12 +1,9 @@
|
||||
use crate::{
|
||||
fighter::{
|
||||
animation::AnimKind,
|
||||
collision,
|
||||
state::{
|
||||
FighterState, FighterStateContext, FighterStateImpl, air,
|
||||
fall::FallState,
|
||||
ground::GroundedStateCommon,
|
||||
land::{LandingState, LandingType},
|
||||
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
|
||||
UpdateContext, air, fall::FallState, land::LandingType,
|
||||
},
|
||||
},
|
||||
input,
|
||||
@@ -21,7 +18,7 @@ pub struct AirDodgeState {
|
||||
impl FighterStateImpl for AirDodgeState {
|
||||
const NAME: &'static str = "AirDodge";
|
||||
|
||||
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
|
||||
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
|
||||
if state_context.is_current_animation_finished() {
|
||||
Some(FighterState::Fall(FallState))
|
||||
} else {
|
||||
@@ -29,8 +26,8 @@ impl FighterStateImpl for AirDodgeState {
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self, state_context: &mut FighterStateContext) {
|
||||
state_context.velocity.0 *= state_context.fighter_manifest.attributes.air_dodge_decay;
|
||||
fn update(&mut self, state_context: &mut UpdateContext) {
|
||||
state_context.velocity.0 *= state_context.fighter_attributes.air_dodge_decay;
|
||||
|
||||
air::apply_air_motion(
|
||||
state_context.velocity,
|
||||
@@ -41,32 +38,20 @@ impl FighterStateImpl for AirDodgeState {
|
||||
|
||||
fn check_collision_interrupt(
|
||||
&mut self,
|
||||
state_context: &mut FighterStateContext,
|
||||
state_context: &mut CollisionContext,
|
||||
) -> Option<FighterState> {
|
||||
if let Some(res) = collision::air_collide_with_stage(state_context) {
|
||||
// Adjust translation
|
||||
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
|
||||
let grounded_common = GroundedStateCommon {
|
||||
current_line_id: res.line_id,
|
||||
};
|
||||
Some(FighterState::Land(LandingState {
|
||||
grounded_common,
|
||||
landing_type: LandingType::Special,
|
||||
}))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
air::collision_interrupt(state_context, LandingType::Special)
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
|
||||
fn on_enter(&mut self, state_context: &mut EnterContext) {
|
||||
state_context.play_animation(AnimKind::AirDodge, false);
|
||||
|
||||
state_context.velocity.0 =
|
||||
self.direction * state_context.fighter_manifest.attributes.air_dodge_velocity;
|
||||
self.direction * state_context.fighter_attributes.air_dodge_velocity;
|
||||
}
|
||||
}
|
||||
|
||||
pub fn check_input(state_context: &FighterStateContext) -> Option<FighterState> {
|
||||
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
|
||||
state_context
|
||||
.input
|
||||
.has_command(input::FighterCommands::Shield)
|
||||
|
||||
+19
-40
@@ -1,25 +1,19 @@
|
||||
use std::hash::Hasher;
|
||||
|
||||
use super::{FighterStateContext, FighterStateImpl, ground, run, wait, walk};
|
||||
use super::{
|
||||
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground, run,
|
||||
wait, walk,
|
||||
};
|
||||
use crate::fighter::FighterFacingDirection;
|
||||
use crate::fighter::animation::AnimKind;
|
||||
use crate::fighter::state::FighterState;
|
||||
use crate::fighter::state::fall::FallState;
|
||||
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
|
||||
use crate::fighter::state::ground::GroundedStateCommon;
|
||||
use crate::input::FighterCommands::{SmashMoveLeft, SmashMoveRight};
|
||||
|
||||
#[derive(Debug, Clone)]
|
||||
#[derive(Debug, Clone, Hash)]
|
||||
pub struct DashState {
|
||||
direction: FighterFacingDirection,
|
||||
pub ground_common: GroundedStateCommon,
|
||||
}
|
||||
|
||||
impl std::hash::Hash for DashState {
|
||||
fn hash<H: Hasher>(&self, state: &mut H) {
|
||||
self.direction.hash(state);
|
||||
}
|
||||
}
|
||||
|
||||
impl DashState {
|
||||
pub fn new(direction: FighterFacingDirection, ground_common: GroundedStateCommon) -> Self {
|
||||
Self {
|
||||
@@ -31,9 +25,9 @@ impl DashState {
|
||||
|
||||
impl FighterStateImpl for DashState {
|
||||
const NAME: &'static str = "Dash";
|
||||
fn check_interrupt(&self, ctx: &mut FighterStateContext) -> Option<FighterState> {
|
||||
fn check_interrupt(&self, ctx: &mut InterruptContext) -> Option<FighterState> {
|
||||
let ground = &self.ground_common;
|
||||
let attributes = ctx.fighter_manifest.attributes;
|
||||
let attributes = ctx.fighter_attributes;
|
||||
|
||||
// A reverse dash can interrupt before IASA
|
||||
if let Some(direction) =
|
||||
@@ -62,13 +56,10 @@ impl FighterStateImpl for DashState {
|
||||
None
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
|
||||
fn on_enter(&mut self, state_context: &mut EnterContext) {
|
||||
*state_context.facing_direction = self.direction;
|
||||
state_context.velocity.x = state_context
|
||||
.fighter_manifest
|
||||
.attributes
|
||||
.dash_initial_velocity
|
||||
* self.direction.to_sign();
|
||||
state_context.velocity.x =
|
||||
state_context.fighter_attributes.dash_initial_velocity * self.direction.to_sign();
|
||||
|
||||
state_context.play_animation(AnimKind::Dash, false);
|
||||
|
||||
@@ -86,24 +77,20 @@ impl FighterStateImpl for DashState {
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self, state_context: &mut FighterStateContext) {
|
||||
fn update(&mut self, state_context: &mut UpdateContext) {
|
||||
if state_context.get_current_animation_frame()
|
||||
< state_context
|
||||
.fighter_manifest
|
||||
.attributes
|
||||
.dash_acceleration_duration
|
||||
< state_context.fighter_attributes.dash_acceleration_duration
|
||||
{}
|
||||
|
||||
let last_frame = state_context.input.get_last_frame();
|
||||
let (accel, target_vel) = state_context
|
||||
.fighter_manifest
|
||||
.attributes
|
||||
.fighter_attributes
|
||||
.get_accel_and_target_dashrun(&last_frame, self.direction.to_sign());
|
||||
let accel = ground::compute_ground_accel(
|
||||
accel,
|
||||
target_vel,
|
||||
state_context.velocity.x,
|
||||
&state_context.fighter_manifest.attributes,
|
||||
state_context.fighter_attributes,
|
||||
state_context.game_settings,
|
||||
);
|
||||
state_context.velocity.x += accel;
|
||||
@@ -117,21 +104,13 @@ impl FighterStateImpl for DashState {
|
||||
|
||||
fn check_collision_interrupt(
|
||||
&mut self,
|
||||
state_context: &mut FighterStateContext,
|
||||
state_context: &mut CollisionContext,
|
||||
) -> Option<FighterState> {
|
||||
if let GroundedMotionResult::InAir =
|
||||
ground::collide_with_stage_grounded(state_context, &mut self.ground_common, true)
|
||||
{
|
||||
Some(FighterState::Fall(FallState))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
ground::collision_interrupt(state_context, &mut self.ground_common, true)
|
||||
}
|
||||
}
|
||||
|
||||
fn check_smash_input_with_dir(
|
||||
state_context: &FighterStateContext,
|
||||
) -> Option<FighterFacingDirection> {
|
||||
fn check_smash_input_with_dir(state_context: &InterruptContext) -> Option<FighterFacingDirection> {
|
||||
if state_context.input.has_command(SmashMoveLeft) {
|
||||
return Some(FighterFacingDirection::Left);
|
||||
} else if state_context.input.has_command(SmashMoveRight) {
|
||||
@@ -142,7 +121,7 @@ fn check_smash_input_with_dir(
|
||||
}
|
||||
|
||||
pub fn check_input(
|
||||
state_context: &FighterStateContext,
|
||||
state_context: &InterruptContext,
|
||||
ground_common: &GroundedStateCommon,
|
||||
) -> Option<FighterState> {
|
||||
check_smash_input_with_dir(state_context)
|
||||
|
||||
+11
-36
@@ -1,8 +1,5 @@
|
||||
use super::{FighterStateContext, FighterStateImpl};
|
||||
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
|
||||
use crate::fighter::animation::AnimKind;
|
||||
use crate::fighter::collision;
|
||||
use crate::fighter::state::ground::GroundedStateCommon;
|
||||
use crate::fighter::state::land::{LandingState, LandingType};
|
||||
use crate::fighter::state::{FighterState, air, jump};
|
||||
|
||||
#[derive(Debug, Clone, Copy, Hash)]
|
||||
@@ -10,52 +7,30 @@ pub struct FallState;
|
||||
|
||||
impl FighterStateImpl for FallState {
|
||||
const NAME: &'static str = "Fall";
|
||||
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
|
||||
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
|
||||
jump::check_input_double_jump(state_context)
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
|
||||
fn on_enter(&mut self, state_context: &mut EnterContext) {
|
||||
state_context.play_animation(AnimKind::Fall, true);
|
||||
}
|
||||
|
||||
fn update(&mut self, state_context: &mut super::FighterStateContext) {
|
||||
air::integrate_gravity(
|
||||
state_context.velocity,
|
||||
&state_context.fighter_manifest.attributes,
|
||||
);
|
||||
air::apply_air_drift(
|
||||
state_context.velocity,
|
||||
&state_context.fighter_manifest.attributes,
|
||||
state_context.input,
|
||||
);
|
||||
air::apply_air_motion(
|
||||
state_context.velocity,
|
||||
state_context.translation,
|
||||
state_context.prev_translation,
|
||||
);
|
||||
fn update(&mut self, state_context: &mut UpdateContext) {
|
||||
air::update_standard_motion(state_context);
|
||||
}
|
||||
|
||||
fn check_collision_interrupt(
|
||||
&mut self,
|
||||
state_context: &mut FighterStateContext,
|
||||
state_context: &mut CollisionContext,
|
||||
) -> Option<FighterState> {
|
||||
if let Some(res) = collision::air_collide_with_stage(state_context) {
|
||||
// Adjust translation
|
||||
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
|
||||
let grounded_common = GroundedStateCommon {
|
||||
current_line_id: res.line_id,
|
||||
};
|
||||
Some(FighterState::Land(LandingState::create(
|
||||
grounded_common,
|
||||
LandingType::Normal,
|
||||
)))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
air::collision_interrupt(
|
||||
state_context,
|
||||
crate::fighter::state::land::LandingType::Normal,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
pub fn check_input(state_context: &FighterStateContext) -> Option<FighterState> {
|
||||
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
|
||||
let input_frame = state_context.input.get_last_frame();
|
||||
|
||||
if input_frame.movement.x.abs() < state_context.game_settings.input_common.stick_deadzone {
|
||||
|
||||
@@ -3,7 +3,7 @@
|
||||
//! bit-for-bit deterministic for rollback.
|
||||
|
||||
use crate::fighter::state::{
|
||||
FighterState, FighterStateContext, dash, ground_attack, turn, wait, walk,
|
||||
CollisionContext, FighterState, InterruptContext, dash, fall, ground_attack, turn, wait, walk,
|
||||
};
|
||||
use crate::fighter::{
|
||||
FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
|
||||
@@ -163,14 +163,30 @@ pub fn apply_grounded_motion(
|
||||
translation.0 += FGVec2::new(velocity.0.x, FGi32::ZERO);
|
||||
}
|
||||
|
||||
pub fn update_friction_motion(ctx: &mut crate::fighter::state::UpdateContext) {
|
||||
let friction = if ctx.velocity.x.abs() > ctx.fighter_attributes.max_walk_vel {
|
||||
ctx.fighter_attributes.ground_friction
|
||||
* ctx
|
||||
.game_settings
|
||||
.fighter_common
|
||||
.ground_friction_over_walk_speed_multiplier
|
||||
} else {
|
||||
ctx.fighter_attributes.ground_friction
|
||||
};
|
||||
|
||||
let ground_velocity = ctx.velocity.x;
|
||||
ctx.velocity.x += apply_grounded_friction(friction, ground_velocity);
|
||||
apply_grounded_motion(ctx.velocity, ctx.translation, ctx.prev_translation);
|
||||
}
|
||||
|
||||
pub fn collide_with_stage_grounded(
|
||||
state_context: &mut FighterStateContext,
|
||||
state_context: &mut CollisionContext,
|
||||
ground_common: &mut GroundedStateCommon,
|
||||
can_walk_off: bool,
|
||||
) -> GroundedMotionResult {
|
||||
let translation = &mut state_context.translation;
|
||||
let ecb = &state_context.ecb;
|
||||
let stage_collision = &state_context.stage_collision;
|
||||
let ecb = state_context.ecb;
|
||||
let stage_collision = state_context.stage_collision;
|
||||
|
||||
let stage_poly = stage_collision
|
||||
.stage_polys
|
||||
@@ -210,6 +226,17 @@ pub fn collide_with_stage_grounded(
|
||||
}
|
||||
}
|
||||
|
||||
pub fn collision_interrupt(
|
||||
ctx: &mut CollisionContext,
|
||||
common: &mut GroundedStateCommon,
|
||||
can_walk_off: bool,
|
||||
) -> Option<FighterState> {
|
||||
match collide_with_stage_grounded(ctx, common, can_walk_off) {
|
||||
GroundedMotionResult::InGround => None,
|
||||
GroundedMotionResult::InAir => Some(FighterState::Fall(fall::FallState)),
|
||||
}
|
||||
}
|
||||
|
||||
#[cfg(test)]
|
||||
mod tests {
|
||||
use super::*;
|
||||
@@ -322,14 +349,14 @@ mod tests {
|
||||
}
|
||||
|
||||
pub fn grounded_movement_common_interrupts(
|
||||
state_context: &FighterStateContext,
|
||||
state_context: &InterruptContext,
|
||||
ground_common: &GroundedStateCommon,
|
||||
) -> Option<FighterState> {
|
||||
super::jump::check_input(state_context, ground_common)
|
||||
}
|
||||
|
||||
pub fn grounded_movement_standstill_common_interrupts(
|
||||
state_context: &FighterStateContext,
|
||||
state_context: &InterruptContext,
|
||||
ground_common: &GroundedStateCommon,
|
||||
) -> Option<FighterState> {
|
||||
if let Some(state) = ground_attack::check_interrupt(state_context, &ground_common) {
|
||||
|
||||
@@ -1,6 +1,9 @@
|
||||
use crate::fighter::{
|
||||
attack::{AttackKind, update_active_hitbox_list},
|
||||
state::{FighterState, FighterStateImpl, ground::GroundedStateCommon, wait::WaitState},
|
||||
state::{
|
||||
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
|
||||
InterruptContext, UpdateContext, ground::GroundedStateCommon, wait::WaitState,
|
||||
},
|
||||
};
|
||||
|
||||
#[derive(Clone, Debug, Hash)]
|
||||
@@ -12,10 +15,7 @@ pub struct GroundAttackState {
|
||||
impl FighterStateImpl for GroundAttackState {
|
||||
const NAME: &'static str = "GroundAttack";
|
||||
|
||||
fn check_interrupt(
|
||||
&self,
|
||||
state_context: &mut super::FighterStateContext,
|
||||
) -> Option<FighterState> {
|
||||
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
|
||||
if state_context.is_current_animation_finished() {
|
||||
Some(FighterState::Wait(WaitState {
|
||||
grounded_common: self.grounded_common.clone(),
|
||||
@@ -25,7 +25,7 @@ impl FighterStateImpl for GroundAttackState {
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self, state_context: &mut super::FighterStateContext) {
|
||||
fn update(&mut self, state_context: &mut UpdateContext) {
|
||||
let animation_frame = state_context.get_current_animation_frame();
|
||||
let script = state_context
|
||||
.attack_scripts
|
||||
@@ -44,7 +44,7 @@ impl FighterStateImpl for GroundAttackState {
|
||||
}
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
|
||||
fn on_enter(&mut self, state_context: &mut EnterContext) {
|
||||
state_context.play_animation(self.attack_kind.get_animation(), false);
|
||||
let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone();
|
||||
state_context.stale_move_queue.push(self.attack_kind);
|
||||
@@ -57,20 +57,20 @@ impl FighterStateImpl for GroundAttackState {
|
||||
});
|
||||
}
|
||||
|
||||
fn on_exit(&mut self, state_context: &mut super::FighterStateContext) {
|
||||
fn on_exit(&mut self, state_context: &mut ExitContext) {
|
||||
state_context.hitboxes.0 = None;
|
||||
}
|
||||
|
||||
fn check_collision_interrupt(
|
||||
&mut self,
|
||||
_state_context: &mut super::FighterStateContext,
|
||||
_state_context: &mut CollisionContext,
|
||||
) -> Option<FighterState> {
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
pub fn check_interrupt(
|
||||
state_context: &super::FighterStateContext,
|
||||
state_context: &InterruptContext,
|
||||
grounded_common: &GroundedStateCommon,
|
||||
) -> Option<FighterState> {
|
||||
if state_context
|
||||
|
||||
@@ -2,12 +2,12 @@ use crate::{
|
||||
fighter::{
|
||||
animation::AnimKind,
|
||||
attack::FighterHitReaction,
|
||||
collision,
|
||||
state::{
|
||||
FighterState, FighterStateContext, FighterStateImpl, air,
|
||||
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
|
||||
InterruptContext, UpdateContext, air,
|
||||
fall::FallState,
|
||||
ground::{GroundedMotionResult, GroundedStateCommon, collide_with_stage_grounded},
|
||||
land::{LandingState, LandingType},
|
||||
ground::{GroundedStateCommon, collision_interrupt},
|
||||
land::LandingType,
|
||||
wait::WaitState,
|
||||
},
|
||||
},
|
||||
@@ -43,7 +43,7 @@ impl FighterStateImpl for HitstunState {
|
||||
format!("Hitstun ({hitstop_kind}, {hit_reaction_type})")
|
||||
}
|
||||
|
||||
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
|
||||
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
|
||||
if state_context.get_current_animation_frame() > self.hit_reaction.hitstun_frames {
|
||||
match &self.hitstop_kind {
|
||||
HitstopStateKind::Grounded(grounded_state_common) => {
|
||||
@@ -58,8 +58,8 @@ impl FighterStateImpl for HitstunState {
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self, ctx: &mut FighterStateContext) {
|
||||
air::integrate_gravity(ctx.velocity, &ctx.fighter_manifest.attributes);
|
||||
fn update(&mut self, ctx: &mut UpdateContext) {
|
||||
air::integrate_gravity(ctx.velocity, ctx.fighter_attributes);
|
||||
|
||||
let speed = ctx.knockback_velocity.length();
|
||||
let next_speed = speed
|
||||
@@ -71,7 +71,7 @@ impl FighterStateImpl for HitstunState {
|
||||
ctx.translation.0 += ctx.velocity.0 + ctx.knockback_velocity.0;
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
|
||||
fn on_enter(&mut self, state_context: &mut EnterContext) {
|
||||
let animation = match self.hitstop_kind {
|
||||
HitstopStateKind::Grounded(_) => AnimKind::FlinchGround,
|
||||
HitstopStateKind::Airborne => AnimKind::FlinchAir,
|
||||
@@ -80,37 +80,18 @@ impl FighterStateImpl for HitstunState {
|
||||
state_context.knockback_velocity.0 = self.hit_reaction.launch_velocity;
|
||||
}
|
||||
|
||||
fn on_exit(&mut self, _state_context: &mut FighterStateContext) {}
|
||||
fn on_exit(&mut self, _state_context: &mut ExitContext) {}
|
||||
|
||||
fn check_collision_interrupt(
|
||||
&mut self,
|
||||
state_context: &mut FighterStateContext,
|
||||
state_context: &mut CollisionContext,
|
||||
) -> Option<FighterState> {
|
||||
match &mut self.hitstop_kind {
|
||||
HitstopStateKind::Grounded(grounded_state_common) => {
|
||||
if let GroundedMotionResult::InAir =
|
||||
collide_with_stage_grounded(state_context, grounded_state_common, true)
|
||||
{
|
||||
Some(FighterState::Fall(FallState {}))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
collision_interrupt(state_context, grounded_state_common, true)
|
||||
}
|
||||
HitstopStateKind::Airborne => {
|
||||
if let Some(res) = collision::air_collide_with_stage(state_context) {
|
||||
// Adjust translation
|
||||
state_context.translation.0 =
|
||||
res.hit_position - state_context.ecb.get_bottom_point();
|
||||
let grounded_common = GroundedStateCommon {
|
||||
current_line_id: res.line_id,
|
||||
};
|
||||
Some(FighterState::Land(LandingState::create(
|
||||
grounded_common,
|
||||
LandingType::Normal,
|
||||
)))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
air::collision_interrupt(state_context, LandingType::Normal)
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+28
-101
@@ -3,13 +3,11 @@ use bevy::prelude::*;
|
||||
use crate::{
|
||||
fighter::{
|
||||
animation::AnimKind,
|
||||
collision,
|
||||
state::{
|
||||
FighterState, FighterStateContext, FighterStateImpl, air,
|
||||
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
|
||||
UpdateContext, air,
|
||||
air_dodge::{self, AirDodgeState},
|
||||
fall::FallState,
|
||||
ground::{self, GroundedMotionResult, GroundedStateCommon},
|
||||
land::{LandingState, LandingType},
|
||||
ground::{self, GroundedStateCommon},
|
||||
},
|
||||
},
|
||||
input::FighterCommands,
|
||||
@@ -45,7 +43,7 @@ impl JumpSquatState {
|
||||
impl FighterStateImpl for JumpSquatState {
|
||||
const NAME: &'static str = "JumpSquat";
|
||||
|
||||
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
|
||||
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
|
||||
// Special handling for wavedash from jump squat
|
||||
if state_context.input.has_command(FighterCommands::Shield) {
|
||||
// If aiming sideways and in the deadzone, do a perfect wavedash
|
||||
@@ -69,9 +67,7 @@ impl FighterStateImpl for JumpSquatState {
|
||||
Some(FighterState::AirDodge(AirDodgeState {
|
||||
direction: wavedash_dir.normalize_or_zero(),
|
||||
}))
|
||||
} else if self.duration_counter
|
||||
>= state_context.fighter_manifest.attributes.jumpsquat_duration
|
||||
{
|
||||
} else if self.duration_counter >= state_context.fighter_attributes.jumpsquat_duration {
|
||||
info!("Jump {}", state_context.input.get_last_frame().jump);
|
||||
let jump_type = if state_context.input.get_last_frame().jump {
|
||||
JumpType::LongJump
|
||||
@@ -84,46 +80,19 @@ impl FighterStateImpl for JumpSquatState {
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self, state_context: &mut FighterStateContext) {
|
||||
fn update(&mut self, state_context: &mut UpdateContext) {
|
||||
self.duration_counter += 1;
|
||||
|
||||
let friction = if state_context.velocity.x.abs()
|
||||
> state_context.fighter_manifest.attributes.max_walk_vel
|
||||
{
|
||||
state_context.fighter_manifest.attributes.ground_friction
|
||||
* state_context
|
||||
.game_settings
|
||||
.fighter_common
|
||||
.ground_friction_over_walk_speed_multiplier
|
||||
} else {
|
||||
state_context.fighter_manifest.attributes.ground_friction
|
||||
};
|
||||
|
||||
let ground_velocity = state_context.velocity.x;
|
||||
|
||||
state_context.velocity.x += ground::apply_grounded_friction(friction, ground_velocity);
|
||||
|
||||
ground::apply_grounded_motion(
|
||||
state_context.velocity,
|
||||
state_context.translation,
|
||||
state_context.prev_translation,
|
||||
);
|
||||
ground::update_friction_motion(state_context);
|
||||
}
|
||||
|
||||
fn check_collision_interrupt(
|
||||
&mut self,
|
||||
state_context: &mut FighterStateContext,
|
||||
state_context: &mut CollisionContext,
|
||||
) -> Option<FighterState> {
|
||||
if let GroundedMotionResult::InAir =
|
||||
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
|
||||
{
|
||||
Some(FighterState::Fall(FallState))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
|
||||
fn on_enter(&mut self, state_context: &mut EnterContext) {
|
||||
state_context.play_animation(AnimKind::JumpSquat, false);
|
||||
state_context.input.clear_command(FighterCommands::Jump);
|
||||
}
|
||||
@@ -131,7 +100,7 @@ impl FighterStateImpl for JumpSquatState {
|
||||
|
||||
impl FighterStateImpl for JumpState {
|
||||
const NAME: &'static str = "Jump";
|
||||
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
|
||||
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
|
||||
if state_context.input.has_command(FighterCommands::Jump) {
|
||||
Some(FighterState::Jump(JumpState {
|
||||
jump_type: JumpType::DoubleJump,
|
||||
@@ -141,24 +110,11 @@ impl FighterStateImpl for JumpState {
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self, state_context: &mut FighterStateContext) {
|
||||
air::integrate_gravity(
|
||||
state_context.velocity,
|
||||
&state_context.fighter_manifest.attributes,
|
||||
);
|
||||
air::apply_air_drift(
|
||||
state_context.velocity,
|
||||
&state_context.fighter_manifest.attributes,
|
||||
state_context.input,
|
||||
);
|
||||
air::apply_air_motion(
|
||||
state_context.velocity,
|
||||
state_context.translation,
|
||||
state_context.prev_translation,
|
||||
);
|
||||
fn update(&mut self, state_context: &mut UpdateContext) {
|
||||
air::update_standard_motion(state_context);
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
|
||||
fn on_enter(&mut self, state_context: &mut EnterContext) {
|
||||
if let JumpType::DoubleJump = self.jump_type {
|
||||
state_context.input.clear_command(FighterCommands::Jump);
|
||||
}
|
||||
@@ -185,42 +141,22 @@ impl FighterStateImpl for JumpState {
|
||||
}
|
||||
|
||||
let vertical_vel = match self.jump_type {
|
||||
JumpType::ShortHop => {
|
||||
state_context
|
||||
.fighter_manifest
|
||||
.attributes
|
||||
.short_hop_vertical_velocity
|
||||
}
|
||||
JumpType::LongJump => {
|
||||
state_context
|
||||
.fighter_manifest
|
||||
.attributes
|
||||
.full_jump_vertical_velocity
|
||||
}
|
||||
JumpType::ShortHop => state_context.fighter_attributes.short_hop_vertical_velocity,
|
||||
JumpType::LongJump => state_context.fighter_attributes.full_jump_vertical_velocity,
|
||||
JumpType::DoubleJump => {
|
||||
state_context
|
||||
.fighter_manifest
|
||||
.attributes
|
||||
.full_jump_vertical_velocity
|
||||
* state_context
|
||||
.fighter_manifest
|
||||
.attributes
|
||||
.air_jump_multiplier
|
||||
state_context.fighter_attributes.full_jump_vertical_velocity
|
||||
* state_context.fighter_attributes.air_jump_multiplier
|
||||
}
|
||||
};
|
||||
|
||||
match self.jump_type {
|
||||
JumpType::ShortHop | JumpType::LongJump => {
|
||||
state_context.velocity.x += state_context
|
||||
.fighter_manifest
|
||||
.attributes
|
||||
.jump_horizontal_velocity
|
||||
* movement_stick_x;
|
||||
state_context.velocity.x +=
|
||||
state_context.fighter_attributes.jump_horizontal_velocity * movement_stick_x;
|
||||
}
|
||||
JumpType::DoubleJump => {
|
||||
state_context.velocity.x = state_context
|
||||
.fighter_manifest
|
||||
.attributes
|
||||
.fighter_attributes
|
||||
.air_jump_horizontal_velocity
|
||||
* movement_stick_x;
|
||||
}
|
||||
@@ -231,26 +167,17 @@ impl FighterStateImpl for JumpState {
|
||||
|
||||
fn check_collision_interrupt(
|
||||
&mut self,
|
||||
state_context: &mut FighterStateContext,
|
||||
state_context: &mut CollisionContext,
|
||||
) -> Option<FighterState> {
|
||||
if let Some(res) = collision::air_collide_with_stage(state_context) {
|
||||
// Adjust translation
|
||||
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
|
||||
let grounded_common = GroundedStateCommon {
|
||||
current_line_id: res.line_id,
|
||||
};
|
||||
Some(FighterState::Land(LandingState::create(
|
||||
grounded_common,
|
||||
LandingType::Normal,
|
||||
)))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
air::collision_interrupt(
|
||||
state_context,
|
||||
crate::fighter::state::land::LandingType::Normal,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
pub fn check_input(
|
||||
state_context: &FighterStateContext,
|
||||
state_context: &InterruptContext,
|
||||
ground_common: &GroundedStateCommon,
|
||||
) -> Option<FighterState> {
|
||||
state_context
|
||||
@@ -259,7 +186,7 @@ pub fn check_input(
|
||||
.then(|| FighterState::JumpSquat(JumpSquatState::create(ground_common.clone())))
|
||||
}
|
||||
|
||||
pub fn check_input_double_jump(state_context: &FighterStateContext) -> Option<FighterState> {
|
||||
pub fn check_input_double_jump(state_context: &InterruptContext) -> Option<FighterState> {
|
||||
state_context
|
||||
.input
|
||||
.has_command(FighterCommands::Jump)
|
||||
|
||||
+10
-39
@@ -1,12 +1,9 @@
|
||||
use crate::fighter::{
|
||||
animation::AnimKind,
|
||||
state::{
|
||||
FighterState, FighterStateContext, FighterStateImpl, dash,
|
||||
fall::FallState,
|
||||
ground::{
|
||||
self, GroundedMotionResult, GroundedStateCommon,
|
||||
grounded_movement_standstill_common_interrupts,
|
||||
},
|
||||
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
|
||||
UpdateContext, dash,
|
||||
ground::{self, GroundedStateCommon, grounded_movement_standstill_common_interrupts},
|
||||
walk,
|
||||
},
|
||||
};
|
||||
@@ -35,11 +32,11 @@ impl LandingState {
|
||||
impl FighterStateImpl for LandingState {
|
||||
const NAME: &'static str = "Landing";
|
||||
|
||||
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
|
||||
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
|
||||
if state_context.is_current_animation_finished() {
|
||||
grounded_movement_standstill_common_interrupts(state_context, &self.grounded_common)
|
||||
} else if state_context.get_current_animation_frame()
|
||||
>= state_context.fighter_manifest.attributes.landing_iasa
|
||||
>= state_context.fighter_attributes.landing_iasa
|
||||
&& let LandingType::Normal = self.landing_type
|
||||
{
|
||||
dash::check_input(state_context, &self.grounded_common).or_else(|| {
|
||||
@@ -51,44 +48,18 @@ impl FighterStateImpl for LandingState {
|
||||
}
|
||||
}
|
||||
|
||||
fn update(&mut self, state_context: &mut FighterStateContext) {
|
||||
let friction = if state_context.velocity.x.abs()
|
||||
> state_context.fighter_manifest.attributes.max_walk_vel
|
||||
{
|
||||
state_context.fighter_manifest.attributes.ground_friction
|
||||
* state_context
|
||||
.game_settings
|
||||
.fighter_common
|
||||
.ground_friction_over_walk_speed_multiplier
|
||||
} else {
|
||||
state_context.fighter_manifest.attributes.ground_friction
|
||||
};
|
||||
|
||||
let ground_velocity = state_context.velocity.x;
|
||||
|
||||
state_context.velocity.x += ground::apply_grounded_friction(friction, ground_velocity);
|
||||
|
||||
ground::apply_grounded_motion(
|
||||
state_context.velocity,
|
||||
state_context.translation,
|
||||
state_context.prev_translation,
|
||||
);
|
||||
fn update(&mut self, state_context: &mut UpdateContext) {
|
||||
ground::update_friction_motion(state_context);
|
||||
}
|
||||
|
||||
fn check_collision_interrupt(
|
||||
&mut self,
|
||||
state_context: &mut FighterStateContext,
|
||||
state_context: &mut CollisionContext,
|
||||
) -> Option<FighterState> {
|
||||
if let GroundedMotionResult::InAir =
|
||||
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, true)
|
||||
{
|
||||
Some(FighterState::Fall(FallState))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
ground::collision_interrupt(state_context, &mut self.grounded_common, true)
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
|
||||
fn on_enter(&mut self, state_context: &mut EnterContext) {
|
||||
match self.landing_type {
|
||||
LandingType::Normal => {
|
||||
state_context.play_animation(AnimKind::Landing, false);
|
||||
|
||||
+199
-96
@@ -10,6 +10,7 @@ use crate::fighter::attack::{
|
||||
FighterAttackScriptAssets, FighterKnockbackVelocity, FighterPendingHitReaction,
|
||||
FighterStaleMoveQueue,
|
||||
};
|
||||
use crate::fighter::attributes::FighterAttributes;
|
||||
use crate::fighter::baked_animation::BakedFighterAnimations;
|
||||
use crate::fighter::ecb::FighterPreviousECB;
|
||||
use crate::fighter::manifest::FighterManifest;
|
||||
@@ -47,22 +48,22 @@ macro_rules! fighter_states {
|
||||
pub fn name(&self) -> &'static str {
|
||||
match self { $(Self::$variant(_) => <$ty>::NAME),* }
|
||||
}
|
||||
pub fn check_interrupt(&self, ctx: &mut FighterStateContext) -> Option<FighterState> {
|
||||
pub fn check_interrupt(&self, ctx: &mut InterruptContext) -> Option<FighterState> {
|
||||
match self { $(Self::$variant(s) => s.check_interrupt(ctx)),* }
|
||||
}
|
||||
|
||||
pub fn update(&mut self, ctx: &mut FighterStateContext) {
|
||||
pub fn update(&mut self, ctx: &mut UpdateContext) {
|
||||
match self { $(Self::$variant(s) => s.update(ctx)),* }
|
||||
}
|
||||
pub fn on_enter(&mut self, ctx: &mut FighterStateContext) {
|
||||
pub fn on_enter(&mut self, ctx: &mut EnterContext) {
|
||||
match self { $(Self::$variant(s) => s.on_enter(ctx)),* }
|
||||
}
|
||||
|
||||
pub fn on_exit(&mut self, ctx: &mut FighterStateContext) {
|
||||
pub fn on_exit(&mut self, ctx: &mut ExitContext) {
|
||||
match self { $(Self::$variant(s) => s.on_exit(ctx)),* }
|
||||
}
|
||||
|
||||
pub fn check_collision_interrupt(&mut self, ctx: &mut FighterStateContext) -> Option<FighterState> {
|
||||
pub fn check_collision_interrupt(&mut self, ctx: &mut CollisionContext) -> Option<FighterState> {
|
||||
match self { $(Self::$variant(s) => s.check_collision_interrupt(ctx)),* }
|
||||
}
|
||||
}
|
||||
@@ -75,62 +76,109 @@ macro_rules! fighter_states {
|
||||
|
||||
pub trait FighterStateImpl: Sized {
|
||||
const NAME: &'static str;
|
||||
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState>;
|
||||
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState>;
|
||||
|
||||
fn on_enter(&mut self, _state_context: &mut FighterStateContext) {}
|
||||
fn on_exit(&mut self, _state_context: &mut FighterStateContext) {}
|
||||
fn on_enter(&mut self, _state_context: &mut EnterContext) {}
|
||||
fn on_exit(&mut self, _state_context: &mut ExitContext) {}
|
||||
fn name(&self) -> String {
|
||||
Self::NAME.to_owned()
|
||||
}
|
||||
fn update(&mut self, _state_context: &mut FighterStateContext);
|
||||
fn update(&mut self, _state_context: &mut UpdateContext);
|
||||
|
||||
fn check_collision_interrupt(
|
||||
&mut self,
|
||||
_state_context: &mut FighterStateContext,
|
||||
_state_context: &mut CollisionContext,
|
||||
) -> Option<FighterState> {
|
||||
None
|
||||
}
|
||||
}
|
||||
|
||||
pub struct FighterStateContext<'a> {
|
||||
pub translation: &'a mut FighterTranslation,
|
||||
pub prev_translation: &'a mut FighterPreviousTranslation,
|
||||
pub struct AnimationStatus {
|
||||
pub frame: u32,
|
||||
pub finished: bool,
|
||||
}
|
||||
|
||||
pub struct InterruptContext<'a> {
|
||||
pub input: &'a FighterInput,
|
||||
pub facing_direction: &'a mut FighterFacingDirection,
|
||||
pub game_settings: &'a GameSettings,
|
||||
pub fighter_attributes: &'a FighterAttributes,
|
||||
pub animation: AnimationStatus,
|
||||
}
|
||||
|
||||
impl InterruptContext<'_> {
|
||||
pub fn get_current_animation_frame(&self) -> u32 {
|
||||
self.animation.frame
|
||||
}
|
||||
|
||||
pub fn is_current_animation_finished(&self) -> bool {
|
||||
self.animation.finished
|
||||
}
|
||||
}
|
||||
|
||||
pub struct EnterContext<'a> {
|
||||
pub input: &'a mut FighterInput,
|
||||
pub hitboxes: &'a mut FighterHitboxes,
|
||||
pub velocity: &'a mut FighterVelocity,
|
||||
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
|
||||
pub stale_move_queue: &'a mut FighterStaleMoveQueue,
|
||||
pub ecb: &'a mut FighterECB,
|
||||
pub prev_ecb: &'a mut FighterPreviousECB,
|
||||
pub facing_direction: &'a mut FighterFacingDirection,
|
||||
pub game_settings: &'a GameSettings,
|
||||
pub stage_collision: &'a StageCollision,
|
||||
pub animations: &'a FighterAnimations,
|
||||
pub animation_frame: &'a mut FighterAnimationFrame,
|
||||
pub baked_animations: &'a Assets<BakedFighterAnimations>,
|
||||
pub attack_scripts: &'a Assets<FighterAttackScript>,
|
||||
pub fighter_manifest: &'a FighterManifest,
|
||||
pub fighter_attributes: &'a FighterAttributes,
|
||||
pub attack_script_assets: &'a FighterAttackScriptAssets,
|
||||
}
|
||||
|
||||
impl FighterStateContext<'_> {
|
||||
impl EnterContext<'_> {
|
||||
pub fn play_animation(&mut self, kind: AnimKind, repeat: bool) {
|
||||
self.animation_frame.reset(kind, repeat);
|
||||
}
|
||||
|
||||
pub fn get_current_animation_frame(&self) -> u32 {
|
||||
self.animation_frame.frame
|
||||
}
|
||||
|
||||
pub fn is_current_animation_finished(&self) -> bool {
|
||||
let anims_data = self
|
||||
.baked_animations
|
||||
.get(&self.animations.baked)
|
||||
.expect("Animation should exist");
|
||||
anims_data
|
||||
.frame_count(self.animation_frame.kind)
|
||||
.expect("Current animation should have baked frames")
|
||||
<= self.animation_frame.frame
|
||||
pub struct ExitContext<'a> {
|
||||
pub hitboxes: &'a mut FighterHitboxes,
|
||||
}
|
||||
|
||||
pub struct UpdateContext<'a> {
|
||||
pub translation: &'a mut FighterTranslation,
|
||||
pub prev_translation: &'a mut FighterPreviousTranslation,
|
||||
pub input: &'a FighterInput,
|
||||
pub hitboxes: &'a mut FighterHitboxes,
|
||||
pub velocity: &'a mut FighterVelocity,
|
||||
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
|
||||
pub game_settings: &'a GameSettings,
|
||||
pub animation_frame: u32,
|
||||
pub fighter_attributes: &'a FighterAttributes,
|
||||
pub attack_scripts: &'a Assets<FighterAttackScript>,
|
||||
pub attack_script_assets: &'a FighterAttackScriptAssets,
|
||||
pub facing_direction: &'a FighterFacingDirection,
|
||||
}
|
||||
|
||||
impl UpdateContext<'_> {
|
||||
pub fn get_current_animation_frame(&self) -> u32 {
|
||||
self.animation_frame
|
||||
}
|
||||
}
|
||||
|
||||
pub struct CollisionContext<'a> {
|
||||
pub translation: &'a mut FighterTranslation,
|
||||
pub prev_translation: &'a FighterPreviousTranslation,
|
||||
pub velocity: &'a mut FighterVelocity,
|
||||
pub ecb: &'a FighterECB,
|
||||
pub prev_ecb: &'a FighterPreviousECB,
|
||||
pub stage_collision: &'a StageCollision,
|
||||
}
|
||||
|
||||
impl CollisionContext<'_> {
|
||||
pub fn air_collide_with_stage(
|
||||
&self,
|
||||
) -> Option<crate::fighter::collision::AirCollisionWithStageResult> {
|
||||
crate::fighter::collision::air_collide_with_stage(
|
||||
self.prev_translation,
|
||||
self.translation,
|
||||
self.prev_ecb,
|
||||
self.ecb,
|
||||
self.stage_collision,
|
||||
)
|
||||
}
|
||||
}
|
||||
|
||||
@@ -159,43 +207,105 @@ pub struct FighterFrameQuery {
|
||||
pub velocity: &'static mut FighterVelocity,
|
||||
pub knockback_velocity: &'static mut FighterKnockbackVelocity,
|
||||
pub stale_move_queue: &'static mut FighterStaleMoveQueue,
|
||||
pub ecb: &'static mut FighterECB,
|
||||
pub prev_ecb: &'static mut FighterPreviousECB,
|
||||
pub ecb: &'static FighterECB,
|
||||
pub prev_ecb: &'static FighterPreviousECB,
|
||||
pub facing_direction: &'static mut FighterFacingDirection,
|
||||
pub animation_frame: &'static mut FighterAnimationFrame,
|
||||
pub fighter: &'static Fighter,
|
||||
}
|
||||
|
||||
impl<'w, 's> FighterFrameQueryItem<'w, 's> {
|
||||
fn context<'a>(
|
||||
fn animation_status(
|
||||
&self,
|
||||
animations: &FighterAnimations,
|
||||
baked_animations: &Assets<BakedFighterAnimations>,
|
||||
) -> AnimationStatus {
|
||||
let baked = baked_animations
|
||||
.get(&animations.baked)
|
||||
.expect("Animation should exist");
|
||||
let frame = self.animation_frame.frame;
|
||||
let finished = baked
|
||||
.frame_count(self.animation_frame.kind)
|
||||
.expect("Current animation should have baked frames")
|
||||
<= frame;
|
||||
AnimationStatus { frame, finished }
|
||||
}
|
||||
|
||||
fn interrupt_context<'a>(
|
||||
&'a mut self,
|
||||
game_settings: &'a GameSettings,
|
||||
stage_collision: &'a StageCollision,
|
||||
animations: &'a FighterAnimations,
|
||||
baked_animations: &'a Assets<BakedFighterAnimations>,
|
||||
attack_scripts: &'a Assets<FighterAttackScript>,
|
||||
attributes: &'a FighterAttributes,
|
||||
) -> InterruptContext<'a> {
|
||||
let animation = self.animation_status(animations, baked_animations);
|
||||
InterruptContext {
|
||||
input: &self.input,
|
||||
facing_direction: &mut self.facing_direction,
|
||||
game_settings,
|
||||
fighter_attributes: attributes,
|
||||
animation,
|
||||
}
|
||||
}
|
||||
|
||||
fn enter_context<'a>(
|
||||
&'a mut self,
|
||||
attributes: &'a FighterAttributes,
|
||||
attack_script_assets: &'a FighterAttackScriptAssets,
|
||||
manifest: &'a FighterManifest,
|
||||
) -> FighterStateContext<'a> {
|
||||
FighterStateContext {
|
||||
translation: &mut self.translation,
|
||||
prev_translation: &mut self.prev_translation,
|
||||
) -> EnterContext<'a> {
|
||||
EnterContext {
|
||||
input: &mut self.input,
|
||||
hitboxes: &mut self.hitboxes,
|
||||
velocity: &mut self.velocity,
|
||||
knockback_velocity: &mut self.knockback_velocity,
|
||||
stale_move_queue: &mut self.stale_move_queue,
|
||||
ecb: &mut self.ecb,
|
||||
prev_ecb: &mut self.prev_ecb,
|
||||
facing_direction: &mut self.facing_direction,
|
||||
game_settings,
|
||||
stage_collision,
|
||||
animations,
|
||||
animation_frame: &mut self.animation_frame,
|
||||
baked_animations,
|
||||
fighter_attributes: attributes,
|
||||
attack_script_assets,
|
||||
}
|
||||
}
|
||||
|
||||
fn exit_context(&mut self) -> ExitContext<'_> {
|
||||
ExitContext {
|
||||
hitboxes: &mut self.hitboxes,
|
||||
}
|
||||
}
|
||||
|
||||
fn update_context<'a>(
|
||||
&'a mut self,
|
||||
game_settings: &'a GameSettings,
|
||||
attributes: &'a FighterAttributes,
|
||||
attack_scripts: &'a Assets<FighterAttackScript>,
|
||||
attack_script_assets: &'a FighterAttackScriptAssets,
|
||||
) -> UpdateContext<'a> {
|
||||
UpdateContext {
|
||||
translation: &mut self.translation,
|
||||
prev_translation: &mut self.prev_translation,
|
||||
input: &self.input,
|
||||
hitboxes: &mut self.hitboxes,
|
||||
velocity: &mut self.velocity,
|
||||
knockback_velocity: &mut self.knockback_velocity,
|
||||
game_settings,
|
||||
animation_frame: self.animation_frame.frame,
|
||||
fighter_attributes: attributes,
|
||||
attack_scripts,
|
||||
attack_script_assets,
|
||||
fighter_manifest: manifest,
|
||||
facing_direction: &self.facing_direction
|
||||
}
|
||||
}
|
||||
|
||||
fn collision_context<'a>(
|
||||
&'a mut self,
|
||||
stage_collision: &'a StageCollision,
|
||||
) -> CollisionContext<'a> {
|
||||
CollisionContext {
|
||||
translation: &mut self.translation,
|
||||
prev_translation: &self.prev_translation,
|
||||
velocity: &mut self.velocity,
|
||||
ecb: &self.ecb,
|
||||
prev_ecb: &self.prev_ecb,
|
||||
stage_collision,
|
||||
}
|
||||
}
|
||||
}
|
||||
@@ -214,9 +324,7 @@ pub struct StatefulFighterQuery {
|
||||
|
||||
pub fn state_update_system(
|
||||
mut query: Query<StatefulFighterQuery>,
|
||||
stage_collision: Res<StageCollision>,
|
||||
game_settings: Res<GameSettings>,
|
||||
baked_animations: Res<Assets<BakedFighterAnimations>>,
|
||||
attack_scripts: Res<Assets<FighterAttackScript>>,
|
||||
manifests: Res<Assets<FighterManifest>>,
|
||||
) {
|
||||
@@ -224,7 +332,6 @@ pub fn state_update_system(
|
||||
let StatefulFighterQueryItem {
|
||||
mut state,
|
||||
mut frame,
|
||||
animations,
|
||||
hitstop,
|
||||
..
|
||||
} = fighter;
|
||||
@@ -233,16 +340,14 @@ pub fn state_update_system(
|
||||
continue;
|
||||
}
|
||||
|
||||
let mut update_ctx = frame.context(
|
||||
let manifest = manifests
|
||||
.get(&fighter.fighter.manifest)
|
||||
.expect("Fighter manifest should be valid");
|
||||
let mut update_ctx = frame.update_context(
|
||||
&game_settings,
|
||||
&stage_collision,
|
||||
animations,
|
||||
&baked_animations,
|
||||
&manifest.attributes,
|
||||
&attack_scripts,
|
||||
&fighter.attack_script_assets,
|
||||
&manifests
|
||||
.get(&(fighter.fighter.manifest))
|
||||
.expect("Fighter manifest should be valid"),
|
||||
);
|
||||
state.update(&mut update_ctx);
|
||||
}
|
||||
@@ -251,24 +356,24 @@ pub fn state_update_system(
|
||||
fn transition_state(
|
||||
current: &mut FighterState,
|
||||
mut next: FighterState,
|
||||
ctx: &mut FighterStateContext,
|
||||
frame: &mut FighterFrameQueryItem,
|
||||
attributes: &FighterAttributes,
|
||||
attack_script_assets: &FighterAttackScriptAssets,
|
||||
) {
|
||||
let old_name = current.name();
|
||||
let new_name = next.name();
|
||||
|
||||
current.on_exit(ctx);
|
||||
next.on_enter(ctx);
|
||||
current.on_exit(&mut frame.exit_context());
|
||||
next.on_enter(&mut frame.enter_context(attributes, attack_script_assets));
|
||||
*current = next;
|
||||
info!("{} -> {}", old_name, new_name);
|
||||
}
|
||||
|
||||
pub fn state_interrupt_system(
|
||||
mut query: Query<StatefulFighterQuery>,
|
||||
stage_collision: Res<StageCollision>,
|
||||
game_settings: Res<GameSettings>,
|
||||
baked_animations: Res<Assets<BakedFighterAnimations>>,
|
||||
fighter_manifests: Res<Assets<FighterManifest>>,
|
||||
attack_scripts: Res<Assets<FighterAttackScript>>,
|
||||
) {
|
||||
for fighter in &mut query {
|
||||
let StatefulFighterQueryItem {
|
||||
@@ -280,17 +385,9 @@ pub fn state_interrupt_system(
|
||||
mut pending_hit_reaction,
|
||||
mut hitstop,
|
||||
} = fighter;
|
||||
let mut state_context = frame.context(
|
||||
&game_settings,
|
||||
&stage_collision,
|
||||
animations,
|
||||
&baked_animations,
|
||||
&attack_scripts,
|
||||
attack_script_assets,
|
||||
fighter_manifests
|
||||
let manifest = fighter_manifests
|
||||
.get(&fighter.manifest)
|
||||
.expect("Fighter manifest should be valid"),
|
||||
);
|
||||
.expect("Fighter manifest should be valid");
|
||||
|
||||
let new_state = if let Some(reaction) = pending_hit_reaction.take() {
|
||||
hitstop.remaining_frames = *reaction.hitstop_frames;
|
||||
@@ -322,11 +419,22 @@ pub fn state_interrupt_system(
|
||||
} else if hitstop.remaining_frames > 0 {
|
||||
None
|
||||
} else {
|
||||
state.check_interrupt(&mut state_context)
|
||||
state.check_interrupt(&mut frame.interrupt_context(
|
||||
&game_settings,
|
||||
animations,
|
||||
&baked_animations,
|
||||
&manifest.attributes,
|
||||
))
|
||||
};
|
||||
|
||||
if let Some(new_state) = new_state {
|
||||
transition_state(&mut state, new_state, &mut state_context);
|
||||
transition_state(
|
||||
&mut state,
|
||||
new_state,
|
||||
&mut frame,
|
||||
&manifest.attributes,
|
||||
attack_script_assets,
|
||||
);
|
||||
};
|
||||
}
|
||||
}
|
||||
@@ -334,39 +442,34 @@ pub fn state_interrupt_system(
|
||||
pub fn state_collision_interrupt_system(
|
||||
mut query: Query<StatefulFighterQuery>,
|
||||
stage_collision: Res<StageCollision>,
|
||||
game_settings: Res<GameSettings>,
|
||||
baked_animations: Res<Assets<BakedFighterAnimations>>,
|
||||
fighter_manifests: Res<Assets<FighterManifest>>,
|
||||
attack_scripts: Res<Assets<FighterAttackScript>>,
|
||||
) {
|
||||
for fighter in &mut query {
|
||||
let StatefulFighterQueryItem {
|
||||
mut state,
|
||||
mut frame,
|
||||
animations,
|
||||
fighter,
|
||||
attack_script_assets,
|
||||
hitstop,
|
||||
..
|
||||
} = fighter;
|
||||
let mut state_context = frame.context(
|
||||
&game_settings,
|
||||
&stage_collision,
|
||||
animations,
|
||||
&baked_animations,
|
||||
&attack_scripts,
|
||||
&attack_script_assets,
|
||||
fighter_manifests
|
||||
.get(&fighter.manifest)
|
||||
.expect("Fighter manifest should be valid"),
|
||||
);
|
||||
|
||||
if hitstop.remaining_frames > 0 {
|
||||
continue;
|
||||
}
|
||||
|
||||
if let Some(new_state) = state.check_collision_interrupt(&mut state_context) {
|
||||
transition_state(&mut state, new_state, &mut state_context);
|
||||
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));
|
||||
if let Some(new_state) = new_state {
|
||||
transition_state(
|
||||
&mut state,
|
||||
new_state,
|
||||
&mut frame,
|
||||
&manifest.attributes,
|
||||
&attack_script_assets,
|
||||
);
|
||||
}
|
||||
}
|
||||
}
|
||||
|
||||
+14
-20
@@ -1,11 +1,12 @@
|
||||
use bevy::prelude::*;
|
||||
|
||||
use super::{FighterStateContext, FighterStateImpl, ground, wait, walk};
|
||||
use super::{
|
||||
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground,
|
||||
wait, walk,
|
||||
};
|
||||
use crate::fighter::animation::AnimKind;
|
||||
use crate::fighter::state::FighterState;
|
||||
use crate::fighter::state::fall::FallState;
|
||||
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
|
||||
use crate::math::int::FGi32;
|
||||
use crate::fighter::state::ground::GroundedStateCommon;
|
||||
|
||||
#[derive(Component, Debug, Clone, Hash)]
|
||||
pub struct RunState {
|
||||
@@ -14,7 +15,7 @@ pub struct RunState {
|
||||
|
||||
impl FighterStateImpl for RunState {
|
||||
const NAME: &'static str = "Run";
|
||||
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
|
||||
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
|
||||
if let Some(state) =
|
||||
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
|
||||
{
|
||||
@@ -32,21 +33,20 @@ impl FighterStateImpl for RunState {
|
||||
}
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
|
||||
fn on_enter(&mut self, state_context: &mut EnterContext) {
|
||||
state_context.play_animation(AnimKind::Run, true);
|
||||
}
|
||||
|
||||
fn update(&mut self, state_context: &mut super::FighterStateContext) {
|
||||
fn update(&mut self, state_context: &mut UpdateContext) {
|
||||
let last_frame = state_context.input.get_last_frame();
|
||||
let (accel, target_vel) = state_context
|
||||
.fighter_manifest
|
||||
.attributes
|
||||
.get_accel_and_target_dashrun(&last_frame, FGi32::ONE);
|
||||
.fighter_attributes
|
||||
.get_accel_and_target_dashrun(&last_frame, state_context.facing_direction.to_sign());
|
||||
let accel = ground::compute_ground_accel(
|
||||
accel,
|
||||
target_vel,
|
||||
state_context.velocity.x,
|
||||
&state_context.fighter_manifest.attributes,
|
||||
state_context.fighter_attributes,
|
||||
state_context.game_settings,
|
||||
);
|
||||
state_context.velocity.x += accel;
|
||||
@@ -60,20 +60,14 @@ impl FighterStateImpl for RunState {
|
||||
|
||||
fn check_collision_interrupt(
|
||||
&mut self,
|
||||
state_context: &mut FighterStateContext,
|
||||
state_context: &mut CollisionContext,
|
||||
) -> Option<FighterState> {
|
||||
if let GroundedMotionResult::InAir =
|
||||
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
|
||||
{
|
||||
Some(FighterState::Fall(FallState))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
ground::collision_interrupt(state_context, &mut self.grounded_common, true)
|
||||
}
|
||||
}
|
||||
|
||||
pub fn check_input(
|
||||
state_context: &FighterStateContext,
|
||||
state_context: &InterruptContext,
|
||||
ground_state_common: &GroundedStateCommon,
|
||||
) -> Option<FighterState> {
|
||||
let input_frame = state_context.input.get_last_frame();
|
||||
|
||||
@@ -1,7 +1,6 @@
|
||||
use super::{FighterStateContext, FighterStateImpl};
|
||||
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
|
||||
use crate::fighter::animation::AnimKind;
|
||||
use crate::fighter::state::fall::FallState;
|
||||
use crate::fighter::state::ground::{self, GroundedMotionResult, GroundedStateCommon};
|
||||
use crate::fighter::state::ground::{self, GroundedStateCommon};
|
||||
use crate::fighter::state::{FighterState, dash, jump, wait, walk};
|
||||
use crate::input::FighterCommands;
|
||||
|
||||
@@ -12,7 +11,7 @@ pub struct TurnState {
|
||||
|
||||
impl FighterStateImpl for TurnState {
|
||||
const NAME: &'static str = "Turn";
|
||||
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
|
||||
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
|
||||
// State chain that results in the turn completing
|
||||
if state_context.get_current_animation_frame()
|
||||
<= state_context
|
||||
@@ -42,51 +41,25 @@ impl FighterStateImpl for TurnState {
|
||||
}
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
|
||||
fn on_enter(&mut self, state_context: &mut EnterContext) {
|
||||
state_context.play_animation(AnimKind::Turn, false);
|
||||
*state_context.facing_direction = state_context.facing_direction.reverse();
|
||||
}
|
||||
|
||||
fn update(&mut self, state_context: &mut super::FighterStateContext) {
|
||||
let friction = if state_context.velocity.x.abs()
|
||||
> state_context.fighter_manifest.attributes.max_walk_vel
|
||||
{
|
||||
state_context.fighter_manifest.attributes.ground_friction
|
||||
* state_context
|
||||
.game_settings
|
||||
.fighter_common
|
||||
.ground_friction_over_walk_speed_multiplier
|
||||
} else {
|
||||
state_context.fighter_manifest.attributes.ground_friction
|
||||
};
|
||||
|
||||
let ground_velocity = state_context.velocity.x;
|
||||
|
||||
state_context.velocity.x += ground::apply_grounded_friction(friction, ground_velocity);
|
||||
|
||||
ground::apply_grounded_motion(
|
||||
state_context.velocity,
|
||||
state_context.translation,
|
||||
state_context.prev_translation,
|
||||
);
|
||||
fn update(&mut self, state_context: &mut UpdateContext) {
|
||||
ground::update_friction_motion(state_context);
|
||||
}
|
||||
|
||||
fn check_collision_interrupt(
|
||||
&mut self,
|
||||
state_context: &mut FighterStateContext,
|
||||
state_context: &mut CollisionContext,
|
||||
) -> Option<FighterState> {
|
||||
if let GroundedMotionResult::InAir =
|
||||
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
|
||||
{
|
||||
Some(FighterState::Fall(FallState))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
|
||||
}
|
||||
}
|
||||
|
||||
pub fn check_input(
|
||||
state_context: &FighterStateContext,
|
||||
state_context: &InterruptContext,
|
||||
grounded_common: &GroundedStateCommon,
|
||||
) -> Option<FighterState> {
|
||||
let input_frame = state_context.input.get_last_frame();
|
||||
|
||||
+11
-36
@@ -1,8 +1,9 @@
|
||||
use super::{FighterStateContext, FighterStateImpl, ground};
|
||||
use super::{
|
||||
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground,
|
||||
};
|
||||
use crate::fighter::animation::AnimKind;
|
||||
use crate::fighter::state::FighterState;
|
||||
use crate::fighter::state::fall::FallState;
|
||||
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
|
||||
use crate::fighter::state::ground::GroundedStateCommon;
|
||||
|
||||
#[derive(Debug, Clone, Hash)]
|
||||
pub struct WaitState {
|
||||
@@ -11,7 +12,7 @@ pub struct WaitState {
|
||||
|
||||
impl FighterStateImpl for WaitState {
|
||||
const NAME: &'static str = "Wait";
|
||||
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
|
||||
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
|
||||
if let Some(state) =
|
||||
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
|
||||
{
|
||||
@@ -31,50 +32,24 @@ impl FighterStateImpl for WaitState {
|
||||
}
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
|
||||
fn on_enter(&mut self, state_context: &mut EnterContext) {
|
||||
state_context.play_animation(AnimKind::Wait, true);
|
||||
}
|
||||
|
||||
fn update(&mut self, state_context: &mut super::FighterStateContext) {
|
||||
let friction = if state_context.velocity.x.abs()
|
||||
> state_context.fighter_manifest.attributes.max_walk_vel
|
||||
{
|
||||
state_context.fighter_manifest.attributes.ground_friction
|
||||
* state_context
|
||||
.game_settings
|
||||
.fighter_common
|
||||
.ground_friction_over_walk_speed_multiplier
|
||||
} else {
|
||||
state_context.fighter_manifest.attributes.ground_friction
|
||||
};
|
||||
|
||||
let ground_velocity = state_context.velocity.x;
|
||||
|
||||
state_context.velocity.x += ground::apply_grounded_friction(friction, ground_velocity);
|
||||
|
||||
ground::apply_grounded_motion(
|
||||
state_context.velocity,
|
||||
state_context.translation,
|
||||
state_context.prev_translation,
|
||||
);
|
||||
fn update(&mut self, state_context: &mut UpdateContext) {
|
||||
ground::update_friction_motion(state_context);
|
||||
}
|
||||
|
||||
fn check_collision_interrupt(
|
||||
&mut self,
|
||||
state_context: &mut FighterStateContext,
|
||||
state_context: &mut CollisionContext,
|
||||
) -> Option<FighterState> {
|
||||
if let GroundedMotionResult::InAir =
|
||||
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
|
||||
{
|
||||
Some(FighterState::Fall(FallState))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
|
||||
}
|
||||
}
|
||||
|
||||
pub fn check_input(
|
||||
state_context: &FighterStateContext,
|
||||
state_context: &InterruptContext,
|
||||
ground_state_common: &GroundedStateCommon,
|
||||
) -> Option<FighterState> {
|
||||
let input_frame = state_context.input.get_last_frame();
|
||||
|
||||
+13
-18
@@ -1,8 +1,10 @@
|
||||
use super::{FighterStateContext, FighterStateImpl, dash, ground, wait};
|
||||
use super::{
|
||||
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, dash,
|
||||
ground, wait,
|
||||
};
|
||||
use crate::fighter::animation::AnimKind;
|
||||
use crate::fighter::state::FighterState;
|
||||
use crate::fighter::state::fall::FallState;
|
||||
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
|
||||
use crate::fighter::state::ground::GroundedStateCommon;
|
||||
|
||||
#[derive(Debug, Clone, Hash)]
|
||||
pub struct WalkState {
|
||||
@@ -11,7 +13,7 @@ pub struct WalkState {
|
||||
|
||||
impl FighterStateImpl for WalkState {
|
||||
const NAME: &'static str = "Walk";
|
||||
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
|
||||
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
|
||||
if let Some(state) =
|
||||
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
|
||||
{
|
||||
@@ -21,22 +23,21 @@ impl FighterStateImpl for WalkState {
|
||||
.or_else(|| dash::check_input(state_context, &self.grounded_common))
|
||||
}
|
||||
|
||||
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
|
||||
fn on_enter(&mut self, state_context: &mut EnterContext) {
|
||||
state_context.play_animation(AnimKind::Walk, true);
|
||||
}
|
||||
|
||||
fn update(&mut self, state_context: &mut FighterStateContext) {
|
||||
fn update(&mut self, state_context: &mut UpdateContext) {
|
||||
let last_frame = state_context.input.get_last_frame();
|
||||
let (accel, target_vel) = state_context
|
||||
.fighter_manifest
|
||||
.attributes
|
||||
.fighter_attributes
|
||||
.get_accel_and_target_walk(&last_frame);
|
||||
|
||||
let accel = ground::compute_ground_accel(
|
||||
accel,
|
||||
target_vel,
|
||||
state_context.velocity.x,
|
||||
&state_context.fighter_manifest.attributes,
|
||||
state_context.fighter_attributes,
|
||||
&state_context.game_settings,
|
||||
);
|
||||
|
||||
@@ -51,20 +52,14 @@ impl FighterStateImpl for WalkState {
|
||||
|
||||
fn check_collision_interrupt(
|
||||
&mut self,
|
||||
state_context: &mut FighterStateContext,
|
||||
state_context: &mut CollisionContext,
|
||||
) -> Option<FighterState> {
|
||||
if let GroundedMotionResult::InAir =
|
||||
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
|
||||
{
|
||||
Some(FighterState::Fall(FallState))
|
||||
} else {
|
||||
None
|
||||
}
|
||||
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
|
||||
}
|
||||
}
|
||||
|
||||
pub fn check_input(
|
||||
state_context: &FighterStateContext,
|
||||
state_context: &InterruptContext,
|
||||
ground_state_common: &GroundedStateCommon,
|
||||
) -> Option<FighterState> {
|
||||
let input_frame = state_context.input.get_last_frame();
|
||||
|
||||
Reference in New Issue
Block a user