Compare commits

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Author SHA1 Message Date
EIREXE 90412fa80d Add the ability to pause singleplayer matches (#68)
CI / build-and-test (push) Successful in 1m54s
CI / production-build (push) Successful in 11m11s
Reviewed-on: #68
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-26 16:25:36 +00:00
EIREXE 94e292026e Fix fighter visuals after landing snap (#67)
CI / build-and-test (push) Successful in 1m47s
CI / production-build (push) Successful in 11m8s
## Summary

- Mark landing position corrections as presentation discontinuities.
- Render and frame fighters from the current position for the snap frame.
- Keep previous translation history unchanged for gameplay collision and attack logic.

Reviewed-on: #67
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-26 15:54:25 +00:00
EIREXE 62aa598324 Make triggers be bound to airdodge on non-gamecube controllers (#66)
CI / build-and-test (push) Successful in 1m51s
CI / production-build (push) Successful in 11m10s
Reviewed-on: #66
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-26 13:07:11 +00:00
EIREXE a58b5eeec7 Allow airborne fighters to pass through platforms while holding down (#65)
CI / build-and-test (push) Successful in 1m50s
CI / production-build (push) Canceled after 18s
## Summary
- Ignore soft-platform collision while an airborne fighter holds down.
- Preserve existing momentum and collision with solid floors.
- Add regression coverage for soft and solid platform behavior.

Reviewed-on: #65
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-26 12:07:38 +00:00
EIREXE 615872f29c Implement being able to drop through soft platforms (#64)
CI / build-and-test (push) Successful in 1m47s
CI / production-build (push) Successful in 10m53s
Reviewed-on: #64
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-26 10:38:51 +00:00
EIREXE 66a817cd05 Add mechanism to ignore platforms (#63)
CI / build-and-test (push) Successful in 1m30s
CI / production-build (push) Successful in 10m48s
Reviewed-on: #63
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-25 21:43:49 +00:00
EIREXE 946bbc4cbd Implement crouching (#62)
CI / build-and-test (push) Successful in 1m29s
CI / production-build (push) Successful in 10m48s
Reviewed-on: #62
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-25 18:14:09 +00:00
EIREXE b56b7b0421 Merge pull request 'Add shifting ECB based on bone positions (melee-like)' (#61) from ecb into master
CI / build-and-test (push) Successful in 1m32s
CI / production-build (push) Successful in 11m4s
Reviewed-on: #61
2026-09-25 14:42:54 +00:00
EIREXE 84e731fbc8 Fix various runtime shenanigans
CI / build-and-test (pull_request) Successful in 1m32s
CI / production-build (pull_request) Successful in 10m22s
2026-09-25 16:29:11 +02:00
EIREXE 65727ed04f Remove gizmo shenanigans 2026-09-25 16:00:21 +02:00
EIREXE 0cb81ec2e9 Add shifting ECB based on bone positions (melee-like)
CI / build-and-test (pull_request) Successful in 1m33s
CI / production-build (pull_request) Successful in 10m48s
2026-09-25 15:45:55 +02:00
EIREXE d521461625 Add authoritative fighter surface state (#60)
CI / build-and-test (push) Successful in 1m28s
CI / production-build (push) Successful in 11m59s
## Summary
- add a rollback-tracked `FighterSurfaceState` as the single source of truth for stage contact
- move active stage line ownership out of individual grounded fighter states
- update landing, airborne motion, ledge departure, hit reactions, and debug save states to maintain surface contact
- add tests for contact lifecycle, connected-segment traversal, and ledge departure

Reviewed-on: #60
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-25 10:45:27 +00:00
EIREXE 3daf8f2e21 Fix GameCube poll thread shutdown and error backoff (#55)
CI / build-and-test (push) Successful in 1m42s
CI / production-build (push) Successful in 10m57s
## Summary
- signal GameCube poll thread shutdown unconditionally when the snapshot is dropped
- retain and join the poll thread during resource cleanup
- add bounded, shutdown-aware backoff for recoverable parse and short-read errors
- add unit coverage for backoff capping and shutdown-aware waits

Fixes #25

Reviewed-on: #55
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-25 08:04:35 +00:00
EIREXE aea1cf35ff Merge pull request 'Fix debug UI not working at all' (#59) from ui_fix into master
CI / build-and-test (push) Successful in 1m37s
CI / production-build (push) Successful in 10m55s
Reviewed-on: #59
2026-09-24 20:56:45 +00:00
EIREXE 2e06cbb4b7 Fix debug UI not working at all
CI / build-and-test (pull_request) Successful in 1m30s
CI / production-build (pull_request) Successful in 10m51s
2026-09-24 22:29:34 +02:00
EIREXE 9a3a1383ff Pin Blender for CI asset processing (#58)
CI / production-build (push) Successful in 13m8s
CI / build-and-test (push) Successful in 1m31s
Reviewed-on: #58
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-24 14:45:37 +00:00
EIREXE 1ba29b817b Implement .blend asset processor (#56)
CI / build-and-test (push) Successful in 1m51s
CI / production-build (push) Successful in 12m11s
Reviewed-on: #56
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-24 10:47:19 +00:00
EIREXE 2874d496ee Integrate lore CI (#57)
CI / build-and-test (push) Canceled after 0s
CI / production-build (push) Canceled after 0s
Reviewed-on: #57
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-24 10:30:02 +00:00
EIREXE f7bb8cc345 Remove UI multi cam setup (#54)
CI / build-and-test (push) Successful in 1m19s
CI / production-build (push) Successful in 9m38s
Reviewed-on: #54
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-20 17:34:11 +00:00
EIREXE 85236c4e0f Optimize rollback hot paths (#53)
CI / build-and-test (push) Successful in 1m16s
CI / production-build (push) Successful in 9m36s
## Summary

Fixes #20.

- Reuse fighter animation scratch and output buffers across rollback frames.
- Select air-collision hits in one pass without candidate allocations or sorting.
- Index contiguous replay input frames directly and binary-search checksums.
- Add regression tests for buffer reuse and replay lookup/validation.

Reviewed-on: #53
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-20 12:41:13 +00:00
EIREXE bcf1e114ef Add script to debug fixed point numbers in lldb
CI / build-and-test (push) Successful in 1m33s
CI / production-build (push) Successful in 9m46s
2026-09-20 13:35:43 +02:00
EIREXE 15f07edaaf Add stocks UI (#52)
CI / build-and-test (push) Successful in 1m16s
CI / production-build (push) Successful in 9m38s
Reviewed-on: #52
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-20 11:34:45 +00:00
EIREXE 1276562890 Rename pending match to match config and add match state (#51)
CI / build-and-test (push) Successful in 1m17s
CI / production-build (push) Successful in 9m37s
Reviewed-on: #51
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-20 11:13:15 +00:00
EIREXE 769d82573a Build Windows executable in shared Steam depot (#50)
CI / build-and-test (push) Successful in 1m20s
CI / production-build (push) Successful in 9m36s
## Summary
- install the nightly Windows MSVC target and cargo-xwin in CI
- build the production Windows executable alongside Linux
- package both executables and only imported_assets in one Steam depot

Reviewed-on: #50
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-19 21:40:15 +00:00
EIREXE 9ba8697d57 Include missing battlefield icon
CI / build-and-test (push) Successful in 1m10s
CI / production-build (push) Successful in 5m5s
2026-09-19 21:54:33 +02:00
EIREXE 7d9b6aeafc Fix headless asset preprocessing hang (#49)
CI / build-and-test (push) Successful in 1m9s
CI / production-build (push) Successful in 5m23s
## Summary
- register Bevy's image loader explicitly in the headless asset processor
- use no GPU-compressed image formats because the processor has no render device
- allow PNG processing tasks to complete so `ProcessorState` reaches `Finished`

Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-19 19:07:39 +00:00
EIREXE ab6aec70c5 Fix processed RON assets being ignored (#48)
CI / build-and-test (push) Successful in 1m9s
CI / production-build (push) Canceled after 10m37s
## Summary
- share custom RON asset loaders between the game and asset processor
- register image, font, and glTF loaders in the headless processor
- prevent `game_settings.ron` and `game.stylesheet.ron` from receiving ignored processed metadata

Reviewed-on: #48
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-19 18:09:40 +00:00
EIREXE de5d8eb030 Deploy production Linux builds to Steam (#47)
CI / production-build (push) Successful in 5m15s
CI / build-and-test (push) Successful in 1m8s
## Summary
- package the production Linux binary and Bevy assets under `build/linux`
- generate Steam TOTP credentials in CI
- deploy app 3409670 to the Steam `master` branch using the latest commit hash as the build description
- restrict packaging and deployment to pushes on `master`, excluding pull requests and manual runs

Reviewed-on: #47
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-19 17:32:04 +00:00
EIREXE 0dc5d0392d Add production build pipeline (#46)
CI / build-and-test (push) Successful in 1m8s
CI / production-build (push) Successful in 4m39s
## Summary
- split development dynamic linking from production builds
- add headless processed-asset generation
- add a separate production CI cache and static Bevy/Rust linkage verification
- keep custom debug features enabled for production builds behind a feature gate

Reviewed-on: #46
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-19 17:04:18 +00:00
EIREXE 804e5e37e0 Implement damage UI, damage and stale moves. (#45)
CI / build-and-test (push) Successful in 1m30s
Reviewed-on: #45
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-19 15:40:44 +00:00
EIREXE 7269a1cb49 Implement fast falling (#44)
CI / build-and-test (push) Successful in 1m17s
Reviewed-on: #44
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-18 22:23:03 +00:00
EIREXE 9f51207f48 Implement directional influence (#43)
CI / build-and-test (push) Successful in 1m9s
Reviewed-on: #43
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-18 20:43:41 +00:00
EIREXE 2b5af49e15 Implement hitstop shake (#42)
CI / build-and-test (push) Successful in 1m22s
Reviewed-on: #42
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-18 11:56:53 +00:00
EIREXE b9f1a52bbc Specify ground to air transitions and thresholds (#41)
CI / build-and-test (push) Successful in 1m10s
Reviewed-on: #41
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-17 17:57:57 +00:00
EIREXE 0977de8457 Update gc-adapter-neo to 1.1.0 (#40)
CI / build-and-test (push) Successful in 1m7s
Fixes #33

Reviewed-on: #40
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-17 15:55:13 +00:00
EIREXE e1d2253af5 Implement direct P2P session scaffolding (#39)
CI / build-and-test (push) Successful in 1m10s
Closes #24

Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-17 15:04:39 +00:00
EIREXE 0454ca9e8a Split baked animation modules (#38)
CI / build-and-test (push) Successful in 1m15s
Fixes #19

Splits the baked animation implementation into focused fixed-transform, runtime, visual-binding, and asset-baking modules behind the existing public facade. Preserves public APIs, serialized field order, TypePath, plugin registration, schedules, and runtime behavior.

Reviewed-on: #38
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-17 14:03:09 +00:00
EIREXE 441e3d53b3 Fix Rust cache reuse for dynamic linking (#37)
CI / build-and-test (push) Successful in 1m46s
## Summary
- update rust-cache to v2.9.2, which preserves dynamic-linking target artifacts during cleanup
- rotate the cache prefix to invalidate the broken v1 cache

Reviewed-on: #37
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-17 08:55:52 +00:00
EIREXE ff78847512 Fix run direction not being taken into account when accelerating (Fixes #11) (#35)
CI / build-and-test (push) Successful in 10m58s
Reviewed-on: #35
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-16 19:17:40 +00:00
EIREXE ae8f7b5850 Deduplicate fighter state lifecycle policies (#36)
CI / build-and-test (push) Failing after 10m51s
Fixes #22

Extracts shared grounded collision/friction and airborne movement/landing policies while preserving state-specific behavior. Running fighters now pass `can_walk_off = true` so they can run off platform edges. Includes grounded and airborne hitstun call sites.

Reviewed-on: #36
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-16 18:30:53 +00:00
EIREXE 43ee6d8153 Make combat reaction state rollback-safe (#34)
CI / build-and-test (push) Successful in 13m10s
## Summary

- replace the per-fighter received-attack inbox with a typed rollback-registered pending-hit resource
- split combat reaction resolution into its own attack module
- remap entity references during rollback and include pending hits in debug save states

Fixes #21

Reviewed-on: #34
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-16 17:50:40 +00:00
EIREXE 352c6fcb6c Stop using manual hashing for dash state (#31)
CI / build-and-test (push) Successful in 11m2s
Reviewed-on: #31
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-15 20:21:28 +00:00
EIREXE 06d20c2d27 Fix Rust CI cache reuse (#32)
CI / build-and-test (push) Canceled after 42s
Reviewed-on: #32
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-15 20:21:15 +00:00
EIREXE b8b65e60e9 Spread state context architecture (Fixes #18) (#30)
CI / build-and-test (push) Canceled after 0s
Reviewed-on: #30
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-15 17:59:03 +00:00
EIREXE 43a04e9491 Add debug save states (#6)
CI / build-and-test (push) Canceled after 5m11s
Adds a one-slot in-memory debug save state. D-pad left stores the current single-player state and D-pad right restores it.

Reviewed-on: #6
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-15 17:11:27 +00:00
EIREXE cd9c39b70c Add debug frame stepping (#5)
CI / build-and-test (push) Successful in 24m23s
Reviewed-on: #5
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-14 20:03:47 +00:00
EIREXE 0d96a8aed8 Make warnings an error
CI / build-and-test (push) Failing after 15m6s
2026-09-14 18:25:15 +02:00
EIREXE cebf1148c2 Persist Rust CI cache (#4)
CI / build-and-test (push) Successful in 11m1s
## Summary

- Pin the nightly Rust toolchain used by CI
- Cache Cargo dependencies and build artifacts between Gitea Actions runs
- Share the Linux nightly cache across branches

Reviewed-on: #4
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-14 16:16:48 +00:00
EIREXE 088d594e97 Merge pull request 'Make debug menu usable with mouse and keyboard' (#2) from debug-menu-input into master
CI / build-and-test (push) Successful in 11m29s
Reviewed-on: #2
2026-09-14 13:32:42 +00:00
EIREXE 504f63be54 Add support for split .gltf and .bin files (#3)
CI / build-and-test (push) Canceled after 15s
Reviewed-on: #3
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-14 13:19:29 +00:00
96 changed files with 6145 additions and 84754 deletions
+1 -1
View File
@@ -1,7 +1,7 @@
# for Linux
[target.x86_64-unknown-linux-gnu]
linker = "clang"
rustflags = ["-C", "link-arg=-fuse-ld=/usr/bin/mold", "-Zshare-generics=y", ]
rustflags = ["-C", "link-arg=-fuse-ld=/usr/bin/mold", "-Zshare-generics=y", "-D", "warnings", ]
[unstable]
codegen-backend = true
+175 -2
View File
@@ -10,17 +10,45 @@ on:
jobs:
build-and-test:
runs-on: ubuntu-latest
timeout-minutes: 15
timeout-minutes: 30
steps:
- name: Check out source
uses: actions/checkout@v4
- name: Install Lore CLI
run: |
scripts/install-lore.sh "$RUNNER_TEMP/lore-bin"
echo "$RUNNER_TEMP/lore-bin" >> "$GITHUB_PATH"
- name: Select Lore asset branch
run: |
branch=main
if [[ "$GITHUB_EVENT_NAME" == pull_request ]]; then
branch="$(python3 -c 'import json, os; e=json.load(open(os.environ["GITHUB_EVENT_PATH"], encoding="utf-8")); p=e["pull_request"]; print(p["head"]["ref"] if p["head"]["repo"]["full_name"] == os.environ["GITHUB_REPOSITORY"] else "main")')"
fi
echo "LORE_BRANCH=$branch" >> "$GITHUB_ENV"
echo "Using Lore branch: $branch"
- name: Fetch assets from Lore
env:
LORE_CI_USERNAME: ${{ secrets.LORE_CI_USERNAME }}
LORE_CI_PASSWORD: ${{ secrets.LORE_CI_PASSWORD }}
LORE_AUTH_URL: https://auth.eirexe.moe
run: scripts/update-assets.sh "$LORE_BRANCH"
- name: Install Rust toolchain
run: |
curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | \
sh -s -- -y --profile minimal
echo "$HOME/.cargo/bin" >> "$GITHUB_PATH"
"$HOME/.cargo/bin/rustup" toolchain install nightly --profile minimal
"$HOME/.cargo/bin/rustup" toolchain install nightly-2026-09-14 --profile minimal
- name: Cache Rust dependencies and build artifacts
uses: Swatinem/rust-cache@6323deb102c322ba6fcbdcafc7e3dddab59af2b6 # v2.9.2
with:
prefix-key: v2-rust
shared-key: linux-nightly
cache-bin: false
- name: Install Linux dependencies
run: |
@@ -43,3 +71,148 @@ jobs:
- name: Run unit tests
run: cargo test --locked --lib -j 4
production-build:
runs-on: ubuntu-latest
timeout-minutes: 45
steps:
- name: Check out source
uses: actions/checkout@v4
- name: Install Lore CLI
run: |
scripts/install-lore.sh "$RUNNER_TEMP/lore-bin"
echo "$RUNNER_TEMP/lore-bin" >> "$GITHUB_PATH"
- name: Select Lore asset branch
run: |
branch=main
if [[ "$GITHUB_EVENT_NAME" == pull_request ]]; then
branch="$(python3 -c 'import json, os; e=json.load(open(os.environ["GITHUB_EVENT_PATH"], encoding="utf-8")); p=e["pull_request"]; print(p["head"]["ref"] if p["head"]["repo"]["full_name"] == os.environ["GITHUB_REPOSITORY"] else "main")')"
fi
echo "LORE_BRANCH=$branch" >> "$GITHUB_ENV"
echo "Using Lore branch: $branch"
- name: Fetch assets from Lore
env:
LORE_CI_USERNAME: ${{ secrets.LORE_CI_USERNAME }}
LORE_CI_PASSWORD: ${{ secrets.LORE_CI_PASSWORD }}
LORE_AUTH_URL: https://auth.eirexe.moe
run: scripts/update-assets.sh "$LORE_BRANCH"
- name: Install Rust toolchain
run: |
curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | \
sh -s -- -y --profile minimal
echo "$HOME/.cargo/bin" >> "$GITHUB_PATH"
"$HOME/.cargo/bin/rustup" toolchain install nightly-2026-09-14 --profile minimal
- name: Install Windows build tooling
run: |
"$HOME/.cargo/bin/rustup" target add x86_64-pc-windows-msvc --toolchain nightly-2026-09-14
"$HOME/.cargo/bin/cargo" install cargo-xwin --locked
- name: Cache production Rust dependencies and build artifacts
uses: Swatinem/rust-cache@6323deb102c322ba6fcbdcafc7e3dddab59af2b6 # v2.9.2
with:
prefix-key: v2-rust
shared-key: linux-nightly-production
cache-bin: false
- name: Install Linux dependencies
run: |
sudo apt-get update
sudo apt-get install --no-install-recommends -y \
clang-19 \
libasound2-dev \
libudev-dev \
libusb-1.0-0-dev \
libwayland-dev \
libx11-dev \
libxfixes3 \
libxi6 \
libxkbcommon-dev \
libxkbcommon-x11-0 \
blender \
lld-19 \
llvm-19 \
mesa-vulkan-drivers \
mold \
pkg-config
sudo update-alternatives --install /usr/bin/clang clang /usr/bin/clang-19 100
sudo update-alternatives --install /usr/bin/clang++ clang++ /usr/bin/clang++-19 100
echo "/usr/lib/llvm-19/bin" >> "$GITHUB_PATH"
rm -f "$HOME/.cache/cargo-xwin/clang-cl"
- name: Install pinned Blender
run: |
scripts/install-blender.sh "$RUNNER_TEMP/blender"
echo "BLENDER=$RUNNER_TEMP/blender/blender" >> "$GITHUB_ENV"
- name: Preprocess assets
run: cargo run --locked --bin process-assets --no-default-features --features debug_features -j 4
- name: Verify processed battlefield asset
run: |
python3 - <<'PY'
import json
import struct
path = "imported_assets/Default/stages/battlefield/bf2.blend"
with open(path, "rb") as asset:
header = asset.read(12)
if len(header) != 12:
raise SystemExit(f"processed asset is truncated: {path}")
magic, version, length = struct.unpack("<4sII", header)
if magic != b"glTF" or version != 2 or length != asset.seek(0, 2):
raise SystemExit(f"processed asset is not a valid GLB: {path}")
asset.seek(12)
json_length, chunk_type = struct.unpack("<II", asset.read(8))
if chunk_type != 0x4E4F534A:
raise SystemExit(f"processed asset has no JSON chunk: {path}")
document = json.loads(asset.read(json_length))
meshes = document.get("meshes", [])
if not meshes:
raise SystemExit(f"processed asset contains no meshes: {path}")
print(f"{path}: {len(meshes)} meshes, {length} bytes")
PY
- name: Build production binary
run: cargo build --locked --profile production --no-default-features --features debug_features -j 4
- name: Build Windows production binary
run: |
clang --version
cargo xwin build --locked --target x86_64-pc-windows-msvc --profile production --no-default-features --features debug_features -j 4 --bin shinespark
- name: Verify production binary is not Bevy/Rust dynamically linked
run: |
! readelf -d target/production/shinespark | grep -E 'libbevy_dylib|libstd-.*\.so'
- name: Package Linux Steam depot
if: github.event_name == 'push' && github.ref == 'refs/heads/master'
run: |
mkdir -p build/game
cp target/production/shinespark build/game/shinespark
cp target/x86_64-pc-windows-msvc/production/shinespark.exe build/game/shinespark.exe
cp -R imported_assets build/game/imported_assets
- if: github.event_name == 'push' && github.ref == 'refs/heads/master'
uses: CyberAndrii/steam-totp@v1
name: Generate Steam TOTP
id: steam-totp
with:
shared_secret: ${{ secrets.STEAM_SHARED_SECRET }}
- name: Deploy Linux build to Steam
if: github.event_name == 'push' && github.ref == 'refs/heads/master'
uses: game-ci/steam-deploy@v3
with:
username: ${{ secrets.STEAM_USERNAME }}
password: ${{ secrets.STEAM_PASSWORD }}
totp: ${{ steps.steam-totp.outputs.code }}
appId: 3409670
buildDescription: ${{ github.sha }}
rootPath: build
depot1Path: game
releaseBranch: master
+5
View File
@@ -1,6 +1,7 @@
/target
/.jackdaw
imported_assets
/assets/
# Local editor configuration
**/.vscode/
@@ -10,3 +11,7 @@ imported_assets
*_old.glb
/replay.json
*.replay.tmp
# Python debugger formatter tests
__pycache__/
*.pyc
Generated
+7 -118
View File
@@ -94,12 +94,6 @@ version = "2.0.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "320119579fcad9c21884f5c4861d16174d0e06250625266f50fe6898340abefa"
[[package]]
name = "adler32"
version = "1.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "aae1277d39aeec15cb388266ecc24b11c80469deae6067e17a1a7aa9e5c1f234"
[[package]]
name = "ahash"
version = "0.8.12"
@@ -2096,14 +2090,6 @@ dependencies = [
"thread_local",
]
[[package]]
name = "bevy_wind_waker_shader"
version = "0.6.0"
source = "git+https://github.com/lavaeater/bevy_wind_waker_shader.git#1b017c3ef6a4fbdaff115df9ec5ae4954b2fb6ba"
dependencies = [
"bevy",
]
[[package]]
name = "bevy_window"
version = "0.19.0"
@@ -2232,32 +2218,6 @@ dependencies = [
"varinteger",
]
[[package]]
name = "bitfields"
version = "3.0.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ca5a55e8cbc3b75d1f002a3b62261ab67954755f7e7866f079b8aa63a409b549"
dependencies = [
"bitfields-impl",
]
[[package]]
name = "bitfields-impl"
version = "3.0.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "797cb6b6e8d5e8c2ecbb5ef52b7c273596d58ce1ab79ef2a6c38fa8dca0817c5"
dependencies = [
"derive_more",
"getset",
"proc-macro2",
"quote",
"rustversion",
"strum",
"strum_macros",
"syn 2.0.119",
"thiserror 2.0.19",
]
[[package]]
name = "bitflags"
version = "1.3.2"
@@ -3242,16 +3202,6 @@ dependencies = [
"windows-sys 0.60.2",
]
[[package]]
name = "filetime"
version = "0.2.29"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5c287a33c7f0a620c38e641e7f60827713987b3c0f26e8ddc9462cc69cf75759"
dependencies = [
"cfg-if",
"libc",
]
[[package]]
name = "find-msvc-tools"
version = "0.1.9"
@@ -3468,9 +3418,9 @@ dependencies = [
[[package]]
name = "gc-adapter-neo"
version = "1.0.0"
version = "1.1.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "bd350c081bf33e501e9a5a11732294dfe266683d6b58a366b097146f3e633cb5"
checksum = "a8d3e10c6c4b928cb559f641765ebaa40f5f099bf51bc0227af7431859f8bd84"
dependencies = [
"binread",
"modular-bitfield",
@@ -3523,17 +3473,6 @@ dependencies = [
"wasm-bindgen",
]
[[package]]
name = "getset"
version = "0.1.7"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "6cf442baaabe4213ce7d1239afc26c039180b6456da2cededa316ae2c8a77a77"
dependencies = [
"proc-macro2",
"quote",
"syn 2.0.119",
]
[[package]]
name = "ggrs"
version = "0.13.0"
@@ -4311,26 +4250,6 @@ version = "0.2.189"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3eaf3ede3fee6db1a4c2ee091bf8a8b4dccdc6d17f656fb07896ee72867612f2"
[[package]]
name = "libflate"
version = "1.4.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "5ff4ae71b685bbad2f2f391fe74f6b7659a34871c08b210fdc039e43bee07d18"
dependencies = [
"adler32",
"crc32fast",
"libflate_lz77",
]
[[package]]
name = "libflate_lz77"
version = "1.2.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "a52d3a8bfc85f250440e4424db7d857e241a3aebbbe301f3eb606ab15c39acbf"
dependencies = [
"rle-decode-fast",
]
[[package]]
name = "libloading"
version = "0.8.9"
@@ -4371,15 +4290,13 @@ dependencies = [
[[package]]
name = "libusb1-sys"
version = "0.4.4"
version = "0.7.0"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "be241693102a24766d0b8526c8988771edac2842630d7e730f8e9fbc014f3703"
checksum = "da050ade7ac4ff1ba5379af847a10a10a8e284181e060105bf8d86960ce9ce0f"
dependencies = [
"cc",
"libc",
"libflate",
"pkg-config",
"tar",
"vcpkg",
]
@@ -5885,12 +5802,6 @@ dependencies = [
"syn 2.0.119",
]
[[package]]
name = "rle-decode-fast"
version = "1.0.3"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3582f63211428f83597b51b2ddb88e2a91a9d52d12831f9d08f5e624e8977422"
[[package]]
name = "robust"
version = "1.2.0"
@@ -5961,9 +5872,9 @@ dependencies = [
[[package]]
name = "rusb"
version = "0.6.5"
version = "0.9.4"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "f6f32cd45962594f9f8cd4547b5757132715600e2c8840aa9ccd3d1a9ed6fdc6"
checksum = "ab9f9ff05b63a786553a4c02943b74b34a988448671001e9a27e2f0565cc05a4"
dependencies = [
"libc",
"libusb1-sys",
@@ -6170,9 +6081,8 @@ dependencies = [
"bevy_asset_loader",
"bevy_egui",
"bevy_ggrs",
"bevy_wind_waker_shader",
"bincode",
"bitfields",
"blake3",
"clap",
"enum_cycling",
"enum_cycling_derive",
@@ -6542,17 +6452,6 @@ dependencies = [
"slotmap",
]
[[package]]
name = "tar"
version = "0.4.46"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "3f6221d9a6003c78398e3b239969f352578258df48c8eb051caadae0015bc840"
dependencies = [
"filetime",
"libc",
"xattr",
]
[[package]]
name = "termcolor"
version = "1.4.1"
@@ -7958,16 +7857,6 @@ version = "0.13.2"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "ea6fc2961e4ef194dcbfe56bb845534d0dc8098940c7e5c012a258bfec6701bd"
[[package]]
name = "xattr"
version = "1.6.1"
source = "registry+https://github.com/rust-lang/crates.io-index"
checksum = "32e45ad4206f6d2479085147f02bc2ef834ac85886624a23575ae137c8aa8156"
dependencies = [
"libc",
"rustix 1.1.4",
]
[[package]]
name = "xcursor"
version = "0.3.11"
+14 -4
View File
@@ -6,11 +6,17 @@ authors = [""]
[workspace]
[features]
default = ["development", "debug_features"]
development = ["bevy/dynamic_linking", "bevy/file_watcher"]
debug_features = ["bevy/free_camera"]
[dependencies]
bevy = { version = "0.19", features = ["asset_processor", "basis-universal", "dynamic_linking", "free_camera", "file_watcher", "bevy_settings"] }
bevy = { version = "0.19", features = ["asset_processor", "basis-universal", "compressed_image_saver", "bevy_settings"] }
# Loads the scenes you author in the editor (assets/*.bsn) and builds
# physics colliders from them. An ordinary dependency; remove it if you
# stop using authored scenes.
blake3 = { version = "1.8.5", features = [ "pure" ] }
thiserror = "2"
avian3d = "0.7"
arrayvec = "0.7.8"
@@ -22,15 +28,13 @@ serde_json = "1.0.145"
bincode = "1.3.3"
gltf = "1.4.1"
ron = "0.12.0"
bitfields = "3.0.0"
clap = { version = "4.6.6", features = ["derive"] }
bevy_wind_waker_shader = { git = "https://github.com/lavaeater/bevy_wind_waker_shader.git" }
fixed = { version = "1.31.0", features = ["serde", "serde-str"] }
strum = "0.28.0"
strum_macros = "0.28.0"
bevy_asset_loader = "0.27.0"
ron_asset_manager = "0.9.0"
gc-adapter-neo = { version = "1.0.0", features = ["libusb"] }
gc-adapter-neo = { version = "1.1.1", features = ["libusb"] }
rhai = "1.26.0"
enum_cycling = "0.2.1"
enum_cycling_derive = "0.2.1"
@@ -39,3 +43,9 @@ fixed_math = "0.4.1"
# Enable a large amount of optimization in the dev profile for dependencies.
[profile.dev.package."*"]
opt-level = 3
[profile.production]
inherits = "release"
lto = "thin"
codegen-units = 1
strip = "symbols"
+48 -10
View File
@@ -1,12 +1,50 @@
# Game Test
# Shinespark
A Bevy game, editable in the [jackdaw](https://github.com/jbuehler23/jackdaw) editor.
Fancy heavily advanced platform fighting game
- `cargo run` plays the game standalone; no editor required.
- Open the folder in jackdaw to author scenes, then hit Play. The
editor builds its own artifacts into `.jackdaw/` (gitignored) and
never modifies your manifest or lockfile.
- Gameplay lives in `src/lib.rs` (`GamePlugin`); authored scenes live
in `assets/*.bsn`.
- Components you derive `Reflect` on appear in the editor's inspector
automatically; no registration code is needed.
## Debugging fixed-point values with lldb
If using CodeLLDB:
```json
"preRunCommands": [
"command script import ${workspaceFolder}/tools/lldb_fixed.py"
]
```
## Direct P2P Debugging
```text
# Process 1 owns player 0 and listens on 7000.
cargo run -- --debug-match --players 2 --local-port 7000 \
--net-player 0=local --net-player 1=127.0.0.1:7001
# Process 2 owns player 1 and listens on 7001.
cargo run -- --debug-match --players 2 --local-port 7001 \
--net-player 0=127.0.0.1:7000 --net-player 1=local
```
## Production Build
```sh
cargo run --locked \
--bin process-assets --no-default-features --features debug_features
cargo build --locked \
--profile production --no-default-features --features debug_features
```
## Assets
Game assets are managed in Lore rather than Git. Install the Lore CLI, then
bootstrap or update the local checkout with:
```sh
scripts/install-lore.sh
scripts/update-assets.sh
```
The default Lore branch is `main`; pass another branch explicitly when testing
coordinated code and asset changes:
```sh
scripts/update-assets.sh my-feature-branch
```
Binary file not shown.

Before

Width:  |  Height:  |  Size: 31 KiB

@@ -1,12 +0,0 @@
frame(4);
hitbox(0,
"hand_l",
damage("5.0"),
vec3("0.0", "0.0", "0.0"),
fg32("5.0"),
angle_sakurai(),
knockback_normal(),
knockback("10.0"),
fg32("1.0")
);
frame(8);
@@ -1,12 +0,0 @@
frame(3);
hitbox(0,
"hand_l",
damage("5.0"),
vec3("0.0", "0.0", "0.0"),
fg32("5.0"),
angle(fg32("45.0")),
knockback_normal(),
knockback("18.0"),
fg32("140.0")
);
frame(8);
@@ -1,13 +0,0 @@
frame(9);
hitbox(0,
"hand_l",
damage("5.0"),
vec3("1.0", "0.0", "0.0"),
fg32("7.0"),
angle_sakurai(),
knockback_normal(),
knockback("10.0"),
fg32("1.0")
);
frame(15);
-218
View File
@@ -1,218 +0,0 @@
(
id: TestFighter,
model_path: "fighters/test/test_fighter.gltf",
model_scale: "10.0",
baked_animation_path: "fighters/test/test.fighterbake",
icon: (
path: "fighters/test/icon.png",
),
attributes: (
base_walk_accel: "0.1",
stick_walk_accel: "0.16",
max_walk_vel: "1.0",
ground_friction: "0.1",
dash_acceleration_duration: 13,
dash_duration: 24,
base_dash_accel: "0.1",
stick_dash_accel: "0.05",
max_dash_vel: "2.0",
short_hop_vertical_velocity: "1.45",
full_jump_vertical_velocity: "2.0",
jump_horizontal_velocity: "0.6",
air_jump_horizontal_velocity: "0.96",
air_jump_multiplier: "1.0",
dash_initial_velocity: "1.4",
terminal_velocity: "1.6",
gravity: "0.084",
weight: "100.0",
jumpsquat_duration: 5,
landing_iasa: 4,
landing_duration: 30,
max_air_horizontal_velocity: "2.5",
air_drift_max: "1.0",
air_acceleration_base: "0.03",
air_acceleration_stick: "0.01",
air_friction: "0.01",
air_dodge_duration: 49,
air_dodge_velocity: "2.790",
air_dodge_decay: "0.9",
ecb_vertical_midpoint_offset: "0.0"
),
camera: (
vertical_origin_offset: "8.0",
forward_extent: "25.5",
backward_extent: "8.5",
upward_extent: "15.0",
downward_extent: "5.0",
visibility_radius: "5.0",
),
animations: {
Wait: "Idle_Loop_Game",
Walk: "Walk_Loop_IK_Game",
Run: "Run_Game",
Dash: "Dash_Game",
JumpSquat: "Jump_Squat_Game",
JumpForward: "Jump_Start_IK_Game",
JumpBack: "JumpB_Game",
LandingSpecial: "SpecialLand_Game",
Landing: "Jump_Land_Game",
AirDodge: "Idle_Loop_Game",
DoubleJumpForward: "Jump_Start_IK_Game",
DoubleJumpBack: "JumpB_Game",
Fall: "Fall_Loop_Game",
Turn: "Turn_Game",
FlinchGround: "Air_Hit_Game",
FlinchAir: "Air_Hit_Game",
AttackJab1: "Punch_Jab_Game",
AttackUpTilt: "Idle_Loop_Game",
AttackForwardTilt: "Idle_Loop_Game",
AttackDownTilt: "Idle_Loop_Game"
},
attack_scripts: {
NeutralAir: "fighters/test/scripts/fair.attack.rhai",
Jab: "fighters/test/scripts/jab.attack.rhai",
UpTilt: "fighters/test/scripts/uptilt.attack.rhai",
ForwardTilt: "fighters/test/scripts/uptilt.attack.rhai",
DownTilt: "fighters/test/scripts/uptilt.attack.rhai",
},
hurtboxes: [
// center one
(
bone: "spine_01",
offset: (x: "0.0", y: "0.0", z: "0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.05",
radius: "0.15"
),
(
bone: "spine_03",
offset: (x: "0.0", y: "0.0", z: "0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.05",
radius: "0.15"
),
(
bone: "Head",
offset: (x: "0.0", y: "0.125", z: "0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.05",
radius: "0.1"
),
(
bone: "thigh_r",
offset: (x: "0.0", y: "0.15", z: "-0.01"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.2",
radius: "0.07"
),
(
bone: "thigh_l",
offset: (x: "0.0", y: "0.15", z: "-0.01"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.2",
radius: "0.07"
),
(
bone: "calf_l",
offset: (x: "0.0", y: "0.15", z: "-0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.2",
radius: "0.05"
),
(
bone: "calf_r",
offset: (x: "0.0", y: "0.15", z: "-0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.2",
radius: "0.05"
),
(
bone: "foot_r",
offset: (x: "0.0", y: "0.1", z: "0.01"),
rotation: FGVec3(x: "-25.0", y: "0.0", z: "0.0"),
half_length: "0.1",
radius: "0.04"
),
(
bone: "foot_l",
offset: (x: "0.0", y: "0.1", z: "0.01"),
rotation: FGVec3(x: "-25.0", y: "0.0", z: "0.0"),
half_length: "0.1",
radius: "0.04"
),
(
bone: "upperarm_l",
offset: (x: "0.0", y: "0.09", z: "-0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.125",
radius: "0.05"
),
(
bone: "lowerarm_l",
offset: (x: "0.0", y: "0.12", z: "-0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.115",
radius: "0.04"
),
(
bone: "hand_l",
offset: (x: "0.0", y: "0.05", z: "-0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.01",
radius: "0.04"
),
(
bone: "upperarm_r",
offset: (x: "0.0", y: "0.09", z: "-0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.125",
radius: "0.05"
),
(
bone: "lowerarm_r",
offset: (x: "0.0", y: "0.12", z: "-0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.115",
radius: "0.04"
),
(
bone: "hand_r",
offset: (x: "0.0", y: "0.05", z: "-0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.01",
radius: "0.04"
),
/*(
bone: "RFootJA",
offset: (x: "0.0", y: "0.5", z: "0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "90.0"),
half_length: "0.5",
radius: "1.0"
),
(
bone: "JOBJ_47",
offset: (x: "0.0", y: "0.0", z: "0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "90.0"),
half_length: "0.5",
radius: "1.0"
),
(
bone: "LFootJA",
offset: (x: "0.0", y: "0.5", z: "0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "90.0"),
half_length: "0.5",
radius: "1.0"
),
(
bone: "JOBJ_41",
offset: (x: "0.0", y: "0.0", z: "0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "90.0"),
half_length: "0.5",
radius: "1.0"
),*/
]
)
-3
View File
@@ -1,3 +0,0 @@
(
manifest_path: "fighters/test/test.fighter.ron",
)
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-128
View File
@@ -1,128 +0,0 @@
(
cursor: (
path: "ui/textures/cursor.png",
sampling: Nearest
),
css_token: (
path: "ui/textures/fighter_select_token.png",
sampling: Linear
),
player_colors: [
Srgba((red: 0.780, green: 0.420, blue: 0.933, alpha: 1.000)),
Srgba((red: 0.843, green: 0.227, blue: 0.204, alpha: 1.000)),
Srgba((red: 0.333, green: 0.804, blue: 0.078, alpha: 1.000)),
Srgba((red: 0.075, green: 0.376, blue: 0.416, alpha: 1.000)),
Srgba((red: 0.682, green: 0.878, blue: 0.914, alpha: 1.000))
],
button_styles: {
MainMenu: (
focus_outline_width_px: 4,
focus_outline_offset_px: 2,
focus_outline_color: Srgba((red: 1.0, green: 1.0, blue: 0.0, alpha: 1.0)),
normal: (
background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
border_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (),
),
press: (
background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
border_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (),
),
hover: (
background_color: Srgba((red: 0.0, green: 1.0, blue: 0.0, alpha: 1.0)),
border_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (),
)
),
CharacterSelectCharacter: (
focus_outline_width_px: 10,
focus_outline_offset_px: 5,
focus_outline_color: Srgba((red: 1.0, green: 1.0, blue: 0.0, alpha: 1.0)),
normal: (
background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (),
border_size: 10,
),
press: (
background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (),
),
hover: (
background_color: Srgba((red: 0.0, green: 1.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (),
)
),
CharacterSelectStartBanner: (
focus_outline_width_px: 10,
focus_outline_offset_px: 5,
focus_outline_color: Srgba((red: 1.0, green: 1.0, blue: 0.0, alpha: 1.0)),
normal: (
background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (),
),
press: (
background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (),
),
hover: (
background_color: Srgba((red: 0.0, green: 1.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (),
)
),
StageSelectIcon: (
focus_outline_width_px: 4,
focus_outline_offset_px: 2,
focus_outline_color: Srgba((red: 1.0, green: 1.0, blue: 0.0, alpha: 1.0)),
normal: (
border_color: Srgba((red: 1.0, green: 1.0, blue: 0.0, alpha: 1.0)),
background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 0.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
border_size: 10,
border_radius: 40.0,
box_shadow: (
spread_radius: 5.0,
blur_radius: 5.0,
offset_px_y: 10,
offset_px_x: 10,
color: Srgba((red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0))
),
),
press: (
background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
border_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
border_radius: 40.0,
border_size: 10,
box_shadow: (
spread_radius: 5.0,
offset_px_y: 10,
offset_px_x: 10,
color: Srgba((red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0))
),
),
hover: (
background_color: Srgba((red: 0.0, green: 1.0, blue: 0.0, alpha: 1.0)),
border_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
border_radius: 40.0,
border_size: 10,
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (
spread_radius: 5.0,
offset_px_y: 10,
offset_px_x: 10,
color: Srgba((red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0))
),
)
),
}
)
-28
View File
@@ -1,28 +0,0 @@
(
input_common: (
stick_deadzone: "0.275",
trigger_deadzone: "0.3",
smash_input_reset_axis_threshold: "0.25",
smash_input_axis_threshold: "0.8",
run_stick_threshold: "0.625",
smash_input_frame_threshold: 3,
input_buffer_size: 3,
turn_into_dashback_window: 2,
),
fighter_common: (
walk_speed_ease: "0.5",
ground_max_horizontal_velocity: "3.0",
ground_friction_over_walk_speed_multiplier: "2.0",
knockback_stacking_window: 2,
knockback_decay_per_frame: "0.051",
knockback_launch_velocity_multiplier: "0.03",
hitstun_frames_per_unit_knockback: "0.4",
),
stage_manifest_paths: [
"stages/battlefield/test.stage.ron"
],
fighter_manifest_paths: [
"fighters/test/test.fighter.ron"
]
)
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-139
View File
@@ -1,139 +0,0 @@
(
id: TestStage,
model_path: "stages/battlefield/battlefield.glb#Scene0",
icon: (
path: "stages/battlefield/icon.png"
),
// Battlefield
/*camera: (
left: -200.0,
right: 200.0,
bottom: -59.0,
top: 170.0,
origin: (0.0, 44.0),
vertical_fov_degrees: 30.0,
min_depth: 83.0,
max_depth: 1000.0,
subject_scale: 1.5,
fighter_forward_extent_scale: 1.5,
tracking_smoothness: 1.8,
vertical_pan_degrees: -10.0,
horizontal_pan_degrees_per_unit: 0.1,
vertical_pan_degrees_per_unit: 0.1,
max_horizontal_pan_degrees: 17.5,
max_upward_pan_degrees: 5.0,
max_downward_pan_degrees: 7.0,
),*/
// Yoshi's story
/*camera: (
left: -180.0,
right: 179.0,
bottom: -71.0,
top: 169.0,
origin: (0.0, 44.0),
vertical_fov_degrees: 20.0,
min_depth: 100.0,
max_depth: 1000.0,
subject_scale: 1.0,
fighter_forward_extent_scale: 1.0,
tracking_smoothness: 1.0,
vertical_pan_degrees: -10.0,
horizontal_pan_degrees_per_unit: 0.05,
vertical_pan_degrees_per_unit: 0.15,
max_horizontal_pan_degrees: 17.5,
max_upward_pan_degrees: 5.0,
max_downward_pan_degrees: 7.0,
),*/
camera: (
left: -180.0,
right: 179.0,
bottom: -71.0,
top: 169.0,
origin: (0.0, 44.0),
vertical_fov_degrees: 20.0,
min_depth: 100.0,
max_depth: 1000.0,
subject_scale: 1.5,
fighter_forward_extent_scale: 1.0,
tracking_smoothness: 1.0,
vertical_pan_degrees: -10.0,
horizontal_pan_degrees_per_unit: 0.05,
vertical_pan_degrees_per_unit: 0.15,
max_horizontal_pan_degrees: 17.5,
max_upward_pan_degrees: 5.0,
max_downward_pan_degrees: 7.0,
),
polygons: [
(
poly_type: Platform,
lines: [
(
(x: "-20.0", y: "47.0"),
Floor
),
(
(x: "20.0", y: "47.0"),
Floor
)
]
),
(
poly_type: Platform,
lines: [
(
(x: "-65.0", y: "24.0"),
Floor
),
(
(x: "-25.0", y: "24.0"),
Floor
)
]
),
(
poly_type: Platform,
lines: [
(
(x: "25.0", y: "24.0"),
Floor
),
(
(x: "65.0", y: "24.0"),
Floor
)
]
),
(
poly_type: Closed,
lines: [
(
(x: "-68.0", y: "-3.0"),
Wall
),
(
(x: "-68.0", y: "0.0"),
Floor,
),
(
(x: "0.0", y: "0.0"),
Floor
),
(
(x: "68", y: "0.0"),
Wall
),
(
(x: "68.0", y: "-3.0"),
Ceiling
),
(
(x: "0.0", y: "-15.0"),
Ceiling
),
]
)
]
)
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@@ -1,77 +0,0 @@
<?xml version="1.0" encoding="UTF-8" standalone="no"?>
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<svg
width="128"
height="128"
viewBox="0 0 33.866666 33.866666"
version="1.1"
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inkscape:version="1.4.4 (dcaf3e7d9e, 2026-05-05)"
sodipodi:docname="cursor.svg"
xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
xmlns:xlink="http://www.w3.org/1999/xlink"
xmlns="http://www.w3.org/2000/svg"
xmlns:svg="http://www.w3.org/2000/svg">
<sodipodi:namedview
id="namedview1"
pagecolor="#000000"
bordercolor="#000000"
borderopacity="0.25"
inkscape:showpageshadow="2"
inkscape:pageopacity="0.0"
inkscape:pagecheckerboard="0"
inkscape:deskcolor="#d1d1d1"
inkscape:document-units="mm"
inkscape:zoom="5.6568542"
inkscape:cx="8.6620581"
inkscape:cy="67.086756"
inkscape:window-width="2560"
inkscape:window-height="1006"
inkscape:window-x="0"
inkscape:window-y="0"
inkscape:window-maximized="1"
inkscape:current-layer="layer1" />
<defs
id="defs1">
<linearGradient
id="linearGradient1"
inkscape:collect="always">
<stop
style="stop-color:#949494;stop-opacity:1;"
offset="0"
id="stop1" />
<stop
style="stop-color:#6c6c6c;stop-opacity:1;"
offset="0.77473962"
id="stop3" />
<stop
style="stop-color:#9f9f9f;stop-opacity:1;"
offset="1"
id="stop2" />
</linearGradient>
<radialGradient
inkscape:collect="always"
xlink:href="#linearGradient1"
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cx="16.933332"
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r="12.733072"
gradientUnits="userSpaceOnUse"
gradientTransform="matrix(1.2093771,0,0,1.2093771,-3.5454518,-3.5454518)" />
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<g
inkscape:label="Capa 1"
inkscape:groupmode="layer"
id="layer1">
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style="fill:url(#radialGradient2);stroke-width:0.319981"
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+8
View File
@@ -0,0 +1,8 @@
#!/bin/bash
FIRST="cargo run -- --debug-match --players 2 --local-port 7000 \
--net-player 0=local --net-player 1=127.0.0.1:7001"
SECOND="cargo run -- --debug-match --players 2 --local-port 7001 \
--net-player 0=127.0.0.1:7000 --net-player 1=local"
(trap 'kill 0' SIGINT; $FIRST & $SECOND)
+1 -1
View File
@@ -1,2 +1,2 @@
[toolchain]
channel = "nightly"
channel = "nightly-2026-09-14"
+30
View File
@@ -0,0 +1,30 @@
#!/usr/bin/env bash
set -euo pipefail
version="5.2.2"
sha256="84098912789dc450e95697c4184fb8a90acbe5111c2ba4aede3fecb57806a168"
install_dir="${1:-${BLENDER_INSTALL_DIR:-${HOME}/.local/blender-${version}}}"
if [[ "$(uname -s)" != Linux || "$(uname -m)" != x86_64 ]]; then
echo "error: this installer currently supports Linux x86_64 only" >&2
exit 1
fi
if [[ -x "$install_dir/blender" ]]; then
"$install_dir/blender" --version | head -n 1
exit 0
fi
mkdir -p "$(dirname "$install_dir")"
tmp_dir="$(mktemp -d)"
trap 'rm -rf "$tmp_dir"' EXIT
archive="blender-${version}-linux-x64.tar.xz"
url="https://download.blender.org/release/Blender5.2/${archive}"
curl --fail --location --silent --show-error --output "$tmp_dir/$archive" "$url"
printf '%s %s\n' "$sha256" "$tmp_dir/$archive" | sha256sum --check --status
tar --extract --xz --file "$tmp_dir/$archive" --directory "$tmp_dir"
mv "$tmp_dir/blender-${version}-linux-x64" "$install_dir"
"$install_dir/blender" --version | head -n 1
+31
View File
@@ -0,0 +1,31 @@
#!/usr/bin/env bash
set -euo pipefail
version="v0.10.0"
sha256="0d1633b71e44081c6a3ca57ad5be3df7a9563698827638838939c3c832e87351"
install_dir="${1:-${LORE_INSTALL_DIR:-${HOME}/.local/bin}}"
if [[ "$(uname -s)" != Linux || "$(uname -m)" != x86_64 ]]; then
echo "error: this installer currently supports Linux x86_64 only" >&2
exit 1
fi
mkdir -p "$install_dir"
tmp_dir="$(mktemp -d)"
trap 'rm -rf "$tmp_dir"' EXIT
archive="lore-${version}-x86_64-unknown-linux-gnu.tar.gz"
url="https://github.com/EpicGames/lore/releases/download/${version}/${archive}"
curl --fail --location --silent --show-error --output "$tmp_dir/$archive" "$url"
printf '%s %s\n' "$sha256" "$tmp_dir/$archive" | sha256sum --check --status
tar --extract --gzip --file "$tmp_dir/$archive" --directory "$tmp_dir"
binary="$(find "$tmp_dir" -type f -name lore -print -quit)"
if [[ -z "$binary" ]]; then
echo "error: Lore archive did not contain a lore binary" >&2
exit 1
fi
install -m 0755 "$binary" "$install_dir/lore"
"$install_dir/lore" --version
+111
View File
@@ -0,0 +1,111 @@
#!/usr/bin/env bash
set -euo pipefail
readonly lore_url="${LORE_REPOSITORY_URL:-lore://lore.eirexe.moe/shinespark}"
readonly default_branch="${LORE_DEFAULT_BRANCH:-main}"
readonly assets_dir="${LORE_ASSETS_DIR:-assets}"
branch="${1:-${LORE_BRANCH:-$default_branch}}"
case "$branch" in
""|*[!A-Za-z0-9._/-]*)
echo "error: invalid Lore branch name: $branch" >&2
exit 2
;;
esac
if [[ -n "${LORE_IDENTITY_TOKEN:-}" ]]; then
lore_args=(--identity-token "$LORE_IDENTITY_TOKEN")
elif [[ -n "${LORE_CI_USERNAME:-}" || -n "${LORE_CI_PASSWORD:-}" ]]; then
if [[ -z "${LORE_CI_USERNAME:-}" || -z "${LORE_CI_PASSWORD:-}" ]]; then
echo "error: LORE_CI_USERNAME and LORE_CI_PASSWORD must be provided together" >&2
exit 2
fi
: "${LORE_AUTH_URL:=https://auth.eirexe.moe}"
export LORE_AUTH_URL
token="$(python3 - <<'PY'
import json
import os
import sys
import urllib.error
import urllib.request
request = urllib.request.Request(
os.environ["LORE_AUTH_URL"].rstrip("/") + "/auth/login",
data=json.dumps({
"username": os.environ["LORE_CI_USERNAME"],
"password": os.environ["LORE_CI_PASSWORD"],
}).encode(),
headers={"Content-Type": "application/json"},
method="POST",
)
try:
with urllib.request.urlopen(request) as response:
payload = json.load(response)
except urllib.error.HTTPError as error:
print(f"Lore authentication failed with HTTP {error.code}", file=sys.stderr)
sys.exit(1)
token = payload.get("token")
if not isinstance(token, str) or not token:
print("Lore authentication response did not contain a token", file=sys.stderr)
sys.exit(1)
print(token)
PY
)"
if [[ -n "${GITHUB_ENV:-}" ]]; then
echo "::add-mask::$token"
fi
lore_args=(--identity-token "$token")
else
lore_args=()
fi
if [[ -e "$assets_dir" && ! -d "$assets_dir" ]]; then
echo "error: $assets_dir exists but is not a directory" >&2
exit 1
fi
if [[ -d "$assets_dir/.lore" ]]; then
if ! lore "${lore_args[@]}" --repository "$assets_dir" repository info >/dev/null; then
echo "error: $assets_dir is not a usable Lore checkout" >&2
exit 1
fi
if ! lore "${lore_args[@]}" --repository "$assets_dir" branch list --no-pager \
| grep -Fqx " $branch"; then
if [[ "$branch" != "$default_branch" ]]; then
echo "warning: Lore branch does not exist: $branch; using $default_branch" >&2
branch="$default_branch"
else
echo "error: Lore branch does not exist: $branch" >&2
exit 1
fi
fi
lore "${lore_args[@]}" --repository "$assets_dir" sync "$branch@LATEST"
exit 0
fi
if [[ -d "$assets_dir" && -n "$(find "$assets_dir" -mindepth 1 -maxdepth 1 -print -quit)" ]]; then
echo "error: refusing to overwrite non-Lore directory: $assets_dir" >&2
exit 1
fi
metadata_dir="$(mktemp -d)"
trap 'rm -rf "$metadata_dir"' EXIT
lore "${lore_args[@]}" --non-interactive clone --bare "$lore_url" "$metadata_dir"
if ! lore "${lore_args[@]}" --repository "$metadata_dir" branch list --no-pager \
| grep -Fqx " $branch"; then
if [[ "$branch" != "$default_branch" ]]; then
echo "warning: Lore branch does not exist: $branch; using $default_branch" >&2
branch="$default_branch"
else
echo "error: Lore branch does not exist: $branch" >&2
echo "available branches:" >&2
lore "${lore_args[@]}" --repository "$metadata_dir" branch list --no-pager >&2
exit 1
fi
fi
rm -rf "$assets_dir"
lore "${lore_args[@]}" --non-interactive clone --branch "$branch" "$lore_url" "$assets_dir"
lore "${lore_args[@]}" --repository "$assets_dir" status --revision-only --no-pager
+45
View File
@@ -1,5 +1,6 @@
use bevy::prelude::*;
use clap::Parser;
use std::net::SocketAddr;
use std::path::PathBuf;
#[derive(Parser, Debug, Clone, Resource)]
@@ -15,6 +16,12 @@ pub struct Args {
pub check_distance: usize,
#[clap(long, default_value_t = 1)]
pub players: usize,
/// UDP port to bind for a direct peer-to-peer session.
#[clap(long, default_value_t = 6969)]
pub local_port: u16,
/// Player ownership declarations in the form HANDLE=local or HANDLE=ADDRESS.
#[clap(long = "net-player", value_name = "HANDLE=local|ADDRESS")]
pub net_players: Vec<String>,
/// Record a replay to this path.
#[clap(long, conflicts_with = "play_replay")]
pub record_replay: Option<PathBuf>,
@@ -25,3 +32,41 @@ pub struct Args {
#[clap(long, value_enum, default_value_t = crate::replay::ReplayFormat::Binary)]
pub replay_format: crate::replay::ReplayFormat,
}
pub fn parse_socket_addr(value: &str) -> Result<SocketAddr, String> {
let address = value
.parse::<SocketAddr>()
.map_err(|_| format!("invalid socket address: {value}"))?;
if address.port() == 0 {
return Err(format!("socket address must use a nonzero port: {value}"));
}
Ok(address)
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn parses_network_options() {
let args = Args::try_parse_from([
"game",
"--local-port",
"7000",
"--net-player",
"0=local",
"--net-player",
"1=127.0.0.1:7001",
])
.unwrap();
assert_eq!(args.local_port, 7000);
assert_eq!(args.net_players, ["0=local", "1=127.0.0.1:7001"]);
}
#[test]
fn rejects_invalid_socket_addresses() {
assert!(parse_socket_addr("127.0.0.1:0").is_err());
assert!(parse_socket_addr("not-an-address").is_err());
}
}
+36
View File
@@ -0,0 +1,36 @@
use bevy::{
app::ScheduleRunnerPlugin,
asset::{AssetMode, AssetPlugin, processor::AssetProcessor, processor::ProcessorState},
gltf::GltfPlugin,
image::{CompressedImageFormats, ImageLoader, ImagePlugin},
prelude::*,
tasks::block_on,
text::TextPlugin,
};
use shinespark::AssetProcessingPlugin;
use std::{process::ExitCode, time::Duration};
fn main() -> ExitCode {
let mut app = App::new();
app.add_plugins(MinimalPlugins.set(ScheduleRunnerPlugin::run_loop(Duration::from_millis(50))))
.add_plugins(AssetPlugin {
mode: AssetMode::Processed,
use_asset_processor_override: Some(true),
..default()
})
.add_plugins((ImagePlugin::default(), TextPlugin, GltfPlugin::default()))
.register_asset_loader(ImageLoader::new(CompressedImageFormats::NONE))
.add_plugins(AssetProcessingPlugin)
.add_systems(Update, finish_when_processed);
app.run();
ExitCode::SUCCESS
}
fn finish_when_processed(processor: Option<Res<AssetProcessor>>, mut exit: MessageWriter<AppExit>) {
if processor
.is_some_and(|processor| block_on(processor.get_state()) == ProcessorState::Finished)
{
exit.write(AppExit::Success);
}
}
+394
View File
@@ -0,0 +1,394 @@
//! Blender `.blend` source processing.
//!
//! Blender is used as an offline importer. The processed result is a normal
//! GLB, so the runtime continues to use Bevy's built-in glTF loader.
use bevy::{
asset::{
AssetLoader, AssetPath, AsyncWriteExt, LoadContext,
io::{Reader, Writer},
processor::LoadTransformAndSave,
saver::{AssetSaver, SavedAsset},
transformer::{AssetTransformer, TransformedAsset},
},
gltf::GltfLoader,
prelude::*,
reflect::TypePath,
};
use serde::Deserialize;
use std::{
collections::HashMap,
fs, io,
path::{Path, PathBuf},
process::Command,
time::{SystemTime, UNIX_EPOCH},
};
use crate::fighter::animation::AnimKind;
const EXPORT_SCRIPT: &str = include_str!("blend_asset/export.py");
#[derive(Asset, TypePath)]
struct BlendSource {
glb: Vec<u8>,
}
#[derive(Default, TypePath)]
struct BlendSourceLoader;
#[derive(Debug, Deserialize)]
struct ExportManifest {
dependencies: Vec<String>,
}
#[derive(Debug, Deserialize)]
struct AnimationManifest {
animations: HashMap<AnimKind, String>,
}
impl AssetLoader for BlendSourceLoader {
type Asset = BlendSource;
type Settings = ();
type Error = io::Error;
async fn load(
&self,
reader: &mut dyn Reader,
_: &Self::Settings,
load_context: &mut LoadContext<'_>,
) -> Result<Self::Asset, Self::Error> {
let mut source_bytes = Vec::new();
reader.read_to_end(&mut source_bytes).await?;
let temp = TempDir::new()?;
let source_path = locate_source(load_context.path().path());
let blend_path = if let Some(path) = source_path.as_deref() {
path.to_path_buf()
} else {
let path = temp.path().join("source.blend");
fs::write(&path, source_bytes)?;
path
};
let output = temp.path().join("export.gltf");
let script = temp.path().join("export.py");
let actions = referenced_actions(load_context, &asset_root()).await?;
let actions_path = temp.path().join("actions.json");
fs::write(
&actions_path,
serde_json::to_vec(&actions).map_err(io::Error::other)?,
)?;
fs::write(&script, EXPORT_SCRIPT)?;
let result = Command::new(std::env::var_os("BLENDER").unwrap_or_else(|| "blender".into()))
.arg("--background")
.arg(&blend_path)
.arg("--python")
.arg(&script)
.arg("--")
.arg(&output)
.arg(&actions_path)
.arg(&blend_path)
.output()
.map_err(|error| io::Error::other(format!("failed to start Blender: {error}")))?;
if !result.status.success() {
return Err(io::Error::other(format!(
"Blender export failed with {}:\n{}\n{}",
result.status,
String::from_utf8_lossy(&result.stdout),
String::from_utf8_lossy(&result.stderr)
)));
}
let manifest: ExportManifest =
serde_json::from_slice(&fs::read(temp.path().join("export-manifest.json"))?)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?;
let asset_root = asset_root();
let mut dependencies = manifest.dependencies;
let document: serde_json::Value = serde_json::from_slice(&fs::read(&output)?)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?;
validate_export(&document, &output)?;
if let Some(images) = document.get("images").and_then(serde_json::Value::as_array) {
for image in images {
if let Some(uri) = image.get("uri").and_then(serde_json::Value::as_str) {
let path = temp.path().join(uri);
dependencies.push(path.to_string_lossy().into_owned());
}
}
}
let mut seen = std::collections::HashSet::new();
for dependency in dependencies {
let physical = PathBuf::from(&dependency);
let Some(asset_path) = physical_to_asset_path(&physical, &asset_root) else {
continue;
};
if seen.insert(asset_path.clone()) {
// This read is intentionally discarded: it registers the file and
// its processed hash as a processor dependency.
load_context
.read_asset_bytes(asset_path)
.await
.map_err(|error| {
io::Error::other(format!("failed to read blend dependency: {error}"))
})?;
}
}
let glb = make_glb(&output, &temp, load_context.path().path(), &asset_root)?;
Ok(BlendSource { glb })
}
fn extensions(&self) -> &[&str] {
&["blend"]
}
}
fn validate_export(document: &serde_json::Value, output: &Path) -> io::Result<()> {
for key in ["scenes", "nodes", "meshes"] {
let count = document
.get(key)
.and_then(serde_json::Value::as_array)
.map_or(0, Vec::len);
if count == 0 {
return Err(io::Error::new(
io::ErrorKind::InvalidData,
format!("Blender export {} contains no {key}", output.display()),
));
}
}
Ok(())
}
async fn referenced_actions(
load_context: &mut LoadContext<'_>,
root: &Path,
) -> io::Result<Vec<String>> {
let model_path = load_context.path().path();
let Some(stem) = model_path.file_stem().and_then(|stem| stem.to_str()) else {
return Ok(Vec::new());
};
let manifest_path = model_path
.parent()
.unwrap_or_else(|| Path::new(""))
.join(format!("{stem}.fighter.ron"));
if !root.join(&manifest_path).is_file() {
return Ok(Vec::new());
}
let bytes = load_context
.read_asset_bytes(manifest_path)
.await
.map_err(|error| io::Error::other(error.to_string()))?;
let manifest: AnimationManifest = ron::de::from_bytes(&bytes)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?;
Ok(manifest.animations.into_values().collect())
}
#[derive(Asset, TypePath)]
struct ProcessedBlend {
bytes: Vec<u8>,
}
#[derive(Default, TypePath)]
struct BlendTransformer;
impl AssetTransformer for BlendTransformer {
type AssetInput = BlendSource;
type AssetOutput = ProcessedBlend;
type Settings = ();
type Error = io::Error;
async fn transform<'a>(
&'a self,
source: TransformedAsset<Self::AssetInput>,
_: &'a Self::Settings,
) -> Result<TransformedAsset<Self::AssetOutput>, Self::Error> {
let bytes = source.glb.clone();
Ok(source.replace_asset(ProcessedBlend { bytes }))
}
}
#[derive(Default, TypePath)]
struct BlendSaver;
impl AssetSaver for BlendSaver {
type Asset = ProcessedBlend;
type Settings = ();
type OutputLoader = GltfLoader;
type Error = io::Error;
async fn save(
&self,
writer: &mut Writer,
asset: SavedAsset<'_, '_, Self::Asset>,
_: &Self::Settings,
_: AssetPath<'_>,
) -> Result<<Self::OutputLoader as AssetLoader>::Settings, Self::Error> {
writer.write_all(&asset.bytes).await?;
Ok(default())
}
}
type BlendProcessor = LoadTransformAndSave<BlendSourceLoader, BlendTransformer, BlendSaver>;
pub struct BlendAssetProcessingPlugin;
impl Plugin for BlendAssetProcessingPlugin {
fn build(&self, app: &mut App) {
app.init_asset::<BlendSource>()
.init_asset::<ProcessedBlend>()
.register_asset_loader(BlendSourceLoader)
.register_asset_processor(BlendProcessor::new(BlendTransformer, BlendSaver))
.set_default_asset_processor::<BlendProcessor>("blend");
}
}
struct TempDir(PathBuf);
impl TempDir {
fn new() -> io::Result<Self> {
let stamp = SystemTime::now()
.duration_since(UNIX_EPOCH)
.unwrap_or_default()
.as_nanos();
let path =
std::env::temp_dir().join(format!("shinespark-blend-{}-{stamp}", std::process::id()));
fs::create_dir_all(&path)?;
Ok(Self(path))
}
fn path(&self) -> &Path {
&self.0
}
}
impl Drop for TempDir {
fn drop(&mut self) {
let _ = fs::remove_dir_all(&self.0);
}
}
fn asset_root() -> PathBuf {
std::env::var_os("BEVY_ASSET_ROOT")
.map(PathBuf::from)
.unwrap_or_else(|| std::env::current_dir().unwrap_or_default().join("assets"))
}
fn locate_source(path: &Path) -> Option<PathBuf> {
let root = asset_root();
[root.join(path), PathBuf::from(path)]
.into_iter()
.find(|candidate| candidate.is_file())
}
fn physical_to_asset_path(path: &Path, root: &Path) -> Option<String> {
let canonical = fs::canonicalize(path).ok()?;
let root = fs::canonicalize(root).ok()?;
let relative = canonical.strip_prefix(root).ok()?;
Some(relative.to_string_lossy().replace('\\', "/"))
}
fn make_glb(
gltf_path: &Path,
temp: &TempDir,
model_asset_path: &Path,
asset_root: &Path,
) -> io::Result<Vec<u8>> {
let mut json: serde_json::Value = serde_json::from_slice(&fs::read(gltf_path)?)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?;
let bin_name = json["buffers"][0]["uri"].as_str().ok_or_else(|| {
io::Error::new(io::ErrorKind::InvalidData, "glTF has no binary buffer URI")
})?;
let mut bin = fs::read(temp.path().join(bin_name))?;
let model_parent = model_asset_path.parent().unwrap_or_else(|| Path::new(""));
let image_count = json["images"].as_array().map_or(0, Vec::len);
if image_count > 0 && !json["bufferViews"].is_array() {
return Err(io::Error::new(
io::ErrorKind::InvalidData,
"glTF bufferViews are not an array",
));
}
for index in 0..image_count {
let uri = json["images"][index]
.get("uri")
.and_then(serde_json::Value::as_str)
.map(str::to_owned);
let Some(uri) = uri else { continue };
if uri.starts_with("data:") {
continue;
}
let uri_path = temp.path().join(uri);
if let Some(asset_path) = physical_to_asset_path(&uri_path, asset_root) {
json["images"][index]["uri"] =
serde_json::Value::String(relative_uri(model_parent, Path::new(&asset_path)));
} else {
let bytes = fs::read(&uri_path)?;
while bin.len() % 4 != 0 {
bin.push(0);
}
let offset = bin.len();
bin.extend_from_slice(&bytes);
let mime = mime_type(&uri_path);
let view = json["bufferViews"].as_array().unwrap().len();
json["bufferViews"]
.as_array_mut()
.unwrap()
.push(serde_json::json!({
"buffer": 0,
"byteOffset": offset,
"byteLength": bytes.len(),
}));
json["images"][index].as_object_mut().unwrap().remove("uri");
json["images"][index]["bufferView"] = serde_json::Value::from(view);
json["images"][index]["mimeType"] = serde_json::Value::String(mime.to_owned());
}
}
json["buffers"][0]["byteLength"] = serde_json::Value::from(bin.len());
json["buffers"][0].as_object_mut().unwrap().remove("uri");
let mut json_bytes = serde_json::to_vec(&json).map_err(io::Error::other)?;
while json_bytes.len() % 4 != 0 {
json_bytes.push(b' ');
}
while bin.len() % 4 != 0 {
bin.push(0);
}
let length = 12 + 8 + json_bytes.len() + 8 + bin.len();
let mut glb = Vec::with_capacity(length);
glb.extend_from_slice(b"glTF");
glb.extend_from_slice(&2u32.to_le_bytes());
glb.extend_from_slice(&(length as u32).to_le_bytes());
glb.extend_from_slice(&(json_bytes.len() as u32).to_le_bytes());
glb.extend_from_slice(b"JSON");
glb.extend_from_slice(&json_bytes);
glb.extend_from_slice(&(bin.len() as u32).to_le_bytes());
glb.extend_from_slice(b"BIN\0");
glb.extend_from_slice(&bin);
Ok(glb)
}
fn relative_uri(from: &Path, to: &Path) -> String {
let from: Vec<_> = from.components().collect();
let to: Vec<_> = to.components().collect();
let common = from.iter().zip(&to).take_while(|(a, b)| a == b).count();
let mut result = PathBuf::new();
for _ in common..from.len() {
result.push("..");
}
for component in &to[common..] {
result.push(component.as_os_str());
}
result.to_string_lossy().replace('\\', "/")
}
fn mime_type(path: &Path) -> &'static str {
match path
.extension()
.and_then(|e| e.to_str())
.unwrap_or_default()
.to_ascii_lowercase()
.as_str()
{
"jpg" | "jpeg" => "image/jpeg",
"webp" => "image/webp",
_ => "image/png",
}
}
+80
View File
@@ -0,0 +1,80 @@
import bpy
import json
import os
import sys
def main():
output = sys.argv[sys.argv.index("--") + 1]
actions_path = sys.argv[sys.argv.index("--") + 2]
source_path = sys.argv[sys.argv.index("--") + 3]
loaded_path = os.path.realpath(bpy.data.filepath)
expected_path = os.path.realpath(source_path)
if loaded_path != expected_path:
raise RuntimeError(
f"Blender loaded {loaded_path!r} instead of {expected_path!r}"
)
if not bpy.data.objects or not bpy.data.meshes:
raise RuntimeError("Blender loaded an empty scene")
with open(actions_path) as file:
actions_to_keep = set(json.load(file))
for obj in bpy.data.objects:
if not obj.animation_data:
continue
for track in list(obj.animation_data.nla_tracks):
if track.name.startswith("[Action Stash]"):
obj.animation_data.nla_tracks.remove(track)
nla_tracks = [
track
for obj in bpy.data.objects
if obj.animation_data
for track in obj.animation_data.nla_tracks
]
use_nla_tracks = bool(nla_tracks)
# For blends without NLA tracks, use the actions referenced by the fighter
# manifest instead of sampling every source action.
if not use_nla_tracks and actions_to_keep:
from io_scene_gltf2 import GLTF2_filter_action
if not hasattr(bpy.types.Scene, "gltf_action_filter"):
bpy.types.Scene.gltf_action_filter = bpy.props.CollectionProperty(
type=GLTF2_filter_action
)
scene = bpy.context.scene
scene.gltf_action_filter.clear()
for action in bpy.data.actions:
item = scene.gltf_action_filter.add()
item.action = action
item.keep = action.name in actions_to_keep
bpy.ops.export_scene.gltf(
filepath=output,
export_format="GLTF_SEPARATE",
export_keep_originals=True,
export_extras=True,
export_animations=True,
export_skins=True,
export_morph=True,
export_yup=True,
export_def_bones=True,
export_action_filter=False,
export_animation_mode="NLA_TRACKS" if use_nla_tracks else "ACTIONS",
)
dependencies = []
for image in bpy.data.images:
if image.source not in {"FILE", "TILED"}:
continue
path = image.filepath_raw or image.filepath
if path and not image.packed_file:
dependencies.append(bpy.path.abspath(path))
with open(os.path.join(os.path.dirname(output), "export-manifest.json"), "w") as file:
json.dump({"dependencies": sorted(set(dependencies))}, file)
if __name__ == "__main__":
main()
+9 -5
View File
@@ -5,7 +5,7 @@ use bevy_ggrs::GgrsFrameTiming;
use crate::{
debug_tools::DebugSettings,
fighter::{manifest::FighterManifest, motion::sample_presentation_translation},
fighter::{manifest::FighterManifest, motion::{sample_presentation_translation_with_snap, FighterPresentationSnap}},
stage::manifest::StageCameraProfile,
};
@@ -313,6 +313,7 @@ fn update_match_camera(
&crate::fighter::motion::FighterPreviousTranslation,
&crate::fighter::Fighter,
&crate::fighter::FighterFacingDirection,
&FighterPresentationSnap,
&mut FighterCameraExtents,
),
With<crate::player::Player>,
@@ -329,16 +330,17 @@ fn update_match_camera(
let subjects = fighters
.iter_mut()
.map(
|(translation, previous_translation, fighter, facing, mut extents)| {
|(translation, previous_translation, fighter, facing, presentation_snap, mut extents)| {
let manifest = manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
fighter_subject_bounds(
sample_presentation_translation(
sample_presentation_translation_with_snap(
*previous_translation,
*translation,
timing.overstep_fraction(),
debug_settings.motion_sampling,
*presentation_snap,
),
manifest.camera,
*facing,
@@ -465,6 +467,7 @@ fn debug_draw_camera(
&crate::fighter::motion::FighterPreviousTranslation,
&crate::fighter::Fighter,
&crate::fighter::FighterFacingDirection,
&FighterPresentationSnap,
&FighterCameraExtents,
),
With<crate::player::Player>,
@@ -486,15 +489,16 @@ fn debug_draw_camera(
Color::srgb(1.0, 0.5, 0.0),
);
draw_rectangle(&mut gizmos, camera.frame, Color::srgb(1.0, 1.0, 0.0));
for (translation, previous_translation, fighter, _facing, extents) in &fighters {
for (translation, previous_translation, fighter, _facing, presentation_snap, extents) in &fighters {
let manifest = manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
let center = sample_presentation_translation(
let center = sample_presentation_translation_with_snap(
*previous_translation,
*translation,
timing.overstep_fraction(),
debug_settings.motion_sampling,
*presentation_snap,
) + Vec2::Y * manifest.camera.vertical_origin_offset.to_num::<f32>();
draw_rectangle(
&mut gizmos,
+132 -6
View File
@@ -3,16 +3,17 @@
use std::{collections::HashMap, time::Duration};
use bevy::{
prelude::*,
settings::{ReflectSettingsGroup, SaveSettingsDeferred, SettingsGroup},
camera::{CameraOutputMode, visibility::RenderLayers}, input::InputSystems, prelude::*, render::render_resource::BlendState, settings::{ReflectSettingsGroup, SaveSettingsDeferred, SettingsGroup},
};
use bevy_egui::{EguiContexts, EguiPrimaryContextPass, egui};
use bevy_ggrs::RollbackFrameRate;
use bevy_egui::{EguiContexts, EguiGlobalSettings, EguiPrimaryContextPass, PrimaryEguiContext, egui};
use bevy_ggrs::{RollbackFrameRate, RunGgrsSystems};
use enum_cycling::EnumCycle;
use enum_cycling_derive::EnumCycle;
use crate::{AppState, player::Player, replay::StopReplayRecording};
mod save_state;
pub const PLAYER_DEBUG_ROW_COUNT: usize = 6;
#[derive(Clone, Copy, Debug, PartialEq, Eq, Reflect)]
@@ -114,6 +115,7 @@ enum DebugFlag {
Hurtboxes,
Camera,
DrawThroughGeometry,
FrameStepping,
}
#[derive(Clone, Copy)]
@@ -174,6 +176,10 @@ const WORLD_MENU: &[DebugMenuEntry] = &[
DebugMenuEntry::GameSpeed {
label: "Game speed",
},
DebugMenuEntry::Toggle {
label: "Frame stepping",
flag: DebugFlag::FrameStepping,
},
];
const DIAGNOSTICS_MENU: &[DebugMenuEntry] = &[DebugMenuEntry::Toggle {
@@ -233,6 +239,8 @@ pub struct DebugSettings {
selections: Vec<usize>,
#[reflect(ignore)]
pub player_rows: HashMap<usize, [FighterDebugRowKind; PLAYER_DEBUG_ROW_COUNT]>,
#[reflect(ignore)]
pub frame_stepping: bool,
pub network: bool,
pub ecb: bool,
pub stage_collision: bool,
@@ -253,6 +261,7 @@ impl Default for DebugSettings {
pages: vec![DebugMenuPage::Static(ROOT_MENU)],
selections: vec![0],
player_rows: HashMap::new(),
frame_stepping: false,
network: false,
ecb: false,
stage_collision: false,
@@ -325,6 +334,7 @@ impl DebugSettings {
DebugFlag::Hurtboxes => self.hurtboxes,
DebugFlag::DrawThroughGeometry => self.draw_through_geometry,
DebugFlag::Camera => self.camera,
DebugFlag::FrameStepping => self.frame_stepping,
}
}
@@ -340,6 +350,7 @@ impl DebugSettings {
self.draw_through_geometry = !self.draw_through_geometry
}
DebugFlag::Camera => self.camera = !self.camera,
DebugFlag::FrameStepping => self.frame_stepping = !self.frame_stepping,
}
}
@@ -356,9 +367,36 @@ impl DebugSettings {
pub struct DebugToolsPlugin;
#[derive(Resource, Default)]
struct FrameStepState {
requested: bool,
time_backup: Option<Time>,
last_step_time: Time
}
impl Plugin for DebugToolsPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<DebugSettings>()
.init_resource::<FrameStepState>()
.init_resource::<save_state::DebugSaveState>()
.add_systems(OnEnter(AppState::InMatch), save_state::clear)
.add_systems(OnExit(AppState::InMatch), save_state::clear)
.add_systems(
PreUpdate,
prepare_frame_step
.after(InputSystems)
.before(RunGgrsSystems)
.run_if(in_state(AppState::InMatch)),
)
.add_systems(
PreUpdate,
save_state::save_or_restore
.after(InputSystems)
.before(RunGgrsSystems)
.run_if(in_state(AppState::InMatch)),
)
.add_systems(Startup, spawn_egui_camera)
.add_systems(PreUpdate, restore_frame_step_time.after(RunGgrsSystems))
.add_systems(
Update,
(handle_palette_input, sync_gizmo_depth_bias)
@@ -369,6 +407,26 @@ impl Plugin for DebugToolsPlugin {
}
}
pub fn spawn_egui_camera(mut commands: Commands, mut egui_global_settings: ResMut<EguiGlobalSettings>,) {
egui_global_settings.auto_create_primary_context = false;
commands.spawn((
// The `PrimaryEguiContext` component requires everything needed to render a primary context.
PrimaryEguiContext,
Camera2d,
// Setting RenderLayers to none makes sure we won't render anything apart from the UI.
RenderLayers::none(),
Camera {
order: 2,
output_mode: CameraOutputMode::Write {
blend_state: Some(BlendState::ALPHA_BLENDING),
clear_color: ClearColorConfig::None,
},
clear_color: ClearColorConfig::Custom(Color::NONE),
..default()
},
));
}
fn player_handles(players: &Query<&Player>) -> Vec<usize> {
let mut handles = players
.iter()
@@ -391,6 +449,61 @@ fn queue_settings_save(commands: &mut Commands) {
commands.queue(SaveSettingsDeferred(Duration::from_secs_f32(0.1)));
}
fn frame_step_duration(frame_rate: usize) -> Duration {
Duration::from_nanos(1_000_000_000u64 / frame_rate as u64)
}
fn prepare_frame_step(
settings: Res<DebugSettings>,
gamepads: Query<&Gamepad>,
key: Res<ButtonInput<KeyCode>>,
mut state: ResMut<FrameStepState>,
mut time: ResMut<Time>,
frame_rate: Res<RollbackFrameRate>,
) {
if !settings.frame_stepping {
state.requested = false;
return;
}
let pressed = gamepads
.iter()
.any(|gamepad| gamepad.pressed(GamepadButton::DPadDown));
let just_pressed = gamepads
.iter()
.any(|gamepad| gamepad.just_pressed(GamepadButton::DPadDown));
let just_pressed = key.just_pressed(KeyCode::F4) || just_pressed;
let pressed = key.pressed(KeyCode::F4) || pressed;
if just_pressed {
state.last_step_time = time.clone();
}
let can_repress = pressed && (time.elapsed() - state.last_step_time.elapsed()).as_millis() > 500;
if !settings.menu_open && (just_pressed || can_repress)
{
state.requested = true;
}
state.time_backup = Some(*time);
let delta = if state.requested {
frame_step_duration(**frame_rate)
} else {
Duration::ZERO
};
time.advance_by(delta);
}
fn restore_frame_step_time(mut state: ResMut<FrameStepState>, mut time: ResMut<Time>) {
if let Some(backup) = state.time_backup.take() {
*time = backup;
state.requested = false;
}
}
fn activate_selected(
settings: &mut DebugSettings,
page_len: usize,
@@ -408,7 +521,9 @@ fn activate_selected(
}
DebugMenuEntry::Toggle { flag, .. } => {
settings.toggle_flag(flag);
queue_settings_save(commands);
if !matches!(flag, DebugFlag::FrameStepping) {
queue_settings_save(commands);
}
}
DebugMenuEntry::Submenu { entries, .. } => {
settings.push_page(DebugMenuPage::Static(entries));
@@ -623,7 +738,9 @@ fn draw_palette(
let mut value = settings.flag(*flag);
if ui.checkbox(&mut value, *label).changed() {
settings.toggle_flag(*flag);
queue_settings_save(&mut commands);
if !matches!(flag, DebugFlag::FrameStepping) {
queue_settings_save(&mut commands);
}
}
}
DebugMenuEntry::Submenu { label, .. }
@@ -839,6 +956,15 @@ mod tests {
assert_eq!(GameSpeedDebug::Quarter.frame_rate(), 15);
}
#[test]
fn frame_stepping_is_disabled_by_default_and_uses_game_speed_timestep() {
let settings = DebugSettings::default();
assert!(!settings.frame_stepping);
assert_eq!(frame_step_duration(60), Duration::from_nanos(16_666_666));
assert_eq!(frame_step_duration(30), Duration::from_nanos(33_333_333));
}
#[test]
fn empty_player_list_does_not_activate() {
let mut settings = DebugSettings::default();
+196
View File
@@ -0,0 +1,196 @@
use bevy::prelude::*;
use crate::{
camera::MatchCamera,
fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake,
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState,
FighterTranslation, FighterVelocity,
animation::FighterAnimationFrame,
attack::{
FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
FighterSolvedHurtboxes, FighterStaleMoveQueue,
},
baked_animation::FighterBoneMatrices,
state::FighterState,
},
input::FighterInput,
player::Player,
stage::line::StageCollision,
};
#[derive(Resource, Default)]
pub(super) struct DebugSaveState {
checkpoint: Option<Checkpoint>,
}
#[derive(Clone)]
struct Checkpoint {
fighters: Vec<FighterCheckpoint>,
stage_collision: StageCollision,
pending_hits: FighterPendingHits,
}
#[derive(Clone)]
struct FighterCheckpoint {
entity: Entity,
handle: usize,
ecb: FighterECB,
previous_ecb: crate::fighter::ecb::FighterPreviousECB,
velocity: FighterVelocity,
translation: FighterTranslation,
previous_translation: FighterPreviousTranslation,
facing: FighterFacingDirection,
previous_facing: FighterPreviousFacingDirection,
animation: FighterAnimationFrame,
state: FighterState,
input: FighterInput,
damage: FighterDamage,
pending_hit_reaction: FighterPendingHitReaction,
hitstop: FighterHitstop,
hitstop_shake: FighterHitstopShake,
knockback_velocity: FighterKnockbackVelocity,
stale_moves: FighterStaleMoveQueue,
hitboxes: FighterHitboxes,
solved_hurtboxes: FighterSolvedHurtboxes,
bone_matrices: FighterBoneMatrices,
surface: FighterSurfaceState,
}
pub(super) fn save_or_restore(world: &mut World) {
if world.resource::<super::DebugSettings>().menu_open {
return;
}
let left = world
.query::<&Gamepad>()
.iter(world)
.any(|gamepad| gamepad.just_pressed(GamepadButton::DPadLeft));
let right = world
.query::<&Gamepad>()
.iter(world)
.any(|gamepad| gamepad.just_pressed(GamepadButton::DPadRight));
if left == right {
return;
}
let Some(roster) = world
.get_resource::<crate::fighter::FighterRoster>()
.map(|roster| roster.0.clone())
else {
return;
};
if roster.len() != 1 {
warn!("Save states are only available in single-player matches");
return;
}
if left {
let Some(stage_collision) = world.get_resource::<StageCollision>().cloned() else {
return;
};
let mut checkpoint_fighters = Vec::with_capacity(roster.len());
for entity in roster.iter().copied() {
let Some(checkpoint) = capture_fighter(world, entity) else {
warn!("Could not save the current fighter state");
return;
};
checkpoint_fighters.push(checkpoint);
}
let pending_hits = world.resource::<FighterPendingHits>().clone();
world.resource_mut::<DebugSaveState>().checkpoint = Some(Checkpoint {
fighters: checkpoint_fighters,
stage_collision,
pending_hits,
});
info!("Saved debug game state");
return;
}
let Some(checkpoint) = world.resource::<DebugSaveState>().checkpoint.clone() else {
warn!("No debug game state has been saved");
return;
};
if checkpoint.fighters.len() != roster.len()
|| checkpoint
.fighters
.iter()
.zip(roster.iter())
.any(|(saved, current)| saved.entity != *current)
{
warn!("Saved debug game state belongs to another match");
return;
}
for saved in &checkpoint.fighters {
let Some(player) = world.entity(saved.entity).get::<Player>() else {
warn!("Could not restore the saved fighter state");
return;
};
if player.handle != saved.handle {
warn!("Saved debug game state belongs to another match");
return;
}
let mut entity = world.entity_mut(saved.entity);
entity.insert(saved.ecb);
entity.insert(saved.previous_ecb);
entity.insert(saved.velocity);
entity.insert(saved.translation);
entity.insert(saved.previous_translation);
entity.insert(saved.facing);
entity.insert(saved.previous_facing);
entity.insert(saved.animation);
entity.insert(saved.state.clone());
entity.insert(saved.input);
entity.insert(saved.damage);
entity.insert(saved.pending_hit_reaction.clone());
entity.insert(saved.hitstop);
entity.insert(saved.hitstop_shake);
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());
entity.insert(saved.surface.clone());
}
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>()?,
hitstop_shake: *fighter.get::<FighterHitstopShake>()?,
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(),
surface: fighter.get::<FighterSurfaceState>()?.clone(),
})
}
pub(super) fn clear(mut save_state: ResMut<DebugSaveState>) {
save_state.checkpoint = None;
}
+5
View File
@@ -84,6 +84,11 @@ pub enum AnimKind {
AirDodge,
Fall,
Turn,
CrouchEnter,
CrouchIdle,
CrouchExit,
PlatformPass,
FlinchGround,
FlinchAir,
@@ -0,0 +1,69 @@
use fixed::traits::ToFixed;
use fixed_math::SinCos;
use crate::math::{
int::{FGWide, FGi32},
vec::FGVec2,
};
/// Applies DI to a given attack direction
pub fn apply_directional_influence(
receiver_stick: FGVec2,
attack_angle: FGi32,
di_max_angle: FGi32,
) -> FGVec2 {
let (sin, cos) = attack_angle.sin_cos();
let base_launch_direction = FGVec2::new(cos, sin);
let Some(base_launch_direction) = base_launch_direction.normalize() else {
return FGVec2::ZERO;
};
if receiver_stick.length_squared().is_zero() {
return base_launch_direction;
}
let normal = FGVec2::new(-base_launch_direction.y, base_launch_direction.x);
let di_amount = receiver_stick.dot(normal);
let angle_change = di_amount * di_max_angle.to_fixed::<FGWide>();
let angle_change = angle_change.clamp(
-di_max_angle.to_fixed::<FGWide>(),
di_max_angle.to_fixed::<FGWide>(),
);
let (sin, cos) = (attack_angle + angle_change.to_fixed::<FGi32>()).sin_cos();
FGVec2::new(cos, sin).normalize_or_zero()
}
#[cfg(test)]
mod test {
use crate::{
fighter::attack::directional_influence::apply_directional_influence,
math::{int::FGi32, vec::FGVec2},
};
#[test]
fn di_zero_passes_unmodified() {
let di = apply_directional_influence(FGVec2::ZERO, FGi32::lit("0.0"), FGi32::lit("18.0"));
const EPSILON: FGi32 = FGi32::from_bits(4);
assert!(di.x.abs_diff(FGi32::ONE) < EPSILON);
assert!(di.y.abs_diff(FGi32::ZERO) < EPSILON);
}
#[test]
fn di_applies_on_the_correct_side() {
let di = apply_directional_influence(
FGVec2::lit("0.0", "1.0"),
FGi32::lit("0.0"),
FGi32::lit("18.0"),
);
assert!(di.x > FGi32::ZERO);
assert!(di.y > FGi32::ZERO);
let di = apply_directional_influence(
FGVec2::lit("0.0", "-1.0"),
FGi32::lit("0.0"),
FGi32::lit("18.0"),
);
assert!(di.x > FGi32::ZERO);
assert!(di.y < FGi32::ZERO);
}
}
@@ -1,18 +1,20 @@
use std::collections::{HashMap, VecDeque};
mod reaction;
pub mod directional_influence;
use bevy::ecs::entity::{EntityMapper, MapEntities};
use bevy::prelude::*;
use bevy_ggrs::{Rollback, prelude::GgrsSchedule};
use fixed_math::SinCos;
use bevy_ggrs::{Rollback, RollbackApp, prelude::GgrsSchedule};
use serde::{Deserialize, Serialize};
use crate::{
fighter::{
Fighter, FighterAttributes, FighterFacingDirection, FighterHitboxes, FighterHitstop,
Fighter, FighterAttributes, FighterFacingDirection, FighterHitboxes,
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterRoster,
FighterTranslation,
animation::{AnimKind, FighterAnimationFrame},
baked_animation::{FighterBoneIndexMap, FighterBoneMatrices, FixedMat4},
errors::FighterErrors,
hurtbox::{FixedAffineCapsule, FixedCapsule},
manifest::FighterManifest,
},
@@ -30,9 +32,15 @@ use crate::{
#[derive(Deref, Component, Default, Hash, Debug, Copy, Clone)]
pub struct FighterKnockbackVelocity(pub FGVec2);
#[derive(Debug, Default, Clone, Copy, Serialize, Deserialize, Component, Hash)]
#[derive(Debug, Default, Clone, Copy, Serialize, Deserialize, Component, Hash, PartialEq)]
pub struct FighterDamage(FGi32);
impl std::fmt::Display for FighterDamage {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "{:.2}", self.0)
}
}
#[derive(Debug, Hash, Clone)]
pub enum HitReactionKind {
Flinch,
@@ -41,10 +49,12 @@ pub enum HitReactionKind {
#[derive(Debug, Hash, Clone)]
pub struct FighterHitReaction {
pub launch_velocity: FGVec2,
pub launch_velocity: FGi32,
pub launch_angle: FGi32,
pub hitstop_frames: HitStop,
pub hitstun_frames: u32,
pub kind: HitReactionKind,
pub damage: FighterDamage,
}
#[derive(Component, DerefMut, Deref, Debug, Default, Hash, Clone)]
@@ -61,10 +71,13 @@ pub struct FighterLastAttackDebug {
pub trajectory_points: Vec<Vec3>,
}
#[derive(Debug, Default, Clone, Deref, DerefMut, Hash)]
#[derive(Debug, Default, Clone, Deref, DerefMut, Hash, PartialEq, PartialOrd)]
pub struct HitStop(u32);
impl HitStop {
pub fn new(hitstop: u32) -> Self {
HitStop(hitstop)
}
pub fn calculate(attack_damage_stalled: FighterDamage, crouch_cancelling: bool) -> Self {
let a = (attack_damage_stalled.0 / FGi32::lit("3.0") + FGi32::lit("4.0")).round_to_zero();
let crouch_cancelling_factor = if crouch_cancelling {
@@ -77,6 +90,10 @@ impl HitStop {
Self(frames)
}
pub fn calculate_shake_frames(&self, game_settings: &GameSettings) -> u32 {
(FGi32::from_num(self.0) * game_settings.fighter_common.visual_shake_frames_per_hitstop_frame).floor().to_num()
}
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize)]
@@ -432,15 +449,26 @@ pub struct FighterAttackScriptAssets {
#[derive(Component, Clone, Debug, Default, Hash)]
pub struct FighterSolvedHurtboxes(pub Vec<FighterSolvedHurtbox>);
#[derive(Component, Clone, Debug, Default, Hash, DerefMut, Deref)]
pub struct FighterReceivedAttacks(
pub Vec<(
/* attacker */ Entity,
Handle<FighterAttackScript>,
AttackKind,
/* hitbox_idx */ usize,
)>,
);
#[derive(Clone, Debug, Hash)]
pub struct FighterHit {
pub attacker: Entity,
pub defender: Entity,
pub attack_script: Handle<FighterAttackScript>,
pub attack_kind: AttackKind,
pub hitbox_index: usize,
}
#[derive(Resource, Clone, Debug, Default, Hash)]
pub struct FighterPendingHits(pub Vec<FighterHit>);
impl MapEntities for FighterPendingHits {
fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
for hit in &mut self.0 {
hit.attacker = entity_mapper.get_mapped(hit.attacker);
hit.defender = entity_mapper.get_mapped(hit.defender);
}
}
}
pub fn solve_hurtboxes(
mut query: Query<(
@@ -498,19 +526,14 @@ pub fn intersect_attacks_with_hurtboxes(
&Player,
&FighterStaleMoveQueue,
)>,
mut query_attacked: Query<(
Entity,
&FighterSolvedHurtboxes,
&Player,
&Fighter,
&mut FighterReceivedAttacks,
)>,
query_attacked: Query<(Entity, &FighterSolvedHurtboxes)>,
mut pending_hits: ResMut<FighterPendingHits>,
attack_scripts: Res<Assets<FighterAttackScript>>,
) {
pending_hits.0.clear();
for &entity_receiving in &roster.0 {
let Ok((_, hurtboxes, _, _receiving_fighter, mut received_attacks)) =
query_attacked.get_mut(entity_receiving)
else {
let Ok((_, hurtboxes)) = query_attacked.get(entity_receiving) else {
continue;
};
@@ -551,12 +574,13 @@ pub fn intersect_attacks_with_hurtboxes(
continue;
};
received_attacks.push((
entity_hurting,
active_attack.script.clone(),
active_attack.kind,
hitting_hitbox_idx,
));
pending_hits.0.push(FighterHit {
attacker: entity_hurting,
defender: entity_receiving,
attack_script: active_attack.script.clone(),
attack_kind: active_attack.kind,
hitbox_index: hitting_hitbox_idx,
});
info!("Hit by hitbox {}!!!!", hitting_hitbox_idx);
active_attack.hit_fighters.push(entity_receiving);
@@ -564,143 +588,23 @@ pub fn intersect_attacks_with_hurtboxes(
}
}
pub fn calculate_received_attacks_trajectories(
mut attacker: Query<(
&mut FighterStaleMoveQueue,
&FighterFacingDirection,
&FighterHitboxes,
&Player,
&mut FighterHitstop,
)>,
receiver: Query<(
&mut FighterReceivedAttacks,
&mut FighterDamage,
&Fighter,
&mut FighterPendingHitReaction,
)>,
attack_scripts: Res<Assets<FighterAttackScript>>,
game_settings: Res<GameSettings>,
fighter_manifests: Res<Assets<FighterManifest>>,
) -> Result {
for (mut received_attacks, mut receiver_damage, fighter, mut pending_reactions) in receiver {
if received_attacks.is_empty() {
continue;
}
// we got attacked, time to calculate the total damage
let damage_data = received_attacks
.iter()
.filter_map(|(from_entity, attack_script, attack_kind, hitbox_idx)| {
let Ok((stale_move_queue, facing_dir, _hitboxes, player, _attacker_hitstop)) =
attacker.get(*from_entity)
else {
return None;
};
let Some(attack_script) = attack_scripts.get(attack_script) else {
return None;
};
let hitbox = &attack_script.hitboxes[*hitbox_idx];
let damage_received =
stale_move_queue.get_attack_damage_multiplier(*attack_kind) * hitbox.damage.0;
Some((
from_entity,
damage_received,
hitbox,
attack_script,
matches!(facing_dir, FighterFacingDirection::Left),
player.handle,
))
})
.collect::<Vec<_>>();
let total_damage_received_this_frame = damage_data
.iter()
.map(|(_, damage, ..)| damage)
.sum::<FGi32>();
let fighter_manifest = fighter_manifests
.get(&fighter.manifest)
.ok_or(FighterErrors::FighterManifestNotFound)?;
let mut reactions = vec![];
for (attacker_entity, attack_damage, hitbox, _attack_script, facing_left, attacker_slot) in
damage_data
{
let knockback = hitbox.calculate_knockback(
&fighter_manifest.attributes,
*receiver_damage,
FighterDamage(total_damage_received_this_frame),
false,
false,
);
let angle = match &hitbox.angle {
AttackAngle::Normal(angle) => *angle,
AttackAngle::Sakurai => FGi32::lit("32.0"),
};
let launch_angle = if facing_left {
FGi32::lit("180.0") - angle
} else {
angle
};
let (sin, cos) = launch_angle.sin_cos();
let launch_direction = FGVec2::new(cos, sin);
let hitstop = HitStop::calculate(FighterDamage(attack_damage), false);
reactions.push((
*attacker_entity,
attacker_slot,
FighterHitReaction {
launch_velocity: launch_direction * knockback.get_launch_speed(&game_settings),
hitstun_frames: knockback.get_hitstun_frames(&game_settings),
hitstop_frames: hitstop,
kind: HitReactionKind::Flinch,
},
));
}
receiver_damage.0 += total_damage_received_this_frame;
for (attacker_entity, _, reaction) in reactions.iter() {
let Ok((.., mut hitstop)) = attacker.get_mut(*attacker_entity) else {
continue;
};
hitstop.remaining_frames = reaction.hitstop_frames.max(hitstop.remaining_frames);
}
// Pick attack by port priority
pending_reactions.0 = reactions
.into_iter()
.min_by(|(_, port_a, _), (_, port_b, _)| port_a.cmp(port_b))
.map(|(_, _, reaction)| reaction);
received_attacks.clear();
}
Ok(())
}
pub struct FighterAttackPlugin;
impl Plugin for FighterAttackPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<FighterPendingHits>()
.add_plugins(reaction::FighterReactionPlugin)
.rollback_resource_with_clone::<FighterPendingHits>()
.update_resource_with_map_entities::<FighterPendingHits>()
.checksum_resource_with_hash::<FighterPendingHits>();
app.add_systems(
GgrsSchedule,
(
solve_hurtboxes,
solve_hitboxes,
intersect_attacks_with_hurtboxes,
calculate_received_attacks_trajectories,
)
.chain()
.after(crate::fighter::baked_animation::update_fighter_bone_matrices)
.in_set(GameplaySet::Attacks),
);
}
+165
View File
@@ -0,0 +1,165 @@
use bevy::prelude::*;
use bevy_ggrs::prelude::GgrsSchedule;
use super::*;
use crate::{
fighter::{
Fighter, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterPendingHitReaction, FighterStaleMoveQueue, errors::FighterErrors, manifest::FighterManifest, state::FighterState,
}, game_settings::GameSettings, math::{int::FGi32}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript,
};
pub fn resolve_fighter_hits(
mut pending_hits: ResMut<FighterPendingHits>,
mut attacker: Query<(
&mut FighterStaleMoveQueue,
&FighterFacingDirection,
&mut FighterHitboxes,
&Player,
&mut FighterHitstop,
&mut FighterHitstopShake,
)>,
mut receiver: Query<(&mut FighterDamage, &Fighter, &mut FighterPendingHitReaction, &FighterState)>,
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_state)) = 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, _, 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
};
// Attacker hitstop and data
let hitstop = HitStop::calculate(FighterDamage(attack_damage), false);
reactions.push((
attacker_entity,
attacker_slot,
FighterHitReaction {
launch_velocity: knockback.get_launch_speed(&game_settings),
launch_angle,
hitstun_frames: knockback.get_hitstun_frames(&game_settings),
hitstop_frames: hitstop,
kind: HitReactionKind::Flinch,
damage: FighterDamage(attack_damage)
},
));
}
receiver_damage.0 += total_damage_received_this_frame;
for (attacker_entity, _, reaction) in &reactions {
let Ok((.., _, mut hitstop, mut hitstop_shake)) = attacker.get_mut(*attacker_entity) else {
continue;
};
if hitstop.remaining_frames < reaction.hitstop_frames.0 {
let shake_kind = if receiver_state.is_visually_grounded() {
FighterHitstopShakeKind::Horizontal
} else {
FighterHitstopShakeKind::Vertical
};
hitstop.remaining_frames = reaction.hitstop_frames.0;
let shake_frames = reaction.hitstop_frames.calculate_shake_frames(&game_settings);
hitstop_shake.total_frames = shake_frames;
hitstop_shake.remaining_frames = shake_frames;
hitstop_shake.kind = shake_kind;
hitstop_shake.role = FighterHitstopShakeRole::Attacker;
}
}
pending_reaction.0 = reactions
.into_iter()
.min_by(|(_, port_a, _), (_, port_b, _)| port_a.cmp(port_b))
.map(|(_, _, reaction)| reaction);
hit_offset = next_defender;
}
for hit in hits {
let Ok((mut stale_move_queue, _facing_direction, mut hitboxes, ..)) = attacker.get_mut(hit.attacker) else {
continue;
};
if let Some(ref mut hitbox) = hitboxes.0 {
if !hitbox.stalled {
hitbox.stalled = true;
stale_move_queue.push(hitbox.kind);
}
}
}
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
View File
@@ -37,6 +37,7 @@ pub struct FighterAttributes {
pub ground_friction: FGi32,
pub terminal_velocity: FGi32,
pub gravity: FGi32,
pub fast_fall_speed: FGi32,
pub weight: FGi32,
pub air_friction: FGi32,
File diff suppressed because it is too large Load Diff
+468
View File
@@ -0,0 +1,468 @@
use super::{
BAKED_ANIMATION_FPS,
runtime::{BakedAnimationClip, BakedFighterAnimations},
};
use crate::fighter::{animation::AnimKind, manifest::FighterManifest};
use crate::math::fixed_transform::FixedMat4;
use bevy::{
asset::{
AssetLoader, AssetPath, AsyncWriteExt, LoadContext,
io::{Reader, Writer},
processor::LoadTransformAndSave,
saver::{AssetSaver, SavedAsset},
transformer::{AssetTransformer, TransformedAsset},
},
prelude::*,
reflect::TypePath,
};
use serde::Deserialize;
use std::{collections::HashMap, io, path::Path};
#[derive(Deserialize)]
struct FighterBakeDeclaration {
manifest_path: String,
}
#[derive(Asset, TypePath)]
struct FighterBakeSource {
model_bytes: Vec<u8>,
buffers: Vec<Vec<u8>>,
animations: HashMap<AnimKind, String>,
}
#[derive(Default, TypePath)]
struct FighterBakeSourceLoader;
impl AssetLoader for FighterBakeSourceLoader {
type Asset = FighterBakeSource;
type Settings = ();
type Error = io::Error;
async fn load(
&self,
reader: &mut dyn Reader,
_: &Self::Settings,
load_context: &mut LoadContext<'_>,
) -> Result<Self::Asset, Self::Error> {
let mut declaration = Vec::new();
reader.read_to_end(&mut declaration).await?;
let declaration: FighterBakeDeclaration = ron::de::from_bytes(&declaration)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?;
let manifest_bytes = load_context
.read_asset_bytes(&declaration.manifest_path)
.await
.map_err(|error| io::Error::other(error.to_string()))?;
let manifest: FighterManifest = ron::de::from_bytes(&manifest_bytes)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?;
// `read_asset_bytes` uses the processor's processed asset source. This
// deliberately allows `model_path` to point at a `.blend`: the blend
// processor has already converted it to a hybrid GLB by this point.
let model_bytes = load_context
.read_asset_bytes(&manifest.model_path)
.await
.map_err(|error| io::Error::other(error.to_string()))?;
let gltf = gltf::Gltf::from_slice(&model_bytes)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?;
let mut buffers = Vec::with_capacity(gltf.buffers().len());
for buffer in gltf.buffers() {
let bytes = match buffer.source() {
gltf::buffer::Source::Uri(uri) => load_context
.read_asset_bytes(AssetPath::from_path_buf(
Path::new(&manifest.model_path)
.parent()
.unwrap_or_else(|| Path::new(""))
.join(uri),
))
.await
.map_err(|error| io::Error::other(error.to_string()))?,
gltf::buffer::Source::Bin => gltf.blob.clone().ok_or_else(|| {
io::Error::new(io::ErrorKind::InvalidData, "missing glTF binary blob")
})?,
};
buffers.push(bytes);
}
Ok(FighterBakeSource {
model_bytes,
buffers,
animations: manifest.animations,
})
}
fn extensions(&self) -> &[&str] {
&["fighterbake"]
}
}
#[derive(Default, TypePath)]
struct BakedFighterAnimationsLoader;
impl AssetLoader for BakedFighterAnimationsLoader {
type Asset = BakedFighterAnimations;
type Settings = ();
type Error = io::Error;
async fn load(
&self,
reader: &mut dyn Reader,
_: &Self::Settings,
_: &mut LoadContext<'_>,
) -> Result<Self::Asset, Self::Error> {
let mut bytes = Vec::new();
reader.read_to_end(&mut bytes).await?;
bincode::deserialize(&bytes)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))
}
fn extensions(&self) -> &[&str] {
&["fighterbake"]
}
}
#[derive(Default, TypePath)]
struct FighterBakeTransformer;
impl AssetTransformer for FighterBakeTransformer {
type AssetInput = FighterBakeSource;
type AssetOutput = BakedFighterAnimations;
type Settings = ();
type Error = io::Error;
async fn transform<'a>(
&'a self,
source: TransformedAsset<Self::AssetInput>,
_: &'a Self::Settings,
) -> Result<TransformedAsset<Self::AssetOutput>, Self::Error> {
let baked = bake_gltf(&source.model_bytes, &source.buffers, &source.animations)?;
Ok(source.replace_asset(baked))
}
}
#[derive(Default, TypePath)]
struct BakedFighterAnimationsSaver;
impl AssetSaver for BakedFighterAnimationsSaver {
type Asset = BakedFighterAnimations;
type Settings = ();
type OutputLoader = BakedFighterAnimationsLoader;
type Error = io::Error;
async fn save(
&self,
writer: &mut Writer,
asset: SavedAsset<'_, '_, Self::Asset>,
_: &Self::Settings,
_: AssetPath<'_>,
) -> Result<(), Self::Error> {
let bytes = bincode::serialize(&*asset)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?;
writer.write_all(&bytes).await
}
}
type FighterBakeProcessor = LoadTransformAndSave<
FighterBakeSourceLoader,
FighterBakeTransformer,
BakedFighterAnimationsSaver,
>;
pub struct BakedAnimationPlugin;
pub struct BakedAnimationAssetProcessingPlugin;
impl Plugin for BakedAnimationAssetProcessingPlugin {
fn build(&self, app: &mut App) {
app.init_asset::<BakedFighterAnimations>()
.register_asset_loader(FighterBakeSourceLoader)
.register_asset_loader(BakedFighterAnimationsLoader)
.register_asset_processor(FighterBakeProcessor::new(
FighterBakeTransformer,
BakedFighterAnimationsSaver,
))
.set_default_asset_processor::<FighterBakeProcessor>("fighterbake");
}
}
impl Plugin for BakedAnimationPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(BakedAnimationAssetProcessingPlugin)
.add_systems(
bevy_ggrs::prelude::GgrsSchedule,
super::runtime::update_fighter_bone_matrices
.in_set(crate::schedule::GameplaySet::Animation),
)
.add_systems(
Update,
super::visual_binding::apply_baked_fighter_visual_pose,
)
.add_observer(super::visual_binding::bind_fighter_visual_bones);
}
}
fn bake_gltf(
bytes: &[u8],
buffer_bytes: &[Vec<u8>],
animations: &HashMap<AnimKind, String>,
) -> io::Result<BakedFighterAnimations> {
let gltf = gltf::Gltf::from_slice(bytes)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?;
let buffers = gltf
.buffers()
.zip(buffer_bytes)
.map(|(buffer, bytes)| {
if bytes.len() < buffer.length() {
return Err(io::Error::new(
io::ErrorKind::InvalidData,
format!(
"glTF buffer {} is too short: expected {}, got {}",
buffer.index(),
buffer.length(),
bytes.len()
),
));
}
Ok(gltf::buffer::Data(bytes.clone()))
})
.collect::<io::Result<Vec<_>>>()?;
if buffers.len() != gltf.buffers().len() {
return Err(io::Error::new(
io::ErrorKind::InvalidData,
"glTF buffer data is incomplete",
));
}
bake_gltf_document(gltf.document, buffers, animations)
}
pub(super) fn bake_gltf_document(
document: gltf::Document,
buffers: Vec<gltf::buffer::Data>,
animations: &HashMap<AnimKind, String>,
) -> io::Result<BakedFighterAnimations> {
let nodes: Vec<_> = document.nodes().collect();
if nodes.is_empty() {
return Err(io::Error::new(
io::ErrorKind::InvalidData,
"fighter model has no nodes",
));
}
let mut parents = vec![None; nodes.len()];
for node in &nodes {
for child in node.children() {
parents[child.index()] = Some(node.index());
}
}
let names = nodes
.iter()
.map(|node| {
node.name().map(str::to_owned).ok_or_else(|| {
io::Error::new(
io::ErrorKind::InvalidData,
format!("node {} has no name", node.index()),
)
})
})
.collect::<io::Result<Vec<_>>>()?;
let mut pending = HashMap::<&str, Vec<AnimKind>>::new();
for (kind, name) in animations {
pending.entry(name).or_default().push(*kind);
}
let mut clips = Vec::with_capacity(pending.len());
let mut clip_indices = HashMap::with_capacity(animations.len());
for animation in document.animations() {
let name = animation.name().ok_or_else(|| {
io::Error::new(
io::ErrorKind::InvalidData,
format!("animation {} has no name", animation.index()),
)
})?;
let Some(kinds) = pending.remove(name) else {
continue;
};
let channels = animation
.channels()
.map(|channel| read_channel(channel, &buffers))
.collect::<io::Result<Vec<_>>>()?;
let duration = channels
.iter()
.filter_map(Channel::duration)
.fold(0.0_f32, f32::max);
let frame_count = baked_frame_count(duration, BAKED_ANIMATION_FPS);
let mut frames = Vec::with_capacity(frame_count);
for frame in 0..frame_count {
let time = (frame as f32 / BAKED_ANIMATION_FPS as f32).min(duration);
frames.push(
nodes
.iter()
.map(|node| local_transform(node.clone(), &channels, time))
.collect::<io::Result<Vec<_>>>()?,
);
}
let index = clips.len();
clips.push(BakedAnimationClip { frames });
for kind in kinds {
clip_indices.insert(kind, index);
}
}
if clips.is_empty() {
return Err(io::Error::new(
io::ErrorKind::InvalidData,
"fighter model has no animations",
));
}
if !pending.is_empty() {
let mut missing = pending.keys().copied().collect::<Vec<_>>();
missing.sort_unstable();
return Err(io::Error::new(
io::ErrorKind::InvalidData,
format!(
"fighter model has no animations named {}",
missing.join(", ")
),
));
}
Ok(BakedFighterAnimations {
frame_rate: BAKED_ANIMATION_FPS,
bone_names: names,
parents,
clips,
clip_indices,
})
}
pub(super) fn baked_frame_count(duration: f32, frame_rate: u32) -> usize {
let frame = duration as f64 * frame_rate as f64;
let nearest_frame = frame.round();
let last_frame = if (frame - nearest_frame).abs() < 0.0001 {
nearest_frame
} else {
frame.ceil()
};
last_frame as usize + 1
}
#[derive(Clone)]
pub(super) struct Channel {
pub(super) node: usize,
pub(super) property: gltf::animation::Property,
pub(super) interpolation: gltf::animation::Interpolation,
pub(super) times: Vec<f32>,
pub(super) values: ChannelValues,
}
impl Channel {
fn duration(&self) -> Option<f32> {
self.times.last().copied()
}
}
#[derive(Clone)]
pub(super) enum ChannelValues {
Vec3(Vec<[f32; 3]>),
Rotation(Vec<[f32; 4]>),
}
fn read_channel(
channel: gltf::animation::Channel<'_>,
buffers: &[gltf::buffer::Data],
) -> io::Result<Channel> {
let reader = channel.reader(|buffer| Some(&buffers[buffer.index()].0));
let times = reader
.read_inputs()
.ok_or_else(|| {
io::Error::new(io::ErrorKind::InvalidData, "animation channel has no input")
})?
.collect();
let values = match reader.read_outputs().ok_or_else(|| {
io::Error::new(
io::ErrorKind::InvalidData,
"animation channel has no output",
)
})? {
gltf::animation::util::ReadOutputs::Translations(values)
| gltf::animation::util::ReadOutputs::Scales(values) => {
ChannelValues::Vec3(values.collect())
}
gltf::animation::util::ReadOutputs::Rotations(values) => {
ChannelValues::Rotation(values.into_f32().collect())
}
gltf::animation::util::ReadOutputs::MorphTargetWeights(_) => {
return Err(io::Error::new(
io::ErrorKind::InvalidData,
"morph target animation is not supported for bone baking",
));
}
};
if channel.sampler().interpolation() == gltf::animation::Interpolation::CubicSpline {
return Err(io::Error::new(
io::ErrorKind::InvalidData,
"cubic spline animation is not supported for bone baking",
));
}
Ok(Channel {
node: channel.target().node().index(),
property: channel.target().property(),
interpolation: channel.sampler().interpolation(),
times,
values,
})
}
fn local_transform(node: gltf::Node<'_>, channels: &[Channel], time: f32) -> io::Result<FixedMat4> {
let (mut translation, mut rotation, mut scale) = match node.transform() {
gltf::scene::Transform::Decomposed {
translation,
rotation,
scale,
} => (
Vec3::from(translation),
Quat::from_array(rotation),
Vec3::from(scale),
),
gltf::scene::Transform::Matrix { matrix } => {
return FixedMat4::from_mat4(Mat4::from_cols_array_2d(&matrix));
}
};
for channel in channels
.iter()
.filter(|channel| channel.node == node.index())
{
match (&channel.values, channel.property) {
(ChannelValues::Vec3(values), gltf::animation::Property::Translation) => {
translation = Vec3::from(sample_vec3(channel, values, time))
}
(ChannelValues::Vec3(values), gltf::animation::Property::Scale) => {
scale = Vec3::from(sample_vec3(channel, values, time))
}
(ChannelValues::Rotation(values), gltf::animation::Property::Rotation) => {
rotation = Quat::from_array(sample_rotation(channel, values, time))
}
_ => {
return Err(io::Error::new(
io::ErrorKind::InvalidData,
"animation property does not match its values",
));
}
}
}
FixedMat4::from_mat4(Mat4::from_scale_rotation_translation(
scale,
rotation,
translation,
))
}
fn sample_index(channel: &Channel, time: f32) -> (usize, usize, f32) {
let next = channel.times.partition_point(|key| *key <= time);
if next == 0 {
return (0, 0, 0.0);
}
if next == channel.times.len() {
let last = next - 1;
return (last, last, 0.0);
}
let previous = next - 1;
let factor = (time - channel.times[previous]) / (channel.times[next] - channel.times[previous]);
(previous, next, factor)
}
pub(super) fn sample_vec3(channel: &Channel, values: &[[f32; 3]], time: f32) -> [f32; 3] {
let (from, to, factor) = sample_index(channel, time);
if channel.interpolation == gltf::animation::Interpolation::Step {
return values[from];
}
Vec3::from(values[from])
.lerp(Vec3::from(values[to]), factor)
.to_array()
}
fn sample_rotation(channel: &Channel, values: &[[f32; 4]], time: f32) -> [f32; 4] {
let (from, to, factor) = sample_index(channel, time);
if channel.interpolation == gltf::animation::Interpolation::Step {
return values[from];
}
Quat::from_array(values[from])
.slerp(Quat::from_array(values[to]), factor)
.to_array()
}
+362
View File
@@ -0,0 +1,362 @@
//! Deterministic, fighter-local skeletal animation samples for gameplay and rendering.
mod asset_baking;
mod runtime;
mod visual_binding;
pub use crate::math::fixed_transform::FixedMat4;
pub use asset_baking::{BakedAnimationAssetProcessingPlugin, BakedAnimationPlugin};
pub use runtime::{
BakedAnimationClip, BakedFighterAnimations, FighterBoneIndexMap, FighterBoneMatrices,
update_fighter_bone_matrices,
};
pub const BAKED_ANIMATION_FPS: u32 = 60;
#[cfg(test)]
mod tests {
use super::*;
use crate::fighter::{animation::AnimKind, manifest::FighterManifest};
use crate::math::{int::FGi32, vec3::FGVec3};
use asset_baking::{
Channel, ChannelValues, bake_gltf_document, baked_frame_count, sample_vec3,
};
use serde_json::json;
use std::collections::HashMap;
#[test]
fn configured_fighter_clips_bake_to_fixed_point_frames() {
let manifest: FighterManifest = ron::from_str(include_str!(
"../../../assets/fighters/test/test.fighter.ron"
))
.unwrap();
let (document, buffers) = test_gltf(&manifest.animations);
let baked = bake_gltf_document(document, buffers, &manifest.animations).unwrap();
assert_eq!(baked.frame_rate, BAKED_ANIMATION_FPS);
assert_eq!(baked.frame_count(AnimKind::Wait), Some(121));
assert_eq!(baked.frame_count(AnimKind::Walk), Some(33));
assert_eq!(baked.frame_count(AnimKind::Run), Some(33));
assert_eq!(baked.frame_count(AnimKind::Dash), Some(21));
assert_eq!(baked.frame_count(AnimKind::Landing), Some(9));
assert_eq!(baked.frame_count(AnimKind::JumpBack), Some(57));
assert_eq!(baked.clip_indices.len(), manifest.animations.len());
assert_eq!(
baked.clip(AnimKind::Wait).unwrap().frames[0].len(),
baked.bone_names.len()
);
assert_eq!(baked.parents.len(), baked.bone_names.len());
}
/// Builds the smallest glTF document that still exercises the complete
/// animation-baking path. Keeping this fixture in memory avoids making
/// unit tests depend on the production Blender asset or Blender itself.
fn test_gltf(
animations: &HashMap<AnimKind, String>,
) -> (gltf::Document, Vec<gltf::buffer::Data>) {
let mut names: Vec<_> = animations.values().cloned().collect();
names.sort();
names.dedup();
let mut data = Vec::new();
let mut buffer_views = Vec::new();
let mut accessors = Vec::new();
let mut gltf_animations = Vec::new();
for name in names {
let duration: f32 = match name.as_str() {
"Idle_Loop_Game" => 2.0,
"Walk_Loop_IK_Game" | "Run_Game" => 0.533333361,
"Dash_Game" => 0.333333343,
"Jump_Land_Game" => 0.133333340,
"JumpB_Game" => 56.0 / 60.0,
_ => 0.0,
};
let input_offset = data.len();
data.extend_from_slice(&0.0_f32.to_le_bytes());
data.extend_from_slice(&duration.to_le_bytes());
let output_offset = data.len();
data.extend_from_slice(
&[0.0_f32, 0.0, 0.0]
.into_iter()
.flat_map(f32::to_le_bytes)
.collect::<Vec<_>>(),
);
data.extend_from_slice(
&[1.0_f32, 0.0, 0.0]
.into_iter()
.flat_map(f32::to_le_bytes)
.collect::<Vec<_>>(),
);
let input_view = buffer_views.len();
buffer_views.push(json!({
"buffer": 0,
"byteOffset": input_offset,
"byteLength": 8
}));
let output_view = buffer_views.len();
buffer_views.push(json!({
"buffer": 0,
"byteOffset": output_offset,
"byteLength": 24
}));
let input_accessor = accessors.len();
accessors.push(json!({
"bufferView": input_view,
"componentType": 5126,
"count": 2,
"type": "SCALAR",
"min": [0.0],
"max": [duration]
}));
let output_accessor = accessors.len();
accessors.push(json!({
"bufferView": output_view,
"componentType": 5126,
"count": 2,
"type": "VEC3"
}));
gltf_animations.push(json!({
"name": name,
"samplers": [{
"input": input_accessor,
"output": output_accessor,
"interpolation": "LINEAR"
}],
"channels": [{
"sampler": 0,
"target": { "node": 0, "path": "translation" }
}]
}));
}
let document = json!({
"asset": { "version": "2.0" },
"scene": 0,
"scenes": [{ "nodes": [0] }],
"nodes": [{ "name": "root", "children": [1] }, { "name": "hand" }],
"buffers": [{ "byteLength": data.len() }],
"bufferViews": buffer_views,
"accessors": accessors,
"animations": gltf_animations
});
let bytes = serde_json::to_vec(&document).unwrap();
let gltf = gltf::Gltf::from_slice(&bytes).unwrap();
(gltf.document, vec![gltf::buffer::Data(data)])
}
#[test]
fn pose_sampling_wraps_repeating_frames_and_clamps_finished_frames() {
let first = FixedMat4::IDENTITY;
let mut second = FixedMat4::IDENTITY;
second.translate(FGVec3::lit("2", "0", "0"));
let mut terminal = FixedMat4::IDENTITY;
terminal.translate(FGVec3::lit("4", "0", "0"));
let baked = BakedFighterAnimations {
frame_rate: BAKED_ANIMATION_FPS,
bone_names: vec!["root".into()],
parents: vec![None],
clips: vec![BakedAnimationClip {
frames: vec![vec![first], vec![second], vec![terminal]],
}],
clip_indices: HashMap::from([(AnimKind::Wait, 0)]),
};
let repeating = crate::fighter::animation::FighterAnimationFrame {
kind: AnimKind::Wait,
frame: 3,
repeat: true,
};
let finished = crate::fighter::animation::FighterAnimationFrame {
kind: AnimKind::Wait,
frame: 4,
repeat: false,
};
assert_eq!(baked.sample_pose(&repeating), Some(&[second][..]));
assert_eq!(baked.sample_pose(&finished), Some(&[terminal][..]));
}
#[test]
fn frame_count_snaps_source_frame_rounding_error_to_the_bake_grid() {
assert_eq!(baked_frame_count(0.533333361, 60), 33);
assert_eq!(baked_frame_count(0.333333343, 60), 21);
assert_eq!(baked_frame_count(0.133333340, 60), 9);
assert_eq!(baked_frame_count(2.0, 60), 121);
}
#[test]
fn linear_source_channel_is_resampled_between_thirty_hz_keys() {
let channel = Channel {
node: 0,
property: gltf::animation::Property::Translation,
interpolation: gltf::animation::Interpolation::Linear,
times: vec![0.0, 1.0 / 30.0],
values: ChannelValues::Vec3(vec![[0.0, 0.0, 0.0], [2.0, 0.0, 0.0]]),
};
let ChannelValues::Vec3(values) = &channel.values else {
unreachable!()
};
assert_eq!(sample_vec3(&channel, values, 1.0 / 60.0), [1.0, 0.0, 0.0]);
}
#[test]
fn presentation_pose_interpolates_previous_and_current_local_transforms() {
let mut previous = FixedMat4::IDENTITY;
previous.translate(FGVec3::lit("2", "0", "0"));
let mut current = FixedMat4::IDENTITY;
current.translate(FGVec3::lit("6", "0", "0"));
let transform = runtime::interpolate_transform(previous, current, 0.25);
assert_eq!(
transform.translation,
bevy::prelude::Vec3::new(3.0, 0.0, 0.0)
);
}
#[test]
fn bone_matrix_component_keeps_names_aligned_with_the_current_pose() {
let first = FixedMat4::IDENTITY;
let mut second = FixedMat4::IDENTITY;
second.translate(FGVec3::lit("0", "3", "0"));
let mut matrices = FighterBoneMatrices::default();
matrices.set_pose(
AnimKind::Wait,
&["root".into(), "hand".into()],
&[None, Some(0)],
&[first, second],
FGi32::ONE,
);
assert_eq!(matrices.get_current("hand"), Some(second));
assert_eq!(
matrices.iter().collect::<Vec<_>>(),
vec![("root", first), ("hand", second)]
);
}
#[test]
fn local_pose_reconstructs_model_space_for_gameplay() {
let mut root = FixedMat4::IDENTITY;
root.translate(FGVec3::lit("10", "0", "0"));
let mut hand = FixedMat4::IDENTITY;
hand.translate(FGVec3::lit("0", "3", "0"));
let mut matrices = FighterBoneMatrices::default();
matrices.set_pose(
AnimKind::Wait,
&["root".into(), "hand".into()],
&[None, Some(0)],
&[root, hand],
FGi32::ONE,
);
assert_eq!(matrices.local(1), Some(hand));
assert_eq!(
matrices.get_current("hand").unwrap().get_translation(),
FGVec3::lit("10", "3", "0")
);
assert_eq!(
matrices
.local(1)
.unwrap()
.to_mat4()
.transform_point3(bevy::prelude::Vec3::ZERO),
bevy::prelude::Vec3::new(0.0, 3.0, 0.0)
);
}
#[test]
fn repeated_pose_updates_reuse_scratch_and_output_buffers() {
let mut matrices = FighterBoneMatrices::default();
let names = ["root".into(), "hand".into()];
let parents = [None, Some(0)];
let pose = [FixedMat4::IDENTITY, FixedMat4::IDENTITY];
matrices.set_pose(AnimKind::Wait, &names, &parents, &pose, FGi32::ONE);
let capacities = matrices.buffer_capacities();
matrices.set_pose(AnimKind::Wait, &names, &parents, &pose, FGi32::ONE);
assert_eq!(capacities, matrices.buffer_capacities());
}
#[test]
fn model_scale_affects_gameplay_bones_without_changing_visual_locals() {
let mut root = FixedMat4::IDENTITY;
root.translate(FGVec3::lit("1", "0", "0"));
let mut hand = FixedMat4::IDENTITY;
hand.translate(FGVec3::lit("0", "2", "0"));
let mut matrices = FighterBoneMatrices::default();
matrices.set_pose(
AnimKind::Wait,
&["root".into(), "hand".into()],
&[None, Some(0)],
&[root, hand],
FGi32::lit("10"),
);
assert_eq!(matrices.local(1), Some(hand));
assert_eq!(
matrices.get_current("hand").unwrap().get_translation(),
FGVec3::lit("10", "20", "0")
);
}
#[test]
fn fixed_matrix_transforms_points() {
let transform = FixedMat4 {
cols: [
[FGi32::lit("2"), FGi32::ZERO, FGi32::ZERO, FGi32::ZERO],
[FGi32::ZERO, FGi32::lit("3"), FGi32::ZERO, FGi32::ZERO],
[FGi32::ZERO, FGi32::ZERO, FGi32::lit("4"), FGi32::ZERO],
[
FGi32::lit("10"),
FGi32::lit("-5"),
FGi32::lit("1.5"),
FGi32::ONE,
],
],
};
assert_eq!(
transform.transform_point(FGVec3::lit("1.25", "-2", "0.5")),
FGVec3::lit("12.5", "-11", "3.5")
);
}
#[test]
fn fixed_matrix_rotates_points_around_y() {
let transform = FixedMat4 {
cols: [
[FGi32::ONE, FGi32::ZERO, FGi32::ZERO, FGi32::ZERO],
[FGi32::ZERO, FGi32::ONE, FGi32::ZERO, FGi32::ZERO],
[FGi32::ZERO, FGi32::ZERO, FGi32::ONE, FGi32::ZERO],
[
FGi32::lit("10"),
FGi32::lit("2"),
FGi32::lit("-3"),
FGi32::ONE,
],
],
};
assert_eq!(
transform
.rotate_y(5)
.transform_point(FGVec3::lit("1", "0", "0")),
FGVec3::lit("10", "2", "-4")
);
}
#[test]
fn fixed_matrix_builders_set_euler_rotation_and_translation() {
let transform = FixedMat4::IDENTITY
.with_rotation(FGVec3::lit("0", "0", "1.5707963267948966"))
.with_translation(FGVec3::lit("10", "2", "-3"));
assert_eq!(
transform.transform_point(FGVec3::lit("1", "0", "0")),
FGVec3::lit("10", "3", "-3")
);
assert_eq!(transform.get_translation(), FGVec3::lit("10", "2", "-3"));
}
#[test]
fn fixed_matrix_rotation_builder_preserves_translation() {
let transform = FixedMat4::IDENTITY
.with_translation(FGVec3::lit("4", "5", "6"))
.with_rotation(FGVec3::lit("0", "0", "1.5707963267948966"));
assert_eq!(transform.get_translation(), FGVec3::lit("4", "5", "6"));
}
}
+282
View File
@@ -0,0 +1,282 @@
use std::collections::HashMap;
use bevy::prelude::*;
use serde::{Deserialize, Serialize};
use super::BAKED_ANIMATION_FPS;
use crate::{
fighter::{
Fighter,
animation::{AnimKind, FighterAnimationFrame},
manifest::FighterManifest,
visual::FighterAnimations,
},
math::fixed_transform::FixedMat4,
math::int::FGi32,
};
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct BakedAnimationClip {
pub frames: Vec<Vec<FixedMat4>>,
}
#[derive(Asset, bevy::reflect::TypePath, Clone, Debug, Serialize, Deserialize)]
#[type_path = "shinespark::fighter::baked_animation"]
pub struct BakedFighterAnimations {
pub frame_rate: u32,
pub bone_names: Vec<String>,
pub parents: Vec<Option<usize>>,
pub(super) clips: Vec<BakedAnimationClip>,
pub(super) clip_indices: HashMap<AnimKind, usize>,
}
impl BakedFighterAnimations {
pub fn contains_bone(&self, bone: &str) -> bool {
self.bone_names.iter().any(|name| name == bone)
}
pub fn has_unique_bone_names(&self) -> bool {
let mut names = std::collections::HashSet::with_capacity(self.bone_names.len());
self.bone_names.iter().all(|name| names.insert(name))
}
pub fn sample_pose(&self, frame: &FighterAnimationFrame) -> Option<&[FixedMat4]> {
let frames = &self.clip(frame.kind)?.frames;
let frame_index = if frame.repeat {
let loop_frame_count = frames.len().saturating_sub(1).max(1) as u32;
frame.frame % loop_frame_count
} else {
frame.frame
};
frames
.get(frame_index as usize)
.or_else(|| frames.last())
.map(Vec::as_slice)
}
pub fn frame_count(&self, kind: AnimKind) -> Option<u32> {
self.clip(kind).map(|clip| clip.frames.len() as u32)
}
pub(super) fn clip(&self, kind: AnimKind) -> Option<&BakedAnimationClip> {
self.clip_indices
.get(&kind)
.and_then(|index| self.clips.get(*index))
}
}
#[derive(Component, Clone, Debug, Default)]
pub struct FighterBoneMatrices {
bone_names: Vec<String>,
parents: Vec<Option<usize>>,
matrices: Vec<FixedMat4>,
previous_frame_matrices: Vec<FixedMat4>,
local_matrices: Vec<FixedMat4>,
previous_local_matrices: Vec<FixedMat4>,
model_matrices: Vec<Option<FixedMat4>>,
presentation_kind: Option<AnimKind>,
}
#[derive(Component, Clone, Debug, Default)]
pub struct FighterBoneIndexMap(pub HashMap<String, usize>);
impl FighterBoneMatrices {
#[cfg(test)]
pub(super) fn buffer_capacities(&self) -> [usize; 5] {
[
self.matrices.capacity(),
self.local_matrices.capacity(),
self.previous_frame_matrices.capacity(),
self.previous_local_matrices.capacity(),
self.model_matrices.capacity(),
]
}
pub fn get_by_idx(&self, index: usize) -> Option<(FixedMat4, FixedMat4)> {
Some((
*self.previous_frame_matrices.get(index)?,
*self.matrices.get(index)?,
))
}
pub fn get(&self, bone: &str) -> Option<(FixedMat4, FixedMat4)> {
let index = self.bone_names.iter().position(|name| name == bone)?;
Some((
*self.previous_frame_matrices.get(index)?,
*self.matrices.get(index)?,
))
}
pub fn get_current(&self, bone: &str) -> Option<FixedMat4> {
let index = self.bone_names.iter().position(|name| name == bone)?;
self.matrices.get(index).copied()
}
pub fn get_index(&self, index: usize) -> Option<(FixedMat4, FixedMat4)> {
Some((
*self.previous_frame_matrices.get(index)?,
*self.matrices.get(index)?,
))
}
pub fn get_current_index(&self, index: usize) -> Option<FixedMat4> {
self.matrices.get(index).copied()
}
pub fn iter(&self) -> impl Iterator<Item = (&str, FixedMat4)> {
self.bone_names
.iter()
.map(String::as_str)
.zip(self.matrices.iter().copied())
}
pub fn local(&self, index: usize) -> Option<FixedMat4> {
self.local_matrices.get(index).copied()
}
pub(super) fn presentation_local(
&self,
index: usize,
overstep_fraction: f32,
) -> Option<Transform> {
let current = self.local_matrices.get(index).copied()?;
let previous = self
.previous_local_matrices
.get(index)
.copied()
.unwrap_or(current);
Some(interpolate_transform(previous, current, overstep_fraction))
}
pub(super) fn set_pose(
&mut self,
kind: AnimKind,
bone_names: &[String],
parents: &[Option<usize>],
local: &[FixedMat4],
model_scale: FGi32,
) {
assert_eq!(
bone_names.len(),
local.len(),
"baked animation pose does not match its bone names"
);
assert_eq!(
bone_names.len(),
parents.len(),
"baked bone parents do not match names"
);
if self.bone_names.is_empty() {
self.bone_names.extend_from_slice(bone_names);
self.parents.extend_from_slice(parents);
} else {
assert_eq!(self.bone_names, bone_names, "baked bone names changed");
assert_eq!(self.parents, parents, "baked bone parents changed");
}
self.matrices.reserve(local.len());
self.previous_frame_matrices.reserve(local.len());
self.local_matrices.reserve(local.len());
self.previous_local_matrices.reserve(local.len());
self.model_matrices.reserve(local.len());
std::mem::swap(&mut self.matrices, &mut self.previous_frame_matrices);
let animation_changed = self.presentation_kind != Some(kind);
std::mem::swap(&mut self.local_matrices, &mut self.previous_local_matrices);
self.local_matrices.clear();
self.local_matrices.extend_from_slice(local);
self.model_matrices.resize(local.len(), None);
self.model_matrices.fill(None);
for index in 0..local.len() {
resolve_model_transform(index, parents, local, &mut self.model_matrices)
.expect("baked bone hierarchy should be valid");
}
let model_scale = FixedMat4 {
cols: [
[model_scale, FGi32::ZERO, FGi32::ZERO, FGi32::ZERO],
[FGi32::ZERO, model_scale, FGi32::ZERO, FGi32::ZERO],
[FGi32::ZERO, FGi32::ZERO, model_scale, FGi32::ZERO],
[FGi32::ZERO, FGi32::ZERO, FGi32::ZERO, FGi32::ONE],
],
};
self.matrices.clear();
self.matrices.extend(
self.model_matrices.iter().map(|matrix| {
model_scale.mul(matrix.expect("baked bone hierarchy should be valid"))
}),
);
// A state transition is a discontinuity, not an animation frame to
// interpolate from the previous clip. Keep the presentation pose at
// the new clip's first/current frame immediately.
if animation_changed {
self.previous_local_matrices
.clone_from(&self.local_matrices);
}
self.presentation_kind = Some(kind);
}
}
pub fn update_fighter_bone_matrices(
mut fighters: Query<(
&FighterAnimationFrame,
&FighterAnimations,
&Fighter,
&mut FighterBoneMatrices,
&mut FighterBoneIndexMap,
)>,
baked_assets: Res<Assets<BakedFighterAnimations>>,
manifests: Res<Assets<FighterManifest>>,
) {
for (frame, animations, fighter, mut matrices, mut bone_indices) in &mut fighters {
let baked = baked_assets
.get(&animations.baked)
.expect("fighter baked animation asset should be loaded before the match starts");
assert_eq!(
baked.frame_rate, BAKED_ANIMATION_FPS,
"fighter baked animation rate does not match the simulation rate"
);
let pose = baked
.sample_pose(frame)
.expect("fighter animation frame should select a baked pose");
let manifest = manifests
.get(&fighter.manifest)
.expect("fighter manifest should be loaded before the match starts");
matrices.set_pose(
frame.kind,
&baked.bone_names,
&baked.parents,
pose,
manifest.model_scale,
);
if bone_indices.0.is_empty() {
bone_indices.0.extend(
baked
.bone_names
.iter()
.enumerate()
.map(|(index, name)| (name.clone(), index)),
);
}
}
}
fn resolve_model_transform(
index: usize,
parents: &[Option<usize>],
local: &[FixedMat4],
model: &mut [Option<FixedMat4>],
) -> std::io::Result<FixedMat4> {
if let Some(value) = model[index] {
return Ok(value);
}
let value = match parents[index] {
Some(parent) => resolve_model_transform(parent, parents, local, model)?.mul(local[index]),
None => local[index],
};
model[index] = Some(value);
Ok(value)
}
pub(super) fn interpolate_transform(
previous: FixedMat4,
current: FixedMat4,
factor: f32,
) -> Transform {
let (previous_scale, previous_rotation, previous_translation) =
previous.to_mat4().to_scale_rotation_translation();
let (current_scale, current_rotation, current_translation) =
current.to_mat4().to_scale_rotation_translation();
let factor = factor.clamp(0.0, 1.0);
Transform {
translation: previous_translation.lerp(current_translation, factor),
rotation: previous_rotation.slerp(current_rotation, factor),
scale: previous_scale.lerp(current_scale, factor),
}
}
@@ -0,0 +1,107 @@
use bevy::prelude::*;
use bevy::world_serialization::{WorldInstanceReady, WorldInstanceSpawner};
use bevy_ggrs::GgrsFrameTiming;
use std::collections::{HashMap, HashSet};
use super::{BakedFighterAnimations, FighterBoneMatrices};
use crate::fighter::visual::FighterAnimations;
#[derive(Component)]
pub(super) struct BakedFighterBone {
fighter: Entity,
index: usize,
}
pub(super) fn bind_fighter_visual_bones(
ready: On<WorldInstanceReady>,
mut commands: Commands,
spawner: Res<WorldInstanceSpawner>,
fighters: Query<&FighterAnimations>,
baked_assets: Res<Assets<BakedFighterAnimations>>,
nodes: Query<(&Name, Option<&ChildOf>)>,
animation_players: Query<(), With<AnimationPlayer>>,
) {
let fighter = ready.entity;
let Ok(animations) = fighters.get(fighter) else {
return;
};
let baked = baked_assets
.get(&animations.baked)
.expect("fighter baked animation asset should be loaded before its visual scene");
let entities = spawner
.iter_instance_entities(ready.instance_id)
.collect::<HashSet<_>>();
for &entity in &entities {
if animation_players.contains(entity) {
commands.entity(entity).remove::<AnimationPlayer>();
}
}
let mut indices = HashMap::with_capacity(baked.bone_names.len());
for (index, name) in baked.bone_names.iter().enumerate() {
let key = (baked.parents[index], name.as_str());
assert!(
indices.insert(key, index).is_none(),
"fighter GLTF has duplicate node names under the same parent"
);
}
let mut assigned = HashMap::new();
let mut remaining = entities.iter().copied().collect::<Vec<_>>();
while !remaining.is_empty() {
let mut next = Vec::new();
let mut progress = false;
for entity in remaining {
let Ok((name, parent)) = nodes.get(entity) else {
continue;
};
let parent = parent.map(ChildOf::parent);
let parent_index = match parent {
Some(parent) if entities.contains(&parent) => {
if let Some(index) = assigned.get(&parent) {
Some(*index)
} else if nodes.get(parent).ok().is_some_and(|(name, _)| {
baked.bone_names.iter().any(|bone| bone == name.as_str())
}) {
next.push(entity);
continue;
} else {
None
}
}
_ => None,
};
if let Some(&index) = indices.get(&(parent_index, name.as_str())) {
assigned.insert(entity, index);
progress = true;
}
}
if !progress {
break;
}
remaining = next;
}
if assigned.len() != baked.bone_names.len() {
warn!(fighter = ?fighter, bound = assigned.len(), expected = baked.bone_names.len(), "could not bind every baked fighter node to its visual scene");
}
for (entity, index) in assigned {
commands
.entity(entity)
.insert(BakedFighterBone { fighter, index });
}
}
pub(super) fn apply_baked_fighter_visual_pose(
mut nodes: Query<(&mut Transform, &BakedFighterBone)>,
fighters: Query<&FighterBoneMatrices>,
timing: Res<GgrsFrameTiming>,
) {
let overstep_fraction = timing.overstep_fraction();
for (mut transform, bone) in &mut nodes {
let Ok(matrices) = fighters.get(bone.fighter) else {
continue;
};
let Some(local) = matrices.presentation_local(bone.index, overstep_fraction) else {
continue;
};
*transform = local;
}
}
+171 -31
View File
@@ -1,9 +1,10 @@
//! Resolving an integrated fighter position against the stage.
use crate::fighter::state::FighterStateContext;
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::{FighterECB, FighterPreviousTranslation, FighterTranslation};
use crate::math::segment::FGSegment2d;
use crate::math::vec::FGVec2;
use crate::stage::line::StageLineID;
use crate::stage::line::{StageCollision, StageLineID, StagePolyType};
/*
pub fn collide_fighter_with_scene(
fighters: Query<(&FighterECB, &mut FighterVelocity, &mut FighterTranslation)>,
@@ -38,38 +39,177 @@ pub struct AirCollisionWithStageResult {
}
pub fn air_collide_with_stage(
state_context: &FighterStateContext,
prev_translation: &FighterPreviousTranslation,
translation: &FighterTranslation,
prev_ecb: &FighterPreviousECB,
ecb: &FighterECB,
stage_collision: &StageCollision,
ignored_polys: &[usize],
ignore_soft_platforms: bool,
) -> Option<AirCollisionWithStageResult> {
let ray_segment = FGSegment2d::new(
state_context.prev_translation.0 + state_context.prev_ecb.get_bottom_point(),
state_context.translation.0 + state_context.ecb.get_bottom_point(),
prev_translation.0 + prev_ecb.get_bottom_point(),
translation.0 + ecb.get_bottom_point(),
);
let mut intersect_results = vec![];
for (poly_idx, poly) in state_context.stage_collision.stage_polys.iter().enumerate() {
if let Some(intersect_result) = poly.intersect_ray(ray_segment) {
intersect_results.push((
AirCollisionWithStageResult {
line_id: {
StageLineID {
polygon: poly_idx,
segment: intersect_result.segment_idx,
}
},
hit_position: intersect_result.position,
hit_normal: intersect_result.normal,
},
intersect_result
.position
.distance_squared(ray_segment.point2()),
));
}
}
intersect_results.sort_by(|(_, a), (_, b)| a.cmp(b));
intersect_results
stage_collision
.stage_polys
.iter()
.last()
.map(|(val, _)| val.to_owned().clone())
.enumerate()
.filter(|(poly_idx, poly)| {
!ignored_polys.contains(poly_idx)
&& !(ignore_soft_platforms && matches!(poly.poly_type, StagePolyType::Platform))
})
.filter_map(|(poly_idx, poly)| {
poly.intersect_ray(ray_segment).map(|intersect_result| {
(
AirCollisionWithStageResult {
line_id: {
StageLineID {
polygon: poly_idx,
segment: intersect_result.segment_idx,
}
},
hit_position: intersect_result.position,
hit_normal: intersect_result.normal,
},
intersect_result
.position
.distance_squared(ray_segment.point2()),
)
})
})
.max_by(|(_, a), (_, b)| a.cmp(b))
.map(|(result, _)| result)
}
#[cfg(test)]
mod tests {
use super::*;
use crate::fighter::ecb::{FighterECB, FighterPreviousECB};
use crate::stage::line::{StagePoly, StagePolyLineSegmentType, StagePolyType};
fn horizontal_platform(y: &str) -> StagePoly {
StagePoly::build(
StagePolyType::Platform,
&[
(FGVec2::lit("-2", y), StagePolyLineSegmentType::Floor),
(FGVec2::lit("2", y), StagePolyLineSegmentType::Floor),
],
)
}
fn solid_floor() -> StagePoly {
StagePoly::build(
StagePolyType::Closed,
&[
(FGVec2::lit("-2", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("2", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("2", "-2"), StagePolyLineSegmentType::Wall),
(FGVec2::lit("-2", "-2"), StagePolyLineSegmentType::Wall),
],
)
}
#[test]
fn airborne_collision_skips_ignored_polygons() {
let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0"), horizontal_platform("1")],
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let translation = FighterTranslation(FGVec2::lit("0", "-1"));
let previous_ecb = FighterPreviousECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let ecb = FighterECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let collision = air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&stage_collision,
&[1],
false,
)
.expect("the non-ignored platform should still be collidable");
assert_eq!(collision.line_id.polygon, 0);
assert_eq!(collision.hit_position, FGVec2::lit("0", "0"));
}
#[test]
fn airborne_collision_skips_soft_platforms_while_passing_down() {
let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0")],
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let translation = FighterTranslation(FGVec2::lit("0", "-1"));
let previous_ecb = FighterPreviousECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let ecb = FighterECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
assert!(air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&stage_collision,
&[],
true,
)
.is_none());
}
#[test]
fn airborne_collision_still_hits_solid_floors_while_passing_down() {
let stage_collision = StageCollision {
stage_polys: vec![solid_floor()],
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let translation = FighterTranslation(FGVec2::lit("0", "-1"));
let previous_ecb = FighterPreviousECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let ecb = FighterECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let collision = air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&stage_collision,
&[],
true,
)
.expect("solid floors remain collidable while passing down");
assert_eq!(collision.line_id.polygon, 0);
assert_eq!(collision.hit_position, FGVec2::lit("0", "0"));
}
}
+29 -9
View File
@@ -9,7 +9,7 @@ use bevy_egui::{EguiContexts, egui};
use crate::debug_tools::{DebugSettings, FighterDebugRowKind};
use crate::fighter::animation::FighterAnimationFrame;
use crate::fighter::attack::{
FighterKnockbackVelocity, FighterLastAttackDebug, FighterPendingHitReaction,
self, FighterKnockbackVelocity, FighterLastAttackDebug, FighterPendingHitReaction,
FighterSolvedHurtboxes,
};
use crate::fighter::baked_animation::{BakedFighterAnimations, FighterBoneMatrices};
@@ -27,6 +27,7 @@ use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::math::int::FGi32;
use crate::math::vec::FGVec2;
use crate::math::vec3::FGVec3;
use crate::player::Player;
pub fn debug_draw_ecb(
@@ -39,6 +40,12 @@ pub fn debug_draw_ecb(
mut gizmos: Gizmos,
) {
for (ecb, trf, ecb_prev, trf_prev) in ecbs {
gizmos.cross(
FGVec3::new(trf.0.x, trf.0.y, FGi32::ZERO).to_vec3(),
2.0,
bevy::color::palettes::css::BLUE,
);
let transformed =
ecb.to_3d_lineloop(Transform::from_xyz(trf.x.to_num(), trf.y.to_num(), 0.0));
gizmos.lineloop(transformed, YELLOW);
@@ -153,10 +160,17 @@ pub fn fighter_debug(
Ok(())
}
pub fn animation_debug(query: Query<(&GlobalTransform, &FighterBoneMatrices)>, mut gizmos: Gizmos) {
for (global_transform, matrices) in query {
let (_, rotation, translation) = global_transform.to_scale_rotation_translation();
let marker_transform = Transform::from_translation(translation).with_rotation(rotation);
pub fn animation_debug(
query: Query<(
&FighterTranslation,
&FighterFacingDirection,
&FighterBoneMatrices,
)>,
mut gizmos: Gizmos,
) {
for (global_transform, facing_dir, matrices) in query {
let global_transform = global_transform.get_3d_transform(facing_dir);
let marker_transform = global_transform.to_mat4();
for (_, matrix) in matrices.iter() {
let pos = marker_transform.transform_point(Vec3::new(
matrix.cols[3][0].to_num(),
@@ -382,14 +396,14 @@ pub fn attack_debug_gather(
&FighterPendingHitReaction,
&FighterTranslation,
&Fighter,
&FighterInput,
)>,
mut commands: Commands,
manifests: Res<Assets<FighterManifest>>,
game_settings: Res<GameSettings>,
) -> Result {
for (entity, reaction, translation, fighter) in query {
for (entity, reaction, translation, fighter, input) in query {
let Some(ref hit) = reaction.0 else {
commands.entity(entity).remove::<FighterLastAttackDebug>();
continue;
};
@@ -397,7 +411,13 @@ pub fn attack_debug_gather(
.get(&fighter.manifest)
.ok_or(FighterErrors::FighterManifestNotFound)?;
let mut knockback_vel = FighterKnockbackVelocity(hit.launch_velocity);
let launch_dir = attack::directional_influence::apply_directional_influence(
input.get_last_frame().movement,
hit.launch_angle,
game_settings.fighter_common.di_max_angle,
);
let mut knockback_vel = FighterKnockbackVelocity(launch_dir * hit.launch_velocity);
let mut fighter_vel = FighterVelocity(FGVec2::ZERO);
let mut translation = Vec3::new(translation.x.to_num(), translation.y.to_num(), 0.0);
@@ -406,7 +426,7 @@ pub fn attack_debug_gather(
points.reserve(hit.hitstun_frames as usize);
for _ in 1..hit.hitstun_frames {
air::integrate_gravity(&mut fighter_vel, &manifest.attributes);
air::integrate_gravity(&mut fighter_vel, &manifest.attributes, false);
let vel = knockback_vel.length();
let new_vel = vel
+100 -48
View File
@@ -1,28 +1,44 @@
use bevy::prelude::*;
use crate::math::{int::FGi32, vec::FGVec2};
use crate::{
fighter::{
FighterFacingDirection, FighterSurfaceState, FighterTranslation,
baked_animation::FighterBoneMatrices,
}, math::{int::FGi32, vec::FGVec2},
};
/// Environment collision box: the diamond used to resolve a fighter against
/// the stage. Purely geometry — the collision response lives in
/// [`super::collision`].
#[derive(Component, Debug, Clone, Copy, Hash)]
#[derive(Component, Debug, Clone, Copy, Hash, Default)]
#[require(FighterPreviousECB)]
pub struct FighterECB {
pub vertical_half: FGi32,
pub horizontal_half: FGi32,
pub top: FGVec2,
pub bottom: FGVec2,
pub left: FGVec2,
pub right: FGVec2,
}
#[derive(Component, Debug, Clone)]
pub struct FighterECBBoneIndices {
pub indices: Vec<usize>,
}
#[derive(Component, Debug, Clone, Copy, Default, Hash)]
pub struct FighterPreviousECB {
pub vertical_half: FGi32,
pub horizontal_half: FGi32,
pub top: FGVec2,
pub bottom: FGVec2,
pub left: FGVec2,
pub right: FGVec2,
}
impl From<FighterECB> for FighterPreviousECB {
fn from(ecb: FighterECB) -> Self {
Self {
vertical_half: ecb.vertical_half,
horizontal_half: ecb.horizontal_half,
top: ecb.top,
bottom: ecb.bottom,
left: ecb.left,
right: ecb.right,
}
}
}
@@ -35,53 +51,85 @@ pub fn snapshot_fighter_ecb(fighters: Query<(&FighterECB, &mut FighterPreviousEC
impl FighterECB {
pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
let rel_up = trf.transform_point(Vec3::new(
0.0,
(self.vertical_half + self.vertical_half).to_num(),
0.0,
));
let rel_down = trf.transform_point(Vec3::new(0.0, 0.0, 0.0));
let rel_left = trf.transform_point(Vec3::new(
(-self.horizontal_half).to_num(),
self.vertical_half.to_num(),
0.0,
));
let rel_right = trf.transform_point(Vec3::new(
self.horizontal_half.to_num(),
self.vertical_half.to_num(),
0.0,
));
[rel_up, rel_right, rel_down, rel_left]
[self.top, self.right, self.bottom, self.left]
.map(|point| trf.transform_point(Vec3::new(point.x.to_num(), point.y.to_num(), 0.0)))
}
pub fn get_bottom_point(&self) -> FGVec2 {
FGVec2::new(FGi32::ZERO, FGi32::ZERO)
self.bottom
}
}
impl FighterPreviousECB {
pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
let rel_up = trf.transform_point(Vec3::new(
0.0,
(self.vertical_half + self.vertical_half).to_num(),
0.0,
));
let rel_down = trf.transform_point(Vec3::new(0.0, 0.0, 0.0));
let rel_left = trf.transform_point(Vec3::new(
(-self.horizontal_half).to_num(),
self.vertical_half.to_num(),
0.0,
));
let rel_right = trf.transform_point(Vec3::new(
self.horizontal_half.to_num(),
self.vertical_half.to_num(),
0.0,
));
[rel_up, rel_right, rel_down, rel_left]
[self.top, self.right, self.bottom, self.left]
.map(|point| trf.transform_point(Vec3::new(point.x.to_num(), point.y.to_num(), 0.0)))
}
pub fn get_bottom_point(&self) -> FGVec2 {
FGVec2::new(FGi32::ZERO, FGi32::ZERO)
self.bottom
}
}
pub fn update_ecb(
query: Query<(
&mut FighterECB,
&FighterSurfaceState,
&FighterECBBoneIndices,
&FighterBoneMatrices,
&FighterTranslation,
&FighterFacingDirection,
)>,
) {
for (mut ecb, surface_state, bone_indices, bone_matrices, translation, facing_dir) in query {
let trf = translation.get_3d_transform(facing_dir);
let transformed_ecb_bones = bone_indices.indices.iter().filter_map(|idx| {
let Some((_, bone_matrix)) = bone_matrices.get_by_idx(*idx) else {
return None;
};
let pt = trf.transform_point(bone_matrix.get_translation());
Some(FGVec2::new(pt.x, pt.y) - translation.0)
}).collect::<Vec<_>>();
let max_x = transformed_ecb_bones.iter().max_by(|a, b| a.x.cmp(&b.x)).map(|final_val| final_val.x).unwrap_or(FGi32::lit("0.5"));
let min_x = transformed_ecb_bones.iter().min_by(|a, b| a.x.cmp(&b.x)).map(|final_val| final_val.x).unwrap_or(FGi32::lit("-0.5"));
let max_y = transformed_ecb_bones.iter().max_by(|a, b| a.y.cmp(&b.y)).map(|final_val| final_val.y).unwrap_or(FGi32::lit("0.5"));
let min_y = transformed_ecb_bones.iter().min_by(|a, b| a.y.cmp(&b.y)).map(|final_val| final_val.y).unwrap_or(FGi32::lit("-0.5"));
let midpoint_height = (max_y + min_y) / FGi32::lit("2.0");
let top = FGVec2::new(FGi32::ZERO, max_y);
let bottom = FGVec2::new(FGi32::ZERO, min_y);
let left = FGVec2::new(min_x, midpoint_height);
let right = FGVec2::new(max_x, midpoint_height);
let ecb_lock_frames_remaining = if let FighterSurfaceState::Airborne { ecb_lock_frames_remaining, .. } = surface_state {
*ecb_lock_frames_remaining
} else {
0
};
ecb.top = top;
if ecb_lock_frames_remaining == 0 {
ecb.bottom = bottom;
}
ecb.left = left;
ecb.right = right;
if surface_state.is_grounded() {
ecb.bottom = FGVec2::ZERO;
}
}
}
pub fn decrement_ecb_lockout(surface_states: Query<&mut FighterSurfaceState>) {
for mut state in surface_states {
state.tick_ecb_lock();
state.tick_ignored_polygons();
}
}
@@ -92,12 +140,16 @@ mod tests {
#[test]
fn previous_ecb_copies_current_dimensions() {
let current = FighterECB {
vertical_half: FGi32::lit("0.5"),
horizontal_half: FGi32::lit("0.25"),
bottom: FGVec2::lit("0.0", "-0.5"),
top: FGVec2::lit("0.0", "0.5"),
left: FGVec2::lit("-0.5", "0.0"),
right: FGVec2::lit("0.5", "0.0"),
};
let previous = FighterPreviousECB::from(current);
assert_eq!(previous.vertical_half, current.vertical_half);
assert_eq!(previous.horizontal_half, current.horizontal_half);
assert_eq!(previous.top, current.top);
assert_eq!(previous.bottom, current.bottom);
assert_eq!(previous.left, current.left);
assert_eq!(previous.right, current.right);
}
}
+1
View File
@@ -65,6 +65,7 @@ pub struct FighterManifest {
pub animations: HashMap<AnimKind, String>,
pub attack_scripts: HashMap<AttackKind, String>,
pub hurtboxes: Vec<FighterHurtbox>,
pub ecb_bones: Vec<String>,
}
#[derive(Resource)]
+62 -25
View File
@@ -18,6 +18,7 @@ pub mod hurtbox;
pub mod manifest;
pub mod motion;
pub mod state;
pub mod surface;
pub mod visual;
// The fighter components are re-exported so the rest of the crate can say
@@ -28,21 +29,18 @@ pub use attributes::FighterAttributes;
pub use ecb::FighterECB;
pub use manifest::FighterId;
pub use motion::{
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation,
FighterVelocity, Grounded,
FighterPresentationSnap, FighterPreviousFacingDirection, FighterPreviousTranslation,
FighterTranslation, FighterVelocity,
};
pub use surface::FighterSurfaceState;
use crate::{
AppState, fighter::{
attack::{
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
FighterKnockbackVelocity, FighterPendingHitReaction, FighterReceivedAttacks,
FighterSolvedHurtboxes, FighterStaleMoveQueue,
},
baked_animation::{FighterBoneIndexMap, FighterBoneMatrices},
manifest::FighterManifest,
state::{FighterState, fall::FallState},
visual::FighterAnimations,
FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
FighterStaleMoveQueue,
}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, ecb::FighterECBBoneIndices, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::FighterAnimations,
}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
};
use state::state_interrupt_system;
@@ -58,7 +56,30 @@ pub enum FighterFacingDirection {
Right,
}
#[derive(Component, Copy, Clone, Hash, Debug, PartialEq, Reflect, Default)]
pub enum FighterHitstopShakeKind {
#[default]
Horizontal,
Vertical,
}
#[derive(Component, Copy, Clone, Hash, Debug, PartialEq, Reflect, Default)]
pub enum FighterHitstopShakeRole {
#[default]
Attacker,
Receiver,
}
#[derive(Component, Default, Copy, Clone, Hash)]
pub struct FighterHitstopShake {
pub remaining_frames: u32,
pub total_frames: u32,
pub kind: FighterHitstopShakeKind,
pub role: FighterHitstopShakeRole,
}
#[derive(Component, Default, Copy, Clone, Hash)]
#[require(FighterHitstopShake)]
pub struct FighterHitstop {
pub remaining_frames: u32,
}
@@ -109,12 +130,12 @@ pub struct FighterVisual;
#[derive(Component)]
#[require(
FighterReceivedAttacks,
FighterStaleMoveQueue,
FighterDamage,
FighterPendingHitReaction,
FighterHitstop,
FighterKnockbackVelocity
FighterKnockbackVelocity,
FighterTranslation
)]
pub struct Fighter {
pub manifest: Handle<FighterManifest>,
@@ -127,6 +148,10 @@ impl Plugin for FighterPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(FighterAttackPlugin)
// Every state gets a chance to interrupt itself, in priority order.
.add_systems(
GgrsSchedule,
motion::clear_fighter_presentation_snaps.in_set(GameplaySet::Input),
)
.add_systems(
GgrsSchedule,
(
@@ -151,10 +176,15 @@ impl Plugin for FighterPlugin {
)*/
.add_systems(
GgrsSchedule,
state::state_collision_interrupt_system.in_set(GameplaySet::Collision),
(
(ecb::update_ecb, ecb::decrement_ecb_lockout, state::state_collision_interrupt_system).chain(),
baked_animation::update_fighter_bone_matrices,
)
.chain()
.in_set(GameplaySet::Collision),
)
.add_systems(
Update,
PostUpdate,
(
motion::apply_fighter_translation_to_visuals,
animation::apply_animation,
@@ -177,12 +207,14 @@ impl Plugin for FighterPlugin {
.checksum_component_with_hash::<FighterTranslation>()
.rollback_component_with_copy::<FighterPreviousTranslation>()
.checksum_component_with_hash::<FighterPreviousTranslation>()
.rollback_component_with_copy::<FighterPresentationSnap>()
.checksum_component_with_hash::<FighterPresentationSnap>()
.rollback_component_with_copy::<FighterPreviousFacingDirection>()
.checksum_component_with_hash::<FighterPreviousFacingDirection>()
.rollback_component_with_copy::<animation::FighterAnimationFrame>()
.checksum_component_with_hash::<animation::FighterAnimationFrame>()
.rollback_component_with_copy::<Grounded>()
.checksum_component_with_hash::<Grounded>()
.rollback_component_with_clone::<FighterSurfaceState>()
.checksum_component_with_hash::<FighterSurfaceState>()
.rollback_component_with_copy::<FighterFacingDirection>()
.rollback_component_with_copy::<FighterDamage>()
.checksum_component_with_hash::<FighterDamage>()
@@ -192,8 +224,6 @@ impl Plugin for FighterPlugin {
.checksum_component_with_hash::<FighterHitstop>()
.rollback_component_with_copy::<FighterKnockbackVelocity>()
.checksum_component_with_hash::<FighterKnockbackVelocity>()
.rollback_component_with_clone::<FighterReceivedAttacks>()
.checksum_component_with_hash::<FighterReceivedAttacks>()
.rollback_resource_with_reflect::<StageCollision>()
// Debug views.
.add_systems(
@@ -216,7 +246,8 @@ impl Plugin for FighterPlugin {
.after(debug::attack_debug_gather),
)
.chain()
.run_if(crate::debug_tools::attack_hitboxes_enabled).run_if(in_state(AppState::InMatch)),
.run_if(crate::debug_tools::attack_hitboxes_enabled)
.run_if(in_state(AppState::InMatch)),
)
.add_systems(
FixedPostUpdate,
@@ -225,6 +256,7 @@ impl Plugin for FighterPlugin {
.rollback_component_with_clone::<FighterState>()
.rollback_component_with_clone::<FighterHitboxes>()
.rollback_component_with_clone::<FighterBoneMatrices>()
.rollback_component_with_clone::<FighterHitstopShake>()
.checksum_component_with_hash::<FighterHitboxes>()
.rollback_component_with_clone::<FighterSolvedHurtboxes>()
.checksum_component_with_hash::<FighterSolvedHurtboxes>()
@@ -240,6 +272,7 @@ pub struct FighterActiveAttack {
pub active_hitboxes: Vec<usize>,
pub solved_hitboxes: Vec<attack::FighterSolvedHitbox>,
pub hit_fighters: Vec<Entity>,
pub stalled: bool,
}
#[derive(Component, Clone, Debug, Default, Hash)]
@@ -254,6 +287,7 @@ pub fn spawn_fighter(
animations: FighterAnimations,
attack_scripts: FighterAttackScriptAssets,
visual_root: WorldAssetRoot,
ecb_bone_indices: Vec<usize>,
) -> Entity {
commands
.spawn((
@@ -264,23 +298,25 @@ pub fn spawn_fighter(
Fighter { manifest: manifest },
FighterFacingDirection::Right,
FighterPreviousFacingDirection(FighterFacingDirection::Right),
FighterSurfaceState::default(),
Transform::from_scale(Vec3::splat(model_scale.to_num())),
(
FighterECB {
vertical_half: FGi32::lit("5.0"),
horizontal_half: FGi32::lit("2.5"),
},
FighterECB::default(),
FighterHitboxes::default(),
FighterECBBoneIndices {
indices: ecb_bone_indices
}
),
(
FighterVelocity::default(),
FighterTranslation(spawn_position),
FighterPreviousTranslation(spawn_position),
FighterPresentationSnap::default(),
),
visual_root,
animations,
attack_scripts,
FighterState::Fall(FallState),
FighterState::Fall(FallState::new(AirborneStateCommon::default())),
animation::FighterAnimationFrame::new(animation::AnimKind::Wait, true),
(
baked_animation::FighterBoneMatrices::default(),
@@ -294,8 +330,9 @@ pub fn spawn_fighter(
.id()
}
pub fn decay_hitstop(query: Query<&mut FighterHitstop>) {
for mut hitstop in query {
pub fn decay_hitstop(query: Query<(&mut FighterHitstop, &mut FighterHitstopShake)>) {
for (mut hitstop, mut hitstop_shake) in query {
hitstop.remaining_frames = hitstop.remaining_frames.saturating_sub(1);
hitstop_shake.remaining_frames = hitstop_shake.remaining_frames.saturating_sub(1);
}
}
+82 -18
View File
@@ -5,23 +5,27 @@ use bevy::prelude::*;
use bevy_ggrs::GgrsFrameTiming;
use crate::debug_tools::PresentationMotionMode;
use crate::fighter::FighterHitstopShake;
use crate::game_settings::GameSettings;
use crate::{
fighter::{FighterECB, FighterFacingDirection, baked_animation::FixedMat4},
fighter::{FighterFacingDirection, baked_animation::FixedMat4},
math::{int::FGi32, vec::FGVec2, vec3::FGVec3},
};
#[derive(Component, Clone, Copy, Hash)]
pub struct FighterPreviousFacingDirection(pub FighterFacingDirection);
#[derive(Component, Clone, Copy, Hash)]
pub struct Grounded;
#[derive(Component, Deref, DerefMut, Default, Debug, Clone, Copy, Hash)]
pub struct FighterVelocity(pub FGVec2);
#[derive(Component, Deref, DerefMut, Default, Clone, Copy, Hash)]
pub struct FighterPreviousTranslation(pub FGVec2);
/// Marks a simulation frame whose position changed discontinuously for
/// presentation purposes (for example, a landing correction).
#[derive(Component, Default, Clone, Copy, Hash, Debug, PartialEq, Eq)]
pub struct FighterPresentationSnap(pub bool);
#[derive(Component, Deref, DerefMut, Default, Clone, Copy, Hash)]
#[require(FighterPreviousTranslation)]
pub struct FighterTranslation(pub FGVec2);
@@ -53,30 +57,84 @@ pub fn sample_presentation_translation(
}
}
pub fn sample_presentation_translation_with_snap(
previous: FighterPreviousTranslation,
current: FighterTranslation,
overstep_fraction: f32,
mode: PresentationMotionMode,
snapped: FighterPresentationSnap,
) -> Vec2 {
if snapped.0 {
Vec2::new(current.x.to_num(), current.y.to_num())
} else {
sample_presentation_translation(previous, current, overstep_fraction, mode)
}
}
pub fn clear_fighter_presentation_snaps(mut fighters: Query<&mut FighterPresentationSnap>) {
for mut snap in &mut fighters {
snap.0 = false;
}
}
pub fn apply_fighter_translation_to_visuals(
query: Query<(
&FighterTranslation,
&FighterPreviousTranslation,
&FighterECB,
&FighterPresentationSnap,
&FighterHitstopShake,
&mut Transform,
)>,
timing: Res<GgrsFrameTiming>,
debug_settings: Res<crate::debug_tools::DebugSettings>,
game_settings: Res<GameSettings>,
) {
let overstep_fraction = timing.overstep_fraction();
for (translation, previous_translation, ecb, mut transform) in query {
let translation = sample_presentation_translation(
for (translation, previous_translation, presentation_snap, hitstop_shake, mut transform) in query {
let translation = sample_presentation_translation_with_snap(
*previous_translation,
*translation,
overstep_fraction,
debug_settings.motion_sampling,
*presentation_snap,
);
let bottom = ecb.get_bottom_point();
transform.translation = Vec3::new(
translation.x + bottom.x.to_num::<f32>(),
translation.y + bottom.y.to_num::<f32>(),
translation.x,
translation.y,
0.0,
);
if hitstop_shake.remaining_frames > 0
&& hitstop_shake.total_frames > 0
&& !game_settings.fighter_common.visual_shake_table.is_empty()
{
let total = hitstop_shake.total_frames as f32;
let curr = hitstop_shake.remaining_frames as f32;
let elapsed = 1.0 - curr / total;
let access_index = (hitstop_shake.remaining_frames as usize)
% game_settings.fighter_common.visual_shake_table.len();
let shake_multiplier = match hitstop_shake.role {
super::FighterHitstopShakeRole::Attacker => {
game_settings
.fighter_common
.attacker_visual_shake_multiplier
}
super::FighterHitstopShakeRole::Receiver => 1.0,
};
let shake_amount: f32 =
1.0 - EaseFunction::QuinticIn.sample(elapsed).unwrap_or_default();
let shake_amount = game_settings.fighter_common.visual_shake_table[access_index]
* shake_amount
* shake_multiplier;
let shake_offset = match hitstop_shake.kind {
super::FighterHitstopShakeKind::Horizontal => Vec3::new(shake_amount, 0.0, 0.0),
super::FighterHitstopShakeKind::Vertical => Vec3::new(0.0, shake_amount, 0.0),
};
transform.translation += shake_offset;
}
}
}
@@ -85,22 +143,15 @@ pub fn apply_air_motion(
&FighterVelocity,
&mut FighterTranslation,
&mut FighterPreviousTranslation,
&mut Transform,
)>,
_time: Res<Time<Fixed>>,
) {
for (velocity, mut translation, mut prev_translation, _transform) in fighters {
for (velocity, mut translation, mut prev_translation) in fighters {
prev_translation.0 = translation.0;
translation.0 += velocity.0;
}
}
pub fn copy_fighter_transform_to_visuals(fighters: Query<(&FighterTranslation, &mut Transform)>) {
for (translation, mut transform) in fighters {
transform.translation = Vec3::new(translation.x.to_num(), translation.y.to_num(), 0.0);
}
}
pub fn fighter_movement() {}
pub fn snapshot_fighter_motion(
@@ -145,6 +196,19 @@ mod tests {
assert_eq!(position, Vec2::new(7.0, 14.0));
}
#[test]
fn presentation_translation_uses_current_sample_after_snap() {
let position = sample_presentation_translation_with_snap(
FighterPreviousTranslation(FGVec2::new(FGi32::lit("2"), FGi32::lit("4"))),
FighterTranslation(FGVec2::new(FGi32::lit("6"), FGi32::lit("12"))),
0.25,
PresentationMotionMode::Extrapolation,
FighterPresentationSnap(true),
);
assert_eq!(position, Vec2::new(6.0, 12.0));
}
#[test]
fn snapshot_fighter_motion_copies_current_world_state() {
let mut world = World::new();
+78 -2
View File
@@ -1,8 +1,44 @@
use crate::fighter::state::land::{LandingState, LandingType};
use crate::fighter::state::{CollisionContext, FighterState};
use crate::fighter::*;
use crate::input::FighterCommands;
pub fn integrate_gravity(velocity: &mut FighterVelocity, attributes: &FighterAttributes) {
#[derive(Default, Debug, Clone, Copy, Hash)]
pub struct AirborneStateCommon {
pub is_fast_falling: bool,
}
pub fn process_fast_fall(
airborne_state_common: &mut AirborneStateCommon,
input: &mut FighterInput,
velocity: &mut FighterVelocity,
attributes: &FighterAttributes,
) {
if velocity.y.is_negative() {
if input.has_command(FighterCommands::SmashMoveDown) {
airborne_state_common.is_fast_falling = true;
}
input.clear_command(FighterCommands::SmashMoveDown);
}
if airborne_state_common.is_fast_falling {
velocity.y = -attributes.fast_fall_speed;
}
}
pub fn integrate_gravity(
velocity: &mut FighterVelocity,
attributes: &FighterAttributes,
fast_fall: bool,
) {
velocity.y -= attributes.gravity;
velocity.y = velocity.y.max(-attributes.terminal_velocity);
let terminal_vel = if fast_fall {
-attributes.fast_fall_speed
} else {
-attributes.terminal_velocity
};
velocity.y = velocity.y.max(terminal_vel);
}
pub fn apply_air_drift(
@@ -53,6 +89,45 @@ pub fn apply_air_motion(
translation.0 += velocity.0;
}
pub fn update_standard_motion(
ctx: &mut crate::fighter::state::UpdateContext,
airborne_common: &mut AirborneStateCommon,
) {
process_fast_fall(
airborne_common,
ctx.input,
&mut ctx.velocity,
ctx.fighter_attributes,
);
integrate_gravity(
ctx.velocity,
ctx.fighter_attributes,
airborne_common.is_fast_falling,
);
apply_air_drift(ctx.velocity, ctx.fighter_attributes, ctx.input);
apply_air_motion(
ctx.velocity,
ctx.translation,
ctx.prev_translation,
);
}
pub fn collision_interrupt(
ctx: &mut CollisionContext,
landing_type: LandingType,
) -> Option<FighterState> {
let res = ctx.air_collide_with_stage()?;
let diff = res.hit_position - ctx.translation.0;
ctx.ecb.bottom -= diff;
ctx.ecb.top -= diff;
ctx.ecb.left -= diff;
ctx.ecb.right -= diff;
ctx.translation.0 = res.hit_position;
ctx.presentation_snap.0 = true;
ctx.surface.land(res.line_id);
Some(FighterState::Land(LandingState::create(landing_type)))
}
#[cfg(test)]
mod tests {
use super::*;
@@ -86,6 +161,7 @@ mod tests {
air_drift_max: FGi32::lit("1.2"),
ground_friction: FGi32::ZERO,
terminal_velocity: FGi32::ZERO,
fast_fall_speed: FGi32::ZERO,
gravity: FGi32::ZERO,
weight: FGi32::lit("1"),
air_friction: FGi32::lit("0.001"),
+23 -25
View File
@@ -1,12 +1,12 @@
use crate::{
fighter::{
animation::AnimKind,
collision,
state::{
FighterState, FighterStateContext, FighterStateImpl, air,
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext,
air::{self, AirborneStateCommon},
fall::FallState,
ground::GroundedStateCommon,
land::{LandingState, LandingType},
land::LandingType,
},
},
input,
@@ -21,16 +21,18 @@ pub struct AirDodgeState {
impl FighterStateImpl for AirDodgeState {
const NAME: &'static str = "AirDodge";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
Some(FighterState::Fall(FallState))
Some(FighterState::Fall(FallState::new(
AirborneStateCommon::default(),
)))
} else {
None
}
}
fn update(&mut self, state_context: &mut FighterStateContext) {
state_context.velocity.0 *= state_context.fighter_manifest.attributes.air_dodge_decay;
fn update(&mut self, state_context: &mut UpdateContext) {
state_context.velocity.0 *= state_context.fighter_attributes.air_dodge_decay;
air::apply_air_motion(
state_context.velocity,
@@ -41,32 +43,28 @@ impl FighterStateImpl for AirDodgeState {
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let Some(res) = collision::air_collide_with_stage(state_context) {
// Adjust translation
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
current_line_id: res.line_id,
};
Some(FighterState::Land(LandingState {
grounded_common,
landing_type: LandingType::Special,
}))
} else {
None
}
air::collision_interrupt(state_context, LandingType::Special)
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::AirDodge, false);
state_context.velocity.0 =
self.direction * state_context.fighter_manifest.attributes.air_dodge_velocity;
self.direction * state_context.fighter_attributes.air_dodge_velocity;
}
fn is_visually_grounded<'a>(&'a self) -> bool {
false
}
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
}
}
pub fn check_input(state_context: &FighterStateContext) -> Option<FighterState> {
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
state_context
.input
.has_command(input::FighterCommands::Shield)
+160
View File
@@ -0,0 +1,160 @@
use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground,
};
use crate::fighter::FighterSurfaceState;
use crate::fighter::animation::AnimKind;
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::ground::{
grounded_movement_common_interrupts, grounded_movement_standstill_common_interrupts,
};
use crate::fighter::state::platform_pass::PlatformPassState;
use crate::fighter::state::{FighterState, dash, ground_attack, turn, walk};
use crate::input::FighterCommands;
use crate::stage::line::StagePolyType;
#[derive(Debug, Clone, Hash)]
pub enum CrouchSubState {
Entering { pass_queued: bool },
Idle,
Exiting,
}
#[derive(Debug, Clone, Hash)]
pub struct CrouchState {
sub_state: CrouchSubState,
}
pub fn crouch_idle_interrupts(state_context: &InterruptContext) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context) {
Some(state)
} else if let Some(state) = dash::check_input(state_context) {
Some(state)
} else if let Some(state) = turn::check_input(state_context) {
Some(state)
} else if let Some(state) = walk::check_input(state_context) {
Some(state)
} else {
None
}
}
pub fn crouch_entering_interrupts(state_context: &InterruptContext) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context) {
Some(state)
} else {
None
}
}
impl FighterStateImpl for CrouchState {
const NAME: &'static str = "Crouch";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) = grounded_movement_common_interrupts(state_context) {
return Some(state);
}
match self.sub_state {
CrouchSubState::Entering { pass_queued } => {
// pass
if let FighterSurfaceState::Grounded { line_id } = state_context.surface {
if let Some(stage_poly) = state_context
.stage_collision
.stage_polys
.get(line_id.polygon)
{
let is_inputting_crouch = -state_context.game_settings.input_common.run_stick_threshold > state_context.input.get_last_frame().movement.y;
let is_on_a_soft_platform = matches!(stage_poly.poly_type, StagePolyType::Platform);
if pass_queued && is_inputting_crouch && is_on_a_soft_platform
{
return Some(FighterState::PlatformPass(PlatformPassState::new(
AirborneStateCommon::default(),
line_id.polygon,
)));
}
}
}
// While entering the crouch animation we do not allow movement inputs, but we do allow attacks and jumps
if state_context.is_current_animation_finished() {
return Some(FighterState::Crouch(CrouchState {
sub_state: CrouchSubState::Idle,
}));
} else {
return crouch_entering_interrupts(state_context);
}
}
CrouchSubState::Idle => {
if state_context.input.get_last_frame().movement.y
> -state_context.game_settings.input_common.run_stick_threshold
{
return Some(FighterState::Crouch(CrouchState {
sub_state: CrouchSubState::Exiting,
}));
} else {
return crouch_idle_interrupts(state_context);
}
}
CrouchSubState::Exiting => {
if state_context.is_current_animation_finished() {
return grounded_movement_standstill_common_interrupts(state_context);
} else {
return crouch_idle_interrupts(state_context);
}
}
}
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
match self.sub_state {
CrouchSubState::Entering { .. } => {
state_context.play_animation(AnimKind::CrouchEnter, false);
}
CrouchSubState::Idle => {
state_context.play_animation(AnimKind::CrouchIdle, true);
}
CrouchSubState::Exiting => {
state_context.play_animation(AnimKind::CrouchExit, false);
}
}
}
fn update(&mut self, state_context: &mut UpdateContext) {
if let CrouchSubState::Entering {
pass_queued,
} = &mut self.sub_state
{
if state_context
.input
.has_command(FighterCommands::SmashMoveDown)
{
state_context
.input
.clear_command(FighterCommands::SmashMoveDown);
*pass_queued = true;
}
}
ground::update_friction_motion(state_context);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, false)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.y <= -state_context.game_settings.input_common.run_stick_threshold {
return Some(FighterState::Crouch(CrouchState {
sub_state: CrouchSubState::Entering { pass_queued: false },
}));
}
None
}
+31 -61
View File
@@ -1,74 +1,56 @@
use std::hash::Hasher;
use super::{FighterStateContext, FighterStateImpl, ground, run, wait, walk};
use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground, run,
wait, walk,
};
use crate::fighter::FighterFacingDirection;
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
use crate::input::FighterCommands::{SmashMoveLeft, SmashMoveRight};
#[derive(Debug, Clone)]
#[derive(Debug, Clone, Hash)]
pub struct DashState {
direction: FighterFacingDirection,
pub ground_common: GroundedStateCommon,
}
impl std::hash::Hash for DashState {
fn hash<H: Hasher>(&self, state: &mut H) {
self.direction.hash(state);
}
}
impl DashState {
pub fn new(direction: FighterFacingDirection, ground_common: GroundedStateCommon) -> Self {
Self {
direction,
ground_common,
}
pub fn new(direction: FighterFacingDirection) -> Self {
Self { direction }
}
}
impl FighterStateImpl for DashState {
const NAME: &'static str = "Dash";
fn check_interrupt(&self, ctx: &mut FighterStateContext) -> Option<FighterState> {
let ground = &self.ground_common;
let attributes = ctx.fighter_manifest.attributes;
fn check_interrupt(&self, ctx: &mut InterruptContext) -> Option<FighterState> {
let attributes = ctx.fighter_attributes;
// A reverse dash can interrupt before IASA
if let Some(direction) =
check_smash_input_with_dir(ctx).filter(|direction| *direction != self.direction)
{
return Some(FighterState::Dash(DashState::new(
direction,
ground.clone(),
)));
return Some(FighterState::Dash(DashState::new(direction)));
}
if let Some(state) = ground::grounded_movement_common_interrupts(ctx, ground) {
if let Some(state) = ground::grounded_movement_common_interrupts(ctx) {
return Some(state);
}
if ctx.is_current_animation_finished() {
return run::check_input(ctx, ground)
.or_else(|| walk::check_input(ctx, ground))
.or_else(|| wait::check_input(ctx, ground));
return run::check_input(ctx)
.or_else(|| walk::check_input(ctx))
.or_else(|| wait::check_input(ctx));
}
if ctx.get_current_animation_frame() > attributes.dash_acceleration_duration {
return run::check_input(ctx, ground);
return run::check_input(ctx);
}
None
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
*state_context.facing_direction = self.direction;
state_context.velocity.x = state_context
.fighter_manifest
.attributes
.dash_initial_velocity
* self.direction.to_sign();
state_context.velocity.x =
state_context.fighter_attributes.dash_initial_velocity * self.direction.to_sign();
state_context.play_animation(AnimKind::Dash, false);
@@ -86,24 +68,20 @@ impl FighterStateImpl for DashState {
}
}
fn update(&mut self, state_context: &mut FighterStateContext) {
fn update(&mut self, state_context: &mut UpdateContext) {
if state_context.get_current_animation_frame()
< state_context
.fighter_manifest
.attributes
.dash_acceleration_duration
< state_context.fighter_attributes.dash_acceleration_duration
{}
let last_frame = state_context.input.get_last_frame();
let (accel, target_vel) = state_context
.fighter_manifest
.attributes
.fighter_attributes
.get_accel_and_target_dashrun(&last_frame, self.direction.to_sign());
let accel = ground::compute_ground_accel(
accel,
target_vel,
state_context.velocity.x,
&state_context.fighter_manifest.attributes,
state_context.fighter_attributes,
state_context.game_settings,
);
state_context.velocity.x += accel;
@@ -117,21 +95,17 @@ impl FighterStateImpl for DashState {
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.ground_common, true)
{
Some(FighterState::Fall(FallState))
} else {
None
}
ground::collision_interrupt(state_context, true)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
fn check_smash_input_with_dir(
state_context: &FighterStateContext,
) -> Option<FighterFacingDirection> {
fn check_smash_input_with_dir(state_context: &InterruptContext) -> Option<FighterFacingDirection> {
if state_context.input.has_command(SmashMoveLeft) {
return Some(FighterFacingDirection::Left);
} else if state_context.input.has_command(SmashMoveRight) {
@@ -141,10 +115,6 @@ fn check_smash_input_with_dir(
}
}
pub fn check_input(
state_context: &FighterStateContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
check_smash_input_with_dir(state_context)
.map(|dir| FighterState::Dash(DashState::new(dir, ground_common.clone())))
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
check_smash_input_with_dir(state_context).map(|dir| FighterState::Dash(DashState::new(dir)))
}
+42 -54
View File
@@ -1,65 +1,53 @@
use super::{FighterStateContext, FighterStateImpl};
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::collision;
use crate::fighter::state::ground::GroundedStateCommon;
use crate::fighter::state::land::{LandingState, LandingType};
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::{FighterState, air, jump};
#[derive(Debug, Clone, Copy, Hash)]
pub struct FallState;
#[derive(Debug, Clone, Copy, Hash, Default)]
pub struct FallState {
airborne_state_common: AirborneStateCommon
}
impl FighterStateImpl for FallState {
const NAME: &'static str = "Fall";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
jump::check_input_double_jump(state_context)
}
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
state_context.play_animation(AnimKind::Fall, true);
}
fn update(&mut self, state_context: &mut super::FighterStateContext) {
air::integrate_gravity(
state_context.velocity,
&state_context.fighter_manifest.attributes,
);
air::apply_air_drift(
state_context.velocity,
&state_context.fighter_manifest.attributes,
state_context.input,
);
air::apply_air_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
) -> Option<FighterState> {
if let Some(res) = collision::air_collide_with_stage(state_context) {
// Adjust translation
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
current_line_id: res.line_id,
};
Some(FighterState::Land(LandingState::create(
grounded_common,
LandingType::Normal,
)))
} else {
None
impl FallState {
pub fn new(airborne_state_common: AirborneStateCommon) -> Self {
Self {
airborne_state_common
}
}
}
pub fn check_input(state_context: &FighterStateContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
impl FighterStateImpl for FallState {
const NAME: &'static str = "Fall";
if input_frame.movement.x.abs() < state_context.game_settings.input_common.stick_deadzone {
return Some(FighterState::Fall(FallState));
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
jump::check_input_double_jump(state_context)
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::Fall, true);
}
fn update(&mut self, state_context: &mut UpdateContext) {
air::update_standard_motion(state_context, &mut self.airborne_state_common);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
)
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
false
}
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
}
None
}
+160 -27
View File
@@ -3,7 +3,7 @@
//! bit-for-bit deterministic for rollback.
use crate::fighter::state::{
FighterState, FighterStateContext, dash, ground_attack, turn, wait, walk,
CollisionContext, FighterState, InterruptContext, air, crouch, dash, fall, ground_attack, turn, wait, walk,
};
use crate::fighter::{
FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
@@ -13,13 +13,6 @@ use crate::math::int::{FGWide, FGi32};
use crate::math::vec::FGVec2;
use crate::stage::line::{StageLineID, StagePoly, StagePolyLineSegment, StagePolyLineSegmentType};
use bevy::prelude::*;
#[derive(Reflect, Hash, Clone, Debug)]
pub struct GroundedStateCommon {
pub current_line_id: StageLineID,
}
pub fn apply_grounded_friction(friction: FGi32, ground_vel: FGi32) -> FGi32 {
if friction.abs() > ground_vel.abs() {
-ground_vel
@@ -163,24 +156,41 @@ pub fn apply_grounded_motion(
translation.0 += FGVec2::new(velocity.0.x, FGi32::ZERO);
}
pub fn update_friction_motion(ctx: &mut crate::fighter::state::UpdateContext) {
let friction = if ctx.velocity.x.abs() > ctx.fighter_attributes.max_walk_vel {
ctx.fighter_attributes.ground_friction
* ctx
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
ctx.fighter_attributes.ground_friction
};
let ground_velocity = ctx.velocity.x;
ctx.velocity.x += apply_grounded_friction(friction, ground_velocity);
apply_grounded_motion(ctx.velocity, ctx.translation, ctx.prev_translation);
}
pub fn collide_with_stage_grounded(
state_context: &mut FighterStateContext,
ground_common: &mut GroundedStateCommon,
state_context: &mut CollisionContext,
can_walk_off: bool,
) -> GroundedMotionResult {
let translation = &mut state_context.translation;
let ecb = &state_context.ecb;
let stage_collision = &state_context.stage_collision;
let stage_collision = state_context.stage_collision;
let stage_poly = stage_collision
.stage_polys
.get(ground_common.current_line_id.polygon);
let Some(current_line_id) = state_context.surface.line_id() else {
return GroundedMotionResult::InAir;
};
let stage_poly = stage_collision.stage_polys.get(current_line_id.polygon);
if let Some(stage_poly) = stage_poly {
let ecb_bottom_pos = translation.0 + ecb.get_bottom_point();
match resolve_grounded_position(
stage_poly,
ground_common.current_line_id.segment,
current_line_id.segment,
ecb_bottom_pos,
can_walk_off,
) {
@@ -200,20 +210,45 @@ pub fn collide_with_stage_grounded(
.0
.project_onto_normalized(current_segment.normal)
};
ground_common.current_line_id.segment = segment_idx;
state_context.surface.land(StageLineID {
polygon: current_line_id.polygon,
segment: segment_idx,
});
GroundedMotionResult::InGround
}
GroundedPositionResult::InAir => GroundedMotionResult::InAir,
GroundedPositionResult::InAir => {
state_context.surface.apply_airborne_policy(
crate::fighter::surface::EcbLockPolicy::StartOnDetach,
state_context.leave_ground_ecb_lock_duration,
);
GroundedMotionResult::InAir
}
}
} else {
state_context.surface.apply_airborne_policy(
crate::fighter::surface::EcbLockPolicy::StartOnDetach,
state_context.leave_ground_ecb_lock_duration,
);
GroundedMotionResult::InAir
}
}
pub fn collision_interrupt(ctx: &mut CollisionContext, can_walk_off: bool) -> Option<FighterState> {
match collide_with_stage_grounded(ctx, can_walk_off) {
GroundedMotionResult::InGround => None,
GroundedMotionResult::InAir => Some(FighterState::Fall(fall::FallState::new(
air::AirborneStateCommon::default(),
))),
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::{FighterECB, FighterSurfaceState};
use crate::stage::line::StagePolyType;
use crate::input::FighterInput;
fn two_segment_floor() -> StagePoly {
StagePoly::build(
@@ -319,28 +354,126 @@ mod tests {
GroundedPositionResult::InAir
));
}
#[test]
fn grounded_collision_updates_surface_segment() {
let stage_collision = crate::stage::line::StageCollision {
stage_polys: vec![two_segment_floor()],
};
let mut surface = FighterSurfaceState::Grounded {
line_id: StageLineID {
polygon: 0,
segment: 0,
},
};
let mut translation = FighterTranslation(FGVec2::lit("11", "0"));
let previous_translation = FighterPreviousTranslation(translation.0);
let mut velocity = FighterVelocity::default();
let mut ecb = FighterECB {
bottom: FGVec2::lit("0.0", "-0.5"),
top: FGVec2::lit("0.0", "0.5"),
left: FGVec2::lit("-0.5", "0.0"),
right: FGVec2::lit("0.5", "0.0"),
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
let mut context = CollisionContext {
translation: &mut translation,
prev_translation: &previous_translation,
input: &FighterInput::default(),
velocity: &mut velocity,
surface: &mut surface,
ecb: &mut ecb,
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 10,
presentation_snap: &mut presentation_snap,
downward_stick_threshold: FGi32::ONE,
};
assert!(matches!(
collide_with_stage_grounded(&mut context, true),
GroundedMotionResult::InGround
));
assert_eq!(
surface.line_id(),
Some(StageLineID {
polygon: 0,
segment: 1,
})
);
}
#[test]
fn walking_off_edge_clears_surface_contact() {
let stage_collision = crate::stage::line::StageCollision {
stage_polys: vec![StagePoly::build(
StagePolyType::Platform,
&[
(FGVec2::lit("0", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("10", "0"), StagePolyLineSegmentType::Floor),
],
)],
};
let mut surface = FighterSurfaceState::Grounded {
line_id: StageLineID {
polygon: 0,
segment: 0,
},
};
let mut translation = FighterTranslation(FGVec2::lit("11", "0"));
let previous_translation = FighterPreviousTranslation(translation.0);
let mut velocity = FighterVelocity::default();
let mut ecb = FighterECB {
bottom: FGVec2::lit("0.0", "-0.5"),
top: FGVec2::lit("0.0", "0.5"),
left: FGVec2::lit("-0.5", "0.0"),
right: FGVec2::lit("0.5", "0.0"),
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
let mut context = CollisionContext {
translation: &mut translation,
prev_translation: &previous_translation,
input: &FighterInput::default(),
velocity: &mut velocity,
surface: &mut surface,
ecb: &mut ecb,
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 10,
presentation_snap: &mut presentation_snap,
downward_stick_threshold: FGi32::ONE,
};
assert!(matches!(
collide_with_stage_grounded(&mut context, true),
GroundedMotionResult::InAir
));
assert!(matches!(surface, FighterSurfaceState::Airborne { .. }));
}
}
pub fn grounded_movement_common_interrupts(
state_context: &FighterStateContext,
ground_common: &GroundedStateCommon,
state_context: &InterruptContext,
) -> Option<FighterState> {
super::jump::check_input(state_context, ground_common)
super::jump::check_input(state_context)
}
pub fn grounded_movement_standstill_common_interrupts(
state_context: &FighterStateContext,
ground_common: &GroundedStateCommon,
state_context: &InterruptContext,
) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context, &ground_common) {
if let Some(state) = ground_attack::check_interrupt(state_context) {
Some(state)
} else if let Some(state) = dash::check_input(state_context, &ground_common) {
} else if let Some(state) = dash::check_input(state_context) {
Some(state)
} else if let Some(state) = turn::check_input(state_context, &ground_common) {
} else if let Some(state) = turn::check_input(state_context) {
Some(state)
} else if let Some(state) = walk::check_input(state_context, &ground_common) {
} else if let Some(state) = crouch::check_input(state_context) {
Some(state)
} else if let Some(state) = wait::check_input(state_context, &ground_common) {
} else if let Some(state) = walk::check_input(state_context) {
Some(state)
} else if let Some(state) = wait::check_input(state_context) {
Some(state)
} else {
None
+16 -19
View File
@@ -1,31 +1,28 @@
use crate::fighter::{
attack::{AttackKind, update_active_hitbox_list},
state::{FighterState, FighterStateImpl, ground::GroundedStateCommon, wait::WaitState},
state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
InterruptContext, UpdateContext, wait::WaitState,
},
};
#[derive(Clone, Debug, Hash)]
pub struct GroundAttackState {
pub attack_kind: AttackKind,
pub grounded_common: GroundedStateCommon,
}
impl FighterStateImpl for GroundAttackState {
const NAME: &'static str = "GroundAttack";
fn check_interrupt(
&self,
state_context: &mut super::FighterStateContext,
) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
Some(FighterState::Wait(WaitState {
grounded_common: self.grounded_common.clone(),
}))
Some(FighterState::Wait(WaitState))
} else {
None
}
}
fn update(&mut self, state_context: &mut super::FighterStateContext) {
fn update(&mut self, state_context: &mut UpdateContext) {
let animation_frame = state_context.get_current_animation_frame();
let script = state_context
.attack_scripts
@@ -44,35 +41,36 @@ impl FighterStateImpl for GroundAttackState {
}
}
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(self.attack_kind.get_animation(), false);
let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone();
state_context.stale_move_queue.push(self.attack_kind);
state_context.hitboxes.0 = Some(crate::fighter::FighterActiveAttack {
kind: self.attack_kind,
script,
active_hitboxes: Vec::new(),
solved_hitboxes: Vec::new(),
hit_fighters: Vec::new(),
stalled: false,
});
}
fn on_exit(&mut self, state_context: &mut super::FighterStateContext) {
fn on_exit(&mut self, state_context: &mut ExitContext) {
state_context.hitboxes.0 = None;
}
fn check_collision_interrupt(
&mut self,
_state_context: &mut super::FighterStateContext,
_state_context: &mut CollisionContext,
) -> Option<FighterState> {
None
}
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
pub fn check_interrupt(
state_context: &super::FighterStateContext,
grounded_common: &GroundedStateCommon,
) -> Option<FighterState> {
pub fn check_interrupt(state_context: &InterruptContext) -> Option<FighterState> {
if state_context
.input
.has_command(crate::input::FighterCommands::Attack)
@@ -83,7 +81,6 @@ pub fn check_interrupt(
.to_attack_kind_grounded();
Some(FighterState::GroundAttack(GroundAttackState {
attack_kind,
grounded_common: grounded_common.clone(),
}))
} else {
None
+64 -44
View File
@@ -1,13 +1,14 @@
use crate::{
fighter::{
animation::AnimKind,
attack::FighterHitReaction,
collision,
attack::{self, FighterHitReaction},
state::{
FighterState, FighterStateContext, FighterStateImpl, air,
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
InterruptContext, UpdateContext,
air::{self, AirborneStateCommon},
fall::FallState,
ground::{GroundedMotionResult, GroundedStateCommon, collide_with_stage_grounded},
land::{LandingState, LandingType},
ground::collision_interrupt,
land::LandingType,
wait::WaitState,
},
},
@@ -16,7 +17,7 @@ use crate::{
#[derive(Clone, Debug, Hash)]
pub enum HitstopStateKind {
Grounded(GroundedStateCommon),
Grounded,
Airborne,
}
@@ -24,6 +25,17 @@ pub enum HitstopStateKind {
pub struct HitstunState {
pub hit_reaction: FighterHitReaction,
pub hitstop_kind: HitstopStateKind,
knockback_applied: bool,
}
impl HitstunState {
pub fn new(hit_reaction: FighterHitReaction, hitstop_kind: HitstopStateKind) -> Self {
Self {
hit_reaction,
hitstop_kind,
knockback_applied: false,
}
}
}
impl FighterStateImpl for HitstunState {
@@ -31,7 +43,7 @@ impl FighterStateImpl for HitstunState {
fn name(&self) -> String {
let hitstop_kind = match self.hitstop_kind {
HitstopStateKind::Grounded(_) => "Grounded",
HitstopStateKind::Grounded => "Grounded",
HitstopStateKind::Airborne => "Airborne",
};
@@ -43,23 +55,37 @@ impl FighterStateImpl for HitstunState {
format!("Hitstun ({hitstop_kind}, {hit_reaction_type})")
}
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.get_current_animation_frame() > self.hit_reaction.hitstun_frames {
match &self.hitstop_kind {
HitstopStateKind::Grounded(grounded_state_common) => {
Some(FighterState::Wait(WaitState {
grounded_common: grounded_state_common.clone(),
}))
}
HitstopStateKind::Airborne => Some(FighterState::Fall(FallState)),
HitstopStateKind::Grounded => Some(FighterState::Wait(WaitState)),
HitstopStateKind::Airborne => Some(FighterState::Fall(FallState::new(
AirborneStateCommon::default(),
))),
}
} else {
None
}
}
fn update(&mut self, ctx: &mut FighterStateContext) {
air::integrate_gravity(ctx.velocity, &ctx.fighter_manifest.attributes);
fn update(&mut self, ctx: &mut UpdateContext) {
if !self.knockback_applied {
let launch_direction = attack::directional_influence::apply_directional_influence(
ctx.input.get_last_frame().movement,
self.hit_reaction.launch_angle,
ctx.game_settings.fighter_common.di_max_angle,
);
ctx.knockback_velocity.0 = launch_direction * self.hit_reaction.launch_velocity;
self.knockback_applied = true;
}
match self.hitstop_kind {
HitstopStateKind::Grounded => {}
HitstopStateKind::Airborne => {
air::integrate_gravity(ctx.velocity, ctx.fighter_attributes, false);
}
}
let speed = ctx.knockback_velocity.length();
let next_speed = speed
@@ -71,47 +97,41 @@ impl FighterStateImpl for HitstunState {
ctx.translation.0 += ctx.velocity.0 + ctx.knockback_velocity.0;
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
let animation = match self.hitstop_kind {
HitstopStateKind::Grounded(_) => AnimKind::FlinchGround,
HitstopStateKind::Grounded => AnimKind::FlinchGround,
HitstopStateKind::Airborne => AnimKind::FlinchAir,
};
state_context.play_animation(animation, false);
state_context.knockback_velocity.0 = self.hit_reaction.launch_velocity;
}
fn on_exit(&mut self, _state_context: &mut FighterStateContext) {}
fn on_exit(&mut self, _state_context: &mut ExitContext) {}
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
match &mut self.hitstop_kind {
HitstopStateKind::Grounded(grounded_state_common) => {
if let GroundedMotionResult::InAir =
collide_with_stage_grounded(state_context, grounded_state_common, true)
{
Some(FighterState::Fall(FallState {}))
} else {
None
}
}
HitstopStateKind::Grounded => collision_interrupt(state_context, true),
HitstopStateKind::Airborne => {
if let Some(res) = collision::air_collide_with_stage(state_context) {
// Adjust translation
state_context.translation.0 =
res.hit_position - state_context.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
current_line_id: res.line_id,
};
Some(FighterState::Land(LandingState::create(
grounded_common,
LandingType::Normal,
)))
} else {
None
}
air::collision_interrupt(state_context, LandingType::Normal)
}
}
}
fn is_visually_grounded<'a>(&'a self) -> bool {
match self.hitstop_kind {
HitstopStateKind::Grounded => true,
HitstopStateKind::Airborne => false,
}
}
fn surface_policy(&self) -> super::SurfacePolicy {
match self.hitstop_kind {
HitstopStateKind::Grounded => super::SurfacePolicy::Grounded,
HitstopStateKind::Airborne => super::SurfacePolicy::Airborne(
crate::fighter::surface::EcbLockPolicy::StartOnDetach,
),
}
}
}
+55 -108
View File
@@ -3,13 +3,12 @@ use bevy::prelude::*;
use crate::{
fighter::{
animation::AnimKind,
collision,
state::{
FighterState, FighterStateContext, FighterStateImpl, air,
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext,
air::{self, AirborneStateCommon},
air_dodge::{self, AirDodgeState},
fall::FallState,
ground::{self, GroundedMotionResult, GroundedStateCommon},
land::{LandingState, LandingType},
ground,
},
},
input::FighterCommands,
@@ -25,18 +24,17 @@ pub enum JumpType {
#[derive(Debug, Clone, Hash)]
pub struct JumpState {
jump_type: JumpType,
airborne_state_common: AirborneStateCommon,
}
#[derive(Debug, Clone, Hash)]
pub struct JumpSquatState {
pub grounded_common: GroundedStateCommon,
pub duration_counter: u32,
}
impl JumpSquatState {
pub fn create(grounded_common: GroundedStateCommon) -> Self {
pub fn create() -> Self {
Self {
grounded_common,
duration_counter: 0,
}
}
@@ -45,7 +43,7 @@ impl JumpSquatState {
impl FighterStateImpl for JumpSquatState {
const NAME: &'static str = "JumpSquat";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
// Special handling for wavedash from jump squat
if state_context.input.has_command(FighterCommands::Shield) {
// If aiming sideways and in the deadzone, do a perfect wavedash
@@ -69,96 +67,62 @@ impl FighterStateImpl for JumpSquatState {
Some(FighterState::AirDodge(AirDodgeState {
direction: wavedash_dir.normalize_or_zero(),
}))
} else if self.duration_counter
>= state_context.fighter_manifest.attributes.jumpsquat_duration
{
} else if self.duration_counter >= state_context.fighter_attributes.jumpsquat_duration {
info!("Jump {}", state_context.input.get_last_frame().jump);
let jump_type = if state_context.input.get_last_frame().jump {
JumpType::LongJump
} else {
JumpType::ShortHop
};
Some(FighterState::Jump(JumpState { jump_type }))
Some(FighterState::Jump(JumpState {
jump_type,
airborne_state_common: AirborneStateCommon::default(),
}))
} else {
None
}
}
fn update(&mut self, state_context: &mut FighterStateContext) {
fn update(&mut self, state_context: &mut UpdateContext) {
self.duration_counter += 1;
let friction = if state_context.velocity.x.abs()
> state_context.fighter_manifest.attributes.max_walk_vel
{
state_context.fighter_manifest.attributes.ground_friction
* state_context
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_manifest.attributes.ground_friction
};
let ground_velocity = state_context.velocity.x;
state_context.velocity.x += ground::apply_grounded_friction(friction, ground_velocity);
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
ground::update_friction_motion(state_context);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
{
Some(FighterState::Fall(FallState))
} else {
None
}
ground::collision_interrupt(state_context, false)
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::JumpSquat, false);
state_context.input.clear_command(FighterCommands::Jump);
}
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
impl FighterStateImpl for JumpState {
const NAME: &'static str = "Jump";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.input.has_command(FighterCommands::Jump) {
Some(FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
airborne_state_common: AirborneStateCommon::default(),
}))
} else {
air_dodge::check_input(state_context)
}
}
fn update(&mut self, state_context: &mut FighterStateContext) {
air::integrate_gravity(
state_context.velocity,
&state_context.fighter_manifest.attributes,
);
air::apply_air_drift(
state_context.velocity,
&state_context.fighter_manifest.attributes,
state_context.input,
);
air::apply_air_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
fn update(&mut self, state_context: &mut UpdateContext) {
air::update_standard_motion(state_context, &mut self.airborne_state_common);
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
if let JumpType::DoubleJump = self.jump_type {
state_context.input.clear_command(FighterCommands::Jump);
}
@@ -185,42 +149,22 @@ impl FighterStateImpl for JumpState {
}
let vertical_vel = match self.jump_type {
JumpType::ShortHop => {
state_context
.fighter_manifest
.attributes
.short_hop_vertical_velocity
}
JumpType::LongJump => {
state_context
.fighter_manifest
.attributes
.full_jump_vertical_velocity
}
JumpType::ShortHop => state_context.fighter_attributes.short_hop_vertical_velocity,
JumpType::LongJump => state_context.fighter_attributes.full_jump_vertical_velocity,
JumpType::DoubleJump => {
state_context
.fighter_manifest
.attributes
.full_jump_vertical_velocity
* state_context
.fighter_manifest
.attributes
.air_jump_multiplier
state_context.fighter_attributes.full_jump_vertical_velocity
* state_context.fighter_attributes.air_jump_multiplier
}
};
match self.jump_type {
JumpType::ShortHop | JumpType::LongJump => {
state_context.velocity.x += state_context
.fighter_manifest
.attributes
.jump_horizontal_velocity
* movement_stick_x;
state_context.velocity.x +=
state_context.fighter_attributes.jump_horizontal_velocity * movement_stick_x;
}
JumpType::DoubleJump => {
state_context.velocity.x = state_context
.fighter_manifest
.attributes
.fighter_attributes
.air_jump_horizontal_velocity
* movement_stick_x;
}
@@ -231,41 +175,44 @@ impl FighterStateImpl for JumpState {
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let Some(res) = collision::air_collide_with_stage(state_context) {
// Adjust translation
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
current_line_id: res.line_id,
};
Some(FighterState::Land(LandingState::create(
grounded_common,
LandingType::Normal,
)))
} else {
None
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
false
}
fn surface_policy(&self) -> super::SurfacePolicy {
use crate::fighter::surface::EcbLockPolicy;
match self.jump_type {
JumpType::DoubleJump => super::SurfacePolicy::Airborne(EcbLockPolicy::Restart),
JumpType::ShortHop | JumpType::LongJump => {
super::SurfacePolicy::Airborne(EcbLockPolicy::StartOnDetach)
}
}
}
}
pub fn check_input(
state_context: &FighterStateContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
state_context
.input
.has_command(FighterCommands::Jump)
.then(|| FighterState::JumpSquat(JumpSquatState::create(ground_common.clone())))
.then(|| FighterState::JumpSquat(JumpSquatState::create()))
}
pub fn check_input_double_jump(state_context: &FighterStateContext) -> Option<FighterState> {
pub fn check_input_double_jump(state_context: &InterruptContext) -> Option<FighterState> {
state_context
.input
.has_command(FighterCommands::Jump)
.then(|| {
FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
airborne_state_common: AirborneStateCommon::default(),
})
})
}
+20 -49
View File
@@ -1,12 +1,9 @@
use crate::fighter::{
animation::AnimKind,
state::{
FighterState, FighterStateContext, FighterStateImpl, dash,
fall::FallState,
ground::{
self, GroundedMotionResult, GroundedStateCommon,
grounded_movement_standstill_common_interrupts,
},
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext, dash,
ground::{self, grounded_movement_standstill_common_interrupts},
walk,
},
};
@@ -19,76 +16,46 @@ pub enum LandingType {
#[derive(Debug, Clone, Hash)]
pub struct LandingState {
pub grounded_common: GroundedStateCommon,
pub landing_type: LandingType,
}
impl LandingState {
pub fn create(grounded_common: GroundedStateCommon, landing_type: LandingType) -> Self {
Self {
grounded_common,
landing_type,
}
pub fn create(landing_type: LandingType) -> Self {
Self { landing_type }
}
}
impl FighterStateImpl for LandingState {
const NAME: &'static str = "Landing";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
grounded_movement_standstill_common_interrupts(state_context, &self.grounded_common)
grounded_movement_standstill_common_interrupts(state_context)
} else if state_context.get_current_animation_frame()
>= state_context.fighter_manifest.attributes.landing_iasa
>= state_context.fighter_attributes.landing_iasa
&& let LandingType::Normal = self.landing_type
{
dash::check_input(state_context, &self.grounded_common).or_else(|| {
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
.or_else(|| walk::check_input(state_context, &self.grounded_common))
dash::check_input(state_context).or_else(|| {
ground::grounded_movement_common_interrupts(state_context)
.or_else(|| walk::check_input(state_context))
})
} else {
None
}
}
fn update(&mut self, state_context: &mut FighterStateContext) {
let friction = if state_context.velocity.x.abs()
> state_context.fighter_manifest.attributes.max_walk_vel
{
state_context.fighter_manifest.attributes.ground_friction
* state_context
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_manifest.attributes.ground_friction
};
let ground_velocity = state_context.velocity.x;
state_context.velocity.x += ground::apply_grounded_friction(friction, ground_velocity);
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
fn update(&mut self, state_context: &mut UpdateContext) {
ground::update_friction_motion(state_context);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, true)
{
Some(FighterState::Fall(FallState))
} else {
None
}
ground::collision_interrupt(state_context, true)
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
match self.landing_type {
LandingType::Normal => {
state_context.play_animation(AnimKind::Landing, false);
@@ -98,4 +65,8 @@ impl FighterStateImpl for LandingState {
}
};
}
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
+318 -119
View File
@@ -8,8 +8,9 @@ use bevy::prelude::*;
use crate::fighter::animation::{AnimKind, FighterAnimationFrame};
use crate::fighter::attack::{
FighterAttackScriptAssets, FighterKnockbackVelocity, FighterPendingHitReaction,
FighterStaleMoveQueue,
FighterStaleMoveQueue, HitStop,
};
use crate::fighter::attributes::FighterAttributes;
use crate::fighter::baked_animation::BakedFighterAnimations;
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::manifest::FighterManifest;
@@ -17,10 +18,14 @@ use crate::fighter::state::hitstun::HitstunState;
use crate::fighter::visual::FighterAnimations;
use crate::fighter::{
Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
FighterPreviousTranslation, FighterTranslation, FighterVelocity,
FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole,
FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
FighterPresentationSnap,
};
use crate::fighter::surface::EcbLockPolicy;
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::math::int::FGi32;
use crate::scripting::FighterAttackScript;
use crate::stage::line::StageCollision;
@@ -37,6 +42,14 @@ pub mod run;
pub mod turn;
pub mod wait;
pub mod walk;
pub mod crouch;
pub mod platform_pass;
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum SurfacePolicy {
Grounded,
Airborne(EcbLockPolicy),
}
macro_rules! fighter_states {
($($variant:ident => $ty:ty),* $(,)?) => {
@@ -47,24 +60,32 @@ macro_rules! fighter_states {
pub fn name(&self) -> &'static str {
match self { $(Self::$variant(_) => <$ty>::NAME),* }
}
pub fn check_interrupt(&self, ctx: &mut FighterStateContext) -> Option<FighterState> {
pub fn check_interrupt(&self, ctx: &mut InterruptContext) -> Option<FighterState> {
match self { $(Self::$variant(s) => s.check_interrupt(ctx)),* }
}
pub fn update(&mut self, ctx: &mut FighterStateContext) {
pub fn update(&mut self, ctx: &mut UpdateContext) {
match self { $(Self::$variant(s) => s.update(ctx)),* }
}
pub fn on_enter(&mut self, ctx: &mut FighterStateContext) {
pub fn on_enter(&mut self, ctx: &mut EnterContext) {
match self { $(Self::$variant(s) => s.on_enter(ctx)),* }
}
pub fn on_exit(&mut self, ctx: &mut FighterStateContext) {
pub fn on_exit(&mut self, ctx: &mut ExitContext) {
match self { $(Self::$variant(s) => s.on_exit(ctx)),* }
}
pub fn check_collision_interrupt(&mut self, ctx: &mut FighterStateContext) -> Option<FighterState> {
pub fn check_collision_interrupt(&mut self, ctx: &mut CollisionContext) -> Option<FighterState> {
match self { $(Self::$variant(s) => s.check_collision_interrupt(ctx)),* }
}
pub fn is_visually_grounded(&self) -> bool {
match self { $(Self::$variant(s) => s.is_visually_grounded()),* }
}
pub fn surface_policy(&self) -> SurfacePolicy {
match self { $(Self::$variant(s) => s.surface_policy()),* }
}
}
$(impl From<$ty> for FighterState {
@@ -75,68 +96,139 @@ macro_rules! fighter_states {
pub trait FighterStateImpl: Sized {
const NAME: &'static str;
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState>;
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState>;
fn on_enter(&mut self, _state_context: &mut FighterStateContext) {}
fn on_exit(&mut self, _state_context: &mut FighterStateContext) {}
fn on_enter(&mut self, _state_context: &mut EnterContext) {}
fn on_exit(&mut self, _state_context: &mut ExitContext) {}
fn name(&self) -> String {
Self::NAME.to_owned()
}
fn update(&mut self, _state_context: &mut FighterStateContext);
fn update(&mut self, _state_context: &mut UpdateContext);
fn check_collision_interrupt(
&mut self,
_state_context: &mut FighterStateContext,
_state_context: &mut CollisionContext,
) -> Option<FighterState> {
None
}
fn is_visually_grounded<'a>(&'a self) -> bool;
fn surface_policy(&self) -> SurfacePolicy {
SurfacePolicy::Grounded
}
}
pub struct FighterStateContext<'a> {
pub translation: &'a mut FighterTranslation,
pub prev_translation: &'a mut FighterPreviousTranslation,
pub struct AnimationStatus {
pub frame: u32,
pub finished: bool,
}
pub struct InterruptContext<'a> {
pub input: &'a FighterInput,
pub facing_direction: &'a mut FighterFacingDirection,
pub game_settings: &'a GameSettings,
pub fighter_attributes: &'a FighterAttributes,
pub surface: &'a FighterSurfaceState,
pub animation: AnimationStatus,
pub stage_collision: &'a StageCollision,
}
impl InterruptContext<'_> {
pub fn get_current_animation_frame(&self) -> u32 {
self.animation.frame
}
pub fn is_current_animation_finished(&self) -> bool {
self.animation.finished
}
}
pub struct EnterContext<'a> {
pub input: &'a mut FighterInput,
pub hitboxes: &'a mut FighterHitboxes,
pub velocity: &'a mut FighterVelocity,
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub stale_move_queue: &'a mut FighterStaleMoveQueue,
pub ecb: &'a mut FighterECB,
pub prev_ecb: &'a mut FighterPreviousECB,
pub facing_direction: &'a mut FighterFacingDirection,
pub game_settings: &'a GameSettings,
pub stage_collision: &'a StageCollision,
pub animations: &'a FighterAnimations,
pub animation_frame: &'a mut FighterAnimationFrame,
pub baked_animations: &'a Assets<BakedFighterAnimations>,
pub attack_scripts: &'a Assets<FighterAttackScript>,
pub fighter_manifest: &'a FighterManifest,
pub surface: &'a mut FighterSurfaceState,
pub fighter_attributes: &'a FighterAttributes,
pub attack_script_assets: &'a FighterAttackScriptAssets,
pub game_settings: &'a GameSettings,
}
impl FighterStateContext<'_> {
impl EnterContext<'_> {
pub fn play_animation(&mut self, kind: AnimKind, repeat: bool) {
self.animation_frame.reset(kind, repeat);
}
}
pub struct ExitContext<'a> {
pub hitboxes: &'a mut FighterHitboxes,
pub surface: &'a mut FighterSurfaceState,
}
pub struct UpdateContext<'a> {
pub translation: &'a mut FighterTranslation,
pub prev_translation: &'a mut FighterPreviousTranslation,
pub input: &'a mut FighterInput,
pub hitboxes: &'a mut FighterHitboxes,
pub velocity: &'a mut FighterVelocity,
pub surface: &'a mut FighterSurfaceState,
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.frame
self.animation_frame
}
}
pub fn is_current_animation_finished(&self) -> bool {
let anims_data = self
.baked_animations
.get(&self.animations.baked)
.expect("Animation should exist");
anims_data
.frame_count(self.animation_frame.kind)
.expect("Current animation should have baked frames")
<= self.animation_frame.frame
pub struct CollisionContext<'a> {
pub translation: &'a mut FighterTranslation,
pub prev_translation: &'a FighterPreviousTranslation,
pub input: &'a FighterInput,
pub velocity: &'a mut FighterVelocity,
pub surface: &'a mut FighterSurfaceState,
pub ecb: &'a mut FighterECB,
pub prev_ecb: &'a FighterPreviousECB,
pub stage_collision: &'a StageCollision,
pub leave_ground_ecb_lock_duration: u32,
pub presentation_snap: &'a mut FighterPresentationSnap,
pub downward_stick_threshold: FGi32,
}
impl CollisionContext<'_> {
pub fn air_collide_with_stage(
&self,
) -> Option<crate::fighter::collision::AirCollisionWithStageResult> {
let ignored_polys = self.surface.ignored_polygon_ids();
let ignore_soft_platforms = self.input.get_last_frame().movement.y
<= -self.downward_stick_threshold;
crate::fighter::collision::air_collide_with_stage(
self.prev_translation,
self.translation,
self.prev_ecb,
self.ecb,
self.stage_collision,
&ignored_polys,
ignore_soft_platforms,
)
}
}
fighter_states! {
Wait => wait::WaitState,
Walk => walk::WalkState,
PlatformPass => platform_pass::PlatformPassState,
Crouch => crouch::CrouchState,
Dash => dash::DashState,
Run => run::RunState,
Fall => fall::FallState,
@@ -154,48 +246,126 @@ fighter_states! {
pub struct FighterFrameQuery {
pub translation: &'static mut FighterTranslation,
pub prev_translation: &'static mut FighterPreviousTranslation,
pub presentation_snap: &'static mut FighterPresentationSnap,
pub input: &'static mut FighterInput,
pub hitboxes: &'static mut FighterHitboxes,
pub velocity: &'static mut FighterVelocity,
pub surface: &'static mut FighterSurfaceState,
pub knockback_velocity: &'static mut FighterKnockbackVelocity,
pub stale_move_queue: &'static mut FighterStaleMoveQueue,
pub ecb: &'static mut FighterECB,
pub prev_ecb: &'static mut FighterPreviousECB,
pub prev_ecb: &'static FighterPreviousECB,
pub facing_direction: &'static mut FighterFacingDirection,
pub animation_frame: &'static mut FighterAnimationFrame,
pub fighter: &'static Fighter,
}
impl<'w, 's> FighterFrameQueryItem<'w, 's> {
fn context<'a>(
fn animation_status(
&self,
animations: &FighterAnimations,
baked_animations: &Assets<BakedFighterAnimations>,
) -> AnimationStatus {
let baked = baked_animations
.get(&animations.baked)
.expect("Animation should exist");
let frame = self.animation_frame.frame;
let finished = baked
.frame_count(self.animation_frame.kind)
.expect("Current animation should have baked frames")
<= frame;
AnimationStatus { frame, finished }
}
fn interrupt_context<'a>(
&'a mut self,
game_settings: &'a GameSettings,
stage_collision: &'a StageCollision,
animations: &'a FighterAnimations,
baked_animations: &'a Assets<BakedFighterAnimations>,
attack_scripts: &'a Assets<FighterAttackScript>,
attributes: &'a FighterAttributes,
stage_collision: &'a StageCollision,
) -> 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,
surface: &self.surface,
stage_collision,
}
}
fn enter_context<'a>(
&'a mut self,
attributes: &'a FighterAttributes,
attack_script_assets: &'a FighterAttackScriptAssets,
manifest: &'a FighterManifest,
) -> FighterStateContext<'a> {
FighterStateContext {
translation: &mut self.translation,
prev_translation: &mut self.prev_translation,
game_settings: &'a GameSettings,
) -> EnterContext<'a> {
EnterContext {
input: &mut self.input,
hitboxes: &mut self.hitboxes,
velocity: &mut self.velocity,
knockback_velocity: &mut self.knockback_velocity,
stale_move_queue: &mut self.stale_move_queue,
ecb: &mut self.ecb,
prev_ecb: &mut self.prev_ecb,
facing_direction: &mut self.facing_direction,
game_settings,
stage_collision,
animations,
animation_frame: &mut self.animation_frame,
baked_animations,
surface: &mut self.surface,
fighter_attributes: attributes,
attack_script_assets,
game_settings
}
}
fn exit_context(&mut self) -> ExitContext<'_> {
ExitContext {
hitboxes: &mut self.hitboxes,
surface: &mut self.surface,
}
}
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: &mut self.input,
hitboxes: &mut self.hitboxes,
velocity: &mut self.velocity,
surface: &mut self.surface,
knockback_velocity: &mut self.knockback_velocity,
game_settings,
animation_frame: self.animation_frame.frame,
fighter_attributes: attributes,
attack_scripts,
attack_script_assets,
fighter_manifest: manifest,
facing_direction: &self.facing_direction,
}
}
fn collision_context<'a>(
&'a mut self,
stage_collision: &'a StageCollision,
game_settings: &'a GameSettings,
) -> CollisionContext<'a> {
CollisionContext {
translation: &mut self.translation,
prev_translation: &self.prev_translation,
presentation_snap: &mut self.presentation_snap,
input: &self.input,
velocity: &mut self.velocity,
surface: &mut self.surface,
ecb: &mut self.ecb,
prev_ecb: &self.prev_ecb,
stage_collision,
leave_ground_ecb_lock_duration: game_settings.fighter_common.leave_ground_ecb_frame_lock_duration,
downward_stick_threshold: game_settings.input_common.run_stick_threshold,
}
}
}
@@ -210,13 +380,12 @@ pub struct StatefulFighterQuery {
pub attack_script_assets: &'static FighterAttackScriptAssets,
pub pending_hit_reaction: &'static mut FighterPendingHitReaction,
pub hitstop: &'static mut FighterHitstop,
pub hitstop_shake: &'static mut FighterHitstopShake,
}
pub fn state_update_system(
mut query: Query<StatefulFighterQuery>,
stage_collision: Res<StageCollision>,
game_settings: Res<GameSettings>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
attack_scripts: Res<Assets<FighterAttackScript>>,
manifests: Res<Assets<FighterManifest>>,
) {
@@ -224,7 +393,6 @@ pub fn state_update_system(
let StatefulFighterQueryItem {
mut state,
mut frame,
animations,
hitstop,
..
} = fighter;
@@ -233,16 +401,14 @@ pub fn state_update_system(
continue;
}
let mut update_ctx = frame.context(
let manifest = manifests
.get(&fighter.fighter.manifest)
.expect("Fighter manifest should be valid");
let mut update_ctx = frame.update_context(
&game_settings,
&stage_collision,
animations,
&baked_animations,
&manifest.attributes,
&attack_scripts,
&fighter.attack_script_assets,
&manifests
.get(&(fighter.fighter.manifest))
.expect("Fighter manifest should be valid"),
);
state.update(&mut update_ctx);
}
@@ -251,24 +417,32 @@ pub fn state_update_system(
fn transition_state(
current: &mut FighterState,
mut next: FighterState,
ctx: &mut FighterStateContext,
frame: &mut FighterFrameQueryItem,
attributes: &FighterAttributes,
attack_script_assets: &FighterAttackScriptAssets,
game_settings: &GameSettings,
) {
let old_name = current.name();
let new_name = next.name();
current.on_exit(ctx);
next.on_enter(ctx);
current.on_exit(&mut frame.exit_context());
if let SurfacePolicy::Airborne(lock_policy) = next.surface_policy() {
frame.surface.apply_airborne_policy(
lock_policy,
game_settings.fighter_common.leave_ground_ecb_frame_lock_duration,
);
}
next.on_enter(&mut frame.enter_context(attributes, attack_script_assets, game_settings));
*current = next;
info!("{} -> {}", old_name, new_name);
}
pub fn state_interrupt_system(
mut query: Query<StatefulFighterQuery>,
stage_collision: Res<StageCollision>,
game_settings: Res<GameSettings>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
fighter_manifests: Res<Assets<FighterManifest>>,
attack_scripts: Res<Assets<FighterAttackScript>>,
stage_collision: Res<StageCollision>,
) {
for fighter in &mut query {
let StatefulFighterQueryItem {
@@ -279,54 +453,82 @@ pub fn state_interrupt_system(
attack_script_assets,
mut pending_hit_reaction,
mut hitstop,
mut hitstop_shake,
} = 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"),
);
let manifest = fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
let new_state = if let Some(reaction) = pending_hit_reaction.take() {
hitstop.remaining_frames = *reaction.hitstop_frames;
let hitstop_kind = match &*state {
FighterState::Wait(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
FighterState::Walk(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
FighterState::Dash(value) => {
hitstun::HitstopStateKind::Grounded(value.ground_common.clone())
}
FighterState::Run(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
FighterState::Turn(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
FighterState::GroundAttack(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
_ => hitstun::HitstopStateKind::Airborne,
let shake_frames = reaction
.hitstop_frames
.calculate_shake_frames(&game_settings);
hitstop_shake.role = FighterHitstopShakeRole::Receiver;
hitstop_shake.total_frames = shake_frames;
hitstop_shake.remaining_frames = shake_frames;
hitstop_shake.kind = if state.is_visually_grounded() {
FighterHitstopShakeKind::Horizontal
} else {
FighterHitstopShakeKind::Vertical
};
Some(FighterState::Hitstun(HitstunState {
hit_reaction: reaction,
let mut hitstop_kind = if frame.surface.is_grounded() {
hitstun::HitstopStateKind::Grounded
} else {
hitstun::HitstopStateKind::Airborne
};
if let hitstun::HitstopStateKind::Grounded = hitstop_kind {
let straight_up_angle = FGi32::lit("90.0");
if reaction.hitstop_frames
>= HitStop::new(game_settings.fighter_common.tumble_bounce_hitstop_threshold)
{
hitstop_kind = hitstun::HitstopStateKind::Airborne;
// TODO: Use floor normal here
} else if reaction.launch_angle.abs_diff(straight_up_angle)
< game_settings
.fighter_common
.attack_ground_to_airborne_transition_vertical_angle_threshold
{
hitstop_kind = hitstun::HitstopStateKind::Airborne;
} else {
// straight down is 270
let straight_down_angle = FGi32::lit("270.0");
let meteor_threshold = game_settings.fighter_common.meteor_angle_threshold;
if (reaction.launch_angle - straight_down_angle).abs() <= meteor_threshold {
// TODO: Floor bounce
hitstop_kind = hitstun::HitstopStateKind::Airborne;
}
}
}
info!("Entering hitstop kind: {:?}", hitstop_kind);
Some(FighterState::Hitstun(HitstunState::new(
reaction,
hitstop_kind,
}))
)))
} else if hitstop.remaining_frames > 0 {
None
} else {
state.check_interrupt(&mut state_context)
state.check_interrupt(&mut frame.interrupt_context(
&game_settings,
animations,
&baked_animations,
&manifest.attributes,
&stage_collision
))
};
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,
&game_settings,
);
};
}
}
@@ -334,39 +536,36 @@ pub fn state_interrupt_system(
pub fn state_collision_interrupt_system(
mut query: Query<StatefulFighterQuery>,
stage_collision: Res<StageCollision>,
game_settings: Res<GameSettings>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
fighter_manifests: Res<Assets<FighterManifest>>,
attack_scripts: Res<Assets<FighterAttackScript>>,
game_settings: Res<GameSettings>,
) {
for fighter in &mut query {
let StatefulFighterQueryItem {
mut state,
mut frame,
animations,
fighter,
attack_script_assets,
hitstop,
..
} = fighter;
let mut state_context = frame.context(
&game_settings,
&stage_collision,
animations,
&baked_animations,
&attack_scripts,
&attack_script_assets,
fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid"),
);
if hitstop.remaining_frames > 0 {
continue;
}
if let Some(new_state) = state.check_collision_interrupt(&mut state_context) {
transition_state(&mut state, new_state, &mut state_context);
let manifest = fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
let new_state =
state.check_collision_interrupt(&mut frame.collision_context(&stage_collision, &game_settings));
if let Some(new_state) = new_state {
transition_state(
&mut state,
new_state,
&mut frame,
&manifest.attributes,
&attack_script_assets,
&game_settings,
);
}
}
}
+61
View File
@@ -0,0 +1,61 @@
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::{ExitContext, FighterState, air, jump};
#[derive(Debug, Clone, Copy, Hash, Default)]
pub struct PlatformPassState {
airborne_state_common: AirborneStateCommon,
ignored_polygon: usize,
}
impl PlatformPassState {
pub fn new(airborne_state_common: AirborneStateCommon, ignored_polygon: usize) -> Self {
Self {
airborne_state_common,
ignored_polygon
}
}
}
impl FighterStateImpl for PlatformPassState {
const NAME: &'static str = "PlatformPass";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
jump::check_input_double_jump(state_context)
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.surface.ignore_polygon(self.ignored_polygon, state_context.game_settings.fighter_common.platform_pass_platform_ignore_duration_frames);
state_context.velocity.y = state_context.game_settings.fighter_common.platform_pass_initial_downwards_velocity;
state_context.play_animation(AnimKind::PlatformPass, false);
}
fn on_exit(&mut self, state_context: &mut ExitContext) {
state_context.surface.clear_polygon_ignore(self.ignored_polygon);
}
fn update(&mut self, state_context: &mut UpdateContext) {
air::update_standard_motion(state_context, &mut self.airborne_state_common);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
)
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
false
}
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
}
}
+21 -34
View File
@@ -1,23 +1,19 @@
use bevy::prelude::*;
use super::{FighterStateContext, FighterStateImpl, ground, wait, walk};
use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground,
wait, walk,
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
use crate::math::int::FGi32;
#[derive(Component, Debug, Clone, Hash)]
pub struct RunState {
pub grounded_common: GroundedStateCommon,
}
pub struct RunState;
impl FighterStateImpl for RunState {
const NAME: &'static str = "Run";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
if let Some(state) =
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
{
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
return Some(state);
}
@@ -27,26 +23,24 @@ impl FighterStateImpl for RunState {
{
None
} else {
walk::check_input(state_context, &self.grounded_common)
.or_else(|| wait::check_input(state_context, &self.grounded_common))
walk::check_input(state_context).or_else(|| wait::check_input(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::Run, true);
}
fn update(&mut self, state_context: &mut super::FighterStateContext) {
fn update(&mut self, state_context: &mut UpdateContext) {
let last_frame = state_context.input.get_last_frame();
let (accel, target_vel) = state_context
.fighter_manifest
.attributes
.get_accel_and_target_dashrun(&last_frame, FGi32::ONE);
.fighter_attributes
.get_accel_and_target_dashrun(&last_frame, state_context.facing_direction.to_sign());
let accel = ground::compute_ground_accel(
accel,
target_vel,
state_context.velocity.x,
&state_context.fighter_manifest.attributes,
state_context.fighter_attributes,
state_context.game_settings,
);
state_context.velocity.x += accel;
@@ -60,28 +54,21 @@ impl FighterStateImpl for RunState {
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
{
Some(FighterState::Fall(FallState))
} else {
None
}
ground::collision_interrupt(state_context, true)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
pub fn check_input(
state_context: &FighterStateContext,
ground_state_common: &GroundedStateCommon,
) -> Option<FighterState> {
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.x.abs() >= state_context.game_settings.input_common.run_stick_threshold
{
return Some(FighterState::Run(RunState {
grounded_common: ground_state_common.clone(),
}));
return Some(FighterState::Run(RunState));
}
None
}
+20 -50
View File
@@ -1,18 +1,15 @@
use super::{FighterStateContext, FighterStateImpl};
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{self, GroundedMotionResult, GroundedStateCommon};
use crate::fighter::state::ground;
use crate::fighter::state::{FighterState, dash, jump, wait, walk};
use crate::input::FighterCommands;
#[derive(Debug, Clone, Hash)]
pub struct TurnState {
pub grounded_common: GroundedStateCommon,
}
pub struct TurnState;
impl FighterStateImpl for TurnState {
const NAME: &'static str = "Turn";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
// State chain that results in the turn completing
if state_context.get_current_animation_frame()
<= state_context
@@ -20,19 +17,19 @@ impl FighterStateImpl for TurnState {
.input_common
.turn_into_dashback_window as u32
{
if let Some(state) = dash::check_input(state_context, &self.grounded_common) {
if let Some(state) = dash::check_input(state_context) {
return Some(state);
}
}
if let Some(state) = jump::check_input(state_context, &self.grounded_common) {
if let Some(state) = jump::check_input(state_context) {
*state_context.facing_direction = state_context.facing_direction.reverse();
Some(state)
} else if state_context.is_current_animation_finished() {
if let Some(state) = dash::check_input(state_context, &self.grounded_common) {
if let Some(state) = dash::check_input(state_context) {
Some(state)
} else if let Some(state) = walk::check_input(state_context, &self.grounded_common) {
} else if let Some(state) = walk::check_input(state_context) {
Some(state)
} else if let Some(state) = wait::check_input(state_context, &self.grounded_common) {
} else if let Some(state) = wait::check_input(state_context) {
Some(state)
} else {
None
@@ -42,53 +39,28 @@ impl FighterStateImpl for TurnState {
}
}
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::Turn, false);
*state_context.facing_direction = state_context.facing_direction.reverse();
}
fn update(&mut self, state_context: &mut super::FighterStateContext) {
let friction = if state_context.velocity.x.abs()
> state_context.fighter_manifest.attributes.max_walk_vel
{
state_context.fighter_manifest.attributes.ground_friction
* state_context
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_manifest.attributes.ground_friction
};
let ground_velocity = state_context.velocity.x;
state_context.velocity.x += ground::apply_grounded_friction(friction, ground_velocity);
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
fn update(&mut self, state_context: &mut UpdateContext) {
ground::update_friction_motion(state_context);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
{
Some(FighterState::Fall(FallState))
} else {
None
}
ground::collision_interrupt(state_context, false)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
pub fn check_input(
state_context: &FighterStateContext,
grounded_common: &GroundedStateCommon,
) -> Option<FighterState> {
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
let has_smash_input = state_context
@@ -102,9 +74,7 @@ pub fn check_input(
&& input_frame.movement.x.signum() != state_context.facing_direction.to_sign()
&& !has_smash_input
{
return Some(FighterState::Turn(TurnState {
grounded_common: grounded_common.clone(),
}));
return Some(FighterState::Turn(TurnState));
}
None
}
+20 -52
View File
@@ -1,25 +1,20 @@
use super::{FighterStateContext, FighterStateImpl, ground};
use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground,
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
#[derive(Debug, Clone, Hash)]
pub struct WaitState {
pub grounded_common: GroundedStateCommon,
}
pub struct WaitState;
impl FighterStateImpl for WaitState {
const NAME: &'static str = "Wait";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
if let Some(state) =
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
{
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
Some(state)
} else if let Some(state) = ground::grounded_movement_standstill_common_interrupts(
state_context,
&self.grounded_common,
) {
} else if let Some(state) =
ground::grounded_movement_standstill_common_interrupts(state_context)
{
// Don't transition into yourself
if let FighterState::Wait(_) = state {
None
@@ -31,58 +26,31 @@ impl FighterStateImpl for WaitState {
}
}
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::Wait, true);
}
fn update(&mut self, state_context: &mut super::FighterStateContext) {
let friction = if state_context.velocity.x.abs()
> state_context.fighter_manifest.attributes.max_walk_vel
{
state_context.fighter_manifest.attributes.ground_friction
* state_context
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_manifest.attributes.ground_friction
};
let ground_velocity = state_context.velocity.x;
state_context.velocity.x += ground::apply_grounded_friction(friction, ground_velocity);
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
fn update(&mut self, state_context: &mut UpdateContext) {
ground::update_friction_motion(state_context);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
{
Some(FighterState::Fall(FallState))
} else {
None
}
ground::collision_interrupt(state_context, false)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
pub fn check_input(
state_context: &FighterStateContext,
ground_state_common: &GroundedStateCommon,
) -> Option<FighterState> {
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.x.abs() < state_context.game_settings.input_common.stick_deadzone {
return Some(FighterState::Wait(WaitState {
grounded_common: ground_state_common.clone(),
}));
return Some(FighterState::Wait(WaitState));
}
None
}
+20 -32
View File
@@ -1,42 +1,37 @@
use super::{FighterStateContext, FighterStateImpl, dash, ground, wait};
use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, dash,
ground, wait,
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
#[derive(Debug, Clone, Hash)]
pub struct WalkState {
pub grounded_common: GroundedStateCommon,
}
pub struct WalkState;
impl FighterStateImpl for WalkState {
const NAME: &'static str = "Walk";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
if let Some(state) =
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
{
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
return Some(state);
}
wait::check_input(state_context, &self.grounded_common)
.or_else(|| dash::check_input(state_context, &self.grounded_common))
wait::check_input(state_context).or_else(|| dash::check_input(state_context))
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::Walk, true);
}
fn update(&mut self, state_context: &mut FighterStateContext) {
fn update(&mut self, state_context: &mut UpdateContext) {
let last_frame = state_context.input.get_last_frame();
let (accel, target_vel) = state_context
.fighter_manifest
.attributes
.fighter_attributes
.get_accel_and_target_walk(&last_frame);
let accel = ground::compute_ground_accel(
accel,
target_vel,
state_context.velocity.x,
&state_context.fighter_manifest.attributes,
state_context.fighter_attributes,
&state_context.game_settings,
);
@@ -51,28 +46,21 @@ impl FighterStateImpl for WalkState {
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
{
Some(FighterState::Fall(FallState))
} else {
None
}
ground::collision_interrupt(state_context, false)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
pub fn check_input(
state_context: &FighterStateContext,
ground_state_common: &GroundedStateCommon,
) -> Option<FighterState> {
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if !input_frame.movement.x.is_zero() {
return Some(FighterState::Walk(WalkState {
grounded_common: ground_state_common.clone(),
}));
return Some(FighterState::Walk(WalkState));
}
None
+227
View File
@@ -0,0 +1,227 @@
use bevy::prelude::*;
use crate::stage::line::StageLineID;
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum EcbLockPolicy {
StartOnDetach,
Restart,
Preserve,
Clear,
}
/// The stage surface currently supporting a fighter.
///
/// This is physics state rather than fighter-state-machine state. Keeping it
/// separate means grounded, landing, and hitstun states all share one source
/// of truth for stage contact.
#[derive(Clone, Debug, Hash, PartialEq, Eq)]
pub struct IgnoredPolygon {
pub polygon: usize,
pub frames_remaining: u32,
}
#[derive(Component, Clone, Debug, Hash, PartialEq, Eq)]
pub enum FighterSurfaceState {
Airborne {
ecb_lock_frames_remaining: u32,
ignored_polys: Vec<IgnoredPolygon>,
},
Grounded {
line_id: StageLineID,
},
}
impl Default for FighterSurfaceState {
fn default() -> Self {
Self::Airborne {
ecb_lock_frames_remaining: 0,
ignored_polys: vec![],
}
}
}
impl FighterSurfaceState {
pub fn is_grounded(&self) -> bool {
matches!(self, Self::Grounded { .. })
}
pub fn line_id(&self) -> Option<StageLineID> {
match self {
Self::Airborne { .. } => None,
Self::Grounded { line_id } => Some(*line_id),
}
}
pub(crate) fn land(&mut self, line_id: StageLineID) {
*self = Self::Grounded { line_id };
}
pub fn clear_polygon_ignore(&mut self, polygon: usize) {
let Self::Airborne { ignored_polys, .. } = self else {
return;
};
ignored_polys.retain(|element| element.polygon != polygon);
}
pub fn ignore_polygon(&mut self, polygon: usize, duration_frames: u32) {
let Self::Airborne { ignored_polys, .. } = self else {
return;
};
if duration_frames == 0 {
return;
}
if let Some(ignored) = ignored_polys.iter_mut().find(|ignored| ignored.polygon == polygon) {
ignored.frames_remaining = duration_frames;
} else {
ignored_polys.push(IgnoredPolygon {
polygon,
frames_remaining: duration_frames,
});
}
}
pub fn is_polygon_ignored(&self, polygon: usize) -> bool {
matches!(self, Self::Airborne { ignored_polys, .. }
if ignored_polys.iter().any(|ignored| ignored.polygon == polygon))
}
pub(crate) fn ignored_polygon_ids(&self) -> Vec<usize> {
match self {
Self::Airborne { ignored_polys, .. } => {
ignored_polys.iter().map(|ignored| ignored.polygon).collect()
}
Self::Grounded { .. } => vec![],
}
}
pub(crate) fn apply_airborne_policy(
&mut self,
policy: EcbLockPolicy,
ecb_lock_duration: u32,
) {
let current_lock = match self {
Self::Airborne { ecb_lock_frames_remaining, .. } => *ecb_lock_frames_remaining,
Self::Grounded { .. } => 0,
};
let ecb_lock_frames_remaining = match policy {
EcbLockPolicy::StartOnDetach if self.is_grounded() => ecb_lock_duration,
EcbLockPolicy::StartOnDetach => current_lock,
EcbLockPolicy::Restart => ecb_lock_duration,
EcbLockPolicy::Preserve => current_lock,
EcbLockPolicy::Clear => 0,
};
let ignored_polys = match self {
Self::Airborne { ignored_polys, .. } => ignored_polys.clone(),
Self::Grounded { .. } => vec![],
};
*self = Self::Airborne { ecb_lock_frames_remaining, ignored_polys };
}
pub(crate) fn tick_ecb_lock(&mut self) {
if let Self::Airborne { ecb_lock_frames_remaining, .. } = self {
*ecb_lock_frames_remaining = ecb_lock_frames_remaining.saturating_sub(1);
}
}
pub(crate) fn tick_ignored_polygons(&mut self) {
if let Self::Airborne { ignored_polys, .. } = self {
for ignored in ignored_polys.iter_mut() {
ignored.frames_remaining = ignored.frames_remaining.saturating_sub(1);
}
ignored_polys.retain(|ignored| ignored.frames_remaining > 0);
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn contact_lifecycle_has_one_source_of_truth() {
let mut surface = FighterSurfaceState::default();
assert!(!surface.is_grounded());
assert_eq!(surface.line_id(), None);
let line_id = StageLineID {
polygon: 2,
segment: 3,
};
surface.land(line_id);
assert!(surface.is_grounded());
assert_eq!(surface.line_id(), Some(line_id));
surface.apply_airborne_policy(EcbLockPolicy::Clear, 0);
assert!(!surface.is_grounded());
assert_eq!(surface.line_id(), None);
}
#[test]
fn start_on_detach_does_not_reset_an_existing_lock() {
let mut surface = FighterSurfaceState::default();
surface.apply_airborne_policy(EcbLockPolicy::Restart, 5);
surface.tick_ecb_lock();
surface.apply_airborne_policy(EcbLockPolicy::StartOnDetach, 5);
assert_eq!(
surface,
FighterSurfaceState::Airborne {
ecb_lock_frames_remaining: 4,
ignored_polys: vec![],
}
);
}
#[test]
fn restart_retriggers_an_existing_lock() {
let mut surface = FighterSurfaceState::default();
surface.apply_airborne_policy(EcbLockPolicy::Restart, 5);
surface.tick_ecb_lock();
surface.apply_airborne_policy(EcbLockPolicy::Restart, 5);
assert_eq!(
surface,
FighterSurfaceState::Airborne {
ecb_lock_frames_remaining: 5,
ignored_polys: vec![],
}
);
}
#[test]
fn ignored_polygon_expires_after_requested_frames() {
let mut surface = FighterSurfaceState::default();
surface.ignore_polygon(3, 2);
assert!(surface.is_polygon_ignored(3));
surface.tick_ignored_polygons();
assert!(surface.is_polygon_ignored(3));
surface.tick_ignored_polygons();
assert!(!surface.is_polygon_ignored(3));
}
#[test]
fn ignoring_polygon_refreshes_existing_entry() {
let mut surface = FighterSurfaceState::default();
surface.ignore_polygon(3, 2);
surface.ignore_polygon(3, 5);
surface.tick_ignored_polygons();
surface.tick_ignored_polygons();
assert!(surface.is_polygon_ignored(3));
}
#[test]
fn airborne_policy_preserves_ignored_polygons_and_landing_clears_them() {
let mut surface = FighterSurfaceState::default();
surface.ignore_polygon(3, 5);
surface.apply_airborne_policy(EcbLockPolicy::Restart, 2);
assert!(surface.is_polygon_ignored(3));
surface.land(StageLineID { polygon: 0, segment: 0 });
assert!(!surface.is_polygon_ignored(3));
}
}
+27
View File
@@ -9,12 +9,39 @@ use crate::{math::int::FGi32, menus::style::FGUiStyle};
#[reflect(opaque)]
pub struct FighterSettingsCommon {
pub walk_speed_ease: FGi32,
/// Maximum allowed horizontal velocity
pub ground_max_horizontal_velocity: FGi32,
/// Ground friction applied when the fighter is above the walk speed
pub ground_friction_over_walk_speed_multiplier: FGi32,
pub knockback_stacking_window: u32,
pub knockback_decay_per_frame: FGi32,
/// Multiplier that translates knockback -> game unit velocity
pub knockback_launch_velocity_multiplier: FGi32,
pub hitstun_frames_per_unit_knockback: FGi32,
/// If an attack's hitstop > this value it will cause a grounded fighter to either bounce (if a meteor/spike)
/// or to become airborne
pub tumble_bounce_hitstop_threshold: u32,
/// Angle diff from straight down under which the attack will count as a meteor
pub meteor_angle_threshold: FGi32,
/// Angle diff from straight up under which the attack will force an airborne state
pub attack_ground_to_airborne_transition_vertical_angle_threshold: FGi32,
pub visual_shake_frames_per_hitstop_frame: FGi32,
// offsets applied when the fighter is in hitstop
pub visual_shake_table: Vec<f32>,
/// The attacker will always get less hitstop
pub attacker_visual_shake_multiplier: f32,
/// Maximum angle changed caused by directional influence
pub di_max_angle: FGi32,
pub leave_ground_ecb_frame_lock_duration: u32,
pub platform_pass_platform_ignore_duration_frames: u32,
pub platform_pass_initial_downwards_velocity: FGi32,
}
#[derive(Reflect, Serialize, Deserialize, Clone)]
#[reflect(opaque)]
+23
View File
@@ -20,6 +20,8 @@ pub enum FighterCommands {
Jump,
Shield,
Attack,
SmashMoveUp,
SmashMoveDown,
SmashMoveLeft,
SmashMoveRight,
}
@@ -60,6 +62,8 @@ impl FighterAttackCommandType {
pub struct FighterCommandLifetimes {
smash_move_left: u8,
smash_move_right: u8,
smash_move_down: u8,
smash_move_up: u8,
jump: u8,
shield: u8,
attack: u8,
@@ -72,6 +76,8 @@ impl Index<FighterCommands> for FighterCommandLifetimes {
match command {
FighterCommands::SmashMoveLeft => &self.smash_move_left,
FighterCommands::SmashMoveRight => &self.smash_move_right,
FighterCommands::SmashMoveDown => &self.smash_move_down,
FighterCommands::SmashMoveUp => &self.smash_move_up,
FighterCommands::Jump => &self.jump,
FighterCommands::Shield => &self.shield,
FighterCommands::Attack => &self.attack,
@@ -84,6 +90,8 @@ impl IndexMut<FighterCommands> for FighterCommandLifetimes {
match command {
FighterCommands::SmashMoveLeft => &mut self.smash_move_left,
FighterCommands::SmashMoveRight => &mut self.smash_move_right,
FighterCommands::SmashMoveDown => &mut self.smash_move_down,
FighterCommands::SmashMoveUp => &mut self.smash_move_up,
FighterCommands::Jump => &mut self.jump,
FighterCommands::Shield => &mut self.shield,
FighterCommands::Attack => &mut self.attack,
@@ -221,6 +229,21 @@ pub fn postprocess_input(
let mut x_flick_detected =
x_abs >= axis_threshold && input.frames_in_x_flick_deadzone <= frame_threshold;
if y_flick_detected {
input.clear_command(FighterCommands::SmashMoveUp);
input.clear_command(FighterCommands::SmashMoveDown);
input.frames_in_y_flick_deadzone = 0xFF;
let command_to_set = if input.current_frame.movement.y > 0.0 {
FighterCommands::SmashMoveUp
} else {
FighterCommands::SmashMoveDown
};
input.set_lifetime(command_to_set, game_settings.input_common.input_buffer_size);
}
// if both flicks are detected, only one wins
if x_flick_detected && y_flick_detected {
+76 -12
View File
@@ -1,6 +1,8 @@
use std::panic::{self, AssertUnwindSafe};
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::{Arc, Mutex};
use std::thread::JoinHandle;
use std::time::{Duration, Instant};
use bevy::prelude::*;
use gc_adapter_neo::{Controller, GcAdapter};
@@ -45,8 +47,8 @@ impl GcPortState {
dpad_right: b.dpad_right(),
left_trigger_digital: b.left_trigger(),
right_trigger_digital: b.right_trigger(),
left_stick: cal.left_stick(&c),
right_stick: cal.right_stick(&c),
left_stick: cal.left_stick_coords(&c),
right_stick: cal.right_stick_coords(&c),
triggers: (c.triggers.left.raw(), c.triggers.right.raw()),
}
}
@@ -55,10 +57,11 @@ impl GcPortState {
/// Shared, `Send + Sync` handle to the latest snapshot from the poll
/// thread. Safe to store as an ordinary [`Resource`] (no `NonSend` needed)
/// because the `GcAdapter` itself never leaves its thread.
#[derive(Resource, Clone)]
#[derive(Resource)]
pub struct GcAdapterSnapshot {
ports: Arc<Mutex<[GcPortState; 4]>>,
shutdown: Arc<AtomicBool>,
poll_thread: Option<JoinHandle<()>>,
}
impl GcAdapterSnapshot {
@@ -69,14 +72,38 @@ impl GcAdapterSnapshot {
impl Drop for GcAdapterSnapshot {
fn drop(&mut self) {
// Only actually signals shutdown once the last clone (this resource
// is never cloned in practice, but be defensive) is dropped.
if Arc::strong_count(&self.shutdown) <= 1 {
self.shutdown.store(true, Ordering::Relaxed);
self.shutdown.store(true, Ordering::Release);
if let Some(poll_thread) = self.poll_thread.take() {
if let Err(payload) = poll_thread.join() {
error!(
"GameCube Controller Adapter poll thread panicked during shutdown: {payload:?}"
);
}
}
}
}
const INITIAL_ERROR_BACKOFF: Duration = Duration::from_millis(1);
const MAX_ERROR_BACKOFF: Duration = Duration::from_millis(100);
fn next_error_backoff(backoff: Duration) -> Duration {
backoff.saturating_mul(2).min(MAX_ERROR_BACKOFF)
}
/// Wait for a retry while still allowing the owner to shut the poll thread down promptly.
fn wait_for_retry(shutdown: &AtomicBool, delay: Duration) -> bool {
let deadline = Instant::now() + delay;
while !shutdown.load(Ordering::Acquire) {
let remaining = deadline.saturating_duration_since(Instant::now());
if remaining.is_zero() {
return true;
}
std::thread::sleep(remaining.min(Duration::from_millis(10)));
}
false
}
/// Connects to the first GameCube adapter found on the USB bus and starts
/// polling it on a dedicated thread. Returns `None` (after logging a
/// warning) if no adapter is plugged in
@@ -94,7 +121,7 @@ pub fn spawn_poll_thread() -> Result<GcAdapterSnapshot, gc_adapter_neo::UsbError
let thread_ports = ports.clone();
let thread_shutdown = shutdown.clone();
std::thread::Builder::new()
let poll_thread = std::thread::Builder::new()
.name("gc-adapter-poll".into())
.spawn(move || {
// Flush whatever the adapter had buffered before we started
@@ -107,17 +134,27 @@ pub fn spawn_poll_thread() -> Result<GcAdapterSnapshot, gc_adapter_neo::UsbError
let mut rate_window_start = std::time::Instant::now();
#[cfg(debug_assertions)]
let mut rate_window_count: u32 = 0;
let mut error_backoff = INITIAL_ERROR_BACKOFF;
while !thread_shutdown.load(Ordering::Relaxed) {
while !thread_shutdown.load(Ordering::Acquire) {
let result = panic::catch_unwind(AssertUnwindSafe(|| adapter.read_controllers()));
let controllers = match result {
Ok(Ok(controllers)) => controllers,
Ok(Ok(controllers)) => {
error_backoff = INITIAL_ERROR_BACKOFF;
controllers
}
// Ignore this, for some reason we get a bunch of these when we start reading
Ok(Err(
gc_adapter_neo::AdapterError::Parse(_)
| gc_adapter_neo::AdapterError::ShortRead(_),
)) => continue,
)) => {
if !wait_for_retry(&thread_shutdown, error_backoff) {
break;
}
error_backoff = next_error_backoff(error_backoff);
continue;
}
Ok(Err(gc_adapter_neo::AdapterError::Usb(err))) => {
error!(
"GameCube Controller Adapter USB read failed ({err:?}); stopping \
@@ -160,5 +197,32 @@ pub fn spawn_poll_thread() -> Result<GcAdapterSnapshot, gc_adapter_neo::UsbError
})
.expect("failed to spawn gc-adapter poll thread");
Ok(GcAdapterSnapshot { ports, shutdown })
Ok(GcAdapterSnapshot {
ports,
shutdown,
poll_thread: Some(poll_thread),
})
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn error_backoff_is_capped() {
let mut backoff = INITIAL_ERROR_BACKOFF;
for _ in 0..16 {
backoff = next_error_backoff(backoff);
}
assert_eq!(backoff, MAX_ERROR_BACKOFF);
assert_eq!(next_error_backoff(MAX_ERROR_BACKOFF), MAX_ERROR_BACKOFF);
}
#[test]
fn retry_wait_stops_when_shutdown_is_requested() {
let shutdown = AtomicBool::new(true);
assert!(!wait_for_retry(&shutdown, Duration::from_secs(1)));
}
}
+2 -3
View File
@@ -116,13 +116,12 @@ impl Plugin for FighterInputPlugin {
binding: GamepadBinding::Button(GamepadButton::North),
action: InputMapAction::Jump,
},
// shield/airdodge -- both shoulder buttons, Melee-style
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::LeftTrigger),
binding: GamepadBinding::Button(GamepadButton::LeftTrigger2),
action: InputMapAction::Shield,
},
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::RightTrigger),
binding: GamepadBinding::Button(GamepadButton::RightTrigger2),
action: InputMapAction::Shield,
},
// attack
+41 -7
View File
@@ -28,22 +28,24 @@ use bevy::{
tasks::block_on,
};
use bevy_asset_loader::prelude::*;
use bevy_wind_waker_shader::prelude::*;
use clap::Parser;
use ron_asset_manager::RonAssetPlugin;
use crate::{
camera::MatchCameraPlugin, fighter::manifest::FighterManifest, game_settings::GameSettings,
schedule::GameplaySchedulePlugin, stage::manifest::StageManifest,
match_runtime::MatchRuntimePlugin, menus::style::FGUiStyle, schedule::GameplaySchedulePlugin,
stage::manifest::StageManifest, ui::InGameUIPlugin,
};
mod args;
pub mod blend_asset;
pub mod camera;
pub mod debug_tools;
pub mod fighter;
pub mod game_settings;
pub mod input;
pub mod match_loading;
pub mod match_runtime;
mod math;
pub mod menus;
pub mod netcode;
@@ -53,6 +55,7 @@ pub mod schedule;
pub mod scripting;
pub mod stage;
pub mod texture_reference;
pub mod ui;
#[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
pub enum AppState {
@@ -71,6 +74,7 @@ pub enum AppState {
LoadingMatch,
PreparingMatch,
InMatch,
MatchDisconnected,
MatchLoadFailed,
}
@@ -80,6 +84,21 @@ pub enum AppState {
#[derive(Default)]
pub struct GamePlugin;
/// Registers every custom asset loader used by the game and asset processor.
pub struct GameAssetPlugin;
impl Plugin for GameAssetPlugin {
fn build(&self, app: &mut App) {
app.add_plugins((
blend_asset::BlendAssetProcessingPlugin,
RonAssetPlugin::<FighterManifest>::create("fighter.ron"),
RonAssetPlugin::<StageManifest>::create("stage.ron"),
RonAssetPlugin::<GameSettings>::create("ron"),
RonAssetPlugin::<FGUiStyle>::create("stylesheet.ron"),
));
}
}
impl Plugin for GamePlugin {
fn build(&self, app: &mut App) {
// Each module owns its own systems, rollback registrations and
@@ -88,10 +107,10 @@ impl Plugin for GamePlugin {
app.init_state::<AppState>()
.add_plugins((
SettingsPlugin::new("moe.eirteam.shinespark.debug_settings"),
WindWakerShaderPlugin::default(),
// Brings up GGRS (and with it `GgrsSchedule`), so it goes first.
netcode::FighterNetcodePlugin::default(),
GameplaySchedulePlugin,
MatchRuntimePlugin,
input::FighterInputPlugin,
replay::ReplayPlugin,
debug_tools::DebugToolsPlugin,
@@ -100,9 +119,8 @@ impl Plugin for GamePlugin {
scripting::importer::FighterScriptImportPlugin,
stage::StagePlugin,
MatchCameraPlugin,
RonAssetPlugin::<FighterManifest>::create("fighter.ron"),
RonAssetPlugin::<StageManifest>::create("stage.ron"),
RonAssetPlugin::<GameSettings>::create("ron"),
GameAssetPlugin,
InGameUIPlugin,
))
.add_plugins(menus::MenuPlugin)
.add_loading_state(
@@ -155,11 +173,27 @@ impl Plugin for GamePlugin {
}
}
/// Registers the custom asset loaders and processors used by CI and release
/// builds. The processing binary adds this plugin without starting the game.
pub struct AssetProcessingPlugin;
impl Plugin for AssetProcessingPlugin {
fn build(&self, app: &mut App) {
app.add_plugins((
GameAssetPlugin,
scripting::importer::FighterScriptImportPlugin,
fighter::baked_animation::BakedAnimationAssetProcessingPlugin,
));
}
}
fn wait_for_asset_processor(
processor: Option<Res<AssetProcessor>>,
mut next_state: ResMut<NextState<AppState>>,
) {
if processor.is_none_or(|processor| block_on(processor.get_state()) == ProcessorState::Finished)
if !cfg!(feature = "development")
|| processor
.is_none_or(|processor| block_on(processor.get_state()) == ProcessorState::Finished)
{
next_state.set(AppState::LoadCommonAssets);
}
+27 -13
View File
@@ -1,35 +1,49 @@
use bevy::asset::AssetMode::Processed;
#[cfg(feature = "debug_features")]
use bevy::camera_controller::free_camera::FreeCameraPlugin;
use bevy::gltf::GltfPlugin;
use bevy::image::{ImageAddressMode, ImagePlugin, ImageSamplerDescriptor};
use bevy::prelude::*;
#[cfg(feature = "debug_features")]
use bevy_egui::EguiPlugin;
#[cfg(feature = "debug_features")]
use bevy_inspector_egui::quick::WorldInspectorPlugin;
fn main() -> AppExit {
// A `Repeat` sampler so the tileable materials authored in the
// editor render the same way at runtime; Bevy's default
// `ClampToEdge` smears texture edges on brush geometry.
let default_sampler = ImageSamplerDescriptor::linear()
.set_address_mode(ImageAddressMode::Repeat)
.set_anisotropic_filter(16)
.clone();
let default_plugins = DefaultPlugins
.set(ImagePlugin {
default_sampler: ImageSamplerDescriptor {
address_mode_u: ImageAddressMode::Repeat,
address_mode_v: ImageAddressMode::Repeat,
address_mode_w: ImageAddressMode::Repeat,
..ImageSamplerDescriptor::linear()
},
default_sampler: default_sampler.clone(),
})
.set(GltfPlugin {
default_sampler,
..default()
})
.set(AssetPlugin {
mode: Processed,
use_asset_processor_override: Some(cfg!(feature = "development")),
..default()
});
App::new()
.add_plugins(default_plugins)
let mut app = App::new();
app.add_plugins(default_plugins)
.add_plugins(avian3d::prelude::PhysicsPlugins::default())
.add_plugins(shinespark::GamePlugin)
.add_plugins(FreeCameraPlugin)
.add_plugins(EguiPlugin::default())
.add_plugins(WorldInspectorPlugin::default()) // adds default options and `InspectorEguiImpl`s
.insert_resource(Time::<Fixed>::from_hz(60.0))
.run()
.insert_resource(Time::<Fixed>::from_hz(60.0));
#[cfg(feature = "debug_features")]
app.add_plugins((
FreeCameraPlugin,
EguiPlugin::default(),
WorldInspectorPlugin::default(),
));
app.run()
}
+174 -33
View File
@@ -20,8 +20,12 @@ use crate::{
visual::FighterAnimations,
},
input::{LocalInputAssignments, LocalInputSource},
match_runtime::MatchState,
math::{int::FGi32, vec::FGVec2},
netcode::{GGRSCfg, session::create_session},
netcode::{
GGRSCfg,
session::{ConnectionStatus, SessionConfig, create_session},
},
scripting::FighterAttackScript,
stage::{
self,
@@ -35,10 +39,49 @@ pub struct MatchPlayer {
pub fighter: FighterId,
}
#[derive(Resource, Debug, Clone, PartialEq, Eq)]
pub struct PendingMatch {
#[derive(Resource, Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub struct MatchConfig {
pub stage: StageId,
pub players: Vec<MatchPlayer>,
pub rules: MatchRules,
}
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub enum MatchRules {
Stock {
starting_stocks: u8,
time_limit_frames: Option<u32>,
},
Timed {
time_limit_frames: u32,
},
}
impl Default for MatchRules {
fn default() -> Self {
Self::Stock {
starting_stocks: 3,
time_limit_frames: None,
}
}
}
impl MatchRules {
fn validate(&self) -> Result<(), &'static str> {
match self {
Self::Stock {
starting_stocks: 0, ..
} => Err("stock matches must start with at least one stock"),
Self::Stock {
time_limit_frames: Some(0),
..
} => Err("stock match time limits must be greater than zero frames"),
Self::Timed {
time_limit_frames: 0,
} => Err("timed match limits must be greater than zero frames"),
_ => Ok(()),
}
}
}
pub struct SelectedFighterAssets {
@@ -56,7 +99,7 @@ pub struct MatchAssets {
impl MatchAssets {
fn requested(world: &World) -> Self {
let request = world.resource::<PendingMatch>();
let config = world.resource::<MatchConfig>();
let asset_server = world.resource::<AssetServer>();
let registry = world.resource::<FighterManifestRegistry>();
let stage_registry = world.resource::<StageManifestRegistry>();
@@ -64,7 +107,7 @@ impl MatchAssets {
let stage_manifests = world.resource::<Assets<StageManifest>>();
let stage_handle = stage_registry
.get(request.stage)
.get(config.stage)
.expect("Startup validation guarantees every stage has a manifest");
let stage_manifest = stage_manifests
.get(&stage_handle)
@@ -72,7 +115,7 @@ impl MatchAssets {
Self {
stage: asset_server.load(stage_manifest.model_path.clone()),
fighters: request
fighters: config
.players
.iter()
.map(|player| {
@@ -138,9 +181,10 @@ pub struct MatchRoot;
pub fn initiate_match(
commands: &mut Commands,
next_state: &mut NextState<AppState>,
request: PendingMatch,
config: MatchConfig,
) {
commands.insert_resource(request);
commands.remove_resource::<crate::netcode::session::MatchDisconnected>();
commands.insert_resource(config);
next_state.set(AppState::LoadingMatch);
}
@@ -162,12 +206,9 @@ pub fn initiate_default_match(
if let Some(path) = &args.play_replay {
match crate::replay::load(path) {
Ok(replay) => {
let request = PendingMatch {
stage: replay.match_config.stage,
players: replay.match_config.players.clone(),
};
let config = replay.match_config.clone();
commands.insert_resource(crate::replay::LoadedReplay(replay));
initiate_match(&mut commands, &mut next_state, request);
initiate_match(&mut commands, &mut next_state, config);
}
Err(error) => {
error!("Replay load failed: {error}");
@@ -176,6 +217,14 @@ pub fn initiate_default_match(
}
return;
}
let session_config = match SessionConfig::from_args(&args, args.players) {
Ok(config) => config,
Err(error) => {
error!("Invalid network configuration: {error}");
next_state.set(AppState::MatchLoadFailed);
return;
}
};
let players = (0..args.players)
.map(|handle| MatchPlayer {
handle,
@@ -183,25 +232,37 @@ pub fn initiate_default_match(
})
.collect();
assigments.push((0, LocalInputSource::Keyboard));
assigments.clear();
let local_handles = session_config
.players
.iter()
.enumerate()
.filter_map(|(handle, player)| {
matches!(player, crate::netcode::session::PlayerConnection::Local).then_some(handle)
});
let mut local_handles = local_handles;
if let Some(handle) = local_handles.next() {
assigments.push((handle, LocalInputSource::Keyboard));
}
for (idx, entity) in gamepads.iter().take(args.players - 1).enumerate() {
assigments.push((idx + 1, LocalInputSource::Gamepad(entity)));
for (entity, handle) in gamepads.iter().zip(local_handles) {
assigments.push((handle, LocalInputSource::Gamepad(entity)));
}
initiate_match(
&mut commands,
&mut next_state,
PendingMatch {
MatchConfig {
stage: StageId::TestStage,
players,
rules: MatchRules::default(),
},
);
}
pub fn prepare_match(
mut commands: Commands,
request: Res<PendingMatch>,
config: Res<MatchConfig>,
assets: Res<MatchAssets>,
gltfs: Res<Assets<Gltf>>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
@@ -213,7 +274,7 @@ pub fn prepare_match(
args: Res<Args>,
mut next_state: ResMut<NextState<AppState>>,
) {
if !valid_player_handles(&request.players) {
if !valid_player_handles(&config.players) {
fail_match(
&mut next_state,
"player handles must be unique and cover 0..player_count",
@@ -221,7 +282,12 @@ pub fn prepare_match(
return;
}
if assets.fighters.len() != request.players.len() {
if let Err(error) = config.rules.validate() {
fail_match(&mut next_state, error);
return;
}
if assets.fighters.len() != config.players.len() {
fail_match(
&mut next_state,
"loaded character assets do not match the requested player slots",
@@ -270,6 +336,15 @@ pub fn prepare_match(
);
return;
}
let ecb_bone_indices = baked.bone_names.iter().enumerate().filter_map(|(idx, name)| {
if manifest.ecb_bones.contains(name) {
Some(idx)
} else {
None
}
}).collect::<Vec<_>>();
if let Err(error) = manifest.attributes.validate() {
fail_match(
&mut next_state,
@@ -370,10 +445,21 @@ pub fn prepare_match(
attack_scripts,
manifest_handle,
manifest.model_scale,
ecb_bone_indices,
));
}
let session = match create_session(&args, request.players.len()) {
let session_config = match SessionConfig::from_args(&args, config.players.len()) {
Ok(config) => config,
Err(error) => {
fail_match(
&mut next_state,
&format!("invalid network configuration: {error}"),
);
return;
}
};
let session = match create_session(&args, config.players.len()) {
Ok(session) => session,
Err(error) => {
fail_match(
@@ -387,7 +473,7 @@ pub fn prepare_match(
let root = commands.spawn((Name::new("Match"), MatchRoot)).id();
let stage_handle = stage_registry
.get(request.stage)
.get(config.stage)
.expect("Initialization check should ensure all stages exist");
let stage_manifest = stage_manifests
.get(&stage_handle)
@@ -400,11 +486,11 @@ pub fn prepare_match(
stage_manifest.camera.clone(),
);
let mut fighter_roster = Vec::with_capacity(request.players.len());
for (index, (player, (scene, animations, attack_scripts, manifest_handle, model_scale))) in
request.players.iter().zip(prepared).enumerate()
let mut fighter_roster = Vec::with_capacity(config.players.len());
for (index, (player, (scene, animations, attack_scripts, manifest_handle, model_scale, ecb_bone_indices))) in
config.players.iter().zip(prepared).enumerate()
{
let spawn_x = (index as i32 * 2 + 1 - request.players.len() as i32) * 5;
let spawn_x = (index as i32 * 2 + 1 - config.players.len() as i32) * 5;
fighter_roster.push(spawn_fighter(
&mut commands,
player.handle,
@@ -414,10 +500,14 @@ pub fn prepare_match(
animations,
attack_scripts,
WorldAssetRoot(scene),
ecb_bone_indices
));
}
commands.insert_resource(FighterRoster(fighter_roster));
commands.insert_resource(MatchState::from_config(&config));
commands.insert_resource(session_config);
commands.insert_resource(ConnectionStatus::default());
commands.insert_resource::<Session<GGRSCfg>>(session);
next_state.set(AppState::InMatch);
}
@@ -448,9 +538,12 @@ pub fn cleanup_match(
commands.entity(fighter).despawn();
}
commands.remove_resource::<Session<GGRSCfg>>();
commands.remove_resource::<SessionConfig>();
commands.remove_resource::<ConnectionStatus>();
commands.remove_resource::<stage::line::StageCollision>();
commands.remove_resource::<MatchAssets>();
commands.remove_resource::<PendingMatch>();
commands.remove_resource::<MatchConfig>();
commands.remove_resource::<MatchState>();
commands.remove_resource::<FighterRoster>();
}
@@ -459,8 +552,8 @@ mod tests {
use super::*;
#[test]
fn match_request_keeps_duplicate_fighter_slots() {
let request = PendingMatch {
fn match_config_keeps_duplicate_fighter_slots() {
let config = MatchConfig {
stage: StageId::TestStage,
players: vec![
MatchPlayer {
@@ -472,12 +565,13 @@ mod tests {
fighter: FighterId::TestFighter,
},
],
rules: MatchRules::default(),
};
assert_eq!(request.players.len(), 2);
assert_eq!(request.players[0].handle, 0);
assert_eq!(request.players[1].handle, 1);
assert!(valid_player_handles(&request.players));
assert_eq!(config.players.len(), 2);
assert_eq!(config.players[0].handle, 0);
assert_eq!(config.players[1].handle, 1);
assert!(valid_player_handles(&config.players));
}
#[test]
@@ -496,6 +590,53 @@ mod tests {
assert!(!valid_player_handles(&players));
}
#[test]
fn match_rules_reject_zero_limits() {
assert!(
MatchRules::Stock {
starting_stocks: 0,
time_limit_frames: None,
}
.validate()
.is_err()
);
assert!(
MatchRules::Stock {
starting_stocks: 3,
time_limit_frames: Some(0),
}
.validate()
.is_err()
);
assert!(
MatchRules::Timed {
time_limit_frames: 0,
}
.validate()
.is_err()
);
}
#[test]
fn match_rules_accept_valid_modes() {
assert!(MatchRules::default().validate().is_ok());
assert!(
MatchRules::Stock {
starting_stocks: 3,
time_limit_frames: Some(60),
}
.validate()
.is_ok()
);
assert!(
MatchRules::Timed {
time_limit_frames: 60,
}
.validate()
.is_ok()
);
}
#[test]
fn match_loading_waits_for_attack_scripts() {
let mut attack_scripts = HashMap::new();
+158
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@@ -0,0 +1,158 @@
//! Rollback-simulated state for an active match.
use bevy::input::InputSystems;
use bevy::prelude::*;
use bevy_ggrs::{RunGgrsSystems, prelude::*};
use crate::{
AppState,
match_loading::{MatchConfig, MatchRules},
netcode::session::SessionConfig,
};
#[derive(Resource, Clone, Debug, Hash, PartialEq, Eq)]
pub struct MatchState {
pub elapsed_frames: u32,
/// Indexed by the player's session handle.
pub players: Vec<PlayerMatchState>,
}
#[derive(Clone, Debug, Hash, PartialEq, Eq)]
pub struct PlayerMatchState {
pub stocks_remaining: Option<u8>,
pub score: i32,
pub deaths: u32,
}
#[derive(Resource, Debug, Default, Clone, Copy, PartialEq, Eq)]
pub struct PauseState {
pub paused: bool,
}
impl MatchState {
pub fn from_config(config: &MatchConfig) -> Self {
let stocks_remaining = match &config.rules {
MatchRules::Stock {
starting_stocks, ..
} => Some(*starting_stocks),
MatchRules::Timed { .. } => None,
};
Self {
elapsed_frames: 0,
players: (0..config.players.len())
.map(|_| PlayerMatchState {
stocks_remaining,
score: 0,
deaths: 0,
})
.collect(),
}
}
}
pub struct MatchRuntimePlugin;
impl Plugin for MatchRuntimePlugin {
fn build(&self, app: &mut App) {
app.rollback_resource_with_clone::<MatchState>()
.checksum_resource_with_hash::<MatchState>()
.init_resource::<PauseState>()
.configure_sets(PreUpdate, RunGgrsSystems.run_if(ggrs_should_run))
.add_systems(OnEnter(AppState::InMatch), reset_pause)
.add_systems(OnExit(AppState::InMatch), reset_pause)
.add_systems(
PreUpdate,
toggle_pause
.after(InputSystems)
.before(RunGgrsSystems)
.run_if(in_state(AppState::InMatch)),
);
}
}
pub fn ggrs_should_run(pause: Option<Res<PauseState>>) -> bool {
!pause.is_some_and(|pause| pause.paused)
}
fn toggle_pause(
key: Res<ButtonInput<KeyCode>>,
gamepads: Query<&Gamepad>,
session: Res<SessionConfig>,
mut pause: ResMut<PauseState>,
mut virtual_time: ResMut<Time<Virtual>>,
) {
if session.is_multiplayer() {
return;
}
let pressed = key.just_pressed(KeyCode::Escape)
|| gamepads
.iter()
.any(|gamepad| gamepad.just_pressed(GamepadButton::Start));
if !pressed {
return;
}
pause.paused = !pause.paused;
virtual_time.toggle();
}
fn reset_pause(
mut pause: ResMut<PauseState>,
mut virtual_time: ResMut<Time<Virtual>>,
) {
pause.paused = false;
virtual_time.unpause();
}
#[cfg(test)]
mod tests {
use super::*;
use crate::{fighter::FighterId, match_loading::MatchPlayer, stage::manifest::StageId};
fn config(rules: MatchRules) -> MatchConfig {
MatchConfig {
stage: StageId::TestStage,
players: vec![
MatchPlayer {
handle: 1,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 0,
fighter: FighterId::TestFighter,
},
],
rules,
}
}
#[test]
fn stock_state_starts_with_configured_stocks() {
let state = MatchState::from_config(&config(MatchRules::Stock {
starting_stocks: 4,
time_limit_frames: Some(60),
}));
assert_eq!(state.elapsed_frames, 0);
assert_eq!(state.players.len(), 2);
assert!(state.players.iter().all(|player| {
player.stocks_remaining == Some(4) && player.score == 0 && player.deaths == 0
}));
}
#[test]
fn timed_state_has_no_stock_counter() {
let state = MatchState::from_config(&config(MatchRules::Timed {
time_limit_frames: 60,
}));
assert!(
state
.players
.iter()
.all(|player| player.stocks_remaining.is_none())
);
}
}
+136
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@@ -0,0 +1,136 @@
use std::io;
use bevy::prelude::*;
use crate::math::{
int::{FGWide, FGi32, FGi32Ext},
vec3::FGVec3,
};
/// Parent transforms are composed after quantization, which makes every runtime sample platform-independent.
#[derive(Clone, Copy, Debug, PartialEq, Eq, serde::Serialize, serde::Deserialize, Hash)]
pub struct FixedMat4 {
pub cols: [[FGi32; 4]; 4],
}
impl FixedMat4 {
pub const IDENTITY: Self = Self {
cols: [
[FGi32::ONE, FGi32::ZERO, FGi32::ZERO, FGi32::ZERO],
[FGi32::ZERO, FGi32::ONE, FGi32::ZERO, FGi32::ZERO],
[FGi32::ZERO, FGi32::ZERO, FGi32::ONE, FGi32::ZERO],
[FGi32::ZERO, FGi32::ZERO, FGi32::ZERO, FGi32::ONE],
],
};
pub fn from_mat4(matrix: Mat4) -> io::Result<Self> {
let values = matrix.to_cols_array();
let mut cols = [[FGi32::ZERO; 4]; 4];
for (index, value) in values.into_iter().enumerate() {
cols[index / 4][index % 4] = FGi32::checked_from_num(value).ok_or_else(|| {
io::Error::new(
io::ErrorKind::InvalidData,
"animation transform overflows Q16.16",
)
})?;
}
Ok(Self { cols })
}
pub fn to_mat4(self) -> Mat4 {
Mat4::from_cols_array_2d(&self.cols.map(|column| column.map(|value| value.to_num())))
}
pub fn mul(self, rhs: Self) -> Self {
let mut cols = [[FGi32::ZERO; 4]; 4];
for column in 0..4 {
for row in 0..4 {
let mut value = FGWide::ZERO;
for k in 0..4 {
value +=
FGWide::from_num(self.cols[k][row]) * FGWide::from_num(rhs.cols[column][k]);
}
cols[column][row] = FGi32::from_num(value);
}
}
Self { cols }
}
pub fn transform_point(self, point: FGVec3) -> FGVec3 {
let input = [point.x, point.y, point.z, FGi32::ONE];
let mut output = [FGi32::ZERO; 3];
for row in 0..3 {
let mut value = FGWide::ZERO;
for (column, input) in input.into_iter().enumerate() {
value += FGWide::from_num(self.cols[column][row]) * FGWide::from_num(input);
}
output[row] = FGi32::from_num(value);
}
FGVec3 {
x: output[0],
y: output[1],
z: output[2],
}
}
pub fn translate(&mut self, translation: FGVec3) {
self.cols[3][0] = translation.x;
self.cols[3][1] = translation.y;
self.cols[3][2] = translation.z;
}
pub fn with_translation(mut self, translation: FGVec3) -> Self {
self.translate(translation);
self
}
pub fn with_rotation(mut self, rotation: FGVec3) -> Self {
let (sin_x, cos_x) = rotation.x.sin_cos_rads();
let (sin_y, cos_y) = rotation.y.sin_cos_rads();
let (sin_z, cos_z) = rotation.z.sin_cos_rads();
self.cols[0][0] = cos_y * cos_z;
self.cols[0][1] = cos_x * sin_z + sin_x * sin_y * cos_z;
self.cols[0][2] = sin_x * sin_z - cos_x * sin_y * cos_z;
self.cols[1][0] = -cos_y * sin_z;
self.cols[1][1] = cos_x * cos_z - sin_x * sin_y * sin_z;
self.cols[1][2] = sin_x * cos_z + cos_x * sin_y * sin_z;
self.cols[2][0] = sin_y;
self.cols[2][1] = -sin_x * cos_y;
self.cols[2][2] = cos_x * cos_y;
self
}
pub fn get_translation(&self) -> FGVec3 {
FGVec3::new(self.cols[3][0], self.cols[3][1], self.cols[3][2])
}
pub fn rotate_y(self, quarter_turns: u8) -> Self {
let rotation = match quarter_turns % 4 {
0 => Self::IDENTITY,
1 => Self {
cols: [
[FGi32::ZERO, FGi32::ZERO, FGi32::NEG_ONE, FGi32::ZERO],
[FGi32::ZERO, FGi32::ONE, FGi32::ZERO, FGi32::ZERO],
[FGi32::ONE, FGi32::ZERO, FGi32::ZERO, FGi32::ZERO],
[FGi32::ZERO, FGi32::ZERO, FGi32::ZERO, FGi32::ONE],
],
},
2 => Self {
cols: [
[FGi32::NEG_ONE, FGi32::ZERO, FGi32::ZERO, FGi32::ZERO],
[FGi32::ZERO, FGi32::ONE, FGi32::ZERO, FGi32::ZERO],
[FGi32::ZERO, FGi32::ZERO, FGi32::NEG_ONE, FGi32::ZERO],
[FGi32::ZERO, FGi32::ZERO, FGi32::ZERO, FGi32::ONE],
],
},
_ => Self {
cols: [
[FGi32::ZERO, FGi32::ZERO, FGi32::ONE, FGi32::ZERO],
[FGi32::ZERO, FGi32::ONE, FGi32::ZERO, FGi32::ZERO],
[FGi32::NEG_ONE, FGi32::ZERO, FGi32::ZERO, FGi32::ZERO],
[FGi32::ZERO, FGi32::ZERO, FGi32::ZERO, FGi32::ONE],
],
},
};
self.mul(rotation)
}
}
+1
View File
@@ -1,4 +1,5 @@
pub mod int;
pub mod segment;
pub mod vec;
pub mod fixed_transform;
pub mod vec3;
+10 -1
View File
@@ -2,7 +2,7 @@ use bevy::math::Vec2;
use bevy::prelude::*;
use fixed::types::I32F32;
use serde::{Deserialize, Serialize};
use std::ops::{Add, AddAssign, Div, Mul, MulAssign, Sub};
use std::ops::{Add, AddAssign, Div, Mul, MulAssign, Sub, SubAssign};
use super::int::{FGWide, FGi32};
@@ -227,6 +227,15 @@ impl AddAssign for FGVec2 {
}
}
impl SubAssign for FGVec2 {
fn sub_assign(&mut self, rhs: Self) {
*self = Self {
x: self.x - rhs.x,
y: self.y - rhs.y,
}
}
}
impl MulAssign for FGVec2 {
fn mul_assign(&mut self, rhs: Self) {
*self = Self {
+3 -14
View File
@@ -1,19 +1,8 @@
use bevy::{picking::pointer::PointerId, prelude::*};
use crate::{
AppState,
fighter::manifest::{FighterManifest, FighterManifestRegistry},
game_settings::CommonAssets,
input::{LocalInputAssignments, LocalInputSource},
menus::{
MenuMarker,
button::FGUiButton,
character_select::{character_box::CharacterBox, token::CharacterSelectToken},
cursor::{FGMenuCursor, MenuCursorInputSource},
errors::MenuErrors::FighterManifestNotFound,
match_config::{MenuMatchConfig, MenuMatchPlayerSlot},
scaling, spawn_menu,
style::{FGUiButtonType, FGUiStyle},
AppState, fighter::manifest::{FighterManifest, FighterManifestRegistry}, game_settings::CommonAssets, input::{LocalInputAssignments, LocalInputSource}, menus::{
MenuCameraMarker, MenuMarker, button::FGUiButton, character_select::{character_box::CharacterBox, token::CharacterSelectToken}, cursor::{FGMenuCursor, MenuCursorInputSource}, errors::MenuErrors::FighterManifestNotFound, match_config::{MenuMatchConfig, MenuMatchPlayerSlot}, scaling, spawn_menu, style::{FGUiButtonType, FGUiStyle},
},
};
@@ -241,7 +230,7 @@ pub fn copy_cursor_transform_to_token(
character_boxes: Query<(&CharacterBox, &ComputedNode, &UiGlobalTransform)>,
match_config: Res<MenuMatchConfig>,
cursors: Query<&UiGlobalTransform, With<FGMenuCursor>>,
cam: Single<&Camera, With<IsDefaultUiCamera>>,
cam: Single<&Camera, With<MenuCameraMarker>>,
ui_scale: Res<UiScale>,
) -> Result {
let camera = cam.into_inner();
+3 -6
View File
@@ -9,11 +9,8 @@ use bevy::{
};
use crate::{
input::{LocalInputAssignments, LocalInputSource},
menus::{
input::{MenuInput, MenuInputState},
scaling,
style::FGUiStyle,
input::{LocalInputAssignments, LocalInputSource}, menus::{
MenuCameraMarker, input::{MenuInput, MenuInputState}, scaling, style::FGUiStyle,
},
};
@@ -181,7 +178,7 @@ pub fn cursor_input(
}
pub fn update_cursor_transform(
camera: Single<&Camera, With<IsDefaultUiCamera>>,
camera: Single<&Camera, With<MenuCameraMarker>>,
query: Query<(&mut Node, &PointerLocation), With<FGMenuCursor>>,
ui_scale: Res<UiScale>,
) {
+1 -1
View File
@@ -226,7 +226,7 @@ fn gamepad_input(
input.accept.accumulate(&status);
}
MenuInputMapAction::Start => {
input.accept.accumulate(&status);
input.start.accumulate(&status);
}
}
}
+22 -3
View File
@@ -3,7 +3,7 @@ use thiserror::Error;
use crate::{
fighter::FighterId,
match_loading::{MatchPlayer, PendingMatch},
match_loading::{MatchConfig, MatchPlayer, MatchRules},
stage::manifest::StageId,
};
@@ -60,7 +60,7 @@ impl MenuMatchConfig {
!has_unselected_fighter
}
pub fn to_pending_match(&self) -> Result<PendingMatch, MenuMatchConfigErrors> {
pub fn to_match_config(&self) -> Result<MatchConfig, MenuMatchConfigErrors> {
let mut match_players = vec![];
let stage = self.stage.ok_or(MenuMatchConfigErrors::StageNotSelected)?;
@@ -78,9 +78,28 @@ impl MenuMatchConfig {
});
}
Ok(PendingMatch {
Ok(MatchConfig {
players: match_players,
stage,
rules: MatchRules::default(),
})
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn menu_config_uses_default_match_rules() {
let menu = MenuMatchConfig {
stage: Some(StageId::TestStage),
players: vec![MenuMatchPlayerSlot {
slot: 0,
fighter: Some(FighterId::TestFighter),
}],
};
assert_eq!(menu.to_match_config().unwrap().rules, MatchRules::default());
}
}
+12 -18
View File
@@ -6,12 +6,10 @@ use bevy::{
prelude::*,
};
use ron_asset_manager::RonAssetPlugin;
use crate::{
AppState,
game_settings::CommonAssets,
menus::{character_select::CharacterSelectScreen, main_menu::MainMenu, style::FGUiStyle},
menus::{character_select::CharacterSelectScreen, main_menu::MainMenu},
};
pub mod button;
pub mod character_select;
@@ -27,6 +25,8 @@ pub mod style;
#[derive(Component, Clone, Default)]
pub struct MenuMarker {}
#[derive(Component, Clone, Default)]
pub struct MenuCameraMarker {}
pub struct MenuPlugin;
@@ -40,6 +40,7 @@ pub fn wrap_menu(menu: impl Scene) -> impl Scene {
bsn! {
#MenuRoot
MenuMarker
Transform
Node {
width: percent(100),
height: percent(100),
@@ -48,6 +49,12 @@ pub fn wrap_menu(menu: impl Scene) -> impl Scene {
flex_direction: FlexDirection::Column,
}
Children [
(
#MenuCamera
Camera
Camera2d
MenuCameraMarker
),
(
#MenuContainer
Node {
@@ -72,10 +79,9 @@ pub fn despawn_menu(
if let Some(entity) = existing_menu {
commands
.entity(entity.into_inner())
.remove::<Camera2d>()
.remove::<Camera>()
.despawn();
}
}
pub fn spawn_menu(
@@ -86,8 +92,6 @@ pub fn spawn_menu(
if let Some(entity) = existing_menu {
commands
.entity(entity.into_inner())
.remove::<Camera2d>()
.remove::<Camera>()
.despawn();
}
commands.queue_spawn_scene(wrap_menu(menu));
@@ -115,16 +119,7 @@ impl Plugin for MenuPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
OnEnter(AppState::MainMenu),
(build_menu::<MainMenu>, |mut commands: Commands| {
commands.spawn((Camera2d, IsDefaultUiCamera));
commands.spawn((
Camera2d,
Camera {
order: 1,
..default()
},
));
}),
build_menu::<MainMenu>,
)
.add_message::<character_select::PlayerSlotAssigned>()
.init_resource::<navigation::UINavigationActionState>()
@@ -222,7 +217,6 @@ impl Plugin for MenuPlugin {
//---------
// STAGE SELECT END
//---------
.add_plugins(RonAssetPlugin::<FGUiStyle>::create("stylesheet.ron"))
.add_systems(
Update,
(
+1 -1
View File
@@ -77,7 +77,7 @@ pub fn stage_selected(
initiate_match(
&mut commands,
&mut next_state,
match_config.to_pending_match()?,
match_config.to_match_config()?,
);
}
Ok(())
+227 -25
View File
@@ -1,49 +1,251 @@
//! Bringing up the GGRS session and reporting what it does.
//! Bringing up GGRS sessions and reporting their connection lifecycle.
use std::net::SocketAddr;
use bevy::prelude::*;
use bevy_ggrs::{ggrs::UdpNonBlockingSocket, prelude::*};
use thiserror::Error;
use crate::args::Args;
use crate::args::{parse_socket_addr, Args};
use crate::netcode::GGRSCfg;
#[derive(Clone, Debug, PartialEq, Eq)]
pub enum PlayerConnection {
Local,
Remote(SocketAddr),
}
#[derive(Clone, Debug, PartialEq, Eq, Resource)]
pub struct SessionConfig {
pub local_port: u16,
pub players: Vec<PlayerConnection>,
}
#[derive(Debug, Error, PartialEq, Eq)]
pub enum SessionConfigError {
#[error("a session must have at least one player")]
NoPlayers,
#[error("local UDP port must be nonzero")]
LocalPortZero,
#[error("invalid network player declaration `{0}`; expected HANDLE=local or HANDLE=ADDRESS")]
InvalidPlayerDeclaration(String),
#[error("network player handle {0} is outside the session player range")]
PlayerHandleOutOfRange(usize),
#[error("network player handle {0} was declared more than once")]
DuplicatePlayerHandle(usize),
#[error("network player {0} has an invalid address: {1}")]
InvalidRemoteAddress(usize, String),
#[error("at least one player must be local")]
NoLocalPlayers,
#[error("network player declarations are not supported in sync-test or replay mode")]
UnsupportedOfflineNetworkConfig,
}
impl SessionConfig {
/// Returns whether this match has more than one remote participant.
pub fn is_multiplayer(&self) -> bool {
self.players.len() > 1
|| self
.players
.iter()
.any(|player| matches!(player, PlayerConnection::Remote(_)))
}
pub fn from_args(args: &Args, player_count: usize) -> Result<Self, SessionConfigError> {
if player_count == 0 {
return Err(SessionConfigError::NoPlayers);
}
if args.local_port == 0 {
return Err(SessionConfigError::LocalPortZero);
}
if (args.synctest || args.play_replay.is_some()) && !args.net_players.is_empty() {
return Err(SessionConfigError::UnsupportedOfflineNetworkConfig);
}
let mut players = vec![PlayerConnection::Local; player_count];
for declaration in &args.net_players {
let Some((handle, address)) = declaration.split_once('=') else {
return Err(SessionConfigError::InvalidPlayerDeclaration(
declaration.clone(),
));
};
let handle = handle
.parse::<usize>()
.map_err(|_| SessionConfigError::InvalidPlayerDeclaration(declaration.clone()))?;
if handle >= player_count {
return Err(SessionConfigError::PlayerHandleOutOfRange(handle));
}
if !matches!(players[handle], PlayerConnection::Local)
|| args.net_players[..]
.iter()
.take_while(|item| *item != declaration)
.any(|item| {
item.split_once('=')
.and_then(|(handle, _)| handle.parse::<usize>().ok())
== Some(handle)
})
{
return Err(SessionConfigError::DuplicatePlayerHandle(handle));
}
players[handle] = if address == "local" {
PlayerConnection::Local
} else {
PlayerConnection::Remote(
parse_socket_addr(address)
.map_err(|error| SessionConfigError::InvalidRemoteAddress(handle, error))?,
)
};
}
if !players
.iter()
.any(|player| matches!(player, PlayerConnection::Local))
{
return Err(SessionConfigError::NoLocalPlayers);
}
Ok(Self {
local_port: args.local_port,
players,
})
}
}
pub fn create_session(args: &Args, player_count: usize) -> Result<Session<GGRSCfg>> {
let config = SessionConfig::from_args(args, player_count)
.map_err(|error| bevy::ecs::error::BevyError::from(error.to_string()))?;
let mut sess_build = SessionBuilder::<GGRSCfg>::new()
.with_num_players(player_count)?
.with_check_distance(args.check_distance)
.with_input_delay(args.input_delay); // (optional) set input delay for the local player
.with_input_delay(args.input_delay);
for i in 0..player_count {
sess_build = sess_build.add_player(PlayerType::Local, i)?;
for (handle, player) in config.players.iter().enumerate() {
let player_type = match player {
PlayerConnection::Local => PlayerType::Local,
PlayerConnection::Remote(address) => PlayerType::Remote(*address),
};
sess_build = sess_build.add_player(player_type, handle)?;
}
if args.synctest {
println!("Start synctest!");
let sess = sess_build.start_synctest_session()?;
Ok(Session::SyncTest(sess))
info!("starting GGRS sync test");
Ok(Session::SyncTest(sess_build.start_synctest_session()?))
} else {
println!("Start p2p!");
let socket = UdpNonBlockingSocket::bind_to_port(6969)?;
let sess = sess_build.start_p2p_session(socket)?;
Ok(Session::P2P(sess))
info!(
"starting direct UDP P2P session on port {}",
config.local_port
);
let socket = UdpNonBlockingSocket::bind_to_port(config.local_port)?;
Ok(Session::P2P(sess_build.start_p2p_session(socket)?))
}
}
pub fn print_events_system(session: Option<ResMut<Session<GGRSCfg>>>) {
let Some(mut session) = session else {
#[derive(Debug, Clone, Copy, PartialEq, Eq, Default, Resource)]
pub enum ConnectionStatus {
#[default]
Connecting,
Running,
Interrupted,
}
#[derive(Debug, Clone, PartialEq, Eq, Resource)]
pub struct MatchDisconnected {
pub address: SocketAddr,
}
pub fn print_events_system(
mut commands: Commands,
mut next_state: ResMut<NextState<crate::AppState>>,
mut status: Option<ResMut<ConnectionStatus>>,
session: Option<ResMut<Session<GGRSCfg>>>,
) {
let (Some(mut session), Some(status)) = (session, status.as_deref_mut()) else {
return;
};
match session.as_mut() {
Session::P2P(s) => {
for event in s.events() {
match event {
GgrsEvent::Disconnected { .. } | GgrsEvent::NetworkInterrupted { .. } => {
warn!("GGRS event: {event:?}")
}
GgrsEvent::DesyncDetected { .. } => error!("GGRS event: {event:?}"),
_ => info!("GGRS event: {event:?}"),
}
let Session::P2P(session) = session.as_mut() else {
return;
};
for event in session.events() {
match event {
GgrsEvent::NetworkInterrupted { addr, .. } => {
warn!("GGRS network interrupted: {addr}");
*status = ConnectionStatus::Interrupted;
}
GgrsEvent::NetworkResumed { addr } => {
info!("GGRS network resumed: {addr}");
*status = ConnectionStatus::Running;
}
GgrsEvent::Disconnected { addr } => {
error!("GGRS peer disconnected: {addr}");
commands.insert_resource(MatchDisconnected { address: addr });
next_state.set(crate::AppState::MatchDisconnected);
}
GgrsEvent::Synchronized { .. } => {
info!("GGRS session synchronized");
*status = ConnectionStatus::Running;
}
GgrsEvent::DesyncDetected { .. } => error!("GGRS desync detected: {event:?}"),
_ => info!("GGRS event: {event:?}"),
}
_ => {}
}
}
#[cfg(test)]
mod tests {
use super::*;
use clap::Parser;
fn args(values: &[&str]) -> Args {
Args::try_parse_from(values).unwrap()
}
#[test]
fn defaults_to_local_players() {
let config = SessionConfig::from_args(&args(&["game", "--players", "2"]), 2).unwrap();
assert_eq!(
config.players,
[PlayerConnection::Local, PlayerConnection::Local]
);
assert!(config.is_multiplayer());
}
#[test]
fn single_local_player_is_not_multiplayer() {
let config = SessionConfig::from_args(&args(&["game", "--players", "1"]), 1).unwrap();
assert!(!config.is_multiplayer());
}
#[test]
fn configures_remote_players_by_handle() {
let config = SessionConfig::from_args(
&args(&["game", "--players", "2", "--net-player", "1=127.0.0.1:7001"]),
2,
)
.unwrap();
assert!(matches!(config.players[0], PlayerConnection::Local));
assert!(matches!(config.players[1], PlayerConnection::Remote(_)));
assert!(config.is_multiplayer());
}
#[test]
fn validates_handles_and_local_ownership() {
let duplicate = args(&[
"game",
"--players",
"2",
"--net-player",
"1=127.0.0.1:7001",
"--net-player",
"1=127.0.0.1:7002",
]);
assert!(matches!(
SessionConfig::from_args(&duplicate, 2),
Err(SessionConfigError::DuplicatePlayerHandle(1))
));
let no_local = args(&["game", "--players", "1", "--net-player", "0=127.0.0.1:7001"]);
assert!(matches!(
SessionConfig::from_args(&no_local, 1),
Err(SessionConfigError::NoLocalPlayers)
));
}
}
+102 -45
View File
@@ -12,16 +12,12 @@ use clap::ValueEnum;
use serde::{Deserialize, Serialize};
use crate::{
AppState,
args::Args,
input::FighterInputFrame,
match_loading::{MatchPlayer, PendingMatch},
netcode::GGRSCfg,
AppState, args::Args, input::FighterInputFrame, match_loading::MatchConfig, netcode::GGRSCfg,
schedule::GameplaySet,
};
const MAGIC: &[u8; 8] = b"SPRPLY01";
pub const REPLAY_VERSION: u32 = 1;
pub const REPLAY_VERSION: u32 = 2;
#[derive(Clone, Copy, Debug, Default, Eq, PartialEq, ValueEnum)]
pub enum ReplayFormat {
@@ -34,17 +30,11 @@ pub enum ReplayFormat {
pub struct Replay {
pub replay_version: u32,
pub game_version: String,
pub match_config: ReplayMatch,
pub match_config: MatchConfig,
pub frames: Vec<ReplayFrame>,
pub checksums: Vec<ReplayChecksum>,
}
#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)]
pub struct ReplayMatch {
pub stage: crate::stage::manifest::StageId,
pub players: Vec<MatchPlayer>,
}
#[derive(Debug, Clone, Serialize, Deserialize, PartialEq)]
pub struct ReplayFrame {
pub frame: i32,
@@ -162,6 +152,20 @@ fn validate(replay: &Replay) -> Result<(), String> {
{
return Err("replay frames must be strictly ordered".into());
}
if replay
.frames
.windows(2)
.any(|frames| frames[0].frame.checked_add(1) != Some(frames[1].frame))
{
return Err("replay frames must be contiguous".into());
}
if replay
.checksums
.windows(2)
.any(|checksums| checksums[0].frame >= checksums[1].frame)
{
return Err("replay checksums must be strictly ordered".into());
}
if replay
.frames
.iter()
@@ -183,6 +187,21 @@ impl Replay {
handles.sort_unstable();
handles != (0..handles.len()).collect::<Vec<_>>()
}
fn frame(&self, frame: i32) -> Option<&ReplayFrame> {
let first_frame = self.frames.first()?.frame;
let index = frame.checked_sub(first_frame)? as usize;
self.frames
.get(index)
.filter(|recorded| recorded.frame == frame)
}
fn checksum(&self, frame: i32) -> Option<u128> {
self.checksums
.binary_search_by_key(&frame, |checksum| checksum.frame)
.ok()
.map(|index| self.checksums[index].checksum)
}
}
fn start_replay(mut commands: Commands, args: Res<Args>, loaded: Option<Res<LoadedReplay>>) {
@@ -220,11 +239,7 @@ fn replay_inputs(
.insert(frame.0, inputs.iter().map(|(input, _)| *input).collect());
}
ReplayMode::Playback { replay, mismatch } if !*mismatch => {
let Some(recorded) = replay
.frames
.iter()
.find(|recorded| recorded.frame == frame.0)
else {
let Some(recorded) = replay.frame(frame.0) else {
error!("Replay has no input for frame {}", frame.0);
*mismatch = true;
return;
@@ -245,21 +260,15 @@ fn record_checksum(
let Some(mut runtime) = runtime else { return };
if matches!(&runtime.mode, ReplayMode::Record { .. }) {
runtime.checksums.insert(frame.0, checksum.0);
} else if let ReplayMode::Playback { replay, mismatch } = &mut runtime.mode {
if let Some(expected) = replay
.checksums
.iter()
.find(|value| value.frame == frame.0)
.map(|value| value.checksum)
{
if expected != checksum.0 {
error!(
"Replay desync at frame {}: expected {:X}, got {:X}",
frame.0, expected, checksum.0
);
*mismatch = true;
}
}
} else if let ReplayMode::Playback { replay, mismatch } = &mut runtime.mode
&& let Some(expected) = replay.checksum(frame.0)
&& expected != checksum.0
{
error!(
"Replay desync at frame {}: expected {:X}, got {:X}",
frame.0, expected, checksum.0
);
*mismatch = true;
}
}
@@ -267,27 +276,27 @@ fn stop_recording(
mut commands: Commands,
stop_request: Option<Res<StopReplayRecording>>,
runtime: Option<ResMut<ReplayRuntime>>,
request: Option<Res<PendingMatch>>,
config: Option<Res<MatchConfig>>,
) {
if stop_request.is_none() {
return;
}
commands.remove_resource::<StopReplayRecording>();
finish_recording_inner(&mut commands, runtime, request);
finish_recording_inner(&mut commands, runtime, config);
}
fn finish_recording(
mut commands: Commands,
runtime: Option<ResMut<ReplayRuntime>>,
request: Option<Res<PendingMatch>>,
config: Option<Res<MatchConfig>>,
) {
finish_recording_inner(&mut commands, runtime, request);
finish_recording_inner(&mut commands, runtime, config);
}
fn finish_recording_inner(
commands: &mut Commands,
runtime: Option<ResMut<ReplayRuntime>>,
request: Option<Res<PendingMatch>>,
config: Option<Res<MatchConfig>>,
) {
let Some(mut runtime) = runtime else { return };
let ReplayMode::Record { path, format } = &runtime.mode else {
@@ -296,16 +305,13 @@ fn finish_recording_inner(
if runtime.finished || runtime.frames.is_empty() {
return;
}
let Some(request) = request else { return };
let Some(config) = config else { return };
let path = path.clone();
let format = *format;
let replay = Replay {
replay_version: REPLAY_VERSION,
game_version: env!("CARGO_PKG_VERSION").into(),
match_config: ReplayMatch {
stage: request.stage,
players: request.players.clone(),
},
match_config: config.as_ref().clone(),
frames: runtime
.frames
.iter()
@@ -355,7 +361,7 @@ mod tests {
use super::*;
use crate::{
fighter::FighterId,
match_loading::MatchPlayer,
match_loading::{MatchPlayer, MatchRules},
math::{int::FGi32, vec::FGVec2},
stage::manifest::StageId,
};
@@ -364,12 +370,15 @@ mod tests {
Replay {
replay_version: REPLAY_VERSION,
game_version: "test".into(),
match_config: ReplayMatch {
match_config: MatchConfig {
stage: StageId::TestStage,
players: vec![MatchPlayer {
handle: 0,
fighter: FighterId::TestFighter,
}],
rules: MatchRules::Timed {
time_limit_frames: 21_600,
},
},
frames: vec![ReplayFrame {
frame: 1,
@@ -406,4 +415,52 @@ mod tests {
replay.frames[0].inputs.clear();
assert!(validate(&replay).is_err());
}
#[test]
fn unsupported_replay_version_is_rejected() {
let mut replay = sample();
replay.replay_version = 1;
assert_eq!(
validate(&replay).unwrap_err(),
"unsupported replay version 1"
);
}
#[test]
fn playback_lookups_use_frame_offsets_and_support_sparse_checksums() {
let mut replay = sample();
replay.frames[0].frame = 10;
replay.frames.push(ReplayFrame {
frame: 11,
inputs: replay.frames[0].inputs.clone(),
});
replay.checksums.push(ReplayChecksum {
frame: 11,
checksum: 84,
});
replay.checksums[0].frame = 10;
validate(&replay).unwrap();
assert_eq!(replay.frame(10).unwrap().frame, 10);
assert_eq!(replay.frame(11).unwrap().frame, 11);
assert!(replay.frame(9).is_none());
assert_eq!(replay.checksum(10), Some(42));
assert_eq!(replay.checksum(11), Some(84));
assert_eq!(replay.checksum(12), None);
}
#[test]
fn noncontiguous_input_frames_are_rejected() {
let mut replay = sample();
replay.frames.push(ReplayFrame {
frame: 3,
inputs: replay.frames[0].inputs.clone(),
});
assert_eq!(
validate(&replay).unwrap_err(),
"replay frames must be contiguous"
);
}
}
+3 -3
View File
@@ -19,10 +19,10 @@ pub enum GameplaySet {
StateUpdate,
/// Integrate velocities into positions.
Physics,
/// Solve collision boxes
Animation,
/// Resolve the integrated positions against the stage.
Collision,
/// Solve collision boxes
Animation,
/// Resolve attacks
Attacks,
}
@@ -40,8 +40,8 @@ impl Plugin for GameplaySchedulePlugin {
GameplaySet::Interrupt,
GameplaySet::StateUpdate,
GameplaySet::Physics,
GameplaySet::Collision,
GameplaySet::Animation,
GameplaySet::Collision,
GameplaySet::Attacks,
)
.chain(),
+2 -2
View File
@@ -26,7 +26,7 @@ pub enum StagePolyType {
Platform,
}
#[derive(Reflect, Hash, Debug, Clone, Copy, Default)]
#[derive(Reflect, Hash, Debug, Clone, Copy, Default, PartialEq, Eq)]
pub struct StageLineID {
pub polygon: usize,
pub segment: usize,
@@ -34,7 +34,7 @@ pub struct StageLineID {
#[derive(Reflect, Clone, Default)]
pub struct StagePoly {
poly_type: StagePolyType,
pub poly_type: StagePolyType,
pub segments: Vec<StagePolyLineSegment>,
}
+66
View File
@@ -0,0 +1,66 @@
use bevy::prelude::*;
use crate::{
fighter::manifest::{FighterManifest, FighterManifestRegistry},
match_loading::MatchConfig,
ui::{errors::UIErrors, fighter_info::FighterInfoUI},
};
#[derive(Component, FromTemplate)]
pub struct BattleUI {}
pub fn spawn_battle_ui(
mut commands: Commands,
config: Res<MatchConfig>,
fighter_registry: Res<FighterManifestRegistry>,
manifests: Res<Assets<FighterManifest>>,
) -> Result {
let mut fighter_uis = vec![];
for player in &config.players {
let manifest = fighter_registry
.get(player.fighter)
.ok_or_else(|| UIErrors::FighterManifestHandleNotFound(player.fighter))?;
let manifest = manifests
.get(manifest)
.ok_or_else(|| UIErrors::FighterManifestNotFound(player.fighter))?;
fighter_uis.push(FighterInfoUI::build(manifest, player));
}
let scene = bsn! {
BattleUI {
}
Node {
width: percent(100),
height: percent(100),
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
justify_content: JustifyContent::End,
}
Children [
(
#FighterInfos
Node {
width: percent(100),
flex_direction: FlexDirection::Row,
align_items: AlignItems::End,
justify_content: JustifyContent::SpaceEvenly,
}
Children [
{fighter_uis}
]
)
]
};
commands.spawn_scene(scene);
Ok(())
}
pub fn cleanup_battle_ui(mut commands: Commands, battle_ui: Query<Entity, With<BattleUI>>) {
for entity in battle_ui {
commands.entity(entity).despawn();
}
}
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use bevy::{scene::SpawnSceneError};
use crate::{fighter::FighterId};
#[derive(thiserror::Error, Debug)]
pub enum UIErrors {
#[error("Scene spawn failed: {0:?}")]
SceneSpawnFailed(#[from] SpawnSceneError),
#[error("Fighter manifest handle not found for fighter id {0:?}")]
FighterManifestHandleNotFound(FighterId),
#[error("Fighter manifest not found for fighter id {0:?}")]
FighterManifestNotFound(FighterId),
}
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use bevy::prelude::*;
use crate::{
fighter::{attack::FighterDamage, manifest::FighterManifest}, match_loading::{MatchPlayer}, match_runtime::MatchState, player::Player, ui::stock_icon::BattleUIStockIcon,
};
#[derive(Component, FromTemplate)]
pub struct FighterInfoUI {
percentage_text: Entity,
stock_icon_container: Entity,
_name_text: Entity,
player_handle: usize,
visible_damage: FighterDamage,
visible_stocks: u8,
}
impl FighterInfoUI {
pub fn build(_manifest: &FighterManifest, match_player: &MatchPlayer) -> impl Scene {
let fighter_name = "El grande padre";
bsn! {
FighterInfoUI {
percentage_text: #PercentageText,
stock_icon_container: #StockIconContainer,
_name_text: #NameText,
player_handle: {match_player.handle}
}
Node {
flex_direction: FlexDirection::Column,
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
}
Children [
(
#StockIconContainer
Node
)
(
#PercentageText
Text("0.00%")
TextFont {
font_size: px(crate::menus::style::H2_SIZE),
}
),
(
#NameText
Text({fighter_name})
)
]
}
}
}
pub fn update_fighter_info_damage(
fighters: Query<(&Player, &FighterDamage)>,
ui_elements: Query<&mut FighterInfoUI>,
mut commands: Commands,
) {
for mut ui_element in ui_elements {
let Some((_, damage)) = fighters
.iter()
.find(|(player, _)| player.handle == ui_element.player_handle)
else {
continue;
};
if *damage != ui_element.visible_damage {
commands
.entity(ui_element.percentage_text)
.insert(Text(format!("{}%", damage)));
ui_element.visible_damage = damage.clone();
}
}
}
pub fn update_fighter_info_stocks(
match_state: Res<MatchState>,
ui_elements: Query<&mut FighterInfoUI>,
mut commands: Commands,
) {
for mut ui_element in ui_elements {
let handle = ui_element.player_handle;
let Some(match_player) = match_state.players.get(handle) else {
continue;
};
let Some(stocks) = match_player.stocks_remaining else {
continue;
};
if stocks != ui_element.visible_stocks {
commands
.entity(ui_element.stock_icon_container)
.despawn_children()
.with_children(|spawner| {
for _ in 0..stocks {
spawner.spawn_empty().apply_scene(BattleUIStockIcon::scene());
}
});
ui_element.visible_stocks = stocks;
}
}
}
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use bevy::prelude::*;
use crate::{
AppState,
match_loading::{MatchConfig, MatchRules},
match_runtime::{MatchState, PauseState},
};
pub mod battle_ui;
pub mod errors;
pub mod fighter_info;
pub mod stock_icon;
#[derive(Component)]
pub struct PauseOverlay;
#[derive(Default)]
pub struct InGameUIPlugin;
impl Plugin for InGameUIPlugin {
fn build(&self, app: &mut App) {
app.add_systems(OnEnter(AppState::InMatch), battle_ui::spawn_battle_ui)
.add_systems(OnExit(AppState::InMatch), battle_ui::cleanup_battle_ui)
.add_systems(PostUpdate, fighter_info::update_fighter_info_damage)
.add_systems(
PostUpdate,
fighter_info::update_fighter_info_stocks.run_if(
resource_exists::<MatchState>
.and_then(resource_exists::<MatchConfig>)
.and_then(|match_config: Res<MatchConfig>| {
if let MatchRules::Stock { .. } = match_config.rules {
true
} else {
false
}
}),
),
)
.add_systems(Update, sync_pause_overlay);
}
}
pub fn sync_pause_overlay(
pause: Res<PauseState>,
overlay: Query<Entity, With<PauseOverlay>>,
mut commands: Commands,
) {
if !pause.is_changed() {
return;
}
if pause.paused {
if overlay.is_empty() {
commands.spawn((
PauseOverlay,
Node {
position_type: PositionType::Absolute,
left: px(0),
right: px(0),
top: px(0),
bottom: px(0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
flex_direction: FlexDirection::Column,
..default()
},
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.7)),
ZIndex(100),
children![
(
Text::new("Paused"),
TextFont::from_font_size(crate::menus::style::H1_SIZE as f32),
TextColor(Color::WHITE),
),
(
Text::new("Press Esc or Start to resume"),
TextFont::from_font_size(crate::menus::style::TEXT_SIZE as f32),
TextColor(Color::WHITE),
),
],
));
}
} else {
for entity in &overlay {
commands.entity(entity).despawn();
}
}
}
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use bevy::prelude::*;
#[derive(SceneComponent, Clone, FromTemplate)]
pub struct BattleUIStockIcon;
impl BattleUIStockIcon {
pub fn scene() -> impl Scene {
bsn! {
Node {
width: px(32),
height: px(32),
border_radius: BorderRadius::MAX,
}
BackgroundColor({bevy::color::palettes::css::RED})
}
}
}
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"""LLDB summaries for Rust's `fixed` crate.
Load this file from LLDB with:
command script import /path/to/shinespark/tools/lldb_fixed.py
The implementation does not use floating-point arithmetic, so displayed values
are exact even for FixedI128/FixedU128 values.
"""
import re
try:
import lldb
except ImportError:
# Keep the pure parsing and formatting helpers testable without LLDB.
lldb = None
_FIXED_TYPE_RE = re.compile(r"(?:^|::)Fixed([IU])(8|16|32|64|128)<(.+)>$")
_DIRECT_TYPENUM_RE = re.compile(r"(?:^|::)U(\d+)$")
_TYPENUM_BIT_RE = re.compile(r"(?:^|::)B([01])(?=\s*[,>])")
def parse_fixed_type(type_name):
"""Return (signed, storage_bits, fractional_bits), or None."""
if not type_name:
return None
match = _FIXED_TYPE_RE.search(type_name.replace(" ", ""))
if match is None:
return None
signed = match.group(1) == "I"
storage_bits = int(match.group(2))
fractional_type = match.group(3)
direct = _DIRECT_TYPENUM_RE.search(fractional_type)
if direct is not None:
fractional_bits = int(direct.group(1))
else:
# typenum represents UInt<N, B> as a binary tree. Its textual Rust
# type lists the bits from most significant to least significant.
digits = _TYPENUM_BIT_RE.findall(fractional_type)
if not digits:
return None
fractional_bits = int("".join(digits), 2)
if fractional_bits > storage_bits:
return None
return signed, storage_bits, fractional_bits
def normalize_bits(raw_bits, signed, storage_bits):
"""Interpret a possibly unsigned LLDB integer using the fixed type's width."""
mask = (1 << storage_bits) - 1
raw_bits &= mask
if signed and raw_bits >= 1 << (storage_bits - 1):
raw_bits -= 1 << storage_bits
return raw_bits
def format_fixed(raw_bits, fractional_bits):
"""Format a scaled integer exactly as a decimal string."""
if fractional_bits == 0:
return str(raw_bits)
negative = raw_bits < 0
magnitude = -raw_bits if negative else raw_bits
whole = magnitude >> fractional_bits
remainder = magnitude & ((1 << fractional_bits) - 1)
if remainder == 0:
result = str(whole)
else:
# remainder / 2^n == (remainder * 5^n) / 10^n, which gives a finite,
# exact decimal representation without converting through a float.
decimal = str(remainder * 5**fractional_bits).zfill(fractional_bits)
result = f"{whole}.{decimal.rstrip('0')}"
return f"-{result}" if negative else result
def _parse_lldb_integer(value):
text = value.GetValue()
if text is not None:
try:
return int(text, 0)
except ValueError:
pass
# GetValueAsUnsigned is also useful on LLDB versions that do not render
# primitive values through GetValue. It is sufficient for all <= 64-bit
# fixed types; current LLDB versions render i128/u128 through GetValue.
return value.GetValueAsUnsigned()
def fixed_summary(value, _internal_dict):
layout = parse_fixed_type(value.GetTypeName())
if layout is None:
return None
signed, storage_bits, fractional_bits = layout
bits = value.GetChildMemberWithName("bits")
if not bits.IsValid():
return None
raw_bits = _parse_lldb_integer(bits)
raw_bits = normalize_bits(raw_bits, signed, storage_bits)
return format_fixed(raw_bits, fractional_bits)
def __lldb_init_module(debugger, _internal_dict):
# LLDB's type-name regex sees the concrete fixed type rather than project
# aliases such as FGi32 and FGWide.
debugger.HandleCommand(
"type summary add --python-function lldb_fixed.fixed_summary "
"--category Shinespark --regex "
"'^fixed::Fixed(I|U)(8|16|32|64|128)<.+>$'"
)
# A dedicated category makes the formatter work even when CodeLLDB has not
# enabled rustc's standard `Rust` formatter category yet.
debugger.HandleCommand("type category enable Shinespark")
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import unittest
import lldb_fixed
class ParseFixedTypeTests(unittest.TestCase):
def test_direct_typenum_alias(self):
self.assertEqual(
lldb_fixed.parse_fixed_type("fixed::FixedI32<typenum::uint::U16>"),
(True, 32, 16),
)
def test_expanded_typenum(self):
type_name = (
"fixed::FixedI32<"
"typenum::uint::UInt<"
"typenum::uint::UInt<"
"typenum::uint::UInt<"
"typenum::uint::UInt<"
"typenum::uint::UInt<typenum::uint::UTerm, typenum::bit::B1>, "
"typenum::bit::B0>, typenum::bit::B0>, typenum::bit::B0>, "
"typenum::bit::B0>>"
)
self.assertEqual(lldb_fixed.parse_fixed_type(type_name), (True, 32, 16))
def test_unsigned_type(self):
self.assertEqual(
lldb_fixed.parse_fixed_type("fixed::FixedU64<typenum::uint::U24>"),
(False, 64, 24),
)
def test_unrelated_type(self):
self.assertIsNone(lldb_fixed.parse_fixed_type("core::primitive::i32"))
class FormatFixedTests(unittest.TestCase):
def test_q16_16(self):
self.assertEqual(lldb_fixed.format_fixed(3 << 15, 16), "1.5")
self.assertEqual(lldb_fixed.format_fixed(-(3 << 15), 16), "-1.5")
self.assertEqual(lldb_fixed.format_fixed(1, 16), "0.0000152587890625")
def test_integer_value_has_no_decimal_suffix(self):
self.assertEqual(lldb_fixed.format_fixed(12 << 16, 16), "12")
def test_q96_32(self):
raw = (1 << 100) + (1 << 31)
self.assertEqual(
lldb_fixed.format_fixed(raw, 32),
"295147905179352825856.5",
)
def test_twos_complement_normalization(self):
self.assertEqual(lldb_fixed.normalize_bits(0xFFFF8000, True, 32), -32768)
self.assertEqual(lldb_fixed.normalize_bits(0xFFFF8000, False, 32), 0xFFFF8000)
if __name__ == "__main__":
unittest.main()