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Author SHA1 Message Date
EIREXE 2c68e1fb55 Fix fighter visuals after landing snap
CI / build-and-test (pull_request) Successful in 1m56s
CI / production-build (pull_request) Successful in 10m36s
2026-09-26 17:40:52 +02:00
24 changed files with 134 additions and 1360 deletions
-26
View File
@@ -109,9 +109,7 @@ impl FighterDebugRowKind {
enum DebugFlag { enum DebugFlag {
Network, Network,
Ecb, Ecb,
BlastZones,
StageCollision, StageCollision,
SpawnPositions,
AnimationBones, AnimationBones,
AttackHitboxes, AttackHitboxes,
Hurtboxes, Hurtboxes,
@@ -175,14 +173,6 @@ const WORLD_MENU: &[DebugMenuEntry] = &[
label: "Stage collision", label: "Stage collision",
flag: DebugFlag::StageCollision, flag: DebugFlag::StageCollision,
}, },
DebugMenuEntry::Toggle {
label: "Blast zones",
flag: DebugFlag::BlastZones,
},
DebugMenuEntry::Toggle {
label: "Spawn points",
flag: DebugFlag::SpawnPositions,
},
DebugMenuEntry::GameSpeed { DebugMenuEntry::GameSpeed {
label: "Game speed", label: "Game speed",
}, },
@@ -253,9 +243,7 @@ pub struct DebugSettings {
pub frame_stepping: bool, pub frame_stepping: bool,
pub network: bool, pub network: bool,
pub ecb: bool, pub ecb: bool,
pub blast_zones: bool,
pub stage_collision: bool, pub stage_collision: bool,
pub spawn_positions: bool,
pub animation_bones: bool, pub animation_bones: bool,
pub attack_hitboxes: bool, pub attack_hitboxes: bool,
pub hurtboxes: bool, pub hurtboxes: bool,
@@ -276,9 +264,7 @@ impl Default for DebugSettings {
frame_stepping: false, frame_stepping: false,
network: false, network: false,
ecb: false, ecb: false,
blast_zones: false,
stage_collision: false, stage_collision: false,
spawn_positions: false,
animation_bones: false, animation_bones: false,
attack_hitboxes: false, attack_hitboxes: false,
hurtboxes: false, hurtboxes: false,
@@ -342,8 +328,6 @@ impl DebugSettings {
match flag { match flag {
DebugFlag::Network => self.network, DebugFlag::Network => self.network,
DebugFlag::Ecb => self.ecb, DebugFlag::Ecb => self.ecb,
DebugFlag::BlastZones => self.blast_zones,
DebugFlag::SpawnPositions => self.spawn_positions,
DebugFlag::StageCollision => self.stage_collision, DebugFlag::StageCollision => self.stage_collision,
DebugFlag::AnimationBones => self.animation_bones, DebugFlag::AnimationBones => self.animation_bones,
DebugFlag::AttackHitboxes => self.attack_hitboxes, DebugFlag::AttackHitboxes => self.attack_hitboxes,
@@ -358,9 +342,7 @@ impl DebugSettings {
match flag { match flag {
DebugFlag::Network => self.network = !self.network, DebugFlag::Network => self.network = !self.network,
DebugFlag::Ecb => self.ecb = !self.ecb, DebugFlag::Ecb => self.ecb = !self.ecb,
DebugFlag::BlastZones => self.blast_zones = !self.blast_zones,
DebugFlag::StageCollision => self.stage_collision = !self.stage_collision, DebugFlag::StageCollision => self.stage_collision = !self.stage_collision,
DebugFlag::SpawnPositions => self.spawn_positions = !self.spawn_positions,
DebugFlag::AnimationBones => self.animation_bones = !self.animation_bones, DebugFlag::AnimationBones => self.animation_bones = !self.animation_bones,
DebugFlag::AttackHitboxes => self.attack_hitboxes = !self.attack_hitboxes, DebugFlag::AttackHitboxes => self.attack_hitboxes = !self.attack_hitboxes,
DebugFlag::Hurtboxes => self.hurtboxes = !self.hurtboxes, DebugFlag::Hurtboxes => self.hurtboxes = !self.hurtboxes,
@@ -902,14 +884,6 @@ pub fn stage_collision_enabled(settings: Res<DebugSettings>) -> bool {
settings.stage_collision settings.stage_collision
} }
pub fn blast_zones_enabled(settings: Res<DebugSettings>) -> bool {
settings.blast_zones
}
pub fn spawn_positions_enabled(settings: Res<DebugSettings>) -> bool {
settings.spawn_positions
}
pub fn animation_bones_enabled(settings: Res<DebugSettings>) -> bool { pub fn animation_bones_enabled(settings: Res<DebugSettings>) -> bool {
settings.animation_bones settings.animation_bones
} }
+14 -11
View File
@@ -1,12 +1,22 @@
use bevy::prelude::*; use bevy::prelude::*;
use crate::{ use crate::{
camera::MatchCamera, fighter::{ camera::MatchCamera,
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterPendingRespawn, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity, animation::FighterAnimationFrame, attack::{ fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake,
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState,
FighterTranslation, FighterVelocity,
animation::FighterAnimationFrame,
attack::{
FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits, FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
FighterSolvedHurtboxes, FighterStaleMoveQueue, FighterSolvedHurtboxes, FighterStaleMoveQueue,
}, baked_animation::FighterBoneMatrices, state::FighterState, },
}, input::FighterInput, match_runtime::MatchState, player::Player, stage::line::StageCollision, baked_animation::FighterBoneMatrices,
state::FighterState,
},
input::FighterInput,
player::Player,
stage::line::StageCollision,
}; };
#[derive(Resource, Default)] #[derive(Resource, Default)]
@@ -19,7 +29,6 @@ struct Checkpoint {
fighters: Vec<FighterCheckpoint>, fighters: Vec<FighterCheckpoint>,
stage_collision: StageCollision, stage_collision: StageCollision,
pending_hits: FighterPendingHits, pending_hits: FighterPendingHits,
match_state: MatchState,
} }
#[derive(Clone)] #[derive(Clone)]
@@ -46,7 +55,6 @@ struct FighterCheckpoint {
solved_hurtboxes: FighterSolvedHurtboxes, solved_hurtboxes: FighterSolvedHurtboxes,
bone_matrices: FighterBoneMatrices, bone_matrices: FighterBoneMatrices,
surface: FighterSurfaceState, surface: FighterSurfaceState,
pending_respawn: FighterPendingRespawn,
} }
pub(super) fn save_or_restore(world: &mut World) { pub(super) fn save_or_restore(world: &mut World) {
@@ -91,12 +99,10 @@ pub(super) fn save_or_restore(world: &mut World) {
checkpoint_fighters.push(checkpoint); checkpoint_fighters.push(checkpoint);
} }
let pending_hits = world.resource::<FighterPendingHits>().clone(); let pending_hits = world.resource::<FighterPendingHits>().clone();
let match_state = world.resource::<MatchState>().clone();
world.resource_mut::<DebugSaveState>().checkpoint = Some(Checkpoint { world.resource_mut::<DebugSaveState>().checkpoint = Some(Checkpoint {
fighters: checkpoint_fighters, fighters: checkpoint_fighters,
stage_collision, stage_collision,
pending_hits, pending_hits,
match_state,
}); });
info!("Saved debug game state"); info!("Saved debug game state");
return; return;
@@ -148,11 +154,9 @@ pub(super) fn save_or_restore(world: &mut World) {
entity.insert(saved.solved_hurtboxes.clone()); entity.insert(saved.solved_hurtboxes.clone());
entity.insert(saved.bone_matrices.clone()); entity.insert(saved.bone_matrices.clone());
entity.insert(saved.surface.clone()); entity.insert(saved.surface.clone());
entity.insert(saved.pending_respawn.clone());
} }
world.insert_resource(checkpoint.pending_hits.clone()); world.insert_resource(checkpoint.pending_hits.clone());
world.insert_resource(checkpoint.stage_collision); world.insert_resource(checkpoint.stage_collision);
world.insert_resource(checkpoint.match_state);
for mut match_camera in world.query::<&mut MatchCamera>().iter_mut(world) { for mut match_camera in world.query::<&mut MatchCamera>().iter_mut(world) {
match_camera.needs_snap = true; match_camera.needs_snap = true;
} }
@@ -184,7 +188,6 @@ fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
solved_hurtboxes: fighter.get::<FighterSolvedHurtboxes>()?.clone(), solved_hurtboxes: fighter.get::<FighterSolvedHurtboxes>()?.clone(),
bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(), bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(),
surface: fighter.get::<FighterSurfaceState>()?.clone(), surface: fighter.get::<FighterSurfaceState>()?.clone(),
pending_respawn: fighter.get::<FighterPendingRespawn>()?.clone(),
}) })
} }
+1 -26
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@@ -8,7 +8,7 @@ pub use crate::math::fixed_transform::FixedMat4;
pub use asset_baking::{BakedAnimationAssetProcessingPlugin, BakedAnimationPlugin}; pub use asset_baking::{BakedAnimationAssetProcessingPlugin, BakedAnimationPlugin};
pub use runtime::{ pub use runtime::{
BakedAnimationClip, BakedFighterAnimations, FighterBoneIndexMap, FighterBoneMatrices, BakedAnimationClip, BakedFighterAnimations, FighterBoneIndexMap, FighterBoneMatrices,
resample_fighter_bone_matrices, update_fighter_bone_matrices, update_fighter_bone_matrices,
}; };
pub const BAKED_ANIMATION_FPS: u32 = 60; pub const BAKED_ANIMATION_FPS: u32 = 60;
@@ -275,31 +275,6 @@ mod tests {
assert_eq!(capacities, matrices.buffer_capacities()); assert_eq!(capacities, matrices.buffer_capacities());
} }
#[test]
fn same_frame_resample_preserves_previous_gameplay_pose() {
let names = ["root".into()];
let parents = [None];
let mut pose_a = FixedMat4::IDENTITY;
pose_a.translate(FGVec3::lit("1", "0", "0"));
let mut pose_b = FixedMat4::IDENTITY;
pose_b.translate(FGVec3::lit("2", "0", "0"));
let mut snapped_pose = FixedMat4::IDENTITY;
snapped_pose.translate(FGVec3::lit("3", "0", "0"));
let mut matrices = FighterBoneMatrices::default();
matrices.set_pose(AnimKind::Wait, &names, &parents, &[pose_a], FGi32::ONE);
matrices.set_pose(AnimKind::Wait, &names, &parents, &[pose_b], FGi32::ONE);
matrices.resample_pose(
AnimKind::Landing,
&names,
&parents,
&[snapped_pose],
FGi32::ONE,
);
assert_eq!(matrices.get_index(0), Some((pose_a, snapped_pose)));
}
#[test] #[test]
fn model_scale_affects_gameplay_bones_without_changing_visual_locals() { fn model_scale_affects_gameplay_bones_without_changing_visual_locals() {
let mut root = FixedMat4::IDENTITY; let mut root = FixedMat4::IDENTITY;
+2 -84
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@@ -144,27 +144,6 @@ impl FighterBoneMatrices {
parents: &[Option<usize>], parents: &[Option<usize>],
local: &[FixedMat4], local: &[FixedMat4],
model_scale: FGi32, model_scale: FGi32,
) {
self.sample_pose(kind, bone_names, parents, local, model_scale, true);
}
pub(super) fn resample_pose(
&mut self,
kind: AnimKind,
bone_names: &[String],
parents: &[Option<usize>],
local: &[FixedMat4],
model_scale: FGi32,
) {
self.sample_pose(kind, bone_names, parents, local, model_scale, false);
}
fn sample_pose(
&mut self,
kind: AnimKind,
bone_names: &[String],
parents: &[Option<usize>],
local: &[FixedMat4],
model_scale: FGi32,
advance_history: bool,
) { ) {
assert_eq!( assert_eq!(
bone_names.len(), bone_names.len(),
@@ -188,11 +167,9 @@ impl FighterBoneMatrices {
self.local_matrices.reserve(local.len()); self.local_matrices.reserve(local.len());
self.previous_local_matrices.reserve(local.len()); self.previous_local_matrices.reserve(local.len());
self.model_matrices.reserve(local.len()); self.model_matrices.reserve(local.len());
if advance_history {
std::mem::swap(&mut self.matrices, &mut self.previous_frame_matrices); std::mem::swap(&mut self.matrices, &mut self.previous_frame_matrices);
std::mem::swap(&mut self.local_matrices, &mut self.previous_local_matrices);
}
let animation_changed = self.presentation_kind != Some(kind); let animation_changed = self.presentation_kind != Some(kind);
std::mem::swap(&mut self.local_matrices, &mut self.previous_local_matrices);
self.local_matrices.clear(); self.local_matrices.clear();
self.local_matrices.extend_from_slice(local); self.local_matrices.extend_from_slice(local);
self.model_matrices.resize(local.len(), None); self.model_matrices.resize(local.len(), None);
@@ -238,56 +215,6 @@ pub fn update_fighter_bone_matrices(
manifests: Res<Assets<FighterManifest>>, manifests: Res<Assets<FighterManifest>>,
) { ) {
for (frame, animations, fighter, mut matrices, mut bone_indices) in &mut fighters { for (frame, animations, fighter, mut matrices, mut bone_indices) in &mut fighters {
sample_fighter_bone_matrices(
frame,
animations,
fighter,
&mut matrices,
&mut bone_indices,
&baked_assets,
&manifests,
true,
);
}
}
/// Resamples the current pose after collision-driven state transitions without
/// advancing the previous-frame pose used for swept gameplay volumes.
pub fn resample_fighter_bone_matrices(
mut fighters: Query<(
&FighterAnimationFrame,
&FighterAnimations,
&Fighter,
&mut FighterBoneMatrices,
&mut FighterBoneIndexMap,
)>,
baked_assets: Res<Assets<BakedFighterAnimations>>,
manifests: Res<Assets<FighterManifest>>,
) {
for (frame, animations, fighter, mut matrices, mut bone_indices) in &mut fighters {
sample_fighter_bone_matrices(
frame,
animations,
fighter,
&mut matrices,
&mut bone_indices,
&baked_assets,
&manifests,
false,
);
}
}
fn sample_fighter_bone_matrices(
frame: &FighterAnimationFrame,
animations: &FighterAnimations,
fighter: &Fighter,
matrices: &mut FighterBoneMatrices,
bone_indices: &mut FighterBoneIndexMap,
baked_assets: &Assets<BakedFighterAnimations>,
manifests: &Assets<FighterManifest>,
advance_history: bool,
) {
let baked = baked_assets let baked = baked_assets
.get(&animations.baked) .get(&animations.baked)
.expect("fighter baked animation asset should be loaded before the match starts"); .expect("fighter baked animation asset should be loaded before the match starts");
@@ -301,7 +228,6 @@ fn sample_fighter_bone_matrices(
let manifest = manifests let manifest = manifests
.get(&fighter.manifest) .get(&fighter.manifest)
.expect("fighter manifest should be loaded before the match starts"); .expect("fighter manifest should be loaded before the match starts");
if advance_history {
matrices.set_pose( matrices.set_pose(
frame.kind, frame.kind,
&baked.bone_names, &baked.bone_names,
@@ -309,15 +235,6 @@ fn sample_fighter_bone_matrices(
pose, pose,
manifest.model_scale, manifest.model_scale,
); );
} else {
matrices.resample_pose(
frame.kind,
&baked.bone_names,
&baked.parents,
pose,
manifest.model_scale,
);
}
if bone_indices.0.is_empty() { if bone_indices.0.is_empty() {
bone_indices.0.extend( bone_indices.0.extend(
baked baked
@@ -327,6 +244,7 @@ fn sample_fighter_bone_matrices(
.map(|(index, name)| (name.clone(), index)), .map(|(index, name)| (name.clone(), index)),
); );
} }
}
} }
fn resolve_model_transform( fn resolve_model_transform(
-36
View File
@@ -1,36 +0,0 @@
//! Various interactions with the blast zones
use bevy::prelude::*;
use crate::{fighter::{FighterPendingRespawn, FighterTranslation, state::FighterState}, match_loading::MatchConfig, stage::manifest::{StageManifest, StageManifestRegistry}};
pub fn apply_blast_zones(
stage_registry: Res<StageManifestRegistry>,
stage_manifests: Res<Assets<StageManifest>>,
match_config: Res<MatchConfig>,
fighters: Query<(&FighterTranslation, &mut FighterPendingRespawn, &FighterState)>
) {
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
return;
};
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
return;
};
for (translation, mut pending_respawn, state) in fighters {
let is_off_the_left = translation.x < stage_manifest.blast_zone_top_left.x;
let is_off_the_right = translation.x > stage_manifest.blast_zone_bottom_right.x;
let is_off_the_top = translation.y > stage_manifest.blast_zone_top_left.y;
let is_off_the_bottom = translation.y < stage_manifest.blast_zone_bottom_right.y;
if is_off_the_left || is_off_the_bottom || is_off_the_right {
pending_respawn.0 = true;
} else if is_off_the_top {
let is_in_hitstun = matches!(state, FighterState::Hitstun(..));
if is_in_hitstun {
pending_respawn.0 = true;
}
}
}
}
+23 -41
View File
@@ -1,9 +1,10 @@
//! Fighter debug views: gizmos and the egui inspector window. //! Fighter debug views: gizmos and the egui inspector window.
use std::sync::OnceLock;
use bevy::color::palettes::css::{ORANGE, ORANGE_RED, WHITE}; use bevy::color::palettes::css::ORANGE;
use bevy::prelude::*; use bevy::{color::palettes::css::YELLOW, prelude::*};
use bevy_egui::{egui, EguiContexts}; use bevy_egui::{EguiContexts, egui};
use crate::debug_tools::{DebugSettings, FighterDebugRowKind}; use crate::debug_tools::{DebugSettings, FighterDebugRowKind};
use crate::fighter::animation::FighterAnimationFrame; use crate::fighter::animation::FighterAnimationFrame;
@@ -14,14 +15,14 @@ use crate::fighter::attack::{
use crate::fighter::baked_animation::{BakedFighterAnimations, FighterBoneMatrices}; use crate::fighter::baked_animation::{BakedFighterAnimations, FighterBoneMatrices};
use crate::fighter::ecb::FighterPreviousECB; use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::errors::FighterErrors; use crate::fighter::errors::FighterErrors;
use crate::fighter::hurtbox::FixedAffineCapsule;
use crate::fighter::manifest::FighterManifest; use crate::fighter::manifest::FighterManifest;
use crate::fighter::state::{air, FighterState}; use crate::fighter::state::{FighterState, air};
use crate::fighter::visual::FighterAnimations; use crate::fighter::visual::FighterAnimations;
use crate::fighter::{ use crate::fighter::{
Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterPreviousTranslation, Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterPreviousTranslation,
FighterTranslation, FighterVelocity, FighterTranslation, FighterVelocity,
}; };
use crate::filled_gizmos::FilledGizmos;
use crate::game_settings::GameSettings; use crate::game_settings::GameSettings;
use crate::input::FighterInput; use crate::input::FighterInput;
use crate::math::int::FGi32; use crate::math::int::FGi32;
@@ -37,7 +38,6 @@ pub fn debug_draw_ecb(
&FighterPreviousTranslation, &FighterPreviousTranslation,
)>, )>,
mut gizmos: Gizmos, mut gizmos: Gizmos,
mut filled_gizmos: FilledGizmos,
) { ) {
for (ecb, trf, ecb_prev, trf_prev) in ecbs { for (ecb, trf, ecb_prev, trf_prev) in ecbs {
gizmos.cross( gizmos.cross(
@@ -46,18 +46,15 @@ pub fn debug_draw_ecb(
bevy::color::palettes::css::BLUE, bevy::color::palettes::css::BLUE,
); );
let prev_transformed = ecb_prev.to_3d_lineloop(Transform::from_xyz(
trf_prev.x.to_num::<f32>(),
trf_prev.y.to_num(),
0.0,
));
filled_gizmos.polygon(&prev_transformed, ORANGE_RED);
let transformed = let transformed =
ecb.to_3d_lineloop(Transform::from_xyz(trf.x.to_num(), trf.y.to_num(), 0.0)); ecb.to_3d_lineloop(Transform::from_xyz(trf.x.to_num(), trf.y.to_num(), 0.0));
filled_gizmos.polygon(&transformed, ORANGE); gizmos.lineloop(transformed, YELLOW);
gizmos.lineloop(transformed, WHITE); let prev_transformed = ecb_prev.to_3d_lineloop(Transform::from_xyz(
trf_prev.x.to_num(),
trf_prev.y.to_num(),
-0.1,
));
gizmos.lineloop(prev_transformed, ORANGE);
} }
} }
pub fn fighter_debug( pub fn fighter_debug(
@@ -186,23 +183,15 @@ pub fn animation_debug(
} }
} }
pub fn hurtbox_debug( pub fn hurtbox_debug(query: Query<&FighterSolvedHurtboxes>, mut gizmos: Gizmos) {
query: Query<&FighterSolvedHurtboxes>,
mut filled_gizmos: FilledGizmos,
) {
for hurtboxes in &query { for hurtboxes in &query {
for hurtbox in &hurtboxes.0 { for hurtbox in &hurtboxes.0 {
filled_gizmos.affine_capsule( draw_affine_capsule(&mut gizmos, hurtbox.capsule, YELLOW);
hurtbox.capsule.transform.to_mat4(),
hurtbox.capsule.radius.to_num(),
hurtbox.capsule.half_length.to_num(),
Color::srgba(1.0, 1.0, 0.0, 0.75),
);
} }
} }
} }
/*fn draw_affine_capsule( fn draw_affine_capsule(
gizmos: &mut Gizmos, gizmos: &mut Gizmos,
capsule: FixedAffineCapsule, capsule: FixedAffineCapsule,
color: impl Into<Color> + Copy, color: impl Into<Color> + Copy,
@@ -224,9 +213,9 @@ pub fn hurtbox_debug(
for &(start, end) in &wireframe.lines { for &(start, end) in &wireframe.lines {
gizmos.line(vertices[start], vertices[end], color); gizmos.line(vertices[start], vertices[end], color);
} }
}*/ }
/*struct CapsuleWireVertex { struct CapsuleWireVertex {
direction: Vec3, direction: Vec3,
center_sign: f32, center_sign: f32,
} }
@@ -234,9 +223,9 @@ pub fn hurtbox_debug(
struct CapsuleWireframe { struct CapsuleWireframe {
vertices: Vec<CapsuleWireVertex>, vertices: Vec<CapsuleWireVertex>,
lines: Vec<(usize, usize)>, lines: Vec<(usize, usize)>,
}*/ }
/*fn capsule_wireframe() -> &'static CapsuleWireframe { fn capsule_wireframe() -> &'static CapsuleWireframe {
const RESOLUTION: usize = 16; const RESOLUTION: usize = 16;
const HEMISPHERE_STEPS: usize = 4; const HEMISPHERE_STEPS: usize = 4;
static WIREFRAME: OnceLock<CapsuleWireframe> = OnceLock::new(); static WIREFRAME: OnceLock<CapsuleWireframe> = OnceLock::new();
@@ -317,7 +306,7 @@ struct CapsuleWireframe {
CapsuleWireframe { vertices, lines } CapsuleWireframe { vertices, lines }
}) })
}*/ }
#[cfg(test)] #[cfg(test)]
mod capsule_debug_tests { mod capsule_debug_tests {
@@ -337,7 +326,7 @@ mod capsule_debug_tests {
assert!(marker.abs_diff_eq(Vec3::new(3.0, 4.0, 3.0), 1e-5)); assert!(marker.abs_diff_eq(Vec3::new(3.0, 4.0, 3.0), 1e-5));
} }
/*#[test] #[test]
fn capsule_wireframe_caps_extend_in_opposite_directions() { fn capsule_wireframe_caps_extend_in_opposite_directions() {
let wireframe = capsule_wireframe(); let wireframe = capsule_wireframe();
let lower: Vec<_> = wireframe let lower: Vec<_> = wireframe
@@ -355,7 +344,7 @@ mod capsule_debug_tests {
assert!(upper.iter().all(|vertex| vertex.direction.y >= 0.0)); assert!(upper.iter().all(|vertex| vertex.direction.y >= 0.0));
assert!(lower.iter().any(|vertex| vertex.direction == Vec3::NEG_Y)); assert!(lower.iter().any(|vertex| vertex.direction == Vec3::NEG_Y));
assert!(upper.iter().any(|vertex| vertex.direction == Vec3::Y)); assert!(upper.iter().any(|vertex| vertex.direction == Vec3::Y));
}*/ }
} }
pub fn attack_debug( pub fn attack_debug(
@@ -367,7 +356,6 @@ pub fn attack_debug(
&FighterAnimationFrame, &FighterAnimationFrame,
)>, )>,
mut gizmos: Gizmos, mut gizmos: Gizmos,
mut filled_gizmos: FilledGizmos,
) { ) {
for (hitboxes, _matrices, _translation, _facing_direction, _frame) in query { for (hitboxes, _matrices, _translation, _facing_direction, _frame) in query {
if let Some(active_attack) = &hitboxes.0 { if let Some(active_attack) = &hitboxes.0 {
@@ -394,12 +382,6 @@ pub fn attack_debug(
capsule_draw_trf.to_isometry(), capsule_draw_trf.to_isometry(),
bevy::color::palettes::css::RED, bevy::color::palettes::css::RED,
); );
filled_gizmos.capsule(
capsule_draw_trf.to_isometry(),
solved_hitbox.capsule.radius.to_num(),
length * 0.5,
Color::srgba(1.0, 0.0, 0.0, 0.18),
);
gizmos.cross(start, 1.0, bevy::color::palettes::css::GREEN); gizmos.cross(start, 1.0, bevy::color::palettes::css::GREEN);
gizmos.cross(end, 1.0, bevy::color::palettes::css::GREEN); gizmos.cross(end, 1.0, bevy::color::palettes::css::GREEN);
+2 -11
View File
@@ -20,7 +20,6 @@ pub mod motion;
pub mod state; pub mod state;
pub mod surface; pub mod surface;
pub mod visual; pub mod visual;
pub mod blast_zones;
// The fighter components are re-exported so the rest of the crate can say // The fighter components are re-exported so the rest of the crate can say
// `fighter::FighterVelocity` without caring which file it lives in. Named // `fighter::FighterVelocity` without caring which file it lives in. Named
@@ -129,15 +128,11 @@ impl FighterFacingDirection {
#[require(Transform)] #[require(Transform)]
pub struct FighterVisual; pub struct FighterVisual;
#[derive(Component, DerefMut, Deref, Debug, Default, Hash, Clone, Copy)]
pub struct FighterPendingRespawn(bool);
#[derive(Component)] #[derive(Component)]
#[require( #[require(
FighterStaleMoveQueue, FighterStaleMoveQueue,
FighterDamage, FighterDamage,
FighterPendingHitReaction, FighterPendingHitReaction,
FighterPendingRespawn,
FighterHitstop, FighterHitstop,
FighterKnockbackVelocity, FighterKnockbackVelocity,
FighterTranslation FighterTranslation
@@ -182,8 +177,8 @@ impl Plugin for FighterPlugin {
.add_systems( .add_systems(
GgrsSchedule, GgrsSchedule,
( (
(blast_zones::apply_blast_zones, ecb::update_ecb, ecb::decrement_ecb_lockout, state::state_collision_interrupt_system).chain(), (ecb::update_ecb, ecb::decrement_ecb_lockout, state::state_collision_interrupt_system).chain(),
baked_animation::resample_fighter_bone_matrices, baked_animation::update_fighter_bone_matrices,
) )
.chain() .chain()
.in_set(GameplaySet::Collision), .in_set(GameplaySet::Collision),
@@ -225,8 +220,6 @@ impl Plugin for FighterPlugin {
.checksum_component_with_hash::<FighterDamage>() .checksum_component_with_hash::<FighterDamage>()
.rollback_component_with_clone::<FighterPendingHitReaction>() .rollback_component_with_clone::<FighterPendingHitReaction>()
.checksum_component_with_hash::<FighterPendingHitReaction>() .checksum_component_with_hash::<FighterPendingHitReaction>()
.rollback_component_with_copy::<FighterPendingRespawn>()
.checksum_component_with_hash::<FighterPendingRespawn>()
.rollback_component_with_copy::<FighterHitstop>() .rollback_component_with_copy::<FighterHitstop>()
.checksum_component_with_hash::<FighterHitstop>() .checksum_component_with_hash::<FighterHitstop>()
.rollback_component_with_copy::<FighterKnockbackVelocity>() .rollback_component_with_copy::<FighterKnockbackVelocity>()
@@ -288,7 +281,6 @@ pub struct FighterHitboxes(pub Option<FighterActiveAttack>);
pub fn spawn_fighter( pub fn spawn_fighter(
commands: &mut Commands, commands: &mut Commands,
player_handle: usize, player_handle: usize,
controller_port: usize,
spawn_position: FGVec2, spawn_position: FGVec2,
manifest: Handle<FighterManifest>, manifest: Handle<FighterManifest>,
model_scale: FGi32, model_scale: FGi32,
@@ -302,7 +294,6 @@ pub fn spawn_fighter(
Name(format!("Fighter {player_handle}").into()), Name(format!("Fighter {player_handle}").into()),
Player { Player {
handle: player_handle, handle: player_handle,
controller_port,
}, },
Fighter { manifest: manifest }, Fighter { manifest: manifest },
FighterFacingDirection::Right, FighterFacingDirection::Right,
-53
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@@ -1,53 +0,0 @@
use crate::{fighter::{animation::AnimKind, state::{FighterState, FighterStateImpl, air::AirborneStateCommon, fall::FallState}}, math::vec::FGVec2};
#[derive(Debug, Clone, Hash)]
pub struct AngelState {
frames_remaining: u32
}
impl AngelState {
pub fn new(duration: u32) -> Self {
Self {
frames_remaining: duration
}
}
}
impl FighterStateImpl for AngelState {
const NAME: &'static str = "Angel";
fn check_interrupt(&self, state_context: &mut super::InterruptContext) -> Option<super::FighterState> {
let moved_sideways = !state_context.input.get_last_frame().movement.x.is_zero();
let moved_vertically = !state_context.input.get_last_frame().movement.y.is_zero();
if self.frames_remaining == 0 || moved_sideways || moved_vertically {
Some(FighterState::Fall(FallState::new(AirborneStateCommon::default())))
} else {
None
}
}
fn update(&mut self, _state_context: &mut super::UpdateContext) {
self.frames_remaining = self.frames_remaining.saturating_sub(1);
}
fn is_visually_grounded<'a>(&'a self) -> bool {
false
}
fn on_enter(&mut self, state_context: &mut super::EnterContext) {
state_context.play_animation(AnimKind::Wait, true);
state_context.velocity.0 = FGVec2::ZERO;
}
fn check_collision_interrupt(
&mut self,
_state_context: &mut super::CollisionContext,
) -> Option<super::FighterState> {
None
}
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::Clear)
}
}
+18 -97
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@@ -15,29 +15,22 @@ use crate::fighter::baked_animation::BakedFighterAnimations;
use crate::fighter::ecb::FighterPreviousECB; use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::manifest::FighterManifest; use crate::fighter::manifest::FighterManifest;
use crate::fighter::state::hitstun::HitstunState; use crate::fighter::state::hitstun::HitstunState;
use crate::fighter::surface::EcbLockPolicy;
use crate::fighter::visual::FighterAnimations; use crate::fighter::visual::FighterAnimations;
use crate::fighter::{ use crate::fighter::{
Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterPendingRespawn, FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole,
FighterPresentationSnap, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
FighterVelocity, FighterDamage, FighterPresentationSnap,
}; };
use crate::fighter::surface::EcbLockPolicy;
use crate::game_settings::GameSettings; use crate::game_settings::GameSettings;
use crate::input::FighterInput; use crate::input::FighterInput;
use crate::match_loading::MatchConfig;
use crate::match_runtime::MatchState;
use crate::math::int::FGi32; use crate::math::int::FGi32;
use crate::math::vec::FGVec2;
use crate::player::Player;
use crate::scripting::FighterAttackScript; use crate::scripting::FighterAttackScript;
use crate::stage::line::StageCollision; use crate::stage::line::StageCollision;
use crate::stage::manifest::{StageManifest, StageManifestRegistry};
pub mod air; pub mod air;
pub mod air_dodge; pub mod air_dodge;
pub mod angel;
pub mod crouch;
pub mod dash; pub mod dash;
pub mod fall; pub mod fall;
pub mod ground; pub mod ground;
@@ -45,11 +38,12 @@ pub mod ground_attack;
pub mod hitstun; pub mod hitstun;
pub mod jump; pub mod jump;
pub mod land; pub mod land;
pub mod platform_pass;
pub mod run; pub mod run;
pub mod turn; pub mod turn;
pub mod wait; pub mod wait;
pub mod walk; pub mod walk;
pub mod crouch;
pub mod platform_pass;
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)] #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum SurfacePolicy { pub enum SurfacePolicy {
@@ -216,8 +210,8 @@ impl CollisionContext<'_> {
&self, &self,
) -> Option<crate::fighter::collision::AirCollisionWithStageResult> { ) -> Option<crate::fighter::collision::AirCollisionWithStageResult> {
let ignored_polys = self.surface.ignored_polygon_ids(); let ignored_polys = self.surface.ignored_polygon_ids();
let ignore_soft_platforms = let ignore_soft_platforms = self.input.get_last_frame().movement.y
self.input.get_last_frame().movement.y <= -self.downward_stick_threshold; <= -self.downward_stick_threshold;
crate::fighter::collision::air_collide_with_stage( crate::fighter::collision::air_collide_with_stage(
self.prev_translation, self.prev_translation,
self.translation, self.translation,
@@ -245,7 +239,6 @@ fighter_states! {
Turn => turn::TurnState, Turn => turn::TurnState,
GroundAttack => ground_attack::GroundAttackState, GroundAttack => ground_attack::GroundAttackState,
Hitstun => hitstun::HitstunState, Hitstun => hitstun::HitstunState,
Angel => angel::AngelState,
} }
#[derive(QueryData)] #[derive(QueryData)]
@@ -321,7 +314,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
surface: &mut self.surface, surface: &mut self.surface,
fighter_attributes: attributes, fighter_attributes: attributes,
attack_script_assets, attack_script_assets,
game_settings, game_settings
} }
} }
@@ -371,9 +364,7 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
ecb: &mut self.ecb, ecb: &mut self.ecb,
prev_ecb: &self.prev_ecb, prev_ecb: &self.prev_ecb,
stage_collision, stage_collision,
leave_ground_ecb_lock_duration: game_settings leave_ground_ecb_lock_duration: game_settings.fighter_common.leave_ground_ecb_frame_lock_duration,
.fighter_common
.leave_ground_ecb_frame_lock_duration,
downward_stick_threshold: game_settings.input_common.run_stick_threshold, downward_stick_threshold: game_settings.input_common.run_stick_threshold,
} }
} }
@@ -387,12 +378,9 @@ pub struct StatefulFighterQuery {
pub animations: &'static FighterAnimations, pub animations: &'static FighterAnimations,
pub fighter: &'static Fighter, pub fighter: &'static Fighter,
pub attack_script_assets: &'static FighterAttackScriptAssets, pub attack_script_assets: &'static FighterAttackScriptAssets,
pub player: &'static Player,
pub pending_hit_reaction: &'static mut FighterPendingHitReaction, pub pending_hit_reaction: &'static mut FighterPendingHitReaction,
pub hitstop: &'static mut FighterHitstop, pub hitstop: &'static mut FighterHitstop,
pub hitstop_shake: &'static mut FighterHitstopShake, pub hitstop_shake: &'static mut FighterHitstopShake,
pub pending_respawn: &'static mut FighterPendingRespawn,
pub damage: &'static mut FighterDamage,
} }
pub fn state_update_system( pub fn state_update_system(
@@ -441,9 +429,7 @@ fn transition_state(
if let SurfacePolicy::Airborne(lock_policy) = next.surface_policy() { if let SurfacePolicy::Airborne(lock_policy) = next.surface_policy() {
frame.surface.apply_airborne_policy( frame.surface.apply_airborne_policy(
lock_policy, lock_policy,
game_settings game_settings.fighter_common.leave_ground_ecb_frame_lock_duration,
.fighter_common
.leave_ground_ecb_frame_lock_duration,
); );
} }
next.on_enter(&mut frame.enter_context(attributes, attack_script_assets, game_settings)); next.on_enter(&mut frame.enter_context(attributes, attack_script_assets, game_settings));
@@ -468,7 +454,6 @@ pub fn state_interrupt_system(
mut pending_hit_reaction, mut pending_hit_reaction,
mut hitstop, mut hitstop,
mut hitstop_shake, mut hitstop_shake,
..
} = fighter; } = fighter;
let manifest = fighter_manifests let manifest = fighter_manifests
.get(&fighter.manifest) .get(&fighter.manifest)
@@ -531,7 +516,7 @@ pub fn state_interrupt_system(
animations, animations,
&baked_animations, &baked_animations,
&manifest.attributes, &manifest.attributes,
&stage_collision, &stage_collision
)) ))
}; };
@@ -553,89 +538,25 @@ pub fn state_collision_interrupt_system(
stage_collision: Res<StageCollision>, stage_collision: Res<StageCollision>,
fighter_manifests: Res<Assets<FighterManifest>>, fighter_manifests: Res<Assets<FighterManifest>>,
game_settings: Res<GameSettings>, game_settings: Res<GameSettings>,
match_config: Res<MatchConfig>,
mut match_state: ResMut<MatchState>,
stage_registry: Res<StageManifestRegistry>,
stage_manifests: Res<Assets<StageManifest>>,
) { ) {
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
return;
};
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
return;
};
for fighter in &mut query { for fighter in &mut query {
let StatefulFighterQueryItem { let StatefulFighterQueryItem {
mut state, mut state,
mut frame, mut frame,
fighter, fighter,
attack_script_assets, attack_script_assets,
mut hitstop, hitstop,
mut pending_respawn,
player,
mut damage,
.. ..
} = fighter; } = fighter;
let manifest = fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
if pending_respawn.0 {
**pending_respawn = false;
let respawn_state = FighterState::Angel(angel::AngelState::new(60 * 3));
// Find the angel platform position
let respawn_point = stage_manifest
.respawn_points
.get(player.controller_port % stage_manifest.respawn_points.len());
if let None = respawn_point {
error!("Couldn't get a respawn point, falling back to the world origin");
}
let respawn_point = respawn_point.copied().unwrap_or(FGVec2::ZERO);
frame.translation.0 = respawn_point;
frame.presentation_snap.0 = true;
// Clear hitstop
hitstop.remaining_frames = 0;
// subtract one stock
let player_state = match_state.players.get_mut(player.handle).expect(&format!(
"Failed to get fighter for GGRS slot {} (controller port {})",
player.handle, player.controller_port
));
if let Some(stocks_remaining) = &mut player_state.stocks_remaining {
*stocks_remaining = stocks_remaining.saturating_sub(1);
}
// reset percentage
*damage = FighterDamage::default();
transition_state(
&mut state,
respawn_state,
&mut frame,
&manifest.attributes,
attack_script_assets,
&game_settings,
);
continue;
}
if hitstop.remaining_frames > 0 { if hitstop.remaining_frames > 0 {
continue; continue;
} }
let new_state = state.check_collision_interrupt( let manifest = fighter_manifests
&mut frame.collision_context(&stage_collision, &game_settings), .get(&fighter.manifest)
); .expect("Fighter manifest should be valid");
let new_state =
state.check_collision_interrupt(&mut frame.collision_context(&stage_collision, &game_settings));
if let Some(new_state) = new_state { if let Some(new_state) = new_state {
transition_state( transition_state(
&mut state, &mut state,
-30
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@@ -1,30 +0,0 @@
#import bevy_pbr::mesh_functions::{get_world_from_local, mesh_position_local_to_clip}
@group(#{MATERIAL_BIND_GROUP}) @binding(0) var<uniform> material_color: vec4<f32>;
struct Vertex {
@builtin(instance_index) instance_index: u32,
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
};
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
var output: VertexOutput;
output.clip_position = mesh_position_local_to_clip(
get_world_from_local(vertex.instance_index),
vec4<f32>(vertex.position, 1.0),
);
output.color = vertex.color;
return output;
}
@fragment
fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {
return material_color * input.color;
}
-417
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@@ -1,417 +0,0 @@
//! Immediate-mode filled debug geometry.
//!
//! Unlike Bevy's line-only `Gizmos`, this collects triangles into one dynamic
//! mesh. It is intended for small, transient debug overlays rather than game
//! geometry.
use std::f32::consts::{FRAC_PI_2, PI, TAU};
use bevy::{
asset::{load_internal_asset, uuid_handle, RenderAssetUsages},
camera::visibility::NoFrustumCulling,
ecs::system::SystemParam,
mesh::{Indices, MeshVertexBufferLayoutRef, PrimitiveTopology},
pbr::{MaterialPipeline, MaterialPipelineKey},
prelude::*,
render::render_resource::{
AsBindGroup, RenderPipelineDescriptor, SpecializedMeshPipelineError,
},
shader::ShaderRef,
};
const SPHERE_SECTORS: usize = 16;
const SPHERE_STACKS: usize = 8;
const CAPSULE_SECTORS: usize = 16;
const CAPSULE_HEMISPHERE_STEPS: usize = 4;
#[derive(Default)]
struct FilledGizmoGeometry {
positions: Vec<[f32; 3]>,
normals: Vec<[f32; 3]>,
colors: Vec<[f32; 4]>,
indices: Vec<u32>,
}
#[derive(Resource, Default)]
struct FilledGizmoBuffer {
/// Geometry requested by the current schedule invocation.
pending: FilledGizmoGeometry,
/// The last completed fixed-timestep geometry. This is retained between
/// render frames, just like Bevy's fixed-timestep gizmos.
retained: FilledGizmoGeometry,
mesh: Option<Handle<Mesh>>,
fixed_commit: bool,
}
/// Immediate-mode API for drawing filled debug shapes.
#[derive(SystemParam)]
pub struct FilledGizmos<'w> {
buffer: ResMut<'w, FilledGizmoBuffer>,
}
impl FilledGizmos<'_> {
/// Draw a filled planar polygon. Vertices must be ordered around the
/// perimeter and the polygon must be convex.
pub fn polygon(&mut self, vertices: &[Vec3], color: impl Into<Color> + Copy) {
if vertices.len() < 3 {
return;
}
let color = color.into().to_linear().to_f32_array();
let normal = (vertices[1] - vertices[0])
.cross(vertices[2] - vertices[0])
.normalize_or_zero();
let base = self.buffer.pending.positions.len() as u32;
for &vertex in vertices {
self.push_vertex(vertex, normal, color);
}
for index in 2..vertices.len() as u32 {
self.buffer
.pending
.indices
.extend([base, base + index - 1, base + index]);
}
}
pub fn sphere(&mut self, isometry: Isometry3d, radius: f32, color: impl Into<Color> + Copy) {
if radius <= 0.0 {
return;
}
let color = color.into().to_linear().to_f32_array();
let base = self.buffer.pending.positions.len() as u32;
for stack in 0..=SPHERE_STACKS {
let latitude = PI * 0.5 - stack as f32 * PI / SPHERE_STACKS as f32;
let (sin_lat, cos_lat) = latitude.sin_cos();
for sector in 0..=SPHERE_SECTORS {
let longitude = sector as f32 * TAU / SPHERE_SECTORS as f32;
let (sin_lon, cos_lon) = longitude.sin_cos();
let normal = Vec3::new(cos_lat * cos_lon, sin_lat, cos_lat * sin_lon);
self.push_vertex(
isometry.transform_point(normal * radius).into(),
isometry.rotation * normal,
color,
);
}
}
let stride = SPHERE_SECTORS + 1;
for stack in 0..SPHERE_STACKS {
for sector in 0..SPHERE_SECTORS {
let a = base + (stack * stride + sector) as u32;
let b = a + stride as u32;
self.buffer
.pending
.indices
.extend([a, b, a + 1, a + 1, b, b + 1]);
}
}
}
pub fn capsule(
&mut self,
isometry: Isometry3d,
radius: f32,
half_length: f32,
color: impl Into<Color> + Copy,
) {
let transform = Mat4::from_scale_rotation_translation(
Vec3::ONE,
isometry.rotation,
isometry.translation.into(),
);
self.affine_capsule(transform, radius, half_length, color);
}
/// Draw a capsule transformed by an arbitrary affine transform.
pub fn affine_capsule(
&mut self,
transform: Mat4,
radius: f32,
half_length: f32,
color: impl Into<Color> + Copy,
) {
if radius <= 0.0 {
return;
}
let color = color.into().to_linear().to_f32_array();
let base = self.buffer.pending.positions.len() as u32;
let mut rings = Vec::new();
for step in 1..=CAPSULE_HEMISPHERE_STEPS {
let angle = -FRAC_PI_2 + step as f32 * FRAC_PI_2 / CAPSULE_HEMISPHERE_STEPS as f32;
rings.push((
radius * angle.cos(),
-half_length + radius * angle.sin(),
angle.sin(),
));
}
rings.push((radius, half_length, 0.0));
for step in 1..CAPSULE_HEMISPHERE_STEPS {
let angle = step as f32 * FRAC_PI_2 / CAPSULE_HEMISPHERE_STEPS as f32;
rings.push((
radius * angle.cos(),
half_length + radius * angle.sin(),
angle.sin(),
));
}
let mut ring_indices = Vec::new();
let bottom_pole = self.push_capsule_vertex(
&mut ring_indices,
transform,
Vec3::NEG_Y,
-half_length,
radius,
color,
);
for &(ring_radius, y, normal_y) in &rings {
let mut ring = Vec::with_capacity(CAPSULE_SECTORS);
for sector in 0..CAPSULE_SECTORS {
let angle = sector as f32 * TAU / CAPSULE_SECTORS as f32;
let (sin, cos) = angle.sin_cos();
let normal = Vec3::new(
cos * (1.0 - normal_y * normal_y).sqrt(),
normal_y,
sin * (1.0 - normal_y * normal_y).sqrt(),
);
ring.push(self.push_transformed_vertex(
transform,
Vec3::new(cos * ring_radius, y, sin * ring_radius),
normal,
color,
));
}
ring_indices.push(ring);
}
let top_pole = self.push_capsule_vertex(
&mut ring_indices,
transform,
Vec3::Y,
half_length,
radius,
color,
);
for sector in 0..CAPSULE_SECTORS {
let next = (sector + 1) % CAPSULE_SECTORS;
self.buffer.pending.indices.extend([
bottom_pole,
ring_indices[0][next],
ring_indices[0][sector],
]);
for ring in ring_indices.windows(2) {
self.buffer.pending.indices.extend([
ring[0][sector],
ring[0][next],
ring[1][sector],
ring[1][sector],
ring[0][next],
ring[1][next],
]);
}
let last = ring_indices.len() - 1;
self.buffer.pending.indices.extend([
ring_indices[last][sector],
ring_indices[last][next],
top_pole,
]);
}
// Keep the base used by this shape observable to avoid accidental
// future changes making the generated indices refer to another shape.
debug_assert!(base <= bottom_pole);
}
fn push_capsule_vertex(
&mut self,
_rings: &mut Vec<Vec<u32>>,
transform: Mat4,
normal: Vec3,
y: f32,
radius: f32,
color: [f32; 4],
) -> u32 {
self.push_transformed_vertex(
transform,
Vec3::new(0.0, y + normal.y * radius, 0.0),
normal,
color,
)
}
fn push_transformed_vertex(
&mut self,
transform: Mat4,
position: Vec3,
normal: Vec3,
color: [f32; 4],
) -> u32 {
let transformed_normal = transform
.inverse()
.transpose()
.transform_vector3(normal)
.normalize_or_zero();
let index = self.buffer.pending.positions.len() as u32;
self.push_vertex(
transform.transform_point3(position),
transformed_normal,
color,
);
index
}
fn push_vertex(&mut self, position: Vec3, normal: Vec3, color: [f32; 4]) {
self.buffer.pending.positions.push(position.to_array());
self.buffer.pending.normals.push(normal.to_array());
self.buffer.pending.colors.push(color);
}
}
pub struct FilledGizmosPlugin;
const FILLED_GIZMO_SHADER_HANDLE: Handle<Shader> =
uuid_handle!("0e4a979f-ea11-4e5a-91cd-19c89d4e9b53");
/// A deliberately minimal material: unlike `StandardMaterial`, its fragment
/// shader writes vertex colors directly and therefore bypasses PBR lighting
/// and camera tonemapping.
#[derive(Asset, AsBindGroup, Reflect, Clone, Debug)]
struct FilledGizmoMaterial {
#[uniform(0)]
color: LinearRgba,
}
impl Material for FilledGizmoMaterial {
fn vertex_shader() -> ShaderRef {
FILLED_GIZMO_SHADER_HANDLE.clone().into()
}
fn fragment_shader() -> ShaderRef {
FILLED_GIZMO_SHADER_HANDLE.clone().into()
}
fn alpha_mode(&self) -> AlphaMode {
AlphaMode::Blend
}
fn enable_prepass() -> bool {
false
}
fn enable_shadows() -> bool {
false
}
fn specialize(
_pipeline: &MaterialPipeline,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayoutRef,
_key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
descriptor.vertex.buffers = vec![layout.0.get_layout(&[
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
])?];
descriptor.primitive.cull_mode = None;
Ok(())
}
}
impl Plugin for FilledGizmosPlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(
app,
FILLED_GIZMO_SHADER_HANDLE,
"filled_gizmo.wgsl",
Shader::from_wgsl
);
app.add_plugins(MaterialPlugin::<FilledGizmoMaterial>::default())
.init_resource::<FilledGizmoBuffer>()
.add_systems(Startup, setup_filled_gizmo_mesh)
.add_systems(FixedFirst, begin_fixed_filled_gizmos)
.add_systems(FixedLast, commit_fixed_filled_gizmos)
.add_systems(Last, upload_filled_gizmo_mesh);
}
}
fn setup_filled_gizmo_mesh(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<FilledGizmoMaterial>>,
mut buffer: ResMut<FilledGizmoBuffer>,
) {
let mesh = meshes.add(
Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetUsages::default(),
)
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vec![[0.0; 3]; 3])
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 3])
.with_inserted_attribute(Mesh::ATTRIBUTE_COLOR, vec![[0.0, 0.0, 0.0, 0.0]; 3])
.with_inserted_indices(Indices::U32(vec![0, 1, 2])),
);
let material = materials.add(FilledGizmoMaterial {
color: LinearRgba::WHITE,
});
commands.spawn((
Mesh3d(mesh.clone()),
MeshMaterial3d(material),
NoFrustumCulling,
));
buffer.mesh = Some(mesh);
}
fn begin_fixed_filled_gizmos(mut buffer: ResMut<FilledGizmoBuffer>) {
buffer.pending = FilledGizmoGeometry::default();
buffer.fixed_commit = false;
}
fn commit_fixed_filled_gizmos(mut buffer: ResMut<FilledGizmoBuffer>) {
let pending = std::mem::take(&mut buffer.pending);
buffer.pending = std::mem::replace(&mut buffer.retained, pending);
buffer.fixed_commit = true;
}
fn upload_filled_gizmo_mesh(
mut meshes: ResMut<Assets<Mesh>>,
mut buffer: ResMut<FilledGizmoBuffer>,
) {
// No fixed tick and no render-frame requests means the existing mesh is
// already the correct image. In particular, do not replace it with the
// empty placeholder between fixed updates.
if !buffer.fixed_commit && buffer.pending.positions.is_empty() {
return;
}
let Some(handle) = buffer.mesh.clone() else {
return;
};
let (positions, normals, colors, indices) = if buffer.fixed_commit {
// Retained geometry must remain in the CPU-side buffer after upload;
// otherwise the next render frame would have nothing to draw.
(
buffer.retained.positions.clone(),
buffer.retained.normals.clone(),
buffer.retained.colors.clone(),
buffer.retained.indices.clone(),
)
} else {
(
std::mem::take(&mut buffer.pending.positions),
std::mem::take(&mut buffer.pending.normals),
std::mem::take(&mut buffer.pending.colors),
std::mem::take(&mut buffer.pending.indices),
)
};
if let Some(mut mesh) = meshes.get_mut(&handle) {
if positions.is_empty() {
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vec![[0.0; 3]; 3]);
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 3]);
mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, vec![[0.0, 0.0, 0.0, 0.0]; 3]);
mesh.insert_indices(Indices::U32(vec![0, 1, 2]));
} else {
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, positions);
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, colors);
mesh.insert_indices(Indices::U32(indices));
}
}
buffer.pending = FilledGizmoGeometry::default();
buffer.fixed_commit = false;
}
+10 -17
View File
@@ -28,7 +28,7 @@ pub enum LocalInputSource {
Gamepad(Entity), Gamepad(Entity),
} }
/// Persistent mapping from physical/menu controller slots to input sources. /// Maps an input source to a player index
#[derive(Resource, Clone, Debug, Default, Deref, DerefMut)] #[derive(Resource, Clone, Debug, Default, Deref, DerefMut)]
pub struct LocalInputAssignments(pub Vec<(usize, LocalInputSource)>); pub struct LocalInputAssignments(pub Vec<(usize, LocalInputSource)>);
@@ -50,16 +50,6 @@ impl LocalInputAssignments {
} }
} }
/// Match-local mapping from dense GGRS handles to physical input sources.
#[derive(Resource, Clone, Debug, Default, Deref, DerefMut)]
pub struct MatchInputAssignments(pub Vec<Option<LocalInputSource>>);
impl MatchInputAssignments {
pub fn get_for_handle(&self, handle: usize) -> Option<LocalInputSource> {
self.0.get(handle).copied().flatten()
}
}
use crate::game_settings::GameSettings; use crate::game_settings::GameSettings;
use crate::math::int::FGi32; use crate::math::int::FGi32;
use crate::netcode::GGRSCfg; use crate::netcode::GGRSCfg;
@@ -254,17 +244,20 @@ fn read_local_inputs(
input_map: Res<BaseInputMap>, input_map: Res<BaseInputMap>,
gc_ports: Res<gamecube::GcPorts>, gc_ports: Res<gamecube::GcPorts>,
gamepads: Query<&Gamepad>, gamepads: Query<&Gamepad>,
assignments: Res<MatchInputAssignments>, assignments: Res<LocalInputAssignments>,
local_players: Res<LocalPlayers>, local_players: Res<LocalPlayers>,
game_settings: Res<GameSettings>, game_settings: Res<GameSettings>,
) { ) {
let mut local_inputs = HashMap::new(); let mut local_inputs = HashMap::new();
for handle in &local_players.0 { for handle in &local_players.0 {
let assigned = assignments.get_for_handle(*handle); let assigned = assignments
.0
.iter()
.find(|(player_handle, _)| player_handle == handle);
let gamepad = match assigned { let gamepad = match assigned {
Some(LocalInputSource::Gamepad(entity)) => gamepads.get(entity).ok(), Some((_, LocalInputSource::Gamepad(entity))) => gamepads.get(*entity).ok(),
Some(LocalInputSource::Keyboard) => None, Some((_, LocalInputSource::Keyboard)) => None,
None => gc_ports None => gc_ports
.entities .entities
.get(*handle) .get(*handle)
@@ -274,8 +267,8 @@ fn read_local_inputs(
}; };
let mut input_frame = match assigned { let mut input_frame = match assigned {
Some(LocalInputSource::Keyboard) => keyboard::sample_keyboard(&key, &input_map), Some((_, LocalInputSource::Keyboard)) => keyboard::sample_keyboard(&key, &input_map),
Some(LocalInputSource::Gamepad(_)) => gamepad Some((_, LocalInputSource::Gamepad(_))) => gamepad
.map(|pad| gamepad::sample_gamepad(pad, &input_map)) .map(|pad| gamepad::sample_gamepad(pad, &input_map))
.unwrap_or_default(), .unwrap_or_default(),
None => FighterInputFrame::default(), None => FighterInputFrame::default(),
-4
View File
@@ -21,8 +21,6 @@
//! save, click Rebuild in jackdaw (or run `jd build`) and it //! save, click Rebuild in jackdaw (or run `jd build`) and it
//! appears in `Add Component`. No registration code is needed. //! appears in `Add Component`. No registration code is needed.
#![recursion_limit = "512"]
use bevy::{ use bevy::{
asset::processor::{AssetProcessor, ProcessorState}, asset::processor::{AssetProcessor, ProcessorState},
prelude::*, prelude::*,
@@ -44,7 +42,6 @@ pub mod blend_asset;
pub mod camera; pub mod camera;
pub mod debug_tools; pub mod debug_tools;
pub mod fighter; pub mod fighter;
pub mod filled_gizmos;
pub mod game_settings; pub mod game_settings;
pub mod input; pub mod input;
pub mod match_loading; pub mod match_loading;
@@ -117,7 +114,6 @@ impl Plugin for GamePlugin {
input::FighterInputPlugin, input::FighterInputPlugin,
replay::ReplayPlugin, replay::ReplayPlugin,
debug_tools::DebugToolsPlugin, debug_tools::DebugToolsPlugin,
filled_gizmos::FilledGizmosPlugin,
fighter::FighterPlugin, fighter::FighterPlugin,
fighter::baked_animation::BakedAnimationPlugin, fighter::baked_animation::BakedAnimationPlugin,
scripting::importer::FighterScriptImportPlugin, scripting::importer::FighterScriptImportPlugin,
+19 -162
View File
@@ -19,8 +19,9 @@ use crate::{
spawn_fighter, spawn_fighter,
visual::FighterAnimations, visual::FighterAnimations,
}, },
input::{LocalInputAssignments, LocalInputSource, MatchInputAssignments}, input::{LocalInputAssignments, LocalInputSource},
match_runtime::MatchState, match_runtime::MatchState,
math::{int::FGi32, vec::FGVec2},
netcode::{ netcode::{
GGRSCfg, GGRSCfg,
session::{ConnectionStatus, SessionConfig, create_session}, session::{ConnectionStatus, SessionConfig, create_session},
@@ -34,10 +35,7 @@ use crate::{
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)] #[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct MatchPlayer { pub struct MatchPlayer {
/// Dense index used by GGRS and rollback-simulated player state.
pub handle: usize, pub handle: usize,
/// Physical controller port selected in the menu.
pub controller_port: usize,
pub fighter: FighterId, pub fighter: FighterId,
} }
@@ -48,22 +46,6 @@ pub struct MatchConfig {
pub rules: MatchRules, pub rules: MatchRules,
} }
impl MatchConfig {
/// Maps a GGRS handle to the controller port used by gameplay.
///
/// Multiplayer uses the stable, dense GGRS handle as the port. A
/// single-player match preserves the physical controller port selected in
/// the menu (for example, port 3 remains port 3).
pub fn controller_port_for_handle(&self, handle: usize) -> Option<usize> {
let player = self.players.iter().find(|player| player.handle == handle)?;
Some(if self.players.len() > 1 {
handle
} else {
player.controller_port
})
}
}
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)] #[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub enum MatchRules { pub enum MatchRules {
Stock { Stock {
@@ -246,7 +228,6 @@ pub fn initiate_default_match(
let players = (0..args.players) let players = (0..args.players)
.map(|handle| MatchPlayer { .map(|handle| MatchPlayer {
handle, handle,
controller_port: handle,
fighter: FighterId::TestFighter, fighter: FighterId::TestFighter,
}) })
.collect(); .collect();
@@ -282,7 +263,6 @@ pub fn initiate_default_match(
pub fn prepare_match( pub fn prepare_match(
mut commands: Commands, mut commands: Commands,
config: Res<MatchConfig>, config: Res<MatchConfig>,
input_assignments: Res<LocalInputAssignments>,
assets: Res<MatchAssets>, assets: Res<MatchAssets>,
gltfs: Res<Assets<Gltf>>, gltfs: Res<Assets<Gltf>>,
baked_animations: Res<Assets<BakedFighterAnimations>>, baked_animations: Res<Assets<BakedFighterAnimations>>,
@@ -297,7 +277,7 @@ pub fn prepare_match(
if !valid_player_handles(&config.players) { if !valid_player_handles(&config.players) {
fail_match( fail_match(
&mut next_state, &mut next_state,
"player handles must be dense, unique, and non-empty", "player handles must be unique and cover 0..player_count",
); );
return; return;
} }
@@ -307,20 +287,6 @@ pub fn prepare_match(
return; return;
} }
let stage_handle = stage_registry
.get(config.stage)
.expect("Initialization check should ensure all stages exist");
let stage_manifest = stage_manifests
.get(&stage_handle)
.expect("Initialization check should ensure stage manifests are kept alive");
let spawn_positions = match stage_manifest.neutral_spawn_positions(config.players.len()) {
Ok(positions) => positions,
Err(error) => {
fail_match(&mut next_state, &error);
return;
}
};
if assets.fighters.len() != config.players.len() { if assets.fighters.len() != config.players.len() {
fail_match( fail_match(
&mut next_state, &mut next_state,
@@ -483,8 +449,7 @@ pub fn prepare_match(
)); ));
} }
let session_player_count = player_count_for_handles(&config.players); let session_config = match SessionConfig::from_args(&args, config.players.len()) {
let session_config = match SessionConfig::from_args(&args, session_player_count) {
Ok(config) => config, Ok(config) => config,
Err(error) => { Err(error) => {
fail_match( fail_match(
@@ -494,7 +459,7 @@ pub fn prepare_match(
return; return;
} }
}; };
let session = match create_session(&args, session_player_count) { let session = match create_session(&args, config.players.len()) {
Ok(session) => session, Ok(session) => session,
Err(error) => { Err(error) => {
fail_match( fail_match(
@@ -505,13 +470,14 @@ pub fn prepare_match(
} }
}; };
commands.insert_resource(create_match_input_assignments(
&input_assignments,
&config.players,
));
let root = commands.spawn((Name::new("Match"), MatchRoot)).id(); let root = commands.spawn((Name::new("Match"), MatchRoot)).id();
let stage_handle = stage_registry
.get(config.stage)
.expect("Initialization check should ensure all stages exist");
let stage_manifest = stage_manifests
.get(&stage_handle)
.expect("Initialization check should ensure stage manifests are kept alive");
stage::spawn_stage( stage::spawn_stage(
&mut commands, &mut commands,
root, root,
@@ -521,18 +487,14 @@ pub fn prepare_match(
); );
let mut fighter_roster = Vec::with_capacity(config.players.len()); let mut fighter_roster = Vec::with_capacity(config.players.len());
for (index, (player, (scene, animations, attack_scripts, manifest_handle, model_scale, ecb_bone_indices))) in
for (spawn_index, (player, (scene, animations, attack_scripts, manifest_handle, model_scale, ecb_bone_indices))) in
config.players.iter().zip(prepared).enumerate() config.players.iter().zip(prepared).enumerate()
{ {
let spawn_point = spawn_positions[spawn_index]; let spawn_x = (index as i32 * 2 + 1 - config.players.len() as i32) * 5;
fighter_roster.push(spawn_fighter( fighter_roster.push(spawn_fighter(
&mut commands, &mut commands,
player.handle, player.handle,
config FGVec2::new(FGi32::from_num(spawn_x), FGi32::lit("12.5")),
.controller_port_for_handle(player.handle)
.expect("validated match config contains every player handle"),
spawn_point,
manifest_handle.clone(), manifest_handle.clone(),
model_scale, model_scale,
animations, animations,
@@ -556,30 +518,12 @@ fn fail_match(next_state: &mut NextState<AppState>, message: &str) {
} }
fn valid_player_handles(players: &[MatchPlayer]) -> bool { fn valid_player_handles(players: &[MatchPlayer]) -> bool {
if players.is_empty() { let mut handles = players
return false; .iter()
} .map(|player| player.handle)
.collect::<Vec<_>>();
let mut handles = players.iter().map(|player| player.handle).collect::<Vec<_>>();
handles.sort_unstable(); handles.sort_unstable();
handles.into_iter().eq(0..players.len()) handles == (0..players.len()).collect::<Vec<_>>()
}
fn player_count_for_handles(players: &[MatchPlayer]) -> usize {
players.len()
}
fn create_match_input_assignments(
assignments: &LocalInputAssignments,
players: &[MatchPlayer],
) -> MatchInputAssignments {
let mut match_assignments = vec![None; players.len()];
for player in players {
match_assignments[player.handle] = assignments
.get_from_slot(player.controller_port)
.copied();
}
MatchInputAssignments(match_assignments)
} }
pub fn cleanup_match( pub fn cleanup_match(
@@ -600,7 +544,6 @@ pub fn cleanup_match(
commands.remove_resource::<MatchAssets>(); commands.remove_resource::<MatchAssets>();
commands.remove_resource::<MatchConfig>(); commands.remove_resource::<MatchConfig>();
commands.remove_resource::<MatchState>(); commands.remove_resource::<MatchState>();
commands.remove_resource::<MatchInputAssignments>();
commands.remove_resource::<FighterRoster>(); commands.remove_resource::<FighterRoster>();
} }
@@ -615,12 +558,10 @@ mod tests {
players: vec![ players: vec![
MatchPlayer { MatchPlayer {
handle: 0, handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter, fighter: FighterId::TestFighter,
}, },
MatchPlayer { MatchPlayer {
handle: 1, handle: 1,
controller_port: 1,
fighter: FighterId::TestFighter, fighter: FighterId::TestFighter,
}, },
], ],
@@ -638,12 +579,10 @@ mod tests {
let players = [ let players = [
MatchPlayer { MatchPlayer {
handle: 0, handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter, fighter: FighterId::TestFighter,
}, },
MatchPlayer { MatchPlayer {
handle: 0, handle: 0,
controller_port: 1,
fighter: FighterId::TestFighter, fighter: FighterId::TestFighter,
}, },
]; ];
@@ -651,88 +590,6 @@ mod tests {
assert!(!valid_player_handles(&players)); assert!(!valid_player_handles(&players));
} }
#[test]
fn player_handles_must_not_have_gaps() {
let players = [
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 2,
controller_port: 3,
fighter: FighterId::TestFighter,
},
];
assert!(!valid_player_handles(&players));
assert_eq!(player_count_for_handles(&players), 2);
}
#[test]
fn controller_ports_use_ggrs_handles_only_in_multiplayer() {
let single_player = MatchConfig {
stage: StageId::TestStage,
players: vec![MatchPlayer {
handle: 0,
controller_port: 3,
fighter: FighterId::TestFighter,
}],
rules: MatchRules::default(),
};
assert_eq!(single_player.controller_port_for_handle(0), Some(3));
let multiplayer = MatchConfig {
stage: StageId::TestStage,
players: vec![
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 1,
controller_port: 3,
fighter: FighterId::TestFighter,
},
],
rules: MatchRules::default(),
};
assert_eq!(multiplayer.controller_port_for_handle(0), Some(0));
assert_eq!(multiplayer.controller_port_for_handle(1), Some(1));
}
#[test]
fn match_input_assignments_map_ports_to_ggrs_handles_without_mutating_ports() {
let players = [
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 1,
controller_port: 3,
fighter: FighterId::TestFighter,
},
];
let assignments = LocalInputAssignments(vec![
(0, LocalInputSource::Keyboard),
(3, LocalInputSource::Gamepad(Entity::PLACEHOLDER)),
]);
let match_assignments = create_match_input_assignments(&assignments, &players);
assert_eq!(match_assignments.get_for_handle(0), Some(LocalInputSource::Keyboard));
assert_eq!(
match_assignments.get_for_handle(1),
Some(LocalInputSource::Gamepad(Entity::PLACEHOLDER))
);
assert_eq!(assignments[0].0, 0);
assert_eq!(assignments[1].0, 3);
}
#[test] #[test]
fn match_rules_reject_zero_limits() { fn match_rules_reject_zero_limits() {
assert!( assert!(
+3 -61
View File
@@ -1,14 +1,9 @@
//! Rollback-simulated state for an active match. //! Rollback-simulated state for an active match.
use bevy::input::InputSystems;
use bevy::prelude::*; use bevy::prelude::*;
use bevy_ggrs::{RunGgrsSystems, prelude::*}; use bevy_ggrs::prelude::*;
use crate::{ use crate::match_loading::{MatchConfig, MatchRules};
AppState,
match_loading::{MatchConfig, MatchRules},
netcode::session::SessionConfig,
};
#[derive(Resource, Clone, Debug, Hash, PartialEq, Eq)] #[derive(Resource, Clone, Debug, Hash, PartialEq, Eq)]
pub struct MatchState { pub struct MatchState {
@@ -24,11 +19,6 @@ pub struct PlayerMatchState {
pub deaths: u32, pub deaths: u32,
} }
#[derive(Resource, Debug, Default, Clone, Copy, PartialEq, Eq)]
pub struct PauseState {
pub paused: bool,
}
impl MatchState { impl MatchState {
pub fn from_config(config: &MatchConfig) -> Self { pub fn from_config(config: &MatchConfig) -> Self {
let stocks_remaining = match &config.rules { let stocks_remaining = match &config.rules {
@@ -56,56 +46,10 @@ pub struct MatchRuntimePlugin;
impl Plugin for MatchRuntimePlugin { impl Plugin for MatchRuntimePlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.rollback_resource_with_clone::<MatchState>() app.rollback_resource_with_clone::<MatchState>()
.checksum_resource_with_hash::<MatchState>() .checksum_resource_with_hash::<MatchState>();
.init_resource::<PauseState>()
.configure_sets(PreUpdate, RunGgrsSystems.run_if(ggrs_should_run))
.add_systems(OnEnter(AppState::InMatch), reset_pause)
.add_systems(OnExit(AppState::InMatch), reset_pause)
.add_systems(
PreUpdate,
toggle_pause
.after(InputSystems)
.before(RunGgrsSystems)
.run_if(in_state(AppState::InMatch)),
);
} }
} }
pub fn ggrs_should_run(pause: Option<Res<PauseState>>) -> bool {
!pause.is_some_and(|pause| pause.paused)
}
fn toggle_pause(
key: Res<ButtonInput<KeyCode>>,
gamepads: Query<&Gamepad>,
session: Res<SessionConfig>,
mut pause: ResMut<PauseState>,
mut virtual_time: ResMut<Time<Virtual>>,
) {
if session.is_multiplayer() {
return;
}
let pressed = key.just_pressed(KeyCode::Escape)
|| gamepads
.iter()
.any(|gamepad| gamepad.just_pressed(GamepadButton::Start));
if !pressed {
return;
}
pause.paused = !pause.paused;
virtual_time.toggle();
}
fn reset_pause(
mut pause: ResMut<PauseState>,
mut virtual_time: ResMut<Time<Virtual>>,
) {
pause.paused = false;
virtual_time.unpause();
}
#[cfg(test)] #[cfg(test)]
mod tests { mod tests {
use super::*; use super::*;
@@ -117,12 +61,10 @@ mod tests {
players: vec![ players: vec![
MatchPlayer { MatchPlayer {
handle: 1, handle: 1,
controller_port: 3,
fighter: FighterId::TestFighter, fighter: FighterId::TestFighter,
}, },
MatchPlayer { MatchPlayer {
handle: 0, handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter, fighter: FighterId::TestFighter,
}, },
], ],
+1 -1
View File
@@ -226,7 +226,7 @@ fn gamepad_input(
input.accept.accumulate(&status); input.accept.accumulate(&status);
} }
MenuInputMapAction::Start => { MenuInputMapAction::Start => {
input.start.accumulate(&status); input.accept.accumulate(&status);
} }
} }
} }
+2 -29
View File
@@ -65,10 +65,7 @@ impl MenuMatchConfig {
let stage = self.stage.ok_or(MenuMatchConfigErrors::StageNotSelected)?; let stage = self.stage.ok_or(MenuMatchConfigErrors::StageNotSelected)?;
let mut players = self.players.iter().collect::<Vec<_>>(); for player in self.players.iter() {
players.sort_unstable_by_key(|player| player.slot);
for (handle, player) in players.into_iter().enumerate() {
let fighter_id = let fighter_id =
player player
.fighter .fighter
@@ -77,8 +74,7 @@ impl MenuMatchConfig {
))?; ))?;
match_players.push(MatchPlayer { match_players.push(MatchPlayer {
fighter: fighter_id, fighter: fighter_id,
handle, handle: player.slot,
controller_port: player.slot,
}); });
} }
@@ -106,27 +102,4 @@ mod tests {
assert_eq!(menu.to_match_config().unwrap().rules, MatchRules::default()); assert_eq!(menu.to_match_config().unwrap().rules, MatchRules::default());
} }
#[test]
fn sparse_controller_ports_get_dense_ggrs_handles() {
let menu = MenuMatchConfig {
stage: Some(StageId::TestStage),
players: vec![
MenuMatchPlayerSlot {
slot: 3,
fighter: Some(FighterId::TestFighter),
},
MenuMatchPlayerSlot {
slot: 0,
fighter: Some(FighterId::TestFighter),
},
],
};
let config = menu.to_match_config().unwrap();
assert_eq!(config.players[0].handle, 0);
assert_eq!(config.players[0].controller_port, 0);
assert_eq!(config.players[1].handle, 1);
assert_eq!(config.players[1].controller_port, 3);
}
} }
-17
View File
@@ -42,15 +42,6 @@ pub enum SessionConfigError {
} }
impl SessionConfig { impl SessionConfig {
/// Returns whether this match has more than one remote participant.
pub fn is_multiplayer(&self) -> bool {
self.players.len() > 1
|| self
.players
.iter()
.any(|player| matches!(player, PlayerConnection::Remote(_)))
}
pub fn from_args(args: &Args, player_count: usize) -> Result<Self, SessionConfigError> { pub fn from_args(args: &Args, player_count: usize) -> Result<Self, SessionConfigError> {
if player_count == 0 { if player_count == 0 {
return Err(SessionConfigError::NoPlayers); return Err(SessionConfigError::NoPlayers);
@@ -205,13 +196,6 @@ mod tests {
config.players, config.players,
[PlayerConnection::Local, PlayerConnection::Local] [PlayerConnection::Local, PlayerConnection::Local]
); );
assert!(config.is_multiplayer());
}
#[test]
fn single_local_player_is_not_multiplayer() {
let config = SessionConfig::from_args(&args(&["game", "--players", "1"]), 1).unwrap();
assert!(!config.is_multiplayer());
} }
#[test] #[test]
@@ -223,7 +207,6 @@ mod tests {
.unwrap(); .unwrap();
assert!(matches!(config.players[0], PlayerConnection::Local)); assert!(matches!(config.players[0], PlayerConnection::Local));
assert!(matches!(config.players[1], PlayerConnection::Remote(_))); assert!(matches!(config.players[1], PlayerConnection::Remote(_)));
assert!(config.is_multiplayer());
} }
#[test] #[test]
-3
View File
@@ -10,8 +10,5 @@ use bevy_ggrs::prelude::*;
#[derive(Default, Component)] #[derive(Default, Component)]
#[require(Rollback, Transform)] #[require(Rollback, Transform)]
pub struct Player { pub struct Player {
/// Dense GGRS session index.
pub handle: usize, pub handle: usize,
/// Port used for port-dependent gameplay such as respawn placement.
pub controller_port: usize,
} }
+3 -4
View File
@@ -17,7 +17,7 @@ use crate::{
}; };
const MAGIC: &[u8; 8] = b"SPRPLY01"; const MAGIC: &[u8; 8] = b"SPRPLY01";
pub const REPLAY_VERSION: u32 = 3; pub const REPLAY_VERSION: u32 = 2;
#[derive(Clone, Copy, Debug, Default, Eq, PartialEq, ValueEnum)] #[derive(Clone, Copy, Debug, Default, Eq, PartialEq, ValueEnum)]
pub enum ReplayFormat { pub enum ReplayFormat {
@@ -140,7 +140,7 @@ fn validate(replay: &Replay) -> Result<(), String> {
)); ));
} }
if replay.players_are_invalid() { if replay.players_are_invalid() {
return Err("replay player handles must be unique".into()); return Err("replay player handles must cover 0..player_count".into());
} }
if replay.frames.is_empty() { if replay.frames.is_empty() {
return Err("replay must contain at least one frame".into()); return Err("replay must contain at least one frame".into());
@@ -185,7 +185,7 @@ impl Replay {
.map(|player| player.handle) .map(|player| player.handle)
.collect(); .collect();
handles.sort_unstable(); handles.sort_unstable();
handles.is_empty() || !handles.into_iter().eq(0..self.match_config.players.len()) handles != (0..handles.len()).collect::<Vec<_>>()
} }
fn frame(&self, frame: i32) -> Option<&ReplayFrame> { fn frame(&self, frame: i32) -> Option<&ReplayFrame> {
@@ -374,7 +374,6 @@ mod tests {
stage: StageId::TestStage, stage: StageId::TestStage,
players: vec![MatchPlayer { players: vec![MatchPlayer {
handle: 0, handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter, fighter: FighterId::TestFighter,
}], }],
rules: MatchRules::Timed { rules: MatchRules::Timed {
+1 -55
View File
@@ -1,11 +1,6 @@
use bevy::{color::palettes::css::RED, prelude::*}; use bevy::{color::palettes::css::RED, prelude::*};
use crate::{ use crate::stage::line::StageCollision;
match_loading::MatchConfig, math::{int::FGi32, vec3::FGVec3}, stage::{
line::StageCollision,
manifest::{StageManifest, StageManifestRegistry},
},
};
pub fn debug_draw_scene(mut gizmos: Gizmos, stage_collision: Res<StageCollision>) { pub fn debug_draw_scene(mut gizmos: Gizmos, stage_collision: Res<StageCollision>) {
for poly in stage_collision.stage_polys.iter() { for poly in stage_collision.stage_polys.iter() {
@@ -21,52 +16,3 @@ pub fn debug_draw_scene(mut gizmos: Gizmos, stage_collision: Res<StageCollision>
} }
} }
} }
pub fn debug_draw_blast_zones(
mut gizmos: Gizmos,
stage_registry: Res<StageManifestRegistry>,
stage_manifests: Res<Assets<StageManifest>>,
match_config: Res<MatchConfig>,
) {
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
return;
};
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
return;
};
let top_left = stage_manifest.blast_zone_top_left.to_vec2();
let bottom_right = stage_manifest.blast_zone_bottom_right.to_vec2();
let center = (top_left + bottom_right) / 2.0;
let size = (bottom_right - top_left).abs();
gizmos.rect(
Vec3::new(center.x, center.y, 0.0),
size,
bevy::color::palettes::css::BLUE,
);
}
pub fn debug_draw_spawn_positions(
mut gizmos: Gizmos,
stage_registry: Res<StageManifestRegistry>,
stage_manifests: Res<Assets<StageManifest>>,
match_config: Res<MatchConfig>,
) {
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
return;
};
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
return;
};
for spawn_point in stage_manifest.spawn_points.iter() {
gizmos.cross(FGVec3::new(spawn_point.x, spawn_point.y, FGi32::ZERO).to_vec3(), 2.0, bevy::color::palettes::css::BLUE);
}
for respawn_point in stage_manifest.respawn_points.iter() {
gizmos.cross(FGVec3::new(respawn_point.x, respawn_point.y, FGi32::ZERO).to_vec3(), 2.0, bevy::color::palettes::css::HOT_PINK);
}
}
+7 -88
View File
@@ -1,4 +1,4 @@
use std::collections::{HashMap, HashSet}; use std::collections::HashMap;
use bevy_asset_loader::asset_collection::AssetCollection; use bevy_asset_loader::asset_collection::AssetCollection;
use ron_asset_manager::prelude::RonAsset; use ron_asset_manager::prelude::RonAsset;
@@ -7,10 +7,14 @@ use strum::IntoEnumIterator;
use strum_macros::EnumIter; use strum_macros::EnumIter;
use crate::{ use crate::{
AppState, game_settings::GameSettings, math::{vec::FGVec2}, stage::{ AppState,
game_settings::GameSettings,
math::vec::FGVec2,
stage::{
StagePoly, StagePoly,
line::{StageCollision, StagePolyLineSegmentType, StagePolyType}, line::{StageCollision, StagePolyLineSegmentType, StagePolyType},
}, texture_reference::TextureReference, },
texture_reference::TextureReference,
}; };
use bevy::prelude::*; use bevy::prelude::*;
@@ -83,17 +87,6 @@ pub struct StageManifest {
pub icon: TextureReference, pub icon: TextureReference,
pub camera: StageCameraProfile, pub camera: StageCameraProfile,
pub polygons: Vec<StagePolyDefinition>, pub polygons: Vec<StagePolyDefinition>,
#[reflect(ignore)]
pub blast_zone_top_left: FGVec2,
#[reflect(ignore)]
pub blast_zone_bottom_right: FGVec2,
#[reflect(ignore)]
pub spawn_points: Vec<FGVec2>,
pub neutral_spawn_point_sets: Vec<Vec<usize>>,
#[reflect(ignore)]
pub respawn_points: Vec<FGVec2>,
} }
#[derive(Resource)] #[derive(Resource)]
@@ -169,13 +162,6 @@ pub fn prepare_stage_manifests(
); );
return; return;
} }
if let Err(error) = manifest.validate_spawn_points() {
fail(
&mut next_state,
&format!("{:?} has invalid spawn points: {error}", manifest.id),
);
return;
}
if registry.insert(manifest.id, handle.clone()).is_some() { if registry.insert(manifest.id, handle.clone()).is_some() {
fail( fail(
&mut next_state, &mut next_state,
@@ -200,73 +186,6 @@ pub fn prepare_stage_manifests(
} }
impl StageManifest { impl StageManifest {
pub fn neutral_spawn_positions(&self, player_count: usize) -> Result<Vec<FGVec2>, String> {
if player_count == 0 {
return Err("a match must contain at least one player".to_owned());
}
let layout = self
.neutral_spawn_point_sets
.get(player_count - 1)
.ok_or_else(|| format!("no spawn layout for {player_count} players"))?;
if layout.len() != player_count {
return Err(format!(
"the {player_count}-player layout contains {} positions",
layout.len()
));
}
layout
.iter()
.map(|&index| {
self.spawn_points.get(index).copied().ok_or_else(|| {
format!("the {player_count}-player layout references spawn point {index}")
})
})
.collect()
}
fn validate_spawn_points(&self) -> Result<(), String> {
if self.spawn_points.is_empty() {
return Err("no spawn points are configured".to_owned());
}
if self.respawn_points.is_empty() {
return Err("no respawn points are configured".to_owned());
}
if self.neutral_spawn_point_sets.is_empty() {
return Err("no neutral spawn layouts are configured".to_owned());
}
for (layout_index, layout) in self.neutral_spawn_point_sets.iter().enumerate() {
let player_count = layout_index + 1;
if layout.len() != player_count {
return Err(format!(
"the {player_count}-player layout contains {} positions",
layout.len()
));
}
let mut unique_indices = HashSet::with_capacity(layout.len());
for &spawn_point_index in layout {
if spawn_point_index >= self.spawn_points.len() {
return Err(format!(
"the {player_count}-player layout references spawn point {spawn_point_index}"
));
}
if !unique_indices.insert(spawn_point_index) {
return Err(format!(
"the {player_count}-player layout uses spawn point {spawn_point_index} more than once"
));
}
}
}
Ok(())
}
pub fn to_collision(&self) -> StageCollision { pub fn to_collision(&self) -> StageCollision {
let stage_polys: Vec<StagePoly> = self let stage_polys: Vec<StagePoly> = self
.polygons .polygons
+3 -11
View File
@@ -10,7 +10,7 @@ pub mod scene;
pub use line::{StagePlaneIntersectResult, StagePoly}; pub use line::{StagePlaneIntersectResult, StagePoly};
use crate::{match_loading::MatchConfig, stage::{line::StageCollision, manifest::StageCameraProfile}}; use crate::stage::{line::StageCollision, manifest::StageCameraProfile};
/// Owns the stage geometry: which scene gets spawned and how it is drawn. /// Owns the stage geometry: which scene gets spawned and how it is drawn.
#[derive(Default)] #[derive(Default)]
@@ -20,17 +20,9 @@ impl Plugin for StagePlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_systems( app.add_systems(
Update, Update,
( debug::debug_draw_scene
(debug::debug_draw_scene
.run_if(resource_exists::<line::StageCollision>) .run_if(resource_exists::<line::StageCollision>)
.run_if(crate::debug_tools::stage_collision_enabled)), .run_if(crate::debug_tools::stage_collision_enabled),
(debug::debug_draw_blast_zones
.run_if(resource_exists::<MatchConfig>)
.run_if(crate::debug_tools::blast_zones_enabled),),
(debug::debug_draw_spawn_positions
.run_if(resource_exists::<MatchConfig>)
.run_if(crate::debug_tools::spawn_positions_enabled),),
),
); );
} }
} }
+2 -53
View File
@@ -3,7 +3,7 @@ use bevy::prelude::*;
use crate::{ use crate::{
AppState, AppState,
match_loading::{MatchConfig, MatchRules}, match_loading::{MatchConfig, MatchRules},
match_runtime::{MatchState, PauseState}, match_runtime::MatchState,
}; };
pub mod battle_ui; pub mod battle_ui;
@@ -11,9 +11,6 @@ pub mod errors;
pub mod fighter_info; pub mod fighter_info;
pub mod stock_icon; pub mod stock_icon;
#[derive(Component)]
pub struct PauseOverlay;
#[derive(Default)] #[derive(Default)]
pub struct InGameUIPlugin; pub struct InGameUIPlugin;
@@ -35,54 +32,6 @@ impl Plugin for InGameUIPlugin {
} }
}), }),
), ),
) );
.add_systems(Update, sync_pause_overlay);
}
}
pub fn sync_pause_overlay(
pause: Res<PauseState>,
overlay: Query<Entity, With<PauseOverlay>>,
mut commands: Commands,
) {
if !pause.is_changed() {
return;
}
if pause.paused {
if overlay.is_empty() {
commands.spawn((
PauseOverlay,
Node {
position_type: PositionType::Absolute,
left: px(0),
right: px(0),
top: px(0),
bottom: px(0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
flex_direction: FlexDirection::Column,
..default()
},
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.7)),
ZIndex(100),
children![
(
Text::new("Paused"),
TextFont::from_font_size(crate::menus::style::H1_SIZE as f32),
TextColor(Color::WHITE),
),
(
Text::new("Press Esc or Start to resume"),
TextFont::from_font_size(crate::menus::style::TEXT_SIZE as f32),
TextColor(Color::WHITE),
),
],
));
}
} else {
for entity in &overlay {
commands.entity(entity).despawn();
}
} }
} }