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Author SHA1 Message Date
EIREXE 23773defcd Deduplicate fighter state lifecycle policies
CI / build-and-test (pull_request) Successful in 11m6s
2026-09-16 20:16:26 +02:00
EIREXE 26e149cb0a Fix run direction not being taken into account when accelerating (Fixes #11)
CI / build-and-test (pull_request) Failing after 10m52s
2026-09-16 19:55:18 +02:00
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
24 changed files with 985 additions and 671 deletions
+1 -1
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@@ -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
+9 -2
View File
@@ -10,7 +10,7 @@ on:
jobs:
build-and-test:
runs-on: ubuntu-latest
timeout-minutes: 15
timeout-minutes: 30
steps:
- name: Check out source
uses: actions/checkout@v4
@@ -20,7 +20,14 @@ jobs:
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@779680da715d629ac1d338a641029a2f4372abb5 # v2.8.2
with:
prefix-key: v1-rust
shared-key: linux-nightly
cache-bin: false
- name: Install Linux dependencies
run: |
+1 -1
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@@ -1,2 +1,2 @@
[toolchain]
channel = "nightly"
channel = "nightly-2026-09-14"
+108 -1
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@@ -3,16 +3,19 @@
use std::{collections::HashMap, time::Duration};
use bevy::{
input::InputSystems,
prelude::*,
settings::{ReflectSettingsGroup, SaveSettingsDeferred, SettingsGroup},
};
use bevy_egui::{EguiContexts, EguiPrimaryContextPass, egui};
use bevy_ggrs::RollbackFrameRate;
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 +117,7 @@ enum DebugFlag {
Hurtboxes,
Camera,
DrawThroughGeometry,
FrameStepping,
}
#[derive(Clone, Copy)]
@@ -174,6 +178,10 @@ 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 +241,8 @@ 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 +263,7 @@ 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 +336,7 @@ impl DebugSettings {
DebugFlag::Hurtboxes => self.hurtboxes,
DebugFlag::DrawThroughGeometry => self.draw_through_geometry,
DebugFlag::Camera => self.camera,
DebugFlag::FrameStepping => self.frame_stepping,
}
}
@@ -340,6 +352,7 @@ 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 +369,35 @@ 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(PreUpdate, restore_frame_step_time.after(RunGgrsSystems))
.add_systems(
Update,
(handle_palette_input, sync_gizmo_depth_bias)
@@ -391,6 +430,61 @@ 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,
@@ -408,8 +502,10 @@ fn activate_selected(
}
DebugMenuEntry::Toggle { flag, .. } => {
settings.toggle_flag(flag);
if !matches!(flag, DebugFlag::FrameStepping) {
queue_settings_save(commands);
}
}
DebugMenuEntry::Submenu { entries, .. } => {
settings.push_page(DebugMenuPage::Static(entries));
}
@@ -623,9 +719,11 @@ fn draw_palette(
let mut value = settings.flag(*flag);
if ui.checkbox(&mut value, *label).changed() {
settings.toggle_flag(*flag);
if !matches!(flag, DebugFlag::FrameStepping) {
queue_settings_save(&mut commands);
}
}
}
DebugMenuEntry::Submenu { label, .. }
| DebugMenuEntry::PlayerSlots { label } => {
if ui.button(format!("{label} >")).clicked() {
@@ -839,6 +937,15 @@ 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();
+197
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@@ -0,0 +1,197 @@
use bevy::prelude::*;
use crate::{
camera::MatchCamera,
fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation,
FighterVelocity, Grounded,
animation::FighterAnimationFrame,
attack::{
FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
FighterSolvedHurtboxes, FighterStaleMoveQueue,
},
baked_animation::FighterBoneMatrices,
state::FighterState,
},
input::FighterInput,
player::Player,
stage::line::StageCollision,
};
#[derive(Resource, Default)]
pub(super) struct DebugSaveState {
checkpoint: Option<Checkpoint>,
}
#[derive(Clone)]
struct Checkpoint {
fighters: Vec<FighterCheckpoint>,
stage_collision: StageCollision,
pending_hits: FighterPendingHits,
}
#[derive(Clone)]
struct FighterCheckpoint {
entity: Entity,
handle: usize,
ecb: FighterECB,
previous_ecb: crate::fighter::ecb::FighterPreviousECB,
velocity: FighterVelocity,
translation: FighterTranslation,
previous_translation: FighterPreviousTranslation,
facing: FighterFacingDirection,
previous_facing: FighterPreviousFacingDirection,
animation: FighterAnimationFrame,
state: FighterState,
input: FighterInput,
damage: FighterDamage,
pending_hit_reaction: FighterPendingHitReaction,
hitstop: FighterHitstop,
knockback_velocity: FighterKnockbackVelocity,
stale_moves: FighterStaleMoveQueue,
hitboxes: FighterHitboxes,
solved_hurtboxes: FighterSolvedHurtboxes,
bone_matrices: FighterBoneMatrices,
grounded: bool,
}
pub(super) fn save_or_restore(world: &mut World) {
if world.resource::<super::DebugSettings>().menu_open {
return;
}
let left = world
.query::<&Gamepad>()
.iter(world)
.any(|gamepad| gamepad.just_pressed(GamepadButton::DPadLeft));
let right = world
.query::<&Gamepad>()
.iter(world)
.any(|gamepad| gamepad.just_pressed(GamepadButton::DPadRight));
if left == right {
return;
}
let Some(roster) = world
.get_resource::<crate::fighter::FighterRoster>()
.map(|roster| roster.0.clone())
else {
return;
};
if roster.len() != 1 {
warn!("Save states are only available in single-player matches");
return;
}
if left {
let Some(stage_collision) = world.get_resource::<StageCollision>().cloned() else {
return;
};
let mut checkpoint_fighters = Vec::with_capacity(roster.len());
for entity in roster.iter().copied() {
let Some(checkpoint) = capture_fighter(world, entity) else {
warn!("Could not save the current fighter state");
return;
};
checkpoint_fighters.push(checkpoint);
}
let pending_hits = world.resource::<FighterPendingHits>().clone();
world.resource_mut::<DebugSaveState>().checkpoint = Some(Checkpoint {
fighters: checkpoint_fighters,
stage_collision,
pending_hits,
});
info!("Saved debug game state");
return;
}
let Some(checkpoint) = world.resource::<DebugSaveState>().checkpoint.clone() else {
warn!("No debug game state has been saved");
return;
};
if checkpoint.fighters.len() != roster.len()
|| checkpoint
.fighters
.iter()
.zip(roster.iter())
.any(|(saved, current)| saved.entity != *current)
{
warn!("Saved debug game state belongs to another match");
return;
}
for saved in &checkpoint.fighters {
let Some(player) = world.entity(saved.entity).get::<Player>() else {
warn!("Could not restore the saved fighter state");
return;
};
if player.handle != saved.handle {
warn!("Saved debug game state belongs to another match");
return;
}
let mut entity = world.entity_mut(saved.entity);
entity.insert(saved.ecb);
entity.insert(saved.previous_ecb);
entity.insert(saved.velocity);
entity.insert(saved.translation);
entity.insert(saved.previous_translation);
entity.insert(saved.facing);
entity.insert(saved.previous_facing);
entity.insert(saved.animation);
entity.insert(saved.state.clone());
entity.insert(saved.input);
entity.insert(saved.damage);
entity.insert(saved.pending_hit_reaction.clone());
entity.insert(saved.hitstop);
entity.insert(saved.knockback_velocity);
entity.insert(saved.stale_moves.clone());
entity.insert(saved.hitboxes.clone());
entity.insert(saved.solved_hurtboxes.clone());
entity.insert(saved.bone_matrices.clone());
if saved.grounded {
entity.insert(Grounded);
} else {
entity.remove::<Grounded>();
}
}
world.insert_resource(checkpoint.pending_hits.clone());
world.insert_resource(checkpoint.stage_collision);
for mut match_camera in world.query::<&mut MatchCamera>().iter_mut(world) {
match_camera.needs_snap = true;
}
info!("Restored debug game state");
}
fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
let fighter = world.entity(entity);
Some(FighterCheckpoint {
entity,
handle: fighter.get::<Player>()?.handle,
ecb: *fighter.get::<FighterECB>()?,
previous_ecb: *fighter.get::<crate::fighter::ecb::FighterPreviousECB>()?,
velocity: *fighter.get::<FighterVelocity>()?,
translation: *fighter.get::<FighterTranslation>()?,
previous_translation: *fighter.get::<FighterPreviousTranslation>()?,
facing: *fighter.get::<FighterFacingDirection>()?,
previous_facing: *fighter.get::<FighterPreviousFacingDirection>()?,
animation: *fighter.get::<FighterAnimationFrame>()?,
state: fighter.get::<FighterState>()?.clone(),
input: *fighter.get::<FighterInput>()?,
damage: *fighter.get::<FighterDamage>()?,
pending_hit_reaction: fighter.get::<FighterPendingHitReaction>()?.clone(),
hitstop: *fighter.get::<FighterHitstop>()?,
knockback_velocity: *fighter.get::<FighterKnockbackVelocity>()?,
stale_moves: fighter.get::<FighterStaleMoveQueue>()?.clone(),
hitboxes: fighter.get::<FighterHitboxes>()?.clone(),
solved_hurtboxes: fighter.get::<FighterSolvedHurtboxes>()?.clone(),
bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(),
grounded: fighter.contains::<Grounded>(),
})
}
pub(super) fn clear(mut save_state: ResMut<DebugSaveState>) {
save_state.checkpoint = None;
}
@@ -1,18 +1,19 @@
use std::collections::{HashMap, VecDeque};
mod reaction;
use bevy::ecs::entity::{EntityMapper, MapEntities};
use bevy::prelude::*;
use bevy_ggrs::{Rollback, prelude::GgrsSchedule};
use fixed_math::SinCos;
use bevy_ggrs::{Rollback, RollbackApp, prelude::GgrsSchedule};
use serde::{Deserialize, Serialize};
use crate::{
fighter::{
Fighter, FighterAttributes, FighterFacingDirection, FighterHitboxes, FighterHitstop,
Fighter, FighterAttributes, FighterFacingDirection, FighterHitboxes,
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterRoster,
FighterTranslation,
animation::{AnimKind, FighterAnimationFrame},
baked_animation::{FighterBoneIndexMap, FighterBoneMatrices, FixedMat4},
errors::FighterErrors,
hurtbox::{FixedAffineCapsule, FixedCapsule},
manifest::FighterManifest,
},
@@ -432,15 +433,26 @@ pub struct FighterAttackScriptAssets {
#[derive(Component, Clone, Debug, Default, Hash)]
pub struct FighterSolvedHurtboxes(pub Vec<FighterSolvedHurtbox>);
#[derive(Component, Clone, Debug, Default, Hash, DerefMut, Deref)]
pub struct FighterReceivedAttacks(
pub Vec<(
/* attacker */ Entity,
Handle<FighterAttackScript>,
AttackKind,
/* hitbox_idx */ usize,
)>,
);
#[derive(Clone, Debug, Hash)]
pub struct FighterHit {
pub attacker: Entity,
pub defender: Entity,
pub attack_script: Handle<FighterAttackScript>,
pub attack_kind: AttackKind,
pub hitbox_index: usize,
}
#[derive(Resource, Clone, Debug, Default, Hash)]
pub struct FighterPendingHits(pub Vec<FighterHit>);
impl MapEntities for FighterPendingHits {
fn map_entities<M: EntityMapper>(&mut self, entity_mapper: &mut M) {
for hit in &mut self.0 {
hit.attacker = entity_mapper.get_mapped(hit.attacker);
hit.defender = entity_mapper.get_mapped(hit.defender);
}
}
}
pub fn solve_hurtboxes(
mut query: Query<(
@@ -498,19 +510,14 @@ pub fn intersect_attacks_with_hurtboxes(
&Player,
&FighterStaleMoveQueue,
)>,
mut query_attacked: Query<(
Entity,
&FighterSolvedHurtboxes,
&Player,
&Fighter,
&mut FighterReceivedAttacks,
)>,
query_attacked: Query<(Entity, &FighterSolvedHurtboxes)>,
mut pending_hits: ResMut<FighterPendingHits>,
attack_scripts: Res<Assets<FighterAttackScript>>,
) {
pending_hits.0.clear();
for &entity_receiving in &roster.0 {
let Ok((_, hurtboxes, _, _receiving_fighter, mut received_attacks)) =
query_attacked.get_mut(entity_receiving)
else {
let Ok((_, hurtboxes)) = query_attacked.get(entity_receiving) else {
continue;
};
@@ -551,12 +558,13 @@ pub fn intersect_attacks_with_hurtboxes(
continue;
};
received_attacks.push((
entity_hurting,
active_attack.script.clone(),
active_attack.kind,
hitting_hitbox_idx,
));
pending_hits.0.push(FighterHit {
attacker: entity_hurting,
defender: entity_receiving,
attack_script: active_attack.script.clone(),
attack_kind: active_attack.kind,
hitbox_index: hitting_hitbox_idx,
});
info!("Hit by hitbox {}!!!!", hitting_hitbox_idx);
active_attack.hit_fighters.push(entity_receiving);
@@ -564,140 +572,21 @@ pub fn intersect_attacks_with_hurtboxes(
}
}
pub fn calculate_received_attacks_trajectories(
mut attacker: Query<(
&mut FighterStaleMoveQueue,
&FighterFacingDirection,
&FighterHitboxes,
&Player,
&mut FighterHitstop,
)>,
receiver: Query<(
&mut FighterReceivedAttacks,
&mut FighterDamage,
&Fighter,
&mut FighterPendingHitReaction,
)>,
attack_scripts: Res<Assets<FighterAttackScript>>,
game_settings: Res<GameSettings>,
fighter_manifests: Res<Assets<FighterManifest>>,
) -> Result {
for (mut received_attacks, mut receiver_damage, fighter, mut pending_reactions) in receiver {
if received_attacks.is_empty() {
continue;
}
// we got attacked, time to calculate the total damage
let damage_data = received_attacks
.iter()
.filter_map(|(from_entity, attack_script, attack_kind, hitbox_idx)| {
let Ok((stale_move_queue, facing_dir, _hitboxes, player, _attacker_hitstop)) =
attacker.get(*from_entity)
else {
return None;
};
let Some(attack_script) = attack_scripts.get(attack_script) else {
return None;
};
let hitbox = &attack_script.hitboxes[*hitbox_idx];
let damage_received =
stale_move_queue.get_attack_damage_multiplier(*attack_kind) * hitbox.damage.0;
Some((
from_entity,
damage_received,
hitbox,
attack_script,
matches!(facing_dir, FighterFacingDirection::Left),
player.handle,
))
})
.collect::<Vec<_>>();
let total_damage_received_this_frame = damage_data
.iter()
.map(|(_, damage, ..)| damage)
.sum::<FGi32>();
let fighter_manifest = fighter_manifests
.get(&fighter.manifest)
.ok_or(FighterErrors::FighterManifestNotFound)?;
let mut reactions = vec![];
for (attacker_entity, attack_damage, hitbox, _attack_script, facing_left, attacker_slot) in
damage_data
{
let knockback = hitbox.calculate_knockback(
&fighter_manifest.attributes,
*receiver_damage,
FighterDamage(total_damage_received_this_frame),
false,
false,
);
let angle = match &hitbox.angle {
AttackAngle::Normal(angle) => *angle,
AttackAngle::Sakurai => FGi32::lit("32.0"),
};
let launch_angle = if facing_left {
FGi32::lit("180.0") - angle
} else {
angle
};
let (sin, cos) = launch_angle.sin_cos();
let launch_direction = FGVec2::new(cos, sin);
let hitstop = HitStop::calculate(FighterDamage(attack_damage), false);
reactions.push((
*attacker_entity,
attacker_slot,
FighterHitReaction {
launch_velocity: launch_direction * knockback.get_launch_speed(&game_settings),
hitstun_frames: knockback.get_hitstun_frames(&game_settings),
hitstop_frames: hitstop,
kind: HitReactionKind::Flinch,
},
));
}
receiver_damage.0 += total_damage_received_this_frame;
for (attacker_entity, _, reaction) in reactions.iter() {
let Ok((.., mut hitstop)) = attacker.get_mut(*attacker_entity) else {
continue;
};
hitstop.remaining_frames = reaction.hitstop_frames.max(hitstop.remaining_frames);
}
// Pick attack by port priority
pending_reactions.0 = reactions
.into_iter()
.min_by(|(_, port_a, _), (_, port_b, _)| port_a.cmp(port_b))
.map(|(_, _, reaction)| reaction);
received_attacks.clear();
}
Ok(())
}
pub struct FighterAttackPlugin;
impl Plugin for FighterAttackPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<FighterPendingHits>()
.add_plugins(reaction::FighterReactionPlugin)
.rollback_resource_with_clone::<FighterPendingHits>()
.update_resource_with_map_entities::<FighterPendingHits>()
.checksum_resource_with_hash::<FighterPendingHits>();
app.add_systems(
GgrsSchedule,
(
solve_hurtboxes,
solve_hitboxes,
intersect_attacks_with_hurtboxes,
calculate_received_attacks_trajectories,
)
.chain()
.after(crate::fighter::baked_animation::update_fighter_bone_matrices)
+145
View File
@@ -0,0 +1,145 @@
use bevy::prelude::*;
use bevy_ggrs::prelude::GgrsSchedule;
use fixed_math::SinCos;
use super::*;
use crate::{
fighter::{
Fighter, FighterFacingDirection, FighterHitboxes, FighterHitstop,
FighterPendingHitReaction, FighterStaleMoveQueue, errors::FighterErrors,
manifest::FighterManifest,
},
game_settings::GameSettings,
math::{int::FGi32, vec::FGVec2},
player::Player,
schedule::GameplaySet,
scripting::FighterAttackScript,
};
pub fn resolve_fighter_hits(
mut pending_hits: ResMut<FighterPendingHits>,
mut attacker: Query<(
&FighterStaleMoveQueue,
&FighterFacingDirection,
&FighterHitboxes,
&Player,
&mut FighterHitstop,
)>,
mut receiver: Query<(&mut FighterDamage, &Fighter, &mut FighterPendingHitReaction)>,
attack_scripts: Res<Assets<FighterAttackScript>>,
game_settings: Res<GameSettings>,
fighter_manifests: Res<Assets<FighterManifest>>,
) -> Result {
let hits = std::mem::take(&mut pending_hits.0);
let mut hit_offset = 0;
while hit_offset < hits.len() {
let defender = hits[hit_offset].defender;
let next_defender = hits[hit_offset..]
.iter()
.position(|hit| hit.defender != defender)
.map_or(hits.len(), |offset| hit_offset + offset);
let Ok((mut receiver_damage, fighter, mut pending_reaction)) = receiver.get_mut(defender)
else {
hit_offset = next_defender;
continue;
};
let damage_data = hits[hit_offset..next_defender]
.iter()
.filter_map(|hit| {
let Ok((stale_move_queue, facing_dir, _hitboxes, player, _)) =
attacker.get(hit.attacker)
else {
return None;
};
let attack_script = attack_scripts.get(&hit.attack_script)?;
let hitbox = attack_script.hitboxes.get(hit.hitbox_index)?;
let damage_received = stale_move_queue
.get_attack_damage_multiplier(hit.attack_kind)
* hitbox.damage.0;
Some((
hit.attacker,
damage_received,
hitbox,
matches!(facing_dir, FighterFacingDirection::Left),
player.handle,
))
})
.collect::<Vec<_>>();
let total_damage_received_this_frame = damage_data
.iter()
.map(|(_, damage, ..)| damage)
.sum::<FGi32>();
let fighter_manifest = fighter_manifests
.get(&fighter.manifest)
.ok_or(FighterErrors::FighterManifestNotFound)?;
let mut reactions = Vec::with_capacity(damage_data.len());
for (attacker_entity, attack_damage, hitbox, facing_left, attacker_slot) in damage_data {
let knockback = hitbox.calculate_knockback(
&fighter_manifest.attributes,
*receiver_damage,
FighterDamage(total_damage_received_this_frame),
false,
false,
);
let angle = match &hitbox.angle {
AttackAngle::Normal(angle) => *angle,
AttackAngle::Sakurai => FGi32::lit("32.0"),
};
let launch_angle = if facing_left {
FGi32::lit("180.0") - angle
} else {
angle
};
let (sin, cos) = launch_angle.sin_cos();
let launch_direction = FGVec2::new(cos, sin);
let hitstop = HitStop::calculate(FighterDamage(attack_damage), false);
reactions.push((
attacker_entity,
attacker_slot,
FighterHitReaction {
launch_velocity: launch_direction * knockback.get_launch_speed(&game_settings),
hitstun_frames: knockback.get_hitstun_frames(&game_settings),
hitstop_frames: hitstop,
kind: HitReactionKind::Flinch,
},
));
}
receiver_damage.0 += total_damage_received_this_frame;
for (attacker_entity, _, reaction) in &reactions {
let Ok((.., mut hitstop)) = attacker.get_mut(*attacker_entity) else {
continue;
};
hitstop.remaining_frames = reaction.hitstop_frames.max(hitstop.remaining_frames);
}
pending_reaction.0 = reactions
.into_iter()
.min_by(|(_, port_a, _), (_, port_b, _)| port_a.cmp(port_b))
.map(|(_, _, reaction)| reaction);
hit_offset = next_defender;
}
Ok(())
}
pub struct FighterReactionPlugin;
impl Plugin for FighterReactionPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
GgrsSchedule,
resolve_fighter_hits
.in_set(GameplaySet::Attacks)
.after(super::intersect_attacks_with_hurtboxes),
);
}
}
+53 -3
View File
@@ -3,6 +3,7 @@
use std::{
collections::{HashMap, HashSet},
io,
path::Path,
};
use bevy::{
@@ -517,6 +518,7 @@ struct FighterBakeDeclaration {
#[derive(Asset, TypePath)]
struct FighterBakeSource {
model_bytes: Vec<u8>,
buffers: Vec<Vec<u8>>,
animations: HashMap<AnimKind, String>,
}
@@ -550,8 +552,31 @@ impl AssetLoader for FighterBakeSourceLoader {
.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,
})
}
@@ -600,7 +625,7 @@ impl AssetTransformer for FighterBakeTransformer {
source: TransformedAsset<Self::AssetInput>,
_: &'a Self::Settings,
) -> Result<TransformedAsset<Self::AssetOutput>, Self::Error> {
let baked = bake_gltf(&source.model_bytes, &source.animations)?;
let baked = bake_gltf(&source.model_bytes, &source.buffers, &source.animations)?;
Ok(source.replace_asset(baked))
}
}
@@ -656,11 +681,36 @@ impl Plugin for BakedAnimationPlugin {
fn bake_gltf(
bytes: &[u8],
buffer_bytes: &[Vec<u8>],
animations: &HashMap<AnimKind, String>,
) -> io::Result<BakedFighterAnimations> {
let (document, buffers, _) = gltf::import_slice(bytes)
let gltf = gltf::Gltf::from_slice(bytes)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?;
bake_gltf_document(document, buffers, animations)
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)
}
fn bake_gltf_document(
+11 -6
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};
/*
pub fn collide_fighter_with_scene(
fighters: Query<(&FighterECB, &mut FighterVelocity, &mut FighterTranslation)>,
@@ -38,16 +39,20 @@ pub struct AirCollisionWithStageResult {
}
pub fn air_collide_with_stage(
state_context: &FighterStateContext,
prev_translation: &FighterPreviousTranslation,
translation: &FighterTranslation,
prev_ecb: &FighterPreviousECB,
ecb: &FighterECB,
stage_collision: &StageCollision,
) -> Option<AirCollisionWithStageResult> {
let ray_segment = FGSegment2d::new(
state_context.prev_translation.0 + state_context.prev_ecb.get_bottom_point(),
state_context.translation.0 + state_context.ecb.get_bottom_point(),
prev_translation.0 + prev_ecb.get_bottom_point(),
translation.0 + ecb.get_bottom_point(),
);
let mut intersect_results = vec![];
for (poly_idx, poly) in state_context.stage_collision.stage_polys.iter().enumerate() {
for (poly_idx, poly) in stage_collision.stage_polys.iter().enumerate() {
if let Some(intersect_result) = poly.intersect_ray(ray_segment) {
intersect_results.push((
AirCollisionWithStageResult {
+13 -8
View File
@@ -33,17 +33,24 @@ pub use motion::{
};
use crate::{
AppState, fighter::{
AppState,
fighter::{
attack::{
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
FighterKnockbackVelocity, FighterPendingHitReaction, FighterReceivedAttacks,
FighterSolvedHurtboxes, FighterStaleMoveQueue,
FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
FighterStaleMoveQueue,
},
baked_animation::{FighterBoneIndexMap, FighterBoneMatrices},
manifest::FighterManifest,
state::{FighterState, fall::FallState},
visual::FighterAnimations,
}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
},
input::FighterInput,
math::{int::FGi32, vec::FGVec2},
player::Player,
schedule::GameplaySet,
scripting::FighterAttackScript,
stage::line::StageCollision,
};
use state::state_interrupt_system;
@@ -109,7 +116,6 @@ pub struct FighterVisual;
#[derive(Component)]
#[require(
FighterReceivedAttacks,
FighterStaleMoveQueue,
FighterDamage,
FighterPendingHitReaction,
@@ -192,8 +198,6 @@ impl Plugin for FighterPlugin {
.checksum_component_with_hash::<FighterHitstop>()
.rollback_component_with_copy::<FighterKnockbackVelocity>()
.checksum_component_with_hash::<FighterKnockbackVelocity>()
.rollback_component_with_clone::<FighterReceivedAttacks>()
.checksum_component_with_hash::<FighterReceivedAttacks>()
.rollback_resource_with_reflect::<StageCollision>()
// Debug views.
.add_systems(
@@ -216,7 +220,8 @@ impl Plugin for FighterPlugin {
.after(debug::attack_debug_gather),
)
.chain()
.run_if(crate::debug_tools::attack_hitboxes_enabled).run_if(in_state(AppState::InMatch)),
.run_if(crate::debug_tools::attack_hitboxes_enabled)
.run_if(in_state(AppState::InMatch)),
)
.add_systems(
FixedPostUpdate,
+24
View File
@@ -1,3 +1,6 @@
use crate::fighter::state::ground::GroundedStateCommon;
use crate::fighter::state::land::{LandingState, LandingType};
use crate::fighter::state::{CollisionContext, FighterState};
use crate::fighter::*;
pub fn integrate_gravity(velocity: &mut FighterVelocity, attributes: &FighterAttributes) {
@@ -53,6 +56,27 @@ pub fn apply_air_motion(
translation.0 += velocity.0;
}
pub fn update_standard_motion(ctx: &mut crate::fighter::state::UpdateContext) {
integrate_gravity(ctx.velocity, ctx.fighter_attributes);
apply_air_drift(ctx.velocity, ctx.fighter_attributes, ctx.input);
apply_air_motion(ctx.velocity, ctx.translation, ctx.prev_translation);
}
pub fn collision_interrupt(
ctx: &mut CollisionContext,
landing_type: LandingType,
) -> Option<FighterState> {
let res = ctx.air_collide_with_stage()?;
ctx.translation.0 = res.hit_position - ctx.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
current_line_id: res.line_id,
};
Some(FighterState::Land(LandingState::create(
grounded_common,
landing_type,
)))
}
#[cfg(test)]
mod tests {
use super::*;
+10 -25
View File
@@ -1,12 +1,9 @@
use crate::{
fighter::{
animation::AnimKind,
collision,
state::{
FighterState, FighterStateContext, FighterStateImpl, air,
fall::FallState,
ground::GroundedStateCommon,
land::{LandingState, LandingType},
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext, air, fall::FallState, land::LandingType,
},
},
input,
@@ -21,7 +18,7 @@ pub struct AirDodgeState {
impl FighterStateImpl for AirDodgeState {
const NAME: &'static str = "AirDodge";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
Some(FighterState::Fall(FallState))
} else {
@@ -29,8 +26,8 @@ impl FighterStateImpl for AirDodgeState {
}
}
fn update(&mut self, state_context: &mut FighterStateContext) {
state_context.velocity.0 *= state_context.fighter_manifest.attributes.air_dodge_decay;
fn update(&mut self, state_context: &mut UpdateContext) {
state_context.velocity.0 *= state_context.fighter_attributes.air_dodge_decay;
air::apply_air_motion(
state_context.velocity,
@@ -41,32 +38,20 @@ impl FighterStateImpl for AirDodgeState {
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let Some(res) = collision::air_collide_with_stage(state_context) {
// Adjust translation
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
current_line_id: res.line_id,
};
Some(FighterState::Land(LandingState {
grounded_common,
landing_type: LandingType::Special,
}))
} else {
None
}
air::collision_interrupt(state_context, LandingType::Special)
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::AirDodge, false);
state_context.velocity.0 =
self.direction * state_context.fighter_manifest.attributes.air_dodge_velocity;
self.direction * state_context.fighter_attributes.air_dodge_velocity;
}
}
pub fn check_input(state_context: &FighterStateContext) -> Option<FighterState> {
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
state_context
.input
.has_command(input::FighterCommands::Shield)
+19 -40
View File
@@ -1,25 +1,19 @@
use std::hash::Hasher;
use super::{FighterStateContext, FighterStateImpl, ground, run, wait, walk};
use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground, run,
wait, walk,
};
use crate::fighter::FighterFacingDirection;
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
use crate::fighter::state::ground::GroundedStateCommon;
use crate::input::FighterCommands::{SmashMoveLeft, SmashMoveRight};
#[derive(Debug, Clone)]
#[derive(Debug, Clone, Hash)]
pub struct DashState {
direction: FighterFacingDirection,
pub ground_common: GroundedStateCommon,
}
impl std::hash::Hash for DashState {
fn hash<H: Hasher>(&self, state: &mut H) {
self.direction.hash(state);
}
}
impl DashState {
pub fn new(direction: FighterFacingDirection, ground_common: GroundedStateCommon) -> Self {
Self {
@@ -31,9 +25,9 @@ impl DashState {
impl FighterStateImpl for DashState {
const NAME: &'static str = "Dash";
fn check_interrupt(&self, ctx: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, ctx: &mut InterruptContext) -> Option<FighterState> {
let ground = &self.ground_common;
let attributes = ctx.fighter_manifest.attributes;
let attributes = ctx.fighter_attributes;
// A reverse dash can interrupt before IASA
if let Some(direction) =
@@ -62,13 +56,10 @@ impl FighterStateImpl for DashState {
None
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
*state_context.facing_direction = self.direction;
state_context.velocity.x = state_context
.fighter_manifest
.attributes
.dash_initial_velocity
* self.direction.to_sign();
state_context.velocity.x =
state_context.fighter_attributes.dash_initial_velocity * self.direction.to_sign();
state_context.play_animation(AnimKind::Dash, false);
@@ -86,24 +77,20 @@ impl FighterStateImpl for DashState {
}
}
fn update(&mut self, state_context: &mut FighterStateContext) {
fn update(&mut self, state_context: &mut UpdateContext) {
if state_context.get_current_animation_frame()
< state_context
.fighter_manifest
.attributes
.dash_acceleration_duration
< state_context.fighter_attributes.dash_acceleration_duration
{}
let last_frame = state_context.input.get_last_frame();
let (accel, target_vel) = state_context
.fighter_manifest
.attributes
.fighter_attributes
.get_accel_and_target_dashrun(&last_frame, self.direction.to_sign());
let accel = ground::compute_ground_accel(
accel,
target_vel,
state_context.velocity.x,
&state_context.fighter_manifest.attributes,
state_context.fighter_attributes,
state_context.game_settings,
);
state_context.velocity.x += accel;
@@ -117,21 +104,13 @@ impl FighterStateImpl for DashState {
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.ground_common, true)
{
Some(FighterState::Fall(FallState))
} else {
None
}
ground::collision_interrupt(state_context, &mut self.ground_common, true)
}
}
fn check_smash_input_with_dir(
state_context: &FighterStateContext,
) -> Option<FighterFacingDirection> {
fn check_smash_input_with_dir(state_context: &InterruptContext) -> Option<FighterFacingDirection> {
if state_context.input.has_command(SmashMoveLeft) {
return Some(FighterFacingDirection::Left);
} else if state_context.input.has_command(SmashMoveRight) {
@@ -142,7 +121,7 @@ fn check_smash_input_with_dir(
}
pub fn check_input(
state_context: &FighterStateContext,
state_context: &InterruptContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
check_smash_input_with_dir(state_context)
+11 -36
View File
@@ -1,8 +1,5 @@
use super::{FighterStateContext, FighterStateImpl};
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::collision;
use crate::fighter::state::ground::GroundedStateCommon;
use crate::fighter::state::land::{LandingState, LandingType};
use crate::fighter::state::{FighterState, air, jump};
#[derive(Debug, Clone, Copy, Hash)]
@@ -10,52 +7,30 @@ pub struct FallState;
impl FighterStateImpl for FallState {
const NAME: &'static str = "Fall";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
jump::check_input_double_jump(state_context)
}
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::Fall, true);
}
fn update(&mut self, state_context: &mut super::FighterStateContext) {
air::integrate_gravity(
state_context.velocity,
&state_context.fighter_manifest.attributes,
);
air::apply_air_drift(
state_context.velocity,
&state_context.fighter_manifest.attributes,
state_context.input,
);
air::apply_air_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
fn update(&mut self, state_context: &mut UpdateContext) {
air::update_standard_motion(state_context);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let Some(res) = collision::air_collide_with_stage(state_context) {
// Adjust translation
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
current_line_id: res.line_id,
};
Some(FighterState::Land(LandingState::create(
grounded_common,
LandingType::Normal,
)))
} else {
None
}
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
)
}
}
pub fn check_input(state_context: &FighterStateContext) -> Option<FighterState> {
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.x.abs() < state_context.game_settings.input_common.stick_deadzone {
+33 -6
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, dash, fall, ground_attack, turn, wait, walk,
};
use crate::fighter::{
FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
@@ -163,14 +163,30 @@ pub fn apply_grounded_motion(
translation.0 += FGVec2::new(velocity.0.x, FGi32::ZERO);
}
pub fn update_friction_motion(ctx: &mut crate::fighter::state::UpdateContext) {
let friction = if ctx.velocity.x.abs() > ctx.fighter_attributes.max_walk_vel {
ctx.fighter_attributes.ground_friction
* ctx
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
ctx.fighter_attributes.ground_friction
};
let ground_velocity = ctx.velocity.x;
ctx.velocity.x += apply_grounded_friction(friction, ground_velocity);
apply_grounded_motion(ctx.velocity, ctx.translation, ctx.prev_translation);
}
pub fn collide_with_stage_grounded(
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
ground_common: &mut GroundedStateCommon,
can_walk_off: bool,
) -> GroundedMotionResult {
let translation = &mut state_context.translation;
let ecb = &state_context.ecb;
let stage_collision = &state_context.stage_collision;
let ecb = state_context.ecb;
let stage_collision = state_context.stage_collision;
let stage_poly = stage_collision
.stage_polys
@@ -210,6 +226,17 @@ pub fn collide_with_stage_grounded(
}
}
pub fn collision_interrupt(
ctx: &mut CollisionContext,
common: &mut GroundedStateCommon,
can_walk_off: bool,
) -> Option<FighterState> {
match collide_with_stage_grounded(ctx, common, can_walk_off) {
GroundedMotionResult::InGround => None,
GroundedMotionResult::InAir => Some(FighterState::Fall(fall::FallState)),
}
}
#[cfg(test)]
mod tests {
use super::*;
@@ -322,14 +349,14 @@ mod tests {
}
pub fn grounded_movement_common_interrupts(
state_context: &FighterStateContext,
state_context: &InterruptContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
super::jump::check_input(state_context, ground_common)
}
pub fn grounded_movement_standstill_common_interrupts(
state_context: &FighterStateContext,
state_context: &InterruptContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context, &ground_common) {
+10 -10
View File
@@ -1,6 +1,9 @@
use crate::fighter::{
attack::{AttackKind, update_active_hitbox_list},
state::{FighterState, FighterStateImpl, ground::GroundedStateCommon, wait::WaitState},
state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
InterruptContext, UpdateContext, ground::GroundedStateCommon, wait::WaitState,
},
};
#[derive(Clone, Debug, Hash)]
@@ -12,10 +15,7 @@ pub struct GroundAttackState {
impl FighterStateImpl for GroundAttackState {
const NAME: &'static str = "GroundAttack";
fn check_interrupt(
&self,
state_context: &mut super::FighterStateContext,
) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
Some(FighterState::Wait(WaitState {
grounded_common: self.grounded_common.clone(),
@@ -25,7 +25,7 @@ impl FighterStateImpl for GroundAttackState {
}
}
fn update(&mut self, state_context: &mut super::FighterStateContext) {
fn update(&mut self, state_context: &mut UpdateContext) {
let animation_frame = state_context.get_current_animation_frame();
let script = state_context
.attack_scripts
@@ -44,7 +44,7 @@ impl FighterStateImpl for GroundAttackState {
}
}
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(self.attack_kind.get_animation(), false);
let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone();
state_context.stale_move_queue.push(self.attack_kind);
@@ -57,20 +57,20 @@ impl FighterStateImpl for GroundAttackState {
});
}
fn on_exit(&mut self, state_context: &mut super::FighterStateContext) {
fn on_exit(&mut self, state_context: &mut ExitContext) {
state_context.hitboxes.0 = None;
}
fn check_collision_interrupt(
&mut self,
_state_context: &mut super::FighterStateContext,
_state_context: &mut CollisionContext,
) -> Option<FighterState> {
None
}
}
pub fn check_interrupt(
state_context: &super::FighterStateContext,
state_context: &InterruptContext,
grounded_common: &GroundedStateCommon,
) -> Option<FighterState> {
if state_context
+12 -31
View File
@@ -2,12 +2,12 @@ use crate::{
fighter::{
animation::AnimKind,
attack::FighterHitReaction,
collision,
state::{
FighterState, FighterStateContext, FighterStateImpl, air,
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
InterruptContext, UpdateContext, air,
fall::FallState,
ground::{GroundedMotionResult, GroundedStateCommon, collide_with_stage_grounded},
land::{LandingState, LandingType},
ground::{GroundedStateCommon, collision_interrupt},
land::LandingType,
wait::WaitState,
},
},
@@ -43,7 +43,7 @@ impl FighterStateImpl for HitstunState {
format!("Hitstun ({hitstop_kind}, {hit_reaction_type})")
}
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.get_current_animation_frame() > self.hit_reaction.hitstun_frames {
match &self.hitstop_kind {
HitstopStateKind::Grounded(grounded_state_common) => {
@@ -58,8 +58,8 @@ impl FighterStateImpl for HitstunState {
}
}
fn update(&mut self, ctx: &mut FighterStateContext) {
air::integrate_gravity(ctx.velocity, &ctx.fighter_manifest.attributes);
fn update(&mut self, ctx: &mut UpdateContext) {
air::integrate_gravity(ctx.velocity, ctx.fighter_attributes);
let speed = ctx.knockback_velocity.length();
let next_speed = speed
@@ -71,7 +71,7 @@ impl FighterStateImpl for HitstunState {
ctx.translation.0 += ctx.velocity.0 + ctx.knockback_velocity.0;
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
let animation = match self.hitstop_kind {
HitstopStateKind::Grounded(_) => AnimKind::FlinchGround,
HitstopStateKind::Airborne => AnimKind::FlinchAir,
@@ -80,37 +80,18 @@ impl FighterStateImpl for HitstunState {
state_context.knockback_velocity.0 = self.hit_reaction.launch_velocity;
}
fn on_exit(&mut self, _state_context: &mut FighterStateContext) {}
fn on_exit(&mut self, _state_context: &mut ExitContext) {}
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
match &mut self.hitstop_kind {
HitstopStateKind::Grounded(grounded_state_common) => {
if let GroundedMotionResult::InAir =
collide_with_stage_grounded(state_context, grounded_state_common, true)
{
Some(FighterState::Fall(FallState {}))
} else {
None
}
collision_interrupt(state_context, grounded_state_common, true)
}
HitstopStateKind::Airborne => {
if let Some(res) = collision::air_collide_with_stage(state_context) {
// Adjust translation
state_context.translation.0 =
res.hit_position - state_context.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
current_line_id: res.line_id,
};
Some(FighterState::Land(LandingState::create(
grounded_common,
LandingType::Normal,
)))
} else {
None
}
air::collision_interrupt(state_context, LandingType::Normal)
}
}
}
+28 -101
View File
@@ -3,13 +3,11 @@ use bevy::prelude::*;
use crate::{
fighter::{
animation::AnimKind,
collision,
state::{
FighterState, FighterStateContext, FighterStateImpl, air,
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext, air,
air_dodge::{self, AirDodgeState},
fall::FallState,
ground::{self, GroundedMotionResult, GroundedStateCommon},
land::{LandingState, LandingType},
ground::{self, GroundedStateCommon},
},
},
input::FighterCommands,
@@ -45,7 +43,7 @@ impl JumpSquatState {
impl FighterStateImpl for JumpSquatState {
const NAME: &'static str = "JumpSquat";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
// Special handling for wavedash from jump squat
if state_context.input.has_command(FighterCommands::Shield) {
// If aiming sideways and in the deadzone, do a perfect wavedash
@@ -69,9 +67,7 @@ impl FighterStateImpl for JumpSquatState {
Some(FighterState::AirDodge(AirDodgeState {
direction: wavedash_dir.normalize_or_zero(),
}))
} else if self.duration_counter
>= state_context.fighter_manifest.attributes.jumpsquat_duration
{
} else if self.duration_counter >= state_context.fighter_attributes.jumpsquat_duration {
info!("Jump {}", state_context.input.get_last_frame().jump);
let jump_type = if state_context.input.get_last_frame().jump {
JumpType::LongJump
@@ -84,46 +80,19 @@ impl FighterStateImpl for JumpSquatState {
}
}
fn update(&mut self, state_context: &mut FighterStateContext) {
fn update(&mut self, state_context: &mut UpdateContext) {
self.duration_counter += 1;
let friction = if state_context.velocity.x.abs()
> state_context.fighter_manifest.attributes.max_walk_vel
{
state_context.fighter_manifest.attributes.ground_friction
* state_context
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_manifest.attributes.ground_friction
};
let ground_velocity = state_context.velocity.x;
state_context.velocity.x += ground::apply_grounded_friction(friction, ground_velocity);
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
ground::update_friction_motion(state_context);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
{
Some(FighterState::Fall(FallState))
} else {
None
}
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::JumpSquat, false);
state_context.input.clear_command(FighterCommands::Jump);
}
@@ -131,7 +100,7 @@ impl FighterStateImpl for JumpSquatState {
impl FighterStateImpl for JumpState {
const NAME: &'static str = "Jump";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.input.has_command(FighterCommands::Jump) {
Some(FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
@@ -141,24 +110,11 @@ impl FighterStateImpl for JumpState {
}
}
fn update(&mut self, state_context: &mut FighterStateContext) {
air::integrate_gravity(
state_context.velocity,
&state_context.fighter_manifest.attributes,
);
air::apply_air_drift(
state_context.velocity,
&state_context.fighter_manifest.attributes,
state_context.input,
);
air::apply_air_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
fn update(&mut self, state_context: &mut UpdateContext) {
air::update_standard_motion(state_context);
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
if let JumpType::DoubleJump = self.jump_type {
state_context.input.clear_command(FighterCommands::Jump);
}
@@ -185,42 +141,22 @@ impl FighterStateImpl for JumpState {
}
let vertical_vel = match self.jump_type {
JumpType::ShortHop => {
state_context
.fighter_manifest
.attributes
.short_hop_vertical_velocity
}
JumpType::LongJump => {
state_context
.fighter_manifest
.attributes
.full_jump_vertical_velocity
}
JumpType::ShortHop => state_context.fighter_attributes.short_hop_vertical_velocity,
JumpType::LongJump => state_context.fighter_attributes.full_jump_vertical_velocity,
JumpType::DoubleJump => {
state_context
.fighter_manifest
.attributes
.full_jump_vertical_velocity
* state_context
.fighter_manifest
.attributes
.air_jump_multiplier
state_context.fighter_attributes.full_jump_vertical_velocity
* state_context.fighter_attributes.air_jump_multiplier
}
};
match self.jump_type {
JumpType::ShortHop | JumpType::LongJump => {
state_context.velocity.x += state_context
.fighter_manifest
.attributes
.jump_horizontal_velocity
* movement_stick_x;
state_context.velocity.x +=
state_context.fighter_attributes.jump_horizontal_velocity * movement_stick_x;
}
JumpType::DoubleJump => {
state_context.velocity.x = state_context
.fighter_manifest
.attributes
.fighter_attributes
.air_jump_horizontal_velocity
* movement_stick_x;
}
@@ -231,26 +167,17 @@ impl FighterStateImpl for JumpState {
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let Some(res) = collision::air_collide_with_stage(state_context) {
// Adjust translation
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
current_line_id: res.line_id,
};
Some(FighterState::Land(LandingState::create(
grounded_common,
LandingType::Normal,
)))
} else {
None
}
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
)
}
}
pub fn check_input(
state_context: &FighterStateContext,
state_context: &InterruptContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
state_context
@@ -259,7 +186,7 @@ pub fn check_input(
.then(|| FighterState::JumpSquat(JumpSquatState::create(ground_common.clone())))
}
pub fn check_input_double_jump(state_context: &FighterStateContext) -> Option<FighterState> {
pub fn check_input_double_jump(state_context: &InterruptContext) -> Option<FighterState> {
state_context
.input
.has_command(FighterCommands::Jump)
+10 -39
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, GroundedStateCommon, grounded_movement_standstill_common_interrupts},
walk,
},
};
@@ -35,11 +32,11 @@ impl LandingState {
impl FighterStateImpl for LandingState {
const NAME: &'static str = "Landing";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
grounded_movement_standstill_common_interrupts(state_context, &self.grounded_common)
} else if state_context.get_current_animation_frame()
>= state_context.fighter_manifest.attributes.landing_iasa
>= state_context.fighter_attributes.landing_iasa
&& let LandingType::Normal = self.landing_type
{
dash::check_input(state_context, &self.grounded_common).or_else(|| {
@@ -51,44 +48,18 @@ impl FighterStateImpl for LandingState {
}
}
fn update(&mut self, state_context: &mut FighterStateContext) {
let friction = if state_context.velocity.x.abs()
> state_context.fighter_manifest.attributes.max_walk_vel
{
state_context.fighter_manifest.attributes.ground_friction
* state_context
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_manifest.attributes.ground_friction
};
let ground_velocity = state_context.velocity.x;
state_context.velocity.x += ground::apply_grounded_friction(friction, ground_velocity);
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
fn update(&mut self, state_context: &mut UpdateContext) {
ground::update_friction_motion(state_context);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, true)
{
Some(FighterState::Fall(FallState))
} else {
None
}
ground::collision_interrupt(state_context, &mut self.grounded_common, true)
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
match self.landing_type {
LandingType::Normal => {
state_context.play_animation(AnimKind::Landing, false);
+197 -94
View File
@@ -10,6 +10,7 @@ use crate::fighter::attack::{
FighterAttackScriptAssets, FighterKnockbackVelocity, FighterPendingHitReaction,
FighterStaleMoveQueue,
};
use crate::fighter::attributes::FighterAttributes;
use crate::fighter::baked_animation::BakedFighterAnimations;
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::manifest::FighterManifest;
@@ -47,22 +48,22 @@ macro_rules! fighter_states {
pub fn name(&self) -> &'static str {
match self { $(Self::$variant(_) => <$ty>::NAME),* }
}
pub fn check_interrupt(&self, ctx: &mut FighterStateContext) -> Option<FighterState> {
pub fn check_interrupt(&self, ctx: &mut InterruptContext) -> Option<FighterState> {
match self { $(Self::$variant(s) => s.check_interrupt(ctx)),* }
}
pub fn update(&mut self, ctx: &mut FighterStateContext) {
pub fn update(&mut self, ctx: &mut UpdateContext) {
match self { $(Self::$variant(s) => s.update(ctx)),* }
}
pub fn on_enter(&mut self, ctx: &mut FighterStateContext) {
pub fn on_enter(&mut self, ctx: &mut EnterContext) {
match self { $(Self::$variant(s) => s.on_enter(ctx)),* }
}
pub fn on_exit(&mut self, ctx: &mut FighterStateContext) {
pub fn on_exit(&mut self, ctx: &mut ExitContext) {
match self { $(Self::$variant(s) => s.on_exit(ctx)),* }
}
pub fn check_collision_interrupt(&mut self, ctx: &mut FighterStateContext) -> Option<FighterState> {
pub fn check_collision_interrupt(&mut self, ctx: &mut CollisionContext) -> Option<FighterState> {
match self { $(Self::$variant(s) => s.check_collision_interrupt(ctx)),* }
}
}
@@ -75,62 +76,109 @@ macro_rules! fighter_states {
pub trait FighterStateImpl: Sized {
const NAME: &'static str;
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState>;
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState>;
fn on_enter(&mut self, _state_context: &mut FighterStateContext) {}
fn on_exit(&mut self, _state_context: &mut FighterStateContext) {}
fn on_enter(&mut self, _state_context: &mut EnterContext) {}
fn on_exit(&mut self, _state_context: &mut ExitContext) {}
fn name(&self) -> String {
Self::NAME.to_owned()
}
fn update(&mut self, _state_context: &mut FighterStateContext);
fn update(&mut self, _state_context: &mut UpdateContext);
fn check_collision_interrupt(
&mut self,
_state_context: &mut FighterStateContext,
_state_context: &mut CollisionContext,
) -> Option<FighterState> {
None
}
}
pub struct FighterStateContext<'a> {
pub translation: &'a mut FighterTranslation,
pub prev_translation: &'a mut FighterPreviousTranslation,
pub struct AnimationStatus {
pub frame: u32,
pub finished: bool,
}
pub struct InterruptContext<'a> {
pub input: &'a FighterInput,
pub facing_direction: &'a mut FighterFacingDirection,
pub game_settings: &'a GameSettings,
pub fighter_attributes: &'a FighterAttributes,
pub animation: AnimationStatus,
}
impl InterruptContext<'_> {
pub fn get_current_animation_frame(&self) -> u32 {
self.animation.frame
}
pub fn is_current_animation_finished(&self) -> bool {
self.animation.finished
}
}
pub struct EnterContext<'a> {
pub input: &'a mut FighterInput,
pub hitboxes: &'a mut FighterHitboxes,
pub velocity: &'a mut FighterVelocity,
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub stale_move_queue: &'a mut FighterStaleMoveQueue,
pub ecb: &'a mut FighterECB,
pub prev_ecb: &'a mut FighterPreviousECB,
pub facing_direction: &'a mut FighterFacingDirection,
pub game_settings: &'a GameSettings,
pub stage_collision: &'a StageCollision,
pub animations: &'a FighterAnimations,
pub animation_frame: &'a mut FighterAnimationFrame,
pub baked_animations: &'a Assets<BakedFighterAnimations>,
pub attack_scripts: &'a Assets<FighterAttackScript>,
pub fighter_manifest: &'a FighterManifest,
pub fighter_attributes: &'a FighterAttributes,
pub attack_script_assets: &'a FighterAttackScriptAssets,
}
impl FighterStateContext<'_> {
impl EnterContext<'_> {
pub fn play_animation(&mut self, kind: AnimKind, repeat: bool) {
self.animation_frame.reset(kind, repeat);
}
}
pub struct ExitContext<'a> {
pub hitboxes: &'a mut FighterHitboxes,
}
pub struct UpdateContext<'a> {
pub translation: &'a mut FighterTranslation,
pub prev_translation: &'a mut FighterPreviousTranslation,
pub input: &'a FighterInput,
pub hitboxes: &'a mut FighterHitboxes,
pub velocity: &'a mut FighterVelocity,
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub game_settings: &'a GameSettings,
pub animation_frame: u32,
pub fighter_attributes: &'a FighterAttributes,
pub attack_scripts: &'a Assets<FighterAttackScript>,
pub attack_script_assets: &'a FighterAttackScriptAssets,
pub facing_direction: &'a FighterFacingDirection,
}
impl UpdateContext<'_> {
pub fn get_current_animation_frame(&self) -> u32 {
self.animation_frame.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 velocity: &'a mut FighterVelocity,
pub ecb: &'a FighterECB,
pub prev_ecb: &'a FighterPreviousECB,
pub stage_collision: &'a StageCollision,
}
impl CollisionContext<'_> {
pub fn air_collide_with_stage(
&self,
) -> Option<crate::fighter::collision::AirCollisionWithStageResult> {
crate::fighter::collision::air_collide_with_stage(
self.prev_translation,
self.translation,
self.prev_ecb,
self.ecb,
self.stage_collision,
)
}
}
@@ -159,43 +207,105 @@ pub struct FighterFrameQuery {
pub velocity: &'static mut FighterVelocity,
pub knockback_velocity: &'static mut FighterKnockbackVelocity,
pub stale_move_queue: &'static mut FighterStaleMoveQueue,
pub ecb: &'static mut FighterECB,
pub prev_ecb: &'static mut FighterPreviousECB,
pub ecb: &'static FighterECB,
pub prev_ecb: &'static FighterPreviousECB,
pub facing_direction: &'static mut FighterFacingDirection,
pub animation_frame: &'static mut FighterAnimationFrame,
pub fighter: &'static Fighter,
}
impl<'w, 's> FighterFrameQueryItem<'w, 's> {
fn context<'a>(
fn animation_status(
&self,
animations: &FighterAnimations,
baked_animations: &Assets<BakedFighterAnimations>,
) -> AnimationStatus {
let baked = baked_animations
.get(&animations.baked)
.expect("Animation should exist");
let frame = self.animation_frame.frame;
let finished = baked
.frame_count(self.animation_frame.kind)
.expect("Current animation should have baked frames")
<= frame;
AnimationStatus { frame, finished }
}
fn interrupt_context<'a>(
&'a mut self,
game_settings: &'a GameSettings,
stage_collision: &'a StageCollision,
animations: &'a FighterAnimations,
baked_animations: &'a Assets<BakedFighterAnimations>,
attack_scripts: &'a Assets<FighterAttackScript>,
attributes: &'a FighterAttributes,
) -> InterruptContext<'a> {
let animation = self.animation_status(animations, baked_animations);
InterruptContext {
input: &self.input,
facing_direction: &mut self.facing_direction,
game_settings,
fighter_attributes: attributes,
animation,
}
}
fn enter_context<'a>(
&'a mut self,
attributes: &'a FighterAttributes,
attack_script_assets: &'a FighterAttackScriptAssets,
manifest: &'a FighterManifest,
) -> FighterStateContext<'a> {
FighterStateContext {
translation: &mut self.translation,
prev_translation: &mut self.prev_translation,
) -> EnterContext<'a> {
EnterContext {
input: &mut self.input,
hitboxes: &mut self.hitboxes,
velocity: &mut self.velocity,
knockback_velocity: &mut self.knockback_velocity,
stale_move_queue: &mut self.stale_move_queue,
ecb: &mut self.ecb,
prev_ecb: &mut self.prev_ecb,
facing_direction: &mut self.facing_direction,
game_settings,
stage_collision,
animations,
animation_frame: &mut self.animation_frame,
baked_animations,
fighter_attributes: attributes,
attack_script_assets,
}
}
fn exit_context(&mut self) -> ExitContext<'_> {
ExitContext {
hitboxes: &mut self.hitboxes,
}
}
fn update_context<'a>(
&'a mut self,
game_settings: &'a GameSettings,
attributes: &'a FighterAttributes,
attack_scripts: &'a Assets<FighterAttackScript>,
attack_script_assets: &'a FighterAttackScriptAssets,
) -> UpdateContext<'a> {
UpdateContext {
translation: &mut self.translation,
prev_translation: &mut self.prev_translation,
input: &self.input,
hitboxes: &mut self.hitboxes,
velocity: &mut self.velocity,
knockback_velocity: &mut self.knockback_velocity,
game_settings,
animation_frame: self.animation_frame.frame,
fighter_attributes: attributes,
attack_scripts,
attack_script_assets,
fighter_manifest: manifest,
facing_direction: &self.facing_direction
}
}
fn collision_context<'a>(
&'a mut self,
stage_collision: &'a StageCollision,
) -> CollisionContext<'a> {
CollisionContext {
translation: &mut self.translation,
prev_translation: &self.prev_translation,
velocity: &mut self.velocity,
ecb: &self.ecb,
prev_ecb: &self.prev_ecb,
stage_collision,
}
}
}
@@ -214,9 +324,7 @@ pub struct StatefulFighterQuery {
pub fn state_update_system(
mut query: Query<StatefulFighterQuery>,
stage_collision: Res<StageCollision>,
game_settings: Res<GameSettings>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
attack_scripts: Res<Assets<FighterAttackScript>>,
manifests: Res<Assets<FighterManifest>>,
) {
@@ -224,7 +332,6 @@ pub fn state_update_system(
let StatefulFighterQueryItem {
mut state,
mut frame,
animations,
hitstop,
..
} = fighter;
@@ -233,16 +340,14 @@ pub fn state_update_system(
continue;
}
let mut update_ctx = frame.context(
let manifest = manifests
.get(&fighter.fighter.manifest)
.expect("Fighter manifest should be valid");
let mut update_ctx = frame.update_context(
&game_settings,
&stage_collision,
animations,
&baked_animations,
&manifest.attributes,
&attack_scripts,
&fighter.attack_script_assets,
&manifests
.get(&(fighter.fighter.manifest))
.expect("Fighter manifest should be valid"),
);
state.update(&mut update_ctx);
}
@@ -251,24 +356,24 @@ pub fn state_update_system(
fn transition_state(
current: &mut FighterState,
mut next: FighterState,
ctx: &mut FighterStateContext,
frame: &mut FighterFrameQueryItem,
attributes: &FighterAttributes,
attack_script_assets: &FighterAttackScriptAssets,
) {
let old_name = current.name();
let new_name = next.name();
current.on_exit(ctx);
next.on_enter(ctx);
current.on_exit(&mut frame.exit_context());
next.on_enter(&mut frame.enter_context(attributes, attack_script_assets));
*current = next;
info!("{} -> {}", old_name, new_name);
}
pub fn state_interrupt_system(
mut query: Query<StatefulFighterQuery>,
stage_collision: Res<StageCollision>,
game_settings: Res<GameSettings>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
fighter_manifests: Res<Assets<FighterManifest>>,
attack_scripts: Res<Assets<FighterAttackScript>>,
) {
for fighter in &mut query {
let StatefulFighterQueryItem {
@@ -280,17 +385,9 @@ pub fn state_interrupt_system(
mut pending_hit_reaction,
mut hitstop,
} = fighter;
let mut state_context = frame.context(
&game_settings,
&stage_collision,
animations,
&baked_animations,
&attack_scripts,
attack_script_assets,
fighter_manifests
let manifest = fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid"),
);
.expect("Fighter manifest should be valid");
let new_state = if let Some(reaction) = pending_hit_reaction.take() {
hitstop.remaining_frames = *reaction.hitstop_frames;
@@ -322,11 +419,22 @@ pub fn state_interrupt_system(
} else if hitstop.remaining_frames > 0 {
None
} else {
state.check_interrupt(&mut state_context)
state.check_interrupt(&mut frame.interrupt_context(
&game_settings,
animations,
&baked_animations,
&manifest.attributes,
))
};
if let Some(new_state) = new_state {
transition_state(&mut state, new_state, &mut state_context);
transition_state(
&mut state,
new_state,
&mut frame,
&manifest.attributes,
attack_script_assets,
);
};
}
}
@@ -334,39 +442,34 @@ pub fn state_interrupt_system(
pub fn state_collision_interrupt_system(
mut query: Query<StatefulFighterQuery>,
stage_collision: Res<StageCollision>,
game_settings: Res<GameSettings>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
fighter_manifests: Res<Assets<FighterManifest>>,
attack_scripts: Res<Assets<FighterAttackScript>>,
) {
for fighter in &mut query {
let StatefulFighterQueryItem {
mut state,
mut frame,
animations,
fighter,
attack_script_assets,
hitstop,
..
} = fighter;
let mut state_context = frame.context(
&game_settings,
&stage_collision,
animations,
&baked_animations,
&attack_scripts,
&attack_script_assets,
fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid"),
);
if hitstop.remaining_frames > 0 {
continue;
}
if let Some(new_state) = state.check_collision_interrupt(&mut state_context) {
transition_state(&mut state, new_state, &mut state_context);
let manifest = fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
let new_state =
state.check_collision_interrupt(&mut frame.collision_context(&stage_collision));
if let Some(new_state) = new_state {
transition_state(
&mut state,
new_state,
&mut frame,
&manifest.attributes,
&attack_script_assets,
);
}
}
}
+14 -20
View File
@@ -1,11 +1,12 @@
use bevy::prelude::*;
use super::{FighterStateContext, FighterStateImpl, ground, wait, walk};
use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground,
wait, walk,
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
use crate::math::int::FGi32;
use crate::fighter::state::ground::GroundedStateCommon;
#[derive(Component, Debug, Clone, Hash)]
pub struct RunState {
@@ -14,7 +15,7 @@ pub struct RunState {
impl FighterStateImpl for RunState {
const NAME: &'static str = "Run";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) =
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
{
@@ -32,21 +33,20 @@ impl FighterStateImpl for RunState {
}
}
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::Run, true);
}
fn update(&mut self, state_context: &mut super::FighterStateContext) {
fn update(&mut self, state_context: &mut UpdateContext) {
let last_frame = state_context.input.get_last_frame();
let (accel, target_vel) = state_context
.fighter_manifest
.attributes
.get_accel_and_target_dashrun(&last_frame, FGi32::ONE);
.fighter_attributes
.get_accel_and_target_dashrun(&last_frame, state_context.facing_direction.to_sign());
let accel = ground::compute_ground_accel(
accel,
target_vel,
state_context.velocity.x,
&state_context.fighter_manifest.attributes,
state_context.fighter_attributes,
state_context.game_settings,
);
state_context.velocity.x += accel;
@@ -60,20 +60,14 @@ impl FighterStateImpl for RunState {
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
{
Some(FighterState::Fall(FallState))
} else {
None
}
ground::collision_interrupt(state_context, &mut self.grounded_common, true)
}
}
pub fn check_input(
state_context: &FighterStateContext,
state_context: &InterruptContext,
ground_state_common: &GroundedStateCommon,
) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
+9 -36
View File
@@ -1,7 +1,6 @@
use super::{FighterStateContext, FighterStateImpl};
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{self, GroundedMotionResult, GroundedStateCommon};
use crate::fighter::state::ground::{self, GroundedStateCommon};
use crate::fighter::state::{FighterState, dash, jump, wait, walk};
use crate::input::FighterCommands;
@@ -12,7 +11,7 @@ pub struct TurnState {
impl FighterStateImpl for TurnState {
const NAME: &'static str = "Turn";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
// State chain that results in the turn completing
if state_context.get_current_animation_frame()
<= state_context
@@ -42,51 +41,25 @@ impl FighterStateImpl for TurnState {
}
}
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::Turn, false);
*state_context.facing_direction = state_context.facing_direction.reverse();
}
fn update(&mut self, state_context: &mut super::FighterStateContext) {
let friction = if state_context.velocity.x.abs()
> state_context.fighter_manifest.attributes.max_walk_vel
{
state_context.fighter_manifest.attributes.ground_friction
* state_context
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_manifest.attributes.ground_friction
};
let ground_velocity = state_context.velocity.x;
state_context.velocity.x += ground::apply_grounded_friction(friction, ground_velocity);
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
fn update(&mut self, state_context: &mut UpdateContext) {
ground::update_friction_motion(state_context);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
{
Some(FighterState::Fall(FallState))
} else {
None
}
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
}
}
pub fn check_input(
state_context: &FighterStateContext,
state_context: &InterruptContext,
grounded_common: &GroundedStateCommon,
) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
+11 -36
View File
@@ -1,8 +1,9 @@
use super::{FighterStateContext, FighterStateImpl, ground};
use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground,
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
use crate::fighter::state::ground::GroundedStateCommon;
#[derive(Debug, Clone, Hash)]
pub struct WaitState {
@@ -11,7 +12,7 @@ pub struct WaitState {
impl FighterStateImpl for WaitState {
const NAME: &'static str = "Wait";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) =
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
{
@@ -31,50 +32,24 @@ impl FighterStateImpl for WaitState {
}
}
fn on_enter(&mut self, state_context: &mut super::FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::Wait, true);
}
fn update(&mut self, state_context: &mut super::FighterStateContext) {
let friction = if state_context.velocity.x.abs()
> state_context.fighter_manifest.attributes.max_walk_vel
{
state_context.fighter_manifest.attributes.ground_friction
* state_context
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_manifest.attributes.ground_friction
};
let ground_velocity = state_context.velocity.x;
state_context.velocity.x += ground::apply_grounded_friction(friction, ground_velocity);
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
fn update(&mut self, state_context: &mut UpdateContext) {
ground::update_friction_motion(state_context);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
{
Some(FighterState::Fall(FallState))
} else {
None
}
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
}
}
pub fn check_input(
state_context: &FighterStateContext,
state_context: &InterruptContext,
ground_state_common: &GroundedStateCommon,
) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
+13 -18
View File
@@ -1,8 +1,10 @@
use super::{FighterStateContext, FighterStateImpl, dash, ground, wait};
use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, dash,
ground, wait,
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
use crate::fighter::state::ground::GroundedStateCommon;
#[derive(Debug, Clone, Hash)]
pub struct WalkState {
@@ -11,7 +13,7 @@ pub struct WalkState {
impl FighterStateImpl for WalkState {
const NAME: &'static str = "Walk";
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState> {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) =
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
{
@@ -21,22 +23,21 @@ impl FighterStateImpl for WalkState {
.or_else(|| dash::check_input(state_context, &self.grounded_common))
}
fn on_enter(&mut self, state_context: &mut FighterStateContext) {
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::Walk, true);
}
fn update(&mut self, state_context: &mut FighterStateContext) {
fn update(&mut self, state_context: &mut UpdateContext) {
let last_frame = state_context.input.get_last_frame();
let (accel, target_vel) = state_context
.fighter_manifest
.attributes
.fighter_attributes
.get_accel_and_target_walk(&last_frame);
let accel = ground::compute_ground_accel(
accel,
target_vel,
state_context.velocity.x,
&state_context.fighter_manifest.attributes,
state_context.fighter_attributes,
&state_context.game_settings,
);
@@ -51,20 +52,14 @@ impl FighterStateImpl for WalkState {
fn check_collision_interrupt(
&mut self,
state_context: &mut FighterStateContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
if let GroundedMotionResult::InAir =
ground::collide_with_stage_grounded(state_context, &mut self.grounded_common, false)
{
Some(FighterState::Fall(FallState))
} else {
None
}
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
}
}
pub fn check_input(
state_context: &FighterStateContext,
state_context: &InterruptContext,
ground_state_common: &GroundedStateCommon,
) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();