Compare commits
8
Commits
| Author | SHA1 | Date | |
|---|---|---|---|
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23773defcd | ||
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26e149cb0a | ||
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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 |
+1
-1
@@ -1,7 +1,7 @@
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|||||||
# for Linux
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# for Linux
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||||||
[target.x86_64-unknown-linux-gnu]
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[target.x86_64-unknown-linux-gnu]
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linker = "clang"
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linker = "clang"
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rustflags = ["-C", "link-arg=-fuse-ld=/usr/bin/mold", "-Zshare-generics=y", ]
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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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[unstable]
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codegen-backend = true
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codegen-backend = true
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|||||||
@@ -25,6 +25,7 @@ jobs:
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- name: Cache Rust dependencies and build artifacts
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- name: Cache Rust dependencies and build artifacts
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uses: Swatinem/rust-cache@779680da715d629ac1d338a641029a2f4372abb5 # v2.8.2
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uses: Swatinem/rust-cache@779680da715d629ac1d338a641029a2f4372abb5 # v2.8.2
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with:
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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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shared-key: linux-nightly
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cache-bin: false
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cache-bin: false
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||||||
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@@ -45,7 +46,7 @@ jobs:
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pkg-config
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pkg-config
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|
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- name: Build
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- name: Build
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run: RUSTFLAGS="-D warnings" cargo build --locked -j 4
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run: cargo build --locked -j 4
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|
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- name: Run unit tests
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- name: Run unit tests
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run: cargo test --locked --lib -j 4
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run: cargo test --locked --lib -j 4
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@@ -14,6 +14,8 @@ use enum_cycling_derive::EnumCycle;
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|
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use crate::{AppState, player::Player, replay::StopReplayRecording};
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use crate::{AppState, player::Player, replay::StopReplayRecording};
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|
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mod save_state;
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|
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pub const PLAYER_DEBUG_ROW_COUNT: usize = 6;
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pub const PLAYER_DEBUG_ROW_COUNT: usize = 6;
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|
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Reflect)]
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#[derive(Clone, Copy, Debug, PartialEq, Eq, Reflect)]
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@@ -378,6 +380,9 @@ impl Plugin for DebugToolsPlugin {
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fn build(&self, app: &mut App) {
|
fn build(&self, app: &mut App) {
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app.init_resource::<DebugSettings>()
|
app.init_resource::<DebugSettings>()
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.init_resource::<FrameStepState>()
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.init_resource::<FrameStepState>()
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.init_resource::<save_state::DebugSaveState>()
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.add_systems(OnEnter(AppState::InMatch), save_state::clear)
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.add_systems(OnExit(AppState::InMatch), save_state::clear)
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.add_systems(
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.add_systems(
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PreUpdate,
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PreUpdate,
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prepare_frame_step
|
prepare_frame_step
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@@ -385,6 +390,13 @@ impl Plugin for DebugToolsPlugin {
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.before(RunGgrsSystems)
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.before(RunGgrsSystems)
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.run_if(in_state(AppState::InMatch)),
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.run_if(in_state(AppState::InMatch)),
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)
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)
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|
.add_systems(
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PreUpdate,
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|
save_state::save_or_restore
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|
.after(InputSystems)
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.before(RunGgrsSystems)
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.run_if(in_state(AppState::InMatch)),
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)
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.add_systems(PreUpdate, restore_frame_step_time.after(RunGgrsSystems))
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.add_systems(PreUpdate, restore_frame_step_time.after(RunGgrsSystems))
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.add_systems(
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.add_systems(
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Update,
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Update,
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@@ -0,0 +1,197 @@
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|
use bevy::prelude::*;
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|
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use crate::{
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camera::MatchCamera,
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fighter::{
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FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
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FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation,
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FighterVelocity, Grounded,
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animation::FighterAnimationFrame,
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attack::{
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||||||
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FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
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||||||
|
FighterSolvedHurtboxes, FighterStaleMoveQueue,
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||||||
|
},
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|
baked_animation::FighterBoneMatrices,
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||||||
|
state::FighterState,
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||||||
|
},
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input::FighterInput,
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||||||
|
player::Player,
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||||||
|
stage::line::StageCollision,
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||||||
|
};
|
||||||
|
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|
#[derive(Resource, Default)]
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|
pub(super) struct DebugSaveState {
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|
checkpoint: Option<Checkpoint>,
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|
}
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|
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|
#[derive(Clone)]
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|
struct Checkpoint {
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fighters: Vec<FighterCheckpoint>,
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stage_collision: StageCollision,
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pending_hits: FighterPendingHits,
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|
}
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#[derive(Clone)]
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struct FighterCheckpoint {
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entity: Entity,
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handle: usize,
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ecb: FighterECB,
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previous_ecb: crate::fighter::ecb::FighterPreviousECB,
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velocity: FighterVelocity,
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translation: FighterTranslation,
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previous_translation: FighterPreviousTranslation,
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facing: FighterFacingDirection,
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previous_facing: FighterPreviousFacingDirection,
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animation: FighterAnimationFrame,
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state: FighterState,
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input: FighterInput,
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damage: FighterDamage,
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pending_hit_reaction: FighterPendingHitReaction,
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hitstop: FighterHitstop,
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knockback_velocity: FighterKnockbackVelocity,
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stale_moves: FighterStaleMoveQueue,
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hitboxes: FighterHitboxes,
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solved_hurtboxes: FighterSolvedHurtboxes,
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bone_matrices: FighterBoneMatrices,
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grounded: bool,
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|
}
|
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|
|
||||||
|
pub(super) fn save_or_restore(world: &mut World) {
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|
if world.resource::<super::DebugSettings>().menu_open {
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|
return;
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||||||
|
}
|
||||||
|
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||||||
|
let left = world
|
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|
.query::<&Gamepad>()
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||||||
|
.iter(world)
|
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|
.any(|gamepad| gamepad.just_pressed(GamepadButton::DPadLeft));
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|
let right = world
|
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|
.query::<&Gamepad>()
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|
.iter(world)
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|
.any(|gamepad| gamepad.just_pressed(GamepadButton::DPadRight));
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||||||
|
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|
if left == right {
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|
return;
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|
}
|
||||||
|
|
||||||
|
let Some(roster) = world
|
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|
.get_resource::<crate::fighter::FighterRoster>()
|
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|
.map(|roster| roster.0.clone())
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|
else {
|
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|
return;
|
||||||
|
};
|
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|
if roster.len() != 1 {
|
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|
warn!("Save states are only available in single-player matches");
|
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|
return;
|
||||||
|
}
|
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|
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|
if left {
|
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|
let Some(stage_collision) = world.get_resource::<StageCollision>().cloned() else {
|
||||||
|
return;
|
||||||
|
};
|
||||||
|
let mut checkpoint_fighters = Vec::with_capacity(roster.len());
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|
for entity in roster.iter().copied() {
|
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|
let Some(checkpoint) = capture_fighter(world, entity) else {
|
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|
warn!("Could not save the current fighter state");
|
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|
return;
|
||||||
|
};
|
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|
checkpoint_fighters.push(checkpoint);
|
||||||
|
}
|
||||||
|
let pending_hits = world.resource::<FighterPendingHits>().clone();
|
||||||
|
world.resource_mut::<DebugSaveState>().checkpoint = Some(Checkpoint {
|
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|
fighters: checkpoint_fighters,
|
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|
stage_collision,
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|
pending_hits,
|
||||||
|
});
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|
info!("Saved debug game state");
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||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
let Some(checkpoint) = world.resource::<DebugSaveState>().checkpoint.clone() else {
|
||||||
|
warn!("No debug game state has been saved");
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|
return;
|
||||||
|
};
|
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|
if checkpoint.fighters.len() != roster.len()
|
||||||
|
|| checkpoint
|
||||||
|
.fighters
|
||||||
|
.iter()
|
||||||
|
.zip(roster.iter())
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||||||
|
.any(|(saved, current)| saved.entity != *current)
|
||||||
|
{
|
||||||
|
warn!("Saved debug game state belongs to another match");
|
||||||
|
return;
|
||||||
|
}
|
||||||
|
|
||||||
|
for saved in &checkpoint.fighters {
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|
let Some(player) = world.entity(saved.entity).get::<Player>() else {
|
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|
warn!("Could not restore the saved fighter state");
|
||||||
|
return;
|
||||||
|
};
|
||||||
|
if player.handle != saved.handle {
|
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|
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};
|
use std::collections::{HashMap, VecDeque};
|
||||||
|
|
||||||
|
mod reaction;
|
||||||
|
|
||||||
|
use bevy::ecs::entity::{EntityMapper, MapEntities};
|
||||||
use bevy::prelude::*;
|
use bevy::prelude::*;
|
||||||
use bevy_ggrs::{Rollback, prelude::GgrsSchedule};
|
use bevy_ggrs::{Rollback, RollbackApp, prelude::GgrsSchedule};
|
||||||
use fixed_math::SinCos;
|
|
||||||
use serde::{Deserialize, Serialize};
|
use serde::{Deserialize, Serialize};
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
fighter::{
|
fighter::{
|
||||||
Fighter, FighterAttributes, FighterFacingDirection, FighterHitboxes, FighterHitstop,
|
Fighter, FighterAttributes, FighterFacingDirection, FighterHitboxes,
|
||||||
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterRoster,
|
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterRoster,
|
||||||
FighterTranslation,
|
FighterTranslation,
|
||||||
animation::{AnimKind, FighterAnimationFrame},
|
animation::{AnimKind, FighterAnimationFrame},
|
||||||
baked_animation::{FighterBoneIndexMap, FighterBoneMatrices, FixedMat4},
|
baked_animation::{FighterBoneIndexMap, FighterBoneMatrices, FixedMat4},
|
||||||
errors::FighterErrors,
|
|
||||||
hurtbox::{FixedAffineCapsule, FixedCapsule},
|
hurtbox::{FixedAffineCapsule, FixedCapsule},
|
||||||
manifest::FighterManifest,
|
manifest::FighterManifest,
|
||||||
},
|
},
|
||||||
@@ -432,15 +433,26 @@ pub struct FighterAttackScriptAssets {
|
|||||||
#[derive(Component, Clone, Debug, Default, Hash)]
|
#[derive(Component, Clone, Debug, Default, Hash)]
|
||||||
pub struct FighterSolvedHurtboxes(pub Vec<FighterSolvedHurtbox>);
|
pub struct FighterSolvedHurtboxes(pub Vec<FighterSolvedHurtbox>);
|
||||||
|
|
||||||
#[derive(Component, Clone, Debug, Default, Hash, DerefMut, Deref)]
|
#[derive(Clone, Debug, Hash)]
|
||||||
pub struct FighterReceivedAttacks(
|
pub struct FighterHit {
|
||||||
pub Vec<(
|
pub attacker: Entity,
|
||||||
/* attacker */ Entity,
|
pub defender: Entity,
|
||||||
Handle<FighterAttackScript>,
|
pub attack_script: Handle<FighterAttackScript>,
|
||||||
AttackKind,
|
pub attack_kind: AttackKind,
|
||||||
/* hitbox_idx */ usize,
|
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(
|
pub fn solve_hurtboxes(
|
||||||
mut query: Query<(
|
mut query: Query<(
|
||||||
@@ -498,19 +510,14 @@ pub fn intersect_attacks_with_hurtboxes(
|
|||||||
&Player,
|
&Player,
|
||||||
&FighterStaleMoveQueue,
|
&FighterStaleMoveQueue,
|
||||||
)>,
|
)>,
|
||||||
mut query_attacked: Query<(
|
query_attacked: Query<(Entity, &FighterSolvedHurtboxes)>,
|
||||||
Entity,
|
mut pending_hits: ResMut<FighterPendingHits>,
|
||||||
&FighterSolvedHurtboxes,
|
|
||||||
&Player,
|
|
||||||
&Fighter,
|
|
||||||
&mut FighterReceivedAttacks,
|
|
||||||
)>,
|
|
||||||
attack_scripts: Res<Assets<FighterAttackScript>>,
|
attack_scripts: Res<Assets<FighterAttackScript>>,
|
||||||
) {
|
) {
|
||||||
|
pending_hits.0.clear();
|
||||||
|
|
||||||
for &entity_receiving in &roster.0 {
|
for &entity_receiving in &roster.0 {
|
||||||
let Ok((_, hurtboxes, _, _receiving_fighter, mut received_attacks)) =
|
let Ok((_, hurtboxes)) = query_attacked.get(entity_receiving) else {
|
||||||
query_attacked.get_mut(entity_receiving)
|
|
||||||
else {
|
|
||||||
continue;
|
continue;
|
||||||
};
|
};
|
||||||
|
|
||||||
@@ -551,12 +558,13 @@ pub fn intersect_attacks_with_hurtboxes(
|
|||||||
continue;
|
continue;
|
||||||
};
|
};
|
||||||
|
|
||||||
received_attacks.push((
|
pending_hits.0.push(FighterHit {
|
||||||
entity_hurting,
|
attacker: entity_hurting,
|
||||||
active_attack.script.clone(),
|
defender: entity_receiving,
|
||||||
active_attack.kind,
|
attack_script: active_attack.script.clone(),
|
||||||
hitting_hitbox_idx,
|
attack_kind: active_attack.kind,
|
||||||
));
|
hitbox_index: hitting_hitbox_idx,
|
||||||
|
});
|
||||||
info!("Hit by hitbox {}!!!!", hitting_hitbox_idx);
|
info!("Hit by hitbox {}!!!!", hitting_hitbox_idx);
|
||||||
|
|
||||||
active_attack.hit_fighters.push(entity_receiving);
|
active_attack.hit_fighters.push(entity_receiving);
|
||||||
@@ -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;
|
pub struct FighterAttackPlugin;
|
||||||
|
|
||||||
impl Plugin for FighterAttackPlugin {
|
impl Plugin for FighterAttackPlugin {
|
||||||
fn build(&self, app: &mut App) {
|
fn build(&self, app: &mut App) {
|
||||||
|
app.init_resource::<FighterPendingHits>()
|
||||||
|
.add_plugins(reaction::FighterReactionPlugin)
|
||||||
|
.rollback_resource_with_clone::<FighterPendingHits>()
|
||||||
|
.update_resource_with_map_entities::<FighterPendingHits>()
|
||||||
|
.checksum_resource_with_hash::<FighterPendingHits>();
|
||||||
app.add_systems(
|
app.add_systems(
|
||||||
GgrsSchedule,
|
GgrsSchedule,
|
||||||
(
|
(
|
||||||
solve_hurtboxes,
|
solve_hurtboxes,
|
||||||
solve_hitboxes,
|
solve_hitboxes,
|
||||||
intersect_attacks_with_hurtboxes,
|
intersect_attacks_with_hurtboxes,
|
||||||
calculate_received_attacks_trajectories,
|
|
||||||
)
|
)
|
||||||
.chain()
|
.chain()
|
||||||
.after(crate::fighter::baked_animation::update_fighter_bone_matrices)
|
.after(crate::fighter::baked_animation::update_fighter_bone_matrices)
|
||||||
@@ -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.
|
//! 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::segment::FGSegment2d;
|
||||||
use crate::math::vec::FGVec2;
|
use crate::math::vec::FGVec2;
|
||||||
use crate::stage::line::StageLineID;
|
use crate::stage::line::{StageCollision, StageLineID};
|
||||||
/*
|
/*
|
||||||
pub fn collide_fighter_with_scene(
|
pub fn collide_fighter_with_scene(
|
||||||
fighters: Query<(&FighterECB, &mut FighterVelocity, &mut FighterTranslation)>,
|
fighters: Query<(&FighterECB, &mut FighterVelocity, &mut FighterTranslation)>,
|
||||||
@@ -38,16 +39,20 @@ pub struct AirCollisionWithStageResult {
|
|||||||
}
|
}
|
||||||
|
|
||||||
pub fn air_collide_with_stage(
|
pub fn air_collide_with_stage(
|
||||||
state_context: &FighterStateContext,
|
prev_translation: &FighterPreviousTranslation,
|
||||||
|
translation: &FighterTranslation,
|
||||||
|
prev_ecb: &FighterPreviousECB,
|
||||||
|
ecb: &FighterECB,
|
||||||
|
stage_collision: &StageCollision,
|
||||||
) -> Option<AirCollisionWithStageResult> {
|
) -> Option<AirCollisionWithStageResult> {
|
||||||
let ray_segment = FGSegment2d::new(
|
let ray_segment = FGSegment2d::new(
|
||||||
state_context.prev_translation.0 + state_context.prev_ecb.get_bottom_point(),
|
prev_translation.0 + prev_ecb.get_bottom_point(),
|
||||||
state_context.translation.0 + state_context.ecb.get_bottom_point(),
|
translation.0 + ecb.get_bottom_point(),
|
||||||
);
|
);
|
||||||
|
|
||||||
let mut intersect_results = vec![];
|
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) {
|
if let Some(intersect_result) = poly.intersect_ray(ray_segment) {
|
||||||
intersect_results.push((
|
intersect_results.push((
|
||||||
AirCollisionWithStageResult {
|
AirCollisionWithStageResult {
|
||||||
|
|||||||
+13
-8
@@ -33,17 +33,24 @@ pub use motion::{
|
|||||||
};
|
};
|
||||||
|
|
||||||
use crate::{
|
use crate::{
|
||||||
AppState, fighter::{
|
AppState,
|
||||||
|
fighter::{
|
||||||
attack::{
|
attack::{
|
||||||
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
|
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
|
||||||
FighterKnockbackVelocity, FighterPendingHitReaction, FighterReceivedAttacks,
|
FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
|
||||||
FighterSolvedHurtboxes, FighterStaleMoveQueue,
|
FighterStaleMoveQueue,
|
||||||
},
|
},
|
||||||
baked_animation::{FighterBoneIndexMap, FighterBoneMatrices},
|
baked_animation::{FighterBoneIndexMap, FighterBoneMatrices},
|
||||||
manifest::FighterManifest,
|
manifest::FighterManifest,
|
||||||
state::{FighterState, fall::FallState},
|
state::{FighterState, fall::FallState},
|
||||||
visual::FighterAnimations,
|
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;
|
use state::state_interrupt_system;
|
||||||
|
|
||||||
@@ -109,7 +116,6 @@ pub struct FighterVisual;
|
|||||||
|
|
||||||
#[derive(Component)]
|
#[derive(Component)]
|
||||||
#[require(
|
#[require(
|
||||||
FighterReceivedAttacks,
|
|
||||||
FighterStaleMoveQueue,
|
FighterStaleMoveQueue,
|
||||||
FighterDamage,
|
FighterDamage,
|
||||||
FighterPendingHitReaction,
|
FighterPendingHitReaction,
|
||||||
@@ -192,8 +198,6 @@ impl Plugin for FighterPlugin {
|
|||||||
.checksum_component_with_hash::<FighterHitstop>()
|
.checksum_component_with_hash::<FighterHitstop>()
|
||||||
.rollback_component_with_copy::<FighterKnockbackVelocity>()
|
.rollback_component_with_copy::<FighterKnockbackVelocity>()
|
||||||
.checksum_component_with_hash::<FighterKnockbackVelocity>()
|
.checksum_component_with_hash::<FighterKnockbackVelocity>()
|
||||||
.rollback_component_with_clone::<FighterReceivedAttacks>()
|
|
||||||
.checksum_component_with_hash::<FighterReceivedAttacks>()
|
|
||||||
.rollback_resource_with_reflect::<StageCollision>()
|
.rollback_resource_with_reflect::<StageCollision>()
|
||||||
// Debug views.
|
// Debug views.
|
||||||
.add_systems(
|
.add_systems(
|
||||||
@@ -216,7 +220,8 @@ impl Plugin for FighterPlugin {
|
|||||||
.after(debug::attack_debug_gather),
|
.after(debug::attack_debug_gather),
|
||||||
)
|
)
|
||||||
.chain()
|
.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(
|
.add_systems(
|
||||||
FixedPostUpdate,
|
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::*;
|
use crate::fighter::*;
|
||||||
|
|
||||||
pub fn integrate_gravity(velocity: &mut FighterVelocity, attributes: &FighterAttributes) {
|
pub fn integrate_gravity(velocity: &mut FighterVelocity, attributes: &FighterAttributes) {
|
||||||
@@ -53,6 +56,27 @@ pub fn apply_air_motion(
|
|||||||
translation.0 += velocity.0;
|
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)]
|
#[cfg(test)]
|
||||||
mod tests {
|
mod tests {
|
||||||
use super::*;
|
use super::*;
|
||||||
|
|||||||
@@ -1,12 +1,9 @@
|
|||||||
use crate::{
|
use crate::{
|
||||||
fighter::{
|
fighter::{
|
||||||
animation::AnimKind,
|
animation::AnimKind,
|
||||||
collision,
|
|
||||||
state::{
|
state::{
|
||||||
FighterState, FighterStateContext, FighterStateImpl, air,
|
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
|
||||||
fall::FallState,
|
UpdateContext, air, fall::FallState, land::LandingType,
|
||||||
ground::GroundedStateCommon,
|
|
||||||
land::{LandingState, LandingType},
|
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
input,
|
input,
|
||||||
@@ -21,7 +18,7 @@ pub struct AirDodgeState {
|
|||||||
impl FighterStateImpl for AirDodgeState {
|
impl FighterStateImpl for AirDodgeState {
|
||||||
const NAME: &'static str = "AirDodge";
|
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() {
|
if state_context.is_current_animation_finished() {
|
||||||
Some(FighterState::Fall(FallState))
|
Some(FighterState::Fall(FallState))
|
||||||
} else {
|
} else {
|
||||||
@@ -29,8 +26,8 @@ impl FighterStateImpl for AirDodgeState {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
fn update(&mut self, state_context: &mut FighterStateContext) {
|
fn update(&mut self, state_context: &mut UpdateContext) {
|
||||||
state_context.velocity.0 *= state_context.fighter_manifest.attributes.air_dodge_decay;
|
state_context.velocity.0 *= state_context.fighter_attributes.air_dodge_decay;
|
||||||
|
|
||||||
air::apply_air_motion(
|
air::apply_air_motion(
|
||||||
state_context.velocity,
|
state_context.velocity,
|
||||||
@@ -41,32 +38,20 @@ impl FighterStateImpl for AirDodgeState {
|
|||||||
|
|
||||||
fn check_collision_interrupt(
|
fn check_collision_interrupt(
|
||||||
&mut self,
|
&mut self,
|
||||||
state_context: &mut FighterStateContext,
|
state_context: &mut CollisionContext,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
if let Some(res) = collision::air_collide_with_stage(state_context) {
|
air::collision_interrupt(state_context, LandingType::Special)
|
||||||
// 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
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
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.play_animation(AnimKind::AirDodge, false);
|
||||||
|
|
||||||
state_context.velocity.0 =
|
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
|
state_context
|
||||||
.input
|
.input
|
||||||
.has_command(input::FighterCommands::Shield)
|
.has_command(input::FighterCommands::Shield)
|
||||||
|
|||||||
+19
-40
@@ -1,25 +1,19 @@
|
|||||||
use std::hash::Hasher;
|
use super::{
|
||||||
|
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground, run,
|
||||||
use super::{FighterStateContext, FighterStateImpl, ground, run, wait, walk};
|
wait, walk,
|
||||||
|
};
|
||||||
use crate::fighter::FighterFacingDirection;
|
use crate::fighter::FighterFacingDirection;
|
||||||
use crate::fighter::animation::AnimKind;
|
use crate::fighter::animation::AnimKind;
|
||||||
use crate::fighter::state::FighterState;
|
use crate::fighter::state::FighterState;
|
||||||
use crate::fighter::state::fall::FallState;
|
use crate::fighter::state::ground::GroundedStateCommon;
|
||||||
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
|
|
||||||
use crate::input::FighterCommands::{SmashMoveLeft, SmashMoveRight};
|
use crate::input::FighterCommands::{SmashMoveLeft, SmashMoveRight};
|
||||||
|
|
||||||
#[derive(Debug, Clone)]
|
#[derive(Debug, Clone, Hash)]
|
||||||
pub struct DashState {
|
pub struct DashState {
|
||||||
direction: FighterFacingDirection,
|
direction: FighterFacingDirection,
|
||||||
pub ground_common: GroundedStateCommon,
|
pub ground_common: GroundedStateCommon,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl std::hash::Hash for DashState {
|
|
||||||
fn hash<H: Hasher>(&self, state: &mut H) {
|
|
||||||
self.direction.hash(state);
|
|
||||||
}
|
|
||||||
}
|
|
||||||
|
|
||||||
impl DashState {
|
impl DashState {
|
||||||
pub fn new(direction: FighterFacingDirection, ground_common: GroundedStateCommon) -> Self {
|
pub fn new(direction: FighterFacingDirection, ground_common: GroundedStateCommon) -> Self {
|
||||||
Self {
|
Self {
|
||||||
@@ -31,9 +25,9 @@ impl DashState {
|
|||||||
|
|
||||||
impl FighterStateImpl for DashState {
|
impl FighterStateImpl for DashState {
|
||||||
const NAME: &'static str = "Dash";
|
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 ground = &self.ground_common;
|
||||||
let attributes = ctx.fighter_manifest.attributes;
|
let attributes = ctx.fighter_attributes;
|
||||||
|
|
||||||
// A reverse dash can interrupt before IASA
|
// A reverse dash can interrupt before IASA
|
||||||
if let Some(direction) =
|
if let Some(direction) =
|
||||||
@@ -62,13 +56,10 @@ impl FighterStateImpl for DashState {
|
|||||||
None
|
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.facing_direction = self.direction;
|
||||||
state_context.velocity.x = state_context
|
state_context.velocity.x =
|
||||||
.fighter_manifest
|
state_context.fighter_attributes.dash_initial_velocity * self.direction.to_sign();
|
||||||
.attributes
|
|
||||||
.dash_initial_velocity
|
|
||||||
* self.direction.to_sign();
|
|
||||||
|
|
||||||
state_context.play_animation(AnimKind::Dash, false);
|
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()
|
if state_context.get_current_animation_frame()
|
||||||
< state_context
|
< state_context.fighter_attributes.dash_acceleration_duration
|
||||||
.fighter_manifest
|
|
||||||
.attributes
|
|
||||||
.dash_acceleration_duration
|
|
||||||
{}
|
{}
|
||||||
|
|
||||||
let last_frame = state_context.input.get_last_frame();
|
let last_frame = state_context.input.get_last_frame();
|
||||||
let (accel, target_vel) = state_context
|
let (accel, target_vel) = state_context
|
||||||
.fighter_manifest
|
.fighter_attributes
|
||||||
.attributes
|
|
||||||
.get_accel_and_target_dashrun(&last_frame, self.direction.to_sign());
|
.get_accel_and_target_dashrun(&last_frame, self.direction.to_sign());
|
||||||
let accel = ground::compute_ground_accel(
|
let accel = ground::compute_ground_accel(
|
||||||
accel,
|
accel,
|
||||||
target_vel,
|
target_vel,
|
||||||
state_context.velocity.x,
|
state_context.velocity.x,
|
||||||
&state_context.fighter_manifest.attributes,
|
state_context.fighter_attributes,
|
||||||
state_context.game_settings,
|
state_context.game_settings,
|
||||||
);
|
);
|
||||||
state_context.velocity.x += accel;
|
state_context.velocity.x += accel;
|
||||||
@@ -117,21 +104,13 @@ impl FighterStateImpl for DashState {
|
|||||||
|
|
||||||
fn check_collision_interrupt(
|
fn check_collision_interrupt(
|
||||||
&mut self,
|
&mut self,
|
||||||
state_context: &mut FighterStateContext,
|
state_context: &mut CollisionContext,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
if let GroundedMotionResult::InAir =
|
ground::collision_interrupt(state_context, &mut self.ground_common, true)
|
||||||
ground::collide_with_stage_grounded(state_context, &mut self.ground_common, true)
|
|
||||||
{
|
|
||||||
Some(FighterState::Fall(FallState))
|
|
||||||
} else {
|
|
||||||
None
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
fn check_smash_input_with_dir(
|
fn check_smash_input_with_dir(state_context: &InterruptContext) -> Option<FighterFacingDirection> {
|
||||||
state_context: &FighterStateContext,
|
|
||||||
) -> Option<FighterFacingDirection> {
|
|
||||||
if state_context.input.has_command(SmashMoveLeft) {
|
if state_context.input.has_command(SmashMoveLeft) {
|
||||||
return Some(FighterFacingDirection::Left);
|
return Some(FighterFacingDirection::Left);
|
||||||
} else if state_context.input.has_command(SmashMoveRight) {
|
} else if state_context.input.has_command(SmashMoveRight) {
|
||||||
@@ -142,7 +121,7 @@ fn check_smash_input_with_dir(
|
|||||||
}
|
}
|
||||||
|
|
||||||
pub fn check_input(
|
pub fn check_input(
|
||||||
state_context: &FighterStateContext,
|
state_context: &InterruptContext,
|
||||||
ground_common: &GroundedStateCommon,
|
ground_common: &GroundedStateCommon,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
check_smash_input_with_dir(state_context)
|
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::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};
|
use crate::fighter::state::{FighterState, air, jump};
|
||||||
|
|
||||||
#[derive(Debug, Clone, Copy, Hash)]
|
#[derive(Debug, Clone, Copy, Hash)]
|
||||||
@@ -10,52 +7,30 @@ pub struct FallState;
|
|||||||
|
|
||||||
impl FighterStateImpl for FallState {
|
impl FighterStateImpl for FallState {
|
||||||
const NAME: &'static str = "Fall";
|
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)
|
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);
|
state_context.play_animation(AnimKind::Fall, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn update(&mut self, state_context: &mut super::FighterStateContext) {
|
fn update(&mut self, state_context: &mut UpdateContext) {
|
||||||
air::integrate_gravity(
|
air::update_standard_motion(state_context);
|
||||||
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 check_collision_interrupt(
|
fn check_collision_interrupt(
|
||||||
&mut self,
|
&mut self,
|
||||||
state_context: &mut FighterStateContext,
|
state_context: &mut CollisionContext,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
if let Some(res) = collision::air_collide_with_stage(state_context) {
|
air::collision_interrupt(
|
||||||
// Adjust translation
|
state_context,
|
||||||
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
|
crate::fighter::state::land::LandingType::Normal,
|
||||||
let grounded_common = GroundedStateCommon {
|
)
|
||||||
current_line_id: res.line_id,
|
|
||||||
};
|
|
||||||
Some(FighterState::Land(LandingState::create(
|
|
||||||
grounded_common,
|
|
||||||
LandingType::Normal,
|
|
||||||
)))
|
|
||||||
} else {
|
|
||||||
None
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
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();
|
let input_frame = state_context.input.get_last_frame();
|
||||||
|
|
||||||
if input_frame.movement.x.abs() < state_context.game_settings.input_common.stick_deadzone {
|
if input_frame.movement.x.abs() < state_context.game_settings.input_common.stick_deadzone {
|
||||||
|
|||||||
@@ -3,7 +3,7 @@
|
|||||||
//! bit-for-bit deterministic for rollback.
|
//! bit-for-bit deterministic for rollback.
|
||||||
|
|
||||||
use crate::fighter::state::{
|
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::{
|
use crate::fighter::{
|
||||||
FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
|
FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
|
||||||
@@ -163,14 +163,30 @@ pub fn apply_grounded_motion(
|
|||||||
translation.0 += FGVec2::new(velocity.0.x, FGi32::ZERO);
|
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(
|
pub fn collide_with_stage_grounded(
|
||||||
state_context: &mut FighterStateContext,
|
state_context: &mut CollisionContext,
|
||||||
ground_common: &mut GroundedStateCommon,
|
ground_common: &mut GroundedStateCommon,
|
||||||
can_walk_off: bool,
|
can_walk_off: bool,
|
||||||
) -> GroundedMotionResult {
|
) -> GroundedMotionResult {
|
||||||
let translation = &mut state_context.translation;
|
let translation = &mut state_context.translation;
|
||||||
let ecb = &state_context.ecb;
|
let ecb = state_context.ecb;
|
||||||
let stage_collision = &state_context.stage_collision;
|
let stage_collision = state_context.stage_collision;
|
||||||
|
|
||||||
let stage_poly = stage_collision
|
let stage_poly = stage_collision
|
||||||
.stage_polys
|
.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)]
|
#[cfg(test)]
|
||||||
mod tests {
|
mod tests {
|
||||||
use super::*;
|
use super::*;
|
||||||
@@ -322,14 +349,14 @@ mod tests {
|
|||||||
}
|
}
|
||||||
|
|
||||||
pub fn grounded_movement_common_interrupts(
|
pub fn grounded_movement_common_interrupts(
|
||||||
state_context: &FighterStateContext,
|
state_context: &InterruptContext,
|
||||||
ground_common: &GroundedStateCommon,
|
ground_common: &GroundedStateCommon,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
super::jump::check_input(state_context, ground_common)
|
super::jump::check_input(state_context, ground_common)
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn grounded_movement_standstill_common_interrupts(
|
pub fn grounded_movement_standstill_common_interrupts(
|
||||||
state_context: &FighterStateContext,
|
state_context: &InterruptContext,
|
||||||
ground_common: &GroundedStateCommon,
|
ground_common: &GroundedStateCommon,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
if let Some(state) = ground_attack::check_interrupt(state_context, &ground_common) {
|
if let Some(state) = ground_attack::check_interrupt(state_context, &ground_common) {
|
||||||
|
|||||||
@@ -1,6 +1,9 @@
|
|||||||
use crate::fighter::{
|
use crate::fighter::{
|
||||||
attack::{AttackKind, update_active_hitbox_list},
|
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)]
|
#[derive(Clone, Debug, Hash)]
|
||||||
@@ -12,10 +15,7 @@ pub struct GroundAttackState {
|
|||||||
impl FighterStateImpl for GroundAttackState {
|
impl FighterStateImpl for GroundAttackState {
|
||||||
const NAME: &'static str = "GroundAttack";
|
const NAME: &'static str = "GroundAttack";
|
||||||
|
|
||||||
fn check_interrupt(
|
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
|
||||||
&self,
|
|
||||||
state_context: &mut super::FighterStateContext,
|
|
||||||
) -> Option<FighterState> {
|
|
||||||
if state_context.is_current_animation_finished() {
|
if state_context.is_current_animation_finished() {
|
||||||
Some(FighterState::Wait(WaitState {
|
Some(FighterState::Wait(WaitState {
|
||||||
grounded_common: self.grounded_common.clone(),
|
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 animation_frame = state_context.get_current_animation_frame();
|
||||||
let script = state_context
|
let script = state_context
|
||||||
.attack_scripts
|
.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);
|
state_context.play_animation(self.attack_kind.get_animation(), false);
|
||||||
let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone();
|
let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone();
|
||||||
state_context.stale_move_queue.push(self.attack_kind);
|
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;
|
state_context.hitboxes.0 = None;
|
||||||
}
|
}
|
||||||
|
|
||||||
fn check_collision_interrupt(
|
fn check_collision_interrupt(
|
||||||
&mut self,
|
&mut self,
|
||||||
_state_context: &mut super::FighterStateContext,
|
_state_context: &mut CollisionContext,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
None
|
None
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn check_interrupt(
|
pub fn check_interrupt(
|
||||||
state_context: &super::FighterStateContext,
|
state_context: &InterruptContext,
|
||||||
grounded_common: &GroundedStateCommon,
|
grounded_common: &GroundedStateCommon,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
if state_context
|
if state_context
|
||||||
|
|||||||
@@ -2,12 +2,12 @@ use crate::{
|
|||||||
fighter::{
|
fighter::{
|
||||||
animation::AnimKind,
|
animation::AnimKind,
|
||||||
attack::FighterHitReaction,
|
attack::FighterHitReaction,
|
||||||
collision,
|
|
||||||
state::{
|
state::{
|
||||||
FighterState, FighterStateContext, FighterStateImpl, air,
|
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
|
||||||
|
InterruptContext, UpdateContext, air,
|
||||||
fall::FallState,
|
fall::FallState,
|
||||||
ground::{GroundedMotionResult, GroundedStateCommon, collide_with_stage_grounded},
|
ground::{GroundedStateCommon, collision_interrupt},
|
||||||
land::{LandingState, LandingType},
|
land::LandingType,
|
||||||
wait::WaitState,
|
wait::WaitState,
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
@@ -43,7 +43,7 @@ impl FighterStateImpl for HitstunState {
|
|||||||
format!("Hitstun ({hitstop_kind}, {hit_reaction_type})")
|
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 {
|
if state_context.get_current_animation_frame() > self.hit_reaction.hitstun_frames {
|
||||||
match &self.hitstop_kind {
|
match &self.hitstop_kind {
|
||||||
HitstopStateKind::Grounded(grounded_state_common) => {
|
HitstopStateKind::Grounded(grounded_state_common) => {
|
||||||
@@ -58,8 +58,8 @@ impl FighterStateImpl for HitstunState {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
fn update(&mut self, ctx: &mut FighterStateContext) {
|
fn update(&mut self, ctx: &mut UpdateContext) {
|
||||||
air::integrate_gravity(ctx.velocity, &ctx.fighter_manifest.attributes);
|
air::integrate_gravity(ctx.velocity, ctx.fighter_attributes);
|
||||||
|
|
||||||
let speed = ctx.knockback_velocity.length();
|
let speed = ctx.knockback_velocity.length();
|
||||||
let next_speed = speed
|
let next_speed = speed
|
||||||
@@ -71,7 +71,7 @@ impl FighterStateImpl for HitstunState {
|
|||||||
ctx.translation.0 += ctx.velocity.0 + ctx.knockback_velocity.0;
|
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 {
|
let animation = match self.hitstop_kind {
|
||||||
HitstopStateKind::Grounded(_) => AnimKind::FlinchGround,
|
HitstopStateKind::Grounded(_) => AnimKind::FlinchGround,
|
||||||
HitstopStateKind::Airborne => AnimKind::FlinchAir,
|
HitstopStateKind::Airborne => AnimKind::FlinchAir,
|
||||||
@@ -80,37 +80,18 @@ impl FighterStateImpl for HitstunState {
|
|||||||
state_context.knockback_velocity.0 = self.hit_reaction.launch_velocity;
|
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(
|
fn check_collision_interrupt(
|
||||||
&mut self,
|
&mut self,
|
||||||
state_context: &mut FighterStateContext,
|
state_context: &mut CollisionContext,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
match &mut self.hitstop_kind {
|
match &mut self.hitstop_kind {
|
||||||
HitstopStateKind::Grounded(grounded_state_common) => {
|
HitstopStateKind::Grounded(grounded_state_common) => {
|
||||||
if let GroundedMotionResult::InAir =
|
collision_interrupt(state_context, grounded_state_common, true)
|
||||||
collide_with_stage_grounded(state_context, grounded_state_common, true)
|
|
||||||
{
|
|
||||||
Some(FighterState::Fall(FallState {}))
|
|
||||||
} else {
|
|
||||||
None
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
HitstopStateKind::Airborne => {
|
HitstopStateKind::Airborne => {
|
||||||
if let Some(res) = collision::air_collide_with_stage(state_context) {
|
air::collision_interrupt(state_context, LandingType::Normal)
|
||||||
// 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
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|||||||
+28
-101
@@ -3,13 +3,11 @@ use bevy::prelude::*;
|
|||||||
use crate::{
|
use crate::{
|
||||||
fighter::{
|
fighter::{
|
||||||
animation::AnimKind,
|
animation::AnimKind,
|
||||||
collision,
|
|
||||||
state::{
|
state::{
|
||||||
FighterState, FighterStateContext, FighterStateImpl, air,
|
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
|
||||||
|
UpdateContext, air,
|
||||||
air_dodge::{self, AirDodgeState},
|
air_dodge::{self, AirDodgeState},
|
||||||
fall::FallState,
|
ground::{self, GroundedStateCommon},
|
||||||
ground::{self, GroundedMotionResult, GroundedStateCommon},
|
|
||||||
land::{LandingState, LandingType},
|
|
||||||
},
|
},
|
||||||
},
|
},
|
||||||
input::FighterCommands,
|
input::FighterCommands,
|
||||||
@@ -45,7 +43,7 @@ impl JumpSquatState {
|
|||||||
impl FighterStateImpl for JumpSquatState {
|
impl FighterStateImpl for JumpSquatState {
|
||||||
const NAME: &'static str = "JumpSquat";
|
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
|
// Special handling for wavedash from jump squat
|
||||||
if state_context.input.has_command(FighterCommands::Shield) {
|
if state_context.input.has_command(FighterCommands::Shield) {
|
||||||
// If aiming sideways and in the deadzone, do a perfect wavedash
|
// If aiming sideways and in the deadzone, do a perfect wavedash
|
||||||
@@ -69,9 +67,7 @@ impl FighterStateImpl for JumpSquatState {
|
|||||||
Some(FighterState::AirDodge(AirDodgeState {
|
Some(FighterState::AirDodge(AirDodgeState {
|
||||||
direction: wavedash_dir.normalize_or_zero(),
|
direction: wavedash_dir.normalize_or_zero(),
|
||||||
}))
|
}))
|
||||||
} else if self.duration_counter
|
} else if self.duration_counter >= state_context.fighter_attributes.jumpsquat_duration {
|
||||||
>= state_context.fighter_manifest.attributes.jumpsquat_duration
|
|
||||||
{
|
|
||||||
info!("Jump {}", state_context.input.get_last_frame().jump);
|
info!("Jump {}", state_context.input.get_last_frame().jump);
|
||||||
let jump_type = if state_context.input.get_last_frame().jump {
|
let jump_type = if state_context.input.get_last_frame().jump {
|
||||||
JumpType::LongJump
|
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;
|
self.duration_counter += 1;
|
||||||
|
ground::update_friction_motion(state_context);
|
||||||
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 check_collision_interrupt(
|
fn check_collision_interrupt(
|
||||||
&mut self,
|
&mut self,
|
||||||
state_context: &mut FighterStateContext,
|
state_context: &mut CollisionContext,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
if let GroundedMotionResult::InAir =
|
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
|
||||||
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
|
|
||||||
{
|
|
||||||
Some(FighterState::Fall(FallState))
|
|
||||||
} else {
|
|
||||||
None
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
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.play_animation(AnimKind::JumpSquat, false);
|
||||||
state_context.input.clear_command(FighterCommands::Jump);
|
state_context.input.clear_command(FighterCommands::Jump);
|
||||||
}
|
}
|
||||||
@@ -131,7 +100,7 @@ impl FighterStateImpl for JumpSquatState {
|
|||||||
|
|
||||||
impl FighterStateImpl for JumpState {
|
impl FighterStateImpl for JumpState {
|
||||||
const NAME: &'static str = "Jump";
|
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) {
|
if state_context.input.has_command(FighterCommands::Jump) {
|
||||||
Some(FighterState::Jump(JumpState {
|
Some(FighterState::Jump(JumpState {
|
||||||
jump_type: JumpType::DoubleJump,
|
jump_type: JumpType::DoubleJump,
|
||||||
@@ -141,24 +110,11 @@ impl FighterStateImpl for JumpState {
|
|||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
fn update(&mut self, state_context: &mut FighterStateContext) {
|
fn update(&mut self, state_context: &mut UpdateContext) {
|
||||||
air::integrate_gravity(
|
air::update_standard_motion(state_context);
|
||||||
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 on_enter(&mut self, state_context: &mut FighterStateContext) {
|
fn on_enter(&mut self, state_context: &mut EnterContext) {
|
||||||
if let JumpType::DoubleJump = self.jump_type {
|
if let JumpType::DoubleJump = self.jump_type {
|
||||||
state_context.input.clear_command(FighterCommands::Jump);
|
state_context.input.clear_command(FighterCommands::Jump);
|
||||||
}
|
}
|
||||||
@@ -185,42 +141,22 @@ impl FighterStateImpl for JumpState {
|
|||||||
}
|
}
|
||||||
|
|
||||||
let vertical_vel = match self.jump_type {
|
let vertical_vel = match self.jump_type {
|
||||||
JumpType::ShortHop => {
|
JumpType::ShortHop => state_context.fighter_attributes.short_hop_vertical_velocity,
|
||||||
state_context
|
JumpType::LongJump => state_context.fighter_attributes.full_jump_vertical_velocity,
|
||||||
.fighter_manifest
|
|
||||||
.attributes
|
|
||||||
.short_hop_vertical_velocity
|
|
||||||
}
|
|
||||||
JumpType::LongJump => {
|
|
||||||
state_context
|
|
||||||
.fighter_manifest
|
|
||||||
.attributes
|
|
||||||
.full_jump_vertical_velocity
|
|
||||||
}
|
|
||||||
JumpType::DoubleJump => {
|
JumpType::DoubleJump => {
|
||||||
state_context
|
state_context.fighter_attributes.full_jump_vertical_velocity
|
||||||
.fighter_manifest
|
* state_context.fighter_attributes.air_jump_multiplier
|
||||||
.attributes
|
|
||||||
.full_jump_vertical_velocity
|
|
||||||
* state_context
|
|
||||||
.fighter_manifest
|
|
||||||
.attributes
|
|
||||||
.air_jump_multiplier
|
|
||||||
}
|
}
|
||||||
};
|
};
|
||||||
|
|
||||||
match self.jump_type {
|
match self.jump_type {
|
||||||
JumpType::ShortHop | JumpType::LongJump => {
|
JumpType::ShortHop | JumpType::LongJump => {
|
||||||
state_context.velocity.x += state_context
|
state_context.velocity.x +=
|
||||||
.fighter_manifest
|
state_context.fighter_attributes.jump_horizontal_velocity * movement_stick_x;
|
||||||
.attributes
|
|
||||||
.jump_horizontal_velocity
|
|
||||||
* movement_stick_x;
|
|
||||||
}
|
}
|
||||||
JumpType::DoubleJump => {
|
JumpType::DoubleJump => {
|
||||||
state_context.velocity.x = state_context
|
state_context.velocity.x = state_context
|
||||||
.fighter_manifest
|
.fighter_attributes
|
||||||
.attributes
|
|
||||||
.air_jump_horizontal_velocity
|
.air_jump_horizontal_velocity
|
||||||
* movement_stick_x;
|
* movement_stick_x;
|
||||||
}
|
}
|
||||||
@@ -231,26 +167,17 @@ impl FighterStateImpl for JumpState {
|
|||||||
|
|
||||||
fn check_collision_interrupt(
|
fn check_collision_interrupt(
|
||||||
&mut self,
|
&mut self,
|
||||||
state_context: &mut FighterStateContext,
|
state_context: &mut CollisionContext,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
if let Some(res) = collision::air_collide_with_stage(state_context) {
|
air::collision_interrupt(
|
||||||
// Adjust translation
|
state_context,
|
||||||
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
|
crate::fighter::state::land::LandingType::Normal,
|
||||||
let grounded_common = GroundedStateCommon {
|
)
|
||||||
current_line_id: res.line_id,
|
|
||||||
};
|
|
||||||
Some(FighterState::Land(LandingState::create(
|
|
||||||
grounded_common,
|
|
||||||
LandingType::Normal,
|
|
||||||
)))
|
|
||||||
} else {
|
|
||||||
None
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn check_input(
|
pub fn check_input(
|
||||||
state_context: &FighterStateContext,
|
state_context: &InterruptContext,
|
||||||
ground_common: &GroundedStateCommon,
|
ground_common: &GroundedStateCommon,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
state_context
|
state_context
|
||||||
@@ -259,7 +186,7 @@ pub fn check_input(
|
|||||||
.then(|| FighterState::JumpSquat(JumpSquatState::create(ground_common.clone())))
|
.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
|
state_context
|
||||||
.input
|
.input
|
||||||
.has_command(FighterCommands::Jump)
|
.has_command(FighterCommands::Jump)
|
||||||
|
|||||||
+10
-39
@@ -1,12 +1,9 @@
|
|||||||
use crate::fighter::{
|
use crate::fighter::{
|
||||||
animation::AnimKind,
|
animation::AnimKind,
|
||||||
state::{
|
state::{
|
||||||
FighterState, FighterStateContext, FighterStateImpl, dash,
|
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
|
||||||
fall::FallState,
|
UpdateContext, dash,
|
||||||
ground::{
|
ground::{self, GroundedStateCommon, grounded_movement_standstill_common_interrupts},
|
||||||
self, GroundedMotionResult, GroundedStateCommon,
|
|
||||||
grounded_movement_standstill_common_interrupts,
|
|
||||||
},
|
|
||||||
walk,
|
walk,
|
||||||
},
|
},
|
||||||
};
|
};
|
||||||
@@ -35,11 +32,11 @@ impl LandingState {
|
|||||||
impl FighterStateImpl for LandingState {
|
impl FighterStateImpl for LandingState {
|
||||||
const NAME: &'static str = "Landing";
|
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() {
|
if state_context.is_current_animation_finished() {
|
||||||
grounded_movement_standstill_common_interrupts(state_context, &self.grounded_common)
|
grounded_movement_standstill_common_interrupts(state_context, &self.grounded_common)
|
||||||
} else if state_context.get_current_animation_frame()
|
} 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
|
&& let LandingType::Normal = self.landing_type
|
||||||
{
|
{
|
||||||
dash::check_input(state_context, &self.grounded_common).or_else(|| {
|
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) {
|
fn update(&mut self, state_context: &mut UpdateContext) {
|
||||||
let friction = if state_context.velocity.x.abs()
|
ground::update_friction_motion(state_context);
|
||||||
> 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 check_collision_interrupt(
|
fn check_collision_interrupt(
|
||||||
&mut self,
|
&mut self,
|
||||||
state_context: &mut FighterStateContext,
|
state_context: &mut CollisionContext,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
if let GroundedMotionResult::InAir =
|
ground::collision_interrupt(state_context, &mut self.grounded_common, true)
|
||||||
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, true)
|
|
||||||
{
|
|
||||||
Some(FighterState::Fall(FallState))
|
|
||||||
} else {
|
|
||||||
None
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
|
|
||||||
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
|
fn on_enter(&mut self, state_context: &mut EnterContext) {
|
||||||
match self.landing_type {
|
match self.landing_type {
|
||||||
LandingType::Normal => {
|
LandingType::Normal => {
|
||||||
state_context.play_animation(AnimKind::Landing, false);
|
state_context.play_animation(AnimKind::Landing, false);
|
||||||
|
|||||||
+199
-96
@@ -10,6 +10,7 @@ use crate::fighter::attack::{
|
|||||||
FighterAttackScriptAssets, FighterKnockbackVelocity, FighterPendingHitReaction,
|
FighterAttackScriptAssets, FighterKnockbackVelocity, FighterPendingHitReaction,
|
||||||
FighterStaleMoveQueue,
|
FighterStaleMoveQueue,
|
||||||
};
|
};
|
||||||
|
use crate::fighter::attributes::FighterAttributes;
|
||||||
use crate::fighter::baked_animation::BakedFighterAnimations;
|
use crate::fighter::baked_animation::BakedFighterAnimations;
|
||||||
use crate::fighter::ecb::FighterPreviousECB;
|
use crate::fighter::ecb::FighterPreviousECB;
|
||||||
use crate::fighter::manifest::FighterManifest;
|
use crate::fighter::manifest::FighterManifest;
|
||||||
@@ -47,22 +48,22 @@ macro_rules! fighter_states {
|
|||||||
pub fn name(&self) -> &'static str {
|
pub fn name(&self) -> &'static str {
|
||||||
match self { $(Self::$variant(_) => <$ty>::NAME),* }
|
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)),* }
|
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)),* }
|
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)),* }
|
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)),* }
|
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)),* }
|
match self { $(Self::$variant(s) => s.check_collision_interrupt(ctx)),* }
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
@@ -75,62 +76,109 @@ macro_rules! fighter_states {
|
|||||||
|
|
||||||
pub trait FighterStateImpl: Sized {
|
pub trait FighterStateImpl: Sized {
|
||||||
const NAME: &'static str;
|
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_enter(&mut self, _state_context: &mut EnterContext) {}
|
||||||
fn on_exit(&mut self, _state_context: &mut FighterStateContext) {}
|
fn on_exit(&mut self, _state_context: &mut ExitContext) {}
|
||||||
fn name(&self) -> String {
|
fn name(&self) -> String {
|
||||||
Self::NAME.to_owned()
|
Self::NAME.to_owned()
|
||||||
}
|
}
|
||||||
fn update(&mut self, _state_context: &mut FighterStateContext);
|
fn update(&mut self, _state_context: &mut UpdateContext);
|
||||||
|
|
||||||
fn check_collision_interrupt(
|
fn check_collision_interrupt(
|
||||||
&mut self,
|
&mut self,
|
||||||
_state_context: &mut FighterStateContext,
|
_state_context: &mut CollisionContext,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
None
|
None
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub struct FighterStateContext<'a> {
|
pub struct AnimationStatus {
|
||||||
pub translation: &'a mut FighterTranslation,
|
pub frame: u32,
|
||||||
pub prev_translation: &'a mut FighterPreviousTranslation,
|
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 input: &'a mut FighterInput,
|
||||||
pub hitboxes: &'a mut FighterHitboxes,
|
pub hitboxes: &'a mut FighterHitboxes,
|
||||||
pub velocity: &'a mut FighterVelocity,
|
pub velocity: &'a mut FighterVelocity,
|
||||||
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
|
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
|
||||||
pub stale_move_queue: &'a mut FighterStaleMoveQueue,
|
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 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 animation_frame: &'a mut FighterAnimationFrame,
|
||||||
pub baked_animations: &'a Assets<BakedFighterAnimations>,
|
pub fighter_attributes: &'a FighterAttributes,
|
||||||
pub attack_scripts: &'a Assets<FighterAttackScript>,
|
|
||||||
pub fighter_manifest: &'a FighterManifest,
|
|
||||||
pub attack_script_assets: &'a FighterAttackScriptAssets,
|
pub attack_script_assets: &'a FighterAttackScriptAssets,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl FighterStateContext<'_> {
|
impl EnterContext<'_> {
|
||||||
pub fn play_animation(&mut self, kind: AnimKind, repeat: bool) {
|
pub fn play_animation(&mut self, kind: AnimKind, repeat: bool) {
|
||||||
self.animation_frame.reset(kind, repeat);
|
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 {
|
pub struct ExitContext<'a> {
|
||||||
let anims_data = self
|
pub hitboxes: &'a mut FighterHitboxes,
|
||||||
.baked_animations
|
}
|
||||||
.get(&self.animations.baked)
|
|
||||||
.expect("Animation should exist");
|
pub struct UpdateContext<'a> {
|
||||||
anims_data
|
pub translation: &'a mut FighterTranslation,
|
||||||
.frame_count(self.animation_frame.kind)
|
pub prev_translation: &'a mut FighterPreviousTranslation,
|
||||||
.expect("Current animation should have baked frames")
|
pub input: &'a FighterInput,
|
||||||
<= self.animation_frame.frame
|
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 velocity: &'static mut FighterVelocity,
|
||||||
pub knockback_velocity: &'static mut FighterKnockbackVelocity,
|
pub knockback_velocity: &'static mut FighterKnockbackVelocity,
|
||||||
pub stale_move_queue: &'static mut FighterStaleMoveQueue,
|
pub stale_move_queue: &'static mut FighterStaleMoveQueue,
|
||||||
pub ecb: &'static mut FighterECB,
|
pub ecb: &'static FighterECB,
|
||||||
pub prev_ecb: &'static mut FighterPreviousECB,
|
pub prev_ecb: &'static FighterPreviousECB,
|
||||||
pub facing_direction: &'static mut FighterFacingDirection,
|
pub facing_direction: &'static mut FighterFacingDirection,
|
||||||
pub animation_frame: &'static mut FighterAnimationFrame,
|
pub animation_frame: &'static mut FighterAnimationFrame,
|
||||||
pub fighter: &'static Fighter,
|
pub fighter: &'static Fighter,
|
||||||
}
|
}
|
||||||
|
|
||||||
impl<'w, 's> FighterFrameQueryItem<'w, 's> {
|
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,
|
&'a mut self,
|
||||||
game_settings: &'a GameSettings,
|
game_settings: &'a GameSettings,
|
||||||
stage_collision: &'a StageCollision,
|
|
||||||
animations: &'a FighterAnimations,
|
animations: &'a FighterAnimations,
|
||||||
baked_animations: &'a Assets<BakedFighterAnimations>,
|
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,
|
attack_script_assets: &'a FighterAttackScriptAssets,
|
||||||
manifest: &'a FighterManifest,
|
) -> EnterContext<'a> {
|
||||||
) -> FighterStateContext<'a> {
|
EnterContext {
|
||||||
FighterStateContext {
|
|
||||||
translation: &mut self.translation,
|
|
||||||
prev_translation: &mut self.prev_translation,
|
|
||||||
input: &mut self.input,
|
input: &mut self.input,
|
||||||
hitboxes: &mut self.hitboxes,
|
hitboxes: &mut self.hitboxes,
|
||||||
velocity: &mut self.velocity,
|
velocity: &mut self.velocity,
|
||||||
knockback_velocity: &mut self.knockback_velocity,
|
knockback_velocity: &mut self.knockback_velocity,
|
||||||
stale_move_queue: &mut self.stale_move_queue,
|
stale_move_queue: &mut self.stale_move_queue,
|
||||||
ecb: &mut self.ecb,
|
|
||||||
prev_ecb: &mut self.prev_ecb,
|
|
||||||
facing_direction: &mut self.facing_direction,
|
facing_direction: &mut self.facing_direction,
|
||||||
game_settings,
|
|
||||||
stage_collision,
|
|
||||||
animations,
|
|
||||||
animation_frame: &mut self.animation_frame,
|
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_scripts,
|
||||||
attack_script_assets,
|
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(
|
pub fn state_update_system(
|
||||||
mut query: Query<StatefulFighterQuery>,
|
mut query: Query<StatefulFighterQuery>,
|
||||||
stage_collision: Res<StageCollision>,
|
|
||||||
game_settings: Res<GameSettings>,
|
game_settings: Res<GameSettings>,
|
||||||
baked_animations: Res<Assets<BakedFighterAnimations>>,
|
|
||||||
attack_scripts: Res<Assets<FighterAttackScript>>,
|
attack_scripts: Res<Assets<FighterAttackScript>>,
|
||||||
manifests: Res<Assets<FighterManifest>>,
|
manifests: Res<Assets<FighterManifest>>,
|
||||||
) {
|
) {
|
||||||
@@ -224,7 +332,6 @@ pub fn state_update_system(
|
|||||||
let StatefulFighterQueryItem {
|
let StatefulFighterQueryItem {
|
||||||
mut state,
|
mut state,
|
||||||
mut frame,
|
mut frame,
|
||||||
animations,
|
|
||||||
hitstop,
|
hitstop,
|
||||||
..
|
..
|
||||||
} = fighter;
|
} = fighter;
|
||||||
@@ -233,16 +340,14 @@ pub fn state_update_system(
|
|||||||
continue;
|
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,
|
&game_settings,
|
||||||
&stage_collision,
|
&manifest.attributes,
|
||||||
animations,
|
|
||||||
&baked_animations,
|
|
||||||
&attack_scripts,
|
&attack_scripts,
|
||||||
&fighter.attack_script_assets,
|
&fighter.attack_script_assets,
|
||||||
&manifests
|
|
||||||
.get(&(fighter.fighter.manifest))
|
|
||||||
.expect("Fighter manifest should be valid"),
|
|
||||||
);
|
);
|
||||||
state.update(&mut update_ctx);
|
state.update(&mut update_ctx);
|
||||||
}
|
}
|
||||||
@@ -251,24 +356,24 @@ pub fn state_update_system(
|
|||||||
fn transition_state(
|
fn transition_state(
|
||||||
current: &mut FighterState,
|
current: &mut FighterState,
|
||||||
mut next: FighterState,
|
mut next: FighterState,
|
||||||
ctx: &mut FighterStateContext,
|
frame: &mut FighterFrameQueryItem,
|
||||||
|
attributes: &FighterAttributes,
|
||||||
|
attack_script_assets: &FighterAttackScriptAssets,
|
||||||
) {
|
) {
|
||||||
let old_name = current.name();
|
let old_name = current.name();
|
||||||
let new_name = next.name();
|
let new_name = next.name();
|
||||||
|
|
||||||
current.on_exit(ctx);
|
current.on_exit(&mut frame.exit_context());
|
||||||
next.on_enter(ctx);
|
next.on_enter(&mut frame.enter_context(attributes, attack_script_assets));
|
||||||
*current = next;
|
*current = next;
|
||||||
info!("{} -> {}", old_name, new_name);
|
info!("{} -> {}", old_name, new_name);
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn state_interrupt_system(
|
pub fn state_interrupt_system(
|
||||||
mut query: Query<StatefulFighterQuery>,
|
mut query: Query<StatefulFighterQuery>,
|
||||||
stage_collision: Res<StageCollision>,
|
|
||||||
game_settings: Res<GameSettings>,
|
game_settings: Res<GameSettings>,
|
||||||
baked_animations: Res<Assets<BakedFighterAnimations>>,
|
baked_animations: Res<Assets<BakedFighterAnimations>>,
|
||||||
fighter_manifests: Res<Assets<FighterManifest>>,
|
fighter_manifests: Res<Assets<FighterManifest>>,
|
||||||
attack_scripts: Res<Assets<FighterAttackScript>>,
|
|
||||||
) {
|
) {
|
||||||
for fighter in &mut query {
|
for fighter in &mut query {
|
||||||
let StatefulFighterQueryItem {
|
let StatefulFighterQueryItem {
|
||||||
@@ -280,17 +385,9 @@ pub fn state_interrupt_system(
|
|||||||
mut pending_hit_reaction,
|
mut pending_hit_reaction,
|
||||||
mut hitstop,
|
mut hitstop,
|
||||||
} = fighter;
|
} = fighter;
|
||||||
let mut state_context = frame.context(
|
let manifest = fighter_manifests
|
||||||
&game_settings,
|
|
||||||
&stage_collision,
|
|
||||||
animations,
|
|
||||||
&baked_animations,
|
|
||||||
&attack_scripts,
|
|
||||||
attack_script_assets,
|
|
||||||
fighter_manifests
|
|
||||||
.get(&fighter.manifest)
|
.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() {
|
let new_state = if let Some(reaction) = pending_hit_reaction.take() {
|
||||||
hitstop.remaining_frames = *reaction.hitstop_frames;
|
hitstop.remaining_frames = *reaction.hitstop_frames;
|
||||||
@@ -322,11 +419,22 @@ pub fn state_interrupt_system(
|
|||||||
} else if hitstop.remaining_frames > 0 {
|
} else if hitstop.remaining_frames > 0 {
|
||||||
None
|
None
|
||||||
} else {
|
} 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 {
|
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(
|
pub fn state_collision_interrupt_system(
|
||||||
mut query: Query<StatefulFighterQuery>,
|
mut query: Query<StatefulFighterQuery>,
|
||||||
stage_collision: Res<StageCollision>,
|
stage_collision: Res<StageCollision>,
|
||||||
game_settings: Res<GameSettings>,
|
|
||||||
baked_animations: Res<Assets<BakedFighterAnimations>>,
|
|
||||||
fighter_manifests: Res<Assets<FighterManifest>>,
|
fighter_manifests: Res<Assets<FighterManifest>>,
|
||||||
attack_scripts: Res<Assets<FighterAttackScript>>,
|
|
||||||
) {
|
) {
|
||||||
for fighter in &mut query {
|
for fighter in &mut query {
|
||||||
let StatefulFighterQueryItem {
|
let StatefulFighterQueryItem {
|
||||||
mut state,
|
mut state,
|
||||||
mut frame,
|
mut frame,
|
||||||
animations,
|
|
||||||
fighter,
|
fighter,
|
||||||
attack_script_assets,
|
attack_script_assets,
|
||||||
hitstop,
|
hitstop,
|
||||||
..
|
..
|
||||||
} = fighter;
|
} = 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 {
|
if hitstop.remaining_frames > 0 {
|
||||||
continue;
|
continue;
|
||||||
}
|
}
|
||||||
|
|
||||||
if let Some(new_state) = state.check_collision_interrupt(&mut state_context) {
|
let manifest = fighter_manifests
|
||||||
transition_state(&mut state, new_state, &mut state_context);
|
.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 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::animation::AnimKind;
|
||||||
use crate::fighter::state::FighterState;
|
use crate::fighter::state::FighterState;
|
||||||
use crate::fighter::state::fall::FallState;
|
use crate::fighter::state::ground::GroundedStateCommon;
|
||||||
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
|
|
||||||
use crate::math::int::FGi32;
|
|
||||||
|
|
||||||
#[derive(Component, Debug, Clone, Hash)]
|
#[derive(Component, Debug, Clone, Hash)]
|
||||||
pub struct RunState {
|
pub struct RunState {
|
||||||
@@ -14,7 +15,7 @@ pub struct RunState {
|
|||||||
|
|
||||||
impl FighterStateImpl for RunState {
|
impl FighterStateImpl for RunState {
|
||||||
const NAME: &'static str = "Run";
|
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) =
|
if let Some(state) =
|
||||||
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
|
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);
|
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 last_frame = state_context.input.get_last_frame();
|
||||||
let (accel, target_vel) = state_context
|
let (accel, target_vel) = state_context
|
||||||
.fighter_manifest
|
.fighter_attributes
|
||||||
.attributes
|
.get_accel_and_target_dashrun(&last_frame, state_context.facing_direction.to_sign());
|
||||||
.get_accel_and_target_dashrun(&last_frame, FGi32::ONE);
|
|
||||||
let accel = ground::compute_ground_accel(
|
let accel = ground::compute_ground_accel(
|
||||||
accel,
|
accel,
|
||||||
target_vel,
|
target_vel,
|
||||||
state_context.velocity.x,
|
state_context.velocity.x,
|
||||||
&state_context.fighter_manifest.attributes,
|
state_context.fighter_attributes,
|
||||||
state_context.game_settings,
|
state_context.game_settings,
|
||||||
);
|
);
|
||||||
state_context.velocity.x += accel;
|
state_context.velocity.x += accel;
|
||||||
@@ -60,20 +60,14 @@ impl FighterStateImpl for RunState {
|
|||||||
|
|
||||||
fn check_collision_interrupt(
|
fn check_collision_interrupt(
|
||||||
&mut self,
|
&mut self,
|
||||||
state_context: &mut FighterStateContext,
|
state_context: &mut CollisionContext,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
if let GroundedMotionResult::InAir =
|
ground::collision_interrupt(state_context, &mut self.grounded_common, true)
|
||||||
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
|
|
||||||
{
|
|
||||||
Some(FighterState::Fall(FallState))
|
|
||||||
} else {
|
|
||||||
None
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn check_input(
|
pub fn check_input(
|
||||||
state_context: &FighterStateContext,
|
state_context: &InterruptContext,
|
||||||
ground_state_common: &GroundedStateCommon,
|
ground_state_common: &GroundedStateCommon,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
let input_frame = state_context.input.get_last_frame();
|
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::animation::AnimKind;
|
||||||
use crate::fighter::state::fall::FallState;
|
use crate::fighter::state::ground::{self, GroundedStateCommon};
|
||||||
use crate::fighter::state::ground::{self, GroundedMotionResult, GroundedStateCommon};
|
|
||||||
use crate::fighter::state::{FighterState, dash, jump, wait, walk};
|
use crate::fighter::state::{FighterState, dash, jump, wait, walk};
|
||||||
use crate::input::FighterCommands;
|
use crate::input::FighterCommands;
|
||||||
|
|
||||||
@@ -12,7 +11,7 @@ pub struct TurnState {
|
|||||||
|
|
||||||
impl FighterStateImpl for TurnState {
|
impl FighterStateImpl for TurnState {
|
||||||
const NAME: &'static str = "Turn";
|
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
|
// State chain that results in the turn completing
|
||||||
if state_context.get_current_animation_frame()
|
if state_context.get_current_animation_frame()
|
||||||
<= state_context
|
<= 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.play_animation(AnimKind::Turn, false);
|
||||||
*state_context.facing_direction = state_context.facing_direction.reverse();
|
*state_context.facing_direction = state_context.facing_direction.reverse();
|
||||||
}
|
}
|
||||||
|
|
||||||
fn update(&mut self, state_context: &mut super::FighterStateContext) {
|
fn update(&mut self, state_context: &mut UpdateContext) {
|
||||||
let friction = if state_context.velocity.x.abs()
|
ground::update_friction_motion(state_context);
|
||||||
> 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 check_collision_interrupt(
|
fn check_collision_interrupt(
|
||||||
&mut self,
|
&mut self,
|
||||||
state_context: &mut FighterStateContext,
|
state_context: &mut CollisionContext,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
if let GroundedMotionResult::InAir =
|
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
|
||||||
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
|
|
||||||
{
|
|
||||||
Some(FighterState::Fall(FallState))
|
|
||||||
} else {
|
|
||||||
None
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn check_input(
|
pub fn check_input(
|
||||||
state_context: &FighterStateContext,
|
state_context: &InterruptContext,
|
||||||
grounded_common: &GroundedStateCommon,
|
grounded_common: &GroundedStateCommon,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
let input_frame = state_context.input.get_last_frame();
|
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::animation::AnimKind;
|
||||||
use crate::fighter::state::FighterState;
|
use crate::fighter::state::FighterState;
|
||||||
use crate::fighter::state::fall::FallState;
|
use crate::fighter::state::ground::GroundedStateCommon;
|
||||||
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
|
|
||||||
|
|
||||||
#[derive(Debug, Clone, Hash)]
|
#[derive(Debug, Clone, Hash)]
|
||||||
pub struct WaitState {
|
pub struct WaitState {
|
||||||
@@ -11,7 +12,7 @@ pub struct WaitState {
|
|||||||
|
|
||||||
impl FighterStateImpl for WaitState {
|
impl FighterStateImpl for WaitState {
|
||||||
const NAME: &'static str = "Wait";
|
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) =
|
if let Some(state) =
|
||||||
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
|
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);
|
state_context.play_animation(AnimKind::Wait, true);
|
||||||
}
|
}
|
||||||
|
|
||||||
fn update(&mut self, state_context: &mut super::FighterStateContext) {
|
fn update(&mut self, state_context: &mut UpdateContext) {
|
||||||
let friction = if state_context.velocity.x.abs()
|
ground::update_friction_motion(state_context);
|
||||||
> 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 check_collision_interrupt(
|
fn check_collision_interrupt(
|
||||||
&mut self,
|
&mut self,
|
||||||
state_context: &mut FighterStateContext,
|
state_context: &mut CollisionContext,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
if let GroundedMotionResult::InAir =
|
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
|
||||||
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
|
|
||||||
{
|
|
||||||
Some(FighterState::Fall(FallState))
|
|
||||||
} else {
|
|
||||||
None
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn check_input(
|
pub fn check_input(
|
||||||
state_context: &FighterStateContext,
|
state_context: &InterruptContext,
|
||||||
ground_state_common: &GroundedStateCommon,
|
ground_state_common: &GroundedStateCommon,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
let input_frame = state_context.input.get_last_frame();
|
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::animation::AnimKind;
|
||||||
use crate::fighter::state::FighterState;
|
use crate::fighter::state::FighterState;
|
||||||
use crate::fighter::state::fall::FallState;
|
use crate::fighter::state::ground::GroundedStateCommon;
|
||||||
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
|
|
||||||
|
|
||||||
#[derive(Debug, Clone, Hash)]
|
#[derive(Debug, Clone, Hash)]
|
||||||
pub struct WalkState {
|
pub struct WalkState {
|
||||||
@@ -11,7 +13,7 @@ pub struct WalkState {
|
|||||||
|
|
||||||
impl FighterStateImpl for WalkState {
|
impl FighterStateImpl for WalkState {
|
||||||
const NAME: &'static str = "Walk";
|
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) =
|
if let Some(state) =
|
||||||
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
|
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))
|
.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);
|
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 last_frame = state_context.input.get_last_frame();
|
||||||
let (accel, target_vel) = state_context
|
let (accel, target_vel) = state_context
|
||||||
.fighter_manifest
|
.fighter_attributes
|
||||||
.attributes
|
|
||||||
.get_accel_and_target_walk(&last_frame);
|
.get_accel_and_target_walk(&last_frame);
|
||||||
|
|
||||||
let accel = ground::compute_ground_accel(
|
let accel = ground::compute_ground_accel(
|
||||||
accel,
|
accel,
|
||||||
target_vel,
|
target_vel,
|
||||||
state_context.velocity.x,
|
state_context.velocity.x,
|
||||||
&state_context.fighter_manifest.attributes,
|
state_context.fighter_attributes,
|
||||||
&state_context.game_settings,
|
&state_context.game_settings,
|
||||||
);
|
);
|
||||||
|
|
||||||
@@ -51,20 +52,14 @@ impl FighterStateImpl for WalkState {
|
|||||||
|
|
||||||
fn check_collision_interrupt(
|
fn check_collision_interrupt(
|
||||||
&mut self,
|
&mut self,
|
||||||
state_context: &mut FighterStateContext,
|
state_context: &mut CollisionContext,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
if let GroundedMotionResult::InAir =
|
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
|
||||||
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
|
|
||||||
{
|
|
||||||
Some(FighterState::Fall(FallState))
|
|
||||||
} else {
|
|
||||||
None
|
|
||||||
}
|
|
||||||
}
|
}
|
||||||
}
|
}
|
||||||
|
|
||||||
pub fn check_input(
|
pub fn check_input(
|
||||||
state_context: &FighterStateContext,
|
state_context: &InterruptContext,
|
||||||
ground_state_common: &GroundedStateCommon,
|
ground_state_common: &GroundedStateCommon,
|
||||||
) -> Option<FighterState> {
|
) -> Option<FighterState> {
|
||||||
let input_frame = state_context.input.get_last_frame();
|
let input_frame = state_context.input.get_last_frame();
|
||||||
|
|||||||
Reference in New Issue
Block a user