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Author SHA1 Message Date
EIREXE 8e5babbaa9 Fix GameCube poll thread shutdown and backoff
CI / build-and-test (pull_request) Successful in 1m30s
CI / production-build (pull_request) Successful in 10m5s
2026-09-24 19:00:08 +00:00
47 changed files with 448 additions and 1941 deletions
+5 -9
View File
@@ -5,7 +5,7 @@ use bevy_ggrs::GgrsFrameTiming;
use crate::{
debug_tools::DebugSettings,
fighter::{manifest::FighterManifest, motion::{sample_presentation_translation_with_snap, FighterPresentationSnap}},
fighter::{manifest::FighterManifest, motion::sample_presentation_translation},
stage::manifest::StageCameraProfile,
};
@@ -313,7 +313,6 @@ fn update_match_camera(
&crate::fighter::motion::FighterPreviousTranslation,
&crate::fighter::Fighter,
&crate::fighter::FighterFacingDirection,
&FighterPresentationSnap,
&mut FighterCameraExtents,
),
With<crate::player::Player>,
@@ -330,17 +329,16 @@ fn update_match_camera(
let subjects = fighters
.iter_mut()
.map(
|(translation, previous_translation, fighter, facing, presentation_snap, mut extents)| {
|(translation, previous_translation, fighter, facing, mut extents)| {
let manifest = manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
fighter_subject_bounds(
sample_presentation_translation_with_snap(
sample_presentation_translation(
*previous_translation,
*translation,
timing.overstep_fraction(),
debug_settings.motion_sampling,
*presentation_snap,
),
manifest.camera,
*facing,
@@ -467,7 +465,6 @@ fn debug_draw_camera(
&crate::fighter::motion::FighterPreviousTranslation,
&crate::fighter::Fighter,
&crate::fighter::FighterFacingDirection,
&FighterPresentationSnap,
&FighterCameraExtents,
),
With<crate::player::Player>,
@@ -489,16 +486,15 @@ fn debug_draw_camera(
Color::srgb(1.0, 0.5, 0.0),
);
draw_rectangle(&mut gizmos, camera.frame, Color::srgb(1.0, 1.0, 0.0));
for (translation, previous_translation, fighter, _facing, presentation_snap, extents) in &fighters {
for (translation, previous_translation, fighter, _facing, extents) in &fighters {
let manifest = manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
let center = sample_presentation_translation_with_snap(
let center = sample_presentation_translation(
*previous_translation,
*translation,
timing.overstep_fraction(),
debug_settings.motion_sampling,
*presentation_snap,
) + Vec2::Y * manifest.camera.vertical_origin_offset.to_num::<f32>();
draw_rectangle(
&mut gizmos,
+4 -23
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@@ -3,9 +3,11 @@
use std::{collections::HashMap, time::Duration};
use bevy::{
camera::{CameraOutputMode, visibility::RenderLayers}, input::InputSystems, prelude::*, render::render_resource::BlendState, settings::{ReflectSettingsGroup, SaveSettingsDeferred, SettingsGroup},
input::InputSystems,
prelude::*,
settings::{ReflectSettingsGroup, SaveSettingsDeferred, SettingsGroup},
};
use bevy_egui::{EguiContexts, EguiGlobalSettings, EguiPrimaryContextPass, PrimaryEguiContext, egui};
use bevy_egui::{EguiContexts, EguiPrimaryContextPass, egui};
use bevy_ggrs::{RollbackFrameRate, RunGgrsSystems};
use enum_cycling::EnumCycle;
use enum_cycling_derive::EnumCycle;
@@ -395,7 +397,6 @@ impl Plugin for DebugToolsPlugin {
.before(RunGgrsSystems)
.run_if(in_state(AppState::InMatch)),
)
.add_systems(Startup, spawn_egui_camera)
.add_systems(PreUpdate, restore_frame_step_time.after(RunGgrsSystems))
.add_systems(
Update,
@@ -407,26 +408,6 @@ impl Plugin for DebugToolsPlugin {
}
}
pub fn spawn_egui_camera(mut commands: Commands, mut egui_global_settings: ResMut<EguiGlobalSettings>,) {
egui_global_settings.auto_create_primary_context = false;
commands.spawn((
// The `PrimaryEguiContext` component requires everything needed to render a primary context.
PrimaryEguiContext,
Camera2d,
// Setting RenderLayers to none makes sure we won't render anything apart from the UI.
RenderLayers::none(),
Camera {
order: 2,
output_mode: CameraOutputMode::Write {
blend_state: Some(BlendState::ALPHA_BLENDING),
clear_color: ClearColorConfig::None,
},
clear_color: ClearColorConfig::Custom(Color::NONE),
..default()
},
));
}
fn player_handles(players: &Query<&Player>) -> Vec<usize> {
let mut handles = players
.iter()
+11 -17
View File
@@ -1,22 +1,12 @@
use bevy::prelude::*;
use crate::{
camera::MatchCamera,
fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake,
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState,
FighterTranslation, FighterVelocity,
animation::FighterAnimationFrame,
attack::{
camera::MatchCamera, fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation, FighterVelocity, Grounded, animation::FighterAnimationFrame, attack::{
FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
FighterSolvedHurtboxes, FighterStaleMoveQueue,
},
baked_animation::FighterBoneMatrices,
state::FighterState,
},
input::FighterInput,
player::Player,
stage::line::StageCollision,
}, baked_animation::FighterBoneMatrices, state::FighterState,
}, input::FighterInput, player::Player, stage::line::StageCollision,
};
#[derive(Resource, Default)]
@@ -54,7 +44,7 @@ struct FighterCheckpoint {
hitboxes: FighterHitboxes,
solved_hurtboxes: FighterSolvedHurtboxes,
bone_matrices: FighterBoneMatrices,
surface: FighterSurfaceState,
grounded: bool,
}
pub(super) fn save_or_restore(world: &mut World) {
@@ -153,7 +143,11 @@ pub(super) fn save_or_restore(world: &mut World) {
entity.insert(saved.hitboxes.clone());
entity.insert(saved.solved_hurtboxes.clone());
entity.insert(saved.bone_matrices.clone());
entity.insert(saved.surface.clone());
if saved.grounded {
entity.insert(Grounded);
} else {
entity.remove::<Grounded>();
}
}
world.insert_resource(checkpoint.pending_hits.clone());
world.insert_resource(checkpoint.stage_collision);
@@ -187,7 +181,7 @@ fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
hitboxes: fighter.get::<FighterHitboxes>()?.clone(),
solved_hurtboxes: fighter.get::<FighterSolvedHurtboxes>()?.clone(),
bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(),
surface: fighter.get::<FighterSurfaceState>()?.clone(),
grounded: fighter.contains::<Grounded>(),
})
}
-5
View File
@@ -84,11 +84,6 @@ pub enum AnimKind {
AirDodge,
Fall,
Turn,
CrouchEnter,
CrouchIdle,
CrouchExit,
PlatformPass,
FlinchGround,
FlinchAir,
+1
View File
@@ -605,6 +605,7 @@ impl Plugin for FighterAttackPlugin {
intersect_attacks_with_hurtboxes,
)
.chain()
.after(crate::fighter::baked_animation::update_fighter_bone_matrices)
.in_set(GameplaySet::Attacks),
);
}
+2 -5
View File
@@ -219,7 +219,6 @@ mod tests {
second.translate(FGVec3::lit("0", "3", "0"));
let mut matrices = FighterBoneMatrices::default();
matrices.set_pose(
AnimKind::Wait,
&["root".into(), "hand".into()],
&[None, Some(0)],
&[first, second],
@@ -240,7 +239,6 @@ mod tests {
hand.translate(FGVec3::lit("0", "3", "0"));
let mut matrices = FighterBoneMatrices::default();
matrices.set_pose(
AnimKind::Wait,
&["root".into(), "hand".into()],
&[None, Some(0)],
&[root, hand],
@@ -268,9 +266,9 @@ mod tests {
let parents = [None, Some(0)];
let pose = [FixedMat4::IDENTITY, FixedMat4::IDENTITY];
matrices.set_pose(AnimKind::Wait, &names, &parents, &pose, FGi32::ONE);
matrices.set_pose(&names, &parents, &pose, FGi32::ONE);
let capacities = matrices.buffer_capacities();
matrices.set_pose(AnimKind::Wait, &names, &parents, &pose, FGi32::ONE);
matrices.set_pose(&names, &parents, &pose, FGi32::ONE);
assert_eq!(capacities, matrices.buffer_capacities());
}
@@ -283,7 +281,6 @@ mod tests {
hand.translate(FGVec3::lit("0", "2", "0"));
let mut matrices = FighterBoneMatrices::default();
matrices.set_pose(
AnimKind::Wait,
&["root".into(), "hand".into()],
&[None, Some(0)],
&[root, hand],
-18
View File
@@ -71,7 +71,6 @@ pub struct FighterBoneMatrices {
local_matrices: Vec<FixedMat4>,
previous_local_matrices: Vec<FixedMat4>,
model_matrices: Vec<Option<FixedMat4>>,
presentation_kind: Option<AnimKind>,
}
#[derive(Component, Clone, Debug, Default)]
@@ -89,12 +88,6 @@ impl FighterBoneMatrices {
]
}
pub fn get_by_idx(&self, index: usize) -> Option<(FixedMat4, FixedMat4)> {
Some((
*self.previous_frame_matrices.get(index)?,
*self.matrices.get(index)?,
))
}
pub fn get(&self, bone: &str) -> Option<(FixedMat4, FixedMat4)> {
let index = self.bone_names.iter().position(|name| name == bone)?;
Some((
@@ -139,7 +132,6 @@ impl FighterBoneMatrices {
}
pub(super) fn set_pose(
&mut self,
kind: AnimKind,
bone_names: &[String],
parents: &[Option<usize>],
local: &[FixedMat4],
@@ -168,7 +160,6 @@ impl FighterBoneMatrices {
self.previous_local_matrices.reserve(local.len());
self.model_matrices.reserve(local.len());
std::mem::swap(&mut self.matrices, &mut self.previous_frame_matrices);
let animation_changed = self.presentation_kind != Some(kind);
std::mem::swap(&mut self.local_matrices, &mut self.previous_local_matrices);
self.local_matrices.clear();
self.local_matrices.extend_from_slice(local);
@@ -192,14 +183,6 @@ impl FighterBoneMatrices {
model_scale.mul(matrix.expect("baked bone hierarchy should be valid"))
}),
);
// A state transition is a discontinuity, not an animation frame to
// interpolate from the previous clip. Keep the presentation pose at
// the new clip's first/current frame immediately.
if animation_changed {
self.previous_local_matrices
.clone_from(&self.local_matrices);
}
self.presentation_kind = Some(kind);
}
}
@@ -229,7 +212,6 @@ pub fn update_fighter_bone_matrices(
.get(&fighter.manifest)
.expect("fighter manifest should be loaded before the match starts");
matrices.set_pose(
frame.kind,
&baked.bone_names,
&baked.parents,
pose,
+1 -138
View File
@@ -4,7 +4,7 @@ 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::{StageCollision, StageLineID, StagePolyType};
use crate::stage::line::{StageCollision, StageLineID};
/*
pub fn collide_fighter_with_scene(
fighters: Query<(&FighterECB, &mut FighterVelocity, &mut FighterTranslation)>,
@@ -44,8 +44,6 @@ pub fn air_collide_with_stage(
prev_ecb: &FighterPreviousECB,
ecb: &FighterECB,
stage_collision: &StageCollision,
ignored_polys: &[usize],
ignore_soft_platforms: bool,
) -> Option<AirCollisionWithStageResult> {
let ray_segment = FGSegment2d::new(
prev_translation.0 + prev_ecb.get_bottom_point(),
@@ -56,10 +54,6 @@ pub fn air_collide_with_stage(
.stage_polys
.iter()
.enumerate()
.filter(|(poly_idx, poly)| {
!ignored_polys.contains(poly_idx)
&& !(ignore_soft_platforms && matches!(poly.poly_type, StagePolyType::Platform))
})
.filter_map(|(poly_idx, poly)| {
poly.intersect_ray(ray_segment).map(|intersect_result| {
(
@@ -82,134 +76,3 @@ pub fn air_collide_with_stage(
.max_by(|(_, a), (_, b)| a.cmp(b))
.map(|(result, _)| result)
}
#[cfg(test)]
mod tests {
use super::*;
use crate::fighter::ecb::{FighterECB, FighterPreviousECB};
use crate::stage::line::{StagePoly, StagePolyLineSegmentType, StagePolyType};
fn horizontal_platform(y: &str) -> StagePoly {
StagePoly::build(
StagePolyType::Platform,
&[
(FGVec2::lit("-2", y), StagePolyLineSegmentType::Floor),
(FGVec2::lit("2", y), StagePolyLineSegmentType::Floor),
],
)
}
fn solid_floor() -> StagePoly {
StagePoly::build(
StagePolyType::Closed,
&[
(FGVec2::lit("-2", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("2", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("2", "-2"), StagePolyLineSegmentType::Wall),
(FGVec2::lit("-2", "-2"), StagePolyLineSegmentType::Wall),
],
)
}
#[test]
fn airborne_collision_skips_ignored_polygons() {
let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0"), horizontal_platform("1")],
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let translation = FighterTranslation(FGVec2::lit("0", "-1"));
let previous_ecb = FighterPreviousECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let ecb = FighterECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let collision = air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&stage_collision,
&[1],
false,
)
.expect("the non-ignored platform should still be collidable");
assert_eq!(collision.line_id.polygon, 0);
assert_eq!(collision.hit_position, FGVec2::lit("0", "0"));
}
#[test]
fn airborne_collision_skips_soft_platforms_while_passing_down() {
let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0")],
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let translation = FighterTranslation(FGVec2::lit("0", "-1"));
let previous_ecb = FighterPreviousECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let ecb = FighterECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
assert!(air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&stage_collision,
&[],
true,
)
.is_none());
}
#[test]
fn airborne_collision_still_hits_solid_floors_while_passing_down() {
let stage_collision = StageCollision {
stage_polys: vec![solid_floor()],
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let translation = FighterTranslation(FGVec2::lit("0", "-1"));
let previous_ecb = FighterPreviousECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let ecb = FighterECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let collision = air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&stage_collision,
&[],
true,
)
.expect("solid floors remain collidable while passing down");
assert_eq!(collision.line_id.polygon, 0);
assert_eq!(collision.hit_position, FGVec2::lit("0", "0"));
}
}
+27 -59
View File
@@ -1,9 +1,10 @@
//! Fighter debug views: gizmos and the egui inspector window.
use std::sync::OnceLock;
use bevy::color::palettes::css::{ORANGE, ORANGE_RED, WHITE};
use bevy::prelude::*;
use bevy_egui::{egui, EguiContexts};
use bevy::color::palettes::css::ORANGE;
use bevy::{color::palettes::css::YELLOW, prelude::*};
use bevy_egui::{EguiContexts, egui};
use crate::debug_tools::{DebugSettings, FighterDebugRowKind};
use crate::fighter::animation::FighterAnimationFrame;
@@ -14,19 +15,18 @@ use crate::fighter::attack::{
use crate::fighter::baked_animation::{BakedFighterAnimations, FighterBoneMatrices};
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::errors::FighterErrors;
use crate::fighter::hurtbox::FixedAffineCapsule;
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::{
Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterPreviousTranslation,
FighterTranslation, FighterVelocity,
};
use crate::filled_gizmos::FilledGizmos;
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::math::int::FGi32;
use crate::math::vec::FGVec2;
use crate::math::vec3::FGVec3;
use crate::player::Player;
pub fn debug_draw_ecb(
@@ -37,27 +37,17 @@ pub fn debug_draw_ecb(
&FighterPreviousTranslation,
)>,
mut gizmos: Gizmos,
mut filled_gizmos: FilledGizmos,
) {
for (ecb, trf, ecb_prev, trf_prev) in ecbs {
gizmos.cross(
FGVec3::new(trf.0.x, trf.0.y, FGi32::ZERO).to_vec3(),
2.0,
bevy::color::palettes::css::BLUE,
);
let 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 =
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, WHITE);
gizmos.lineloop(transformed, YELLOW);
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(
@@ -163,17 +153,10 @@ pub fn fighter_debug(
Ok(())
}
pub fn animation_debug(
query: Query<(
&FighterTranslation,
&FighterFacingDirection,
&FighterBoneMatrices,
)>,
mut gizmos: Gizmos,
) {
for (global_transform, facing_dir, matrices) in query {
let global_transform = global_transform.get_3d_transform(facing_dir);
let marker_transform = global_transform.to_mat4();
pub fn animation_debug(query: Query<(&GlobalTransform, &FighterBoneMatrices)>, mut gizmos: Gizmos) {
for (global_transform, matrices) in query {
let (_, rotation, translation) = global_transform.to_scale_rotation_translation();
let marker_transform = Transform::from_translation(translation).with_rotation(rotation);
for (_, matrix) in matrices.iter() {
let pos = marker_transform.transform_point(Vec3::new(
matrix.cols[3][0].to_num(),
@@ -186,23 +169,15 @@ pub fn animation_debug(
}
}
pub fn hurtbox_debug(
query: Query<&FighterSolvedHurtboxes>,
mut filled_gizmos: FilledGizmos,
) {
pub fn hurtbox_debug(query: Query<&FighterSolvedHurtboxes>, mut gizmos: Gizmos) {
for hurtboxes in &query {
for hurtbox in &hurtboxes.0 {
filled_gizmos.affine_capsule(
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),
);
draw_affine_capsule(&mut gizmos, hurtbox.capsule, YELLOW);
}
}
}
/*fn draw_affine_capsule(
fn draw_affine_capsule(
gizmos: &mut Gizmos,
capsule: FixedAffineCapsule,
color: impl Into<Color> + Copy,
@@ -224,9 +199,9 @@ pub fn hurtbox_debug(
for &(start, end) in &wireframe.lines {
gizmos.line(vertices[start], vertices[end], color);
}
}*/
}
/*struct CapsuleWireVertex {
struct CapsuleWireVertex {
direction: Vec3,
center_sign: f32,
}
@@ -234,9 +209,9 @@ pub fn hurtbox_debug(
struct CapsuleWireframe {
vertices: Vec<CapsuleWireVertex>,
lines: Vec<(usize, usize)>,
}*/
}
/*fn capsule_wireframe() -> &'static CapsuleWireframe {
fn capsule_wireframe() -> &'static CapsuleWireframe {
const RESOLUTION: usize = 16;
const HEMISPHERE_STEPS: usize = 4;
static WIREFRAME: OnceLock<CapsuleWireframe> = OnceLock::new();
@@ -317,7 +292,7 @@ struct CapsuleWireframe {
CapsuleWireframe { vertices, lines }
})
}*/
}
#[cfg(test)]
mod capsule_debug_tests {
@@ -337,7 +312,7 @@ mod capsule_debug_tests {
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() {
let wireframe = capsule_wireframe();
let lower: Vec<_> = wireframe
@@ -355,7 +330,7 @@ mod capsule_debug_tests {
assert!(upper.iter().all(|vertex| vertex.direction.y >= 0.0));
assert!(lower.iter().any(|vertex| vertex.direction == Vec3::NEG_Y));
assert!(upper.iter().any(|vertex| vertex.direction == Vec3::Y));
}*/
}
}
pub fn attack_debug(
@@ -367,7 +342,6 @@ pub fn attack_debug(
&FighterAnimationFrame,
)>,
mut gizmos: Gizmos,
mut filled_gizmos: FilledGizmos,
) {
for (hitboxes, _matrices, _translation, _facing_direction, _frame) in query {
if let Some(active_attack) = &hitboxes.0 {
@@ -394,12 +368,6 @@ pub fn attack_debug(
capsule_draw_trf.to_isometry(),
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(end, 1.0, bevy::color::palettes::css::GREEN);
+48 -100
View File
@@ -1,44 +1,28 @@
use bevy::prelude::*;
use crate::{
fighter::{
FighterFacingDirection, FighterSurfaceState, FighterTranslation,
baked_animation::FighterBoneMatrices,
}, math::{int::FGi32, vec::FGVec2},
};
use crate::math::{int::FGi32, vec::FGVec2};
/// Environment collision box: the diamond used to resolve a fighter against
/// the stage. Purely geometry — the collision response lives in
/// [`super::collision`].
#[derive(Component, Debug, Clone, Copy, Hash, Default)]
#[derive(Component, Debug, Clone, Copy, Hash)]
#[require(FighterPreviousECB)]
pub struct FighterECB {
pub top: FGVec2,
pub bottom: FGVec2,
pub left: FGVec2,
pub right: FGVec2,
}
#[derive(Component, Debug, Clone)]
pub struct FighterECBBoneIndices {
pub indices: Vec<usize>,
pub vertical_half: FGi32,
pub horizontal_half: FGi32,
}
#[derive(Component, Debug, Clone, Copy, Default, Hash)]
pub struct FighterPreviousECB {
pub top: FGVec2,
pub bottom: FGVec2,
pub left: FGVec2,
pub right: FGVec2,
pub vertical_half: FGi32,
pub horizontal_half: FGi32,
}
impl From<FighterECB> for FighterPreviousECB {
fn from(ecb: FighterECB) -> Self {
Self {
top: ecb.top,
bottom: ecb.bottom,
left: ecb.left,
right: ecb.right,
vertical_half: ecb.vertical_half,
horizontal_half: ecb.horizontal_half,
}
}
}
@@ -51,85 +35,53 @@ pub fn snapshot_fighter_ecb(fighters: Query<(&FighterECB, &mut FighterPreviousEC
impl FighterECB {
pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
[self.top, self.right, self.bottom, self.left]
.map(|point| trf.transform_point(Vec3::new(point.x.to_num(), point.y.to_num(), 0.0)))
let rel_up = trf.transform_point(Vec3::new(
0.0,
(self.vertical_half + self.vertical_half).to_num(),
0.0,
));
let rel_down = trf.transform_point(Vec3::new(0.0, 0.0, 0.0));
let rel_left = trf.transform_point(Vec3::new(
(-self.horizontal_half).to_num(),
self.vertical_half.to_num(),
0.0,
));
let rel_right = trf.transform_point(Vec3::new(
self.horizontal_half.to_num(),
self.vertical_half.to_num(),
0.0,
));
[rel_up, rel_right, rel_down, rel_left]
}
pub fn get_bottom_point(&self) -> FGVec2 {
self.bottom
FGVec2::new(FGi32::ZERO, FGi32::ZERO)
}
}
impl FighterPreviousECB {
pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
[self.top, self.right, self.bottom, self.left]
.map(|point| trf.transform_point(Vec3::new(point.x.to_num(), point.y.to_num(), 0.0)))
let rel_up = trf.transform_point(Vec3::new(
0.0,
(self.vertical_half + self.vertical_half).to_num(),
0.0,
));
let rel_down = trf.transform_point(Vec3::new(0.0, 0.0, 0.0));
let rel_left = trf.transform_point(Vec3::new(
(-self.horizontal_half).to_num(),
self.vertical_half.to_num(),
0.0,
));
let rel_right = trf.transform_point(Vec3::new(
self.horizontal_half.to_num(),
self.vertical_half.to_num(),
0.0,
));
[rel_up, rel_right, rel_down, rel_left]
}
pub fn get_bottom_point(&self) -> FGVec2 {
self.bottom
}
}
pub fn update_ecb(
query: Query<(
&mut FighterECB,
&FighterSurfaceState,
&FighterECBBoneIndices,
&FighterBoneMatrices,
&FighterTranslation,
&FighterFacingDirection,
)>,
) {
for (mut ecb, surface_state, bone_indices, bone_matrices, translation, facing_dir) in query {
let trf = translation.get_3d_transform(facing_dir);
let transformed_ecb_bones = bone_indices.indices.iter().filter_map(|idx| {
let Some((_, bone_matrix)) = bone_matrices.get_by_idx(*idx) else {
return None;
};
let pt = trf.transform_point(bone_matrix.get_translation());
Some(FGVec2::new(pt.x, pt.y) - translation.0)
}).collect::<Vec<_>>();
let max_x = transformed_ecb_bones.iter().max_by(|a, b| a.x.cmp(&b.x)).map(|final_val| final_val.x).unwrap_or(FGi32::lit("0.5"));
let min_x = transformed_ecb_bones.iter().min_by(|a, b| a.x.cmp(&b.x)).map(|final_val| final_val.x).unwrap_or(FGi32::lit("-0.5"));
let max_y = transformed_ecb_bones.iter().max_by(|a, b| a.y.cmp(&b.y)).map(|final_val| final_val.y).unwrap_or(FGi32::lit("0.5"));
let min_y = transformed_ecb_bones.iter().min_by(|a, b| a.y.cmp(&b.y)).map(|final_val| final_val.y).unwrap_or(FGi32::lit("-0.5"));
let midpoint_height = (max_y + min_y) / FGi32::lit("2.0");
let top = FGVec2::new(FGi32::ZERO, max_y);
let bottom = FGVec2::new(FGi32::ZERO, min_y);
let left = FGVec2::new(min_x, midpoint_height);
let right = FGVec2::new(max_x, midpoint_height);
let ecb_lock_frames_remaining = if let FighterSurfaceState::Airborne { ecb_lock_frames_remaining, .. } = surface_state {
*ecb_lock_frames_remaining
} else {
0
};
ecb.top = top;
if ecb_lock_frames_remaining == 0 {
ecb.bottom = bottom;
}
ecb.left = left;
ecb.right = right;
if surface_state.is_grounded() {
ecb.bottom = FGVec2::ZERO;
}
}
}
pub fn decrement_ecb_lockout(surface_states: Query<&mut FighterSurfaceState>) {
for mut state in surface_states {
state.tick_ecb_lock();
state.tick_ignored_polygons();
FGVec2::new(FGi32::ZERO, FGi32::ZERO)
}
}
@@ -140,16 +92,12 @@ mod tests {
#[test]
fn previous_ecb_copies_current_dimensions() {
let current = FighterECB {
bottom: FGVec2::lit("0.0", "-0.5"),
top: FGVec2::lit("0.0", "0.5"),
left: FGVec2::lit("-0.5", "0.0"),
right: FGVec2::lit("0.5", "0.0"),
vertical_half: FGi32::lit("0.5"),
horizontal_half: FGi32::lit("0.25"),
};
let previous = FighterPreviousECB::from(current);
assert_eq!(previous.top, current.top);
assert_eq!(previous.bottom, current.bottom);
assert_eq!(previous.left, current.left);
assert_eq!(previous.right, current.right);
assert_eq!(previous.vertical_half, current.vertical_half);
assert_eq!(previous.horizontal_half, current.horizontal_half);
}
}
-1
View File
@@ -65,7 +65,6 @@ pub struct FighterManifest {
pub animations: HashMap<AnimKind, String>,
pub attack_scripts: HashMap<AttackKind, String>,
pub hurtboxes: Vec<FighterHurtbox>,
pub ecb_bones: Vec<String>,
}
#[derive(Resource)]
+16 -32
View File
@@ -18,7 +18,6 @@ pub mod hurtbox;
pub mod manifest;
pub mod motion;
pub mod state;
pub mod surface;
pub mod visual;
// The fighter components are re-exported so the rest of the crate can say
@@ -29,10 +28,9 @@ pub use attributes::FighterAttributes;
pub use ecb::FighterECB;
pub use manifest::FighterId;
pub use motion::{
FighterPresentationSnap, FighterPreviousFacingDirection, FighterPreviousTranslation,
FighterTranslation, FighterVelocity,
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation,
FighterVelocity, Grounded,
};
pub use surface::FighterSurfaceState;
use crate::{
AppState, fighter::{
@@ -40,7 +38,7 @@ use crate::{
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
FighterStaleMoveQueue,
}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, ecb::FighterECBBoneIndices, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::FighterAnimations,
}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::FighterAnimations,
}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
};
use state::state_interrupt_system;
@@ -60,14 +58,14 @@ pub enum FighterFacingDirection {
pub enum FighterHitstopShakeKind {
#[default]
Horizontal,
Vertical,
Vertical
}
#[derive(Component, Copy, Clone, Hash, Debug, PartialEq, Reflect, Default)]
pub enum FighterHitstopShakeRole {
#[default]
Attacker,
Receiver,
Receiver
}
#[derive(Component, Default, Copy, Clone, Hash)]
@@ -75,7 +73,7 @@ pub struct FighterHitstopShake {
pub remaining_frames: u32,
pub total_frames: u32,
pub kind: FighterHitstopShakeKind,
pub role: FighterHitstopShakeRole,
pub role: FighterHitstopShakeRole
}
#[derive(Component, Default, Copy, Clone, Hash)]
@@ -135,7 +133,7 @@ pub struct FighterVisual;
FighterPendingHitReaction,
FighterHitstop,
FighterKnockbackVelocity,
FighterTranslation
FighterTranslation,
)]
pub struct Fighter {
pub manifest: Handle<FighterManifest>,
@@ -148,10 +146,6 @@ impl Plugin for FighterPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(FighterAttackPlugin)
// Every state gets a chance to interrupt itself, in priority order.
.add_systems(
GgrsSchedule,
motion::clear_fighter_presentation_snaps.in_set(GameplaySet::Input),
)
.add_systems(
GgrsSchedule,
(
@@ -176,15 +170,10 @@ impl Plugin for FighterPlugin {
)*/
.add_systems(
GgrsSchedule,
(
(ecb::update_ecb, ecb::decrement_ecb_lockout, state::state_collision_interrupt_system).chain(),
baked_animation::update_fighter_bone_matrices,
)
.chain()
.in_set(GameplaySet::Collision),
state::state_collision_interrupt_system.in_set(GameplaySet::Collision),
)
.add_systems(
PostUpdate,
Update,
(
motion::apply_fighter_translation_to_visuals,
animation::apply_animation,
@@ -207,14 +196,12 @@ impl Plugin for FighterPlugin {
.checksum_component_with_hash::<FighterTranslation>()
.rollback_component_with_copy::<FighterPreviousTranslation>()
.checksum_component_with_hash::<FighterPreviousTranslation>()
.rollback_component_with_copy::<FighterPresentationSnap>()
.checksum_component_with_hash::<FighterPresentationSnap>()
.rollback_component_with_copy::<FighterPreviousFacingDirection>()
.checksum_component_with_hash::<FighterPreviousFacingDirection>()
.rollback_component_with_copy::<animation::FighterAnimationFrame>()
.checksum_component_with_hash::<animation::FighterAnimationFrame>()
.rollback_component_with_clone::<FighterSurfaceState>()
.checksum_component_with_hash::<FighterSurfaceState>()
.rollback_component_with_copy::<Grounded>()
.checksum_component_with_hash::<Grounded>()
.rollback_component_with_copy::<FighterFacingDirection>()
.rollback_component_with_copy::<FighterDamage>()
.checksum_component_with_hash::<FighterDamage>()
@@ -272,7 +259,7 @@ pub struct FighterActiveAttack {
pub active_hitboxes: Vec<usize>,
pub solved_hitboxes: Vec<attack::FighterSolvedHitbox>,
pub hit_fighters: Vec<Entity>,
pub stalled: bool,
pub stalled: bool
}
#[derive(Component, Clone, Debug, Default, Hash)]
@@ -287,7 +274,6 @@ pub fn spawn_fighter(
animations: FighterAnimations,
attack_scripts: FighterAttackScriptAssets,
visual_root: WorldAssetRoot,
ecb_bone_indices: Vec<usize>,
) -> Entity {
commands
.spawn((
@@ -298,20 +284,18 @@ pub fn spawn_fighter(
Fighter { manifest: manifest },
FighterFacingDirection::Right,
FighterPreviousFacingDirection(FighterFacingDirection::Right),
FighterSurfaceState::default(),
Transform::from_scale(Vec3::splat(model_scale.to_num())),
(
FighterECB::default(),
FighterECB {
vertical_half: FGi32::lit("5.0"),
horizontal_half: FGi32::lit("2.5"),
},
FighterHitboxes::default(),
FighterECBBoneIndices {
indices: ecb_bone_indices
}
),
(
FighterVelocity::default(),
FighterTranslation(spawn_position),
FighterPreviousTranslation(spawn_position),
FighterPresentationSnap::default(),
),
visual_root,
animations,
+17 -62
View File
@@ -5,27 +5,25 @@ use bevy::prelude::*;
use bevy_ggrs::GgrsFrameTiming;
use crate::debug_tools::PresentationMotionMode;
use crate::fighter::FighterHitstopShake;
use crate::fighter::{FighterHitstopShake};
use crate::game_settings::GameSettings;
use crate::{
fighter::{FighterFacingDirection, baked_animation::FixedMat4},
fighter::{FighterECB, FighterFacingDirection, baked_animation::FixedMat4},
math::{int::FGi32, vec::FGVec2, vec3::FGVec3},
};
#[derive(Component, Clone, Copy, Hash)]
pub struct FighterPreviousFacingDirection(pub FighterFacingDirection);
#[derive(Component, Clone, Copy, Hash)]
pub struct Grounded;
#[derive(Component, Deref, DerefMut, Default, Debug, Clone, Copy, Hash)]
pub struct FighterVelocity(pub FGVec2);
#[derive(Component, Deref, DerefMut, Default, Clone, Copy, Hash)]
pub struct FighterPreviousTranslation(pub FGVec2);
/// Marks a simulation frame whose position changed discontinuously for
/// presentation purposes (for example, a landing correction).
#[derive(Component, Default, Clone, Copy, Hash, Debug, PartialEq, Eq)]
pub struct FighterPresentationSnap(pub bool);
#[derive(Component, Deref, DerefMut, Default, Clone, Copy, Hash)]
#[require(FighterPreviousTranslation)]
pub struct FighterTranslation(pub FGVec2);
@@ -57,31 +55,11 @@ pub fn sample_presentation_translation(
}
}
pub fn sample_presentation_translation_with_snap(
previous: FighterPreviousTranslation,
current: FighterTranslation,
overstep_fraction: f32,
mode: PresentationMotionMode,
snapped: FighterPresentationSnap,
) -> Vec2 {
if snapped.0 {
Vec2::new(current.x.to_num(), current.y.to_num())
} else {
sample_presentation_translation(previous, current, overstep_fraction, mode)
}
}
pub fn clear_fighter_presentation_snaps(mut fighters: Query<&mut FighterPresentationSnap>) {
for mut snap in &mut fighters {
snap.0 = false;
}
}
pub fn apply_fighter_translation_to_visuals(
query: Query<(
&FighterTranslation,
&FighterPreviousTranslation,
&FighterPresentationSnap,
&FighterECB,
&FighterHitstopShake,
&mut Transform,
)>,
@@ -90,43 +68,33 @@ pub fn apply_fighter_translation_to_visuals(
game_settings: Res<GameSettings>,
) {
let overstep_fraction = timing.overstep_fraction();
for (translation, previous_translation, presentation_snap, hitstop_shake, mut transform) in query {
let translation = sample_presentation_translation_with_snap(
for (translation, previous_translation, ecb, hitstop_shake, mut transform) in query {
let translation = sample_presentation_translation(
*previous_translation,
*translation,
overstep_fraction,
debug_settings.motion_sampling,
*presentation_snap,
);
let bottom = ecb.get_bottom_point();
transform.translation = Vec3::new(
translation.x,
translation.y,
translation.x + bottom.x.to_num::<f32>(),
translation.y + bottom.y.to_num::<f32>(),
0.0,
);
if hitstop_shake.remaining_frames > 0
&& hitstop_shake.total_frames > 0
&& !game_settings.fighter_common.visual_shake_table.is_empty()
{
if hitstop_shake.remaining_frames > 0 && hitstop_shake.total_frames > 0 && !game_settings.fighter_common.visual_shake_table.is_empty() {
let total = hitstop_shake.total_frames as f32;
let curr = hitstop_shake.remaining_frames as f32;
let elapsed = 1.0 - curr / total;
let access_index = (hitstop_shake.remaining_frames as usize)
% game_settings.fighter_common.visual_shake_table.len();
let access_index = (hitstop_shake.remaining_frames as usize) % game_settings.fighter_common.visual_shake_table.len();
let shake_multiplier = match hitstop_shake.role {
super::FighterHitstopShakeRole::Attacker => {
game_settings
.fighter_common
.attacker_visual_shake_multiplier
}
super::FighterHitstopShakeRole::Attacker => game_settings.fighter_common.attacker_visual_shake_multiplier,
super::FighterHitstopShakeRole::Receiver => 1.0,
};
let shake_amount: f32 =
1.0 - EaseFunction::QuinticIn.sample(elapsed).unwrap_or_default();
let shake_amount = game_settings.fighter_common.visual_shake_table[access_index]
* shake_amount
* shake_multiplier;
let shake_amount: f32 = 1.0 - EaseFunction::QuinticIn.sample(elapsed).unwrap_or_default();
let shake_amount = game_settings.fighter_common.visual_shake_table[access_index] * shake_amount * shake_multiplier;
let shake_offset = match hitstop_shake.kind {
super::FighterHitstopShakeKind::Horizontal => Vec3::new(shake_amount, 0.0, 0.0),
@@ -196,19 +164,6 @@ mod tests {
assert_eq!(position, Vec2::new(7.0, 14.0));
}
#[test]
fn presentation_translation_uses_current_sample_after_snap() {
let position = sample_presentation_translation_with_snap(
FighterPreviousTranslation(FGVec2::new(FGi32::lit("2"), FGi32::lit("4"))),
FighterTranslation(FGVec2::new(FGi32::lit("6"), FGi32::lit("12"))),
0.25,
PresentationMotionMode::Extrapolation,
FighterPresentationSnap(true),
);
assert_eq!(position, Vec2::new(6.0, 12.0));
}
#[test]
fn snapshot_fighter_motion_copies_current_world_state() {
let mut world = World::new();
+13 -26
View File
@@ -1,3 +1,4 @@
use crate::fighter::state::ground::GroundedStateCommon;
use crate::fighter::state::land::{LandingState, LandingType};
use crate::fighter::state::{CollisionContext, FighterState};
use crate::fighter::*;
@@ -29,7 +30,7 @@ pub fn process_fast_fall(
pub fn integrate_gravity(
velocity: &mut FighterVelocity,
attributes: &FighterAttributes,
fast_fall: bool,
fast_fall: bool
) {
velocity.y -= attributes.gravity;
@@ -93,23 +94,10 @@ pub fn update_standard_motion(
ctx: &mut crate::fighter::state::UpdateContext,
airborne_common: &mut AirborneStateCommon,
) {
process_fast_fall(
airborne_common,
ctx.input,
&mut ctx.velocity,
ctx.fighter_attributes,
);
integrate_gravity(
ctx.velocity,
ctx.fighter_attributes,
airborne_common.is_fast_falling,
);
process_fast_fall(airborne_common, ctx.input, &mut ctx.velocity, ctx.fighter_attributes);
integrate_gravity(ctx.velocity, ctx.fighter_attributes, airborne_common.is_fast_falling);
apply_air_drift(ctx.velocity, ctx.fighter_attributes, ctx.input);
apply_air_motion(
ctx.velocity,
ctx.translation,
ctx.prev_translation,
);
apply_air_motion(ctx.velocity, ctx.translation, ctx.prev_translation);
}
pub fn collision_interrupt(
@@ -117,15 +105,14 @@ pub fn collision_interrupt(
landing_type: LandingType,
) -> Option<FighterState> {
let res = ctx.air_collide_with_stage()?;
let diff = res.hit_position - ctx.translation.0;
ctx.ecb.bottom -= diff;
ctx.ecb.top -= diff;
ctx.ecb.left -= diff;
ctx.ecb.right -= diff;
ctx.translation.0 = res.hit_position;
ctx.presentation_snap.0 = true;
ctx.surface.land(res.line_id);
Some(FighterState::Land(LandingState::create(landing_type)))
ctx.translation.0 = res.hit_position - ctx.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
current_line_id: res.line_id,
};
Some(FighterState::Land(LandingState::create(
grounded_common,
landing_type,
)))
}
#[cfg(test)]
+7 -18
View File
@@ -1,16 +1,9 @@
use crate::{
fighter::{
animation::AnimKind,
state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext,
air::{self, AirborneStateCommon},
fall::FallState,
land::LandingType,
animation::AnimKind, state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, fall::FallState, land::LandingType,
},
},
input,
math::vec::FGVec2,
}, input, math::vec::FGVec2,
};
#[derive(Debug, Clone, Hash)]
@@ -23,9 +16,7 @@ impl FighterStateImpl for AirDodgeState {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
Some(FighterState::Fall(FallState::new(
AirborneStateCommon::default(),
)))
Some(FighterState::Fall(FallState::new(AirborneStateCommon::default())))
} else {
None
}
@@ -55,13 +46,11 @@ impl FighterStateImpl for AirDodgeState {
self.direction * state_context.fighter_attributes.air_dodge_velocity;
}
fn is_visually_grounded<'a>(&'a self) -> bool {
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
false
}
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
-160
View File
@@ -1,160 +0,0 @@
use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground,
};
use crate::fighter::FighterSurfaceState;
use crate::fighter::animation::AnimKind;
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::ground::{
grounded_movement_common_interrupts, grounded_movement_standstill_common_interrupts,
};
use crate::fighter::state::platform_pass::PlatformPassState;
use crate::fighter::state::{FighterState, dash, ground_attack, turn, walk};
use crate::input::FighterCommands;
use crate::stage::line::StagePolyType;
#[derive(Debug, Clone, Hash)]
pub enum CrouchSubState {
Entering { pass_queued: bool },
Idle,
Exiting,
}
#[derive(Debug, Clone, Hash)]
pub struct CrouchState {
sub_state: CrouchSubState,
}
pub fn crouch_idle_interrupts(state_context: &InterruptContext) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context) {
Some(state)
} else if let Some(state) = dash::check_input(state_context) {
Some(state)
} else if let Some(state) = turn::check_input(state_context) {
Some(state)
} else if let Some(state) = walk::check_input(state_context) {
Some(state)
} else {
None
}
}
pub fn crouch_entering_interrupts(state_context: &InterruptContext) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context) {
Some(state)
} else {
None
}
}
impl FighterStateImpl for CrouchState {
const NAME: &'static str = "Crouch";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) = grounded_movement_common_interrupts(state_context) {
return Some(state);
}
match self.sub_state {
CrouchSubState::Entering { pass_queued } => {
// pass
if let FighterSurfaceState::Grounded { line_id } = state_context.surface {
if let Some(stage_poly) = state_context
.stage_collision
.stage_polys
.get(line_id.polygon)
{
let is_inputting_crouch = -state_context.game_settings.input_common.run_stick_threshold > state_context.input.get_last_frame().movement.y;
let is_on_a_soft_platform = matches!(stage_poly.poly_type, StagePolyType::Platform);
if pass_queued && is_inputting_crouch && is_on_a_soft_platform
{
return Some(FighterState::PlatformPass(PlatformPassState::new(
AirborneStateCommon::default(),
line_id.polygon,
)));
}
}
}
// While entering the crouch animation we do not allow movement inputs, but we do allow attacks and jumps
if state_context.is_current_animation_finished() {
return Some(FighterState::Crouch(CrouchState {
sub_state: CrouchSubState::Idle,
}));
} else {
return crouch_entering_interrupts(state_context);
}
}
CrouchSubState::Idle => {
if state_context.input.get_last_frame().movement.y
> -state_context.game_settings.input_common.run_stick_threshold
{
return Some(FighterState::Crouch(CrouchState {
sub_state: CrouchSubState::Exiting,
}));
} else {
return crouch_idle_interrupts(state_context);
}
}
CrouchSubState::Exiting => {
if state_context.is_current_animation_finished() {
return grounded_movement_standstill_common_interrupts(state_context);
} else {
return crouch_idle_interrupts(state_context);
}
}
}
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
match self.sub_state {
CrouchSubState::Entering { .. } => {
state_context.play_animation(AnimKind::CrouchEnter, false);
}
CrouchSubState::Idle => {
state_context.play_animation(AnimKind::CrouchIdle, true);
}
CrouchSubState::Exiting => {
state_context.play_animation(AnimKind::CrouchExit, false);
}
}
}
fn update(&mut self, state_context: &mut UpdateContext) {
if let CrouchSubState::Entering {
pass_queued,
} = &mut self.sub_state
{
if state_context
.input
.has_command(FighterCommands::SmashMoveDown)
{
state_context
.input
.clear_command(FighterCommands::SmashMoveDown);
*pass_queued = true;
}
}
ground::update_friction_motion(state_context);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, false)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.y <= -state_context.game_settings.input_common.run_stick_threshold {
return Some(FighterState::Crouch(CrouchState {
sub_state: CrouchSubState::Entering { pass_queued: false },
}));
}
None
}
+27 -12
View File
@@ -5,43 +5,52 @@ use super::{
use crate::fighter::FighterFacingDirection;
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::ground::GroundedStateCommon;
use crate::input::FighterCommands::{SmashMoveLeft, SmashMoveRight};
#[derive(Debug, Clone, Hash)]
pub struct DashState {
direction: FighterFacingDirection,
pub ground_common: GroundedStateCommon,
}
impl DashState {
pub fn new(direction: FighterFacingDirection) -> Self {
Self { direction }
pub fn new(direction: FighterFacingDirection, ground_common: GroundedStateCommon) -> Self {
Self {
direction,
ground_common,
}
}
}
impl FighterStateImpl for DashState {
const NAME: &'static str = "Dash";
fn check_interrupt(&self, ctx: &mut InterruptContext) -> Option<FighterState> {
let ground = &self.ground_common;
let attributes = ctx.fighter_attributes;
// A reverse dash can interrupt before IASA
if let Some(direction) =
check_smash_input_with_dir(ctx).filter(|direction| *direction != self.direction)
{
return Some(FighterState::Dash(DashState::new(direction)));
return Some(FighterState::Dash(DashState::new(
direction,
ground.clone(),
)));
}
if let Some(state) = ground::grounded_movement_common_interrupts(ctx) {
if let Some(state) = ground::grounded_movement_common_interrupts(ctx, ground) {
return Some(state);
}
if ctx.is_current_animation_finished() {
return run::check_input(ctx)
.or_else(|| walk::check_input(ctx))
.or_else(|| wait::check_input(ctx));
return run::check_input(ctx, ground)
.or_else(|| walk::check_input(ctx, ground))
.or_else(|| wait::check_input(ctx, ground));
}
if ctx.get_current_animation_frame() > attributes.dash_acceleration_duration {
return run::check_input(ctx);
return run::check_input(ctx, ground);
}
None
@@ -97,10 +106,12 @@ impl FighterStateImpl for DashState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, true)
ground::collision_interrupt(state_context, &mut self.ground_common, true)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
true
}
}
@@ -115,6 +126,10 @@ fn check_smash_input_with_dir(state_context: &InterruptContext) -> Option<Fighte
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
check_smash_input_with_dir(state_context).map(|dir| FighterState::Dash(DashState::new(dir)))
pub fn check_input(
state_context: &InterruptContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
check_smash_input_with_dir(state_context)
.map(|dir| FighterState::Dash(DashState::new(dir, ground_common.clone())))
}
+1 -4
View File
@@ -46,8 +46,5 @@ impl FighterStateImpl for FallState {
) -> bool {
false
}
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
}
}
+31 -137
View File
@@ -3,7 +3,7 @@
//! bit-for-bit deterministic for rollback.
use crate::fighter::state::{
CollisionContext, FighterState, InterruptContext, air, crouch, dash, fall, ground_attack, turn, wait, walk,
CollisionContext, FighterState, InterruptContext, air, dash, fall, ground_attack, turn, wait, walk,
};
use crate::fighter::{
FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
@@ -13,6 +13,13 @@ use crate::math::int::{FGWide, FGi32};
use crate::math::vec::FGVec2;
use crate::stage::line::{StageLineID, StagePoly, StagePolyLineSegment, StagePolyLineSegmentType};
use bevy::prelude::*;
#[derive(Reflect, Hash, Clone, Debug)]
pub struct GroundedStateCommon {
pub current_line_id: StageLineID,
}
pub fn apply_grounded_friction(friction: FGi32, ground_vel: FGi32) -> FGi32 {
if friction.abs() > ground_vel.abs() {
-ground_vel
@@ -174,23 +181,22 @@ pub fn update_friction_motion(ctx: &mut crate::fighter::state::UpdateContext) {
pub fn collide_with_stage_grounded(
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 ecb = state_context.ecb;
let stage_collision = state_context.stage_collision;
let Some(current_line_id) = state_context.surface.line_id() else {
return GroundedMotionResult::InAir;
};
let stage_poly = stage_collision.stage_polys.get(current_line_id.polygon);
let stage_poly = stage_collision
.stage_polys
.get(ground_common.current_line_id.polygon);
if let Some(stage_poly) = stage_poly {
let ecb_bottom_pos = translation.0 + ecb.get_bottom_point();
match resolve_grounded_position(
stage_poly,
current_line_id.segment,
ground_common.current_line_id.segment,
ecb_bottom_pos,
can_walk_off,
) {
@@ -210,45 +216,31 @@ pub fn collide_with_stage_grounded(
.0
.project_onto_normalized(current_segment.normal)
};
state_context.surface.land(StageLineID {
polygon: current_line_id.polygon,
segment: segment_idx,
});
ground_common.current_line_id.segment = segment_idx;
GroundedMotionResult::InGround
}
GroundedPositionResult::InAir => {
state_context.surface.apply_airborne_policy(
crate::fighter::surface::EcbLockPolicy::StartOnDetach,
state_context.leave_ground_ecb_lock_duration,
);
GroundedMotionResult::InAir
}
GroundedPositionResult::InAir => GroundedMotionResult::InAir,
}
} else {
state_context.surface.apply_airborne_policy(
crate::fighter::surface::EcbLockPolicy::StartOnDetach,
state_context.leave_ground_ecb_lock_duration,
);
GroundedMotionResult::InAir
}
}
pub fn collision_interrupt(ctx: &mut CollisionContext, can_walk_off: bool) -> Option<FighterState> {
match collide_with_stage_grounded(ctx, can_walk_off) {
pub fn collision_interrupt(
ctx: &mut CollisionContext,
common: &mut GroundedStateCommon,
can_walk_off: bool,
) -> Option<FighterState> {
match collide_with_stage_grounded(ctx, common, can_walk_off) {
GroundedMotionResult::InGround => None,
GroundedMotionResult::InAir => Some(FighterState::Fall(fall::FallState::new(
air::AirborneStateCommon::default(),
))),
GroundedMotionResult::InAir => Some(FighterState::Fall(fall::FallState::new(air::AirborneStateCommon::default()))),
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::{FighterECB, FighterSurfaceState};
use crate::stage::line::StagePolyType;
use crate::input::FighterInput;
fn two_segment_floor() -> StagePoly {
StagePoly::build(
@@ -354,126 +346,28 @@ mod tests {
GroundedPositionResult::InAir
));
}
#[test]
fn grounded_collision_updates_surface_segment() {
let stage_collision = crate::stage::line::StageCollision {
stage_polys: vec![two_segment_floor()],
};
let mut surface = FighterSurfaceState::Grounded {
line_id: StageLineID {
polygon: 0,
segment: 0,
},
};
let mut translation = FighterTranslation(FGVec2::lit("11", "0"));
let previous_translation = FighterPreviousTranslation(translation.0);
let mut velocity = FighterVelocity::default();
let mut ecb = FighterECB {
bottom: FGVec2::lit("0.0", "-0.5"),
top: FGVec2::lit("0.0", "0.5"),
left: FGVec2::lit("-0.5", "0.0"),
right: FGVec2::lit("0.5", "0.0"),
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
let mut context = CollisionContext {
translation: &mut translation,
prev_translation: &previous_translation,
input: &FighterInput::default(),
velocity: &mut velocity,
surface: &mut surface,
ecb: &mut ecb,
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 10,
presentation_snap: &mut presentation_snap,
downward_stick_threshold: FGi32::ONE,
};
assert!(matches!(
collide_with_stage_grounded(&mut context, true),
GroundedMotionResult::InGround
));
assert_eq!(
surface.line_id(),
Some(StageLineID {
polygon: 0,
segment: 1,
})
);
}
#[test]
fn walking_off_edge_clears_surface_contact() {
let stage_collision = crate::stage::line::StageCollision {
stage_polys: vec![StagePoly::build(
StagePolyType::Platform,
&[
(FGVec2::lit("0", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("10", "0"), StagePolyLineSegmentType::Floor),
],
)],
};
let mut surface = FighterSurfaceState::Grounded {
line_id: StageLineID {
polygon: 0,
segment: 0,
},
};
let mut translation = FighterTranslation(FGVec2::lit("11", "0"));
let previous_translation = FighterPreviousTranslation(translation.0);
let mut velocity = FighterVelocity::default();
let mut ecb = FighterECB {
bottom: FGVec2::lit("0.0", "-0.5"),
top: FGVec2::lit("0.0", "0.5"),
left: FGVec2::lit("-0.5", "0.0"),
right: FGVec2::lit("0.5", "0.0"),
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
let mut context = CollisionContext {
translation: &mut translation,
prev_translation: &previous_translation,
input: &FighterInput::default(),
velocity: &mut velocity,
surface: &mut surface,
ecb: &mut ecb,
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 10,
presentation_snap: &mut presentation_snap,
downward_stick_threshold: FGi32::ONE,
};
assert!(matches!(
collide_with_stage_grounded(&mut context, true),
GroundedMotionResult::InAir
));
assert!(matches!(surface, FighterSurfaceState::Airborne { .. }));
}
}
pub fn grounded_movement_common_interrupts(
state_context: &InterruptContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
super::jump::check_input(state_context)
super::jump::check_input(state_context, ground_common)
}
pub fn grounded_movement_standstill_common_interrupts(
state_context: &InterruptContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context) {
if let Some(state) = ground_attack::check_interrupt(state_context, &ground_common) {
Some(state)
} else if let Some(state) = dash::check_input(state_context) {
} else if let Some(state) = dash::check_input(state_context, &ground_common) {
Some(state)
} else if let Some(state) = turn::check_input(state_context) {
} else if let Some(state) = turn::check_input(state_context, &ground_common) {
Some(state)
} else if let Some(state) = crouch::check_input(state_context) {
} else if let Some(state) = walk::check_input(state_context, &ground_common) {
Some(state)
} else if let Some(state) = walk::check_input(state_context) {
Some(state)
} else if let Some(state) = wait::check_input(state_context) {
} else if let Some(state) = wait::check_input(state_context, &ground_common) {
Some(state)
} else {
None
+14 -5
View File
@@ -2,13 +2,14 @@ use crate::fighter::{
attack::{AttackKind, update_active_hitbox_list},
state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
InterruptContext, UpdateContext, wait::WaitState,
InterruptContext, UpdateContext, ground::GroundedStateCommon, wait::WaitState,
},
};
#[derive(Clone, Debug, Hash)]
pub struct GroundAttackState {
pub attack_kind: AttackKind,
pub grounded_common: GroundedStateCommon,
}
impl FighterStateImpl for GroundAttackState {
@@ -16,7 +17,9 @@ impl FighterStateImpl for GroundAttackState {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
Some(FighterState::Wait(WaitState))
Some(FighterState::Wait(WaitState {
grounded_common: self.grounded_common.clone(),
}))
} else {
None
}
@@ -50,7 +53,7 @@ impl FighterStateImpl for GroundAttackState {
active_hitboxes: Vec::new(),
solved_hitboxes: Vec::new(),
hit_fighters: Vec::new(),
stalled: false,
stalled: false
});
}
@@ -65,12 +68,17 @@ impl FighterStateImpl for GroundAttackState {
None
}
fn is_visually_grounded<'a>(&'a self) -> bool {
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
true
}
}
pub fn check_interrupt(state_context: &InterruptContext) -> Option<FighterState> {
pub fn check_interrupt(
state_context: &InterruptContext,
grounded_common: &GroundedStateCommon,
) -> Option<FighterState> {
if state_context
.input
.has_command(crate::input::FighterCommands::Attack)
@@ -81,6 +89,7 @@ pub fn check_interrupt(state_context: &InterruptContext) -> Option<FighterState>
.to_attack_kind_grounded();
Some(FighterState::GroundAttack(GroundAttackState {
attack_kind,
grounded_common: grounded_common.clone(),
}))
} else {
None
+17 -20
View File
@@ -7,7 +7,7 @@ use crate::{
InterruptContext, UpdateContext,
air::{self, AirborneStateCommon},
fall::FallState,
ground::collision_interrupt,
ground::{GroundedStateCommon, collision_interrupt},
land::LandingType,
wait::WaitState,
},
@@ -17,7 +17,7 @@ use crate::{
#[derive(Clone, Debug, Hash)]
pub enum HitstopStateKind {
Grounded,
Grounded(GroundedStateCommon),
Airborne,
}
@@ -43,7 +43,7 @@ impl FighterStateImpl for HitstunState {
fn name(&self) -> String {
let hitstop_kind = match self.hitstop_kind {
HitstopStateKind::Grounded => "Grounded",
HitstopStateKind::Grounded(_) => "Grounded",
HitstopStateKind::Airborne => "Airborne",
};
@@ -58,10 +58,14 @@ impl FighterStateImpl for HitstunState {
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 => Some(FighterState::Wait(WaitState)),
HitstopStateKind::Airborne => Some(FighterState::Fall(FallState::new(
AirborneStateCommon::default(),
))),
HitstopStateKind::Grounded(grounded_state_common) => {
Some(FighterState::Wait(WaitState {
grounded_common: grounded_state_common.clone(),
}))
}
HitstopStateKind::Airborne => {
Some(FighterState::Fall(FallState::new(AirborneStateCommon::default())))
}
}
} else {
None
@@ -81,7 +85,7 @@ impl FighterStateImpl for HitstunState {
}
match self.hitstop_kind {
HitstopStateKind::Grounded => {}
HitstopStateKind::Grounded(_) => {}
HitstopStateKind::Airborne => {
air::integrate_gravity(ctx.velocity, ctx.fighter_attributes, false);
}
@@ -99,7 +103,7 @@ impl FighterStateImpl for HitstunState {
fn on_enter(&mut self, state_context: &mut EnterContext) {
let animation = match self.hitstop_kind {
HitstopStateKind::Grounded => AnimKind::FlinchGround,
HitstopStateKind::Grounded(_) => AnimKind::FlinchGround,
HitstopStateKind::Airborne => AnimKind::FlinchAir,
};
state_context.play_animation(animation, false);
@@ -112,7 +116,9 @@ impl FighterStateImpl for HitstunState {
state_context: &mut CollisionContext,
) -> Option<FighterState> {
match &mut self.hitstop_kind {
HitstopStateKind::Grounded => collision_interrupt(state_context, true),
HitstopStateKind::Grounded(grounded_state_common) => {
collision_interrupt(state_context, grounded_state_common, true)
}
HitstopStateKind::Airborne => {
air::collision_interrupt(state_context, LandingType::Normal)
}
@@ -121,17 +127,8 @@ impl FighterStateImpl for HitstunState {
fn is_visually_grounded<'a>(&'a self) -> bool {
match self.hitstop_kind {
HitstopStateKind::Grounded => true,
HitstopStateKind::Grounded(_) => true,
HitstopStateKind::Airborne => false,
}
}
fn surface_policy(&self) -> super::SurfacePolicy {
match self.hitstop_kind {
HitstopStateKind::Grounded => super::SurfacePolicy::Grounded,
HitstopStateKind::Airborne => super::SurfacePolicy::Airborne(
crate::fighter::surface::EcbLockPolicy::StartOnDetach,
),
}
}
}
+21 -32
View File
@@ -2,17 +2,10 @@ use bevy::prelude::*;
use crate::{
fighter::{
animation::AnimKind,
state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext,
air::{self, AirborneStateCommon},
air_dodge::{self, AirDodgeState},
ground,
animation::AnimKind, state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, air_dodge::{self, AirDodgeState}, ground::{self, GroundedStateCommon},
},
},
input::FighterCommands,
math::{int::FGi32, vec::FGVec2},
}, input::FighterCommands, math::{int::FGi32, vec::FGVec2},
};
#[derive(Debug, Hash, Clone, Copy)]
pub enum JumpType {
@@ -29,12 +22,14 @@ pub struct JumpState {
#[derive(Debug, Clone, Hash)]
pub struct JumpSquatState {
pub grounded_common: GroundedStateCommon,
pub duration_counter: u32,
}
impl JumpSquatState {
pub fn create() -> Self {
pub fn create(grounded_common: GroundedStateCommon) -> Self {
Self {
grounded_common,
duration_counter: 0,
}
}
@@ -74,10 +69,7 @@ impl FighterStateImpl for JumpSquatState {
} else {
JumpType::ShortHop
};
Some(FighterState::Jump(JumpState {
jump_type,
airborne_state_common: AirborneStateCommon::default(),
}))
Some(FighterState::Jump(JumpState { jump_type, airborne_state_common: AirborneStateCommon::default() }))
} else {
None
}
@@ -92,7 +84,7 @@ impl FighterStateImpl for JumpSquatState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, false)
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
@@ -100,7 +92,9 @@ impl FighterStateImpl for JumpSquatState {
state_context.input.clear_command(FighterCommands::Jump);
}
fn is_visually_grounded<'a>(&'a self) -> bool {
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
true
}
}
@@ -111,7 +105,7 @@ impl FighterStateImpl for JumpState {
if state_context.input.has_command(FighterCommands::Jump) {
Some(FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
airborne_state_common: AirborneStateCommon::default(),
airborne_state_common: AirborneStateCommon::default()
}))
} else {
air_dodge::check_input(state_context)
@@ -183,26 +177,21 @@ impl FighterStateImpl for JumpState {
)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
false
}
fn surface_policy(&self) -> super::SurfacePolicy {
use crate::fighter::surface::EcbLockPolicy;
match self.jump_type {
JumpType::DoubleJump => super::SurfacePolicy::Airborne(EcbLockPolicy::Restart),
JumpType::ShortHop | JumpType::LongJump => {
super::SurfacePolicy::Airborne(EcbLockPolicy::StartOnDetach)
}
}
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
pub fn check_input(
state_context: &InterruptContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
state_context
.input
.has_command(FighterCommands::Jump)
.then(|| FighterState::JumpSquat(JumpSquatState::create()))
.then(|| FighterState::JumpSquat(JumpSquatState::create(ground_common.clone())))
}
pub fn check_input_double_jump(state_context: &InterruptContext) -> Option<FighterState> {
@@ -212,7 +201,7 @@ pub fn check_input_double_jump(state_context: &InterruptContext) -> Option<Fight
.then(|| {
FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
airborne_state_common: AirborneStateCommon::default(),
airborne_state_common: AirborneStateCommon::default()
})
})
}
+15 -9
View File
@@ -3,7 +3,7 @@ use crate::fighter::{
state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext, dash,
ground::{self, grounded_movement_standstill_common_interrupts},
ground::{self, GroundedStateCommon, grounded_movement_standstill_common_interrupts},
walk,
},
};
@@ -16,12 +16,16 @@ pub enum LandingType {
#[derive(Debug, Clone, Hash)]
pub struct LandingState {
pub grounded_common: GroundedStateCommon,
pub landing_type: LandingType,
}
impl LandingState {
pub fn create(landing_type: LandingType) -> Self {
Self { landing_type }
pub fn create(grounded_common: GroundedStateCommon, landing_type: LandingType) -> Self {
Self {
grounded_common,
landing_type,
}
}
}
@@ -30,14 +34,14 @@ impl FighterStateImpl for LandingState {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
grounded_movement_standstill_common_interrupts(state_context)
grounded_movement_standstill_common_interrupts(state_context, &self.grounded_common)
} else if state_context.get_current_animation_frame()
>= state_context.fighter_attributes.landing_iasa
&& let LandingType::Normal = self.landing_type
{
dash::check_input(state_context).or_else(|| {
ground::grounded_movement_common_interrupts(state_context)
.or_else(|| walk::check_input(state_context))
dash::check_input(state_context, &self.grounded_common).or_else(|| {
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
.or_else(|| walk::check_input(state_context, &self.grounded_common))
})
} else {
None
@@ -52,7 +56,7 @@ impl FighterStateImpl for LandingState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, true)
ground::collision_interrupt(state_context, &mut self.grounded_common, true)
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
@@ -66,7 +70,9 @@ impl FighterStateImpl for LandingState {
};
}
fn is_visually_grounded<'a>(&'a self) -> bool {
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
true
}
}
+36 -93
View File
@@ -7,8 +7,7 @@ use bevy::prelude::*;
use crate::fighter::animation::{AnimKind, FighterAnimationFrame};
use crate::fighter::attack::{
FighterAttackScriptAssets, FighterKnockbackVelocity, FighterPendingHitReaction,
FighterStaleMoveQueue, HitStop,
FighterAttackScriptAssets, FighterKnockbackVelocity, FighterPendingHitReaction, FighterStaleMoveQueue, HitStop,
};
use crate::fighter::attributes::FighterAttributes;
use crate::fighter::baked_animation::BakedFighterAnimations;
@@ -17,12 +16,8 @@ use crate::fighter::manifest::FighterManifest;
use crate::fighter::state::hitstun::HitstunState;
use crate::fighter::visual::FighterAnimations;
use crate::fighter::{
Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole,
FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
FighterPresentationSnap,
Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
};
use crate::fighter::surface::EcbLockPolicy;
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::math::int::FGi32;
@@ -42,14 +37,6 @@ pub mod run;
pub mod turn;
pub mod wait;
pub mod walk;
pub mod crouch;
pub mod platform_pass;
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum SurfacePolicy {
Grounded,
Airborne(EcbLockPolicy),
}
macro_rules! fighter_states {
($($variant:ident => $ty:ty),* $(,)?) => {
@@ -82,10 +69,6 @@ macro_rules! fighter_states {
pub fn is_visually_grounded(&self) -> bool {
match self { $(Self::$variant(s) => s.is_visually_grounded()),* }
}
pub fn surface_policy(&self) -> SurfacePolicy {
match self { $(Self::$variant(s) => s.surface_policy()),* }
}
}
$(impl From<$ty> for FighterState {
@@ -112,11 +95,9 @@ pub trait FighterStateImpl: Sized {
None
}
fn is_visually_grounded<'a>(&'a self) -> bool;
fn surface_policy(&self) -> SurfacePolicy {
SurfacePolicy::Grounded
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool;
}
pub struct AnimationStatus {
@@ -129,9 +110,7 @@ pub struct InterruptContext<'a> {
pub facing_direction: &'a mut FighterFacingDirection,
pub game_settings: &'a GameSettings,
pub fighter_attributes: &'a FighterAttributes,
pub surface: &'a FighterSurfaceState,
pub animation: AnimationStatus,
pub stage_collision: &'a StageCollision,
}
impl InterruptContext<'_> {
@@ -152,10 +131,8 @@ pub struct EnterContext<'a> {
pub stale_move_queue: &'a mut FighterStaleMoveQueue,
pub facing_direction: &'a mut FighterFacingDirection,
pub animation_frame: &'a mut FighterAnimationFrame,
pub surface: &'a mut FighterSurfaceState,
pub fighter_attributes: &'a FighterAttributes,
pub attack_script_assets: &'a FighterAttackScriptAssets,
pub game_settings: &'a GameSettings,
}
impl EnterContext<'_> {
@@ -166,7 +143,6 @@ impl EnterContext<'_> {
pub struct ExitContext<'a> {
pub hitboxes: &'a mut FighterHitboxes,
pub surface: &'a mut FighterSurfaceState,
}
pub struct UpdateContext<'a> {
@@ -175,7 +151,6 @@ pub struct UpdateContext<'a> {
pub input: &'a mut FighterInput,
pub hitboxes: &'a mut FighterHitboxes,
pub velocity: &'a mut FighterVelocity,
pub surface: &'a mut FighterSurfaceState,
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub game_settings: &'a GameSettings,
pub animation_frame: u32,
@@ -194,32 +169,22 @@ impl UpdateContext<'_> {
pub struct CollisionContext<'a> {
pub translation: &'a mut FighterTranslation,
pub prev_translation: &'a FighterPreviousTranslation,
pub input: &'a FighterInput,
pub velocity: &'a mut FighterVelocity,
pub surface: &'a mut FighterSurfaceState,
pub ecb: &'a mut FighterECB,
pub ecb: &'a FighterECB,
pub prev_ecb: &'a FighterPreviousECB,
pub stage_collision: &'a StageCollision,
pub leave_ground_ecb_lock_duration: u32,
pub presentation_snap: &'a mut FighterPresentationSnap,
pub downward_stick_threshold: FGi32,
}
impl CollisionContext<'_> {
pub fn air_collide_with_stage(
&self,
) -> Option<crate::fighter::collision::AirCollisionWithStageResult> {
let ignored_polys = self.surface.ignored_polygon_ids();
let ignore_soft_platforms = self.input.get_last_frame().movement.y
<= -self.downward_stick_threshold;
crate::fighter::collision::air_collide_with_stage(
self.prev_translation,
self.translation,
self.prev_ecb,
self.ecb,
self.stage_collision,
&ignored_polys,
ignore_soft_platforms,
)
}
}
@@ -227,8 +192,6 @@ impl CollisionContext<'_> {
fighter_states! {
Wait => wait::WaitState,
Walk => walk::WalkState,
PlatformPass => platform_pass::PlatformPassState,
Crouch => crouch::CrouchState,
Dash => dash::DashState,
Run => run::RunState,
Fall => fall::FallState,
@@ -246,14 +209,12 @@ fighter_states! {
pub struct FighterFrameQuery {
pub translation: &'static mut FighterTranslation,
pub prev_translation: &'static mut FighterPreviousTranslation,
pub presentation_snap: &'static mut FighterPresentationSnap,
pub input: &'static mut FighterInput,
pub hitboxes: &'static mut FighterHitboxes,
pub velocity: &'static mut FighterVelocity,
pub surface: &'static mut FighterSurfaceState,
pub knockback_velocity: &'static mut FighterKnockbackVelocity,
pub stale_move_queue: &'static mut FighterStaleMoveQueue,
pub ecb: &'static mut FighterECB,
pub ecb: &'static FighterECB,
pub prev_ecb: &'static FighterPreviousECB,
pub facing_direction: &'static mut FighterFacingDirection,
pub animation_frame: &'static mut FighterAnimationFrame,
@@ -283,7 +244,6 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
animations: &'a FighterAnimations,
baked_animations: &'a Assets<BakedFighterAnimations>,
attributes: &'a FighterAttributes,
stage_collision: &'a StageCollision,
) -> InterruptContext<'a> {
let animation = self.animation_status(animations, baked_animations);
InterruptContext {
@@ -292,8 +252,6 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
game_settings,
fighter_attributes: attributes,
animation,
surface: &self.surface,
stage_collision,
}
}
@@ -301,7 +259,6 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
&'a mut self,
attributes: &'a FighterAttributes,
attack_script_assets: &'a FighterAttackScriptAssets,
game_settings: &'a GameSettings,
) -> EnterContext<'a> {
EnterContext {
input: &mut self.input,
@@ -311,17 +268,14 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
stale_move_queue: &mut self.stale_move_queue,
facing_direction: &mut self.facing_direction,
animation_frame: &mut self.animation_frame,
surface: &mut self.surface,
fighter_attributes: attributes,
attack_script_assets,
game_settings
}
}
fn exit_context(&mut self) -> ExitContext<'_> {
ExitContext {
hitboxes: &mut self.hitboxes,
surface: &mut self.surface,
}
}
@@ -338,34 +292,27 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
input: &mut self.input,
hitboxes: &mut self.hitboxes,
velocity: &mut self.velocity,
surface: &mut self.surface,
knockback_velocity: &mut self.knockback_velocity,
game_settings,
animation_frame: self.animation_frame.frame,
fighter_attributes: attributes,
attack_scripts,
attack_script_assets,
facing_direction: &self.facing_direction,
facing_direction: &self.facing_direction
}
}
fn collision_context<'a>(
&'a mut self,
stage_collision: &'a StageCollision,
game_settings: &'a GameSettings,
) -> CollisionContext<'a> {
CollisionContext {
translation: &mut self.translation,
prev_translation: &self.prev_translation,
presentation_snap: &mut self.presentation_snap,
input: &self.input,
velocity: &mut self.velocity,
surface: &mut self.surface,
ecb: &mut self.ecb,
ecb: &self.ecb,
prev_ecb: &self.prev_ecb,
stage_collision,
leave_ground_ecb_lock_duration: game_settings.fighter_common.leave_ground_ecb_frame_lock_duration,
downward_stick_threshold: game_settings.input_common.run_stick_threshold,
}
}
}
@@ -420,19 +367,12 @@ fn transition_state(
frame: &mut FighterFrameQueryItem,
attributes: &FighterAttributes,
attack_script_assets: &FighterAttackScriptAssets,
game_settings: &GameSettings,
) {
let old_name = current.name();
let new_name = next.name();
current.on_exit(&mut frame.exit_context());
if let SurfacePolicy::Airborne(lock_policy) = next.surface_policy() {
frame.surface.apply_airborne_policy(
lock_policy,
game_settings.fighter_common.leave_ground_ecb_frame_lock_duration,
);
}
next.on_enter(&mut frame.enter_context(attributes, attack_script_assets, game_settings));
next.on_enter(&mut frame.enter_context(attributes, attack_script_assets));
*current = next;
info!("{} -> {}", old_name, new_name);
}
@@ -442,7 +382,6 @@ pub fn state_interrupt_system(
game_settings: Res<GameSettings>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
fighter_manifests: Res<Assets<FighterManifest>>,
stage_collision: Res<StageCollision>,
) {
for fighter in &mut query {
let StatefulFighterQueryItem {
@@ -461,9 +400,7 @@ pub fn state_interrupt_system(
let new_state = if let Some(reaction) = pending_hit_reaction.take() {
hitstop.remaining_frames = *reaction.hitstop_frames;
let shake_frames = reaction
.hitstop_frames
.calculate_shake_frames(&game_settings);
let shake_frames = reaction.hitstop_frames.calculate_shake_frames(&game_settings);
hitstop_shake.role = FighterHitstopShakeRole::Receiver;
hitstop_shake.total_frames = shake_frames;
hitstop_shake.remaining_frames = shake_frames;
@@ -473,25 +410,35 @@ pub fn state_interrupt_system(
FighterHitstopShakeKind::Vertical
};
let mut hitstop_kind = if frame.surface.is_grounded() {
hitstun::HitstopStateKind::Grounded
} else {
hitstun::HitstopStateKind::Airborne
let mut hitstop_kind = match &*state {
FighterState::Wait(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
FighterState::Walk(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
FighterState::Dash(value) => {
hitstun::HitstopStateKind::Grounded(value.ground_common.clone())
}
FighterState::Run(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
FighterState::Turn(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
FighterState::GroundAttack(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
_ => hitstun::HitstopStateKind::Airborne,
};
if let hitstun::HitstopStateKind::Grounded = hitstop_kind {
if let hitstun::HitstopStateKind::Grounded(_) = hitstop_kind {
let straight_up_angle = FGi32::lit("90.0");
if reaction.hitstop_frames
>= HitStop::new(game_settings.fighter_common.tumble_bounce_hitstop_threshold)
{
if reaction.hitstop_frames >= HitStop::new(game_settings.fighter_common.tumble_bounce_hitstop_threshold) {
hitstop_kind = hitstun::HitstopStateKind::Airborne;
// TODO: Use floor normal here
} else if reaction.launch_angle.abs_diff(straight_up_angle)
< game_settings
.fighter_common
.attack_ground_to_airborne_transition_vertical_angle_threshold
{
hitstop_kind = hitstun::HitstopStateKind::Airborne;
} else if reaction.launch_angle.abs_diff(straight_up_angle) < game_settings.fighter_common.attack_ground_to_airborne_transition_vertical_angle_threshold {
hitstop_kind = hitstun::HitstopStateKind::Airborne;
} else {
// straight down is 270
let straight_down_angle = FGi32::lit("270.0");
@@ -516,7 +463,6 @@ pub fn state_interrupt_system(
animations,
&baked_animations,
&manifest.attributes,
&stage_collision
))
};
@@ -527,7 +473,6 @@ pub fn state_interrupt_system(
&mut frame,
&manifest.attributes,
attack_script_assets,
&game_settings,
);
};
}
@@ -537,7 +482,6 @@ pub fn state_collision_interrupt_system(
mut query: Query<StatefulFighterQuery>,
stage_collision: Res<StageCollision>,
fighter_manifests: Res<Assets<FighterManifest>>,
game_settings: Res<GameSettings>,
) {
for fighter in &mut query {
let StatefulFighterQueryItem {
@@ -556,7 +500,7 @@ pub fn state_collision_interrupt_system(
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
let new_state =
state.check_collision_interrupt(&mut frame.collision_context(&stage_collision, &game_settings));
state.check_collision_interrupt(&mut frame.collision_context(&stage_collision));
if let Some(new_state) = new_state {
transition_state(
&mut state,
@@ -564,7 +508,6 @@ pub fn state_collision_interrupt_system(
&mut frame,
&manifest.attributes,
&attack_script_assets,
&game_settings,
);
}
}
-61
View File
@@ -1,61 +0,0 @@
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::{ExitContext, FighterState, air, jump};
#[derive(Debug, Clone, Copy, Hash, Default)]
pub struct PlatformPassState {
airborne_state_common: AirborneStateCommon,
ignored_polygon: usize,
}
impl PlatformPassState {
pub fn new(airborne_state_common: AirborneStateCommon, ignored_polygon: usize) -> Self {
Self {
airborne_state_common,
ignored_polygon
}
}
}
impl FighterStateImpl for PlatformPassState {
const NAME: &'static str = "PlatformPass";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
jump::check_input_double_jump(state_context)
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.surface.ignore_polygon(self.ignored_polygon, state_context.game_settings.fighter_common.platform_pass_platform_ignore_duration_frames);
state_context.velocity.y = state_context.game_settings.fighter_common.platform_pass_initial_downwards_velocity;
state_context.play_animation(AnimKind::PlatformPass, false);
}
fn on_exit(&mut self, state_context: &mut ExitContext) {
state_context.surface.clear_polygon_ignore(self.ignored_polygon);
}
fn update(&mut self, state_context: &mut UpdateContext) {
air::update_standard_motion(state_context, &mut self.airborne_state_common);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
)
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
false
}
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
}
}
+20 -7
View File
@@ -6,14 +6,19 @@ use super::{
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::ground::GroundedStateCommon;
#[derive(Component, Debug, Clone, Hash)]
pub struct RunState;
pub struct RunState {
pub grounded_common: GroundedStateCommon,
}
impl FighterStateImpl for RunState {
const NAME: &'static str = "Run";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
if let Some(state) =
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
{
return Some(state);
}
@@ -23,7 +28,8 @@ impl FighterStateImpl for RunState {
{
None
} else {
walk::check_input(state_context).or_else(|| wait::check_input(state_context))
walk::check_input(state_context, &self.grounded_common)
.or_else(|| wait::check_input(state_context, &self.grounded_common))
}
}
@@ -56,19 +62,26 @@ impl FighterStateImpl for RunState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, true)
ground::collision_interrupt(state_context, &mut self.grounded_common, true)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
true
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
pub fn check_input(
state_context: &InterruptContext,
ground_state_common: &GroundedStateCommon,
) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.x.abs() >= state_context.game_settings.input_common.run_stick_threshold
{
return Some(FighterState::Run(RunState));
return Some(FighterState::Run(RunState {
grounded_common: ground_state_common.clone(),
}));
}
None
}
+20 -11
View File
@@ -1,11 +1,13 @@
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::ground;
use crate::fighter::state::ground::{self, GroundedStateCommon};
use crate::fighter::state::{FighterState, dash, jump, wait, walk};
use crate::input::FighterCommands;
#[derive(Debug, Clone, Hash)]
pub struct TurnState;
pub struct TurnState {
pub grounded_common: GroundedStateCommon,
}
impl FighterStateImpl for TurnState {
const NAME: &'static str = "Turn";
@@ -17,19 +19,19 @@ impl FighterStateImpl for TurnState {
.input_common
.turn_into_dashback_window as u32
{
if let Some(state) = dash::check_input(state_context) {
if let Some(state) = dash::check_input(state_context, &self.grounded_common) {
return Some(state);
}
}
if let Some(state) = jump::check_input(state_context) {
if let Some(state) = jump::check_input(state_context, &self.grounded_common) {
*state_context.facing_direction = state_context.facing_direction.reverse();
Some(state)
} else if state_context.is_current_animation_finished() {
if let Some(state) = dash::check_input(state_context) {
if let Some(state) = dash::check_input(state_context, &self.grounded_common) {
Some(state)
} else if let Some(state) = walk::check_input(state_context) {
} else if let Some(state) = walk::check_input(state_context, &self.grounded_common) {
Some(state)
} else if let Some(state) = wait::check_input(state_context) {
} else if let Some(state) = wait::check_input(state_context, &self.grounded_common) {
Some(state)
} else {
None
@@ -52,15 +54,20 @@ impl FighterStateImpl for TurnState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, false)
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
true
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
pub fn check_input(
state_context: &InterruptContext,
grounded_common: &GroundedStateCommon,
) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
let has_smash_input = state_context
@@ -74,7 +81,9 @@ pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
&& input_frame.movement.x.signum() != state_context.facing_direction.to_sign()
&& !has_smash_input
{
return Some(FighterState::Turn(TurnState));
return Some(FighterState::Turn(TurnState {
grounded_common: grounded_common.clone(),
}));
}
None
}
+22 -9
View File
@@ -3,18 +3,24 @@ use super::{
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::ground::GroundedStateCommon;
#[derive(Debug, Clone, Hash)]
pub struct WaitState;
pub struct WaitState {
pub grounded_common: GroundedStateCommon,
}
impl FighterStateImpl for WaitState {
const NAME: &'static str = "Wait";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
Some(state)
} else if let Some(state) =
ground::grounded_movement_standstill_common_interrupts(state_context)
if let Some(state) =
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
{
Some(state)
} else if let Some(state) = ground::grounded_movement_standstill_common_interrupts(
state_context,
&self.grounded_common,
) {
// Don't transition into yourself
if let FighterState::Wait(_) = state {
None
@@ -38,19 +44,26 @@ impl FighterStateImpl for WaitState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, false)
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
true
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
pub fn check_input(
state_context: &InterruptContext,
ground_state_common: &GroundedStateCommon,
) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.x.abs() < state_context.game_settings.input_common.stick_deadzone {
return Some(FighterState::Wait(WaitState));
return Some(FighterState::Wait(WaitState {
grounded_common: ground_state_common.clone(),
}));
}
None
}
+20 -7
View File
@@ -4,17 +4,23 @@ use super::{
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::ground::GroundedStateCommon;
#[derive(Debug, Clone, Hash)]
pub struct WalkState;
pub struct WalkState {
pub grounded_common: GroundedStateCommon,
}
impl FighterStateImpl for WalkState {
const NAME: &'static str = "Walk";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
if let Some(state) =
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
{
return Some(state);
}
wait::check_input(state_context).or_else(|| dash::check_input(state_context))
wait::check_input(state_context, &self.grounded_common)
.or_else(|| dash::check_input(state_context, &self.grounded_common))
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
@@ -48,19 +54,26 @@ impl FighterStateImpl for WalkState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, false)
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
true
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
pub fn check_input(
state_context: &InterruptContext,
ground_state_common: &GroundedStateCommon,
) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if !input_frame.movement.x.is_zero() {
return Some(FighterState::Walk(WalkState));
return Some(FighterState::Walk(WalkState {
grounded_common: ground_state_common.clone(),
}));
}
None
-227
View File
@@ -1,227 +0,0 @@
use bevy::prelude::*;
use crate::stage::line::StageLineID;
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum EcbLockPolicy {
StartOnDetach,
Restart,
Preserve,
Clear,
}
/// The stage surface currently supporting a fighter.
///
/// This is physics state rather than fighter-state-machine state. Keeping it
/// separate means grounded, landing, and hitstun states all share one source
/// of truth for stage contact.
#[derive(Clone, Debug, Hash, PartialEq, Eq)]
pub struct IgnoredPolygon {
pub polygon: usize,
pub frames_remaining: u32,
}
#[derive(Component, Clone, Debug, Hash, PartialEq, Eq)]
pub enum FighterSurfaceState {
Airborne {
ecb_lock_frames_remaining: u32,
ignored_polys: Vec<IgnoredPolygon>,
},
Grounded {
line_id: StageLineID,
},
}
impl Default for FighterSurfaceState {
fn default() -> Self {
Self::Airborne {
ecb_lock_frames_remaining: 0,
ignored_polys: vec![],
}
}
}
impl FighterSurfaceState {
pub fn is_grounded(&self) -> bool {
matches!(self, Self::Grounded { .. })
}
pub fn line_id(&self) -> Option<StageLineID> {
match self {
Self::Airborne { .. } => None,
Self::Grounded { line_id } => Some(*line_id),
}
}
pub(crate) fn land(&mut self, line_id: StageLineID) {
*self = Self::Grounded { line_id };
}
pub fn clear_polygon_ignore(&mut self, polygon: usize) {
let Self::Airborne { ignored_polys, .. } = self else {
return;
};
ignored_polys.retain(|element| element.polygon != polygon);
}
pub fn ignore_polygon(&mut self, polygon: usize, duration_frames: u32) {
let Self::Airborne { ignored_polys, .. } = self else {
return;
};
if duration_frames == 0 {
return;
}
if let Some(ignored) = ignored_polys.iter_mut().find(|ignored| ignored.polygon == polygon) {
ignored.frames_remaining = duration_frames;
} else {
ignored_polys.push(IgnoredPolygon {
polygon,
frames_remaining: duration_frames,
});
}
}
pub fn is_polygon_ignored(&self, polygon: usize) -> bool {
matches!(self, Self::Airborne { ignored_polys, .. }
if ignored_polys.iter().any(|ignored| ignored.polygon == polygon))
}
pub(crate) fn ignored_polygon_ids(&self) -> Vec<usize> {
match self {
Self::Airborne { ignored_polys, .. } => {
ignored_polys.iter().map(|ignored| ignored.polygon).collect()
}
Self::Grounded { .. } => vec![],
}
}
pub(crate) fn apply_airborne_policy(
&mut self,
policy: EcbLockPolicy,
ecb_lock_duration: u32,
) {
let current_lock = match self {
Self::Airborne { ecb_lock_frames_remaining, .. } => *ecb_lock_frames_remaining,
Self::Grounded { .. } => 0,
};
let ecb_lock_frames_remaining = match policy {
EcbLockPolicy::StartOnDetach if self.is_grounded() => ecb_lock_duration,
EcbLockPolicy::StartOnDetach => current_lock,
EcbLockPolicy::Restart => ecb_lock_duration,
EcbLockPolicy::Preserve => current_lock,
EcbLockPolicy::Clear => 0,
};
let ignored_polys = match self {
Self::Airborne { ignored_polys, .. } => ignored_polys.clone(),
Self::Grounded { .. } => vec![],
};
*self = Self::Airborne { ecb_lock_frames_remaining, ignored_polys };
}
pub(crate) fn tick_ecb_lock(&mut self) {
if let Self::Airborne { ecb_lock_frames_remaining, .. } = self {
*ecb_lock_frames_remaining = ecb_lock_frames_remaining.saturating_sub(1);
}
}
pub(crate) fn tick_ignored_polygons(&mut self) {
if let Self::Airborne { ignored_polys, .. } = self {
for ignored in ignored_polys.iter_mut() {
ignored.frames_remaining = ignored.frames_remaining.saturating_sub(1);
}
ignored_polys.retain(|ignored| ignored.frames_remaining > 0);
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn contact_lifecycle_has_one_source_of_truth() {
let mut surface = FighterSurfaceState::default();
assert!(!surface.is_grounded());
assert_eq!(surface.line_id(), None);
let line_id = StageLineID {
polygon: 2,
segment: 3,
};
surface.land(line_id);
assert!(surface.is_grounded());
assert_eq!(surface.line_id(), Some(line_id));
surface.apply_airborne_policy(EcbLockPolicy::Clear, 0);
assert!(!surface.is_grounded());
assert_eq!(surface.line_id(), None);
}
#[test]
fn start_on_detach_does_not_reset_an_existing_lock() {
let mut surface = FighterSurfaceState::default();
surface.apply_airborne_policy(EcbLockPolicy::Restart, 5);
surface.tick_ecb_lock();
surface.apply_airborne_policy(EcbLockPolicy::StartOnDetach, 5);
assert_eq!(
surface,
FighterSurfaceState::Airborne {
ecb_lock_frames_remaining: 4,
ignored_polys: vec![],
}
);
}
#[test]
fn restart_retriggers_an_existing_lock() {
let mut surface = FighterSurfaceState::default();
surface.apply_airborne_policy(EcbLockPolicy::Restart, 5);
surface.tick_ecb_lock();
surface.apply_airborne_policy(EcbLockPolicy::Restart, 5);
assert_eq!(
surface,
FighterSurfaceState::Airborne {
ecb_lock_frames_remaining: 5,
ignored_polys: vec![],
}
);
}
#[test]
fn ignored_polygon_expires_after_requested_frames() {
let mut surface = FighterSurfaceState::default();
surface.ignore_polygon(3, 2);
assert!(surface.is_polygon_ignored(3));
surface.tick_ignored_polygons();
assert!(surface.is_polygon_ignored(3));
surface.tick_ignored_polygons();
assert!(!surface.is_polygon_ignored(3));
}
#[test]
fn ignoring_polygon_refreshes_existing_entry() {
let mut surface = FighterSurfaceState::default();
surface.ignore_polygon(3, 2);
surface.ignore_polygon(3, 5);
surface.tick_ignored_polygons();
surface.tick_ignored_polygons();
assert!(surface.is_polygon_ignored(3));
}
#[test]
fn airborne_policy_preserves_ignored_polygons_and_landing_clears_them() {
let mut surface = FighterSurfaceState::default();
surface.ignore_polygon(3, 5);
surface.apply_airborne_policy(EcbLockPolicy::Restart, 2);
assert!(surface.is_polygon_ignored(3));
surface.land(StageLineID { polygon: 0, segment: 0 });
assert!(!surface.is_polygon_ignored(3));
}
}
-30
View File
@@ -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
View File
@@ -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;
}
-3
View File
@@ -39,9 +39,6 @@ pub struct FighterSettingsCommon {
/// Maximum angle changed caused by directional influence
pub di_max_angle: FGi32,
pub leave_ground_ecb_frame_lock_duration: u32,
pub platform_pass_platform_ignore_duration_frames: u32,
pub platform_pass_initial_downwards_velocity: FGi32,
}
#[derive(Reflect, Serialize, Deserialize, Clone)]
#[reflect(opaque)]
-2
View File
@@ -233,8 +233,6 @@ pub fn postprocess_input(
input.clear_command(FighterCommands::SmashMoveUp);
input.clear_command(FighterCommands::SmashMoveDown);
input.frames_in_y_flick_deadzone = 0xFF;
let command_to_set = if input.current_frame.movement.y > 0.0 {
FighterCommands::SmashMoveUp
} else {
+3 -2
View File
@@ -116,12 +116,13 @@ impl Plugin for FighterInputPlugin {
binding: GamepadBinding::Button(GamepadButton::North),
action: InputMapAction::Jump,
},
// shield/airdodge -- both shoulder buttons, Melee-style
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::LeftTrigger2),
binding: GamepadBinding::Button(GamepadButton::LeftTrigger),
action: InputMapAction::Shield,
},
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::RightTrigger2),
binding: GamepadBinding::Button(GamepadButton::RightTrigger),
action: InputMapAction::Shield,
},
// attack
-4
View File
@@ -21,8 +21,6 @@
//! save, click Rebuild in jackdaw (or run `jd build`) and it
//! appears in `Add Component`. No registration code is needed.
#![recursion_limit = "512"]
use bevy::{
asset::processor::{AssetProcessor, ProcessorState},
prelude::*,
@@ -44,7 +42,6 @@ pub mod blend_asset;
pub mod camera;
pub mod debug_tools;
pub mod fighter;
pub mod filled_gizmos;
pub mod game_settings;
pub mod input;
pub mod match_loading;
@@ -117,7 +114,6 @@ impl Plugin for GamePlugin {
input::FighterInputPlugin,
replay::ReplayPlugin,
debug_tools::DebugToolsPlugin,
filled_gizmos::FilledGizmosPlugin,
fighter::FighterPlugin,
fighter::baked_animation::BakedAnimationPlugin,
scripting::importer::FighterScriptImportPlugin,
+1 -12
View File
@@ -336,15 +336,6 @@ pub fn prepare_match(
);
return;
}
let ecb_bone_indices = baked.bone_names.iter().enumerate().filter_map(|(idx, name)| {
if manifest.ecb_bones.contains(name) {
Some(idx)
} else {
None
}
}).collect::<Vec<_>>();
if let Err(error) = manifest.attributes.validate() {
fail_match(
&mut next_state,
@@ -445,7 +436,6 @@ pub fn prepare_match(
attack_scripts,
manifest_handle,
manifest.model_scale,
ecb_bone_indices,
));
}
@@ -487,7 +477,7 @@ pub fn prepare_match(
);
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 (index, (player, (scene, animations, attack_scripts, manifest_handle, model_scale))) in
config.players.iter().zip(prepared).enumerate()
{
let spawn_x = (index as i32 * 2 + 1 - config.players.len() as i32) * 5;
@@ -500,7 +490,6 @@ pub fn prepare_match(
animations,
attack_scripts,
WorldAssetRoot(scene),
ecb_bone_indices
));
}
+3 -59
View File
@@ -1,14 +1,9 @@
//! Rollback-simulated state for an active match.
use bevy::input::InputSystems;
use bevy::prelude::*;
use bevy_ggrs::{RunGgrsSystems, prelude::*};
use bevy_ggrs::prelude::*;
use crate::{
AppState,
match_loading::{MatchConfig, MatchRules},
netcode::session::SessionConfig,
};
use crate::match_loading::{MatchConfig, MatchRules};
#[derive(Resource, Clone, Debug, Hash, PartialEq, Eq)]
pub struct MatchState {
@@ -24,11 +19,6 @@ pub struct PlayerMatchState {
pub deaths: u32,
}
#[derive(Resource, Debug, Default, Clone, Copy, PartialEq, Eq)]
pub struct PauseState {
pub paused: bool,
}
impl MatchState {
pub fn from_config(config: &MatchConfig) -> Self {
let stocks_remaining = match &config.rules {
@@ -56,56 +46,10 @@ pub struct MatchRuntimePlugin;
impl Plugin for MatchRuntimePlugin {
fn build(&self, app: &mut App) {
app.rollback_resource_with_clone::<MatchState>()
.checksum_resource_with_hash::<MatchState>()
.init_resource::<PauseState>()
.configure_sets(PreUpdate, RunGgrsSystems.run_if(ggrs_should_run))
.add_systems(OnEnter(AppState::InMatch), reset_pause)
.add_systems(OnExit(AppState::InMatch), reset_pause)
.add_systems(
PreUpdate,
toggle_pause
.after(InputSystems)
.before(RunGgrsSystems)
.run_if(in_state(AppState::InMatch)),
);
.checksum_resource_with_hash::<MatchState>();
}
}
pub fn ggrs_should_run(pause: Option<Res<PauseState>>) -> bool {
!pause.is_some_and(|pause| pause.paused)
}
fn toggle_pause(
key: Res<ButtonInput<KeyCode>>,
gamepads: Query<&Gamepad>,
session: Res<SessionConfig>,
mut pause: ResMut<PauseState>,
mut virtual_time: ResMut<Time<Virtual>>,
) {
if session.is_multiplayer() {
return;
}
let pressed = key.just_pressed(KeyCode::Escape)
|| gamepads
.iter()
.any(|gamepad| gamepad.just_pressed(GamepadButton::Start));
if !pressed {
return;
}
pause.paused = !pause.paused;
virtual_time.toggle();
}
fn reset_pause(
mut pause: ResMut<PauseState>,
mut virtual_time: ResMut<Time<Virtual>>,
) {
pause.paused = false;
virtual_time.unpause();
}
#[cfg(test)]
mod tests {
use super::*;
+1 -10
View File
@@ -2,7 +2,7 @@ use bevy::math::Vec2;
use bevy::prelude::*;
use fixed::types::I32F32;
use serde::{Deserialize, Serialize};
use std::ops::{Add, AddAssign, Div, Mul, MulAssign, Sub, SubAssign};
use std::ops::{Add, AddAssign, Div, Mul, MulAssign, Sub};
use super::int::{FGWide, FGi32};
@@ -227,15 +227,6 @@ impl AddAssign for FGVec2 {
}
}
impl SubAssign for FGVec2 {
fn sub_assign(&mut self, rhs: Self) {
*self = Self {
x: self.x - rhs.x,
y: self.y - rhs.y,
}
}
}
impl MulAssign for FGVec2 {
fn mul_assign(&mut self, rhs: Self) {
*self = Self {
+14 -3
View File
@@ -1,8 +1,19 @@
use bevy::{picking::pointer::PointerId, prelude::*};
use crate::{
AppState, fighter::manifest::{FighterManifest, FighterManifestRegistry}, game_settings::CommonAssets, input::{LocalInputAssignments, LocalInputSource}, menus::{
MenuCameraMarker, MenuMarker, button::FGUiButton, character_select::{character_box::CharacterBox, token::CharacterSelectToken}, cursor::{FGMenuCursor, MenuCursorInputSource}, errors::MenuErrors::FighterManifestNotFound, match_config::{MenuMatchConfig, MenuMatchPlayerSlot}, scaling, spawn_menu, style::{FGUiButtonType, FGUiStyle},
AppState,
fighter::manifest::{FighterManifest, FighterManifestRegistry},
game_settings::CommonAssets,
input::{LocalInputAssignments, LocalInputSource},
menus::{
MenuMarker,
button::FGUiButton,
character_select::{character_box::CharacterBox, token::CharacterSelectToken},
cursor::{FGMenuCursor, MenuCursorInputSource},
errors::MenuErrors::FighterManifestNotFound,
match_config::{MenuMatchConfig, MenuMatchPlayerSlot},
scaling, spawn_menu,
style::{FGUiButtonType, FGUiStyle},
},
};
@@ -230,7 +241,7 @@ pub fn copy_cursor_transform_to_token(
character_boxes: Query<(&CharacterBox, &ComputedNode, &UiGlobalTransform)>,
match_config: Res<MenuMatchConfig>,
cursors: Query<&UiGlobalTransform, With<FGMenuCursor>>,
cam: Single<&Camera, With<MenuCameraMarker>>,
cam: Single<&Camera>,
ui_scale: Res<UiScale>,
) -> Result {
let camera = cam.into_inner();
+6 -3
View File
@@ -9,8 +9,11 @@ use bevy::{
};
use crate::{
input::{LocalInputAssignments, LocalInputSource}, menus::{
MenuCameraMarker, input::{MenuInput, MenuInputState}, scaling, style::FGUiStyle,
input::{LocalInputAssignments, LocalInputSource},
menus::{
input::{MenuInput, MenuInputState},
scaling,
style::FGUiStyle,
},
};
@@ -178,7 +181,7 @@ pub fn cursor_input(
}
pub fn update_cursor_transform(
camera: Single<&Camera, With<MenuCameraMarker>>,
camera: Single<&Camera>,
query: Query<(&mut Node, &PointerLocation), With<FGMenuCursor>>,
ui_scale: Res<UiScale>,
) {
+1 -1
View File
@@ -226,7 +226,7 @@ fn gamepad_input(
input.accept.accumulate(&status);
}
MenuInputMapAction::Start => {
input.start.accumulate(&status);
input.accept.accumulate(&status);
}
}
}
+4 -1
View File
@@ -53,7 +53,6 @@ pub fn wrap_menu(menu: impl Scene) -> impl Scene {
#MenuCamera
Camera
Camera2d
MenuCameraMarker
),
(
#MenuContainer
@@ -74,6 +73,7 @@ pub fn wrap_menu(menu: impl Scene) -> impl Scene {
pub fn despawn_menu(
existing_menu: Option<Single<Entity, With<MenuMarker>>>,
existing_menu_camera: Option<Single<Entity, With<MenuCameraMarker>>>,
mut commands: Commands,
) {
if let Some(entity) = existing_menu {
@@ -82,6 +82,9 @@ pub fn despawn_menu(
.despawn();
}
if let Some(menu_cam) = existing_menu_camera {
commands.entity(*menu_cam).despawn();
}
}
pub fn spawn_menu(
-17
View File
@@ -42,15 +42,6 @@ pub enum SessionConfigError {
}
impl SessionConfig {
/// Returns whether this match has more than one remote participant.
pub fn is_multiplayer(&self) -> bool {
self.players.len() > 1
|| self
.players
.iter()
.any(|player| matches!(player, PlayerConnection::Remote(_)))
}
pub fn from_args(args: &Args, player_count: usize) -> Result<Self, SessionConfigError> {
if player_count == 0 {
return Err(SessionConfigError::NoPlayers);
@@ -205,13 +196,6 @@ mod tests {
config.players,
[PlayerConnection::Local, PlayerConnection::Local]
);
assert!(config.is_multiplayer());
}
#[test]
fn single_local_player_is_not_multiplayer() {
let config = SessionConfig::from_args(&args(&["game", "--players", "1"]), 1).unwrap();
assert!(!config.is_multiplayer());
}
#[test]
@@ -223,7 +207,6 @@ mod tests {
.unwrap();
assert!(matches!(config.players[0], PlayerConnection::Local));
assert!(matches!(config.players[1], PlayerConnection::Remote(_)));
assert!(config.is_multiplayer());
}
#[test]
+3 -3
View File
@@ -19,10 +19,10 @@ pub enum GameplaySet {
StateUpdate,
/// Integrate velocities into positions.
Physics,
/// Resolve the integrated positions against the stage.
Collision,
/// Solve collision boxes
Animation,
/// Resolve the integrated positions against the stage.
Collision,
/// Resolve attacks
Attacks,
}
@@ -40,8 +40,8 @@ impl Plugin for GameplaySchedulePlugin {
GameplaySet::Interrupt,
GameplaySet::StateUpdate,
GameplaySet::Physics,
GameplaySet::Animation,
GameplaySet::Collision,
GameplaySet::Animation,
GameplaySet::Attacks,
)
.chain(),
+2 -2
View File
@@ -26,7 +26,7 @@ pub enum StagePolyType {
Platform,
}
#[derive(Reflect, Hash, Debug, Clone, Copy, Default, PartialEq, Eq)]
#[derive(Reflect, Hash, Debug, Clone, Copy, Default)]
pub struct StageLineID {
pub polygon: usize,
pub segment: usize,
@@ -34,7 +34,7 @@ pub struct StageLineID {
#[derive(Reflect, Clone, Default)]
pub struct StagePoly {
pub poly_type: StagePolyType,
poly_type: StagePolyType,
pub segments: Vec<StagePolyLineSegment>,
}
+3 -54
View File
@@ -3,7 +3,7 @@ use bevy::prelude::*;
use crate::{
AppState,
match_loading::{MatchConfig, MatchRules},
match_runtime::{MatchState, PauseState},
match_runtime::MatchState,
};
pub mod battle_ui;
@@ -11,9 +11,6 @@ pub mod errors;
pub mod fighter_info;
pub mod stock_icon;
#[derive(Component)]
pub struct PauseOverlay;
#[derive(Default)]
pub struct InGameUIPlugin;
@@ -33,56 +30,8 @@ impl Plugin for InGameUIPlugin {
} else {
false
}
}),
}),
),
)
.add_systems(Update, sync_pause_overlay);
}
}
pub fn sync_pause_overlay(
pause: Res<PauseState>,
overlay: Query<Entity, With<PauseOverlay>>,
mut commands: Commands,
) {
if !pause.is_changed() {
return;
}
if pause.paused {
if overlay.is_empty() {
commands.spawn((
PauseOverlay,
Node {
position_type: PositionType::Absolute,
left: px(0),
right: px(0),
top: px(0),
bottom: px(0),
align_items: AlignItems::Center,
justify_content: JustifyContent::Center,
flex_direction: FlexDirection::Column,
..default()
},
BackgroundColor(Color::srgba(0.0, 0.0, 0.0, 0.7)),
ZIndex(100),
children![
(
Text::new("Paused"),
TextFont::from_font_size(crate::menus::style::H1_SIZE as f32),
TextColor(Color::WHITE),
),
(
Text::new("Press Esc or Start to resume"),
TextFont::from_font_size(crate::menus::style::TEXT_SIZE as f32),
TextColor(Color::WHITE),
),
],
));
}
} else {
for entity in &overlay {
commands.entity(entity).despawn();
}
);
}
}