Compare commits

..
23 Commits
Author SHA1 Message Date
EIREXE 895a8b8756 Implement invulnerability/intangibility and sakurai angle
CI / build-and-test (pull_request) Successful in 2m8s
CI / production-build (pull_request) Successful in 11m7s
2026-09-29 19:36:48 +02:00
EIREXE adf83ba03f Fix match state remaining mutable after and of match and implement initial work on aerials (#77)
CI / build-and-test (push) Successful in 2m7s
CI / production-build (push) Successful in 11m36s
Reviewed-on: #77
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-29 12:40:14 +00:00
EIREXE 88ad9ed951 Implement post-match screen and match finishing. (#76)
CI / build-and-test (push) Failing after 2m8s
CI / production-build (push) Successful in 11m40s
Reviewed-on: #76
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-28 18:29:01 +00:00
EIREXE 3af36c4bc8 Add pulsing effect when invulnerable/intangible, make airdodge make the player intangible. (#75)
CI / build-and-test (push) Successful in 2m3s
CI / production-build (push) Successful in 15m42s
Reviewed-on: #75
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-28 15:44:50 +00:00
EIREXE ccf2657d29 Fix various minor issues (#74)
CI / production-build (push) Canceled after 0s
CI / build-and-test (push) Canceled after 29s
Reviewed-on: #74
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-28 15:08:39 +00:00
EIREXE e02dff58e5 Fix bone resampling breaking hitbox interpolation (#73)
CI / build-and-test (push) Successful in 1m57s
CI / production-build (push) Successful in 11m37s
Reviewed-on: #73
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-27 15:52:42 +00:00
EIREXE 6f1d8a7706 Add the ability to respawn and improve controller port mapping (#72)
CI / build-and-test (push) Successful in 2m2s
CI / production-build (push) Successful in 12m18s
Reviewed-on: #72
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-27 11:54:08 +00:00
EIREXE bb238d2cbc Add spawn points (#71)
CI / build-and-test (push) Successful in 2m1s
CI / production-build (push) Successful in 11m33s
Reviewed-on: #71
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-27 10:06:55 +00:00
EIREXE ce00af0809 Add the ability to debug draw blastzones & update blastzone formatting (#69)
CI / build-and-test (push) Successful in 1m45s
CI / production-build (push) Successful in 11m22s
Reviewed-on: #69
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-26 18:05:10 +00:00
EIREXE 0d1b98d406 Implement filled gizmos (#70)
CI / production-build (push) Canceled after 0s
CI / build-and-test (push) Canceled after 1m57s
Reviewed-on: #70
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-26 17:55:35 +00:00
EIREXE 90412fa80d Add the ability to pause singleplayer matches (#68)
CI / build-and-test (push) Successful in 1m54s
CI / production-build (push) Successful in 11m11s
Reviewed-on: #68
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-26 16:25:36 +00:00
EIREXE 94e292026e Fix fighter visuals after landing snap (#67)
CI / build-and-test (push) Successful in 1m47s
CI / production-build (push) Successful in 11m8s
## Summary

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

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

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

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

Fixes #25

Reviewed-on: #55
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-25 08:04:35 +00:00
64 changed files with 3601 additions and 682 deletions
+1 -1
View File
@@ -8,7 +8,7 @@ authors = [""]
[features]
default = ["development", "debug_features"]
development = ["bevy/dynamic_linking", "bevy/file_watcher"]
development = ["bevy/dynamic_linking", "bevy/file_watcher", "bevy/embedded_watcher"]
debug_features = ["bevy/free_camera"]
[dependencies]
+9 -5
View File
@@ -5,7 +5,7 @@ use bevy_ggrs::GgrsFrameTiming;
use crate::{
debug_tools::DebugSettings,
fighter::{manifest::FighterManifest, motion::sample_presentation_translation},
fighter::{manifest::FighterManifest, motion::{sample_presentation_translation_with_snap, FighterPresentationSnap}},
stage::manifest::StageCameraProfile,
};
@@ -313,6 +313,7 @@ fn update_match_camera(
&crate::fighter::motion::FighterPreviousTranslation,
&crate::fighter::Fighter,
&crate::fighter::FighterFacingDirection,
&FighterPresentationSnap,
&mut FighterCameraExtents,
),
With<crate::player::Player>,
@@ -329,16 +330,17 @@ fn update_match_camera(
let subjects = fighters
.iter_mut()
.map(
|(translation, previous_translation, fighter, facing, mut extents)| {
|(translation, previous_translation, fighter, facing, presentation_snap, mut extents)| {
let manifest = manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
fighter_subject_bounds(
sample_presentation_translation(
sample_presentation_translation_with_snap(
*previous_translation,
*translation,
timing.overstep_fraction(),
debug_settings.motion_sampling,
*presentation_snap,
),
manifest.camera,
*facing,
@@ -465,6 +467,7 @@ fn debug_draw_camera(
&crate::fighter::motion::FighterPreviousTranslation,
&crate::fighter::Fighter,
&crate::fighter::FighterFacingDirection,
&FighterPresentationSnap,
&FighterCameraExtents,
),
With<crate::player::Player>,
@@ -486,15 +489,16 @@ fn debug_draw_camera(
Color::srgb(1.0, 0.5, 0.0),
);
draw_rectangle(&mut gizmos, camera.frame, Color::srgb(1.0, 1.0, 0.0));
for (translation, previous_translation, fighter, _facing, extents) in &fighters {
for (translation, previous_translation, fighter, _facing, presentation_snap, extents) in &fighters {
let manifest = manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
let center = sample_presentation_translation(
let center = sample_presentation_translation_with_snap(
*previous_translation,
*translation,
timing.overstep_fraction(),
debug_settings.motion_sampling,
*presentation_snap,
) + Vec2::Y * manifest.camera.vertical_origin_offset.to_num::<f32>();
draw_rectangle(
&mut gizmos,
+26
View File
@@ -109,7 +109,9 @@ impl FighterDebugRowKind {
enum DebugFlag {
Network,
Ecb,
BlastZones,
StageCollision,
SpawnPositions,
AnimationBones,
AttackHitboxes,
Hurtboxes,
@@ -173,6 +175,14 @@ const WORLD_MENU: &[DebugMenuEntry] = &[
label: "Stage collision",
flag: DebugFlag::StageCollision,
},
DebugMenuEntry::Toggle {
label: "Blast zones",
flag: DebugFlag::BlastZones,
},
DebugMenuEntry::Toggle {
label: "Spawn points",
flag: DebugFlag::SpawnPositions,
},
DebugMenuEntry::GameSpeed {
label: "Game speed",
},
@@ -243,7 +253,9 @@ pub struct DebugSettings {
pub frame_stepping: bool,
pub network: bool,
pub ecb: bool,
pub blast_zones: bool,
pub stage_collision: bool,
pub spawn_positions: bool,
pub animation_bones: bool,
pub attack_hitboxes: bool,
pub hurtboxes: bool,
@@ -264,7 +276,9 @@ impl Default for DebugSettings {
frame_stepping: false,
network: false,
ecb: false,
blast_zones: false,
stage_collision: false,
spawn_positions: false,
animation_bones: false,
attack_hitboxes: false,
hurtboxes: false,
@@ -328,6 +342,8 @@ impl DebugSettings {
match flag {
DebugFlag::Network => self.network,
DebugFlag::Ecb => self.ecb,
DebugFlag::BlastZones => self.blast_zones,
DebugFlag::SpawnPositions => self.spawn_positions,
DebugFlag::StageCollision => self.stage_collision,
DebugFlag::AnimationBones => self.animation_bones,
DebugFlag::AttackHitboxes => self.attack_hitboxes,
@@ -342,7 +358,9 @@ impl DebugSettings {
match flag {
DebugFlag::Network => self.network = !self.network,
DebugFlag::Ecb => self.ecb = !self.ecb,
DebugFlag::BlastZones => self.blast_zones = !self.blast_zones,
DebugFlag::StageCollision => self.stage_collision = !self.stage_collision,
DebugFlag::SpawnPositions => self.spawn_positions = !self.spawn_positions,
DebugFlag::AnimationBones => self.animation_bones = !self.animation_bones,
DebugFlag::AttackHitboxes => self.attack_hitboxes = !self.attack_hitboxes,
DebugFlag::Hurtboxes => self.hurtboxes = !self.hurtboxes,
@@ -884,6 +902,14 @@ pub fn stage_collision_enabled(settings: Res<DebugSettings>) -> bool {
settings.stage_collision
}
pub fn blast_zones_enabled(settings: Res<DebugSettings>) -> bool {
settings.blast_zones
}
pub fn spawn_positions_enabled(settings: Res<DebugSettings>) -> bool {
settings.spawn_positions
}
pub fn animation_bones_enabled(settings: Res<DebugSettings>) -> bool {
settings.animation_bones
}
+15 -9
View File
@@ -2,11 +2,11 @@ use bevy::prelude::*;
use crate::{
camera::MatchCamera, fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation, FighterVelocity, Grounded, animation::FighterAnimationFrame, attack::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterInvulnerabilityState, FighterPendingRespawn, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity, animation::FighterAnimationFrame, attack::{
FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
FighterSolvedHurtboxes, FighterStaleMoveQueue,
}, baked_animation::FighterBoneMatrices, state::FighterState,
}, input::FighterInput, player::Player, stage::line::StageCollision,
}, input::FighterInput, match_runtime::MatchState, player::Player, stage::line::StageCollision,
};
#[derive(Resource, Default)]
@@ -19,6 +19,7 @@ struct Checkpoint {
fighters: Vec<FighterCheckpoint>,
stage_collision: StageCollision,
pending_hits: FighterPendingHits,
match_state: MatchState,
}
#[derive(Clone)]
@@ -44,7 +45,9 @@ struct FighterCheckpoint {
hitboxes: FighterHitboxes,
solved_hurtboxes: FighterSolvedHurtboxes,
bone_matrices: FighterBoneMatrices,
grounded: bool,
surface: FighterSurfaceState,
pending_respawn: FighterPendingRespawn,
invulnerability_state: FighterInvulnerabilityState,
}
pub(super) fn save_or_restore(world: &mut World) {
@@ -89,10 +92,12 @@ pub(super) fn save_or_restore(world: &mut World) {
checkpoint_fighters.push(checkpoint);
}
let pending_hits = world.resource::<FighterPendingHits>().clone();
let match_state = world.resource::<MatchState>().clone();
world.resource_mut::<DebugSaveState>().checkpoint = Some(Checkpoint {
fighters: checkpoint_fighters,
stage_collision,
pending_hits,
match_state,
});
info!("Saved debug game state");
return;
@@ -143,14 +148,13 @@ 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());
if saved.grounded {
entity.insert(Grounded);
} else {
entity.remove::<Grounded>();
}
entity.insert(saved.surface.clone());
entity.insert(saved.pending_respawn.clone());
entity.insert(saved.invulnerability_state.clone());
}
world.insert_resource(checkpoint.pending_hits.clone());
world.insert_resource(checkpoint.stage_collision);
world.insert_resource(checkpoint.match_state);
for mut match_camera in world.query::<&mut MatchCamera>().iter_mut(world) {
match_camera.needs_snap = true;
}
@@ -181,7 +185,9 @@ 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(),
grounded: fighter.contains::<Grounded>(),
surface: fighter.get::<FighterSurfaceState>()?.clone(),
pending_respawn: fighter.get::<FighterPendingRespawn>()?.clone(),
invulnerability_state: fighter.get::<FighterInvulnerabilityState>()?.clone(),
})
}
+6
View File
@@ -84,6 +84,11 @@ pub enum AnimKind {
AirDodge,
Fall,
Turn,
CrouchEnter,
CrouchIdle,
CrouchExit,
PlatformPass,
FlinchGround,
FlinchAir,
@@ -93,4 +98,5 @@ pub enum AnimKind {
AttackUpTilt,
AttackForwardTilt,
AttackDownTilt,
AttackNeutralAir,
}
+28 -6
View File
@@ -8,6 +8,7 @@ use bevy::prelude::*;
use bevy_ggrs::{Rollback, RollbackApp, prelude::GgrsSchedule};
use serde::{Deserialize, Serialize};
use crate::fighter::FighterInvulnerabilityState;
use crate::{
fighter::{
Fighter, FighterAttributes, FighterFacingDirection, FighterHitboxes,
@@ -112,7 +113,7 @@ impl KnockbackType {
}
}
#[derive(Debug, Default, Clone, Serialize, Deserialize)]
#[derive(Debug, Default, Clone, Copy, Serialize, Deserialize)]
pub struct Knockback(FGi32);
impl Knockback {
@@ -157,6 +158,23 @@ impl AttackAngle {
pub fn make_sakurai() -> Self {
Self::Sakurai
}
pub fn get_angle(&self, knockback: &Knockback, is_receiver_grounded: bool, game_settings: &GameSettings) -> FGi32 {
match self {
AttackAngle::Normal(angle) => {
*angle
},
AttackAngle::Sakurai => {
if !is_receiver_grounded {
game_settings.fighter_common.sakurai_angle_aerial_angle
} else if knockback.0 > game_settings.fighter_common.sakurai_angle_knockback_threshold {
game_settings.fighter_common.sakurai_angle_high_knockback_angle
} else {
game_settings.fighter_common.sakurai_angle_low_knockback_angle
}
},
}
}
}
#[derive(Serialize, Deserialize, Reflect, PartialEq, Eq, Hash, Clone, Debug, Default, Copy)]
@@ -179,7 +197,7 @@ pub enum AttackKind {
impl AttackKind {
pub fn get_animation(&self) -> AnimKind {
match self {
AttackKind::NeutralAir => AnimKind::AttackJab1,
AttackKind::NeutralAir => AnimKind::AttackNeutralAir,
AttackKind::Jab => AnimKind::AttackJab1,
AttackKind::UpTilt => AnimKind::AttackUpTilt,
AttackKind::ForwardAir => AnimKind::AttackUpTilt,
@@ -526,21 +544,27 @@ pub fn intersect_attacks_with_hurtboxes(
&Player,
&FighterStaleMoveQueue,
)>,
query_attacked: Query<(Entity, &FighterSolvedHurtboxes)>,
query_attacked: Query<(Entity, &FighterSolvedHurtboxes, &FighterInvulnerabilityState)>,
mut pending_hits: ResMut<FighterPendingHits>,
attack_scripts: Res<Assets<FighterAttackScript>>,
) {
pending_hits.0.clear();
for &entity_receiving in &roster.0 {
let Ok((_, hurtboxes)) = query_attacked.get(entity_receiving) else {
let Ok((_, hurtboxes, invuln_state)) = query_attacked.get(entity_receiving) else {
continue;
};
if matches!(*invuln_state, FighterInvulnerabilityState::Intangible { .. }) {
continue;
}
for &entity_hurting in &roster.0 {
if entity_hurting == entity_receiving {
continue;
}
let Ok((_, mut hitboxes, _, _, _)) = query_attacker.get_mut(entity_hurting) else {
continue;
};
@@ -581,7 +605,6 @@ pub fn intersect_attacks_with_hurtboxes(
attack_kind: active_attack.kind,
hitbox_index: hitting_hitbox_idx,
});
info!("Hit by hitbox {}!!!!", hitting_hitbox_idx);
active_attack.hit_fighters.push(entity_receiving);
}
@@ -605,7 +628,6 @@ impl Plugin for FighterAttackPlugin {
intersect_attacks_with_hurtboxes,
)
.chain()
.after(crate::fighter::baked_animation::update_fighter_bone_matrices)
.in_set(GameplaySet::Attacks),
);
}
+56 -17
View File
@@ -4,8 +4,16 @@ use bevy_ggrs::prelude::GgrsSchedule;
use super::*;
use crate::{
fighter::{
Fighter, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterPendingHitReaction, FighterStaleMoveQueue, errors::FighterErrors, manifest::FighterManifest, state::FighterState,
}, game_settings::GameSettings, math::{int::FGi32}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript,
Fighter, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake,
FighterHitstopShakeKind, FighterHitstopShakeRole, FighterPendingHitReaction,
FighterStaleMoveQueue, FighterSurfaceState, errors::FighterErrors,
manifest::FighterManifest, state::FighterState,
},
game_settings::GameSettings,
math::int::FGi32,
player::Player,
schedule::GameplaySet,
scripting::FighterAttackScript,
};
pub fn resolve_fighter_hits(
@@ -18,7 +26,14 @@ pub fn resolve_fighter_hits(
&mut FighterHitstop,
&mut FighterHitstopShake,
)>,
mut receiver: Query<(&mut FighterDamage, &Fighter, &mut FighterPendingHitReaction, &FighterState)>,
mut receiver: Query<(
&mut FighterDamage,
&Fighter,
&mut FighterPendingHitReaction,
&FighterState,
&FighterInvulnerabilityState,
&FighterSurfaceState,
)>,
attack_scripts: Res<Assets<FighterAttackScript>>,
game_settings: Res<GameSettings>,
fighter_manifests: Res<Assets<FighterManifest>>,
@@ -33,7 +48,14 @@ pub fn resolve_fighter_hits(
.position(|hit| hit.defender != defender)
.map_or(hits.len(), |offset| hit_offset + offset);
let Ok((mut receiver_damage, fighter, mut pending_reaction, receiver_state)) = receiver.get_mut(defender)
let Ok((
mut receiver_damage,
fighter,
mut pending_reaction,
receiver_state,
invuln_state,
receiver_surface_state,
)) = receiver.get_mut(defender)
else {
hit_offset = next_defender;
continue;
@@ -79,10 +101,12 @@ pub fn resolve_fighter_hits(
false,
false,
);
let angle = match &hitbox.angle {
AttackAngle::Normal(angle) => *angle,
AttackAngle::Sakurai => FGi32::lit("32.0"),
};
let angle = hitbox.angle.get_angle(
&knockback,
receiver_surface_state.is_grounded(),
&game_settings,
);
dbg!(knockback, angle);
let launch_angle = if facing_left {
FGi32::lit("180.0") - angle
} else {
@@ -100,15 +124,21 @@ pub fn resolve_fighter_hits(
hitstun_frames: knockback.get_hitstun_frames(&game_settings),
hitstop_frames: hitstop,
kind: HitReactionKind::Flinch,
damage: FighterDamage(attack_damage)
damage: FighterDamage(attack_damage),
},
));
}
receiver_damage.0 += total_damage_received_this_frame;
match invuln_state {
FighterInvulnerabilityState::Vulnerable => {
receiver_damage.0 += total_damage_received_this_frame
}
_ => (),
}
for (attacker_entity, _, reaction) in &reactions {
let Ok((.., _, mut hitstop, mut hitstop_shake)) = attacker.get_mut(*attacker_entity) else {
let Ok((.., _, mut hitstop, mut hitstop_shake)) = attacker.get_mut(*attacker_entity)
else {
continue;
};
@@ -119,7 +149,9 @@ pub fn resolve_fighter_hits(
FighterHitstopShakeKind::Vertical
};
hitstop.remaining_frames = reaction.hitstop_frames.0;
let shake_frames = reaction.hitstop_frames.calculate_shake_frames(&game_settings);
let shake_frames = reaction
.hitstop_frames
.calculate_shake_frames(&game_settings);
hitstop_shake.total_frames = shake_frames;
hitstop_shake.remaining_frames = shake_frames;
hitstop_shake.kind = shake_kind;
@@ -127,16 +159,23 @@ pub fn resolve_fighter_hits(
}
}
pending_reaction.0 = reactions
.into_iter()
.min_by(|(_, port_a, _), (_, port_b, _)| port_a.cmp(port_b))
.map(|(_, _, reaction)| reaction);
match invuln_state {
FighterInvulnerabilityState::Vulnerable => {
pending_reaction.0 = reactions
.into_iter()
.min_by(|(_, port_a, _), (_, port_b, _)| port_a.cmp(port_b))
.map(|(_, _, reaction)| reaction);
}
_ => (),
}
hit_offset = next_defender;
}
for hit in hits {
let Ok((mut stale_move_queue, _facing_direction, mut hitboxes, ..)) = attacker.get_mut(hit.attacker) else {
let Ok((mut stale_move_queue, _facing_direction, mut hitboxes, ..)) =
attacker.get_mut(hit.attacker)
else {
continue;
};
+3
View File
@@ -44,6 +44,9 @@ pub struct FighterAttributes {
pub air_dodge_duration: u32,
pub air_dodge_velocity: FGi32,
pub air_dodge_decay: FGi32,
pub air_dodge_intangible_duration: u32,
pub air_dodge_intangible_start: u32,
}
impl FighterAttributes {
+31 -3
View File
@@ -8,7 +8,7 @@ pub use crate::math::fixed_transform::FixedMat4;
pub use asset_baking::{BakedAnimationAssetProcessingPlugin, BakedAnimationPlugin};
pub use runtime::{
BakedAnimationClip, BakedFighterAnimations, FighterBoneIndexMap, FighterBoneMatrices,
update_fighter_bone_matrices,
resample_fighter_bone_matrices, update_fighter_bone_matrices,
};
pub const BAKED_ANIMATION_FPS: u32 = 60;
@@ -219,6 +219,7 @@ 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],
@@ -239,6 +240,7 @@ 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],
@@ -266,13 +268,38 @@ mod tests {
let parents = [None, Some(0)];
let pose = [FixedMat4::IDENTITY, FixedMat4::IDENTITY];
matrices.set_pose(&names, &parents, &pose, FGi32::ONE);
matrices.set_pose(AnimKind::Wait, &names, &parents, &pose, FGi32::ONE);
let capacities = matrices.buffer_capacities();
matrices.set_pose(&names, &parents, &pose, FGi32::ONE);
matrices.set_pose(AnimKind::Wait, &names, &parents, &pose, FGi32::ONE);
assert_eq!(capacities, matrices.buffer_capacities());
}
#[test]
fn same_frame_resample_preserves_previous_gameplay_pose() {
let names = ["root".into()];
let parents = [None];
let mut pose_a = FixedMat4::IDENTITY;
pose_a.translate(FGVec3::lit("1", "0", "0"));
let mut pose_b = FixedMat4::IDENTITY;
pose_b.translate(FGVec3::lit("2", "0", "0"));
let mut snapped_pose = FixedMat4::IDENTITY;
snapped_pose.translate(FGVec3::lit("3", "0", "0"));
let mut matrices = FighterBoneMatrices::default();
matrices.set_pose(AnimKind::Wait, &names, &parents, &[pose_a], FGi32::ONE);
matrices.set_pose(AnimKind::Wait, &names, &parents, &[pose_b], FGi32::ONE);
matrices.resample_pose(
AnimKind::Landing,
&names,
&parents,
&[snapped_pose],
FGi32::ONE,
);
assert_eq!(matrices.get_index(0), Some((pose_a, snapped_pose)));
}
#[test]
fn model_scale_affects_gameplay_bones_without_changing_visual_locals() {
let mut root = FixedMat4::IDENTITY;
@@ -281,6 +308,7 @@ 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],
+123 -23
View File
@@ -71,6 +71,7 @@ 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)]
@@ -88,6 +89,12 @@ 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((
@@ -132,10 +139,32 @@ impl FighterBoneMatrices {
}
pub(super) fn set_pose(
&mut self,
kind: AnimKind,
bone_names: &[String],
parents: &[Option<usize>],
local: &[FixedMat4],
model_scale: FGi32,
) {
self.sample_pose(kind, bone_names, parents, local, model_scale, true);
}
pub(super) fn resample_pose(
&mut self,
kind: AnimKind,
bone_names: &[String],
parents: &[Option<usize>],
local: &[FixedMat4],
model_scale: FGi32,
) {
self.sample_pose(kind, bone_names, parents, local, model_scale, false);
}
fn sample_pose(
&mut self,
kind: AnimKind,
bone_names: &[String],
parents: &[Option<usize>],
local: &[FixedMat4],
model_scale: FGi32,
advance_history: bool,
) {
assert_eq!(
bone_names.len(),
@@ -159,8 +188,11 @@ impl FighterBoneMatrices {
self.local_matrices.reserve(local.len());
self.previous_local_matrices.reserve(local.len());
self.model_matrices.reserve(local.len());
std::mem::swap(&mut self.matrices, &mut self.previous_frame_matrices);
std::mem::swap(&mut self.local_matrices, &mut self.previous_local_matrices);
if advance_history {
std::mem::swap(&mut self.matrices, &mut self.previous_frame_matrices);
std::mem::swap(&mut self.local_matrices, &mut self.previous_local_matrices);
}
let animation_changed = self.presentation_kind != Some(kind);
self.local_matrices.clear();
self.local_matrices.extend_from_slice(local);
self.model_matrices.resize(local.len(), None);
@@ -183,6 +215,14 @@ 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);
}
}
@@ -198,34 +238,94 @@ pub fn update_fighter_bone_matrices(
manifests: Res<Assets<FighterManifest>>,
) {
for (frame, animations, fighter, mut matrices, mut bone_indices) in &mut fighters {
let baked = baked_assets
.get(&animations.baked)
.expect("fighter baked animation asset should be loaded before the match starts");
assert_eq!(
baked.frame_rate, BAKED_ANIMATION_FPS,
"fighter baked animation rate does not match the simulation rate"
sample_fighter_bone_matrices(
frame,
animations,
fighter,
&mut matrices,
&mut bone_indices,
&baked_assets,
&manifests,
true,
);
let pose = baked
.sample_pose(frame)
.expect("fighter animation frame should select a baked pose");
let manifest = manifests
.get(&fighter.manifest)
.expect("fighter manifest should be loaded before the match starts");
}
}
/// Resamples the current pose after collision-driven state transitions without
/// advancing the previous-frame pose used for swept gameplay volumes.
pub fn resample_fighter_bone_matrices(
mut fighters: Query<(
&FighterAnimationFrame,
&FighterAnimations,
&Fighter,
&mut FighterBoneMatrices,
&mut FighterBoneIndexMap,
)>,
baked_assets: Res<Assets<BakedFighterAnimations>>,
manifests: Res<Assets<FighterManifest>>,
) {
for (frame, animations, fighter, mut matrices, mut bone_indices) in &mut fighters {
sample_fighter_bone_matrices(
frame,
animations,
fighter,
&mut matrices,
&mut bone_indices,
&baked_assets,
&manifests,
false,
);
}
}
fn sample_fighter_bone_matrices(
frame: &FighterAnimationFrame,
animations: &FighterAnimations,
fighter: &Fighter,
matrices: &mut FighterBoneMatrices,
bone_indices: &mut FighterBoneIndexMap,
baked_assets: &Assets<BakedFighterAnimations>,
manifests: &Assets<FighterManifest>,
advance_history: bool,
) {
let baked = baked_assets
.get(&animations.baked)
.expect("fighter baked animation asset should be loaded before the match starts");
assert_eq!(
baked.frame_rate, BAKED_ANIMATION_FPS,
"fighter baked animation rate does not match the simulation rate"
);
let pose = baked
.sample_pose(frame)
.expect("fighter animation frame should select a baked pose");
let manifest = manifests
.get(&fighter.manifest)
.expect("fighter manifest should be loaded before the match starts");
if advance_history {
matrices.set_pose(
frame.kind,
&baked.bone_names,
&baked.parents,
pose,
manifest.model_scale,
);
if bone_indices.0.is_empty() {
bone_indices.0.extend(
baked
.bone_names
.iter()
.enumerate()
.map(|(index, name)| (name.clone(), index)),
);
}
} else {
matrices.resample_pose(
frame.kind,
&baked.bone_names,
&baked.parents,
pose,
manifest.model_scale,
);
}
if bone_indices.0.is_empty() {
bone_indices.0.extend(
baked
.bone_names
.iter()
.enumerate()
.map(|(index, name)| (name.clone(), index)),
);
}
}
+36
View File
@@ -0,0 +1,36 @@
//! Various interactions with the blast zones
use bevy::prelude::*;
use crate::{fighter::{FighterPendingRespawn, FighterTranslation, state::FighterState}, match_loading::MatchConfig, stage::manifest::{StageManifest, StageManifestRegistry}};
pub fn apply_blast_zones(
stage_registry: Res<StageManifestRegistry>,
stage_manifests: Res<Assets<StageManifest>>,
match_config: Res<MatchConfig>,
fighters: Query<(&FighterTranslation, &mut FighterPendingRespawn, &FighterState)>
) {
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
return;
};
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
return;
};
for (translation, mut pending_respawn, state) in fighters {
let is_off_the_left = translation.x < stage_manifest.blast_zone_top_left.x;
let is_off_the_right = translation.x > stage_manifest.blast_zone_bottom_right.x;
let is_off_the_top = translation.y > stage_manifest.blast_zone_top_left.y;
let is_off_the_bottom = translation.y < stage_manifest.blast_zone_bottom_right.y;
if is_off_the_left || is_off_the_bottom || is_off_the_right {
pending_respawn.0 = true;
} else if is_off_the_top {
let is_in_hitstun = matches!(state, FighterState::Hitstun(..));
if is_in_hitstun {
pending_respawn.0 = true;
}
}
}
}
+153 -1
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};
use crate::stage::line::{StageCollision, StageLineID, StagePolyType};
/*
pub fn collide_fighter_with_scene(
fighters: Query<(&FighterECB, &mut FighterVelocity, &mut FighterTranslation)>,
@@ -44,6 +44,8 @@ pub fn air_collide_with_stage(
prev_ecb: &FighterPreviousECB,
ecb: &FighterECB,
stage_collision: &StageCollision,
ignored_polys: &[usize],
can_ignore_soft_platforms: bool,
) -> Option<AirCollisionWithStageResult> {
let ray_segment = FGSegment2d::new(
prev_translation.0 + prev_ecb.get_bottom_point(),
@@ -54,6 +56,10 @@ pub fn air_collide_with_stage(
.stage_polys
.iter()
.enumerate()
.filter(|(poly_idx, poly)| {
!ignored_polys.contains(poly_idx)
&& !(can_ignore_soft_platforms && matches!(poly.poly_type, StagePolyType::Platform))
})
.filter_map(|(poly_idx, poly)| {
poly.intersect_ray(ray_segment).map(|intersect_result| {
(
@@ -76,3 +82,149 @@ 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());
assert_eq!(
air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&stage_collision,
&[],
false,
)
.expect("air dodges still collide with soft platforms")
.hit_position,
FGVec2::lit("0", "0")
);
}
#[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"));
}
}
+59 -27
View File
@@ -1,10 +1,9 @@
//! Fighter debug views: gizmos and the egui inspector window.
use std::sync::OnceLock;
use bevy::color::palettes::css::ORANGE;
use bevy::{color::palettes::css::YELLOW, prelude::*};
use bevy_egui::{EguiContexts, egui};
use bevy::color::palettes::css::{ORANGE, ORANGE_RED, WHITE};
use bevy::prelude::*;
use bevy_egui::{egui, EguiContexts};
use crate::debug_tools::{DebugSettings, FighterDebugRowKind};
use crate::fighter::animation::FighterAnimationFrame;
@@ -15,18 +14,19 @@ 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::{FighterState, air};
use crate::fighter::state::{air, FighterState};
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(
@@ -37,17 +37,27 @@ 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));
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);
filled_gizmos.polygon(&transformed, ORANGE);
gizmos.lineloop(transformed, WHITE);
}
}
pub fn fighter_debug(
@@ -153,10 +163,17 @@ pub fn fighter_debug(
Ok(())
}
pub fn animation_debug(query: Query<(&GlobalTransform, &FighterBoneMatrices)>, mut gizmos: Gizmos) {
for (global_transform, matrices) in query {
let (_, rotation, translation) = global_transform.to_scale_rotation_translation();
let marker_transform = Transform::from_translation(translation).with_rotation(rotation);
pub fn animation_debug(
query: Query<(
&FighterTranslation,
&FighterFacingDirection,
&FighterBoneMatrices,
)>,
mut gizmos: Gizmos,
) {
for (global_transform, facing_dir, matrices) in query {
let global_transform = global_transform.get_3d_transform(facing_dir);
let marker_transform = global_transform.to_mat4();
for (_, matrix) in matrices.iter() {
let pos = marker_transform.transform_point(Vec3::new(
matrix.cols[3][0].to_num(),
@@ -169,15 +186,23 @@ pub fn animation_debug(query: Query<(&GlobalTransform, &FighterBoneMatrices)>, m
}
}
pub fn hurtbox_debug(query: Query<&FighterSolvedHurtboxes>, mut gizmos: Gizmos) {
pub fn hurtbox_debug(
query: Query<&FighterSolvedHurtboxes>,
mut filled_gizmos: FilledGizmos,
) {
for hurtboxes in &query {
for hurtbox in &hurtboxes.0 {
draw_affine_capsule(&mut gizmos, hurtbox.capsule, YELLOW);
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),
);
}
}
}
fn draw_affine_capsule(
/*fn draw_affine_capsule(
gizmos: &mut Gizmos,
capsule: FixedAffineCapsule,
color: impl Into<Color> + Copy,
@@ -199,9 +224,9 @@ fn draw_affine_capsule(
for &(start, end) in &wireframe.lines {
gizmos.line(vertices[start], vertices[end], color);
}
}
}*/
struct CapsuleWireVertex {
/*struct CapsuleWireVertex {
direction: Vec3,
center_sign: f32,
}
@@ -209,9 +234,9 @@ struct CapsuleWireVertex {
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();
@@ -292,7 +317,7 @@ fn capsule_wireframe() -> &'static CapsuleWireframe {
CapsuleWireframe { vertices, lines }
})
}
}*/
#[cfg(test)]
mod capsule_debug_tests {
@@ -312,7 +337,7 @@ 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
@@ -330,7 +355,7 @@ 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(
@@ -342,6 +367,7 @@ 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 {
@@ -368,6 +394,12 @@ 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);
+100 -48
View File
@@ -1,28 +1,44 @@
use bevy::prelude::*;
use crate::math::{int::FGi32, vec::FGVec2};
use crate::{
fighter::{
FighterFacingDirection, FighterSurfaceState, FighterTranslation,
baked_animation::FighterBoneMatrices,
}, math::{int::FGi32, vec::FGVec2},
};
/// Environment collision box: the diamond used to resolve a fighter against
/// the stage. Purely geometry — the collision response lives in
/// [`super::collision`].
#[derive(Component, Debug, Clone, Copy, Hash)]
#[derive(Component, Debug, Clone, Copy, Hash, Default)]
#[require(FighterPreviousECB)]
pub struct FighterECB {
pub vertical_half: FGi32,
pub horizontal_half: FGi32,
pub top: FGVec2,
pub bottom: FGVec2,
pub left: FGVec2,
pub right: FGVec2,
}
#[derive(Component, Debug, Clone)]
pub struct FighterECBBoneIndices {
pub indices: Vec<usize>,
}
#[derive(Component, Debug, Clone, Copy, Default, Hash)]
pub struct FighterPreviousECB {
pub vertical_half: FGi32,
pub horizontal_half: FGi32,
pub top: FGVec2,
pub bottom: FGVec2,
pub left: FGVec2,
pub right: FGVec2,
}
impl From<FighterECB> for FighterPreviousECB {
fn from(ecb: FighterECB) -> Self {
Self {
vertical_half: ecb.vertical_half,
horizontal_half: ecb.horizontal_half,
top: ecb.top,
bottom: ecb.bottom,
left: ecb.left,
right: ecb.right,
}
}
}
@@ -35,53 +51,85 @@ pub fn snapshot_fighter_ecb(fighters: Query<(&FighterECB, &mut FighterPreviousEC
impl FighterECB {
pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
let rel_up = trf.transform_point(Vec3::new(
0.0,
(self.vertical_half + self.vertical_half).to_num(),
0.0,
));
let rel_down = trf.transform_point(Vec3::new(0.0, 0.0, 0.0));
let rel_left = trf.transform_point(Vec3::new(
(-self.horizontal_half).to_num(),
self.vertical_half.to_num(),
0.0,
));
let rel_right = trf.transform_point(Vec3::new(
self.horizontal_half.to_num(),
self.vertical_half.to_num(),
0.0,
));
[rel_up, rel_right, rel_down, rel_left]
[self.top, self.right, self.bottom, self.left]
.map(|point| trf.transform_point(Vec3::new(point.x.to_num(), point.y.to_num(), 0.0)))
}
pub fn get_bottom_point(&self) -> FGVec2 {
FGVec2::new(FGi32::ZERO, FGi32::ZERO)
self.bottom
}
}
impl FighterPreviousECB {
pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
let rel_up = trf.transform_point(Vec3::new(
0.0,
(self.vertical_half + self.vertical_half).to_num(),
0.0,
));
let rel_down = trf.transform_point(Vec3::new(0.0, 0.0, 0.0));
let rel_left = trf.transform_point(Vec3::new(
(-self.horizontal_half).to_num(),
self.vertical_half.to_num(),
0.0,
));
let rel_right = trf.transform_point(Vec3::new(
self.horizontal_half.to_num(),
self.vertical_half.to_num(),
0.0,
));
[rel_up, rel_right, rel_down, rel_left]
[self.top, self.right, self.bottom, self.left]
.map(|point| trf.transform_point(Vec3::new(point.x.to_num(), point.y.to_num(), 0.0)))
}
pub fn get_bottom_point(&self) -> FGVec2 {
FGVec2::new(FGi32::ZERO, FGi32::ZERO)
self.bottom
}
}
pub fn update_ecb(
query: Query<(
&mut FighterECB,
&FighterSurfaceState,
&FighterECBBoneIndices,
&FighterBoneMatrices,
&FighterTranslation,
&FighterFacingDirection,
)>,
) {
for (mut ecb, surface_state, bone_indices, bone_matrices, translation, facing_dir) in query {
let trf = translation.get_3d_transform(facing_dir);
let transformed_ecb_bones = bone_indices.indices.iter().filter_map(|idx| {
let Some((_, bone_matrix)) = bone_matrices.get_by_idx(*idx) else {
return None;
};
let pt = trf.transform_point(bone_matrix.get_translation());
Some(FGVec2::new(pt.x, pt.y) - translation.0)
}).collect::<Vec<_>>();
let max_x = transformed_ecb_bones.iter().max_by(|a, b| a.x.cmp(&b.x)).map(|final_val| final_val.x).unwrap_or(FGi32::lit("0.5"));
let min_x = transformed_ecb_bones.iter().min_by(|a, b| a.x.cmp(&b.x)).map(|final_val| final_val.x).unwrap_or(FGi32::lit("-0.5"));
let max_y = transformed_ecb_bones.iter().max_by(|a, b| a.y.cmp(&b.y)).map(|final_val| final_val.y).unwrap_or(FGi32::lit("0.5"));
let min_y = transformed_ecb_bones.iter().min_by(|a, b| a.y.cmp(&b.y)).map(|final_val| final_val.y).unwrap_or(FGi32::lit("-0.5"));
let midpoint_height = (max_y + min_y) / FGi32::lit("2.0");
let top = FGVec2::new(FGi32::ZERO, max_y);
let bottom = FGVec2::new(FGi32::ZERO, min_y);
let left = FGVec2::new(min_x, midpoint_height);
let right = FGVec2::new(max_x, midpoint_height);
let ecb_lock_frames_remaining = if let FighterSurfaceState::Airborne { ecb_lock_frames_remaining, .. } = surface_state {
*ecb_lock_frames_remaining
} else {
0
};
ecb.top = top;
if ecb_lock_frames_remaining == 0 {
ecb.bottom = bottom;
}
ecb.left = left;
ecb.right = right;
if surface_state.is_grounded() {
ecb.bottom = FGVec2::ZERO;
}
}
}
pub fn decrement_ecb_lockout(surface_states: Query<&mut FighterSurfaceState>) {
for mut state in surface_states {
state.tick_ecb_lock();
state.tick_ignored_polygons();
}
}
@@ -92,12 +140,16 @@ mod tests {
#[test]
fn previous_ecb_copies_current_dimensions() {
let current = FighterECB {
vertical_half: FGi32::lit("0.5"),
horizontal_half: FGi32::lit("0.25"),
bottom: FGVec2::lit("0.0", "-0.5"),
top: FGVec2::lit("0.0", "0.5"),
left: FGVec2::lit("-0.5", "0.0"),
right: FGVec2::lit("0.5", "0.0"),
};
let previous = FighterPreviousECB::from(current);
assert_eq!(previous.vertical_half, current.vertical_half);
assert_eq!(previous.horizontal_half, current.horizontal_half);
assert_eq!(previous.top, current.top);
assert_eq!(previous.bottom, current.bottom);
assert_eq!(previous.left, current.left);
assert_eq!(previous.right, current.right);
}
}
+1
View File
@@ -65,6 +65,7 @@ pub struct FighterManifest {
pub animations: HashMap<AnimKind, String>,
pub attack_scripts: HashMap<AttackKind, String>,
pub hurtboxes: Vec<FighterHurtbox>,
pub ecb_bones: Vec<String>,
}
#[derive(Resource)]
+88 -17
View File
@@ -18,7 +18,9 @@ pub mod hurtbox;
pub mod manifest;
pub mod motion;
pub mod state;
pub mod surface;
pub mod visual;
pub mod blast_zones;
// The fighter components are re-exported so the rest of the crate can say
// `fighter::FighterVelocity` without caring which file it lives in. Named
@@ -28,9 +30,10 @@ pub use attributes::FighterAttributes;
pub use ecb::FighterECB;
pub use manifest::FighterId;
pub use motion::{
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation,
FighterVelocity, Grounded,
FighterPresentationSnap, FighterPreviousFacingDirection, FighterPreviousTranslation,
FighterTranslation, FighterVelocity,
};
pub use surface::FighterSurfaceState;
use crate::{
AppState, fighter::{
@@ -38,8 +41,8 @@ use crate::{
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
FighterStaleMoveQueue,
}, 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,
}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, ecb::FighterECBBoneIndices, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::{FighterAnimations, FighterInvulnerabilityVisualState},
}, game_settings::GameSettings, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
};
use state::state_interrupt_system;
@@ -58,14 +61,14 @@ 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)]
@@ -73,7 +76,7 @@ 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)]
@@ -82,6 +85,14 @@ pub struct FighterHitstop {
pub remaining_frames: u32,
}
#[derive(Component, Default, Copy, Clone, Hash)]
pub enum FighterInvulnerabilityState {
#[default]
Vulnerable,
Invulnerable { frames_remaining: Option<u32> },
Intangible { frames_remaining: Option<u32> }
}
impl FighterFacingDirection {
fn reverse(&self) -> Self {
match self {
@@ -126,14 +137,20 @@ impl FighterFacingDirection {
#[require(Transform)]
pub struct FighterVisual;
#[derive(Component, DerefMut, Deref, Debug, Default, Hash, Clone, Copy)]
pub struct FighterPendingRespawn(bool);
#[derive(Component)]
#[require(
FighterStaleMoveQueue,
FighterDamage,
FighterPendingHitReaction,
FighterPendingRespawn,
FighterHitstop,
FighterKnockbackVelocity,
FighterTranslation,
FighterInvulnerabilityState,
FighterInvulnerabilityVisualState,
)]
pub struct Fighter {
pub manifest: Handle<FighterManifest>,
@@ -146,6 +163,10 @@ impl Plugin for FighterPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(FighterAttackPlugin)
// Every state gets a chance to interrupt itself, in priority order.
.add_systems(
GgrsSchedule,
motion::clear_fighter_presentation_snaps.in_set(GameplaySet::Input),
)
.add_systems(
GgrsSchedule,
(
@@ -158,7 +179,7 @@ impl Plugin for FighterPlugin {
)
.add_systems(
GgrsSchedule,
(state::state_update_system, decay_hitstop)
(state::state_update_system, decay_hitstop, decay_invulnerability)
.chain()
.in_set(GameplaySet::StateUpdate),
)
@@ -170,10 +191,15 @@ impl Plugin for FighterPlugin {
)*/
.add_systems(
GgrsSchedule,
state::state_collision_interrupt_system.in_set(GameplaySet::Collision),
(
(blast_zones::apply_blast_zones, ecb::update_ecb, ecb::decrement_ecb_lockout, state::state_collision_interrupt_system).chain(),
baked_animation::resample_fighter_bone_matrices,
)
.chain()
.in_set(GameplaySet::Collision),
)
.add_systems(
Update,
PostUpdate,
(
motion::apply_fighter_translation_to_visuals,
animation::apply_animation,
@@ -196,19 +222,25 @@ impl Plugin for FighterPlugin {
.checksum_component_with_hash::<FighterTranslation>()
.rollback_component_with_copy::<FighterPreviousTranslation>()
.checksum_component_with_hash::<FighterPreviousTranslation>()
.rollback_component_with_copy::<FighterPresentationSnap>()
.checksum_component_with_hash::<FighterPresentationSnap>()
.rollback_component_with_copy::<FighterPreviousFacingDirection>()
.checksum_component_with_hash::<FighterPreviousFacingDirection>()
.rollback_component_with_copy::<animation::FighterAnimationFrame>()
.checksum_component_with_hash::<animation::FighterAnimationFrame>()
.rollback_component_with_copy::<Grounded>()
.checksum_component_with_hash::<Grounded>()
.rollback_component_with_clone::<FighterSurfaceState>()
.checksum_component_with_hash::<FighterSurfaceState>()
.rollback_component_with_copy::<FighterFacingDirection>()
.rollback_component_with_copy::<FighterDamage>()
.checksum_component_with_hash::<FighterDamage>()
.rollback_component_with_clone::<FighterPendingHitReaction>()
.checksum_component_with_hash::<FighterPendingHitReaction>()
.rollback_component_with_copy::<FighterPendingRespawn>()
.checksum_component_with_hash::<FighterPendingRespawn>()
.rollback_component_with_copy::<FighterHitstop>()
.checksum_component_with_hash::<FighterHitstop>()
.rollback_component_with_copy::<FighterInvulnerabilityState>()
.checksum_component_with_hash::<FighterInvulnerabilityState>()
.rollback_component_with_copy::<FighterKnockbackVelocity>()
.checksum_component_with_hash::<FighterKnockbackVelocity>()
.rollback_resource_with_reflect::<StageCollision>()
@@ -236,6 +268,9 @@ impl Plugin for FighterPlugin {
.run_if(crate::debug_tools::attack_hitboxes_enabled)
.run_if(in_state(AppState::InMatch)),
)
.add_systems(FixedPostUpdate,
visual::update_status_colors.run_if(resource_exists::<GameSettings>)
)
.add_systems(
FixedPostUpdate,
debug::hurtbox_debug.run_if(crate::debug_tools::hurtboxes_enabled),
@@ -259,7 +294,7 @@ 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)]
@@ -268,34 +303,39 @@ pub struct FighterHitboxes(pub Option<FighterActiveAttack>);
pub fn spawn_fighter(
commands: &mut Commands,
player_handle: usize,
controller_port: usize,
spawn_position: FGVec2,
manifest: Handle<FighterManifest>,
model_scale: FGi32,
animations: FighterAnimations,
attack_scripts: FighterAttackScriptAssets,
visual_root: WorldAssetRoot,
ecb_bone_indices: Vec<usize>,
) -> Entity {
commands
.spawn((
Name(format!("Fighter {player_handle}").into()),
Player {
handle: player_handle,
controller_port,
},
Fighter { manifest: manifest },
FighterFacingDirection::Right,
FighterPreviousFacingDirection(FighterFacingDirection::Right),
FighterSurfaceState::default(),
Transform::from_scale(Vec3::splat(model_scale.to_num())),
(
FighterECB {
vertical_half: FGi32::lit("5.0"),
horizontal_half: FGi32::lit("2.5"),
},
FighterECB::default(),
FighterHitboxes::default(),
FighterECBBoneIndices {
indices: ecb_bone_indices
}
),
(
FighterVelocity::default(),
FighterTranslation(spawn_position),
FighterPreviousTranslation(spawn_position),
FighterPresentationSnap::default(),
),
visual_root,
animations,
@@ -320,3 +360,34 @@ pub fn decay_hitstop(query: Query<(&mut FighterHitstop, &mut FighterHitstopShake
hitstop_shake.remaining_frames = hitstop_shake.remaining_frames.saturating_sub(1);
}
}
pub fn decay_invulnerability(query: Query<&mut FighterInvulnerabilityState>) {
for invuln_state in query {
let invuln_state = invuln_state.into_inner();
let frames_remaining = match invuln_state {
FighterInvulnerabilityState::Vulnerable => None,
FighterInvulnerabilityState::Invulnerable { frames_remaining } => {
if let Some(frames_remaining) = frames_remaining {
*frames_remaining = frames_remaining.saturating_sub(1);
Some(*frames_remaining)
} else {
None
}
},
FighterInvulnerabilityState::Intangible { frames_remaining } => {
if let Some(frames_remaining) = frames_remaining {
*frames_remaining = frames_remaining.saturating_sub(1);
Some(*frames_remaining)
} else {
None
}
},
};
if let Some(frames_remaining) = frames_remaining {
if frames_remaining == 0 {
*invuln_state = FighterInvulnerabilityState::Vulnerable;
}
}
}
}
+62 -17
View File
@@ -5,25 +5,27 @@ 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::{FighterECB, FighterFacingDirection, baked_animation::FixedMat4},
fighter::{FighterFacingDirection, baked_animation::FixedMat4},
math::{int::FGi32, vec::FGVec2, vec3::FGVec3},
};
#[derive(Component, Clone, Copy, Hash)]
pub struct FighterPreviousFacingDirection(pub FighterFacingDirection);
#[derive(Component, Clone, Copy, Hash)]
pub struct Grounded;
#[derive(Component, Deref, DerefMut, Default, Debug, Clone, Copy, Hash)]
pub struct FighterVelocity(pub FGVec2);
#[derive(Component, Deref, DerefMut, Default, Clone, Copy, Hash)]
pub struct FighterPreviousTranslation(pub FGVec2);
/// Marks a simulation frame whose position changed discontinuously for
/// presentation purposes (for example, a landing correction).
#[derive(Component, Default, Clone, Copy, Hash, Debug, PartialEq, Eq)]
pub struct FighterPresentationSnap(pub bool);
#[derive(Component, Deref, DerefMut, Default, Clone, Copy, Hash)]
#[require(FighterPreviousTranslation)]
pub struct FighterTranslation(pub FGVec2);
@@ -55,11 +57,31 @@ pub fn sample_presentation_translation(
}
}
pub fn sample_presentation_translation_with_snap(
previous: FighterPreviousTranslation,
current: FighterTranslation,
overstep_fraction: f32,
mode: PresentationMotionMode,
snapped: FighterPresentationSnap,
) -> Vec2 {
if snapped.0 {
Vec2::new(current.x.to_num(), current.y.to_num())
} else {
sample_presentation_translation(previous, current, overstep_fraction, mode)
}
}
pub fn clear_fighter_presentation_snaps(mut fighters: Query<&mut FighterPresentationSnap>) {
for mut snap in &mut fighters {
snap.0 = false;
}
}
pub fn apply_fighter_translation_to_visuals(
query: Query<(
&FighterTranslation,
&FighterPreviousTranslation,
&FighterECB,
&FighterPresentationSnap,
&FighterHitstopShake,
&mut Transform,
)>,
@@ -68,33 +90,43 @@ pub fn apply_fighter_translation_to_visuals(
game_settings: Res<GameSettings>,
) {
let overstep_fraction = timing.overstep_fraction();
for (translation, previous_translation, ecb, hitstop_shake, mut transform) in query {
let translation = sample_presentation_translation(
for (translation, previous_translation, presentation_snap, hitstop_shake, mut transform) in query {
let translation = sample_presentation_translation_with_snap(
*previous_translation,
*translation,
overstep_fraction,
debug_settings.motion_sampling,
*presentation_snap,
);
let bottom = ecb.get_bottom_point();
transform.translation = Vec3::new(
translation.x + bottom.x.to_num::<f32>(),
translation.y + bottom.y.to_num::<f32>(),
translation.x,
translation.y,
0.0,
);
if hitstop_shake.remaining_frames > 0 && hitstop_shake.total_frames > 0 && !game_settings.fighter_common.visual_shake_table.is_empty() {
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),
@@ -164,6 +196,19 @@ mod tests {
assert_eq!(position, Vec2::new(7.0, 14.0));
}
#[test]
fn presentation_translation_uses_current_sample_after_snap() {
let position = sample_presentation_translation_with_snap(
FighterPreviousTranslation(FGVec2::new(FGi32::lit("2"), FGi32::lit("4"))),
FighterTranslation(FGVec2::new(FGi32::lit("6"), FGi32::lit("12"))),
0.25,
PresentationMotionMode::Extrapolation,
FighterPresentationSnap(true),
);
assert_eq!(position, Vec2::new(6.0, 12.0));
}
#[test]
fn snapshot_fighter_motion_copies_current_world_state() {
let mut world = World::new();
+43 -15
View File
@@ -1,6 +1,6 @@
use crate::fighter::state::ground::GroundedStateCommon;
use crate::fighter::state::jump::{JumpState, JumpType};
use crate::fighter::state::land::{LandingState, LandingType};
use crate::fighter::state::{CollisionContext, FighterState};
use crate::fighter::state::{CollisionContext, FighterState, InterruptContext, air_attack, air_dodge};
use crate::fighter::*;
use crate::input::FighterCommands;
@@ -30,7 +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;
@@ -94,25 +94,51 @@ 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 air_interrupts_common(ctx: &mut InterruptContext, airborne_state_common: &AirborneStateCommon) -> Option<FighterState> {
if ctx.input.has_command(FighterCommands::Jump) {
Some(FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
airborne_state_common: AirborneStateCommon::default(),
}))
} else {
air_dodge::check_input(ctx).or_else(|| air_attack::check_interrupt(ctx, airborne_state_common))
}
}
pub fn collision_interrupt(
ctx: &mut CollisionContext,
landing_type: LandingType,
can_ignore_soft_platforms: bool,
) -> Option<FighterState> {
let res = ctx.air_collide_with_stage()?;
ctx.translation.0 = res.hit_position - ctx.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
current_line_id: res.line_id,
};
Some(FighterState::Land(LandingState::create(
grounded_common,
landing_type,
)))
let res = ctx.air_collide_with_stage(can_ignore_soft_platforms)?;
let diff = res.hit_position - ctx.translation.0;
ctx.ecb.bottom -= diff;
ctx.ecb.top -= diff;
ctx.ecb.left -= diff;
ctx.ecb.right -= diff;
ctx.translation.0 = res.hit_position;
ctx.presentation_snap.0 = true;
ctx.surface.land(res.line_id);
Some(FighterState::Land(LandingState::create(landing_type)))
}
#[cfg(test)]
@@ -155,6 +181,8 @@ mod tests {
air_dodge_duration: 0,
air_dodge_velocity: FGi32::ZERO,
air_dodge_decay: FGi32::ZERO,
air_dodge_intangible_duration: 29,
air_dodge_intangible_start: 4,
}
}
+124
View File
@@ -0,0 +1,124 @@
use bevy::log::error;
use crate::fighter::{
attack::{AttackKind, FighterAttackScriptAssets, update_active_hitbox_list}, state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, fall::FallState,
},
};
#[derive(Clone, Debug, Hash)]
pub struct AirAttackState {
pub attack_kind: AttackKind,
pub airborne_state_common: AirborneStateCommon
}
impl FighterStateImpl for AirAttackState {
const NAME: &'static str = "AirAttack";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
Some(FighterState::Fall(FallState::new(self.airborne_state_common)))
} else {
None
}
}
fn update(&mut self, state_context: &mut UpdateContext) {
let animation_frame = state_context.get_current_animation_frame();
let script = state_context
.attack_scripts
.get(&state_context.attack_script_assets.scripts[&self.attack_kind]);
if let Some(script) = script {
update_active_hitbox_list(
script,
&mut state_context
.hitboxes
.0
.as_mut()
.expect("ground attack must have active hitboxes")
.active_hitboxes,
animation_frame,
);
}
air::update_standard_motion(state_context, &mut self.airborne_state_common);
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(self.attack_kind.get_animation(), false);
let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone();
state_context.hitboxes.0 = Some(crate::fighter::FighterActiveAttack {
kind: self.attack_kind,
script,
active_hitboxes: Vec::new(),
solved_hitboxes: Vec::new(),
hit_fighters: Vec::new(),
stalled: false,
});
}
fn on_exit(&mut self, state_context: &mut ExitContext) {
state_context.hitboxes.0 = None;
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
false,
)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
false
}
}
#[derive(thiserror::Error, Debug)]
pub enum AirAttackStateCreateError {
#[error("Attack script: {attack:?} not found")]
AttackScriptNotFound{attack: AttackKind},
}
impl AirAttackState {
pub fn create(attack_kind: AttackKind, attack_script_assets: &FighterAttackScriptAssets, airborne_state_common: &AirborneStateCommon) -> Result<Self, AirAttackStateCreateError> {
if attack_script_assets.scripts.contains_key(&attack_kind) {
Ok(AirAttackState {
airborne_state_common: airborne_state_common.clone(),
attack_kind
})
} else {
Err(AirAttackStateCreateError::AttackScriptNotFound { attack: attack_kind })
}
}
}
pub fn check_interrupt(state_context: &InterruptContext, airborne_state_common: &AirborneStateCommon) -> Option<FighterState> {
if state_context
.input
.has_command(crate::input::FighterCommands::Attack)
{
let attack_kind = state_context
.input
.get_attack_command_type()
.to_attack_kind_airborne(state_context.facing_direction);
let state = AirAttackState::create(attack_kind, state_context.attack_script_assets, airborne_state_common);
match state {
Ok(state) => {
Some(FighterState::AirAttack(state))
},
Err(create_error) => {
error!("{}", create_error);
None
},
}
} else {
None
}
}
+29 -7
View File
@@ -1,7 +1,11 @@
use crate::{
fighter::{
animation::AnimKind, state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, fall::FallState, land::LandingType,
FighterInvulnerabilityState, animation::AnimKind, state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext,
air::{self, AirborneStateCommon},
fall::FallState,
land::LandingType,
},
}, input, math::vec::FGVec2,
};
@@ -16,13 +20,21 @@ 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
}
}
fn update(&mut self, state_context: &mut UpdateContext) {
let airdodge_intangible_end = state_context.fighter_attributes.air_dodge_intangible_start + state_context.fighter_attributes.air_dodge_intangible_duration;
if state_context.animation_frame == state_context.fighter_attributes.air_dodge_intangible_start {
*state_context.vulnerability = FighterInvulnerabilityState::Intangible { frames_remaining: Some(state_context.fighter_attributes.air_dodge_intangible_duration) };
} else if state_context.animation_frame >= airdodge_intangible_end {
*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
}
state_context.velocity.0 *= state_context.fighter_attributes.air_dodge_decay;
air::apply_air_motion(
@@ -36,7 +48,7 @@ impl FighterStateImpl for AirDodgeState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
air::collision_interrupt(state_context, LandingType::Special)
air::collision_interrupt(state_context, LandingType::Special, false)
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
@@ -46,11 +58,21 @@ 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)
}
fn on_exit(&mut self, state_context: &mut super::ExitContext) {
*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
}
fn name(&self) -> String {
Self::NAME.to_owned()
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
+54
View File
@@ -0,0 +1,54 @@
use crate::{fighter::{FighterInvulnerabilityState, animation::AnimKind, state::{FighterState, FighterStateImpl, air::AirborneStateCommon, fall::FallState}}, math::vec::FGVec2};
#[derive(Debug, Clone, Hash)]
pub struct AngelState {
frames_remaining: u32
}
impl AngelState {
pub fn new(duration: u32) -> Self {
Self {
frames_remaining: duration
}
}
}
impl FighterStateImpl for AngelState {
const NAME: &'static str = "Angel";
fn check_interrupt(&self, state_context: &mut super::InterruptContext) -> Option<super::FighterState> {
let moved_sideways = !state_context.input.get_last_frame().movement.x.is_zero();
let moved_vertically = !state_context.input.get_last_frame().movement.y.is_zero();
if self.frames_remaining == 0 || moved_sideways || moved_vertically {
Some(FighterState::Fall(FallState::new(AirborneStateCommon::default())))
} else {
None
}
}
fn update(&mut self, _state_context: &mut super::UpdateContext) {
self.frames_remaining = self.frames_remaining.saturating_sub(1);
}
fn is_visually_grounded<'a>(&'a self) -> bool {
false
}
fn on_enter(&mut self, state_context: &mut super::EnterContext) {
state_context.play_animation(AnimKind::Wait, true);
state_context.velocity.0 = FGVec2::ZERO;
*state_context.vulnerability = FighterInvulnerabilityState::Invulnerable { frames_remaining: Some(state_context.game_settings.fighter_common.angel_platform_invulnerability_duration) };
}
fn check_collision_interrupt(
&mut self,
_state_context: &mut super::CollisionContext,
) -> Option<super::FighterState> {
None
}
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::Clear)
}
}
+160
View File
@@ -0,0 +1,160 @@
use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground,
};
use crate::fighter::FighterSurfaceState;
use crate::fighter::animation::AnimKind;
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::ground::{
grounded_movement_common_interrupts, grounded_movement_standstill_common_interrupts,
};
use crate::fighter::state::platform_pass::PlatformPassState;
use crate::fighter::state::{FighterState, dash, ground_attack, turn, walk};
use crate::input::FighterCommands;
use crate::stage::line::StagePolyType;
#[derive(Debug, Clone, Hash)]
pub enum CrouchSubState {
Entering { pass_queued: bool },
Idle,
Exiting,
}
#[derive(Debug, Clone, Hash)]
pub struct CrouchState {
sub_state: CrouchSubState,
}
pub fn crouch_idle_interrupts(state_context: &InterruptContext) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context) {
Some(state)
} else if let Some(state) = dash::check_input(state_context) {
Some(state)
} else if let Some(state) = turn::check_input(state_context) {
Some(state)
} else if let Some(state) = walk::check_input(state_context) {
Some(state)
} else {
None
}
}
pub fn crouch_entering_interrupts(state_context: &InterruptContext) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context) {
Some(state)
} else {
None
}
}
impl FighterStateImpl for CrouchState {
const NAME: &'static str = "Crouch";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) = grounded_movement_common_interrupts(state_context) {
return Some(state);
}
match self.sub_state {
CrouchSubState::Entering { pass_queued } => {
// pass
if let FighterSurfaceState::Grounded { line_id } = state_context.surface {
if let Some(stage_poly) = state_context
.stage_collision
.stage_polys
.get(line_id.polygon)
{
let is_inputting_crouch = -state_context.game_settings.input_common.run_stick_threshold > state_context.input.get_last_frame().movement.y;
let is_on_a_soft_platform = matches!(stage_poly.poly_type, StagePolyType::Platform);
if pass_queued && is_inputting_crouch && is_on_a_soft_platform
{
return Some(FighterState::PlatformPass(PlatformPassState::new(
AirborneStateCommon::default(),
line_id.polygon,
)));
}
}
}
// While entering the crouch animation we do not allow movement inputs, but we do allow attacks and jumps
if state_context.is_current_animation_finished() {
return Some(FighterState::Crouch(CrouchState {
sub_state: CrouchSubState::Idle,
}));
} else {
return crouch_entering_interrupts(state_context);
}
}
CrouchSubState::Idle => {
if state_context.input.get_last_frame().movement.y
> -state_context.game_settings.input_common.run_stick_threshold
{
return Some(FighterState::Crouch(CrouchState {
sub_state: CrouchSubState::Exiting,
}));
} else {
return crouch_idle_interrupts(state_context);
}
}
CrouchSubState::Exiting => {
if state_context.is_current_animation_finished() {
return grounded_movement_standstill_common_interrupts(state_context);
} else {
return crouch_idle_interrupts(state_context);
}
}
}
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
match self.sub_state {
CrouchSubState::Entering { .. } => {
state_context.play_animation(AnimKind::CrouchEnter, false);
}
CrouchSubState::Idle => {
state_context.play_animation(AnimKind::CrouchIdle, true);
}
CrouchSubState::Exiting => {
state_context.play_animation(AnimKind::CrouchExit, false);
}
}
}
fn update(&mut self, state_context: &mut UpdateContext) {
if let CrouchSubState::Entering {
pass_queued,
} = &mut self.sub_state
{
if state_context
.input
.has_command(FighterCommands::SmashMoveDown)
{
state_context
.input
.clear_command(FighterCommands::SmashMoveDown);
*pass_queued = true;
}
}
ground::update_friction_motion(state_context);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, false)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.y <= -state_context.game_settings.input_common.run_stick_threshold {
return Some(FighterState::Crouch(CrouchState {
sub_state: CrouchSubState::Entering { pass_queued: false },
}));
}
None
}
+12 -27
View File
@@ -5,52 +5,43 @@ 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, ground_common: GroundedStateCommon) -> Self {
Self {
direction,
ground_common,
}
pub fn new(direction: FighterFacingDirection) -> Self {
Self { direction }
}
}
impl FighterStateImpl for DashState {
const NAME: &'static str = "Dash";
fn check_interrupt(&self, ctx: &mut 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,
ground.clone(),
)));
return Some(FighterState::Dash(DashState::new(direction)));
}
if let Some(state) = ground::grounded_movement_common_interrupts(ctx, ground) {
if let Some(state) = ground::grounded_movement_common_interrupts(ctx) {
return Some(state);
}
if ctx.is_current_animation_finished() {
return run::check_input(ctx, ground)
.or_else(|| walk::check_input(ctx, ground))
.or_else(|| wait::check_input(ctx, ground));
return run::check_input(ctx)
.or_else(|| walk::check_input(ctx))
.or_else(|| wait::check_input(ctx));
}
if ctx.get_current_animation_frame() > attributes.dash_acceleration_duration {
return run::check_input(ctx, ground);
return run::check_input(ctx);
}
None
@@ -106,12 +97,10 @@ impl FighterStateImpl for DashState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, &mut self.ground_common, true)
ground::collision_interrupt(state_context, true)
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
@@ -126,10 +115,6 @@ fn check_smash_input_with_dir(state_context: &InterruptContext) -> Option<Fighte
}
}
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())))
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
check_smash_input_with_dir(state_context).map(|dir| FighterState::Dash(DashState::new(dir)))
}
+7 -3
View File
@@ -1,7 +1,7 @@
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::{FighterState, air, jump};
use crate::fighter::state::{FighterState, air, air_attack, jump};
#[derive(Debug, Clone, Copy, Hash, Default)]
pub struct FallState {
@@ -20,7 +20,7 @@ impl FighterStateImpl for FallState {
const NAME: &'static str = "Fall";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
jump::check_input_double_jump(state_context)
jump::check_input_double_jump(state_context).or_else(|| air_attack::check_interrupt(state_context, &self.airborne_state_common))
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
@@ -38,6 +38,7 @@ impl FighterStateImpl for FallState {
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
true,
)
}
@@ -46,5 +47,8 @@ impl FighterStateImpl for FallState {
) -> bool {
false
}
}
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
}
}
+137 -31
View File
@@ -3,7 +3,7 @@
//! bit-for-bit deterministic for rollback.
use crate::fighter::state::{
CollisionContext, FighterState, InterruptContext, air, dash, fall, ground_attack, turn, wait, walk,
CollisionContext, FighterState, InterruptContext, air, crouch, dash, fall, ground_attack, turn, wait, walk,
};
use crate::fighter::{
FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
@@ -13,13 +13,6 @@ use crate::math::int::{FGWide, FGi32};
use crate::math::vec::FGVec2;
use crate::stage::line::{StageLineID, StagePoly, StagePolyLineSegment, StagePolyLineSegmentType};
use bevy::prelude::*;
#[derive(Reflect, Hash, Clone, Debug)]
pub struct GroundedStateCommon {
pub current_line_id: StageLineID,
}
pub fn apply_grounded_friction(friction: FGi32, ground_vel: FGi32) -> FGi32 {
if friction.abs() > ground_vel.abs() {
-ground_vel
@@ -181,22 +174,23 @@ 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 stage_poly = stage_collision
.stage_polys
.get(ground_common.current_line_id.polygon);
let Some(current_line_id) = state_context.surface.line_id() else {
return GroundedMotionResult::InAir;
};
let stage_poly = stage_collision.stage_polys.get(current_line_id.polygon);
if let Some(stage_poly) = stage_poly {
let ecb_bottom_pos = translation.0 + ecb.get_bottom_point();
match resolve_grounded_position(
stage_poly,
ground_common.current_line_id.segment,
current_line_id.segment,
ecb_bottom_pos,
can_walk_off,
) {
@@ -216,31 +210,45 @@ pub fn collide_with_stage_grounded(
.0
.project_onto_normalized(current_segment.normal)
};
ground_common.current_line_id.segment = segment_idx;
state_context.surface.land(StageLineID {
polygon: current_line_id.polygon,
segment: segment_idx,
});
GroundedMotionResult::InGround
}
GroundedPositionResult::InAir => GroundedMotionResult::InAir,
GroundedPositionResult::InAir => {
state_context.surface.apply_airborne_policy(
crate::fighter::surface::EcbLockPolicy::StartOnDetach,
state_context.leave_ground_ecb_lock_duration,
);
GroundedMotionResult::InAir
}
}
} else {
state_context.surface.apply_airborne_policy(
crate::fighter::surface::EcbLockPolicy::StartOnDetach,
state_context.leave_ground_ecb_lock_duration,
);
GroundedMotionResult::InAir
}
}
pub fn collision_interrupt(
ctx: &mut CollisionContext,
common: &mut GroundedStateCommon,
can_walk_off: bool,
) -> Option<FighterState> {
match collide_with_stage_grounded(ctx, common, can_walk_off) {
pub fn collision_interrupt(ctx: &mut CollisionContext, can_walk_off: bool) -> Option<FighterState> {
match collide_with_stage_grounded(ctx, can_walk_off) {
GroundedMotionResult::InGround => None,
GroundedMotionResult::InAir => Some(FighterState::Fall(fall::FallState::new(air::AirborneStateCommon::default()))),
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(
@@ -346,28 +354,126 @@ mod tests {
GroundedPositionResult::InAir
));
}
#[test]
fn grounded_collision_updates_surface_segment() {
let stage_collision = crate::stage::line::StageCollision {
stage_polys: vec![two_segment_floor()],
};
let mut surface = FighterSurfaceState::Grounded {
line_id: StageLineID {
polygon: 0,
segment: 0,
},
};
let mut translation = FighterTranslation(FGVec2::lit("11", "0"));
let previous_translation = FighterPreviousTranslation(translation.0);
let mut velocity = FighterVelocity::default();
let mut ecb = FighterECB {
bottom: FGVec2::lit("0.0", "-0.5"),
top: FGVec2::lit("0.0", "0.5"),
left: FGVec2::lit("-0.5", "0.0"),
right: FGVec2::lit("0.5", "0.0"),
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
let mut context = CollisionContext {
translation: &mut translation,
prev_translation: &previous_translation,
input: &FighterInput::default(),
velocity: &mut velocity,
surface: &mut surface,
ecb: &mut ecb,
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 10,
presentation_snap: &mut presentation_snap,
downward_stick_threshold: FGi32::ONE,
};
assert!(matches!(
collide_with_stage_grounded(&mut context, true),
GroundedMotionResult::InGround
));
assert_eq!(
surface.line_id(),
Some(StageLineID {
polygon: 0,
segment: 1,
})
);
}
#[test]
fn walking_off_edge_clears_surface_contact() {
let stage_collision = crate::stage::line::StageCollision {
stage_polys: vec![StagePoly::build(
StagePolyType::Platform,
&[
(FGVec2::lit("0", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("10", "0"), StagePolyLineSegmentType::Floor),
],
)],
};
let mut surface = FighterSurfaceState::Grounded {
line_id: StageLineID {
polygon: 0,
segment: 0,
},
};
let mut translation = FighterTranslation(FGVec2::lit("11", "0"));
let previous_translation = FighterPreviousTranslation(translation.0);
let mut velocity = FighterVelocity::default();
let mut ecb = FighterECB {
bottom: FGVec2::lit("0.0", "-0.5"),
top: FGVec2::lit("0.0", "0.5"),
left: FGVec2::lit("-0.5", "0.0"),
right: FGVec2::lit("0.5", "0.0"),
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
let mut context = CollisionContext {
translation: &mut translation,
prev_translation: &previous_translation,
input: &FighterInput::default(),
velocity: &mut velocity,
surface: &mut surface,
ecb: &mut ecb,
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 10,
presentation_snap: &mut presentation_snap,
downward_stick_threshold: FGi32::ONE,
};
assert!(matches!(
collide_with_stage_grounded(&mut context, true),
GroundedMotionResult::InAir
));
assert!(matches!(surface, FighterSurfaceState::Airborne { .. }));
}
}
pub fn grounded_movement_common_interrupts(
state_context: &InterruptContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
super::jump::check_input(state_context, ground_common)
super::jump::check_input(state_context)
}
pub fn grounded_movement_standstill_common_interrupts(
state_context: &InterruptContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context, &ground_common) {
if let Some(state) = ground_attack::check_interrupt(state_context) {
Some(state)
} else if let Some(state) = dash::check_input(state_context, &ground_common) {
} else if let Some(state) = dash::check_input(state_context) {
Some(state)
} else if let Some(state) = turn::check_input(state_context, &ground_common) {
} else if let Some(state) = turn::check_input(state_context) {
Some(state)
} else if let Some(state) = walk::check_input(state_context, &ground_common) {
} else if let Some(state) = crouch::check_input(state_context) {
Some(state)
} else if let Some(state) = wait::check_input(state_context, &ground_common) {
} else if let Some(state) = walk::check_input(state_context) {
Some(state)
} else if let Some(state) = wait::check_input(state_context) {
Some(state)
} else {
None
+5 -14
View File
@@ -2,14 +2,13 @@ use crate::fighter::{
attack::{AttackKind, update_active_hitbox_list},
state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
InterruptContext, UpdateContext, ground::GroundedStateCommon, wait::WaitState,
InterruptContext, UpdateContext, wait::WaitState,
},
};
#[derive(Clone, Debug, Hash)]
pub struct GroundAttackState {
pub attack_kind: AttackKind,
pub grounded_common: GroundedStateCommon,
}
impl FighterStateImpl for GroundAttackState {
@@ -17,9 +16,7 @@ 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 {
grounded_common: self.grounded_common.clone(),
}))
Some(FighterState::Wait(WaitState))
} else {
None
}
@@ -53,7 +50,7 @@ impl FighterStateImpl for GroundAttackState {
active_hitboxes: Vec::new(),
solved_hitboxes: Vec::new(),
hit_fighters: Vec::new(),
stalled: false
stalled: false,
});
}
@@ -68,17 +65,12 @@ 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,
grounded_common: &GroundedStateCommon,
) -> Option<FighterState> {
pub fn check_interrupt(state_context: &InterruptContext) -> Option<FighterState> {
if state_context
.input
.has_command(crate::input::FighterCommands::Attack)
@@ -89,7 +81,6 @@ pub fn check_interrupt(
.to_attack_kind_grounded();
Some(FighterState::GroundAttack(GroundAttackState {
attack_kind,
grounded_common: grounded_common.clone(),
}))
} else {
None
+23 -20
View File
@@ -7,17 +7,16 @@ use crate::{
InterruptContext, UpdateContext,
air::{self, AirborneStateCommon},
fall::FallState,
ground::{GroundedStateCommon, collision_interrupt},
ground::collision_interrupt,
land::LandingType,
wait::WaitState,
},
},
math::int::FGi32,
}, math::{int::FGi32, vec::FGVec2},
};
#[derive(Clone, Debug, Hash)]
pub enum HitstopStateKind {
Grounded(GroundedStateCommon),
Grounded,
Airborne,
}
@@ -43,7 +42,7 @@ impl FighterStateImpl for HitstunState {
fn name(&self) -> String {
let hitstop_kind = match self.hitstop_kind {
HitstopStateKind::Grounded(_) => "Grounded",
HitstopStateKind::Grounded => "Grounded",
HitstopStateKind::Airborne => "Airborne",
};
@@ -58,14 +57,10 @@ 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(grounded_state_common) => {
Some(FighterState::Wait(WaitState {
grounded_common: grounded_state_common.clone(),
}))
}
HitstopStateKind::Airborne => {
Some(FighterState::Fall(FallState::new(AirborneStateCommon::default())))
}
HitstopStateKind::Grounded => Some(FighterState::Wait(WaitState)),
HitstopStateKind::Airborne => Some(FighterState::Fall(FallState::new(
AirborneStateCommon::default(),
))),
}
} else {
None
@@ -85,7 +80,7 @@ impl FighterStateImpl for HitstunState {
}
match self.hitstop_kind {
HitstopStateKind::Grounded(_) => {}
HitstopStateKind::Grounded => {}
HitstopStateKind::Airborne => {
air::integrate_gravity(ctx.velocity, ctx.fighter_attributes, false);
}
@@ -103,10 +98,11 @@ 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);
state_context.velocity.0 = FGVec2::ZERO;
}
fn on_exit(&mut self, _state_context: &mut ExitContext) {}
@@ -116,19 +112,26 @@ impl FighterStateImpl for HitstunState {
state_context: &mut CollisionContext,
) -> Option<FighterState> {
match &mut self.hitstop_kind {
HitstopStateKind::Grounded(grounded_state_common) => {
collision_interrupt(state_context, grounded_state_common, true)
}
HitstopStateKind::Grounded => collision_interrupt(state_context, true),
HitstopStateKind::Airborne => {
air::collision_interrupt(state_context, LandingType::Normal)
air::collision_interrupt(state_context, LandingType::Normal, false)
}
}
}
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,
),
}
}
}
+35 -30
View File
@@ -2,10 +2,17 @@ use bevy::prelude::*;
use crate::{
fighter::{
animation::AnimKind, state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, air_dodge::{self, AirDodgeState}, ground::{self, GroundedStateCommon},
animation::AnimKind,
state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext,
air::{self, AirborneStateCommon},
air_dodge::AirDodgeState,
ground,
},
}, input::FighterCommands, math::{int::FGi32, vec::FGVec2},
},
input::FighterCommands,
math::{int::FGi32, vec::FGVec2},
};
#[derive(Debug, Hash, Clone, Copy)]
pub enum JumpType {
@@ -16,20 +23,18 @@ pub enum JumpType {
#[derive(Debug, Clone, Hash)]
pub struct JumpState {
jump_type: JumpType,
airborne_state_common: AirborneStateCommon,
pub jump_type: JumpType,
pub airborne_state_common: AirborneStateCommon,
}
#[derive(Debug, Clone, Hash)]
pub struct JumpSquatState {
pub grounded_common: GroundedStateCommon,
pub duration_counter: u32,
}
impl JumpSquatState {
pub fn create(grounded_common: GroundedStateCommon) -> Self {
pub fn create() -> Self {
Self {
grounded_common,
duration_counter: 0,
}
}
@@ -69,7 +74,10 @@ 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
}
@@ -84,7 +92,7 @@ impl FighterStateImpl for JumpSquatState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
ground::collision_interrupt(state_context, false)
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
@@ -92,9 +100,7 @@ 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
}
}
@@ -102,14 +108,7 @@ impl FighterStateImpl for JumpSquatState {
impl FighterStateImpl for JumpState {
const NAME: &'static str = "Jump";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.input.has_command(FighterCommands::Jump) {
Some(FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
airborne_state_common: AirborneStateCommon::default()
}))
} else {
air_dodge::check_input(state_context)
}
air::air_interrupts_common(state_context, &self.airborne_state_common)
}
fn update(&mut self, state_context: &mut UpdateContext) {
@@ -174,24 +173,30 @@ impl FighterStateImpl for JumpState {
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
true,
)
}
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,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
state_context
.input
.has_command(FighterCommands::Jump)
.then(|| FighterState::JumpSquat(JumpSquatState::create(ground_common.clone())))
.then(|| FighterState::JumpSquat(JumpSquatState::create()))
}
pub fn check_input_double_jump(state_context: &InterruptContext) -> Option<FighterState> {
@@ -201,7 +206,7 @@ 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(),
})
})
}
+9 -15
View File
@@ -3,7 +3,7 @@ use crate::fighter::{
state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext, dash,
ground::{self, GroundedStateCommon, grounded_movement_standstill_common_interrupts},
ground::{self, grounded_movement_standstill_common_interrupts},
walk,
},
};
@@ -16,16 +16,12 @@ pub enum LandingType {
#[derive(Debug, Clone, Hash)]
pub struct LandingState {
pub grounded_common: GroundedStateCommon,
pub landing_type: LandingType,
}
impl LandingState {
pub fn create(grounded_common: GroundedStateCommon, landing_type: LandingType) -> Self {
Self {
grounded_common,
landing_type,
}
pub fn create(landing_type: LandingType) -> Self {
Self { landing_type }
}
}
@@ -34,14 +30,14 @@ 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, &self.grounded_common)
grounded_movement_standstill_common_interrupts(state_context)
} 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, &self.grounded_common).or_else(|| {
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
.or_else(|| walk::check_input(state_context, &self.grounded_common))
dash::check_input(state_context).or_else(|| {
ground::grounded_movement_common_interrupts(state_context)
.or_else(|| walk::check_input(state_context))
})
} else {
None
@@ -56,7 +52,7 @@ impl FighterStateImpl for LandingState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, &mut self.grounded_common, true)
ground::collision_interrupt(state_context, true)
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
@@ -70,9 +66,7 @@ impl FighterStateImpl for LandingState {
};
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
+195 -41
View File
@@ -7,25 +7,38 @@ 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;
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::manifest::FighterManifest;
use crate::fighter::state::hitstun::HitstunState;
use crate::fighter::surface::EcbLockPolicy;
use crate::fighter::visual::FighterAnimations;
use crate::fighter::{
Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
Fighter, FighterDamage, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole,
FighterInvulnerabilityState, FighterPendingRespawn, FighterPresentationSnap,
FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
};
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::match_loading::MatchConfig;
use crate::match_runtime::MatchState;
use crate::math::int::FGi32;
use crate::math::vec::FGVec2;
use crate::player::Player;
use crate::scripting::FighterAttackScript;
use crate::stage::line::StageCollision;
use crate::stage::manifest::{StageManifest, StageManifestRegistry};
pub mod air;
pub mod air_attack;
pub mod air_dodge;
pub mod angel;
pub mod crouch;
pub mod dash;
pub mod fall;
pub mod ground;
@@ -33,11 +46,18 @@ pub mod ground_attack;
pub mod hitstun;
pub mod jump;
pub mod land;
pub mod platform_pass;
pub mod run;
pub mod turn;
pub mod wait;
pub mod walk;
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum SurfacePolicy {
Grounded,
Airborne(EcbLockPolicy),
}
macro_rules! fighter_states {
($($variant:ident => $ty:ty),* $(,)?) => {
#[derive(Component, Clone, Debug, Hash)]
@@ -69,6 +89,10 @@ 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 {
@@ -95,9 +119,11 @@ pub trait FighterStateImpl: Sized {
None
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool;
fn is_visually_grounded<'a>(&'a self) -> bool;
fn surface_policy(&self) -> SurfacePolicy {
SurfacePolicy::Grounded
}
}
pub struct AnimationStatus {
@@ -110,7 +136,10 @@ 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,
pub attack_script_assets: &'a FighterAttackScriptAssets,
}
impl InterruptContext<'_> {
@@ -131,8 +160,11 @@ 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 vulnerability: &'a mut FighterInvulnerabilityState,
pub fighter_attributes: &'a FighterAttributes,
pub attack_script_assets: &'a FighterAttackScriptAssets,
pub game_settings: &'a GameSettings,
}
impl EnterContext<'_> {
@@ -143,6 +175,8 @@ impl EnterContext<'_> {
pub struct ExitContext<'a> {
pub hitboxes: &'a mut FighterHitboxes,
pub surface: &'a mut FighterSurfaceState,
pub vulnerability: &'a mut FighterInvulnerabilityState,
}
pub struct UpdateContext<'a> {
@@ -151,7 +185,9 @@ 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 vulnerability: &'a mut FighterInvulnerabilityState,
pub game_settings: &'a GameSettings,
pub animation_frame: u32,
pub fighter_attributes: &'a FighterAttributes,
@@ -169,22 +205,33 @@ 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 ecb: &'a FighterECB,
pub surface: &'a mut FighterSurfaceState,
pub ecb: &'a mut FighterECB,
pub prev_ecb: &'a FighterPreviousECB,
pub stage_collision: &'a StageCollision,
pub leave_ground_ecb_lock_duration: u32,
pub presentation_snap: &'a mut FighterPresentationSnap,
pub downward_stick_threshold: FGi32,
}
impl CollisionContext<'_> {
pub fn air_collide_with_stage(
&self,
can_ignore_soft_platforms: bool,
) -> Option<crate::fighter::collision::AirCollisionWithStageResult> {
let ignored_polys = self.surface.ignored_polygon_ids();
let ignore_soft_platforms = can_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,
)
}
}
@@ -192,6 +239,8 @@ 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,
@@ -202,6 +251,8 @@ fighter_states! {
Turn => turn::TurnState,
GroundAttack => ground_attack::GroundAttackState,
Hitstun => hitstun::HitstunState,
Angel => angel::AngelState,
AirAttack => air_attack::AirAttackState,
}
#[derive(QueryData)]
@@ -209,15 +260,18 @@ 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 FighterECB,
pub ecb: &'static mut FighterECB,
pub prev_ecb: &'static FighterPreviousECB,
pub facing_direction: &'static mut FighterFacingDirection,
pub animation_frame: &'static mut FighterAnimationFrame,
pub vulnerability: &'static mut FighterInvulnerabilityState,
pub fighter: &'static Fighter,
}
@@ -244,6 +298,8 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
animations: &'a FighterAnimations,
baked_animations: &'a Assets<BakedFighterAnimations>,
attributes: &'a FighterAttributes,
stage_collision: &'a StageCollision,
attack_script_assets: &'a FighterAttackScriptAssets,
) -> InterruptContext<'a> {
let animation = self.animation_status(animations, baked_animations);
InterruptContext {
@@ -252,6 +308,9 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
game_settings,
fighter_attributes: attributes,
animation,
surface: &self.surface,
stage_collision,
attack_script_assets: attack_script_assets,
}
}
@@ -259,6 +318,7 @@ 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,
@@ -268,14 +328,19 @@ 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,
vulnerability: &mut self.vulnerability,
fighter_attributes: attributes,
attack_script_assets,
game_settings,
}
}
fn exit_context(&mut self) -> ExitContext<'_> {
ExitContext {
hitboxes: &mut self.hitboxes,
surface: &mut self.surface,
vulnerability: &mut self.vulnerability,
}
}
@@ -292,27 +357,37 @@ 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,
vulnerability: &mut self.vulnerability,
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,
ecb: &self.ecb,
surface: &mut self.surface,
ecb: &mut self.ecb,
prev_ecb: &self.prev_ecb,
stage_collision,
leave_ground_ecb_lock_duration: game_settings
.fighter_common
.leave_ground_ecb_frame_lock_duration,
downward_stick_threshold: game_settings.input_common.run_stick_threshold,
}
}
}
@@ -325,9 +400,12 @@ pub struct StatefulFighterQuery {
pub animations: &'static FighterAnimations,
pub fighter: &'static Fighter,
pub attack_script_assets: &'static FighterAttackScriptAssets,
pub player: &'static Player,
pub pending_hit_reaction: &'static mut FighterPendingHitReaction,
pub hitstop: &'static mut FighterHitstop,
pub hitstop_shake: &'static mut FighterHitstopShake,
pub pending_respawn: &'static mut FighterPendingRespawn,
pub damage: &'static mut FighterDamage,
}
pub fn state_update_system(
@@ -367,12 +445,21 @@ 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());
next.on_enter(&mut frame.enter_context(attributes, attack_script_assets));
if let SurfacePolicy::Airborne(lock_policy) = next.surface_policy() {
frame.surface.apply_airborne_policy(
lock_policy,
game_settings
.fighter_common
.leave_ground_ecb_frame_lock_duration,
);
}
next.on_enter(&mut frame.enter_context(attributes, attack_script_assets, game_settings));
*current = next;
info!("{} -> {}", old_name, new_name);
}
@@ -382,6 +469,7 @@ 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 {
@@ -393,6 +481,7 @@ pub fn state_interrupt_system(
mut pending_hit_reaction,
mut hitstop,
mut hitstop_shake,
..
} = fighter;
let manifest = fighter_manifests
.get(&fighter.manifest)
@@ -400,7 +489,9 @@ 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;
@@ -410,35 +501,25 @@ pub fn state_interrupt_system(
FighterHitstopShakeKind::Vertical
};
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,
let mut hitstop_kind = if frame.surface.is_grounded() {
hitstun::HitstopStateKind::Grounded
} else {
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");
@@ -463,6 +544,8 @@ pub fn state_interrupt_system(
animations,
&baked_animations,
&manifest.attributes,
&stage_collision,
attack_script_assets,
))
};
@@ -473,6 +556,7 @@ pub fn state_interrupt_system(
&mut frame,
&manifest.attributes,
attack_script_assets,
&game_settings,
);
};
}
@@ -482,25 +566,94 @@ pub fn state_collision_interrupt_system(
mut query: Query<StatefulFighterQuery>,
stage_collision: Res<StageCollision>,
fighter_manifests: Res<Assets<FighterManifest>>,
game_settings: Res<GameSettings>,
match_config: Res<MatchConfig>,
mut match_state: ResMut<MatchState>,
stage_registry: Res<StageManifestRegistry>,
stage_manifests: Res<Assets<StageManifest>>,
) {
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
return;
};
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
return;
};
for fighter in &mut query {
let StatefulFighterQueryItem {
mut state,
mut frame,
fighter,
attack_script_assets,
hitstop,
mut hitstop,
mut pending_respawn,
player,
mut damage,
..
} = fighter;
if hitstop.remaining_frames > 0 {
continue;
}
let manifest = fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
let new_state =
state.check_collision_interrupt(&mut frame.collision_context(&stage_collision));
if pending_respawn.0 {
**pending_respawn = false;
let respawn_state = FighterState::Angel(angel::AngelState::new(
game_settings
.fighter_common
.angel_platform_invulnerability_duration,
));
// Find the angel platform position
let respawn_point = stage_manifest
.respawn_points
.get(player.controller_port % stage_manifest.respawn_points.len());
if let None = respawn_point {
error!("Couldn't get a respawn point, falling back to the world origin");
}
let respawn_point = respawn_point.copied().unwrap_or(FGVec2::ZERO);
frame.translation.0 = respawn_point;
frame.presentation_snap.0 = true;
// Clear hitstop
hitstop.remaining_frames = 0;
// subtract one stock
let player_state = match_state.players.get_mut(player.handle).expect(&format!(
"Failed to get fighter for GGRS slot {} (controller port {})",
player.handle, player.controller_port
));
if let Some(stocks_remaining) = &mut player_state.stocks_remaining {
*stocks_remaining = stocks_remaining.saturating_sub(1);
}
// reset percentage
*damage = FighterDamage::default();
transition_state(
&mut state,
respawn_state,
&mut frame,
&manifest.attributes,
attack_script_assets,
&game_settings,
);
continue;
}
if hitstop.remaining_frames > 0 {
continue;
}
let new_state = state.check_collision_interrupt(
&mut frame.collision_context(&stage_collision, &game_settings),
);
if let Some(new_state) = new_state {
transition_state(
&mut state,
@@ -508,6 +661,7 @@ pub fn state_collision_interrupt_system(
&mut frame,
&manifest.attributes,
&attack_script_assets,
&game_settings,
);
}
}
+62
View File
@@ -0,0 +1,62 @@
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,
true,
)
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
false
}
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
}
}
+7 -20
View File
@@ -6,19 +6,14 @@ 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 grounded_common: GroundedStateCommon,
}
pub struct RunState;
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, &self.grounded_common)
{
if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
return Some(state);
}
@@ -28,8 +23,7 @@ impl FighterStateImpl for RunState {
{
None
} else {
walk::check_input(state_context, &self.grounded_common)
.or_else(|| wait::check_input(state_context, &self.grounded_common))
walk::check_input(state_context).or_else(|| wait::check_input(state_context))
}
}
@@ -62,26 +56,19 @@ impl FighterStateImpl for RunState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, &mut self.grounded_common, true)
ground::collision_interrupt(state_context, 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,
ground_state_common: &GroundedStateCommon,
) -> Option<FighterState> {
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.x.abs() >= state_context.game_settings.input_common.run_stick_threshold
{
return Some(FighterState::Run(RunState {
grounded_common: ground_state_common.clone(),
}));
return Some(FighterState::Run(RunState));
}
None
}
+11 -20
View File
@@ -1,13 +1,11 @@
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::ground::{self, GroundedStateCommon};
use crate::fighter::state::ground;
use crate::fighter::state::{FighterState, dash, jump, wait, walk};
use crate::input::FighterCommands;
#[derive(Debug, Clone, Hash)]
pub struct TurnState {
pub grounded_common: GroundedStateCommon,
}
pub struct TurnState;
impl FighterStateImpl for TurnState {
const NAME: &'static str = "Turn";
@@ -19,19 +17,19 @@ impl FighterStateImpl for TurnState {
.input_common
.turn_into_dashback_window as u32
{
if let Some(state) = dash::check_input(state_context, &self.grounded_common) {
if let Some(state) = dash::check_input(state_context) {
return Some(state);
}
}
if let Some(state) = jump::check_input(state_context, &self.grounded_common) {
if let Some(state) = jump::check_input(state_context) {
*state_context.facing_direction = state_context.facing_direction.reverse();
Some(state)
} else if state_context.is_current_animation_finished() {
if let Some(state) = dash::check_input(state_context, &self.grounded_common) {
if let Some(state) = dash::check_input(state_context) {
Some(state)
} else if let Some(state) = walk::check_input(state_context, &self.grounded_common) {
} else if let Some(state) = walk::check_input(state_context) {
Some(state)
} else if let Some(state) = wait::check_input(state_context, &self.grounded_common) {
} else if let Some(state) = wait::check_input(state_context) {
Some(state)
} else {
None
@@ -54,20 +52,15 @@ impl FighterStateImpl for TurnState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
ground::collision_interrupt(state_context, 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,
grounded_common: &GroundedStateCommon,
) -> Option<FighterState> {
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
let has_smash_input = state_context
@@ -81,9 +74,7 @@ pub fn check_input(
&& input_frame.movement.x.signum() != state_context.facing_direction.to_sign()
&& !has_smash_input
{
return Some(FighterState::Turn(TurnState {
grounded_common: grounded_common.clone(),
}));
return Some(FighterState::Turn(TurnState));
}
None
}
+9 -22
View File
@@ -3,24 +3,18 @@ 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 grounded_common: GroundedStateCommon,
}
pub struct WaitState;
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, &self.grounded_common)
{
if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
Some(state)
} else if let Some(state) = ground::grounded_movement_standstill_common_interrupts(
state_context,
&self.grounded_common,
) {
} else if let Some(state) =
ground::grounded_movement_standstill_common_interrupts(state_context)
{
// Don't transition into yourself
if let FighterState::Wait(_) = state {
None
@@ -44,26 +38,19 @@ impl FighterStateImpl for WaitState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
ground::collision_interrupt(state_context, 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,
ground_state_common: &GroundedStateCommon,
) -> Option<FighterState> {
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.x.abs() < state_context.game_settings.input_common.stick_deadzone {
return Some(FighterState::Wait(WaitState {
grounded_common: ground_state_common.clone(),
}));
return Some(FighterState::Wait(WaitState));
}
None
}
+8 -21
View File
@@ -3,24 +3,18 @@ use super::{
ground, wait,
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::ground::GroundedStateCommon;
use crate::fighter::state::{self, FighterState};
#[derive(Debug, Clone, Hash)]
pub struct WalkState {
pub grounded_common: GroundedStateCommon,
}
pub struct WalkState;
impl FighterStateImpl for WalkState {
const NAME: &'static str = "Walk";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) =
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
{
if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
return Some(state);
}
wait::check_input(state_context, &self.grounded_common)
.or_else(|| dash::check_input(state_context, &self.grounded_common))
wait::check_input(state_context).or_else(|| dash::check_input(state_context)).or_else(|| state::ground_attack::check_interrupt(state_context))
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
@@ -54,26 +48,19 @@ impl FighterStateImpl for WalkState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
ground::collision_interrupt(state_context, 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,
ground_state_common: &GroundedStateCommon,
) -> Option<FighterState> {
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if !input_frame.movement.x.is_zero() {
return Some(FighterState::Walk(WalkState {
grounded_common: ground_state_common.clone(),
}));
return Some(FighterState::Walk(WalkState));
}
None
+227
View File
@@ -0,0 +1,227 @@
use bevy::prelude::*;
use crate::stage::line::StageLineID;
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum EcbLockPolicy {
StartOnDetach,
Restart,
Preserve,
Clear,
}
/// The stage surface currently supporting a fighter.
///
/// This is physics state rather than fighter-state-machine state. Keeping it
/// separate means grounded, landing, and hitstun states all share one source
/// of truth for stage contact.
#[derive(Clone, Debug, Hash, PartialEq, Eq)]
pub struct IgnoredPolygon {
pub polygon: usize,
pub frames_remaining: u32,
}
#[derive(Component, Clone, Debug, Hash, PartialEq, Eq)]
pub enum FighterSurfaceState {
Airborne {
ecb_lock_frames_remaining: u32,
ignored_polys: Vec<IgnoredPolygon>,
},
Grounded {
line_id: StageLineID,
},
}
impl Default for FighterSurfaceState {
fn default() -> Self {
Self::Airborne {
ecb_lock_frames_remaining: 0,
ignored_polys: vec![],
}
}
}
impl FighterSurfaceState {
pub fn is_grounded(&self) -> bool {
matches!(self, Self::Grounded { .. })
}
pub fn line_id(&self) -> Option<StageLineID> {
match self {
Self::Airborne { .. } => None,
Self::Grounded { line_id } => Some(*line_id),
}
}
pub(crate) fn land(&mut self, line_id: StageLineID) {
*self = Self::Grounded { line_id };
}
pub fn clear_polygon_ignore(&mut self, polygon: usize) {
let Self::Airborne { ignored_polys, .. } = self else {
return;
};
ignored_polys.retain(|element| element.polygon != polygon);
}
pub fn ignore_polygon(&mut self, polygon: usize, duration_frames: u32) {
let Self::Airborne { ignored_polys, .. } = self else {
return;
};
if duration_frames == 0 {
return;
}
if let Some(ignored) = ignored_polys.iter_mut().find(|ignored| ignored.polygon == polygon) {
ignored.frames_remaining = duration_frames;
} else {
ignored_polys.push(IgnoredPolygon {
polygon,
frames_remaining: duration_frames,
});
}
}
pub fn is_polygon_ignored(&self, polygon: usize) -> bool {
matches!(self, Self::Airborne { ignored_polys, .. }
if ignored_polys.iter().any(|ignored| ignored.polygon == polygon))
}
pub(crate) fn ignored_polygon_ids(&self) -> Vec<usize> {
match self {
Self::Airborne { ignored_polys, .. } => {
ignored_polys.iter().map(|ignored| ignored.polygon).collect()
}
Self::Grounded { .. } => vec![],
}
}
pub(crate) fn apply_airborne_policy(
&mut self,
policy: EcbLockPolicy,
ecb_lock_duration: u32,
) {
let current_lock = match self {
Self::Airborne { ecb_lock_frames_remaining, .. } => *ecb_lock_frames_remaining,
Self::Grounded { .. } => 0,
};
let ecb_lock_frames_remaining = match policy {
EcbLockPolicy::StartOnDetach if self.is_grounded() => ecb_lock_duration,
EcbLockPolicy::StartOnDetach => current_lock,
EcbLockPolicy::Restart => ecb_lock_duration,
EcbLockPolicy::Preserve => current_lock,
EcbLockPolicy::Clear => 0,
};
let ignored_polys = match self {
Self::Airborne { ignored_polys, .. } => ignored_polys.clone(),
Self::Grounded { .. } => vec![],
};
*self = Self::Airborne { ecb_lock_frames_remaining, ignored_polys };
}
pub(crate) fn tick_ecb_lock(&mut self) {
if let Self::Airborne { ecb_lock_frames_remaining, .. } = self {
*ecb_lock_frames_remaining = ecb_lock_frames_remaining.saturating_sub(1);
}
}
pub(crate) fn tick_ignored_polygons(&mut self) {
if let Self::Airborne { ignored_polys, .. } = self {
for ignored in ignored_polys.iter_mut() {
ignored.frames_remaining = ignored.frames_remaining.saturating_sub(1);
}
ignored_polys.retain(|ignored| ignored.frames_remaining > 0);
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn contact_lifecycle_has_one_source_of_truth() {
let mut surface = FighterSurfaceState::default();
assert!(!surface.is_grounded());
assert_eq!(surface.line_id(), None);
let line_id = StageLineID {
polygon: 2,
segment: 3,
};
surface.land(line_id);
assert!(surface.is_grounded());
assert_eq!(surface.line_id(), Some(line_id));
surface.apply_airborne_policy(EcbLockPolicy::Clear, 0);
assert!(!surface.is_grounded());
assert_eq!(surface.line_id(), None);
}
#[test]
fn start_on_detach_does_not_reset_an_existing_lock() {
let mut surface = FighterSurfaceState::default();
surface.apply_airborne_policy(EcbLockPolicy::Restart, 5);
surface.tick_ecb_lock();
surface.apply_airborne_policy(EcbLockPolicy::StartOnDetach, 5);
assert_eq!(
surface,
FighterSurfaceState::Airborne {
ecb_lock_frames_remaining: 4,
ignored_polys: vec![],
}
);
}
#[test]
fn restart_retriggers_an_existing_lock() {
let mut surface = FighterSurfaceState::default();
surface.apply_airborne_policy(EcbLockPolicy::Restart, 5);
surface.tick_ecb_lock();
surface.apply_airborne_policy(EcbLockPolicy::Restart, 5);
assert_eq!(
surface,
FighterSurfaceState::Airborne {
ecb_lock_frames_remaining: 5,
ignored_polys: vec![],
}
);
}
#[test]
fn ignored_polygon_expires_after_requested_frames() {
let mut surface = FighterSurfaceState::default();
surface.ignore_polygon(3, 2);
assert!(surface.is_polygon_ignored(3));
surface.tick_ignored_polygons();
assert!(surface.is_polygon_ignored(3));
surface.tick_ignored_polygons();
assert!(!surface.is_polygon_ignored(3));
}
#[test]
fn ignoring_polygon_refreshes_existing_entry() {
let mut surface = FighterSurfaceState::default();
surface.ignore_polygon(3, 2);
surface.ignore_polygon(3, 5);
surface.tick_ignored_polygons();
surface.tick_ignored_polygons();
assert!(surface.is_polygon_ignored(3));
}
#[test]
fn airborne_policy_preserves_ignored_polygons_and_landing_clears_them() {
let mut surface = FighterSurfaceState::default();
surface.ignore_polygon(3, 5);
surface.apply_airborne_policy(EcbLockPolicy::Restart, 2);
assert!(surface.is_polygon_ignored(3));
surface.land(StageLineID { polygon: 0, segment: 0 });
assert!(!surface.is_polygon_ignored(3));
}
}
+84 -1
View File
@@ -1,4 +1,8 @@
use crate::fighter::baked_animation::BakedFighterAnimations;
use crate::{
fighter::{FighterInvulnerabilityState, baked_animation::BakedFighterAnimations},
game_settings::GameSettings,
materials::fighter_material::{FighterMaterial, FighterMesh},
};
use bevy::prelude::*;
#[derive(Component, Clone)]
@@ -6,3 +10,82 @@ pub struct FighterAnimations {
/// The single animation source for gameplay and the visual skeleton.
pub baked: Handle<BakedFighterAnimations>,
}
#[derive(Clone, Copy, Default, PartialEq)]
pub enum LastKnownInvulnerabilityState {
#[default]
Vulnerable,
Intangible,
Invulnerable,
}
impl From<&FighterInvulnerabilityState> for LastKnownInvulnerabilityState {
fn from(value: &FighterInvulnerabilityState) -> Self {
match value {
FighterInvulnerabilityState::Vulnerable => Self::Vulnerable,
FighterInvulnerabilityState::Invulnerable { .. } => Self::Invulnerable,
FighterInvulnerabilityState::Intangible { .. } => Self::Intangible,
}
}
}
#[derive(Component, Clone, Default)]
pub struct FighterInvulnerabilityVisualState {
pub last_known_state: LastKnownInvulnerabilityState,
pub frames_in_state: u32,
}
pub fn update_status_colors(
mut fighters: Query<(
&FighterInvulnerabilityState,
&mut FighterInvulnerabilityVisualState,
)>,
meshes: Query<(&FighterMesh, &MeshMaterial3d<FighterMaterial>)>,
mut materials: ResMut<Assets<FighterMaterial>>,
game_settings: Res<GameSettings>,
) {
for (invuln_state, mut invuln_state_visual) in &mut fighters {
let curr_state = invuln_state.into();
let last_known_state = invuln_state_visual.last_known_state;
if curr_state != last_known_state {
invuln_state_visual.last_known_state = curr_state;
invuln_state_visual.frames_in_state = 0;
}
}
for (mesh, mat) in meshes {
let (_, invuln_state_visual) = fighters
.get(mesh.fighter)
.expect("Material should have relevant fighter available");
let status_color = match invuln_state_visual.last_known_state {
LastKnownInvulnerabilityState::Vulnerable => bevy::color::palettes::css::WHITE.into(),
LastKnownInvulnerabilityState::Invulnerable => {
game_settings.fighter_common.intangible_color
}
LastKnownInvulnerabilityState::Intangible => {
game_settings.fighter_common.intangible_color
}
};
let intensity = match invuln_state_visual.last_known_state {
LastKnownInvulnerabilityState::Vulnerable => 0.0,
LastKnownInvulnerabilityState::Invulnerable | LastKnownInvulnerabilityState::Intangible => {
let cycle_frames = invuln_state_visual.frames_in_state
% game_settings.fighter_common.intangible_pulse_duration;
1.0 - cycle_frames as f32
/ ((game_settings.fighter_common.intangible_pulse_duration) as f32)
}
};
let mut material = materials
.get_mut(mat.id())
.expect("Material should exist here...");
material
.extension
.update_status_color(status_color.into(), intensity);
}
for (_, mut invuln_state_visual) in fighters {
invuln_state_visual.frames_in_state = invuln_state_visual.frames_in_state.saturating_add(1);
}
}
+30
View File
@@ -0,0 +1,30 @@
#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
@@ -0,0 +1,417 @@
//! 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;
}
+17
View File
@@ -39,6 +39,23 @@ 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,
pub intangible_color: Color,
pub intangible_pulse_duration: u32,
pub angel_platform_invulnerability_duration: u32,
/// When hit while the receiver is in the air, use this angle
pub sakurai_angle_aerial_angle: FGi32,
/// When hit while the receiver is in the ground and at low knockback, use this angle
pub sakurai_angle_low_knockback_angle: FGi32,
/// When hit while the receiver is in the ground and at high knockback, use this angle
pub sakurai_angle_high_knockback_angle: FGi32,
/// past this threshold, the knockback is considered high, so it will use [sakurai_angle_high_knockback_angle]
pub sakurai_angle_knockback_threshold: FGi32,
}
#[derive(Reflect, Serialize, Deserialize, Clone)]
#[reflect(opaque)]
+23
View File
@@ -9,6 +9,7 @@ use bevy_ggrs::{PlayerInputs, Rollback};
use strum::IntoEnumIterator;
use strum_macros::EnumIter;
use crate::fighter::FighterFacingDirection;
use crate::fighter::attack::AttackKind;
use crate::game_settings::GameSettings;
use crate::input::FighterInputFrame;
@@ -54,6 +55,26 @@ impl FighterAttackCommandType {
FighterAttackCommandType::TiltAttackRight => AttackKind::ForwardTilt,
}
}
pub fn to_attack_kind_airborne(&self, facing_direction: &FighterFacingDirection) -> AttackKind {
match self {
FighterAttackCommandType::Neutral => AttackKind::NeutralAir,
FighterAttackCommandType::SmashAttackUp | FighterAttackCommandType::TiltAttackUp => AttackKind::UpAir,
FighterAttackCommandType::SmashAttackDown | FighterAttackCommandType::TiltAttackDown => AttackKind::DownAir,
FighterAttackCommandType::SmashAttackLeft | FighterAttackCommandType::TiltAttackLeft => {
match facing_direction {
FighterFacingDirection::Left => AttackKind::ForwardAir,
FighterFacingDirection::Right => AttackKind::BackAir,
}
},
FighterAttackCommandType::SmashAttackRight | FighterAttackCommandType::TiltAttackRight => {
match facing_direction {
FighterFacingDirection::Left => AttackKind::BackAir,
FighterFacingDirection::Right => AttackKind::ForwardAir,
}
},
}
}
}
/// Frames of life remaining for each buffered command. Indexed by
@@ -233,6 +254,8 @@ 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 {
+19 -13
View File
@@ -28,7 +28,7 @@ pub enum LocalInputSource {
Gamepad(Entity),
}
/// Maps an input source to a player index
/// Persistent mapping from physical/menu controller slots to input sources.
#[derive(Resource, Clone, Debug, Default, Deref, DerefMut)]
pub struct LocalInputAssignments(pub Vec<(usize, LocalInputSource)>);
@@ -50,6 +50,16 @@ impl LocalInputAssignments {
}
}
/// Match-local mapping from dense GGRS handles to physical input sources.
#[derive(Resource, Clone, Debug, Default, Deref, DerefMut)]
pub struct MatchInputAssignments(pub Vec<Option<LocalInputSource>>);
impl MatchInputAssignments {
pub fn get_for_handle(&self, handle: usize) -> Option<LocalInputSource> {
self.0.get(handle).copied().flatten()
}
}
use crate::game_settings::GameSettings;
use crate::math::int::FGi32;
use crate::netcode::GGRSCfg;
@@ -116,13 +126,12 @@ impl Plugin for FighterInputPlugin {
binding: GamepadBinding::Button(GamepadButton::North),
action: InputMapAction::Jump,
},
// shield/airdodge -- both shoulder buttons, Melee-style
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::LeftTrigger),
binding: GamepadBinding::Button(GamepadButton::LeftTrigger2),
action: InputMapAction::Shield,
},
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::RightTrigger),
binding: GamepadBinding::Button(GamepadButton::RightTrigger2),
action: InputMapAction::Shield,
},
// attack
@@ -245,20 +254,17 @@ fn read_local_inputs(
input_map: Res<BaseInputMap>,
gc_ports: Res<gamecube::GcPorts>,
gamepads: Query<&Gamepad>,
assignments: Res<LocalInputAssignments>,
assignments: Res<MatchInputAssignments>,
local_players: Res<LocalPlayers>,
game_settings: Res<GameSettings>,
) {
let mut local_inputs = HashMap::new();
for handle in &local_players.0 {
let assigned = assignments
.0
.iter()
.find(|(player_handle, _)| player_handle == handle);
let assigned = assignments.get_for_handle(*handle);
let gamepad = match assigned {
Some((_, LocalInputSource::Gamepad(entity))) => gamepads.get(*entity).ok(),
Some((_, LocalInputSource::Keyboard)) => None,
Some(LocalInputSource::Gamepad(entity)) => gamepads.get(entity).ok(),
Some(LocalInputSource::Keyboard) => None,
None => gc_ports
.entities
.get(*handle)
@@ -268,8 +274,8 @@ fn read_local_inputs(
};
let mut input_frame = match assigned {
Some((_, LocalInputSource::Keyboard)) => keyboard::sample_keyboard(&key, &input_map),
Some((_, LocalInputSource::Gamepad(_))) => gamepad
Some(LocalInputSource::Keyboard) => keyboard::sample_keyboard(&key, &input_map),
Some(LocalInputSource::Gamepad(_)) => gamepad
.map(|pad| gamepad::sample_gamepad(pad, &input_map))
.unwrap_or_default(),
None => FighterInputFrame::default(),
+27 -17
View File
@@ -21,6 +21,8 @@
//! 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::*,
@@ -33,8 +35,9 @@ use ron_asset_manager::RonAssetPlugin;
use crate::{
camera::MatchCameraPlugin, fighter::manifest::FighterManifest, game_settings::GameSettings,
match_runtime::MatchRuntimePlugin, menus::style::FGUiStyle, schedule::GameplaySchedulePlugin,
stage::manifest::StageManifest, ui::InGameUIPlugin,
match_runtime::MatchRuntimePlugin, materials::ShinesparkMaterialPlugin,
menus::style::FGUiStyle, schedule::GameplaySchedulePlugin, stage::manifest::StageManifest,
ui::InGameUIPlugin,
};
mod args;
@@ -42,10 +45,12 @@ 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;
pub mod match_runtime;
pub mod materials;
mod math;
pub mod menus;
pub mod netcode;
@@ -74,6 +79,7 @@ pub enum AppState {
LoadingMatch,
PreparingMatch,
InMatch,
MatchResults,
MatchDisconnected,
MatchLoadFailed,
}
@@ -106,21 +112,25 @@ impl Plugin for GamePlugin {
// game-level content and configuration.
app.init_state::<AppState>()
.add_plugins((
SettingsPlugin::new("moe.eirteam.shinespark.debug_settings"),
// Brings up GGRS (and with it `GgrsSchedule`), so it goes first.
netcode::FighterNetcodePlugin::default(),
GameplaySchedulePlugin,
MatchRuntimePlugin,
input::FighterInputPlugin,
replay::ReplayPlugin,
debug_tools::DebugToolsPlugin,
fighter::FighterPlugin,
fighter::baked_animation::BakedAnimationPlugin,
scripting::importer::FighterScriptImportPlugin,
stage::StagePlugin,
MatchCameraPlugin,
GameAssetPlugin,
InGameUIPlugin,
(
SettingsPlugin::new("moe.eirteam.shinespark.debug_settings"),
// Brings up GGRS (and with it `GgrsSchedule`), so it goes first.
netcode::FighterNetcodePlugin::default(),
GameplaySchedulePlugin,
MatchRuntimePlugin,
input::FighterInputPlugin,
replay::ReplayPlugin,
debug_tools::DebugToolsPlugin,
filled_gizmos::FilledGizmosPlugin,
fighter::FighterPlugin,
fighter::baked_animation::BakedAnimationPlugin,
scripting::importer::FighterScriptImportPlugin,
stage::StagePlugin,
MatchCameraPlugin,
GameAssetPlugin,
InGameUIPlugin,
),
ShinesparkMaterialPlugin,
))
.add_plugins(menus::MenuPlugin)
.add_loading_state(
+175 -28
View File
@@ -8,9 +8,7 @@ use bevy_ggrs::prelude::Session;
use serde::{Deserialize, Serialize};
use crate::{
AppState,
args::Args,
fighter::{
AppState, args::Args, fighter::{
FighterId, FighterRoster,
animation::AnimKind,
attack::{AttackKind, FighterAttackScriptAssets},
@@ -18,16 +16,10 @@ use crate::{
manifest::{FighterManifest, FighterManifestRegistry},
spawn_fighter,
visual::FighterAnimations,
},
input::{LocalInputAssignments, LocalInputSource},
match_runtime::MatchState,
math::{int::FGi32, vec::FGVec2},
netcode::{
}, input::{LocalInputAssignments, LocalInputSource, MatchInputAssignments}, match_runtime::MatchState, netcode::{
GGRSCfg,
session::{ConnectionStatus, SessionConfig, create_session},
},
scripting::FighterAttackScript,
stage::{
}, scripting::FighterAttackScript, stage::{
self,
manifest::{StageId, StageManifest, StageManifestRegistry},
},
@@ -35,7 +27,10 @@ use crate::{
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct MatchPlayer {
/// Dense index used by GGRS and rollback-simulated player state.
pub handle: usize,
/// Physical controller port selected in the menu.
pub controller_port: usize,
pub fighter: FighterId,
}
@@ -46,6 +41,22 @@ pub struct MatchConfig {
pub rules: MatchRules,
}
impl MatchConfig {
/// Maps a GGRS handle to the controller port used by gameplay.
///
/// Multiplayer uses the stable, dense GGRS handle as the port. A
/// single-player match preserves the physical controller port selected in
/// the menu (for example, port 3 remains port 3).
pub fn controller_port_for_handle(&self, handle: usize) -> Option<usize> {
let player = self.players.iter().find(|player| player.handle == handle)?;
Some(if self.players.len() > 1 {
handle
} else {
player.controller_port
})
}
}
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub enum MatchRules {
Stock {
@@ -228,6 +239,7 @@ pub fn initiate_default_match(
let players = (0..args.players)
.map(|handle| MatchPlayer {
handle,
controller_port: handle,
fighter: FighterId::TestFighter,
})
.collect();
@@ -263,6 +275,7 @@ pub fn initiate_default_match(
pub fn prepare_match(
mut commands: Commands,
config: Res<MatchConfig>,
input_assignments: Res<LocalInputAssignments>,
assets: Res<MatchAssets>,
gltfs: Res<Assets<Gltf>>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
@@ -277,7 +290,7 @@ pub fn prepare_match(
if !valid_player_handles(&config.players) {
fail_match(
&mut next_state,
"player handles must be unique and cover 0..player_count",
"player handles must be dense, unique, and non-empty",
);
return;
}
@@ -287,6 +300,20 @@ pub fn prepare_match(
return;
}
let stage_handle = stage_registry
.get(config.stage)
.expect("Initialization check should ensure all stages exist");
let stage_manifest = stage_manifests
.get(&stage_handle)
.expect("Initialization check should ensure stage manifests are kept alive");
let spawn_positions = match stage_manifest.neutral_spawn_positions(config.players.len()) {
Ok(positions) => positions,
Err(error) => {
fail_match(&mut next_state, &error);
return;
}
};
if assets.fighters.len() != config.players.len() {
fail_match(
&mut next_state,
@@ -336,6 +363,15 @@ pub fn prepare_match(
);
return;
}
let ecb_bone_indices = baked.bone_names.iter().enumerate().filter_map(|(idx, name)| {
if manifest.ecb_bones.contains(name) {
Some(idx)
} else {
None
}
}).collect::<Vec<_>>();
if let Err(error) = manifest.attributes.validate() {
fail_match(
&mut next_state,
@@ -436,10 +472,12 @@ pub fn prepare_match(
attack_scripts,
manifest_handle,
manifest.model_scale,
ecb_bone_indices,
));
}
let session_config = match SessionConfig::from_args(&args, config.players.len()) {
let session_player_count = player_count_for_handles(&config.players);
let session_config = match SessionConfig::from_args(&args, session_player_count) {
Ok(config) => config,
Err(error) => {
fail_match(
@@ -449,7 +487,7 @@ pub fn prepare_match(
return;
}
};
let session = match create_session(&args, config.players.len()) {
let session = match create_session(&args, session_player_count) {
Ok(session) => session,
Err(error) => {
fail_match(
@@ -460,14 +498,13 @@ pub fn prepare_match(
}
};
commands.insert_resource(create_match_input_assignments(
&input_assignments,
&config.players,
));
let root = commands.spawn((Name::new("Match"), MatchRoot)).id();
let stage_handle = stage_registry
.get(config.stage)
.expect("Initialization check should ensure all stages exist");
let stage_manifest = stage_manifests
.get(&stage_handle)
.expect("Initialization check should ensure stage manifests are kept alive");
stage::spawn_stage(
&mut commands,
root,
@@ -477,19 +514,24 @@ 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))) in
for (spawn_index, (player, (scene, animations, attack_scripts, manifest_handle, model_scale, ecb_bone_indices))) in
config.players.iter().zip(prepared).enumerate()
{
let spawn_x = (index as i32 * 2 + 1 - config.players.len() as i32) * 5;
let spawn_point = spawn_positions[spawn_index];
fighter_roster.push(spawn_fighter(
&mut commands,
player.handle,
FGVec2::new(FGi32::from_num(spawn_x), FGi32::lit("12.5")),
config
.controller_port_for_handle(player.handle)
.expect("validated match config contains every player handle"),
spawn_point,
manifest_handle.clone(),
model_scale,
animations,
attack_scripts,
WorldAssetRoot(scene),
ecb_bone_indices
));
}
@@ -507,12 +549,30 @@ fn fail_match(next_state: &mut NextState<AppState>, message: &str) {
}
fn valid_player_handles(players: &[MatchPlayer]) -> bool {
let mut handles = players
.iter()
.map(|player| player.handle)
.collect::<Vec<_>>();
if players.is_empty() {
return false;
}
let mut handles = players.iter().map(|player| player.handle).collect::<Vec<_>>();
handles.sort_unstable();
handles == (0..players.len()).collect::<Vec<_>>()
handles.into_iter().eq(0..players.len())
}
fn player_count_for_handles(players: &[MatchPlayer]) -> usize {
players.len()
}
fn create_match_input_assignments(
assignments: &LocalInputAssignments,
players: &[MatchPlayer],
) -> MatchInputAssignments {
let mut match_assignments = vec![None; players.len()];
for player in players {
match_assignments[player.handle] = assignments
.get_from_slot(player.controller_port)
.copied();
}
MatchInputAssignments(match_assignments)
}
pub fn cleanup_match(
@@ -533,6 +593,7 @@ pub fn cleanup_match(
commands.remove_resource::<MatchAssets>();
commands.remove_resource::<MatchConfig>();
commands.remove_resource::<MatchState>();
commands.remove_resource::<MatchInputAssignments>();
commands.remove_resource::<FighterRoster>();
}
@@ -547,10 +608,12 @@ mod tests {
players: vec![
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 1,
controller_port: 1,
fighter: FighterId::TestFighter,
},
],
@@ -568,10 +631,12 @@ mod tests {
let players = [
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 0,
controller_port: 1,
fighter: FighterId::TestFighter,
},
];
@@ -579,6 +644,88 @@ mod tests {
assert!(!valid_player_handles(&players));
}
#[test]
fn player_handles_must_not_have_gaps() {
let players = [
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 2,
controller_port: 3,
fighter: FighterId::TestFighter,
},
];
assert!(!valid_player_handles(&players));
assert_eq!(player_count_for_handles(&players), 2);
}
#[test]
fn controller_ports_use_ggrs_handles_only_in_multiplayer() {
let single_player = MatchConfig {
stage: StageId::TestStage,
players: vec![MatchPlayer {
handle: 0,
controller_port: 3,
fighter: FighterId::TestFighter,
}],
rules: MatchRules::default(),
};
assert_eq!(single_player.controller_port_for_handle(0), Some(3));
let multiplayer = MatchConfig {
stage: StageId::TestStage,
players: vec![
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 1,
controller_port: 3,
fighter: FighterId::TestFighter,
},
],
rules: MatchRules::default(),
};
assert_eq!(multiplayer.controller_port_for_handle(0), Some(0));
assert_eq!(multiplayer.controller_port_for_handle(1), Some(1));
}
#[test]
fn match_input_assignments_map_ports_to_ggrs_handles_without_mutating_ports() {
let players = [
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 1,
controller_port: 3,
fighter: FighterId::TestFighter,
},
];
let assignments = LocalInputAssignments(vec![
(0, LocalInputSource::Keyboard),
(3, LocalInputSource::Gamepad(Entity::PLACEHOLDER)),
]);
let match_assignments = create_match_input_assignments(&assignments, &players);
assert_eq!(match_assignments.get_for_handle(0), Some(LocalInputSource::Keyboard));
assert_eq!(
match_assignments.get_for_handle(1),
Some(LocalInputSource::Gamepad(Entity::PLACEHOLDER))
);
assert_eq!(assignments[0].0, 0);
assert_eq!(assignments[1].0, 3);
}
#[test]
fn match_rules_reject_zero_limits() {
assert!(
+219 -3
View File
@@ -1,15 +1,22 @@
//! Rollback-simulated state for an active match.
use bevy::input::InputSystems;
use bevy::prelude::*;
use bevy_ggrs::prelude::*;
use bevy_ggrs::{ConfirmedFrameCount, RollbackFrameCount, RunGgrsSystems, prelude::*};
use crate::match_loading::{MatchConfig, MatchRules};
use crate::{
AppState,
match_loading::{MatchConfig, MatchRules},
netcode::session::SessionConfig,
};
#[derive(Resource, Clone, Debug, Hash, PartialEq, Eq)]
pub struct MatchState {
pub elapsed_frames: u32,
/// Indexed by the player's session handle.
pub players: Vec<PlayerMatchState>,
/// The rollback frame on which the match first finished.
pub finished_at_frame: Option<i32>,
}
#[derive(Clone, Debug, Hash, PartialEq, Eq)]
@@ -19,6 +26,11 @@ 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 {
@@ -37,8 +49,66 @@ impl MatchState {
deaths: 0,
})
.collect(),
finished_at_frame: None,
}
}
pub fn is_match_finished(&self, config: &MatchConfig) -> bool {
let time_limit = match config.rules {
MatchRules::Stock {
starting_stocks: _,
time_limit_frames,
} => time_limit_frames,
MatchRules::Timed { time_limit_frames } => Some(time_limit_frames),
};
if let Some(time_limit) = time_limit {
if self.elapsed_frames >= time_limit {
return true;
}
}
if config.players.len() > 1
&& let MatchRules::Stock {
starting_stocks: _,
time_limit_frames: _,
} = config.rules
{
let alive_fighter_count = self
.players
.iter()
.filter(|fighter| {
fighter
.stocks_remaining
.map(|stocks| stocks)
.unwrap_or_default()
> 0
})
.count();
if alive_fighter_count <= 1 {
return true;
}
}
false
}
fn advance_frame(&mut self, config: &MatchConfig, frame: i32) {
if self.finished_at_frame.is_some() {
return;
}
self.elapsed_frames = self.elapsed_frames.saturating_add(1);
if self.is_match_finished(config) {
self.finished_at_frame = Some(frame);
}
}
fn finish_is_confirmed(&self, confirmed_frame: i32) -> bool {
self.finished_at_frame
.is_some_and(|finished_at| confirmed_frame >= finished_at)
}
}
pub struct MatchRuntimePlugin;
@@ -46,7 +116,80 @@ pub struct MatchRuntimePlugin;
impl Plugin for MatchRuntimePlugin {
fn build(&self, app: &mut App) {
app.rollback_resource_with_clone::<MatchState>()
.checksum_resource_with_hash::<MatchState>();
.checksum_resource_with_hash::<MatchState>()
.init_resource::<PauseState>()
.configure_sets(PreUpdate, RunGgrsSystems.run_if(ggrs_should_run))
.add_systems(OnEnter(AppState::InMatch), reset_pause)
.add_systems(OnExit(AppState::InMatch), reset_pause)
.add_systems(
GgrsSchedule,
update_match_rules.in_set(crate::schedule::GameplaySet::MatchRules),
)
.add_systems(
PreUpdate,
toggle_pause
.after(InputSystems)
.before(RunGgrsSystems)
.run_if(in_state(AppState::InMatch)),
)
.add_systems(
Update,
transition_after_confirmed_finish.run_if(in_state(AppState::InMatch)),
);
}
}
pub fn ggrs_should_run(pause: Option<Res<PauseState>>) -> bool {
!pause.is_some_and(|pause| pause.paused)
}
pub(crate) fn match_is_ongoing(match_state: Option<Res<MatchState>>) -> bool {
match_state.is_none_or(|match_state| match_state.finished_at_frame.is_none())
}
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();
}
fn update_match_rules(
mut match_state: ResMut<MatchState>,
match_config: Res<MatchConfig>,
frame: Res<RollbackFrameCount>,
) {
match_state.advance_frame(&match_config, frame.0);
}
fn transition_after_confirmed_finish(
match_state: Res<MatchState>,
confirmed_frame: Res<ConfirmedFrameCount>,
mut next_state: ResMut<NextState<AppState>>,
) {
if match_state.finish_is_confirmed(confirmed_frame.0) {
next_state.set(AppState::MatchResults);
}
}
@@ -61,10 +204,12 @@ mod tests {
players: vec![
MatchPlayer {
handle: 1,
controller_port: 3,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
],
@@ -80,6 +225,7 @@ mod tests {
}));
assert_eq!(state.elapsed_frames, 0);
assert_eq!(state.finished_at_frame, None);
assert_eq!(state.players.len(), 2);
assert!(state.players.iter().all(|player| {
player.stocks_remaining == Some(4) && player.score == 0 && player.deaths == 0
@@ -99,4 +245,74 @@ mod tests {
.all(|player| player.stocks_remaining.is_none())
);
}
#[test]
fn timed_match_finishes_on_its_rollback_frame() {
let config = config(MatchRules::Timed {
time_limit_frames: 2,
});
let mut state = MatchState::from_config(&config);
state.advance_frame(&config, 10);
assert_eq!(state.elapsed_frames, 1);
assert_eq!(state.finished_at_frame, None);
state.advance_frame(&config, 11);
assert_eq!(state.elapsed_frames, 2);
assert_eq!(state.finished_at_frame, Some(11));
assert!(!state.finish_is_confirmed(10));
assert!(state.finish_is_confirmed(11));
state.advance_frame(&config, 12);
assert_eq!(state.finished_at_frame, Some(11));
assert_eq!(state.elapsed_frames, 2);
}
#[test]
fn corrected_rollback_state_does_not_keep_speculative_finish() {
let config = config(MatchRules::Stock {
starting_stocks: 1,
time_limit_frames: None,
});
let state_before_prediction = MatchState::from_config(&config);
let mut predicted_state = state_before_prediction.clone();
predicted_state.players[1].stocks_remaining = Some(0);
predicted_state.advance_frame(&config, 20);
assert_eq!(predicted_state.finished_at_frame, Some(20));
let mut corrected_state = state_before_prediction;
corrected_state.advance_frame(&config, 20);
assert_eq!(corrected_state.finished_at_frame, None);
assert!(!corrected_state.finish_is_confirmed(20));
}
#[test]
fn single_player_stock_match_does_not_finish_by_elimination() {
let mut config = config(MatchRules::Stock {
starting_stocks: 1,
time_limit_frames: None,
});
config.players.truncate(1);
let mut state = MatchState::from_config(&config);
state.advance_frame(&config, 1);
assert_eq!(state.finished_at_frame, None);
state.players[0].stocks_remaining = Some(0);
state.advance_frame(&config, 2);
assert_eq!(state.finished_at_frame, None);
}
#[test]
fn single_player_stock_match_can_finish_by_time_limit() {
let mut config = config(MatchRules::Stock {
starting_stocks: 1,
time_limit_frames: Some(1),
});
config.players.truncate(1);
let mut state = MatchState::from_config(&config);
state.advance_frame(&config, 7);
assert_eq!(state.finished_at_frame, Some(7));
}
}
+77
View File
@@ -0,0 +1,77 @@
use bevy::{gltf::GltfMaterialName, pbr::{ExtendedMaterial, MaterialExtension}, prelude::*, render::render_resource::AsBindGroup, shader::ShaderRef, world_serialization::WorldInstanceReady};
pub type FighterMaterial = ExtendedMaterial<StandardMaterial, FighterMaterialExtension>;
#[derive(Component)]
pub struct FighterMesh {
pub fighter: Entity
}
#[derive(Asset, AsBindGroup, Reflect, Debug, Clone, Default)]
pub struct FighterMaterialExtension {
#[uniform(100)]
status_color: LinearRgba,
#[uniform(100)]
status_color_intensity: f32,
}
const SHADER_ASSET_PATH: &str = "embedded://shinespark/shaders/fighter.wgsl";
impl FighterMaterialExtension {
pub fn new(status_color: Color) -> Self {
Self {
status_color: status_color.into(),
status_color_intensity: 0.0,
..default()
}
}
pub fn update_status_color(&mut self, status_color: LinearRgba, intensity: f32) {
self.status_color = status_color;
self.status_color_intensity = intensity;
}
}
impl MaterialExtension for FighterMaterialExtension {
fn fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
fn deferred_fragment_shader() -> ShaderRef {
SHADER_ASSET_PATH.into()
}
}
pub fn bind_fighter_material(
scene_ready: On<WorldInstanceReady>,
mut commands: Commands,
children: Query<&Children>,
//color_override: Query<&ColorOverride>,
mesh_materials: Query<(Entity, &MeshMaterial3d<StandardMaterial>, &GltfMaterialName)>,
mut asset_materials: ResMut<Assets<FighterMaterial>>,
original_materials: Res<Assets<StandardMaterial>>,
) {
for descendant in children.iter_descendants(scene_ready.entity) {
let Ok((entity, id, material_name)) = mesh_materials.get(descendant) else {
continue;
};
dbg!(material_name);
if !material_name.starts_with("Fighter_") {
continue;
}
let Some(original_material) = original_materials.get(id.id()) else {
continue;
};
commands.entity(entity).insert((MeshMaterial3d(asset_materials.add(ExtendedMaterial {
base: StandardMaterial {
// can be used in forward or deferred mode
..original_material.clone()
},
extension: FighterMaterialExtension::new(bevy::color::palettes::css::BLUE.into())
})), FighterMesh { fighter: scene_ready.entity }));
}
}
+24
View File
@@ -0,0 +1,24 @@
use bevy::{
asset::embedded_asset, prelude::*,
};
pub mod fighter_material;
pub struct ShinesparkMaterialPlugin;
pub fn startup_test(asset_server: Res<AssetServer>) {
let test: Handle<Shader> = asset_server.load("embedded://shinespark/shaders/fighter.wgsl");
dbg!(test);
}
impl Plugin for ShinesparkMaterialPlugin {
fn build(&self, app: &mut App) {
let omit_prefix = "";
embedded_asset!(app, omit_prefix, "shaders/fighter.wgsl");
app.add_systems(Startup, startup_test)
.add_observer(fighter_material::bind_fighter_material)
.add_plugins(MaterialPlugin::<fighter_material::FighterMaterial>::default());
}
}
+67
View File
@@ -0,0 +1,67 @@
#import bevy_pbr::{
pbr_fragment::pbr_input_from_standard_material,
pbr_functions::alpha_discard,
}
#ifdef PREPASS_PIPELINE
#import bevy_pbr::{
prepass_io::{VertexOutput, FragmentOutput},
pbr_deferred_functions::deferred_output,
}
#else
#import bevy_pbr::{
forward_io::{VertexOutput, FragmentOutput},
pbr_functions::{apply_pbr_lighting, main_pass_post_lighting_processing},
}
#endif
struct FighterExtendedMaterial {
status_color: vec4<f32>,
status_color_intensity: f32,
#ifdef SIXTEEN_BYTE_ALIGNMENT
// Web examples WebGL2 support: structs must be 16 byte aligned.
_webgl2_padding_8b: u32,
_webgl2_padding_12b: u32,
_webgl2_padding_16b: u32,
#endif
}
@group(#{MATERIAL_BIND_GROUP}) @binding(100)
var<uniform> fighter_material: FighterExtendedMaterial;
@fragment
fn fragment(
in: VertexOutput,
@builtin(front_facing) is_front: bool,
) -> FragmentOutput {
// generate a PbrInput struct from the StandardMaterial bindings
var pbr_input = pbr_input_from_standard_material(in, is_front);
// we can optionally modify the input before lighting and alpha_discard is applied
//pbr_input.material.base_color.b = pbr_input.material.base_color.r;
// alpha discard
pbr_input.material.base_color = alpha_discard(pbr_input.material, pbr_input.material.base_color);
#ifdef PREPASS_PIPELINE
// in deferred mode we can't modify anything after that, as lighting is run in a separate fullscreen shader.
let out = deferred_output(in, pbr_input);
#else
var out: FragmentOutput;
// apply lighting
out.color = apply_pbr_lighting(pbr_input);
// we can optionally modify the lit color before post-processing is applied
var quantize_steps: i32 = 2;
out.color = vec4<f32>(vec4<u32>(out.color * f32(quantize_steps))) / f32(quantize_steps);
// apply in-shader post processing (fog, alpha-premultiply, and also tonemapping, debanding if the camera is non-hdr)
// note this does not include fullscreen postprocessing effects like bloom.
out.color = main_pass_post_lighting_processing(pbr_input, out.color);
out.color = mix(out.color, fighter_material.status_color, fighter_material.status_color_intensity * 0.5);
#endif
return out;
}
+10 -1
View File
@@ -2,7 +2,7 @@ use bevy::math::Vec2;
use bevy::prelude::*;
use fixed::types::I32F32;
use serde::{Deserialize, Serialize};
use std::ops::{Add, AddAssign, Div, Mul, MulAssign, Sub};
use std::ops::{Add, AddAssign, Div, Mul, MulAssign, Sub, SubAssign};
use super::int::{FGWide, FGi32};
@@ -227,6 +227,15 @@ impl AddAssign for FGVec2 {
}
}
impl SubAssign for FGVec2 {
fn sub_assign(&mut self, rhs: Self) {
*self = Self {
x: self.x - rhs.x,
y: self.y - rhs.y,
}
}
}
impl MulAssign for FGVec2 {
fn mul_assign(&mut self, rhs: Self) {
*self = Self {
+1 -1
View File
@@ -226,7 +226,7 @@ fn gamepad_input(
input.accept.accumulate(&status);
}
MenuInputMapAction::Start => {
input.accept.accumulate(&status);
input.start.accumulate(&status);
}
}
}
+29 -2
View File
@@ -65,7 +65,10 @@ impl MenuMatchConfig {
let stage = self.stage.ok_or(MenuMatchConfigErrors::StageNotSelected)?;
for player in self.players.iter() {
let mut players = self.players.iter().collect::<Vec<_>>();
players.sort_unstable_by_key(|player| player.slot);
for (handle, player) in players.into_iter().enumerate() {
let fighter_id =
player
.fighter
@@ -74,7 +77,8 @@ impl MenuMatchConfig {
))?;
match_players.push(MatchPlayer {
fighter: fighter_id,
handle: player.slot,
handle,
controller_port: player.slot,
});
}
@@ -102,4 +106,27 @@ mod tests {
assert_eq!(menu.to_match_config().unwrap().rules, MatchRules::default());
}
#[test]
fn sparse_controller_ports_get_dense_ggrs_handles() {
let menu = MenuMatchConfig {
stage: Some(StageId::TestStage),
players: vec![
MenuMatchPlayerSlot {
slot: 3,
fighter: Some(FighterId::TestFighter),
},
MenuMatchPlayerSlot {
slot: 0,
fighter: Some(FighterId::TestFighter),
},
],
};
let config = menu.to_match_config().unwrap();
assert_eq!(config.players[0].handle, 0);
assert_eq!(config.players[0].controller_port, 0);
assert_eq!(config.players[1].handle, 1);
assert_eq!(config.players[1].controller_port, 3);
}
}
+44
View File
@@ -0,0 +1,44 @@
use bevy::{prelude::*, text::FontSourceTemplate};
use crate::{AppState, menus::{MenuMarker, spawn_menu}};
pub fn setup_post_match_menu(
existing_menu: Option<Single<Entity, With<MenuMarker>>>,
commands: Commands,
) {
let menu = bsn! {
Node {
flex_direction: FlexDirection::Column,
width: percent(100),
height: percent(100),
justify_content: JustifyContent::Center,
align_items: AlignItems::Center
}
Children [
(
Text("[Insert beautiful post-match screen here]")
TextFont {
font: FontSourceTemplate::Handle("fonts/roboto.ttf"),
font_size: px(super::style::H1_SIZE),
}
TextColor(Color::srgb(0.9, 0.9, 0.9))
),
Text("Press any button/key to continue...")
TextFont {
font: FontSourceTemplate::Handle("fonts/roboto.ttf"),
font_size: px(super::style::H3_SIZE),
}
TextColor(Color::srgb(0.9, 0.9, 0.9))
]
};
spawn_menu(existing_menu, commands, menu);
}
pub fn check_return_to_character_select(gamepads: Query<&Gamepad>, keyboard: Res<ButtonInput<KeyCode>>, mut next_state: ResMut<NextState<AppState>>) {
let any_pressed = gamepads.iter().any(|gp| gp.get_just_pressed().count() > 0);
let any_pressed = any_pressed || keyboard.get_just_pressed().count() > 0;
if any_pressed {
next_state.set(AppState::MainMenu);
}
}
+121 -114
View File
@@ -18,6 +18,7 @@ pub mod errors;
pub mod input;
pub mod main_menu;
pub mod match_config;
pub mod match_results;
pub mod navigation;
pub mod scaling;
pub mod stage_select;
@@ -77,11 +78,8 @@ pub fn despawn_menu(
mut commands: Commands,
) {
if let Some(entity) = existing_menu {
commands
.entity(entity.into_inner())
.despawn();
commands.entity(entity.into_inner()).despawn();
}
}
pub fn spawn_menu(
@@ -90,9 +88,7 @@ pub fn spawn_menu(
menu: impl Scene,
) {
if let Some(entity) = existing_menu {
commands
.entity(entity.into_inner())
.despawn();
commands.entity(entity.into_inner()).despawn();
}
commands.queue_spawn_scene(wrap_menu(menu));
}
@@ -117,115 +113,126 @@ where
impl Plugin for MenuPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
OnEnter(AppState::MainMenu),
build_menu::<MainMenu>,
)
.add_message::<character_select::PlayerSlotAssigned>()
.init_resource::<navigation::UINavigationActionState>()
.init_resource::<navigation::UINavigationRepeat>()
.init_resource::<input::MenuInputState>()
.insert_resource(InputFocusVisible(true))
.insert_resource(GlobalUiDebugOptions {
enabled: true,
..default()
})
// Configure auto-navigation behavior
.insert_resource(AutoNavigationConfig {
// Require at least 10% overlap in perpendicular axis for cardinal directions
min_alignment_factor: 0.1,
// Don't connect nodes more than 500 pixels apart between their closest edges
max_search_distance: Some(500.0),
// Prefer nodes that are well-aligned
prefer_aligned: true,
})
.add_plugins(DirectionalNavigationPlugin)
.add_systems(
PreUpdate,
(
navigation::give_default_focus,
scaling::ui_scaling_system,
button::button_setup,
button::button_style_system.after(bevy::picking::PickingSystems::Hover),
button::button_focus_style_system,
app.add_systems(OnEnter(AppState::MainMenu), build_menu::<MainMenu>)
.add_message::<character_select::PlayerSlotAssigned>()
.init_resource::<navigation::UINavigationActionState>()
.init_resource::<navigation::UINavigationRepeat>()
.init_resource::<input::MenuInputState>()
.insert_resource(InputFocusVisible(true))
.insert_resource(GlobalUiDebugOptions { ..default() })
// Configure auto-navigation behavior
.insert_resource(AutoNavigationConfig {
// Require at least 10% overlap in perpendicular axis for cardinal directions
min_alignment_factor: 0.1,
// Don't connect nodes more than 500 pixels apart between their closest edges
max_search_distance: Some(500.0),
// Prefer nodes that are well-aligned
prefer_aligned: true,
})
.add_plugins(DirectionalNavigationPlugin)
.add_systems(
PreUpdate,
(
navigation::give_default_focus,
scaling::ui_scaling_system,
button::button_setup,
button::button_style_system.after(bevy::picking::PickingSystems::Hover),
button::button_focus_style_system,
)
.run_if(resource_exists::<CommonAssets>),
)
.run_if(resource_exists::<CommonAssets>),
)
.add_systems(Startup, scaling::ui_update_scale_on_startup)
// CURSOR
.add_systems(
PreUpdate,
(cursor::cursor_input).before(bevy::picking::PickingSystems::ProcessInput),
)
.add_systems(
Update,
(cursor::copy_mouse_input, cursor::update_cursor_transform),
)
.add_systems(
PreUpdate,
input::sample_menu_inputs
.before(cursor::cursor_input)
.run_if(resource_exists::<crate::input::MenuInputMap>),
)
//---------
// CHARACTER SELECT START
//---------
.add_systems(
OnEnter(AppState::CharacterSelect),
character_select::setup_character_select,
)
.add_systems(
PostUpdate,
character_select::copy_cursor_transform_to_token
.run_if(in_state(AppState::CharacterSelect))
.run_if(any_with_component::<CharacterSelectScreen>),
)
.add_systems(
PreUpdate,
(
character_select::css_auto_assign_slots,
character_select::handle_fighter_slot_addition,
.add_systems(Startup, scaling::ui_update_scale_on_startup)
// CURSOR
.add_systems(
PreUpdate,
(cursor::cursor_input).before(bevy::picking::PickingSystems::ProcessInput),
)
.chain()
.run_if(in_state(AppState::CharacterSelect))
.run_if(any_with_component::<CharacterSelectScreen>),
)
.add_systems(
OnExit(AppState::CharacterSelect),
(cursor::despawn_cursors, character_select::despawn_tokens),
)
.add_observer(character_select::select_fighter.run_if(in_state(AppState::CharacterSelect)))
.add_observer(
character_select::update_start_banner_visibility
.run_if(in_state(AppState::CharacterSelect)),
)
//---------
// CHARACTER SELECT END
//---------
//---------
// STAGE SELECT START
//---------
.add_systems(
OnEnter(AppState::StageSelect),
stage_select::setup_stage_select,
)
.add_observer(stage_select::stage_selected.run_if(in_state(AppState::StageSelect)))
.add_systems(
OnExit(AppState::StageSelect),
(cursor::despawn_cursors, despawn_menu),
)
//---------
// STAGE SELECT END
//---------
.add_systems(
Update,
(
navigation::process_inputs,
navigation::navigate,
navigation::interact_with_focused_button,
.add_systems(
Update,
(cursor::copy_mouse_input, cursor::update_cursor_transform),
)
.chain(),
)
.init_resource::<InputFocus>();
.add_systems(
PreUpdate,
input::sample_menu_inputs
.before(cursor::cursor_input)
.run_if(resource_exists::<crate::input::MenuInputMap>),
)
//---------
// CHARACTER SELECT START
//---------
.add_systems(
OnEnter(AppState::CharacterSelect),
character_select::setup_character_select,
)
.add_systems(
PostUpdate,
character_select::copy_cursor_transform_to_token
.run_if(in_state(AppState::CharacterSelect))
.run_if(any_with_component::<CharacterSelectScreen>),
)
.add_systems(
PreUpdate,
(
character_select::css_auto_assign_slots,
character_select::handle_fighter_slot_addition,
)
.chain()
.run_if(in_state(AppState::CharacterSelect))
.run_if(any_with_component::<CharacterSelectScreen>),
)
.add_systems(
OnExit(AppState::CharacterSelect),
(cursor::despawn_cursors, character_select::despawn_tokens),
)
.add_observer(
character_select::select_fighter.run_if(in_state(AppState::CharacterSelect)),
)
.add_observer(
character_select::update_start_banner_visibility
.run_if(in_state(AppState::CharacterSelect)),
)
//---------
// CHARACTER SELECT END
//---------
//---------
// STAGE SELECT START
//---------
.add_systems(
OnEnter(AppState::StageSelect),
stage_select::setup_stage_select,
)
.add_observer(stage_select::stage_selected.run_if(in_state(AppState::StageSelect)))
.add_systems(
OnExit(AppState::StageSelect),
(cursor::despawn_cursors, despawn_menu),
)
//---------
// STAGE SELECT END
//---------
//---------
// MATCH RESULT START
//---------
.add_systems(
OnEnter(AppState::MatchResults),
match_results::setup_post_match_menu,
)
.add_systems(
PostUpdate,
match_results::check_return_to_character_select
.run_if(in_state(AppState::MatchResults)),
)
//---------
// MATCH RESULT END
//---------
.add_systems(
Update,
(
navigation::process_inputs,
navigation::navigate,
navigation::interact_with_focused_button,
)
.chain(),
)
.init_resource::<InputFocus>();
}
}
+1 -1
View File
@@ -102,7 +102,7 @@ pub fn process_inputs(
.insert(DirectionalNavigationAction::Right);
}
}
if input.accept.is_pressed() {
if input.accept.is_just_pressed() {
action_state
.pressed_actions
.insert(DirectionalNavigationAction::Select);
+17
View File
@@ -42,6 +42,15 @@ 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);
@@ -196,6 +205,13 @@ 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]
@@ -207,6 +223,7 @@ mod tests {
.unwrap();
assert!(matches!(config.players[0], PlayerConnection::Local));
assert!(matches!(config.players[1], PlayerConnection::Remote(_)));
assert!(config.is_multiplayer());
}
#[test]
+3
View File
@@ -10,5 +10,8 @@ use bevy_ggrs::prelude::*;
#[derive(Default, Component)]
#[require(Rollback, Transform)]
pub struct Player {
/// Dense GGRS session index.
pub handle: usize,
/// Port used for port-dependent gameplay such as respawn placement.
pub controller_port: usize,
}
+4 -3
View File
@@ -17,7 +17,7 @@ use crate::{
};
const MAGIC: &[u8; 8] = b"SPRPLY01";
pub const REPLAY_VERSION: u32 = 2;
pub const REPLAY_VERSION: u32 = 3;
#[derive(Clone, Copy, Debug, Default, Eq, PartialEq, ValueEnum)]
pub enum ReplayFormat {
@@ -140,7 +140,7 @@ fn validate(replay: &Replay) -> Result<(), String> {
));
}
if replay.players_are_invalid() {
return Err("replay player handles must cover 0..player_count".into());
return Err("replay player handles must be unique".into());
}
if replay.frames.is_empty() {
return Err("replay must contain at least one frame".into());
@@ -185,7 +185,7 @@ impl Replay {
.map(|player| player.handle)
.collect();
handles.sort_unstable();
handles != (0..handles.len()).collect::<Vec<_>>()
handles.is_empty() || !handles.into_iter().eq(0..self.match_config.players.len())
}
fn frame(&self, frame: i32) -> Option<&ReplayFrame> {
@@ -374,6 +374,7 @@ mod tests {
stage: StageId::TestStage,
players: vec![MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
}],
rules: MatchRules::Timed {
+10 -4
View File
@@ -9,6 +9,8 @@
use bevy::prelude::*;
use bevy_ggrs::prelude::*;
use crate::match_runtime::match_is_ongoing;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub enum GameplaySet {
/// Turn this frame's netcode inputs into per-fighter input state.
@@ -19,12 +21,14 @@ pub enum GameplaySet {
StateUpdate,
/// Integrate velocities into positions.
Physics,
/// Solve collision boxes
Animation,
/// Resolve the integrated positions against the stage.
Collision,
/// Solve collision boxes
Animation,
/// Resolve attacks
Attacks,
/// Advance match rules and detect the end of the match.
MatchRules,
}
/// Declares the order of [`GameplaySet`] inside [`GgrsSchedule`]. Added by
@@ -40,11 +44,13 @@ impl Plugin for GameplaySchedulePlugin {
GameplaySet::Interrupt,
GameplaySet::StateUpdate,
GameplaySet::Physics,
GameplaySet::Collision,
GameplaySet::Animation,
GameplaySet::Collision,
GameplaySet::Attacks,
GameplaySet::MatchRules,
)
.chain(),
.chain()
.run_if(match_is_ongoing),
);
}
}
+5 -5
View File
@@ -117,7 +117,7 @@ pub fn register_common_types(engine: &mut rhai::Engine) {
.register_fn("knockback_normal", KnockbackType::make_normal)
.register_fn("knockback_fixed", KnockbackType::make_fixed)
.register_type_with_name::<AttackAngle>("Angle")
.register_fn("angle", AttackAngle::make_normal)
.register_fn("angle", |str: &str| AttackAngle::make_normal(FGi32::lit(str)))
.register_fn("angle_sakurai", AttackAngle::make_sakurai)
.register_type_with_name::<Knockback>("Knockback")
.register_fn("knockback", Knockback::lit)
@@ -261,18 +261,18 @@ pub fn compile_script(text: &str) -> Result<FighterAttackScript, String> {
mod tests {
use super::*;
const HITBOX: &str = "hitbox(0, \"hand_l\", damage(\"1\"), vec3(\"0\", \"0\", \"0\"), fg32(\"1\"), angle(fg32(\"0\")), knockback_normal(), knockback(\"1\"), fg32(\"1\"));";
const HITBOX: &str = "hitbox(0, \"hand_l\", damage(\"1\"), vec3(\"0\", \"0\", \"0\"), fg32(\"1\"), angle(\"0\"), knockback_normal(), knockback(\"1\"), fg32(\"1\"));";
#[test]
fn compiled_hitboxes_are_sorted_by_authored_id() {
let script = compile_script(
r#"
frame(1);
hitbox(20, "hand_l", damage("1"), vec3("0", "0", "0"), fg32("1"), angle(fg32("0")), knockback_normal(), knockback("1"), fg32("1"));
hitbox(20, "hand_l", damage("1"), vec3("0", "0", "0"), fg32("1"), angle("0"), knockback_normal(), knockback("1"), fg32("1"));
frame(2);
hitbox(3, "hand_l", damage("2"), vec3("0", "0", "0"), fg32("1"), angle(fg32("0")), knockback_normal(), knockback("1"), fg32("1"));
hitbox(3, "hand_l", damage("2"), vec3("0", "0", "0"), fg32("1"), angle("0"), knockback_normal(), knockback("1"), fg32("1"));
frame(3);
hitbox(10, "hand_l", damage("3"), vec3("0", "0", "0"), fg32("1"), angle(fg32("0")), knockback_normal(), knockback("1"), fg32("1"));
hitbox(10, "hand_l", damage("3"), vec3("0", "0", "0"), fg32("1"), angle("0"), knockback_normal(), knockback("1"), fg32("1"));
frame(4);
"#,
)
+55 -1
View File
@@ -1,6 +1,11 @@
use bevy::{color::palettes::css::RED, prelude::*};
use crate::stage::line::StageCollision;
use crate::{
match_loading::MatchConfig, math::{int::FGi32, vec3::FGVec3}, stage::{
line::StageCollision,
manifest::{StageManifest, StageManifestRegistry},
},
};
pub fn debug_draw_scene(mut gizmos: Gizmos, stage_collision: Res<StageCollision>) {
for poly in stage_collision.stage_polys.iter() {
@@ -16,3 +21,52 @@ pub fn debug_draw_scene(mut gizmos: Gizmos, stage_collision: Res<StageCollision>
}
}
}
pub fn debug_draw_blast_zones(
mut gizmos: Gizmos,
stage_registry: Res<StageManifestRegistry>,
stage_manifests: Res<Assets<StageManifest>>,
match_config: Res<MatchConfig>,
) {
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
return;
};
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
return;
};
let top_left = stage_manifest.blast_zone_top_left.to_vec2();
let bottom_right = stage_manifest.blast_zone_bottom_right.to_vec2();
let center = (top_left + bottom_right) / 2.0;
let size = (bottom_right - top_left).abs();
gizmos.rect(
Vec3::new(center.x, center.y, 0.0),
size,
bevy::color::palettes::css::BLUE,
);
}
pub fn debug_draw_spawn_positions(
mut gizmos: Gizmos,
stage_registry: Res<StageManifestRegistry>,
stage_manifests: Res<Assets<StageManifest>>,
match_config: Res<MatchConfig>,
) {
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
return;
};
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
return;
};
for spawn_point in stage_manifest.spawn_points.iter() {
gizmos.cross(FGVec3::new(spawn_point.x, spawn_point.y, FGi32::ZERO).to_vec3(), 2.0, bevy::color::palettes::css::BLUE);
}
for respawn_point in stage_manifest.respawn_points.iter() {
gizmos.cross(FGVec3::new(respawn_point.x, respawn_point.y, FGi32::ZERO).to_vec3(), 2.0, bevy::color::palettes::css::HOT_PINK);
}
}
+2 -2
View File
@@ -26,7 +26,7 @@ pub enum StagePolyType {
Platform,
}
#[derive(Reflect, Hash, Debug, Clone, Copy, Default)]
#[derive(Reflect, Hash, Debug, Clone, Copy, Default, PartialEq, Eq)]
pub struct StageLineID {
pub polygon: usize,
pub segment: usize,
@@ -34,7 +34,7 @@ pub struct StageLineID {
#[derive(Reflect, Clone, Default)]
pub struct StagePoly {
poly_type: StagePolyType,
pub poly_type: StagePolyType,
pub segments: Vec<StagePolyLineSegment>,
}
+88 -7
View File
@@ -1,4 +1,4 @@
use std::collections::HashMap;
use std::collections::{HashMap, HashSet};
use bevy_asset_loader::asset_collection::AssetCollection;
use ron_asset_manager::prelude::RonAsset;
@@ -7,14 +7,10 @@ use strum::IntoEnumIterator;
use strum_macros::EnumIter;
use crate::{
AppState,
game_settings::GameSettings,
math::vec::FGVec2,
stage::{
AppState, game_settings::GameSettings, math::{vec::FGVec2}, stage::{
StagePoly,
line::{StageCollision, StagePolyLineSegmentType, StagePolyType},
},
texture_reference::TextureReference,
}, texture_reference::TextureReference,
};
use bevy::prelude::*;
@@ -87,6 +83,17 @@ pub struct StageManifest {
pub icon: TextureReference,
pub camera: StageCameraProfile,
pub polygons: Vec<StagePolyDefinition>,
#[reflect(ignore)]
pub blast_zone_top_left: FGVec2,
#[reflect(ignore)]
pub blast_zone_bottom_right: FGVec2,
#[reflect(ignore)]
pub spawn_points: Vec<FGVec2>,
pub neutral_spawn_point_sets: Vec<Vec<usize>>,
#[reflect(ignore)]
pub respawn_points: Vec<FGVec2>,
}
#[derive(Resource)]
@@ -162,6 +169,13 @@ pub fn prepare_stage_manifests(
);
return;
}
if let Err(error) = manifest.validate_spawn_points() {
fail(
&mut next_state,
&format!("{:?} has invalid spawn points: {error}", manifest.id),
);
return;
}
if registry.insert(manifest.id, handle.clone()).is_some() {
fail(
&mut next_state,
@@ -186,6 +200,73 @@ pub fn prepare_stage_manifests(
}
impl StageManifest {
pub fn neutral_spawn_positions(&self, player_count: usize) -> Result<Vec<FGVec2>, String> {
if player_count == 0 {
return Err("a match must contain at least one player".to_owned());
}
let layout = self
.neutral_spawn_point_sets
.get(player_count - 1)
.ok_or_else(|| format!("no spawn layout for {player_count} players"))?;
if layout.len() != player_count {
return Err(format!(
"the {player_count}-player layout contains {} positions",
layout.len()
));
}
layout
.iter()
.map(|&index| {
self.spawn_points.get(index).copied().ok_or_else(|| {
format!("the {player_count}-player layout references spawn point {index}")
})
})
.collect()
}
fn validate_spawn_points(&self) -> Result<(), String> {
if self.spawn_points.is_empty() {
return Err("no spawn points are configured".to_owned());
}
if self.respawn_points.is_empty() {
return Err("no respawn points are configured".to_owned());
}
if self.neutral_spawn_point_sets.is_empty() {
return Err("no neutral spawn layouts are configured".to_owned());
}
for (layout_index, layout) in self.neutral_spawn_point_sets.iter().enumerate() {
let player_count = layout_index + 1;
if layout.len() != player_count {
return Err(format!(
"the {player_count}-player layout contains {} positions",
layout.len()
));
}
let mut unique_indices = HashSet::with_capacity(layout.len());
for &spawn_point_index in layout {
if spawn_point_index >= self.spawn_points.len() {
return Err(format!(
"the {player_count}-player layout references spawn point {spawn_point_index}"
));
}
if !unique_indices.insert(spawn_point_index) {
return Err(format!(
"the {player_count}-player layout uses spawn point {spawn_point_index} more than once"
));
}
}
}
Ok(())
}
pub fn to_collision(&self) -> StageCollision {
let stage_polys: Vec<StagePoly> = self
.polygons
+12 -4
View File
@@ -10,7 +10,7 @@ pub mod scene;
pub use line::{StagePlaneIntersectResult, StagePoly};
use crate::stage::{line::StageCollision, manifest::StageCameraProfile};
use crate::{match_loading::MatchConfig, stage::{line::StageCollision, manifest::StageCameraProfile}};
/// Owns the stage geometry: which scene gets spawned and how it is drawn.
#[derive(Default)]
@@ -20,9 +20,17 @@ impl Plugin for StagePlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Update,
debug::debug_draw_scene
.run_if(resource_exists::<line::StageCollision>)
.run_if(crate::debug_tools::stage_collision_enabled),
(
(debug::debug_draw_scene
.run_if(resource_exists::<line::StageCollision>)
.run_if(crate::debug_tools::stage_collision_enabled)),
(debug::debug_draw_blast_zones
.run_if(resource_exists::<MatchConfig>)
.run_if(crate::debug_tools::blast_zones_enabled),),
(debug::debug_draw_spawn_positions
.run_if(resource_exists::<MatchConfig>)
.run_if(crate::debug_tools::spawn_positions_enabled),),
),
);
}
}
+54 -3
View File
@@ -3,7 +3,7 @@ use bevy::prelude::*;
use crate::{
AppState,
match_loading::{MatchConfig, MatchRules},
match_runtime::MatchState,
match_runtime::{MatchState, PauseState},
};
pub mod battle_ui;
@@ -11,6 +11,9 @@ pub mod errors;
pub mod fighter_info;
pub mod stock_icon;
#[derive(Component)]
pub struct PauseOverlay;
#[derive(Default)]
pub struct InGameUIPlugin;
@@ -30,8 +33,56 @@ 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();
}
}
}