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Author SHA1 Message Date
EIREXE 5e7529a3ac Fix Rust CI cache reuse
CI / build-and-test (pull_request) Successful in 11m54s
2026-09-15 20:13:49 +02:00
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
19 changed files with 596 additions and 305 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
+2 -1
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@@ -25,6 +25,7 @@ jobs:
- 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
@@ -45,7 +46,7 @@ jobs:
pkg-config
- name: Build
run: RUSTFLAGS="-D warnings" cargo build --locked -j 4
run: cargo build --locked -j 4
- name: Run unit tests
run: cargo test --locked --lib -j 4
+12
View File
@@ -14,6 +14,8 @@ 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)]
@@ -378,6 +380,9 @@ 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
@@ -385,6 +390,13 @@ impl Plugin for DebugToolsPlugin {
.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,
+196
View File
@@ -0,0 +1,196 @@
use bevy::prelude::*;
use crate::{
camera::MatchCamera,
fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation,
FighterVelocity, Grounded,
animation::FighterAnimationFrame,
attack::{
FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction,
FighterReceivedAttacks, 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,
}
#[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,
received_attacks: FighterReceivedAttacks,
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);
}
world.resource_mut::<DebugSaveState>().checkpoint = Some(Checkpoint {
fighters: checkpoint_fighters,
stage_collision,
});
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.received_attacks.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.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(),
received_attacks: fighter.get::<FighterReceivedAttacks>()?.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;
}
+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 {
+11 -3
View File
@@ -33,7 +33,8 @@ pub use motion::{
};
use crate::{
AppState, fighter::{
AppState,
fighter::{
attack::{
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
FighterKnockbackVelocity, FighterPendingHitReaction, FighterReceivedAttacks,
@@ -43,7 +44,13 @@ use crate::{
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;
@@ -216,7 +223,8 @@ 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,
+10 -10
View File
@@ -1,9 +1,9 @@
use crate::{
fighter::{
animation::AnimKind,
collision,
state::{
FighterState, FighterStateContext, FighterStateImpl, air,
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext, air,
fall::FallState,
ground::GroundedStateCommon,
land::{LandingState, LandingType},
@@ -21,7 +21,7 @@ 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 +29,8 @@ 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,
@@ -41,9 +41,9 @@ 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) {
if let Some(res) = state_context.air_collide_with_stage() {
// Adjust translation
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
@@ -58,15 +58,15 @@ impl FighterStateImpl for AirDodgeState {
}
}
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)
+16 -22
View File
@@ -1,6 +1,9 @@
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;
@@ -31,9 +34,9 @@ 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 +65,10 @@ 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 +86,20 @@ 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;
@@ -117,7 +113,7 @@ 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)
@@ -129,9 +125,7 @@ impl FighterStateImpl for DashState {
}
}
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 +136,7 @@ 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)
+9 -13
View File
@@ -1,6 +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};
@@ -10,22 +9,19 @@ 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,
);
fn update(&mut self, state_context: &mut UpdateContext) {
air::integrate_gravity(state_context.velocity, state_context.fighter_attributes);
air::apply_air_drift(
state_context.velocity,
&state_context.fighter_manifest.attributes,
state_context.fighter_attributes,
state_context.input,
);
air::apply_air_motion(
@@ -37,9 +33,9 @@ impl FighterStateImpl for FallState {
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) {
if let Some(res) = state_context.air_collide_with_stage() {
// Adjust translation
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
@@ -55,7 +51,7 @@ impl FighterStateImpl for FallState {
}
}
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 {
+6 -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, ground_attack, turn, wait, walk,
};
use crate::fighter::{
FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
@@ -164,13 +164,13 @@ pub fn apply_grounded_motion(
}
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
@@ -322,14 +322,14 @@ 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
+9 -9
View File
@@ -2,9 +2,9 @@ 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},
@@ -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,
@@ -80,11 +80,11 @@ 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) => {
@@ -97,7 +97,7 @@ impl FighterStateImpl for HitstunState {
}
}
HitstopStateKind::Airborne => {
if let Some(res) = collision::air_collide_with_stage(state_context) {
if let Some(res) = state_context.air_collide_with_stage() {
// Adjust translation
state_context.translation.0 =
res.hit_position - state_context.ecb.get_bottom_point();
+27 -53
View File
@@ -3,9 +3,9 @@ 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},
@@ -45,7 +45,7 @@ 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 +69,7 @@ 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
@@ -84,19 +82,18 @@ 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
let friction =
if state_context.velocity.x.abs() > state_context.fighter_attributes.max_walk_vel {
state_context.fighter_attributes.ground_friction
* state_context
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_manifest.attributes.ground_friction
state_context.fighter_attributes.ground_friction
};
let ground_velocity = state_context.velocity.x;
@@ -112,7 +109,7 @@ impl FighterStateImpl for JumpSquatState {
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)
@@ -123,7 +120,7 @@ impl FighterStateImpl for JumpSquatState {
}
}
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 +128,7 @@ 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,
@@ -141,14 +138,11 @@ impl FighterStateImpl for JumpState {
}
}
fn update(&mut self, state_context: &mut FighterStateContext) {
air::integrate_gravity(
state_context.velocity,
&state_context.fighter_manifest.attributes,
);
fn update(&mut self, state_context: &mut UpdateContext) {
air::integrate_gravity(state_context.velocity, state_context.fighter_attributes);
air::apply_air_drift(
state_context.velocity,
&state_context.fighter_manifest.attributes,
state_context.fighter_attributes,
state_context.input,
);
air::apply_air_motion(
@@ -158,7 +152,7 @@ impl FighterStateImpl for JumpState {
);
}
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 +179,22 @@ 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;
}
@@ -231,9 +205,9 @@ 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) {
if let Some(res) = state_context.air_collide_with_stage() {
// Adjust translation
state_context.translation.0 = res.hit_position - state_context.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
@@ -250,7 +224,7 @@ impl FighterStateImpl for JumpState {
}
pub fn check_input(
state_context: &FighterStateContext,
state_context: &InterruptContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
state_context
@@ -259,7 +233,7 @@ 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)
+11 -11
View File
@@ -1,7 +1,8 @@
use crate::fighter::{
animation::AnimKind,
state::{
FighterState, FighterStateContext, FighterStateImpl, dash,
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext, dash,
fall::FallState,
ground::{
self, GroundedMotionResult, GroundedStateCommon,
@@ -35,11 +36,11 @@ 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(|| {
@@ -51,17 +52,16 @@ 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
fn update(&mut self, state_context: &mut UpdateContext) {
let friction =
if state_context.velocity.x.abs() > state_context.fighter_attributes.max_walk_vel {
state_context.fighter_attributes.ground_friction
* state_context
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_manifest.attributes.ground_friction
state_context.fighter_attributes.ground_friction
};
let ground_velocity = state_context.velocity.x;
@@ -77,7 +77,7 @@ impl FighterStateImpl for LandingState {
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)
@@ -88,7 +88,7 @@ impl FighterStateImpl for LandingState {
}
}
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 -96
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 +76,108 @@ macro_rules! fighter_states {
pub trait FighterStateImpl: Sized {
const NAME: &'static str;
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState>;
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState>;
fn on_enter(&mut self, _state_context: &mut FighterStateContext) {}
fn on_exit(&mut self, _state_context: &mut FighterStateContext) {}
fn on_enter(&mut self, _state_context: &mut EnterContext) {}
fn on_exit(&mut self, _state_context: &mut ExitContext) {}
fn name(&self) -> String {
Self::NAME.to_owned()
}
fn update(&mut self, _state_context: &mut FighterStateContext);
fn update(&mut self, _state_context: &mut UpdateContext);
fn check_collision_interrupt(
&mut self,
_state_context: &mut FighterStateContext,
_state_context: &mut CollisionContext,
) -> Option<FighterState> {
None
}
}
pub struct FighterStateContext<'a> {
pub translation: &'a mut FighterTranslation,
pub prev_translation: &'a mut FighterPreviousTranslation,
pub struct AnimationStatus {
pub frame: u32,
pub finished: bool,
}
pub struct InterruptContext<'a> {
pub input: &'a FighterInput,
pub facing_direction: &'a mut FighterFacingDirection,
pub game_settings: &'a GameSettings,
pub fighter_attributes: &'a FighterAttributes,
pub animation: AnimationStatus,
}
impl InterruptContext<'_> {
pub fn get_current_animation_frame(&self) -> u32 {
self.animation.frame
}
pub fn is_current_animation_finished(&self) -> bool {
self.animation.finished
}
}
pub struct EnterContext<'a> {
pub input: &'a mut FighterInput,
pub hitboxes: &'a mut FighterHitboxes,
pub velocity: &'a mut FighterVelocity,
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub stale_move_queue: &'a mut FighterStaleMoveQueue,
pub ecb: &'a mut FighterECB,
pub prev_ecb: &'a mut FighterPreviousECB,
pub facing_direction: &'a mut FighterFacingDirection,
pub game_settings: &'a GameSettings,
pub stage_collision: &'a StageCollision,
pub animations: &'a FighterAnimations,
pub animation_frame: &'a mut FighterAnimationFrame,
pub baked_animations: &'a Assets<BakedFighterAnimations>,
pub attack_scripts: &'a Assets<FighterAttackScript>,
pub fighter_manifest: &'a FighterManifest,
pub fighter_attributes: &'a FighterAttributes,
pub attack_script_assets: &'a FighterAttackScriptAssets,
}
impl FighterStateContext<'_> {
impl EnterContext<'_> {
pub fn play_animation(&mut self, kind: AnimKind, repeat: bool) {
self.animation_frame.reset(kind, repeat);
}
pub fn get_current_animation_frame(&self) -> u32 {
self.animation_frame.frame
}
pub fn is_current_animation_finished(&self) -> bool {
let anims_data = self
.baked_animations
.get(&self.animations.baked)
.expect("Animation should exist");
anims_data
.frame_count(self.animation_frame.kind)
.expect("Current animation should have baked frames")
<= self.animation_frame.frame
pub struct ExitContext<'a> {
pub hitboxes: &'a mut FighterHitboxes,
}
pub struct UpdateContext<'a> {
pub translation: &'a mut FighterTranslation,
pub prev_translation: &'a mut FighterPreviousTranslation,
pub input: &'a FighterInput,
pub hitboxes: &'a mut FighterHitboxes,
pub velocity: &'a mut FighterVelocity,
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub game_settings: &'a GameSettings,
pub animation_frame: u32,
pub fighter_attributes: &'a FighterAttributes,
pub attack_scripts: &'a Assets<FighterAttackScript>,
pub attack_script_assets: &'a FighterAttackScriptAssets,
}
impl UpdateContext<'_> {
pub fn get_current_animation_frame(&self) -> u32 {
self.animation_frame
}
}
pub struct CollisionContext<'a> {
pub translation: &'a mut FighterTranslation,
pub prev_translation: &'a FighterPreviousTranslation,
pub velocity: &'a mut FighterVelocity,
pub ecb: &'a FighterECB,
pub prev_ecb: &'a FighterPreviousECB,
pub stage_collision: &'a StageCollision,
}
impl CollisionContext<'_> {
pub fn air_collide_with_stage(
&self,
) -> Option<crate::fighter::collision::AirCollisionWithStageResult> {
crate::fighter::collision::air_collide_with_stage(
self.prev_translation,
self.translation,
self.prev_ecb,
self.ecb,
self.stage_collision,
)
}
}
@@ -159,43 +206,104 @@ 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,
}
}
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 +322,7 @@ 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 +330,6 @@ pub fn state_update_system(
let StatefulFighterQueryItem {
mut state,
mut frame,
animations,
hitstop,
..
} = fighter;
@@ -233,16 +338,14 @@ 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 +354,24 @@ 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 +383,9 @@ 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 +417,22 @@ 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 +440,34 @@ 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,
);
}
}
}
+11 -9
View File
@@ -1,6 +1,9 @@
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;
@@ -14,7 +17,7 @@ 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 +35,20 @@ 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
.fighter_attributes
.get_accel_and_target_dashrun(&last_frame, FGi32::ONE);
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;
@@ -60,7 +62,7 @@ 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)
@@ -73,7 +75,7 @@ impl FighterStateImpl for RunState {
}
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();
+10 -11
View File
@@ -1,4 +1,4 @@
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};
@@ -12,7 +12,7 @@ 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
@@ -42,22 +42,21 @@ 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
fn update(&mut self, state_context: &mut UpdateContext) {
let friction =
if state_context.velocity.x.abs() > state_context.fighter_attributes.max_walk_vel {
state_context.fighter_attributes.ground_friction
* state_context
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_manifest.attributes.ground_friction
state_context.fighter_attributes.ground_friction
};
let ground_velocity = state_context.velocity.x;
@@ -73,7 +72,7 @@ impl FighterStateImpl for TurnState {
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)
@@ -86,7 +85,7 @@ impl FighterStateImpl for TurnState {
}
pub fn check_input(
state_context: &FighterStateContext,
state_context: &InterruptContext,
grounded_common: &GroundedStateCommon,
) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
+12 -11
View File
@@ -1,4 +1,6 @@
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;
@@ -11,7 +13,7 @@ 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)
{
@@ -31,21 +33,20 @@ 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
fn update(&mut self, state_context: &mut UpdateContext) {
let friction =
if state_context.velocity.x.abs() > state_context.fighter_attributes.max_walk_vel {
state_context.fighter_attributes.ground_friction
* state_context
.game_settings
.fighter_common
.ground_friction_over_walk_speed_multiplier
} else {
state_context.fighter_manifest.attributes.ground_friction
state_context.fighter_attributes.ground_friction
};
let ground_velocity = state_context.velocity.x;
@@ -61,7 +62,7 @@ impl FighterStateImpl for WaitState {
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)
@@ -74,7 +75,7 @@ impl FighterStateImpl for WaitState {
}
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();
+11 -9
View File
@@ -1,4 +1,7 @@
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;
@@ -11,7 +14,7 @@ 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 +24,21 @@ 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,
);
@@ -51,7 +53,7 @@ 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)
@@ -64,7 +66,7 @@ impl FighterStateImpl for WalkState {
}
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();