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25 Commits
Author SHA1 Message Date
EIREXE ea2756201e Rename semantics, fix save states and fix regrab count not being reset on respawn.
CI / production-build (pull_request) Successful in 11m16s
CI / build-and-test (pull_request) Failing after 1m44s
2026-10-13 12:24:44 +02:00
EIREXE 2af462dedd Fix unit tests not passing 2026-10-13 12:19:56 +02:00
EIREXE 7819b95bc6 Add ledge getup, ledge intangibility limit & fix walk-off velocity
CI / build-and-test (pull_request) Failing after 1m50s
CI / production-build (pull_request) Canceled after 9m14s
2026-10-13 12:14:12 +02:00
EIREXE 4fe1b24b1a Fix fighter material not removing the original material. (#92)
CI / build-and-test (push) Failing after 16s
CI / production-build (push) Successful in 12m10s
Reviewed-on: #92
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-13 08:24:45 +00:00
EIREXE f53e67d8ad Fix ledge transitions and root motion loops (#91)
CI / production-build (push) Successful in 12m8s
CI / build-and-test (push) Successful in 1m39s
## Summary

- resolve each ledge action to the walkable segment on the stage-interior side
- preserve repeating root-motion displacement across every animation cycle
- add regression coverage for left/right ledge segments and multiple root-motion wraps
- Implement ledge intangibility

Reviewed-on: #91
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-12 21:38:23 +00:00
EIREXE 9b974d0dd6 Initial work on ledge & improved baking of root motion. (#90)
CI / build-and-test (push) Successful in 2m15s
CI / production-build (push) Successful in 12m24s
Reviewed-on: #90
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-12 20:58:27 +00:00
EIREXE 0642a9234b Fix one frame visual transform delay (#89)
CI / build-and-test (push) Successful in 2m28s
CI / production-build (push) Successful in 12m18s
Reviewed-on: #89
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-12 20:21:11 +00:00
EIREXE 97f2fe7065 Implement up smash, dacus and further improve input system. (#88)
CI / build-and-test (push) Successful in 2m42s
CI / production-build (push) Successful in 13m1s
Reviewed-on: #88
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-09 09:15:18 +00:00
EIREXE a1595d841a Fix determinism being broken due to bone matrix shenanigans (#87)
CI / build-and-test (push) Successful in 5m27s
CI / production-build (push) Successful in 22m11s
Reviewed-on: #87
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-07 19:31:01 +00:00
EIREXE 3dfe2fa000 Optimize rollback sync-test performance (#86)
CI / build-and-test (push) Successful in 2m11s
CI / production-build (push) Successful in 11m44s
## Summary

- remove immutable stage geometry and derived animation/collision data from rollback snapshots
- avoid a duplicate full skeletal hierarchy traversal during root-motion sampling
- cache root-motion cycle deltas per animation clip
- optimize the game crate in development builds
- make Tracy profiling opt-in via the `tracy` feature

Reviewed-on: #86
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-07 15:50:45 +00:00
EIREXE 259dada54f Implement grounded fighter pushing (#85)
CI / build-and-test (push) Successful in 1m30s
CI / production-build (push) Successful in 11m7s
Reviewed-on: #85
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-07 07:29:02 +00:00
EIREXE 7a9adbd6a4 Implement animation root motion deltas (#84)
CI / build-and-test (push) Successful in 1m33s
CI / production-build (push) Successful in 12m5s
Implements root motion and adds a dash attack.

Reviewed-on: #84
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-05 20:04:35 +00:00
EIREXE 5c277a00f0 Implement tap jump and clean some fluff (#83)
CI / build-and-test (push) Successful in 1m33s
CI / production-build (push) Successful in 11m45s
Reviewed-on: #83
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-05 15:01:31 +00:00
EIREXE d2d649b059 Attack system revamp (#82)
CI / build-and-test (push) Successful in 1m35s
CI / production-build (push) Successful in 11m29s
- Add crouch cancelling
- Add IASA for aerial attacks
- Add scaffolding for autocancel
- Add hitbox group system
- Add new ergonomic features for attack scripting
- Add more information to the hitbox viewer
- Improve the looks of debug capsules

Reviewed-on: #82
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-04 18:57:29 +00:00
EIREXE 04aceb05a9 Implement hitbox viewer (#81)
CI / build-and-test (push) Successful in 1m26s
CI / production-build (push) Successful in 12m55s
Reviewed-on: #81
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-04 11:32:28 +00:00
EIREXE 02d444f749 Implement invulnerability/intangibility and sakurai angle (#78)
CI / build-and-test (push) Successful in 1m22s
CI / production-build (push) Successful in 11m48s
Reviewed-on: #78
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-03 10:47:00 +00:00
EIREXE aca3886113 Rework input buffer to match HDR closer (#79)
CI / build-and-test (push) Successful in 1m24s
CI / production-build (push) Successful in 11m47s
## Summary

- Preserve distinct same-action bindings in rollback input frames.
- Add independent command lifetimes with tap and state-scoped hold buffering.
- Detect second shield bindings and consume shield commands for air dodge.
- Fix duplicate keyboard mappings being overwritten.

Reviewed-on: #79
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-03 09:20:56 +00:00
EIREXE 47f7ae1e69 Disable GameCube adapter on Windows (#80)
CI / build-and-test (push) Successful in 1m24s
CI / production-build (push) Successful in 11m34s
## Summary
- add a feature flag for the GameCube adapter driver
- keep the driver enabled by default on supported platforms
- exclude the adapter dependency and polling systems on Windows

Reviewed-on: #80
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-02 11:19:01 +00:00
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
72 changed files with 6697 additions and 911 deletions
Generated
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+16 -7
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@@ -7,21 +7,23 @@ authors = [""]
[workspace] [workspace]
[features] [features]
default = ["development", "debug_features"] default = ["development", "debug_features", "gamecube-adapter"]
development = ["bevy/dynamic_linking", "bevy/file_watcher"] development = ["bevy/dynamic_linking", "bevy/file_watcher", "bevy/embedded_watcher", "hitbox-viewer"]
tracy = ["bevy/trace_tracy"]
debug_features = ["bevy/free_camera"] debug_features = ["bevy/free_camera"]
gamecube-adapter = ["dep:gc-adapter-neo"]
hitbox-viewer = ["bevy/bevy_dev_tools", "dep:egui_extras"]
[dependencies] [dependencies]
bevy = { version = "0.19", features = ["asset_processor", "basis-universal", "compressed_image_saver", "bevy_settings"] } bevy = { version = "0.19.1", features = ["asset_processor", "basis-universal", "compressed_image_saver", "bevy_settings"] }
# Loads the scenes you author in the editor (assets/*.bsn) and builds
# physics colliders from them. An ordinary dependency; remove it if you
# stop using authored scenes.
blake3 = { version = "1.8.5", features = [ "pure" ] } blake3 = { version = "1.8.5", features = [ "pure" ] }
itertools = "0.15.0"
thiserror = "2" thiserror = "2"
avian3d = "0.7" avian3d = "0.7"
arrayvec = "0.7.8" arrayvec = "0.7.8"
bevy-inspector-egui = "0.37.0" bevy-inspector-egui = "0.37.0"
bevy_egui = "0.40.0" bevy_egui = "0.40.0"
egui_extras = { version = "0.34.3", optional = true}
bevy_ggrs = { git = "https://github.com/gschup/bevy_ggrs" } bevy_ggrs = { git = "https://github.com/gschup/bevy_ggrs" }
serde = "1.0.229" serde = "1.0.229"
serde_json = "1.0.145" serde_json = "1.0.145"
@@ -34,7 +36,6 @@ strum = "0.28.0"
strum_macros = "0.28.0" strum_macros = "0.28.0"
bevy_asset_loader = "0.27.0" bevy_asset_loader = "0.27.0"
ron_asset_manager = "0.9.0" ron_asset_manager = "0.9.0"
gc-adapter-neo = { version = "1.1.1", features = ["libusb"] }
rhai = "1.26.0" rhai = "1.26.0"
enum_cycling = "0.2.1" enum_cycling = "0.2.1"
enum_cycling_derive = "0.2.1" enum_cycling_derive = "0.2.1"
@@ -49,3 +50,11 @@ inherits = "release"
lto = "thin" lto = "thin"
codegen-units = 1 codegen-units = 1
strip = "symbols" strip = "symbols"
[target.'cfg(not(target_os = "windows"))'.dependencies]
gc-adapter-neo = { version = "1.1.1", features = ["libusb"], optional = true }
[[bin]]
name = "hitbox-editor"
path = "src/bin/hitbox-editor.rs"
required-features = ["hitbox-viewer"]
+13
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@@ -23,6 +23,19 @@ cargo run -- --debug-match --players 2 --local-port 7001 \
--net-player 0=127.0.0.1:7000 --net-player 1=local --net-player 0=127.0.0.1:7000 --net-player 1=local
``` ```
## Hitbox viewer
Run the live attack-script previewer with a fighter manifest and attack:
```sh
cargo run --bin hitbox-editor -- \
--manifest fighters/test/test.fighter.ron --attack jab
```
The timeline is read-only and refreshes through Bevy's asset hot reloading.
Press Space to pause or resume, use the arrow keys to step, or click and drag
the timeline to scrub.
## Production Build ## Production Build
```sh ```sh
+37
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@@ -0,0 +1,37 @@
use bevy::{
asset::{AssetMode, AssetPlugin},
gltf::GltfPlugin,
image::{ImageAddressMode, ImagePlugin, ImageSamplerDescriptor},
prelude::*,
};
use bevy_egui::EguiPlugin;
use clap::Parser;
use shinespark::hitbox_viewer::{HitboxViewerArgs, HitboxViewerPlugin};
fn main() -> AppExit {
let args = HitboxViewerArgs::parse();
let default_sampler = ImageSamplerDescriptor::linear()
.set_address_mode(ImageAddressMode::Repeat)
.set_anisotropic_filter(16)
.clone();
let default_plugins = DefaultPlugins
.set(ImagePlugin {
default_sampler: default_sampler.clone(),
})
.set(GltfPlugin {
default_sampler,
..default()
})
.set(AssetPlugin {
mode: AssetMode::Processed,
use_asset_processor_override: Some(cfg!(feature = "development")),
..default()
});
App::new()
.add_plugins(default_plugins)
.add_plugins(EguiPlugin::default())
.insert_resource(args)
.add_plugins(HitboxViewerPlugin)
.run()
}
+30 -4
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@@ -111,10 +111,12 @@ enum DebugFlag {
Ecb, Ecb,
BlastZones, BlastZones,
StageCollision, StageCollision,
SpawnPositions,
AnimationBones, AnimationBones,
AttackHitboxes, AttackHitboxes,
Hurtboxes, Hurtboxes,
Camera, Camera,
LedgeGrab,
DrawThroughGeometry, DrawThroughGeometry,
FrameStepping, FrameStepping,
} }
@@ -151,10 +153,6 @@ const FIGHTER_MENU: &[DebugMenuEntry] = &[
label: "ECB", label: "ECB",
flag: DebugFlag::Ecb, flag: DebugFlag::Ecb,
}, },
DebugMenuEntry::Toggle {
label: "Blast Zones",
flag: DebugFlag::BlastZones,
},
DebugMenuEntry::Toggle { DebugMenuEntry::Toggle {
label: "Animation bones", label: "Animation bones",
flag: DebugFlag::AnimationBones, flag: DebugFlag::AnimationBones,
@@ -167,6 +165,10 @@ const FIGHTER_MENU: &[DebugMenuEntry] = &[
label: "Attack hitboxes", label: "Attack hitboxes",
flag: DebugFlag::AttackHitboxes, flag: DebugFlag::AttackHitboxes,
}, },
DebugMenuEntry::Toggle {
label: "Ledge grab",
flag: DebugFlag::LedgeGrab,
},
DebugMenuEntry::Toggle { DebugMenuEntry::Toggle {
label: "Hurtboxes", label: "Hurtboxes",
flag: DebugFlag::Hurtboxes, flag: DebugFlag::Hurtboxes,
@@ -178,6 +180,14 @@ const WORLD_MENU: &[DebugMenuEntry] = &[
label: "Stage collision", label: "Stage collision",
flag: DebugFlag::StageCollision, flag: DebugFlag::StageCollision,
}, },
DebugMenuEntry::Toggle {
label: "Blast zones",
flag: DebugFlag::BlastZones,
},
DebugMenuEntry::Toggle {
label: "Spawn points",
flag: DebugFlag::SpawnPositions,
},
DebugMenuEntry::GameSpeed { DebugMenuEntry::GameSpeed {
label: "Game speed", label: "Game speed",
}, },
@@ -250,10 +260,12 @@ pub struct DebugSettings {
pub ecb: bool, pub ecb: bool,
pub blast_zones: bool, pub blast_zones: bool,
pub stage_collision: bool, pub stage_collision: bool,
pub spawn_positions: bool,
pub animation_bones: bool, pub animation_bones: bool,
pub attack_hitboxes: bool, pub attack_hitboxes: bool,
pub hurtboxes: bool, pub hurtboxes: bool,
pub camera: bool, pub camera: bool,
pub ledge_grab: bool,
pub draw_through_geometry: bool, pub draw_through_geometry: bool,
pub motion_sampling: PresentationMotionMode, pub motion_sampling: PresentationMotionMode,
pub game_speed: GameSpeedDebug, pub game_speed: GameSpeedDebug,
@@ -272,10 +284,12 @@ impl Default for DebugSettings {
ecb: false, ecb: false,
blast_zones: false, blast_zones: false,
stage_collision: false, stage_collision: false,
spawn_positions: false,
animation_bones: false, animation_bones: false,
attack_hitboxes: false, attack_hitboxes: false,
hurtboxes: false, hurtboxes: false,
camera: false, camera: false,
ledge_grab: false,
draw_through_geometry: false, draw_through_geometry: false,
motion_sampling: PresentationMotionMode::default(), motion_sampling: PresentationMotionMode::default(),
game_speed: GameSpeedDebug::Full, game_speed: GameSpeedDebug::Full,
@@ -336,12 +350,14 @@ impl DebugSettings {
DebugFlag::Network => self.network, DebugFlag::Network => self.network,
DebugFlag::Ecb => self.ecb, DebugFlag::Ecb => self.ecb,
DebugFlag::BlastZones => self.blast_zones, DebugFlag::BlastZones => self.blast_zones,
DebugFlag::SpawnPositions => self.spawn_positions,
DebugFlag::StageCollision => self.stage_collision, DebugFlag::StageCollision => self.stage_collision,
DebugFlag::AnimationBones => self.animation_bones, DebugFlag::AnimationBones => self.animation_bones,
DebugFlag::AttackHitboxes => self.attack_hitboxes, DebugFlag::AttackHitboxes => self.attack_hitboxes,
DebugFlag::Hurtboxes => self.hurtboxes, DebugFlag::Hurtboxes => self.hurtboxes,
DebugFlag::DrawThroughGeometry => self.draw_through_geometry, DebugFlag::DrawThroughGeometry => self.draw_through_geometry,
DebugFlag::Camera => self.camera, DebugFlag::Camera => self.camera,
DebugFlag::LedgeGrab => self.ledge_grab,
DebugFlag::FrameStepping => self.frame_stepping, DebugFlag::FrameStepping => self.frame_stepping,
} }
} }
@@ -352,6 +368,7 @@ impl DebugSettings {
DebugFlag::Ecb => self.ecb = !self.ecb, DebugFlag::Ecb => self.ecb = !self.ecb,
DebugFlag::BlastZones => self.blast_zones = !self.blast_zones, DebugFlag::BlastZones => self.blast_zones = !self.blast_zones,
DebugFlag::StageCollision => self.stage_collision = !self.stage_collision, DebugFlag::StageCollision => self.stage_collision = !self.stage_collision,
DebugFlag::SpawnPositions => self.spawn_positions = !self.spawn_positions,
DebugFlag::AnimationBones => self.animation_bones = !self.animation_bones, DebugFlag::AnimationBones => self.animation_bones = !self.animation_bones,
DebugFlag::AttackHitboxes => self.attack_hitboxes = !self.attack_hitboxes, DebugFlag::AttackHitboxes => self.attack_hitboxes = !self.attack_hitboxes,
DebugFlag::Hurtboxes => self.hurtboxes = !self.hurtboxes, DebugFlag::Hurtboxes => self.hurtboxes = !self.hurtboxes,
@@ -359,6 +376,7 @@ impl DebugSettings {
self.draw_through_geometry = !self.draw_through_geometry self.draw_through_geometry = !self.draw_through_geometry
} }
DebugFlag::Camera => self.camera = !self.camera, DebugFlag::Camera => self.camera = !self.camera,
DebugFlag::LedgeGrab => self.ledge_grab = !self.ledge_grab,
DebugFlag::FrameStepping => self.frame_stepping = !self.frame_stepping, DebugFlag::FrameStepping => self.frame_stepping = !self.frame_stepping,
} }
} }
@@ -897,6 +915,10 @@ pub fn blast_zones_enabled(settings: Res<DebugSettings>) -> bool {
settings.blast_zones settings.blast_zones
} }
pub fn spawn_positions_enabled(settings: Res<DebugSettings>) -> bool {
settings.spawn_positions
}
pub fn animation_bones_enabled(settings: Res<DebugSettings>) -> bool { pub fn animation_bones_enabled(settings: Res<DebugSettings>) -> bool {
settings.animation_bones settings.animation_bones
} }
@@ -913,6 +935,10 @@ pub fn camera_debug_enabled(settings: Res<DebugSettings>) -> bool {
settings.camera settings.camera
} }
pub fn ledge_grab_enabled(settings: Res<DebugSettings>) -> bool {
settings.ledge_grab
}
#[cfg(test)] #[cfg(test)]
mod tests { mod tests {
use super::*; use super::*;
+17 -14
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@@ -1,22 +1,12 @@
use bevy::prelude::*; use bevy::prelude::*;
use crate::{ use crate::{
camera::MatchCamera, camera::MatchCamera, fighter::{
fighter::{ FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterInvulnerabilityState, FighterLedgeInformation, FighterPendingRespawn, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity, animation::FighterAnimationFrame, attack::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake,
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState,
FighterTranslation, FighterVelocity,
animation::FighterAnimationFrame,
attack::{
FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits, FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
FighterSolvedHurtboxes, FighterStaleMoveQueue, FighterSolvedHurtboxes, FighterStaleMoveQueue,
}, }, baked_animation::FighterBoneMatrices, state::FighterState,
baked_animation::FighterBoneMatrices, }, input::FighterInput, match_runtime::MatchState, player::Player, stage::line::StageCollision,
state::FighterState,
},
input::FighterInput,
player::Player,
stage::line::StageCollision,
}; };
#[derive(Resource, Default)] #[derive(Resource, Default)]
@@ -29,6 +19,7 @@ struct Checkpoint {
fighters: Vec<FighterCheckpoint>, fighters: Vec<FighterCheckpoint>,
stage_collision: StageCollision, stage_collision: StageCollision,
pending_hits: FighterPendingHits, pending_hits: FighterPendingHits,
match_state: MatchState,
} }
#[derive(Clone)] #[derive(Clone)]
@@ -55,6 +46,9 @@ struct FighterCheckpoint {
solved_hurtboxes: FighterSolvedHurtboxes, solved_hurtboxes: FighterSolvedHurtboxes,
bone_matrices: FighterBoneMatrices, bone_matrices: FighterBoneMatrices,
surface: FighterSurfaceState, surface: FighterSurfaceState,
pending_respawn: FighterPendingRespawn,
invulnerability_state: FighterInvulnerabilityState,
ledge_information: FighterLedgeInformation,
} }
pub(super) fn save_or_restore(world: &mut World) { pub(super) fn save_or_restore(world: &mut World) {
@@ -99,10 +93,12 @@ pub(super) fn save_or_restore(world: &mut World) {
checkpoint_fighters.push(checkpoint); checkpoint_fighters.push(checkpoint);
} }
let pending_hits = world.resource::<FighterPendingHits>().clone(); let pending_hits = world.resource::<FighterPendingHits>().clone();
let match_state = world.resource::<MatchState>().clone();
world.resource_mut::<DebugSaveState>().checkpoint = Some(Checkpoint { world.resource_mut::<DebugSaveState>().checkpoint = Some(Checkpoint {
fighters: checkpoint_fighters, fighters: checkpoint_fighters,
stage_collision, stage_collision,
pending_hits, pending_hits,
match_state,
}); });
info!("Saved debug game state"); info!("Saved debug game state");
return; return;
@@ -154,9 +150,13 @@ pub(super) fn save_or_restore(world: &mut World) {
entity.insert(saved.solved_hurtboxes.clone()); entity.insert(saved.solved_hurtboxes.clone());
entity.insert(saved.bone_matrices.clone()); entity.insert(saved.bone_matrices.clone());
entity.insert(saved.surface.clone()); entity.insert(saved.surface.clone());
entity.insert(saved.pending_respawn.clone());
entity.insert(saved.invulnerability_state.clone());
entity.insert(saved.ledge_information.clone());
} }
world.insert_resource(checkpoint.pending_hits.clone()); world.insert_resource(checkpoint.pending_hits.clone());
world.insert_resource(checkpoint.stage_collision); world.insert_resource(checkpoint.stage_collision);
world.insert_resource(checkpoint.match_state);
for mut match_camera in world.query::<&mut MatchCamera>().iter_mut(world) { for mut match_camera in world.query::<&mut MatchCamera>().iter_mut(world) {
match_camera.needs_snap = true; match_camera.needs_snap = true;
} }
@@ -188,6 +188,9 @@ fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
solved_hurtboxes: fighter.get::<FighterSolvedHurtboxes>()?.clone(), solved_hurtboxes: fighter.get::<FighterSolvedHurtboxes>()?.clone(),
bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(), bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(),
surface: fighter.get::<FighterSurfaceState>()?.clone(), surface: fighter.get::<FighterSurfaceState>()?.clone(),
pending_respawn: fighter.get::<FighterPendingRespawn>()?.clone(),
invulnerability_state: fighter.get::<FighterInvulnerabilityState>()?.clone(),
ledge_information: fighter.get::<FighterLedgeInformation>()?.clone(),
}) })
} }
+16
View File
@@ -0,0 +1,16 @@
use bevy_egui::egui::Color32;
pub trait ColorToEgui {
fn to_egui(&self) -> Color32;
}
impl ColorToEgui for bevy::color::Srgba {
fn to_egui(&self) -> Color32 {
Color32::from_rgba_unmultiplied(
(self.red * 255.0) as u8,
(self.green * 255.0) as u8,
(self.blue * 255.0) as u8,
(self.alpha * 255.0) as u8,
)
}
}
+8
View File
@@ -87,6 +87,10 @@ pub enum AnimKind {
CrouchEnter, CrouchEnter,
CrouchIdle, CrouchIdle,
CrouchExit, CrouchExit,
LedgeWait,
LedgeJump,
LedgeGetUp,
LedgeGrab,
PlatformPass, PlatformPass,
@@ -98,4 +102,8 @@ pub enum AnimKind {
AttackUpTilt, AttackUpTilt,
AttackForwardTilt, AttackForwardTilt,
AttackDownTilt, AttackDownTilt,
AttackNeutralAir,
AttackForwardAir,
AttackDash,
AttackUpSmash,
} }
+125 -16
View File
@@ -8,6 +8,7 @@ use bevy::prelude::*;
use bevy_ggrs::{Rollback, RollbackApp, prelude::GgrsSchedule}; use bevy_ggrs::{Rollback, RollbackApp, prelude::GgrsSchedule};
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use crate::fighter::FighterInvulnerabilityState;
use crate::{ use crate::{
fighter::{ fighter::{
Fighter, FighterAttributes, FighterFacingDirection, FighterHitboxes, Fighter, FighterAttributes, FighterFacingDirection, FighterHitboxes,
@@ -32,7 +33,7 @@ use crate::{
#[derive(Deref, Component, Default, Hash, Debug, Copy, Clone)] #[derive(Deref, Component, Default, Hash, Debug, Copy, Clone)]
pub struct FighterKnockbackVelocity(pub FGVec2); pub struct FighterKnockbackVelocity(pub FGVec2);
#[derive(Debug, Default, Clone, Copy, Serialize, Deserialize, Component, Hash, PartialEq)] #[derive(Debug, Default, Clone, Copy, Serialize, Deserialize, Component, Hash, PartialEq, Eq, PartialOrd, Ord)]
pub struct FighterDamage(FGi32); pub struct FighterDamage(FGi32);
impl std::fmt::Display for FighterDamage { impl std::fmt::Display for FighterDamage {
@@ -51,7 +52,8 @@ pub enum HitReactionKind {
pub struct FighterHitReaction { pub struct FighterHitReaction {
pub launch_velocity: FGi32, pub launch_velocity: FGi32,
pub launch_angle: FGi32, pub launch_angle: FGi32,
pub hitstop_frames: HitStop, pub victim_hitstop_frames: HitStop,
pub attacker_hitstop_frames: HitStop,
pub hitstun_frames: u32, pub hitstun_frames: u32,
pub kind: HitReactionKind, pub kind: HitReactionKind,
pub damage: FighterDamage, pub damage: FighterDamage,
@@ -79,7 +81,7 @@ impl HitStop {
HitStop(hitstop) HitStop(hitstop)
} }
pub fn calculate(attack_damage_stalled: FighterDamage, crouch_cancelling: bool) -> Self { pub fn calculate(attack_damage_stalled: FighterDamage, crouch_cancelling: bool) -> Self {
let a = (attack_damage_stalled.0 / FGi32::lit("3.0") + FGi32::lit("4.0")).round_to_zero(); let a = (attack_damage_stalled.0 / FGi32::lit("3.0") + FGi32::lit("3.0")).round_to_zero();
let crouch_cancelling_factor = if crouch_cancelling { let crouch_cancelling_factor = if crouch_cancelling {
FGi32::lit("0.66666666") FGi32::lit("0.66666666")
} else { } else {
@@ -96,6 +98,12 @@ impl HitStop {
} }
} }
impl std::fmt::Display for HitStop {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "{}", self.0)
}
}
#[derive(Clone, Copy, Debug, Serialize, Deserialize)] #[derive(Clone, Copy, Debug, Serialize, Deserialize)]
pub enum KnockbackType { pub enum KnockbackType {
Normal, Normal,
@@ -112,9 +120,15 @@ impl KnockbackType {
} }
} }
#[derive(Debug, Default, Clone, Serialize, Deserialize)] #[derive(Debug, Default, Clone, Copy, Serialize, Deserialize, PartialEq, Eq, PartialOrd, Ord)]
pub struct Knockback(FGi32); pub struct Knockback(FGi32);
impl std::fmt::Display for Knockback {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "{:.2}", self.0)
}
}
impl Knockback { impl Knockback {
pub fn lit(val: &str) -> Self { pub fn lit(val: &str) -> Self {
Self(FGi32::lit(val)) Self(FGi32::lit(val))
@@ -143,6 +157,15 @@ pub enum AttackAngle {
Sakurai, Sakurai,
} }
impl std::fmt::Display for AttackAngle {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
match self {
AttackAngle::Normal(fixed_i32) => write!(f, "{:.2}º", fixed_i32),
AttackAngle::Sakurai => write!(f, "Sakurai"),
}
}
}
impl Default for AttackAngle { impl Default for AttackAngle {
fn default() -> Self { fn default() -> Self {
AttackAngle::Normal(FGi32::lit("0")) AttackAngle::Normal(FGi32::lit("0"))
@@ -157,6 +180,30 @@ impl AttackAngle {
pub fn make_sakurai() -> Self { pub fn make_sakurai() -> Self {
Self::Sakurai 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
}
},
}
}
pub fn to_melee_angle_representation(&self) -> FGi32 {
match self {
AttackAngle::Normal(fixed_i32) => *fixed_i32,
AttackAngle::Sakurai => FGi32::lit("361"),
}
}
} }
#[derive(Serialize, Deserialize, Reflect, PartialEq, Eq, Hash, Clone, Debug, Default, Copy)] #[derive(Serialize, Deserialize, Reflect, PartialEq, Eq, Hash, Clone, Debug, Default, Copy)]
@@ -174,23 +221,25 @@ pub enum AttackKind {
UpSmash, UpSmash,
DownSmash, DownSmash,
ForwardSmash, ForwardSmash,
DashAttack,
} }
impl AttackKind { impl AttackKind {
pub fn get_animation(&self) -> AnimKind { pub fn get_animation(&self) -> AnimKind {
match self { match self {
AttackKind::NeutralAir => AnimKind::AttackJab1, AttackKind::NeutralAir => AnimKind::AttackNeutralAir,
AttackKind::Jab => AnimKind::AttackJab1, AttackKind::Jab => AnimKind::AttackJab1,
AttackKind::UpTilt => AnimKind::AttackUpTilt, AttackKind::UpTilt => AnimKind::AttackUpTilt,
AttackKind::ForwardAir => AnimKind::AttackUpTilt, AttackKind::ForwardAir => AnimKind::AttackForwardAir,
AttackKind::BackAir => AnimKind::AttackUpTilt, AttackKind::BackAir => AnimKind::AttackUpTilt,
AttackKind::DownAir => AnimKind::AttackUpTilt, AttackKind::DownAir => AnimKind::AttackUpTilt,
AttackKind::UpAir => AnimKind::AttackUpTilt, AttackKind::UpAir => AnimKind::AttackUpTilt,
AttackKind::DownTilt => AnimKind::AttackDownTilt, AttackKind::DownTilt => AnimKind::AttackDownTilt,
AttackKind::ForwardTilt => AnimKind::AttackForwardTilt, AttackKind::ForwardTilt => AnimKind::AttackForwardTilt,
AttackKind::UpSmash => AnimKind::AttackUpTilt, AttackKind::UpSmash => AnimKind::AttackUpSmash,
AttackKind::DownSmash => AnimKind::AttackUpTilt, AttackKind::DownSmash => AnimKind::AttackUpTilt,
AttackKind::ForwardSmash => AnimKind::AttackUpTilt, AttackKind::ForwardSmash => AnimKind::AttackUpTilt,
AttackKind::DashAttack => AnimKind::AttackDash,
} }
} }
} }
@@ -199,6 +248,7 @@ impl AttackKind {
#[reflect(opaque)] #[reflect(opaque)]
pub struct AttackHitbox { pub struct AttackHitbox {
pub id: u32, pub id: u32,
pub group: u32,
pub bone: String, pub bone: String,
pub damage: FighterDamage, pub damage: FighterDamage,
pub offset: FGVec3, pub offset: FGVec3,
@@ -211,6 +261,14 @@ pub struct AttackHitbox {
pub end_frame: u32, pub end_frame: u32,
} }
static ATTACK_HITBOX_ID_PALETTE: [bevy::color::Srgba; 5] = [
bevy::color::palettes::tailwind::RED_500,
bevy::color::palettes::tailwind::GREEN_500,
bevy::color::palettes::tailwind::BLUE_500,
bevy::color::palettes::tailwind::FUCHSIA_500,
bevy::color::palettes::tailwind::ORANGE_500,
];
const STALE_MOVE_QUEUE_COUNT: usize = 9; const STALE_MOVE_QUEUE_COUNT: usize = 9;
#[derive(Component, Hash, Clone, Default)] #[derive(Component, Hash, Clone, Default)]
@@ -258,6 +316,10 @@ impl FighterStaleMoveQueue {
} }
impl AttackHitbox { impl AttackHitbox {
pub fn get_debug_draw_color(&self) -> bevy::color::Srgba {
ATTACK_HITBOX_ID_PALETTE[self.id as usize % ATTACK_HITBOX_ID_PALETTE.len()]
}
pub fn validate(&self) -> Result<(), String> { pub fn validate(&self) -> Result<(), String> {
if self.bone.trim().is_empty() { if self.bone.trim().is_empty() {
return Err("bone name is empty".into()); return Err("bone name is empty".into());
@@ -351,6 +413,36 @@ pub fn update_active_hitbox_list(script: &FighterAttackScript, list: &mut Vec<us
); );
} }
/// Updates both the currently active hitbox intervals and the lifetime of
/// their per-group victim histories. A group remains immune only while at
/// least one hitbox belonging to that group is active.
pub fn update_active_attack(
script: &FighterAttackScript,
attack: &mut super::FighterActiveAttack,
frame: u32,
) {
update_active_hitbox_list(script, &mut attack.active_hitboxes, frame);
let mut active_groups = Vec::new();
for &index in &attack.active_hitboxes {
let group = script.hitboxes[index].group;
if !active_groups.contains(&group) {
active_groups.push(group);
}
}
attack.hit_groups.retain(|state| active_groups.contains(&state.group));
for group in active_groups {
if !attack.hit_groups.iter().any(|state| state.group == group) {
attack.hit_groups.push(super::FighterHitGroupState {
group,
hit_fighters: Vec::new(),
});
}
}
attack.hit_groups.sort_unstable_by_key(|state| state.group);
}
#[derive(Clone, Debug, PartialEq, Hash)] #[derive(Clone, Debug, PartialEq, Hash)]
pub struct FighterSolvedHurtbox { pub struct FighterSolvedHurtbox {
pub hurtbox_idx: usize, pub hurtbox_idx: usize,
@@ -526,31 +618,33 @@ pub fn intersect_attacks_with_hurtboxes(
&Player, &Player,
&FighterStaleMoveQueue, &FighterStaleMoveQueue,
)>, )>,
query_attacked: Query<(Entity, &FighterSolvedHurtboxes)>, query_attacked: Query<(Entity, &FighterSolvedHurtboxes, &FighterInvulnerabilityState)>,
mut pending_hits: ResMut<FighterPendingHits>, mut pending_hits: ResMut<FighterPendingHits>,
attack_scripts: Res<Assets<FighterAttackScript>>, attack_scripts: Res<Assets<FighterAttackScript>>,
) { ) {
pending_hits.0.clear(); pending_hits.0.clear();
for &entity_receiving in &roster.0 { 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; continue;
}; };
if matches!(*invuln_state, FighterInvulnerabilityState::Intangible { .. }) {
continue;
}
for &entity_hurting in &roster.0 { for &entity_hurting in &roster.0 {
if entity_hurting == entity_receiving { if entity_hurting == entity_receiving {
continue; continue;
} }
let Ok((_, mut hitboxes, _, _, _)) = query_attacker.get_mut(entity_hurting) else { let Ok((_, mut hitboxes, _, _, _)) = query_attacker.get_mut(entity_hurting) else {
continue; continue;
}; };
let Some(active_attack) = hitboxes.0.as_mut() else { let Some(active_attack) = hitboxes.0.as_mut() else {
continue; continue;
}; };
if active_attack.hit_fighters.contains(&entity_receiving) {
continue;
}
let attack_script = attack_scripts let attack_script = attack_scripts
.get(&active_attack.script) .get(&active_attack.script)
.expect("Attack script should be valid"); .expect("Attack script should be valid");
@@ -560,6 +654,15 @@ pub fn intersect_attacks_with_hurtboxes(
for solved_hitbox in active_attack.solved_hitboxes.iter() { for solved_hitbox in active_attack.solved_hitboxes.iter() {
if hurtbox.capsule.intersects(solved_hitbox.capsule) { if hurtbox.capsule.intersects(solved_hitbox.capsule) {
let candidate = solved_hitbox.hitbox_idx; let candidate = solved_hitbox.hitbox_idx;
let group = attack_script.hitboxes[candidate].group;
let already_hit = active_attack
.hit_groups
.iter()
.find(|state| state.group == group)
.is_some_and(|state| state.hit_fighters.contains(&entity_receiving));
if already_hit {
continue;
}
if hitting_hitbox_idx.is_none_or(|current: usize| { if hitting_hitbox_idx.is_none_or(|current: usize| {
attack_script.hitboxes[candidate].id attack_script.hitboxes[candidate].id
< attack_script.hitboxes[current].id < attack_script.hitboxes[current].id
@@ -581,9 +684,15 @@ pub fn intersect_attacks_with_hurtboxes(
attack_kind: active_attack.kind, attack_kind: active_attack.kind,
hitbox_index: hitting_hitbox_idx, hitbox_index: hitting_hitbox_idx,
}); });
info!("Hit by hitbox {}!!!!", hitting_hitbox_idx);
let group = attack_script.hitboxes[hitting_hitbox_idx].group;
active_attack.hit_fighters.push(entity_receiving); if let Some(state) = active_attack
.hit_groups
.iter_mut()
.find(|state| state.group == group)
{
state.hit_fighters.push(entity_receiving);
}
} }
} }
} }
+79 -29
View File
@@ -4,21 +4,37 @@ use bevy_ggrs::prelude::GgrsSchedule;
use super::*; use super::*;
use crate::{ use crate::{
fighter::{ fighter::{
Fighter, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterPendingHitReaction, FighterStaleMoveQueue, errors::FighterErrors, manifest::FighterManifest, state::FighterState, Fighter, FighterHitboxes, FighterHitstop, FighterHitstopShake,
}, game_settings::GameSettings, math::{int::FGi32}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, 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( pub fn resolve_fighter_hits(
mut pending_hits: ResMut<FighterPendingHits>, mut pending_hits: ResMut<FighterPendingHits>,
mut attacker: Query<( mut attacker: Query<(
&mut FighterStaleMoveQueue, &mut FighterStaleMoveQueue,
&FighterFacingDirection,
&mut FighterHitboxes, &mut FighterHitboxes,
&Player, &Player,
&mut FighterHitstop, &mut FighterHitstop,
&mut FighterHitstopShake, &mut FighterHitstopShake,
&FighterTranslation,
)>,
mut receiver: Query<(
&mut FighterDamage,
&Fighter,
&mut FighterPendingHitReaction,
&FighterState,
&FighterInvulnerabilityState,
&FighterSurfaceState,
&FighterTranslation,
)>, )>,
mut receiver: Query<(&mut FighterDamage, &Fighter, &mut FighterPendingHitReaction, &FighterState)>,
attack_scripts: Res<Assets<FighterAttackScript>>, attack_scripts: Res<Assets<FighterAttackScript>>,
game_settings: Res<GameSettings>, game_settings: Res<GameSettings>,
fighter_manifests: Res<Assets<FighterManifest>>, fighter_manifests: Res<Assets<FighterManifest>>,
@@ -33,7 +49,15 @@ pub fn resolve_fighter_hits(
.position(|hit| hit.defender != defender) .position(|hit| hit.defender != defender)
.map_or(hits.len(), |offset| hit_offset + offset); .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_translation,
)) = receiver.get_mut(defender)
else { else {
hit_offset = next_defender; hit_offset = next_defender;
continue; continue;
@@ -42,7 +66,7 @@ pub fn resolve_fighter_hits(
let damage_data = hits[hit_offset..next_defender] let damage_data = hits[hit_offset..next_defender]
.iter() .iter()
.filter_map(|hit| { .filter_map(|hit| {
let Ok((stale_move_queue, facing_dir, _, player, _, _)) = let Ok((stale_move_queue, _, player, _, _, attacker_translation)) =
attacker.get(hit.attacker) attacker.get(hit.attacker)
else { else {
return None; return None;
@@ -52,12 +76,13 @@ pub fn resolve_fighter_hits(
let damage_received = stale_move_queue let damage_received = stale_move_queue
.get_attack_damage_multiplier(hit.attack_kind) .get_attack_damage_multiplier(hit.attack_kind)
* hitbox.damage.0; * hitbox.damage.0;
let angle_flip = receiver_translation.0.x <= attacker_translation.0.x;
Some(( Some((
hit.attacker, hit.attacker,
damage_received, damage_received,
hitbox, hitbox,
matches!(facing_dir, FighterFacingDirection::Left),
player.handle, player.handle,
angle_flip,
)) ))
}) })
.collect::<Vec<_>>(); .collect::<Vec<_>>();
@@ -71,26 +96,35 @@ pub fn resolve_fighter_hits(
.ok_or(FighterErrors::FighterManifestNotFound)?; .ok_or(FighterErrors::FighterManifestNotFound)?;
let mut reactions = Vec::with_capacity(damage_data.len()); let mut reactions = Vec::with_capacity(damage_data.len());
for (attacker_entity, attack_damage, hitbox, facing_left, attacker_slot) in damage_data { let crouch_canceling = if let FighterState::Crouch(crouch_state) = &receiver_state {
crouch_state.is_crouch_cancelling()
} else {
false
};
for (attacker_entity, attack_damage, hitbox, attacker_slot, angle_flip) in damage_data {
let knockback = hitbox.calculate_knockback( let knockback = hitbox.calculate_knockback(
&fighter_manifest.attributes, &fighter_manifest.attributes,
*receiver_damage, *receiver_damage,
FighterDamage(total_damage_received_this_frame), FighterDamage(total_damage_received_this_frame),
false, false,
false, crouch_canceling,
); );
let angle = match &hitbox.angle { let launch_angle = hitbox.angle.get_angle(
AttackAngle::Normal(angle) => *angle, &knockback,
AttackAngle::Sakurai => FGi32::lit("32.0"), receiver_surface_state.is_grounded(),
}; &game_settings,
let launch_angle = if facing_left { );
FGi32::lit("180.0") - angle
let launch_angle = if angle_flip {
FGi32::lit("180.0") - launch_angle
} else { } else {
angle launch_angle
}; };
// Attacker hitstop and data // Attacker hitstop and data
let hitstop = HitStop::calculate(FighterDamage(attack_damage), false); let victim_hitstop_frames = HitStop::calculate(FighterDamage(attack_damage), crouch_canceling);
let attacker_hitstop_frames = HitStop::calculate(FighterDamage(attack_damage), false);
reactions.push(( reactions.push((
attacker_entity, attacker_entity,
attacker_slot, attacker_slot,
@@ -98,28 +132,37 @@ pub fn resolve_fighter_hits(
launch_velocity: knockback.get_launch_speed(&game_settings), launch_velocity: knockback.get_launch_speed(&game_settings),
launch_angle, launch_angle,
hitstun_frames: knockback.get_hitstun_frames(&game_settings), hitstun_frames: knockback.get_hitstun_frames(&game_settings),
hitstop_frames: hitstop, victim_hitstop_frames,
attacker_hitstop_frames,
kind: HitReactionKind::Flinch, 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 { 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; continue;
}; };
if hitstop.remaining_frames < reaction.hitstop_frames.0 { if hitstop.remaining_frames < reaction.attacker_hitstop_frames.0 {
let shake_kind = if receiver_state.is_visually_grounded() { let shake_kind = if receiver_state.is_visually_grounded() {
FighterHitstopShakeKind::Horizontal FighterHitstopShakeKind::Horizontal
} else { } else {
FighterHitstopShakeKind::Vertical FighterHitstopShakeKind::Vertical
}; };
hitstop.remaining_frames = reaction.hitstop_frames.0; hitstop.remaining_frames = reaction.attacker_hitstop_frames.0;
let shake_frames = reaction.hitstop_frames.calculate_shake_frames(&game_settings); let shake_frames = reaction
.attacker_hitstop_frames
.calculate_shake_frames(&game_settings);
hitstop_shake.total_frames = shake_frames; hitstop_shake.total_frames = shake_frames;
hitstop_shake.remaining_frames = shake_frames; hitstop_shake.remaining_frames = shake_frames;
hitstop_shake.kind = shake_kind; hitstop_shake.kind = shake_kind;
@@ -127,16 +170,23 @@ pub fn resolve_fighter_hits(
} }
} }
pending_reaction.0 = reactions match invuln_state {
.into_iter() FighterInvulnerabilityState::Vulnerable => {
.min_by(|(_, port_a, _), (_, port_b, _)| port_a.cmp(port_b)) pending_reaction.0 = reactions
.map(|(_, _, reaction)| reaction); .into_iter()
.min_by(|(_, port_a, _), (_, port_b, _)| port_a.cmp(port_b))
.map(|(_, _, reaction)| reaction);
}
_ => (),
}
hit_offset = next_defender; hit_offset = next_defender;
} }
for hit in hits { 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, mut hitboxes, ..)) =
attacker.get_mut(hit.attacker)
else {
continue; continue;
}; };
+12
View File
@@ -9,6 +9,10 @@ use crate::{input::FighterInputFrame, math::int::FGi32};
#[derive(Asset, Clone, Copy, Reflect, Serialize, Deserialize)] #[derive(Asset, Clone, Copy, Reflect, Serialize, Deserialize)]
#[reflect(opaque)] #[reflect(opaque)]
pub struct FighterAttributes { pub struct FighterAttributes {
/// Fixed horizontal offset of the fighter's grounded pushbox center.
pub pushbox_offset: FGi32,
/// Fixed horizontal radius used for grounded fighter-to-fighter pushing.
pub pushbox_radius: FGi32,
pub base_walk_accel: FGi32, pub base_walk_accel: FGi32,
pub stick_walk_accel: FGi32, pub stick_walk_accel: FGi32,
pub max_walk_vel: FGi32, pub max_walk_vel: FGi32,
@@ -44,6 +48,11 @@ pub struct FighterAttributes {
pub air_dodge_duration: u32, pub air_dodge_duration: u32,
pub air_dodge_velocity: FGi32, pub air_dodge_velocity: FGi32,
pub air_dodge_decay: FGi32, pub air_dodge_decay: FGi32,
pub air_dodge_intangible_duration: u32,
pub air_dodge_intangible_start: u32,
pub dash_attack_cancel_window: u32,
} }
impl FighterAttributes { impl FighterAttributes {
@@ -51,6 +60,9 @@ impl FighterAttributes {
if self.weight <= FGi32::ZERO { if self.weight <= FGi32::ZERO {
return Err("weight must be positive".into()); return Err("weight must be positive".into());
} }
if self.pushbox_radius <= FGi32::ZERO {
return Err("pushbox radius must be positive".into());
}
Ok(()) Ok(())
} }
+61 -20
View File
@@ -27,6 +27,7 @@ struct FighterBakeSource {
model_bytes: Vec<u8>, model_bytes: Vec<u8>,
buffers: Vec<Vec<u8>>, buffers: Vec<Vec<u8>>,
animations: HashMap<AnimKind, String>, animations: HashMap<AnimKind, String>,
root_motion_bone: String,
} }
#[derive(Default, TypePath)] #[derive(Default, TypePath)]
struct FighterBakeSourceLoader; struct FighterBakeSourceLoader;
@@ -82,6 +83,7 @@ impl AssetLoader for FighterBakeSourceLoader {
model_bytes, model_bytes,
buffers, buffers,
animations: manifest.animations, animations: manifest.animations,
root_motion_bone: manifest.root_motion_bone,
}) })
} }
fn extensions(&self) -> &[&str] { fn extensions(&self) -> &[&str] {
@@ -123,7 +125,12 @@ impl AssetTransformer for FighterBakeTransformer {
source: TransformedAsset<Self::AssetInput>, source: TransformedAsset<Self::AssetInput>,
_: &'a Self::Settings, _: &'a Self::Settings,
) -> Result<TransformedAsset<Self::AssetOutput>, Self::Error> { ) -> Result<TransformedAsset<Self::AssetOutput>, Self::Error> {
let baked = bake_gltf(&source.model_bytes, &source.buffers, &source.animations)?; let baked = bake_gltf(
&source.model_bytes,
&source.buffers,
&source.animations,
&source.root_motion_bone,
)?;
Ok(source.replace_asset(baked)) Ok(source.replace_asset(baked))
} }
} }
@@ -154,6 +161,7 @@ type FighterBakeProcessor = LoadTransformAndSave<
>; >;
pub struct BakedAnimationPlugin; pub struct BakedAnimationPlugin;
pub struct BakedAnimationVisualPlugin;
pub struct BakedAnimationAssetProcessingPlugin; pub struct BakedAnimationAssetProcessingPlugin;
@@ -172,17 +180,27 @@ impl Plugin for BakedAnimationAssetProcessingPlugin {
impl Plugin for BakedAnimationPlugin { impl Plugin for BakedAnimationPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_plugins(BakedAnimationAssetProcessingPlugin) app.add_plugins((
.add_systems( BakedAnimationAssetProcessingPlugin,
bevy_ggrs::prelude::GgrsSchedule, BakedAnimationVisualPlugin,
super::runtime::update_fighter_bone_matrices ))
.in_set(crate::schedule::GameplaySet::Animation), .add_systems(
) bevy_ggrs::prelude::GgrsSchedule,
.add_systems( super::runtime::update_fighter_bone_matrices
Update, .in_set(super::BakedAnimationSamplingSet)
super::visual_binding::apply_baked_fighter_visual_pose, .in_set(crate::schedule::GameplaySet::Animation),
) );
.add_observer(super::visual_binding::bind_fighter_visual_bones); }
}
impl Plugin for BakedAnimationVisualPlugin {
fn build(&self, app: &mut App) {
app.add_systems(
Update,
super::visual_binding::apply_baked_fighter_visual_pose
.after(super::BakedAnimationSamplingSet),
)
.add_observer(super::visual_binding::bind_fighter_visual_bones);
} }
} }
@@ -190,6 +208,7 @@ fn bake_gltf(
bytes: &[u8], bytes: &[u8],
buffer_bytes: &[Vec<u8>], buffer_bytes: &[Vec<u8>],
animations: &HashMap<AnimKind, String>, animations: &HashMap<AnimKind, String>,
root_motion_bone: &str,
) -> io::Result<BakedFighterAnimations> { ) -> io::Result<BakedFighterAnimations> {
let gltf = gltf::Gltf::from_slice(bytes) let gltf = gltf::Gltf::from_slice(bytes)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?; .map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?;
@@ -217,13 +236,14 @@ fn bake_gltf(
"glTF buffer data is incomplete", "glTF buffer data is incomplete",
)); ));
} }
bake_gltf_document(gltf.document, buffers, animations) bake_gltf_document(gltf.document, buffers, animations, root_motion_bone)
} }
pub(super) fn bake_gltf_document( pub(super) fn bake_gltf_document(
document: gltf::Document, document: gltf::Document,
buffers: Vec<gltf::buffer::Data>, buffers: Vec<gltf::buffer::Data>,
animations: &HashMap<AnimKind, String>, animations: &HashMap<AnimKind, String>,
root_motion_bone: &str,
) -> io::Result<BakedFighterAnimations> { ) -> io::Result<BakedFighterAnimations> {
let nodes: Vec<_> = document.nodes().collect(); let nodes: Vec<_> = document.nodes().collect();
if nodes.is_empty() { if nodes.is_empty() {
@@ -249,6 +269,15 @@ pub(super) fn bake_gltf_document(
}) })
}) })
.collect::<io::Result<Vec<_>>>()?; .collect::<io::Result<Vec<_>>>()?;
let root_bone_index = names
.iter()
.position(|name| name == root_motion_bone)
.ok_or_else(|| {
io::Error::new(
io::ErrorKind::InvalidData,
format!("fighter model has no root-motion bone named {root_motion_bone}"),
)
})?;
let mut pending = HashMap::<&str, Vec<AnimKind>>::new(); let mut pending = HashMap::<&str, Vec<AnimKind>>::new();
for (kind, name) in animations { for (kind, name) in animations {
pending.entry(name).or_default().push(*kind); pending.entry(name).or_default().push(*kind);
@@ -275,17 +304,28 @@ pub(super) fn bake_gltf_document(
.fold(0.0_f32, f32::max); .fold(0.0_f32, f32::max);
let frame_count = baked_frame_count(duration, BAKED_ANIMATION_FPS); let frame_count = baked_frame_count(duration, BAKED_ANIMATION_FPS);
let mut frames = Vec::with_capacity(frame_count); let mut frames = Vec::with_capacity(frame_count);
let mut root_positions = Vec::with_capacity(frame_count);
for frame in 0..frame_count { for frame in 0..frame_count {
let time = (frame as f32 / BAKED_ANIMATION_FPS as f32).min(duration); let time = (frame as f32 / BAKED_ANIMATION_FPS as f32).min(duration);
frames.push( let local = nodes
nodes .iter()
.iter() .map(|node| local_transform(node.clone(), &channels, time))
.map(|node| local_transform(node.clone(), &channels, time)) .collect::<io::Result<Vec<_>>>()?;
.collect::<io::Result<Vec<_>>>()?, let mut model = vec![None; local.len()];
); let root = super::runtime::resolve_model_transform(
root_bone_index,
&parents,
&local,
&mut model,
)?;
root_positions.push(root.get_translation());
frames.push(local);
} }
let index = clips.len(); let index = clips.len();
clips.push(BakedAnimationClip { frames }); clips.push(BakedAnimationClip {
frames,
root_positions,
});
for kind in kinds { for kind in kinds {
clip_indices.insert(kind, index); clip_indices.insert(kind, index);
} }
@@ -311,6 +351,7 @@ pub(super) fn bake_gltf_document(
frame_rate: BAKED_ANIMATION_FPS, frame_rate: BAKED_ANIMATION_FPS,
bone_names: names, bone_names: names,
parents, parents,
root_bone_index,
clips, clips,
clip_indices, clip_indices,
}) })
+228 -3
View File
@@ -5,12 +5,17 @@ mod runtime;
mod visual_binding; mod visual_binding;
pub use crate::math::fixed_transform::FixedMat4; pub use crate::math::fixed_transform::FixedMat4;
pub use asset_baking::{BakedAnimationAssetProcessingPlugin, BakedAnimationPlugin}; pub use asset_baking::{
BakedAnimationAssetProcessingPlugin, BakedAnimationPlugin, BakedAnimationVisualPlugin,
};
pub use runtime::{ pub use runtime::{
BakedAnimationClip, BakedFighterAnimations, FighterBoneIndexMap, FighterBoneMatrices, BakedAnimationClip, BakedFighterAnimations, FighterBoneIndexMap, FighterBoneMatrices,
update_fighter_bone_matrices, resample_fighter_bone_matrices, update_fighter_bone_matrices,
}; };
#[derive(bevy::prelude::SystemSet, Debug, Clone, Copy, PartialEq, Eq, Hash)]
pub struct BakedAnimationSamplingSet;
pub const BAKED_ANIMATION_FPS: u32 = 60; pub const BAKED_ANIMATION_FPS: u32 = 60;
#[cfg(test)] #[cfg(test)]
@@ -31,7 +36,13 @@ mod tests {
)) ))
.unwrap(); .unwrap();
let (document, buffers) = test_gltf(&manifest.animations); let (document, buffers) = test_gltf(&manifest.animations);
let baked = bake_gltf_document(document, buffers, &manifest.animations).unwrap(); let baked = bake_gltf_document(
document,
buffers,
&manifest.animations,
&manifest.root_motion_bone,
)
.unwrap();
assert_eq!(baked.frame_rate, BAKED_ANIMATION_FPS); assert_eq!(baked.frame_rate, BAKED_ANIMATION_FPS);
assert_eq!(baked.frame_count(AnimKind::Wait), Some(121)); assert_eq!(baked.frame_count(AnimKind::Wait), Some(121));
@@ -46,6 +57,15 @@ mod tests {
baked.bone_names.len() baked.bone_names.len()
); );
assert_eq!(baked.parents.len(), baked.bone_names.len()); assert_eq!(baked.parents.len(), baked.bone_names.len());
assert_eq!(baked.root_bone_index, 0);
assert_eq!(
baked.initial_root_position(AnimKind::Wait, FGi32::lit("2")),
Some(FGVec3::ZERO)
);
assert_eq!(
baked.root_motion_cycle_delta(AnimKind::Wait, FGi32::lit("2")),
Some(FGVec3::lit("2", "0", "0"))
);
} }
/// Builds the smallest glTF document that still exercises the complete /// Builds the smallest glTF document that still exercises the complete
@@ -157,8 +177,14 @@ mod tests {
frame_rate: BAKED_ANIMATION_FPS, frame_rate: BAKED_ANIMATION_FPS,
bone_names: vec!["root".into()], bone_names: vec!["root".into()],
parents: vec![None], parents: vec![None],
root_bone_index: 0,
clips: vec![BakedAnimationClip { clips: vec![BakedAnimationClip {
frames: vec![vec![first], vec![second], vec![terminal]], frames: vec![vec![first], vec![second], vec![terminal]],
root_positions: vec![
FGVec3::ZERO,
FGVec3::lit("2", "0", "0"),
FGVec3::lit("4", "0", "0"),
],
}], }],
clip_indices: HashMap::from([(AnimKind::Wait, 0)]), clip_indices: HashMap::from([(AnimKind::Wait, 0)]),
}; };
@@ -275,6 +301,31 @@ mod tests {
assert_eq!(capacities, matrices.buffer_capacities()); assert_eq!(capacities, matrices.buffer_capacities());
} }
#[test]
fn same_frame_resample_preserves_previous_gameplay_pose() {
let names = ["root".into()];
let parents = [None];
let mut pose_a = FixedMat4::IDENTITY;
pose_a.translate(FGVec3::lit("1", "0", "0"));
let mut pose_b = FixedMat4::IDENTITY;
pose_b.translate(FGVec3::lit("2", "0", "0"));
let mut snapped_pose = FixedMat4::IDENTITY;
snapped_pose.translate(FGVec3::lit("3", "0", "0"));
let mut matrices = FighterBoneMatrices::default();
matrices.set_pose(AnimKind::Wait, &names, &parents, &[pose_a], FGi32::ONE);
matrices.set_pose(AnimKind::Wait, &names, &parents, &[pose_b], FGi32::ONE);
matrices.resample_pose(
AnimKind::Landing,
&names,
&parents,
&[snapped_pose],
FGi32::ONE,
);
assert_eq!(matrices.get_index(0), Some((pose_a, snapped_pose)));
}
#[test] #[test]
fn model_scale_affects_gameplay_bones_without_changing_visual_locals() { fn model_scale_affects_gameplay_bones_without_changing_visual_locals() {
let mut root = FixedMat4::IDENTITY; let mut root = FixedMat4::IDENTITY;
@@ -296,6 +347,180 @@ mod tests {
); );
} }
#[test]
fn root_motion_delta_is_scaled_and_zero_on_initial_sample() {
let names = ["root".into()];
let parents = [None];
let mut first = FixedMat4::IDENTITY;
first.translate(FGVec3::lit("1", "0", "0"));
let mut second = FixedMat4::IDENTITY;
second.translate(FGVec3::lit("3", "0", "0"));
let mut matrices = FighterBoneMatrices::default();
let frame = crate::fighter::animation::FighterAnimationFrame::new(AnimKind::Wait, false);
matrices.set_pose_with_frame(
frame,
Some(0),
Some(FGVec3::lit("2", "0", "0")),
FGVec3::ZERO,
None,
AnimKind::Wait,
&names,
&parents,
&[first],
FGi32::lit("2"),
);
assert_eq!(matrices.root_motion_delta(), FGVec3::ZERO);
assert_eq!(
matrices.root_motion_position(),
Some(FGVec3::lit("2", "0", "0"))
);
matrices.set_pose_with_frame(
crate::fighter::animation::FighterAnimationFrame { frame: 1, ..frame },
Some(0),
Some(FGVec3::lit("6", "0", "0")),
FGVec3::ZERO,
None,
AnimKind::Wait,
&names,
&parents,
&[second],
FGi32::lit("2"),
);
assert_eq!(matrices.root_motion_delta(), FGVec3::lit("4", "0", "0"));
}
#[test]
fn root_motion_translation_is_removed_from_published_pose() {
let names = ["root".into(), "hand".into()];
let parents = [None, Some(0)];
let mut root = FixedMat4::IDENTITY;
root.translate(FGVec3::lit("3", "4", "5"));
let mut hand = FixedMat4::IDENTITY;
hand.translate(FGVec3::lit("1", "2", "0"));
let mut matrices = FighterBoneMatrices::default();
let frame = crate::fighter::animation::FighterAnimationFrame::new(AnimKind::Wait, false);
matrices.set_pose_with_frame(
frame,
Some(0),
Some(FGVec3::lit("3", "4", "5")),
FGVec3::ZERO,
None,
AnimKind::Wait,
&names,
&parents,
&[root, hand],
FGi32::ONE,
);
assert_eq!(matrices.root_motion_delta(), FGVec3::ZERO);
assert_eq!(matrices.local(0).unwrap().get_translation(), FGVec3::ZERO);
assert_eq!(matrices.get_current("root").unwrap().get_translation(), FGVec3::ZERO);
assert_eq!(
matrices.get_current("hand").unwrap().get_translation(),
FGVec3::lit("1", "2", "0")
);
}
#[test]
fn every_animation_extracts_root_translation_and_retains_its_position() {
let names = ["root".into(), "hand".into()];
let parents = [None, Some(0)];
let mut root = FixedMat4::IDENTITY;
root.translate(FGVec3::lit("3", "4", "5"));
let mut hand = FixedMat4::IDENTITY;
hand.translate(FGVec3::lit("1", "2", "0"));
let mut matrices = FighterBoneMatrices::default();
let frame = crate::fighter::animation::FighterAnimationFrame::new(
AnimKind::LedgeWait,
true,
);
matrices.set_pose_with_frame(
frame,
Some(0),
Some(FGVec3::lit("3", "4", "5")),
FGVec3::ZERO,
None,
AnimKind::LedgeWait,
&names,
&parents,
&[root, hand],
FGi32::ONE,
);
assert_eq!(matrices.root_motion_delta(), FGVec3::ZERO);
assert_eq!(
matrices.root_motion_position(),
Some(FGVec3::lit("3", "4", "5"))
);
assert_eq!(matrices.local(0).unwrap().get_translation(), FGVec3::ZERO);
assert_eq!(
matrices.get_current("root").unwrap().get_translation(),
FGVec3::ZERO
);
assert_eq!(
matrices.get_current("hand").unwrap().get_translation(),
FGVec3::lit("1", "2", "0")
);
root.translate(FGVec3::lit("6", "4", "5"));
matrices.set_pose_with_frame(
crate::fighter::animation::FighterAnimationFrame { frame: 1, ..frame },
Some(0),
Some(FGVec3::lit("6", "4", "5")),
FGVec3::ZERO,
None,
AnimKind::LedgeWait,
&names,
&parents,
&[root, hand],
FGi32::ONE,
);
assert_eq!(matrices.root_motion_delta(), FGVec3::lit("3", "0", "0"));
assert_eq!(
matrices.get_current("root").unwrap().get_translation(),
FGVec3::ZERO
);
}
#[test]
fn repeating_root_motion_preserves_cycle_displacement_at_every_wrap() {
let names = ["root".into()];
let parents = [None];
let pose = |x| FixedMat4::IDENTITY.with_translation(FGVec3::lit(x, "0", "0"));
let mut matrices = FighterBoneMatrices::default();
let frame = |frame| crate::fighter::animation::FighterAnimationFrame {
kind: AnimKind::Wait,
frame,
repeat: true,
};
for (frame_number, x, expected_delta) in [
(0, "0", FGVec3::ZERO),
(1, "1", FGVec3::lit("1", "0", "0")),
(2, "0", FGVec3::lit("1", "0", "0")),
(3, "1", FGVec3::lit("1", "0", "0")),
(4, "0", FGVec3::lit("1", "0", "0")),
] {
matrices.set_pose_with_frame(
frame(frame_number),
Some(0),
Some(FGVec3::lit(x, "0", "0")),
FGVec3::lit("2", "0", "0"),
Some(2),
AnimKind::Wait,
&names,
&parents,
&[pose(x)],
FGi32::ONE,
);
assert_eq!(matrices.root_motion_delta(), expected_delta);
}
}
#[test] #[test]
fn fixed_matrix_transforms_points() { fn fixed_matrix_transforms_points() {
let transform = FixedMat4 { let transform = FixedMat4 {
+357 -44
View File
@@ -1,6 +1,7 @@
use std::collections::HashMap; use std::collections::HashMap;
use bevy::prelude::*; use bevy::prelude::*;
use bevy_ggrs::Rollback;
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use super::BAKED_ANIMATION_FPS; use super::BAKED_ANIMATION_FPS;
@@ -14,11 +15,15 @@ use crate::{
}, },
math::fixed_transform::FixedMat4, math::fixed_transform::FixedMat4,
math::int::FGi32, math::int::FGi32,
math::vec3::FGVec3,
}; };
#[derive(Clone, Debug, Serialize, Deserialize)] #[derive(Clone, Debug, Serialize, Deserialize)]
pub struct BakedAnimationClip { pub struct BakedAnimationClip {
pub frames: Vec<Vec<FixedMat4>>, pub frames: Vec<Vec<FixedMat4>>,
/// Unscaled model-space position of the configured root-motion bone at
/// each baked frame.
pub root_positions: Vec<FGVec3>,
} }
#[derive(Asset, bevy::reflect::TypePath, Clone, Debug, Serialize, Deserialize)] #[derive(Asset, bevy::reflect::TypePath, Clone, Debug, Serialize, Deserialize)]
@@ -27,11 +32,22 @@ pub struct BakedFighterAnimations {
pub frame_rate: u32, pub frame_rate: u32,
pub bone_names: Vec<String>, pub bone_names: Vec<String>,
pub parents: Vec<Option<usize>>, pub parents: Vec<Option<usize>>,
pub(super) root_bone_index: usize,
pub(super) clips: Vec<BakedAnimationClip>, pub(super) clips: Vec<BakedAnimationClip>,
pub(super) clip_indices: HashMap<AnimKind, usize>, pub(super) clip_indices: HashMap<AnimKind, usize>,
} }
impl BakedFighterAnimations { impl BakedFighterAnimations {
fn sample_index(&self, frame: &FighterAnimationFrame) -> Option<usize> {
let frames = &self.clip(frame.kind)?.frames;
let frame_index = if frame.repeat {
let loop_frame_count = frames.len().saturating_sub(1).max(1) as u32;
frame.frame % loop_frame_count
} else {
frame.frame
};
Some((frame_index as usize).min(frames.len().saturating_sub(1)))
}
pub fn contains_bone(&self, bone: &str) -> bool { pub fn contains_bone(&self, bone: &str) -> bool {
self.bone_names.iter().any(|name| name == bone) self.bone_names.iter().any(|name| name == bone)
} }
@@ -40,29 +56,67 @@ impl BakedFighterAnimations {
self.bone_names.iter().all(|name| names.insert(name)) self.bone_names.iter().all(|name| names.insert(name))
} }
pub fn sample_pose(&self, frame: &FighterAnimationFrame) -> Option<&[FixedMat4]> { pub fn sample_pose(&self, frame: &FighterAnimationFrame) -> Option<&[FixedMat4]> {
let frames = &self.clip(frame.kind)?.frames; let clip = self.clip(frame.kind)?;
let frame_index = if frame.repeat { clip.frames.get(self.sample_index(frame)?).map(Vec::as_slice)
let loop_frame_count = frames.len().saturating_sub(1).max(1) as u32; }
frame.frame % loop_frame_count pub fn sample_root_position(
} else { &self,
frame.frame frame: &FighterAnimationFrame,
}; model_scale: FGi32,
frames ) -> Option<FGVec3> {
.get(frame_index as usize) let clip = self.clip(frame.kind)?;
.or_else(|| frames.last()) let position = *clip.root_positions.get(self.sample_index(frame)?)?;
.map(Vec::as_slice) Some(position * model_scale)
}
pub fn initial_root_position(&self, kind: AnimKind, model_scale: FGi32) -> Option<FGVec3> {
self.sample_root_position(&FighterAnimationFrame::new(kind, false), model_scale)
} }
pub fn frame_count(&self, kind: AnimKind) -> Option<u32> { pub fn frame_count(&self, kind: AnimKind) -> Option<u32> {
self.clip(kind).map(|clip| clip.frames.len() as u32) self.clip(kind).map(|clip| clip.frames.len() as u32)
} }
pub fn root_motion_cycle_delta(
&self,
kind: AnimKind,
model_scale: FGi32,
) -> Option<FGVec3> {
let clip = self.clip(kind)?;
Some((*clip.root_positions.last()? - *clip.root_positions.first()?) * model_scale)
}
/// Samples one bone in model space without depending on the runtime's
/// previous-frame buffers. Tooling uses this when the user scrubs between
/// unrelated frames.
pub fn sample_bone_model_transform(
&self,
frame: &FighterAnimationFrame,
bone: &str,
model_scale: FGi32,
) -> Option<FixedMat4> {
let local = self.sample_pose(frame)?;
let index = self.bone_names.iter().position(|name| name == bone)?;
let mut model = vec![None; local.len()];
resolve_model_transform(index, &self.parents, local, &mut model).ok()?;
let scale = FixedMat4 {
cols: [
[model_scale, FGi32::ZERO, FGi32::ZERO, FGi32::ZERO],
[FGi32::ZERO, model_scale, FGi32::ZERO, FGi32::ZERO],
[FGi32::ZERO, FGi32::ZERO, model_scale, FGi32::ZERO],
[FGi32::ZERO, FGi32::ZERO, FGi32::ZERO, FGi32::ONE],
],
};
Some(scale.mul(model[index]?))
}
pub(super) fn clip(&self, kind: AnimKind) -> Option<&BakedAnimationClip> { pub(super) fn clip(&self, kind: AnimKind) -> Option<&BakedAnimationClip> {
self.clip_indices self.clip_indices
.get(&kind) .get(&kind)
.and_then(|index| self.clips.get(*index)) .and_then(|index| self.clips.get(*index))
} }
pub fn get_animation_duration(&self, kind: AnimKind) -> Option<usize> {
self.clip(kind).map(|clip| clip.frames.len())
}
} }
#[derive(Component, Clone, Debug, Default)] #[derive(Component, Clone, Debug, Default, Hash)]
#[require(Rollback)]
pub struct FighterBoneMatrices { pub struct FighterBoneMatrices {
bone_names: Vec<String>, bone_names: Vec<String>,
parents: Vec<Option<usize>>, parents: Vec<Option<usize>>,
@@ -72,12 +126,44 @@ pub struct FighterBoneMatrices {
previous_local_matrices: Vec<FixedMat4>, previous_local_matrices: Vec<FixedMat4>,
model_matrices: Vec<Option<FixedMat4>>, model_matrices: Vec<Option<FixedMat4>>,
presentation_kind: Option<AnimKind>, presentation_kind: Option<AnimKind>,
previous_animation_frame: Option<FighterAnimationFrame>,
root_motion_position: Option<FGVec3>,
/// The raw, scaled model-space root translation used as the baseline for
/// root-motion extraction. This is kept separately because the published
/// pose has the root translation removed.
previous_root_motion_translation: Option<FGVec3>,
root_motion_delta: crate::math::vec3::FGVec3,
} }
#[derive(Component, Clone, Debug, Default)] #[derive(Component, Clone, Debug, Default)]
pub struct FighterBoneIndexMap(pub HashMap<String, usize>); pub struct FighterBoneIndexMap(pub HashMap<String, usize>);
impl FighterBoneMatrices { impl FighterBoneMatrices {
/// Samples a baked pose for a preview or other non-gameplay caller.
pub fn sample_baked_pose(
&mut self,
baked: &BakedFighterAnimations,
frame: &FighterAnimationFrame,
model_scale: FGi32,
) -> bool {
let Some(pose) = baked.sample_pose(frame) else {
return false;
};
self.set_pose_with_frame(
*frame,
Some(baked.root_bone_index),
baked.sample_root_position(frame, model_scale),
FGVec3::ZERO,
None,
frame.kind,
&baked.bone_names,
&baked.parents,
pose,
model_scale,
);
true
}
#[cfg(test)] #[cfg(test)]
pub(super) fn buffer_capacities(&self) -> [usize; 5] { pub(super) fn buffer_capacities(&self) -> [usize; 5] {
[ [
@@ -115,6 +201,16 @@ impl FighterBoneMatrices {
pub fn get_current_index(&self, index: usize) -> Option<FixedMat4> { pub fn get_current_index(&self, index: usize) -> Option<FixedMat4> {
self.matrices.get(index).copied() self.matrices.get(index).copied()
} }
/// Translation of the configured root-motion bone since the previous
/// simulation animation frame, in scaled model-space units.
pub fn root_motion_delta(&self) -> FGVec3 {
self.root_motion_delta
}
/// Current raw, scaled model-space position of the configured root-motion
/// bone. The published skeleton has this translation removed.
pub fn root_motion_position(&self) -> Option<FGVec3> {
self.root_motion_position
}
pub fn iter(&self) -> impl Iterator<Item = (&str, FixedMat4)> { pub fn iter(&self) -> impl Iterator<Item = (&str, FixedMat4)> {
self.bone_names self.bone_names
.iter() .iter()
@@ -137,6 +233,7 @@ impl FighterBoneMatrices {
.unwrap_or(current); .unwrap_or(current);
Some(interpolate_transform(previous, current, overstep_fraction)) Some(interpolate_transform(previous, current, overstep_fraction))
} }
#[cfg(test)]
pub(super) fn set_pose( pub(super) fn set_pose(
&mut self, &mut self,
kind: AnimKind, kind: AnimKind,
@@ -144,6 +241,109 @@ impl FighterBoneMatrices {
parents: &[Option<usize>], parents: &[Option<usize>],
local: &[FixedMat4], local: &[FixedMat4],
model_scale: FGi32, model_scale: FGi32,
) {
self.set_pose_with_frame(
FighterAnimationFrame::new(kind, false),
None,
None,
FGVec3::ZERO,
None,
kind,
bone_names,
parents,
local,
model_scale,
);
}
pub(super) fn set_pose_with_frame(
&mut self,
animation_frame: FighterAnimationFrame,
root_bone_index: Option<usize>,
root_motion_position: Option<FGVec3>,
root_motion_cycle_delta: FGVec3,
root_motion_loop_frame_count: Option<u32>,
kind: AnimKind,
bone_names: &[String],
parents: &[Option<usize>],
local: &[FixedMat4],
model_scale: FGi32,
) {
self.sample_pose(
animation_frame,
root_bone_index,
root_motion_position,
root_motion_cycle_delta,
root_motion_loop_frame_count,
kind,
bone_names,
parents,
local,
model_scale,
true,
);
}
#[cfg(test)]
pub(super) fn resample_pose(
&mut self,
kind: AnimKind,
bone_names: &[String],
parents: &[Option<usize>],
local: &[FixedMat4],
model_scale: FGi32,
) {
self.resample_pose_with_frame(
FighterAnimationFrame::new(kind, false),
None,
None,
FGVec3::ZERO,
None,
kind,
bone_names,
parents,
local,
model_scale,
);
}
pub(super) fn resample_pose_with_frame(
&mut self,
animation_frame: FighterAnimationFrame,
root_bone_index: Option<usize>,
root_motion_position: Option<FGVec3>,
_root_motion_cycle_delta: FGVec3,
_root_motion_loop_frame_count: Option<u32>,
kind: AnimKind,
bone_names: &[String],
parents: &[Option<usize>],
local: &[FixedMat4],
model_scale: FGi32,
) {
self.sample_pose(
animation_frame,
root_bone_index,
root_motion_position,
FGVec3::ZERO,
None,
kind,
bone_names,
parents,
local,
model_scale,
false,
);
}
fn sample_pose(
&mut self,
animation_frame: FighterAnimationFrame,
root_index: Option<usize>,
raw_root_motion_translation: Option<FGVec3>,
root_motion_cycle_delta: FGVec3,
root_motion_loop_frame_count: Option<u32>,
kind: AnimKind,
bone_names: &[String],
parents: &[Option<usize>],
local: &[FixedMat4],
model_scale: FGi32,
advance_history: bool,
) { ) {
assert_eq!( assert_eq!(
bone_names.len(), bone_names.len(),
@@ -155,6 +355,7 @@ impl FighterBoneMatrices {
parents.len(), parents.len(),
"baked bone parents do not match names" "baked bone parents do not match names"
); );
let animation_changed = self.presentation_kind != Some(kind);
if self.bone_names.is_empty() { if self.bone_names.is_empty() {
self.bone_names.extend_from_slice(bone_names); self.bone_names.extend_from_slice(bone_names);
self.parents.extend_from_slice(parents); self.parents.extend_from_slice(parents);
@@ -167,17 +368,13 @@ impl FighterBoneMatrices {
self.local_matrices.reserve(local.len()); self.local_matrices.reserve(local.len());
self.previous_local_matrices.reserve(local.len()); self.previous_local_matrices.reserve(local.len());
self.model_matrices.reserve(local.len()); self.model_matrices.reserve(local.len());
std::mem::swap(&mut self.matrices, &mut self.previous_frame_matrices); if advance_history {
let animation_changed = self.presentation_kind != Some(kind); std::mem::swap(&mut self.matrices, &mut self.previous_frame_matrices);
std::mem::swap(&mut self.local_matrices, &mut self.previous_local_matrices); std::mem::swap(&mut self.local_matrices, &mut self.previous_local_matrices);
}
self.local_matrices.clear(); self.local_matrices.clear();
self.local_matrices.extend_from_slice(local); self.local_matrices.extend_from_slice(local);
self.model_matrices.resize(local.len(), None);
self.model_matrices.fill(None);
for index in 0..local.len() {
resolve_model_transform(index, parents, local, &mut self.model_matrices)
.expect("baked bone hierarchy should be valid");
}
let model_scale = FixedMat4 { let model_scale = FixedMat4 {
cols: [ cols: [
[model_scale, FGi32::ZERO, FGi32::ZERO, FGi32::ZERO], [model_scale, FGi32::ZERO, FGi32::ZERO, FGi32::ZERO],
@@ -186,12 +383,52 @@ impl FighterBoneMatrices {
[FGi32::ZERO, FGi32::ZERO, FGi32::ZERO, FGi32::ONE], [FGi32::ZERO, FGi32::ZERO, FGi32::ZERO, FGi32::ONE],
], ],
}; };
// Gameplay always owns root displacement. Keep rotation and scale in
// the pose while removing the configured root bone's translation.
if let Some(root_index) = root_index {
self.local_matrices[root_index].translate(FGVec3::ZERO);
}
self.model_matrices.resize(local.len(), None);
self.model_matrices.fill(None);
for index in 0..local.len() {
resolve_model_transform(index, parents, &self.local_matrices, &mut self.model_matrices)
.expect("baked bone hierarchy should be valid");
}
self.matrices.clear(); self.matrices.clear();
self.matrices.extend( self.matrices.extend(
self.model_matrices.iter().map(|matrix| { self.model_matrices.iter().map(|matrix| {
model_scale.mul(matrix.expect("baked bone hierarchy should be valid")) model_scale.mul(matrix.expect("baked bone hierarchy should be valid"))
}), }),
); );
self.root_motion_delta = if advance_history
&& !animation_changed
&& self.previous_animation_frame.is_some()
&& let (Some(current), Some(previous)) = (
raw_root_motion_translation,
self.previous_root_motion_translation,
)
{
let mut delta = current - previous;
if animation_frame.repeat
&& self.previous_animation_frame.is_some_and(|previous| {
previous.kind == animation_frame.kind
&& previous.frame.saturating_add(1) == animation_frame.frame
})
&& root_motion_loop_frame_count.is_some_and(|loop_frame_count| {
loop_frame_count > 0 && animation_frame.frame % loop_frame_count == 0
})
{
delta = delta + root_motion_cycle_delta;
}
delta
} else {
FGVec3::ZERO
};
self.root_motion_position = raw_root_motion_translation;
self.previous_root_motion_translation = raw_root_motion_translation;
if advance_history {
self.previous_animation_frame = Some(animation_frame);
}
// A state transition is a discontinuity, not an animation frame to // A state transition is a discontinuity, not an animation frame to
// interpolate from the previous clip. Keep the presentation pose at // interpolate from the previous clip. Keep the presentation pose at
// the new clip's first/current frame immediately. // the new clip's first/current frame immediately.
@@ -215,39 +452,115 @@ pub fn update_fighter_bone_matrices(
manifests: Res<Assets<FighterManifest>>, manifests: Res<Assets<FighterManifest>>,
) { ) {
for (frame, animations, fighter, mut matrices, mut bone_indices) in &mut fighters { for (frame, animations, fighter, mut matrices, mut bone_indices) in &mut fighters {
let baked = baked_assets sample_fighter_bone_matrices(
.get(&animations.baked) frame,
.expect("fighter baked animation asset should be loaded before the match starts"); animations,
assert_eq!( fighter,
baked.frame_rate, BAKED_ANIMATION_FPS, &mut matrices,
"fighter baked animation rate does not match the simulation rate" &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 /// Resamples the current pose after collision-driven state transitions without
.get(&fighter.manifest) /// advancing the previous-frame pose used for swept gameplay volumes.
.expect("fighter manifest should be loaded before the match starts"); pub fn resample_fighter_bone_matrices(
matrices.set_pose( 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");
let root_motion_position = baked.sample_root_position(frame, manifest.model_scale);
let root_motion_cycle_delta = baked
.root_motion_cycle_delta(frame.kind, manifest.model_scale)
.unwrap_or(FGVec3::ZERO);
let root_motion_loop_frame_count = baked
.frame_count(frame.kind)
.map(|count| count.saturating_sub(1).max(1));
if advance_history {
matrices.set_pose_with_frame(
*frame,
Some(baked.root_bone_index),
root_motion_position,
root_motion_cycle_delta,
root_motion_loop_frame_count,
frame.kind, frame.kind,
&baked.bone_names, &baked.bone_names,
&baked.parents, &baked.parents,
pose, pose,
manifest.model_scale, manifest.model_scale,
); );
if bone_indices.0.is_empty() { } else {
bone_indices.0.extend( matrices.resample_pose_with_frame(
baked *frame,
.bone_names Some(baked.root_bone_index),
.iter() root_motion_position,
.enumerate() FGVec3::ZERO,
.map(|(index, name)| (name.clone(), index)), None,
); 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)),
);
} }
} }
fn resolve_model_transform( pub(super) fn resolve_model_transform(
index: usize, index: usize,
parents: &[Option<usize>], parents: &[Option<usize>],
local: &[FixedMat4], local: &[FixedMat4],
@@ -92,9 +92,12 @@ pub(super) fn bind_fighter_visual_bones(
pub(super) fn apply_baked_fighter_visual_pose( pub(super) fn apply_baked_fighter_visual_pose(
mut nodes: Query<(&mut Transform, &BakedFighterBone)>, mut nodes: Query<(&mut Transform, &BakedFighterBone)>,
fighters: Query<&FighterBoneMatrices>, fighters: Query<&FighterBoneMatrices>,
timing: Res<GgrsFrameTiming>, timing: Option<Res<GgrsFrameTiming>>,
) { ) {
let overstep_fraction = timing.overstep_fraction(); let overstep_fraction = timing
.as_deref()
.map(GgrsFrameTiming::overstep_fraction)
.unwrap_or(0.0);
for (mut transform, bone) in &mut nodes { for (mut transform, bone) in &mut nodes {
let Ok(matrices) = fighters.get(bone.fighter) else { let Ok(matrices) = fighters.get(bone.fighter) else {
continue; continue;
+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;
}
}
}
}
+36 -3
View File
@@ -2,9 +2,10 @@
use crate::fighter::ecb::FighterPreviousECB; use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::{FighterECB, FighterPreviousTranslation, FighterTranslation}; use crate::fighter::{FighterECB, FighterPreviousTranslation, FighterTranslation};
use crate::math::rect::FGRect;
use crate::math::segment::FGSegment2d; use crate::math::segment::FGSegment2d;
use crate::math::vec::FGVec2; use crate::math::vec::FGVec2;
use crate::stage::line::{StageCollision, StageLineID, StagePolyType}; use crate::stage::line::{StageCollision, StageLineID, StagePolyType, StageVertexID};
/* /*
pub fn collide_fighter_with_scene( pub fn collide_fighter_with_scene(
fighters: Query<(&FighterECB, &mut FighterVelocity, &mut FighterTranslation)>, fighters: Query<(&FighterECB, &mut FighterVelocity, &mut FighterTranslation)>,
@@ -45,7 +46,7 @@ pub fn air_collide_with_stage(
ecb: &FighterECB, ecb: &FighterECB,
stage_collision: &StageCollision, stage_collision: &StageCollision,
ignored_polys: &[usize], ignored_polys: &[usize],
ignore_soft_platforms: bool, can_ignore_soft_platforms: bool,
) -> Option<AirCollisionWithStageResult> { ) -> Option<AirCollisionWithStageResult> {
let ray_segment = FGSegment2d::new( let ray_segment = FGSegment2d::new(
prev_translation.0 + prev_ecb.get_bottom_point(), prev_translation.0 + prev_ecb.get_bottom_point(),
@@ -58,7 +59,7 @@ pub fn air_collide_with_stage(
.enumerate() .enumerate()
.filter(|(poly_idx, poly)| { .filter(|(poly_idx, poly)| {
!ignored_polys.contains(poly_idx) !ignored_polys.contains(poly_idx)
&& !(ignore_soft_platforms && matches!(poly.poly_type, StagePolyType::Platform)) && !(can_ignore_soft_platforms && matches!(poly.poly_type, StagePolyType::Platform))
}) })
.filter_map(|(poly_idx, poly)| { .filter_map(|(poly_idx, poly)| {
poly.intersect_ray(ray_segment).map(|intersect_result| { poly.intersect_ray(ray_segment).map(|intersect_result| {
@@ -83,6 +84,20 @@ pub fn air_collide_with_stage(
.map(|(result, _)| result) .map(|(result, _)| result)
} }
#[derive(Clone)]
pub struct AirCollisionWithLedgeResult {
pub ledge: StageVertexID,
}
pub fn air_collide_with_ledges(
ledge_box: &FGRect,
stage_collision: &StageCollision,
) -> Option<AirCollisionWithLedgeResult> {
stage_collision.intersect_ledges(ledge_box).map(|result| {
AirCollisionWithLedgeResult { ledge: result.vertex_id }
})
}
#[cfg(test)] #[cfg(test)]
mod tests { mod tests {
use super::*; use super::*;
@@ -115,6 +130,7 @@ mod tests {
fn airborne_collision_skips_ignored_polygons() { fn airborne_collision_skips_ignored_polygons() {
let stage_collision = StageCollision { let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0"), horizontal_platform("1")], stage_polys: vec![horizontal_platform("0"), horizontal_platform("1")],
..StageCollision::default()
}; };
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2")); let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let translation = FighterTranslation(FGVec2::lit("0", "-1")); let translation = FighterTranslation(FGVec2::lit("0", "-1"));
@@ -150,6 +166,7 @@ mod tests {
fn airborne_collision_skips_soft_platforms_while_passing_down() { fn airborne_collision_skips_soft_platforms_while_passing_down() {
let stage_collision = StageCollision { let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0")], stage_polys: vec![horizontal_platform("0")],
..StageCollision::default()
}; };
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2")); let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let translation = FighterTranslation(FGVec2::lit("0", "-1")); let translation = FighterTranslation(FGVec2::lit("0", "-1"));
@@ -176,12 +193,28 @@ mod tests {
true, true,
) )
.is_none()); .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] #[test]
fn airborne_collision_still_hits_solid_floors_while_passing_down() { fn airborne_collision_still_hits_solid_floors_while_passing_down() {
let stage_collision = StageCollision { let stage_collision = StageCollision {
stage_polys: vec![solid_floor()], stage_polys: vec![solid_floor()],
..StageCollision::default()
}; };
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2")); let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let translation = FighterTranslation(FGVec2::lit("0", "-1")); let translation = FighterTranslation(FGVec2::lit("0", "-1"));
+55 -12
View File
@@ -28,6 +28,7 @@ use crate::math::int::FGi32;
use crate::math::vec::FGVec2; use crate::math::vec::FGVec2;
use crate::math::vec3::FGVec3; use crate::math::vec3::FGVec3;
use crate::player::Player; use crate::player::Player;
use crate::scripting::FighterAttackScript;
pub fn debug_draw_ecb( pub fn debug_draw_ecb(
ecbs: Query<( ecbs: Query<(
@@ -148,6 +149,8 @@ pub fn fighter_debug(
last_frame.movement.x, last_frame.movement.y last_frame.movement.x, last_frame.movement.y
)); ));
}); });
ui.label(format!("Flick age Y {}", input.peek_movement_flick_dbg()));
} }
FighterDebugRowKind::Position => { FighterDebugRowKind::Position => {
ui.label(format!("Position: {:?}", translation.0)); ui.label(format!("Position: {:?}", translation.0));
@@ -168,20 +171,31 @@ pub fn animation_debug(
&FighterTranslation, &FighterTranslation,
&FighterFacingDirection, &FighterFacingDirection,
&FighterBoneMatrices, &FighterBoneMatrices,
&Fighter,
)>, )>,
mut gizmos: Gizmos, mut gizmos: Gizmos,
fighter_manifests: Res<Assets<FighterManifest>>,
) { ) {
for (global_transform, facing_dir, matrices) in query { for (global_transform, facing_dir, matrices, fighter) in query {
let Some(manifest) = fighter_manifests.get(&fighter.manifest) else {
continue;
};
let global_transform = global_transform.get_3d_transform(facing_dir); let global_transform = global_transform.get_3d_transform(facing_dir);
let marker_transform = global_transform.to_mat4(); let marker_transform = global_transform.to_mat4();
for (_, matrix) in matrices.iter() { for (bone_name, matrix) in matrices.iter() {
let pos = marker_transform.transform_point(Vec3::new( let pos = marker_transform.transform_point(Vec3::new(
matrix.cols[3][0].to_num(), matrix.cols[3][0].to_num(),
matrix.cols[3][1].to_num(), matrix.cols[3][1].to_num(),
matrix.cols[3][2].to_num(), matrix.cols[3][2].to_num(),
)); ));
gizmos.cross(pos, 0.5, bevy::color::palettes::css::RED);
gizmos.axes(marker_transform, 1.0); if manifest.ecb_bones.iter().any(|ecb_bone_name| ecb_bone_name == bone_name) {
gizmos.cross(pos, 1.0, bevy::color::palettes::css::GREEN);
} else {
gizmos.cross(pos, 0.5, bevy::color::palettes::css::RED);
gizmos.axes(marker_transform, 1.0);
}
} }
} }
} }
@@ -202,6 +216,26 @@ pub fn hurtbox_debug(
} }
} }
pub fn ledge_grab_debug(query: Query<(&FighterTranslation, &Fighter)>, fighters: Res<Assets<FighterManifest>>, mut gizmos: Gizmos) {
for (translation, fighter) in query {
let Some(manifest) = fighters.get(&fighter.manifest) else {
continue;
};
let start_2d = translation.0 + manifest.ledge_grab_box_start;
let start_2d = Vec2::new(start_2d.x.to_num(), start_2d.y.to_num());
let end_2d = translation.0 + manifest.ledge_grab_box_end;
let end_2d = Vec2::new(end_2d.x.to_num(), end_2d.y.to_num());
let center = (start_2d + end_2d) * 0.5;
let size = (start_2d - end_2d).abs();
gizmos.rect(Vec3::new(center.x, center.y, 0.0), size, bevy::color::palettes::css::BLUE);
}
}
/*fn draw_affine_capsule( /*fn draw_affine_capsule(
gizmos: &mut Gizmos, gizmos: &mut Gizmos,
capsule: FixedAffineCapsule, capsule: FixedAffineCapsule,
@@ -368,6 +402,7 @@ pub fn attack_debug(
)>, )>,
mut gizmos: Gizmos, mut gizmos: Gizmos,
mut filled_gizmos: FilledGizmos, mut filled_gizmos: FilledGizmos,
attack_scripts: Res<Assets<FighterAttackScript>>
) { ) {
for (hitboxes, _matrices, _translation, _facing_direction, _frame) in query { for (hitboxes, _matrices, _translation, _facing_direction, _frame) in query {
if let Some(active_attack) = &hitboxes.0 { if let Some(active_attack) = &hitboxes.0 {
@@ -378,27 +413,35 @@ pub fn attack_debug(
(solved_hitbox.capsule.start + solved_hitbox.capsule.end) * FGi32::lit("0.5"); (solved_hitbox.capsule.start + solved_hitbox.capsule.end) * FGi32::lit("0.5");
let length = (start - end).length(); let length = (start - end).length();
let attack_capsule = Capsule3d {
half_length: length * 0.5,
radius: solved_hitbox.capsule.radius.to_num(),
};
let aim_dir = (end - start).normalize_or(Vec3::Y); let aim_dir = (end - start).normalize_or(Vec3::Y);
let mut capsule_draw_trf = Transform::IDENTITY; let mut capsule_draw_trf = Transform::IDENTITY;
capsule_draw_trf.translation = center.to_vec3(); capsule_draw_trf.translation = center.to_vec3();
capsule_draw_trf.align(Dir3::Y, aim_dir, Dir3::X, aim_dir.any_orthonormal_vector()); capsule_draw_trf.align(Dir3::Y, aim_dir, Dir3::X, aim_dir.any_orthonormal_vector());
let Some(script) = attack_scripts.get(&active_attack.script) else {
continue;
};
let hitbox_color = script.hitboxes.get(solved_hitbox.hitbox_idx).expect("This hitbox should be valid").get_debug_draw_color();
/*
let attack_capsule = Capsule3d {
half_length: length * 0.5,
radius: solved_hitbox.capsule.radius.to_num(),
};
gizmos.primitive_3d( gizmos.primitive_3d(
&attack_capsule, &attack_capsule,
capsule_draw_trf.to_isometry(), capsule_draw_trf.to_isometry(),
bevy::color::palettes::css::RED, hitbox_color,
); );*/
let hitbox_inner_color = bevy::color::Srgba { alpha: 0.18, ..hitbox_color };
filled_gizmos.capsule( filled_gizmos.capsule(
capsule_draw_trf.to_isometry(), capsule_draw_trf.to_isometry(),
solved_hitbox.capsule.radius.to_num(), solved_hitbox.capsule.radius.to_num(),
length * 0.5, length * 0.5,
Color::srgba(1.0, 0.0, 0.0, 0.18), hitbox_inner_color,
); );
gizmos.cross(start, 1.0, bevy::color::palettes::css::GREEN); gizmos.cross(start, 1.0, bevy::color::palettes::css::GREEN);
+10 -5
View File
@@ -8,11 +8,7 @@ use strum::IntoEnumIterator;
use strum_macros::EnumIter; use strum_macros::EnumIter;
use crate::{ use crate::{
AppState, AppState, fighter::{FighterAttributes, FighterCameraProfile, animation::AnimKind, attack::AttackKind}, game_settings::GameSettings, math::{int::FGi32, vec::FGVec2, vec3::FGVec3}, texture_reference::TextureReference,
fighter::{FighterAttributes, FighterCameraProfile, animation::AnimKind, attack::AttackKind},
game_settings::GameSettings,
math::{int::FGi32, vec3::FGVec3},
texture_reference::TextureReference,
}; };
#[derive( #[derive(
@@ -62,10 +58,19 @@ pub struct FighterManifest {
pub icon: TextureReference, pub icon: TextureReference,
pub attributes: FighterAttributes, pub attributes: FighterAttributes,
pub camera: FighterCameraProfile, pub camera: FighterCameraProfile,
/// Bone whose model-space translation drives gameplay root motion.
#[serde(default = "default_root_motion_bone")]
pub root_motion_bone: String,
pub animations: HashMap<AnimKind, String>, pub animations: HashMap<AnimKind, String>,
pub attack_scripts: HashMap<AttackKind, String>, pub attack_scripts: HashMap<AttackKind, String>,
pub hurtboxes: Vec<FighterHurtbox>, pub hurtboxes: Vec<FighterHurtbox>,
pub ecb_bones: Vec<String>, pub ecb_bones: Vec<String>,
pub ledge_grab_box_start: FGVec2,
pub ledge_grab_box_end: FGVec2,
}
fn default_root_motion_bone() -> String {
"root".into()
} }
#[derive(Resource)] #[derive(Resource)]
+142 -11
View File
@@ -17,9 +17,11 @@ pub mod errors;
pub mod hurtbox; pub mod hurtbox;
pub mod manifest; pub mod manifest;
pub mod motion; pub mod motion;
pub mod push;
pub mod state; pub mod state;
pub mod surface; pub mod surface;
pub mod visual; pub mod visual;
pub mod blast_zones;
// The fighter components are re-exported so the rest of the crate can say // The fighter components are re-exported so the rest of the crate can say
// `fighter::FighterVelocity` without caring which file it lives in. Named // `fighter::FighterVelocity` without caring which file it lives in. Named
@@ -40,8 +42,8 @@ use crate::{
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage, AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes, FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
FighterStaleMoveQueue, FighterStaleMoveQueue,
}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, ecb::FighterECBBoneIndices, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::FighterAnimations, }, baked_animation::FighterBoneIndexMap, ecb::FighterECBBoneIndices, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::{FighterAnimations, FighterInvulnerabilityVisualState},
}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision, }, game_settings::GameSettings, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript,
}; };
use state::state_interrupt_system; use state::state_interrupt_system;
@@ -84,6 +86,59 @@ pub struct FighterHitstop {
pub remaining_frames: u32, pub remaining_frames: u32,
} }
#[derive(Component, Default, Copy, Clone, Hash, Debug, PartialEq, Eq)]
pub struct FighterLedgeInformation {
pub regrab_lockout_remaining_frames: u32,
pub grab_count: u32,
}
impl FighterLedgeInformation {
pub fn start(&mut self, duration_frames: u32) {
self.regrab_lockout_remaining_frames = duration_frames;
}
pub fn is_regrab_lockout_active(&self) -> bool {
self.regrab_lockout_remaining_frames > 0
}
fn tick(&mut self) {
self.regrab_lockout_remaining_frames = self.regrab_lockout_remaining_frames.saturating_sub(1);
}
}
#[cfg(test)]
mod ledge_grab_lockout_tests {
use super::FighterLedgeInformation;
#[test]
fn lockout_expires_after_the_requested_number_of_ticks() {
let mut lockout = FighterLedgeInformation::default();
lockout.start(2);
assert!(lockout.is_regrab_lockout_active());
lockout.tick();
assert!(lockout.is_regrab_lockout_active());
lockout.tick();
assert!(!lockout.is_regrab_lockout_active());
}
#[test]
fn zero_duration_does_not_enable_lockout() {
let mut lockout = FighterLedgeInformation::default();
lockout.start(0);
assert!(!lockout.is_regrab_lockout_active());
}
}
#[derive(Component, Default, Copy, Clone, Hash)]
pub enum FighterInvulnerabilityState {
#[default]
Vulnerable,
Invulnerable { frames_remaining: Option<u32> },
Intangible { frames_remaining: Option<u32> }
}
impl FighterFacingDirection { impl FighterFacingDirection {
fn reverse(&self) -> Self { fn reverse(&self) -> Self {
match self { match self {
@@ -128,14 +183,21 @@ impl FighterFacingDirection {
#[require(Transform)] #[require(Transform)]
pub struct FighterVisual; pub struct FighterVisual;
#[derive(Component, DerefMut, Deref, Debug, Default, Hash, Clone, Copy)]
pub struct FighterPendingRespawn(bool);
#[derive(Component)] #[derive(Component)]
#[require( #[require(
FighterStaleMoveQueue, FighterStaleMoveQueue,
FighterDamage, FighterDamage,
FighterPendingHitReaction, FighterPendingHitReaction,
FighterPendingRespawn,
FighterHitstop, FighterHitstop,
FighterLedgeInformation,
FighterKnockbackVelocity, FighterKnockbackVelocity,
FighterTranslation FighterTranslation,
FighterInvulnerabilityState,
FighterInvulnerabilityVisualState,
)] )]
pub struct Fighter { pub struct Fighter {
pub manifest: Handle<FighterManifest>, pub manifest: Handle<FighterManifest>,
@@ -164,7 +226,7 @@ impl Plugin for FighterPlugin {
) )
.add_systems( .add_systems(
GgrsSchedule, GgrsSchedule,
(state::state_update_system, decay_hitstop) (state::state_update_system, decay_hitstop, decay_invulnerability)
.chain() .chain()
.in_set(GameplaySet::StateUpdate), .in_set(GameplaySet::StateUpdate),
) )
@@ -177,12 +239,24 @@ impl Plugin for FighterPlugin {
.add_systems( .add_systems(
GgrsSchedule, GgrsSchedule,
( (
(ecb::update_ecb, ecb::decrement_ecb_lockout, state::state_collision_interrupt_system).chain(), (
baked_animation::update_fighter_bone_matrices, blast_zones::apply_blast_zones,
ecb::update_ecb,
ecb::decrement_ecb_lockout,
state::state_collision_interrupt_system,
decay_ledge_grab_lockout,
).chain(),
baked_animation::resample_fighter_bone_matrices,
) )
.chain() .chain()
.in_set(GameplaySet::Collision), .in_set(GameplaySet::Collision),
) )
.add_systems(
GgrsSchedule,
push::apply_grounded_pushes
.before(state::state_update_system)
.in_set(GameplaySet::StateUpdate),
)
.add_systems( .add_systems(
PostUpdate, PostUpdate,
( (
@@ -190,6 +264,7 @@ impl Plugin for FighterPlugin {
animation::apply_animation, animation::apply_animation,
) )
.chain() .chain()
.before(bevy::transform::TransformSystems::Propagate)
.run_if(in_state(crate::AppState::InMatch)), .run_if(in_state(crate::AppState::InMatch)),
) )
// Rollback registration lives next to the systems that write these // Rollback registration lives next to the systems that write these
@@ -220,16 +295,27 @@ impl Plugin for FighterPlugin {
.checksum_component_with_hash::<FighterDamage>() .checksum_component_with_hash::<FighterDamage>()
.rollback_component_with_clone::<FighterPendingHitReaction>() .rollback_component_with_clone::<FighterPendingHitReaction>()
.checksum_component_with_hash::<FighterPendingHitReaction>() .checksum_component_with_hash::<FighterPendingHitReaction>()
.rollback_component_with_copy::<FighterPendingRespawn>()
.checksum_component_with_hash::<FighterPendingRespawn>()
.rollback_component_with_copy::<FighterHitstop>() .rollback_component_with_copy::<FighterHitstop>()
.checksum_component_with_hash::<FighterHitstop>() .checksum_component_with_hash::<FighterHitstop>()
.rollback_component_with_copy::<FighterLedgeInformation>()
.checksum_component_with_hash::<FighterLedgeInformation>()
.rollback_component_with_copy::<FighterInvulnerabilityState>()
.checksum_component_with_hash::<FighterInvulnerabilityState>()
.rollback_component_with_copy::<FighterKnockbackVelocity>() .rollback_component_with_copy::<FighterKnockbackVelocity>()
.checksum_component_with_hash::<FighterKnockbackVelocity>() .checksum_component_with_hash::<FighterKnockbackVelocity>()
.rollback_resource_with_reflect::<StageCollision>() .rollback_component_with_clone::<baked_animation::FighterBoneMatrices>()
.checksum_component_with_hash::<baked_animation::FighterBoneMatrices>()
// Debug views. // Debug views.
.add_systems( .add_systems(
FixedPostUpdate, FixedPostUpdate,
debug::debug_draw_ecb.run_if(crate::debug_tools::ecb_enabled), debug::debug_draw_ecb.run_if(crate::debug_tools::ecb_enabled),
) )
.add_systems(
FixedPostUpdate,
debug::ledge_grab_debug.run_if(crate::debug_tools::ledge_grab_enabled),
)
.add_systems( .add_systems(
EguiPrimaryContextPass, EguiPrimaryContextPass,
debug::fighter_debug.run_if(crate::debug_tools::fighter_info_enabled), debug::fighter_debug.run_if(crate::debug_tools::fighter_info_enabled),
@@ -249,17 +335,17 @@ impl Plugin for FighterPlugin {
.run_if(crate::debug_tools::attack_hitboxes_enabled) .run_if(crate::debug_tools::attack_hitboxes_enabled)
.run_if(in_state(AppState::InMatch)), .run_if(in_state(AppState::InMatch)),
) )
.add_systems(FixedPostUpdate,
visual::update_status_colors.run_if(resource_exists::<GameSettings>)
)
.add_systems( .add_systems(
FixedPostUpdate, FixedPostUpdate,
debug::hurtbox_debug.run_if(crate::debug_tools::hurtboxes_enabled), debug::hurtbox_debug.run_if(crate::debug_tools::hurtboxes_enabled),
) )
.rollback_component_with_clone::<FighterState>() .rollback_component_with_clone::<FighterState>()
.rollback_component_with_clone::<FighterHitboxes>() .rollback_component_with_clone::<FighterHitboxes>()
.rollback_component_with_clone::<FighterBoneMatrices>()
.rollback_component_with_clone::<FighterHitstopShake>() .rollback_component_with_clone::<FighterHitstopShake>()
.checksum_component_with_hash::<FighterHitboxes>() .checksum_component_with_hash::<FighterHitboxes>()
.rollback_component_with_clone::<FighterSolvedHurtboxes>()
.checksum_component_with_hash::<FighterSolvedHurtboxes>()
.checksum_component_with_hash::<FighterState>() .checksum_component_with_hash::<FighterState>()
.checksum_component_with_hash::<FighterFacingDirection>() .checksum_component_with_hash::<FighterFacingDirection>()
.register_type::<FighterFacingDirection>(); .register_type::<FighterFacingDirection>();
@@ -271,16 +357,23 @@ pub struct FighterActiveAttack {
pub script: Handle<FighterAttackScript>, pub script: Handle<FighterAttackScript>,
pub active_hitboxes: Vec<usize>, pub active_hitboxes: Vec<usize>,
pub solved_hitboxes: Vec<attack::FighterSolvedHitbox>, pub solved_hitboxes: Vec<attack::FighterSolvedHitbox>,
pub hit_fighters: Vec<Entity>, pub hit_groups: Vec<FighterHitGroupState>,
pub stalled: bool, pub stalled: bool,
} }
#[derive(Clone, Debug, Hash)]
pub struct FighterHitGroupState {
pub group: u32,
pub hit_fighters: Vec<Entity>,
}
#[derive(Component, Clone, Debug, Default, Hash)] #[derive(Component, Clone, Debug, Default, Hash)]
pub struct FighterHitboxes(pub Option<FighterActiveAttack>); pub struct FighterHitboxes(pub Option<FighterActiveAttack>);
pub fn spawn_fighter( pub fn spawn_fighter(
commands: &mut Commands, commands: &mut Commands,
player_handle: usize, player_handle: usize,
controller_port: usize,
spawn_position: FGVec2, spawn_position: FGVec2,
manifest: Handle<FighterManifest>, manifest: Handle<FighterManifest>,
model_scale: FGi32, model_scale: FGi32,
@@ -294,6 +387,7 @@ pub fn spawn_fighter(
Name(format!("Fighter {player_handle}").into()), Name(format!("Fighter {player_handle}").into()),
Player { Player {
handle: player_handle, handle: player_handle,
controller_port,
}, },
Fighter { manifest: manifest }, Fighter { manifest: manifest },
FighterFacingDirection::Right, FighterFacingDirection::Right,
@@ -336,3 +430,40 @@ pub fn decay_hitstop(query: Query<(&mut FighterHitstop, &mut FighterHitstopShake
hitstop_shake.remaining_frames = hitstop_shake.remaining_frames.saturating_sub(1); hitstop_shake.remaining_frames = hitstop_shake.remaining_frames.saturating_sub(1);
} }
} }
pub fn decay_ledge_grab_lockout(query: Query<&mut FighterLedgeInformation>) {
for mut lockout in query {
lockout.tick();
}
}
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;
}
}
}
}
+214
View File
@@ -0,0 +1,214 @@
//! fighter-to-fighter pushing
use bevy::prelude::*;
use crate::{
fighter::{
Fighter, FighterFacingDirection, FighterRoster, FighterSurfaceState, FighterTranslation,
manifest::FighterManifest,
},
game_settings::GameSettings,
math::int::FGi32,
stage::line::{StageCollision, StageLineID, StagePoly},
};
#[derive(Clone, Copy, Debug, PartialEq, Eq)]
struct Pushbox {
center: FGi32,
radius: FGi32,
line_id: StageLineID,
}
fn can_interact(stage: &StageCollision, first: StageLineID, second: StageLineID) -> bool {
if first.polygon != second.polygon {
return false;
}
if first.segment == second.segment {
return true;
}
let Some(poly) = stage.stage_polys.get(first.polygon) else {
return false;
};
adjacent_segment(poly, first.segment, second.segment)
}
fn adjacent_segment(poly: &StagePoly, first: usize, second: usize) -> bool {
poly.get_next_segment_index(first) == Some(second)
|| poly.get_prev_segment_index(first) == Some(second)
}
fn push_delta(first: Pushbox, second: Pushbox, nudge: FGi32) -> FGi32 {
if (first.center - second.center).abs() >= first.radius + second.radius {
return FGi32::ZERO;
}
(first.center - second.center).signum() * nudge
}
fn calculate_push_deltas(
pushboxes: &[Option<Pushbox>],
stage: &StageCollision,
nudge: FGi32,
) -> Vec<FGi32> {
let mut deltas = vec![FGi32::ZERO; pushboxes.len()];
for first in 0..pushboxes.len() {
let Some(first_pushbox) = pushboxes[first] else {
continue;
};
for second in 0..pushboxes.len() {
if first == second {
continue;
}
let Some(second_pushbox) = pushboxes[second] else {
continue;
};
if can_interact(stage, first_pushbox.line_id, second_pushbox.line_id) {
deltas[first] += push_delta(first_pushbox, second_pushbox, nudge);
}
}
}
deltas
}
pub fn apply_grounded_pushes(
roster: Res<FighterRoster>,
mut fighters: Query<(
&Fighter,
&mut FighterTranslation,
&FighterFacingDirection,
&FighterSurfaceState,
)>,
manifests: Res<Assets<FighterManifest>>,
settings: Res<GameSettings>,
stage: Res<StageCollision>,
) {
let pushboxes = roster
.0
.iter()
.map(|entity| {
let Ok((fighter, translation, facing, surface)) = fighters.get(*entity) else {
return None;
};
let Some(line_id) = surface.line_id() else {
return None;
};
let manifest = manifests.get(&fighter.manifest)?;
let attributes = &manifest.attributes;
Some(Pushbox {
center: translation.x + facing.to_sign() * attributes.pushbox_offset,
radius: attributes.pushbox_radius,
line_id,
})
})
.collect::<Vec<_>>();
let deltas = calculate_push_deltas(
&pushboxes,
&stage,
settings.fighter_common.grounded_push_nudge,
);
for (entity, delta) in roster.0.iter().zip(deltas) {
if delta == FGi32::ZERO {
continue;
}
if let Ok((_, mut translation, _, _)) = fighters.get_mut(*entity) {
translation.x += delta;
}
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::math::vec::FGVec2;
use crate::stage::line::{StagePolyLineSegmentType, StagePolyType};
fn stage() -> StageCollision {
StageCollision {
stage_polys: vec![StagePoly::build(
StagePolyType::Platform,
&[
(FGVec2::lit("0", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("10", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("20", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("30", "0"), StagePolyLineSegmentType::Floor),
],
)],
..StageCollision::default()
}
}
fn box_at(x: &str, segment: usize) -> Pushbox {
Pushbox {
center: FGi32::lit(x),
radius: FGi32::lit("1"),
line_id: StageLineID {
polygon: 0,
segment,
},
}
}
#[test]
fn overlapping_pair_gets_opposite_fixed_nudges() {
let deltas = calculate_push_deltas(
&[Some(box_at("0", 0)), Some(box_at("1", 0))],
&stage(),
FGi32::lit("0.3"),
);
assert_eq!(deltas, vec![FGi32::lit("-0.3"), FGi32::lit("0.3")]);
}
#[test]
fn touching_pushboxes_do_not_nudge() {
let deltas = calculate_push_deltas(
&[Some(box_at("0", 0)), Some(box_at("2", 0))],
&stage(),
FGi32::lit("0.3"),
);
assert_eq!(deltas, vec![FGi32::ZERO, FGi32::ZERO]);
}
#[test]
fn adjacent_segments_can_push_and_unrelated_segments_cannot() {
let adjacent = calculate_push_deltas(
&[Some(box_at("9.5", 0)), Some(box_at("10", 1))],
&stage(),
FGi32::lit("0.3"),
);
assert_eq!(adjacent, vec![FGi32::lit("-0.3"), FGi32::lit("0.3")]);
let unrelated = calculate_push_deltas(
&[Some(box_at("1", 0)), Some(box_at("2", 2))],
&stage(),
FGi32::lit("0.3"),
);
assert_eq!(unrelated, vec![FGi32::ZERO, FGi32::ZERO]);
}
#[test]
fn multiple_overlaps_accumulate() {
let deltas = calculate_push_deltas(
&[
Some(box_at("0", 0)),
Some(box_at("0.5", 0)),
Some(box_at("1", 0)),
],
&stage(),
FGi32::lit("0.3"),
);
assert_eq!(
deltas,
vec![FGi32::lit("-0.6"), FGi32::ZERO, FGi32::lit("0.6")]
);
}
#[test]
fn system_parameters_initialize_without_query_conflicts() {
let mut world = World::new();
let mut schedule = Schedule::default();
schedule.add_systems(apply_grounded_pushes);
schedule.initialize(&mut world).unwrap();
}
}
+30 -8
View File
@@ -1,5 +1,9 @@
use crate::fighter::state::jump::{self};
use crate::fighter::state::land::{LandingState, LandingType}; use crate::fighter::state::land::{LandingState, LandingType};
use crate::fighter::state::{CollisionContext, FighterState}; use crate::fighter::state::ledge_grab::LedgeGrabState;
use crate::fighter::state::{
CollisionContext, FighterState, InterruptContext, air_attack, air_dodge,
};
use crate::fighter::*; use crate::fighter::*;
use crate::input::FighterCommands; use crate::input::FighterCommands;
@@ -105,18 +109,31 @@ pub fn update_standard_motion(
airborne_common.is_fast_falling, airborne_common.is_fast_falling,
); );
apply_air_drift(ctx.velocity, ctx.fighter_attributes, ctx.input); apply_air_drift(ctx.velocity, ctx.fighter_attributes, ctx.input);
apply_air_motion( apply_air_motion(ctx.velocity, ctx.translation, ctx.prev_translation);
ctx.velocity, }
ctx.translation,
ctx.prev_translation, pub fn air_interrupts_common(
); ctx: &mut InterruptContext,
airborne_state_common: &AirborneStateCommon,
) -> Option<FighterState> {
jump::check_input_double_jump(ctx).or_else(|| {
air_dodge::check_input(ctx)
.or_else(|| air_attack::check_interrupt(ctx, airborne_state_common))
})
} }
pub fn collision_interrupt( pub fn collision_interrupt(
ctx: &mut CollisionContext, ctx: &mut CollisionContext,
landing_type: LandingType, landing_type: LandingType,
can_ignore_soft_platforms: bool,
) -> Option<FighterState> { ) -> Option<FighterState> {
let res = ctx.air_collide_with_stage()?; if ctx.velocity.y <= FGi32::ZERO {
if let Some(ledge_result) = ctx.air_collide_with_ledges() {
return Some(FighterState::LedgeGrab(LedgeGrabState::new(ledge_result.ledge)));
}
}
let res = ctx.air_collide_with_stage(can_ignore_soft_platforms)?;
let diff = res.hit_position - ctx.translation.0; let diff = res.hit_position - ctx.translation.0;
ctx.ecb.bottom -= diff; ctx.ecb.bottom -= diff;
ctx.ecb.top -= diff; ctx.ecb.top -= diff;
@@ -124,7 +141,7 @@ pub fn collision_interrupt(
ctx.ecb.right -= diff; ctx.ecb.right -= diff;
ctx.translation.0 = res.hit_position; ctx.translation.0 = res.hit_position;
ctx.presentation_snap.0 = true; ctx.presentation_snap.0 = true;
ctx.surface.land(res.line_id); ctx.surface.land(res.line_id, ctx.ledge_info);
Some(FighterState::Land(LandingState::create(landing_type))) Some(FighterState::Land(LandingState::create(landing_type)))
} }
@@ -138,6 +155,8 @@ mod tests {
fn test_attributes() -> FighterAttributes { fn test_attributes() -> FighterAttributes {
FighterAttributes { FighterAttributes {
pushbox_offset: FGi32::ZERO,
pushbox_radius: FGi32::ONE,
base_walk_accel: FGi32::ZERO, base_walk_accel: FGi32::ZERO,
stick_walk_accel: FGi32::ZERO, stick_walk_accel: FGi32::ZERO,
max_walk_vel: FGi32::ZERO, max_walk_vel: FGi32::ZERO,
@@ -168,6 +187,9 @@ mod tests {
air_dodge_duration: 0, air_dodge_duration: 0,
air_dodge_velocity: FGi32::ZERO, air_dodge_velocity: FGi32::ZERO,
air_dodge_decay: FGi32::ZERO, air_dodge_decay: FGi32::ZERO,
air_dodge_intangible_duration: 29,
air_dodge_intangible_start: 4,
dash_attack_cancel_window: 3,
} }
} }
+168
View File
@@ -0,0 +1,168 @@
use bevy::log::error;
use crate::fighter::{
attack::{AttackKind, FighterAttackScriptAssets, update_active_attack}, state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, air_attack, fall::FallState, jump,
},
};
#[derive(Clone, Debug, Hash)]
pub struct AirAttackState {
pub attack_kind: AttackKind,
pub airborne_state_common: AirborneStateCommon,
pub is_in_autocancel_window: bool,
}
impl FighterStateImpl for AirAttackState {
const NAME: &'static str = "AirAttack";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
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 {
if let Some(iasa_frame) = script.iasa_frame {
if animation_frame >= iasa_frame {
let new_state = jump::check_input_double_jump(state_context).or_else(|| air_attack::check_interrupt(state_context, &self.airborne_state_common));
if let Some(new_state) = new_state {
return Some(new_state);
}
}
}
}
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_attack(
script,
state_context
.hitboxes
.0
.as_mut()
.expect("ground attack must have active hitboxes"),
animation_frame,
);
if let Some((autocancel_start, autocancel_end)) = script.wont_autocancel_window {
self.is_in_autocancel_window =
animation_frame < autocancel_start || animation_frame > autocancel_end;
}
}
air::update_standard_motion(state_context, &mut self.airborne_state_common);
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context
.input
.consume_command(crate::input::FighterCommands::Attack);
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_groups: 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> {
let coll_interrupt = air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
false,
);
coll_interrupt.map(|state| {
if self.is_in_autocancel_window {
state
} else {
// TODO: Implement proper landing lag
state
}
})
}
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,
is_in_autocancel_window: false,
})
} 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
}
}
+31 -2
View File
@@ -1,5 +1,6 @@
use crate::{ use crate::{
fighter::{ fighter::{
FighterInvulnerabilityState,
animation::AnimKind, animation::AnimKind,
state::{ state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext, CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
@@ -32,6 +33,12 @@ impl FighterStateImpl for AirDodgeState {
} }
fn update(&mut self, state_context: &mut UpdateContext) { 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; state_context.velocity.0 *= state_context.fighter_attributes.air_dodge_decay;
air::apply_air_motion( air::apply_air_motion(
@@ -45,12 +52,19 @@ impl FighterStateImpl for AirDodgeState {
&mut self, &mut self,
state_context: &mut CollisionContext, state_context: &mut CollisionContext,
) -> Option<FighterState> { ) -> 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) { fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::AirDodge, false); state_context.play_animation(AnimKind::AirDodge, false);
state_context
.input
.clear_command(input::FighterCommands::Shield);
state_context
.input
.clear_command(input::FighterCommands::GuardHold);
state_context.velocity.0 = state_context.velocity.0 =
self.direction * state_context.fighter_attributes.air_dodge_velocity; self.direction * state_context.fighter_attributes.air_dodge_velocity;
} }
@@ -62,13 +76,28 @@ impl FighterStateImpl for AirDodgeState {
fn surface_policy(&self) -> super::SurfacePolicy { fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach) 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> { pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
state_context state_context
.input .input
.has_command(input::FighterCommands::Shield) .has_command(input::FighterCommands::Shield)
.then(|| { .then_some(())
.or_else(|| {
state_context
.input
.has_command(input::FighterCommands::GuardHold)
.then_some(())
})
.map(|_| {
FighterState::AirDodge(AirDodgeState { FighterState::AirDodge(AirDodgeState {
direction: state_context direction: state_context
.input .input
+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)
}
}
+9
View File
@@ -148,6 +148,15 @@ impl FighterStateImpl for CrouchState {
} }
} }
impl CrouchState {
pub fn is_crouch_cancelling(&self) -> bool {
match self.sub_state {
CrouchSubState::Entering { .. } | CrouchSubState::Idle => true,
CrouchSubState::Exiting => false,
}
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> { pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame(); let input_frame = state_context.input.get_last_frame();
+11 -2
View File
@@ -4,7 +4,7 @@ use super::{
}; };
use crate::fighter::FighterFacingDirection; use crate::fighter::FighterFacingDirection;
use crate::fighter::animation::AnimKind; use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState; use crate::fighter::state::{FighterState, ground_attack};
use crate::input::FighterCommands::{SmashMoveLeft, SmashMoveRight}; use crate::input::FighterCommands::{SmashMoveLeft, SmashMoveRight};
#[derive(Debug, Clone, Hash)] #[derive(Debug, Clone, Hash)]
@@ -23,6 +23,16 @@ impl FighterStateImpl for DashState {
fn check_interrupt(&self, ctx: &mut InterruptContext) -> Option<FighterState> { fn check_interrupt(&self, ctx: &mut InterruptContext) -> Option<FighterState> {
let attributes = ctx.fighter_attributes; let attributes = ctx.fighter_attributes;
if ctx.get_current_animation_frame() <= 2 || ctx.input.get_last_frame().movement.x.signum() != self.direction.to_sign() {
if let Some(state) = ground_attack::check_interrupt(ctx) {
return Some(state);
}
} else {
if let Some(state) = ground_attack::check_interrupt_dash_attack(ctx) {
return Some(state);
}
}
// A reverse dash can interrupt before IASA // A reverse dash can interrupt before IASA
if let Some(direction) = if let Some(direction) =
check_smash_input_with_dir(ctx).filter(|direction| *direction != self.direction) check_smash_input_with_dir(ctx).filter(|direction| *direction != self.direction)
@@ -89,7 +99,6 @@ impl FighterStateImpl for DashState {
ground::apply_grounded_motion( ground::apply_grounded_motion(
state_context.velocity, state_context.velocity,
state_context.translation, state_context.translation,
state_context.prev_translation,
); );
} }
+4 -2
View File
@@ -1,7 +1,7 @@
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext}; use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind; use crate::fighter::animation::AnimKind;
use crate::fighter::state::air::AirborneStateCommon; 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)] #[derive(Debug, Clone, Copy, Hash, Default)]
pub struct FallState { pub struct FallState {
@@ -20,11 +20,12 @@ impl FighterStateImpl for FallState {
const NAME: &'static str = "Fall"; const NAME: &'static str = "Fall";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> { 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) { fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::Fall, true); state_context.play_animation(AnimKind::Fall, true);
state_context.velocity.x = state_context.velocity.x.clamp(-state_context.fighter_attributes.air_drift_max, state_context.fighter_attributes.air_drift_max);
} }
fn update(&mut self, state_context: &mut UpdateContext) { fn update(&mut self, state_context: &mut UpdateContext) {
@@ -38,6 +39,7 @@ impl FighterStateImpl for FallState {
air::collision_interrupt( air::collision_interrupt(
state_context, state_context,
crate::fighter::state::land::LandingType::Normal, crate::fighter::state::land::LandingType::Normal,
true,
) )
} }
+46 -7
View File
@@ -2,13 +2,15 @@
//! ECS types so it stays cheap to reason about and to unit-test — it has to be //! ECS types so it stays cheap to reason about and to unit-test — it has to be
//! bit-for-bit deterministic for rollback. //! bit-for-bit deterministic for rollback.
use crate::fighter::state::air_dodge::AirDodgeState;
use crate::fighter::state::{ use crate::fighter::state::{
CollisionContext, FighterState, InterruptContext, air, crouch, dash, fall, ground_attack, turn, wait, walk, CollisionContext, FighterState, InterruptContext, air, crouch, dash, fall, ground_attack, turn, wait, walk,
}; };
use crate::fighter::{ use crate::fighter::{
FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity, FighterAttributes, FighterTranslation, FighterVelocity,
}; };
use crate::game_settings::GameSettings; use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::math::int::{FGWide, FGi32}; use crate::math::int::{FGWide, FGi32};
use crate::math::vec::FGVec2; use crate::math::vec::FGVec2;
use crate::stage::line::{StageLineID, StagePoly, StagePolyLineSegment, StagePolyLineSegmentType}; use crate::stage::line::{StageLineID, StagePoly, StagePolyLineSegment, StagePolyLineSegmentType};
@@ -149,10 +151,8 @@ fn resolve_grounded_position(
pub fn apply_grounded_motion( pub fn apply_grounded_motion(
velocity: &FighterVelocity, velocity: &FighterVelocity,
translation: &mut FighterTranslation, translation: &mut FighterTranslation,
prev_translation: &mut FighterPreviousTranslation,
) { ) {
// Vertical velocity should be 0 on the ground // Vertical velocity should be 0 on the ground
prev_translation.0 = translation.0;
translation.0 += FGVec2::new(velocity.0.x, FGi32::ZERO); translation.0 += FGVec2::new(velocity.0.x, FGi32::ZERO);
} }
@@ -169,7 +169,7 @@ pub fn update_friction_motion(ctx: &mut crate::fighter::state::UpdateContext) {
let ground_velocity = ctx.velocity.x; let ground_velocity = ctx.velocity.x;
ctx.velocity.x += apply_grounded_friction(friction, ground_velocity); ctx.velocity.x += apply_grounded_friction(friction, ground_velocity);
apply_grounded_motion(ctx.velocity, ctx.translation, ctx.prev_translation); apply_grounded_motion(ctx.velocity, ctx.translation);
} }
pub fn collide_with_stage_grounded( pub fn collide_with_stage_grounded(
@@ -213,7 +213,7 @@ pub fn collide_with_stage_grounded(
state_context.surface.land(StageLineID { state_context.surface.land(StageLineID {
polygon: current_line_id.polygon, polygon: current_line_id.polygon,
segment: segment_idx, segment: segment_idx,
}); }, state_context.ledge_info);
GroundedMotionResult::InGround GroundedMotionResult::InGround
} }
GroundedPositionResult::InAir => { GroundedPositionResult::InAir => {
@@ -246,8 +246,9 @@ pub fn collision_interrupt(ctx: &mut CollisionContext, can_walk_off: bool) -> Op
mod tests { mod tests {
use super::*; use super::*;
use crate::fighter::ecb::FighterPreviousECB; use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::{FighterECB, FighterSurfaceState}; use crate::fighter::{FighterECB, FighterLedgeInformation, FighterPreviousTranslation, FighterSurfaceState};
use crate::stage::line::StagePolyType; use crate::math::rect::FGRect;
use crate::stage::line::StagePolyType;
use crate::input::FighterInput; use crate::input::FighterInput;
fn two_segment_floor() -> StagePoly { fn two_segment_floor() -> StagePoly {
@@ -359,6 +360,7 @@ mod tests {
fn grounded_collision_updates_surface_segment() { fn grounded_collision_updates_surface_segment() {
let stage_collision = crate::stage::line::StageCollision { let stage_collision = crate::stage::line::StageCollision {
stage_polys: vec![two_segment_floor()], stage_polys: vec![two_segment_floor()],
..crate::stage::line::StageCollision::default()
}; };
let mut surface = FighterSurfaceState::Grounded { let mut surface = FighterSurfaceState::Grounded {
line_id: StageLineID { line_id: StageLineID {
@@ -369,6 +371,7 @@ mod tests {
let mut translation = FighterTranslation(FGVec2::lit("11", "0")); let mut translation = FighterTranslation(FGVec2::lit("11", "0"));
let previous_translation = FighterPreviousTranslation(translation.0); let previous_translation = FighterPreviousTranslation(translation.0);
let mut velocity = FighterVelocity::default(); let mut velocity = FighterVelocity::default();
let mut ledge_info = FighterLedgeInformation::default();
let mut ecb = FighterECB { let mut ecb = FighterECB {
bottom: FGVec2::lit("0.0", "-0.5"), bottom: FGVec2::lit("0.0", "-0.5"),
top: FGVec2::lit("0.0", "0.5"), top: FGVec2::lit("0.0", "0.5"),
@@ -384,11 +387,16 @@ mod tests {
velocity: &mut velocity, velocity: &mut velocity,
surface: &mut surface, surface: &mut surface,
ecb: &mut ecb, ecb: &mut ecb,
ledge_info: &mut ledge_info,
prev_ecb: &previous_ecb, prev_ecb: &previous_ecb,
stage_collision: &stage_collision, stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 10, leave_ground_ecb_lock_duration: 10,
presentation_snap: &mut presentation_snap, presentation_snap: &mut presentation_snap,
downward_stick_threshold: FGi32::ONE, downward_stick_threshold: FGi32::ONE,
fighter_ledge_collision_box: FGRect {
origin: FGVec2::ZERO,
end: FGVec2::ZERO,
},
}; };
assert!(matches!( assert!(matches!(
@@ -414,6 +422,7 @@ mod tests {
(FGVec2::lit("10", "0"), StagePolyLineSegmentType::Floor), (FGVec2::lit("10", "0"), StagePolyLineSegmentType::Floor),
], ],
)], )],
..crate::stage::line::StageCollision::default()
}; };
let mut surface = FighterSurfaceState::Grounded { let mut surface = FighterSurfaceState::Grounded {
line_id: StageLineID { line_id: StageLineID {
@@ -432,6 +441,7 @@ mod tests {
}; };
let previous_ecb = FighterPreviousECB::from(ecb); let previous_ecb = FighterPreviousECB::from(ecb);
let mut presentation_snap = crate::fighter::FighterPresentationSnap::default(); let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
let mut ledge_info = FighterLedgeInformation::default();
let mut context = CollisionContext { let mut context = CollisionContext {
translation: &mut translation, translation: &mut translation,
prev_translation: &previous_translation, prev_translation: &previous_translation,
@@ -439,11 +449,16 @@ mod tests {
velocity: &mut velocity, velocity: &mut velocity,
surface: &mut surface, surface: &mut surface,
ecb: &mut ecb, ecb: &mut ecb,
ledge_info: &mut ledge_info,
prev_ecb: &previous_ecb, prev_ecb: &previous_ecb,
stage_collision: &stage_collision, stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 10, leave_ground_ecb_lock_duration: 10,
presentation_snap: &mut presentation_snap, presentation_snap: &mut presentation_snap,
downward_stick_threshold: FGi32::ONE, downward_stick_threshold: FGi32::ONE,
fighter_ledge_collision_box: FGRect {
origin: FGVec2::ZERO,
end: FGVec2::ZERO,
},
}; };
assert!(matches!( assert!(matches!(
@@ -479,3 +494,27 @@ pub fn grounded_movement_standstill_common_interrupts(
None None
} }
} }
pub fn perform_wavedash(input: &FighterInput, game_settings: &GameSettings) -> FighterState {
// If aiming sideways and in the deadzone, do a perfect wavedash
// TODO: Improve this so we don't have to go through the airborne state first
let mut wavedash_dir =
input
.get_last_frame()
.movement
.normalize_or_zero();
let movement = input.get_last_frame().movement;
if movement.y.is_zero() && !movement.x.is_zero() {
wavedash_dir.y =
-game_settings.input_common.stick_deadzone - FGi32::lit("-0.01");
wavedash_dir.x = movement.x.signum();
}
if wavedash_dir == FGVec2::ZERO {
wavedash_dir = FGVec2::lit("0.0", "-1.0");
}
FighterState::AirDodge(AirDodgeState {
direction: wavedash_dir.normalize_or_zero(),
})
}
+102 -16
View File
@@ -1,20 +1,39 @@
use crate::fighter::{ use bevy::{asset::Assets, log::error};
attack::{AttackKind, update_active_hitbox_list},
state::{ use crate::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl, fighter::{
InterruptContext, UpdateContext, wait::WaitState, attack::{AttackKind, FighterAttackScriptAssets, update_active_attack},
state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
InterruptContext, UpdateContext, ground, wait::WaitState,
},
}, },
scripting::FighterAttackScript,
}; };
#[derive(Clone, Debug, Hash)] #[derive(Clone, Debug, Hash)]
pub struct GroundAttackState { pub struct GroundAttackState {
pub attack_kind: AttackKind, pub attack_kind: AttackKind,
pub use_root_motion: bool,
} }
impl FighterStateImpl for GroundAttackState { impl FighterStateImpl for GroundAttackState {
const NAME: &'static str = "GroundAttack"; const NAME: &'static str = "GroundAttack";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> { fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
// Allow interrupting dash attack only into an up/down smash
if let AttackKind::DashAttack = self.attack_kind {
if state_context.get_current_animation_frame() < state_context.fighter_attributes.dash_attack_cancel_window {
if let Some(state) = check_interrupt(state_context) {
if let FighterState::GroundAttack(state) = state {
if matches!(state.attack_kind, AttackKind::UpSmash) || matches!(state.attack_kind, AttackKind::DownSmash) {
return Some(FighterState::GroundAttack(state));
}
}
}
}
}
if state_context.is_current_animation_finished() { if state_context.is_current_animation_finished() {
Some(FighterState::Wait(WaitState)) Some(FighterState::Wait(WaitState))
} else { } else {
@@ -28,28 +47,41 @@ impl FighterStateImpl for GroundAttackState {
.attack_scripts .attack_scripts
.get(&state_context.attack_script_assets.scripts[&self.attack_kind]); .get(&state_context.attack_script_assets.scripts[&self.attack_kind]);
if let Some(script) = script { if let Some(script) = script {
update_active_hitbox_list( update_active_attack(
script, script,
&mut state_context state_context
.hitboxes .hitboxes
.0 .0
.as_mut() .as_mut()
.expect("ground attack must have active hitboxes") .expect("ground attack must have active hitboxes"),
.active_hitboxes,
animation_frame, animation_frame,
); );
// root motion
if script.use_root_motion {
state_context.velocity.0.x = state_context.animation_root_motion_delta.x;
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
);
} else {
ground::update_friction_motion(state_context);
}
} }
} }
fn on_enter(&mut self, state_context: &mut EnterContext) { fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context
.input
.consume_command(crate::input::FighterCommands::Attack);
state_context.play_animation(self.attack_kind.get_animation(), false); state_context.play_animation(self.attack_kind.get_animation(), false);
let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone(); let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone();
state_context.hitboxes.0 = Some(crate::fighter::FighterActiveAttack { state_context.hitboxes.0 = Some(crate::fighter::FighterActiveAttack {
kind: self.attack_kind, kind: self.attack_kind,
script, script: script.clone(),
active_hitboxes: Vec::new(), active_hitboxes: Vec::new(),
solved_hitboxes: Vec::new(), solved_hitboxes: Vec::new(),
hit_fighters: Vec::new(), hit_groups: Vec::new(),
stalled: false, stalled: false,
}); });
} }
@@ -60,9 +92,9 @@ impl FighterStateImpl for GroundAttackState {
fn check_collision_interrupt( fn check_collision_interrupt(
&mut self, &mut self,
_state_context: &mut CollisionContext, state_context: &mut CollisionContext,
) -> Option<FighterState> { ) -> Option<FighterState> {
None ground::collision_interrupt(state_context, !self.use_root_motion)
} }
fn is_visually_grounded<'a>(&'a self) -> bool { fn is_visually_grounded<'a>(&'a self) -> bool {
@@ -70,6 +102,51 @@ impl FighterStateImpl for GroundAttackState {
} }
} }
impl GroundAttackState {
fn create(
attack_kind: AttackKind,
attack_script_assets: &FighterAttackScriptAssets,
attack_scripts: &Assets<FighterAttackScript>,
) -> Result<Self, AirAttackStateCreateError> {
let asset_script = attack_script_assets.scripts.get(&attack_kind).ok_or(
AirAttackStateCreateError::AttackScriptAssetNotFound {
attack: attack_kind,
},
)?;
let script = attack_scripts.get(asset_script).ok_or(
AirAttackStateCreateError::AttackScriptNotFound {
attack: attack_kind,
},
)?;
Ok(Self {
attack_kind,
use_root_motion: script.use_root_motion
})
}
}
#[derive(thiserror::Error, Debug)]
pub enum AirAttackStateCreateError {
#[error("Attack script: {attack:?} not found")]
AttackScriptNotFound { attack: AttackKind },
#[error("Attack script asset: {attack:?} not found")]
AttackScriptAssetNotFound { attack: AttackKind },
}
pub fn check_interrupt_shared(state_context: &InterruptContext, attack_kind: AttackKind) -> Option<FighterState> {
let state = GroundAttackState::create(attack_kind, state_context.attack_script_assets, state_context.attack_scripts);
match state {
Ok(state) => Some(FighterState::GroundAttack(state)),
Err(create_error) => {
error!("{}", create_error);
None
},
}
}
pub fn check_interrupt(state_context: &InterruptContext) -> Option<FighterState> { pub fn check_interrupt(state_context: &InterruptContext) -> Option<FighterState> {
if state_context if state_context
.input .input
@@ -79,9 +156,18 @@ pub fn check_interrupt(state_context: &InterruptContext) -> Option<FighterState>
.input .input
.get_attack_command_type() .get_attack_command_type()
.to_attack_kind_grounded(); .to_attack_kind_grounded();
Some(FighterState::GroundAttack(GroundAttackState { check_interrupt_shared(state_context, attack_kind)
attack_kind, } else {
})) None
}
}
pub fn check_interrupt_dash_attack(state_context: &InterruptContext) -> Option<FighterState> {
if state_context
.input
.has_command(crate::input::FighterCommands::Attack)
{
check_interrupt_shared(state_context, AttackKind::DashAttack)
} else { } else {
None None
} }
+3 -3
View File
@@ -11,8 +11,7 @@ use crate::{
land::LandingType, land::LandingType,
wait::WaitState, wait::WaitState,
}, },
}, }, math::{int::FGi32, vec::FGVec2},
math::int::FGi32,
}; };
#[derive(Clone, Debug, Hash)] #[derive(Clone, Debug, Hash)]
@@ -103,6 +102,7 @@ impl FighterStateImpl for HitstunState {
HitstopStateKind::Airborne => AnimKind::FlinchAir, HitstopStateKind::Airborne => AnimKind::FlinchAir,
}; };
state_context.play_animation(animation, false); state_context.play_animation(animation, false);
state_context.velocity.0 = FGVec2::ZERO;
} }
fn on_exit(&mut self, _state_context: &mut ExitContext) {} fn on_exit(&mut self, _state_context: &mut ExitContext) {}
@@ -114,7 +114,7 @@ impl FighterStateImpl for HitstunState {
match &mut self.hitstop_kind { match &mut self.hitstop_kind {
HitstopStateKind::Grounded => collision_interrupt(state_context, true), HitstopStateKind::Grounded => collision_interrupt(state_context, true),
HitstopStateKind::Airborne => { HitstopStateKind::Airborne => {
air::collision_interrupt(state_context, LandingType::Normal) air::collision_interrupt(state_context, LandingType::Normal, false)
} }
} }
} }
+66 -58
View File
@@ -1,18 +1,10 @@
use bevy::prelude::*;
use crate::{ use crate::{
fighter::{ fighter::{
animation::AnimKind, animation::AnimKind, state::{
state::{ CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, ground::{self}, ground_attack,
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext,
air::{self, AirborneStateCommon},
air_dodge::{self, AirDodgeState},
ground,
}, },
}, }, input::{DigitalAction, FighterCommands},
input::FighterCommands,
math::{int::FGi32, vec::FGVec2},
}; };
#[derive(Debug, Hash, Clone, Copy)] #[derive(Debug, Hash, Clone, Copy)]
pub enum JumpType { pub enum JumpType {
@@ -21,21 +13,30 @@ pub enum JumpType {
DoubleJump, DoubleJump,
} }
#[derive(Debug, Clone, Hash)]
pub enum JumpStateInitiator {
Tap,
Button,
}
#[derive(Debug, Clone, Hash)] #[derive(Debug, Clone, Hash)]
pub struct JumpState { pub struct JumpState {
jump_type: JumpType, pub jump_type: JumpType,
airborne_state_common: AirborneStateCommon, pub airborne_state_common: AirborneStateCommon,
pub initiator: JumpStateInitiator,
} }
#[derive(Debug, Clone, Hash)] #[derive(Debug, Clone, Hash)]
pub struct JumpSquatState { pub struct JumpSquatState {
pub duration_counter: u32, pub duration_counter: u32,
pub initiator: JumpStateInitiator,
} }
impl JumpSquatState { impl JumpSquatState {
pub fn create() -> Self { pub fn create(initiator: JumpStateInitiator) -> Self {
Self { Self {
duration_counter: 0, duration_counter: 0,
initiator,
} }
} }
} }
@@ -44,32 +45,25 @@ impl FighterStateImpl for JumpSquatState {
const NAME: &'static str = "JumpSquat"; const NAME: &'static str = "JumpSquat";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> { fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context) {
return Some(state);
}
// Special handling for wavedash from jump squat // Special handling for wavedash from jump squat
if state_context.input.has_command(FighterCommands::Shield) { if state_context.input.has_command(FighterCommands::Shield) {
// If aiming sideways and in the deadzone, do a perfect wavedash Some(ground::perform_wavedash(state_context.input, state_context.game_settings))
// TODO: Improve this so we don't have to go through the airborne state first
let mut wavedash_dir = state_context
.input
.get_last_frame()
.movement
.normalize_or_zero();
let movement = state_context.input.get_last_frame().movement;
if movement.y.is_zero() && !movement.x.is_zero() {
wavedash_dir.y =
-state_context.game_settings.input_common.stick_deadzone - FGi32::lit("-0.01");
wavedash_dir.x = movement.x.signum();
}
if wavedash_dir == FGVec2::ZERO {
wavedash_dir = FGVec2::lit("0.0", "-1.0");
}
Some(FighterState::AirDodge(AirDodgeState {
direction: wavedash_dir.normalize_or_zero(),
}))
} else if self.duration_counter >= state_context.fighter_attributes.jumpsquat_duration { } else if self.duration_counter >= state_context.fighter_attributes.jumpsquat_duration {
info!("Jump {}", state_context.input.get_last_frame().jump); let tap_jump_held = matches!(self.initiator, JumpStateInitiator::Tap)
let jump_type = if state_context.input.get_last_frame().jump { && state_context.input.get_last_frame().movement.y
> state_context
.game_settings
.input_common
.smash_input_axis_threshold;
let jump_type = if tap_jump_held
|| state_context
.input
.get_last_frame()
.is_held(DigitalAction::Jump)
{
JumpType::LongJump JumpType::LongJump
} else { } else {
JumpType::ShortHop JumpType::ShortHop
@@ -77,6 +71,7 @@ impl FighterStateImpl for JumpSquatState {
Some(FighterState::Jump(JumpState { Some(FighterState::Jump(JumpState {
jump_type, jump_type,
airborne_state_common: AirborneStateCommon::default(), airborne_state_common: AirborneStateCommon::default(),
initiator: self.initiator.clone(),
})) }))
} else { } else {
None None
@@ -97,7 +92,13 @@ impl FighterStateImpl for JumpSquatState {
fn on_enter(&mut self, state_context: &mut EnterContext) { fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::JumpSquat, false); state_context.play_animation(AnimKind::JumpSquat, false);
state_context.input.enable_hold_all(10);
state_context.input.clear_command(FighterCommands::Jump); state_context.input.clear_command(FighterCommands::Jump);
state_context.input.clear_command(FighterCommands::TapJump);
}
fn on_exit(&mut self, state_context: &mut crate::fighter::state::ExitContext) {
state_context.input.disable_hold_all();
} }
fn is_visually_grounded<'a>(&'a self) -> bool { fn is_visually_grounded<'a>(&'a self) -> bool {
@@ -108,14 +109,7 @@ impl FighterStateImpl for JumpSquatState {
impl FighterStateImpl for JumpState { impl FighterStateImpl for JumpState {
const NAME: &'static str = "Jump"; const NAME: &'static str = "Jump";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> { fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.input.has_command(FighterCommands::Jump) { air::air_interrupts_common(state_context, &self.airborne_state_common)
Some(FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
airborne_state_common: AirborneStateCommon::default(),
}))
} else {
air_dodge::check_input(state_context)
}
} }
fn update(&mut self, state_context: &mut UpdateContext) { fn update(&mut self, state_context: &mut UpdateContext) {
@@ -180,6 +174,7 @@ impl FighterStateImpl for JumpState {
air::collision_interrupt( air::collision_interrupt(
state_context, state_context,
crate::fighter::state::land::LandingType::Normal, crate::fighter::state::land::LandingType::Normal,
true,
) )
} }
@@ -199,20 +194,33 @@ impl FighterStateImpl for JumpState {
} }
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> { pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
state_context if state_context.input.has_command(FighterCommands::Jump) {
.input Some(FighterState::JumpSquat(JumpSquatState::create(
.has_command(FighterCommands::Jump) JumpStateInitiator::Button,
.then(|| FighterState::JumpSquat(JumpSquatState::create())) )))
} else if state_context.input.has_command(FighterCommands::TapJump) {
Some(FighterState::JumpSquat(JumpSquatState::create(
JumpStateInitiator::Tap,
)))
} else {
None
}
} }
pub fn check_input_double_jump(state_context: &InterruptContext) -> Option<FighterState> { pub fn check_input_double_jump(state_context: &InterruptContext) -> Option<FighterState> {
state_context if state_context.input.has_command(FighterCommands::Jump) {
.input Some(FighterState::Jump(JumpState {
.has_command(FighterCommands::Jump) jump_type: JumpType::DoubleJump,
.then(|| { airborne_state_common: AirborneStateCommon::default(),
FighterState::Jump(JumpState { initiator: JumpStateInitiator::Button,
jump_type: JumpType::DoubleJump, }))
airborne_state_common: AirborneStateCommon::default(), } else if state_context.input.has_command(FighterCommands::TapJump) {
}) Some(FighterState::Jump(JumpState {
}) jump_type: JumpType::DoubleJump,
airborne_state_common: AirborneStateCommon::default(),
initiator: JumpStateInitiator::Tap,
}))
} else {
None
}
} }
+155
View File
@@ -0,0 +1,155 @@
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::jump::{JumpState, JumpStateInitiator, JumpType};
use crate::fighter::state::wait::WaitState;
use crate::fighter::state::{FighterState, ground};
use crate::fighter::FighterFacingDirection;
use crate::input::FighterCommands;
use crate::math::int::FGi32;
use crate::math::vec::FGVec2;
use crate::stage::line::{StageLedgeSide, StageVertexID};
#[derive(Debug, Clone, Hash)]
pub enum LedgeAction {
Jump(JumpStateInitiator),
GetUp
}
#[derive(Debug, Clone, Hash)]
pub struct LedgeActionState {
pub ledge_id: StageVertexID,
pub ledge_action: LedgeAction,
pub is_in_grounded_phase: bool,
}
impl LedgeActionState {
pub fn create_jump(ledge_id: StageVertexID, initiator: JumpStateInitiator) -> Self {
LedgeActionState {
ledge_id,
ledge_action: LedgeAction::Jump(initiator),
is_in_grounded_phase: false,
}
}
pub fn create_getup(ledge_id: StageVertexID) -> Self {
LedgeActionState {
ledge_id,
ledge_action: LedgeAction::GetUp,
is_in_grounded_phase: false,
}
}
}
impl FighterStateImpl for LedgeActionState {
const NAME: &'static str = "LedgeAction";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
match &self.ledge_action {
LedgeAction::Jump(initiator) => {
if state_context.is_current_animation_finished() {
if state_context.input.has_command(FighterCommands::Shield) {
Some(ground::perform_wavedash(state_context.input, state_context.game_settings))
} else {
Some(FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
airborne_state_common: AirborneStateCommon::default(),
initiator: initiator.clone()
}))
}
} else {
None
}
},
LedgeAction::GetUp => {
if state_context.is_current_animation_finished() {
Some(FighterState::Wait(WaitState))
} else {
None
}
},
}
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
match self.ledge_action {
LedgeAction::Jump(_) => {
state_context.play_animation(AnimKind::LedgeJump, false);
state_context.input.enable_hold_all(10);
state_context.input.clear_command(FighterCommands::Jump);
state_context.input.clear_command(FighterCommands::TapJump);
},
LedgeAction::GetUp => {
state_context.play_animation(AnimKind::LedgeGetUp, false);
},
}
state_context.velocity.0 = FGVec2::ZERO;
state_context.knockback_velocity.0 = FGVec2::ZERO;
let Some(ledge) = state_context.stage_collision.find_ledge_by_vertex(self.ledge_id) else {
return;
};
state_context.translation.0 = ledge.position;
*state_context.facing_direction = match ledge.hang_side {
StageLedgeSide::Left => FighterFacingDirection::Right,
StageLedgeSide::Right => FighterFacingDirection::Left,
};
if let Some(root_position) = state_context.initial_animation_root_position() {
state_context.translation.0 = root_position;
}
state_context.presentation_snap.0 = true;
}
fn update(&mut self, state_context: &mut UpdateContext) {
if !self.is_in_grounded_phase {
let root_pos = state_context.animation_root_position.unwrap_or_default();
let Some(ledge) = state_context.stage_collision.find_ledge_by_vertex(self.ledge_id) else {
return;
};
let ledge_pos = ledge.position;
let ledge_modifier = match ledge.hang_side {
StageLedgeSide::Left => FGi32::ONE,
StageLedgeSide::Right => FGi32::NEG_ONE,
};
let normalized_root_position = root_pos - ledge_pos;
let normalized_root_position = FGVec2::new(normalized_root_position.x * ledge_modifier, normalized_root_position.y);
if normalized_root_position.x.is_positive() && normalized_root_position.y.is_positive() {
let Some((segment_id, _)) = state_context
.stage_collision
.find_ledge_ground_segment(self.ledge_id)
else {
return;
};
self.is_in_grounded_phase = true;
state_context.translation.0 = ledge.position;
state_context.surface.land(segment_id, state_context.ledge_info);
}
}
if self.is_in_grounded_phase {
state_context.velocity.0.x = state_context.animation_root_motion_delta.x;
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
);
} else {
if let Some(root_position) = state_context.animation_root_position {
state_context.translation.0 = root_position;
}
}
}
fn check_collision_interrupt(
&mut self,
_state_context: &mut CollisionContext,
) -> Option<FighterState> {
None
}
fn is_visually_grounded<'a>(&'a self) -> bool {
self.is_in_grounded_phase
}
}
+73
View File
@@ -0,0 +1,73 @@
use super::{
EnterContext, FighterStateImpl, InterruptContext, UpdateContext,
};
use crate::fighter::{FighterFacingDirection, FighterInvulnerabilityState};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::{ExitContext, FighterState};
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::ledge_wait::LedgeWaitState;
use crate::stage::line::{StageLedgeSide, StageVertexID};
#[derive(Debug, Clone, Hash)]
pub struct LedgeGrabState {
ledge_id: StageVertexID
}
impl LedgeGrabState {
pub fn new(ledge_id: StageVertexID) -> Self {
Self {
ledge_id
}
}
}
impl FighterStateImpl for LedgeGrabState {
const NAME: &'static str = "LedgeGrab";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
Some(FighterState::LedgeWait(LedgeWaitState {
airborne_state_common: AirborneStateCommon::default(),
ledge_id: self.ledge_id.clone()
}))
} else {
None
}
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::LedgeGrab, false);
*state_context.vulnerability = FighterInvulnerabilityState::Intangible {
frames_remaining: None,
};
let Some(ledge) = state_context.stage_collision.find_ledge_by_vertex(self.ledge_id) else {
return;
};
state_context.translation.0 = ledge.position;
*state_context.facing_direction = match ledge.hang_side {
StageLedgeSide::Left => FighterFacingDirection::Right,
StageLedgeSide::Right => FighterFacingDirection::Left,
};
if let Some(root_position) = state_context.initial_animation_root_position() {
state_context.translation.0 = root_position;
}
state_context.presentation_snap.0 = true;
}
fn on_exit(&mut self, state_context: &mut ExitContext) {
*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
}
fn is_visually_grounded<'a>(&'a self) -> bool {
false
}
fn update(&mut self, state_context: &mut UpdateContext) {
if let Some(root_position) = state_context.animation_root_position {
state_context.translation.0 = root_position;
}
}
}
+165
View File
@@ -0,0 +1,165 @@
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::fall::FallState;
use crate::fighter::state::FighterState;
use crate::fighter::state::jump::JumpStateInitiator;
use crate::fighter::state::ledge_action::{LedgeActionState};
use crate::fighter::{FighterFacingDirection, FighterInvulnerabilityState};
use crate::input::FighterCommands;
use crate::math::vec::FGVec2;
use crate::stage::line::{StageLedgeSide, StageVertexID};
#[derive(Debug, Clone, Hash)]
pub struct LedgeWaitState {
pub airborne_state_common: AirborneStateCommon,
pub ledge_id: StageVertexID,
}
impl FighterStateImpl for LedgeWaitState {
const NAME: &'static str = "LedgeWait";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.input.has_command(FighterCommands::Jump) {
return Some(FighterState::LedgeAction(LedgeActionState::create_jump(self.ledge_id, JumpStateInitiator::Button)));
} else if state_context.input.has_command(FighterCommands::TapJump) {
return Some(FighterState::LedgeAction(LedgeActionState::create_jump(self.ledge_id, JumpStateInitiator::Tap)));
}
if is_ledge_getup_input(state_context.input.get_last_frame().movement.x,
state_context.game_settings.input_common.run_stick_threshold,
state_context.facing_direction) {
return Some(FighterState::LedgeAction(LedgeActionState::create_getup(self.ledge_id)));
}
if is_ledge_drop_input(state_context.input.get_last_frame().movement.x,
state_context.game_settings.input_common.run_stick_threshold,
state_context.facing_direction) {
state_context.ledge_grab_lockout.start(
state_context
.game_settings
.fighter_common
.ledge_drop_regrab_lockout_duration_frames,
);
return Some(FighterState::Fall(FallState::new(
AirborneStateCommon { is_fast_falling: false },
)));
}
if is_ledge_drop_fastfall_input(
state_context.input.get_last_frame().movement.y,
state_context.game_settings.input_common.run_stick_threshold,
) {
state_context.ledge_grab_lockout.start(
state_context
.game_settings
.fighter_common
.ledge_drop_regrab_lockout_duration_frames,
);
return Some(FighterState::Fall(FallState::new(
AirborneStateCommon { is_fast_falling: true },
)));
}
None
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.velocity.0 = FGVec2::ZERO;
state_context.knockback_velocity.0 = FGVec2::ZERO;
if state_context.ledge_info.grab_count < state_context.game_settings.fighter_common.max_ledge_grab_count {
*state_context.vulnerability = FighterInvulnerabilityState::Intangible {
frames_remaining: Some(
state_context
.game_settings
.fighter_common
.ledge_grab_invulnerability_duration,
),
};
}
state_context.ledge_info.grab_count = state_context.ledge_info.grab_count.saturating_add(1);
let Some(ledge) = state_context.stage_collision.find_ledge_by_vertex(self.ledge_id) else {
return;
};
state_context.translation.0 = ledge.position;
*state_context.facing_direction = match ledge.hang_side {
StageLedgeSide::Left => FighterFacingDirection::Right,
StageLedgeSide::Right => FighterFacingDirection::Left,
};
state_context.play_animation(AnimKind::LedgeWait, true);
if let Some(root_position) = state_context.initial_animation_root_position() {
state_context.translation.0 = root_position;
}
state_context.presentation_snap.0 = true;
}
fn update(&mut self, state_context: &mut UpdateContext) {
if let Some(root_position) = state_context.animation_root_position {
state_context.translation.0 = root_position;
}
}
fn check_collision_interrupt(
&mut self,
_state_context: &mut CollisionContext,
) -> Option<FighterState> {
None
}
fn is_visually_grounded<'a>(&'a self) -> bool {
false
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::math::int::FGi32;
#[test]
fn ledge_drop_uses_the_run_stick_threshold() {
let threshold = FGi32::lit("0.625");
assert!(is_ledge_drop_fastfall_input(FGi32::lit("-0.625"), threshold));
assert!(is_ledge_drop_fastfall_input(FGi32::lit("-1.0"), threshold));
assert!(!is_ledge_drop_fastfall_input(FGi32::lit("-0.624"), threshold));
}
}
fn is_ledge_drop_fastfall_input(
vertical_input: crate::math::int::FGi32,
threshold: crate::math::int::FGi32,
) -> bool {
vertical_input <= -threshold
}
fn is_ledge_drop_input(
horizontal_input: crate::math::int::FGi32,
threshold: crate::math::int::FGi32,
facing_dir: &FighterFacingDirection,
) -> bool {
let dir = facing_dir.to_sign();
if horizontal_input.abs() > threshold {
if dir != horizontal_input.signum() {
return true;
}
}
false
}
fn is_ledge_getup_input(
horizontal_input: crate::math::int::FGi32,
threshold: crate::math::int::FGi32,
facing_dir: &FighterFacingDirection,
) -> bool {
let dir = facing_dir.to_sign();
if horizontal_input.abs() > threshold {
if dir == horizontal_input.signum() {
return true;
}
}
false
}
+326 -23
View File
@@ -11,26 +11,37 @@ use crate::fighter::attack::{
FighterStaleMoveQueue, HitStop, FighterStaleMoveQueue, HitStop,
}; };
use crate::fighter::attributes::FighterAttributes; use crate::fighter::attributes::FighterAttributes;
use crate::fighter::baked_animation::BakedFighterAnimations; use crate::fighter::baked_animation::{BakedFighterAnimations, FighterBoneMatrices};
use crate::fighter::ecb::FighterPreviousECB; use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::manifest::FighterManifest; use crate::fighter::manifest::FighterManifest;
use crate::fighter::state::hitstun::HitstunState; use crate::fighter::state::hitstun::HitstunState;
use crate::fighter::surface::EcbLockPolicy;
use crate::fighter::visual::FighterAnimations; use crate::fighter::visual::FighterAnimations;
use crate::fighter::{ use crate::fighter::{
Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, Fighter, FighterDamage, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole,
FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity, FighterInvulnerabilityState, FighterLedgeInformation, FighterPendingRespawn,
FighterPresentationSnap, FighterPresentationSnap, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation,
FighterVelocity,
}; };
use crate::fighter::surface::EcbLockPolicy;
use crate::game_settings::GameSettings; use crate::game_settings::GameSettings;
use crate::input::FighterInput; use crate::input::FighterInput;
use crate::match_loading::MatchConfig;
use crate::match_runtime::MatchState;
use crate::math::int::FGi32; use crate::math::int::FGi32;
use crate::math::rect::FGRect;
use crate::math::vec::FGVec2;
use crate::math::vec3::FGVec3;
use crate::player::Player;
use crate::scripting::FighterAttackScript; use crate::scripting::FighterAttackScript;
use crate::stage::line::StageCollision; use crate::stage::line::StageCollision;
use crate::stage::manifest::{StageManifest, StageManifestRegistry};
pub mod air; pub mod air;
pub mod air_attack;
pub mod air_dodge; pub mod air_dodge;
pub mod angel;
pub mod crouch;
pub mod dash; pub mod dash;
pub mod fall; pub mod fall;
pub mod ground; pub mod ground;
@@ -38,12 +49,14 @@ pub mod ground_attack;
pub mod hitstun; pub mod hitstun;
pub mod jump; pub mod jump;
pub mod land; pub mod land;
pub mod platform_pass;
pub mod run; pub mod run;
pub mod turn; pub mod turn;
pub mod wait; pub mod wait;
pub mod walk; pub mod walk;
pub mod crouch; pub mod ledge_wait;
pub mod platform_pass; pub mod ledge_action;
pub mod ledge_grab;
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)] #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum SurfacePolicy { pub enum SurfacePolicy {
@@ -127,11 +140,14 @@ pub struct AnimationStatus {
pub struct InterruptContext<'a> { pub struct InterruptContext<'a> {
pub input: &'a FighterInput, pub input: &'a FighterInput,
pub facing_direction: &'a mut FighterFacingDirection, pub facing_direction: &'a mut FighterFacingDirection,
pub ledge_grab_lockout: &'a mut FighterLedgeInformation,
pub game_settings: &'a GameSettings, pub game_settings: &'a GameSettings,
pub fighter_attributes: &'a FighterAttributes, pub fighter_attributes: &'a FighterAttributes,
pub surface: &'a FighterSurfaceState, pub surface: &'a FighterSurfaceState,
pub animation: AnimationStatus, pub animation: AnimationStatus,
pub stage_collision: &'a StageCollision, pub stage_collision: &'a StageCollision,
pub attack_scripts: &'a Assets<FighterAttackScript>,
pub attack_script_assets: &'a FighterAttackScriptAssets,
} }
impl InterruptContext<'_> { impl InterruptContext<'_> {
@@ -148,25 +164,50 @@ pub struct EnterContext<'a> {
pub input: &'a mut FighterInput, pub input: &'a mut FighterInput,
pub hitboxes: &'a mut FighterHitboxes, pub hitboxes: &'a mut FighterHitboxes,
pub velocity: &'a mut FighterVelocity, pub velocity: &'a mut FighterVelocity,
pub translation: &'a mut FighterTranslation,
pub knockback_velocity: &'a mut FighterKnockbackVelocity, pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub stale_move_queue: &'a mut FighterStaleMoveQueue, pub stale_move_queue: &'a mut FighterStaleMoveQueue,
pub facing_direction: &'a mut FighterFacingDirection, pub facing_direction: &'a mut FighterFacingDirection,
pub animation_frame: &'a mut FighterAnimationFrame, pub animation_frame: &'a mut FighterAnimationFrame,
pub presentation_snap: &'a mut FighterPresentationSnap,
pub surface: &'a mut FighterSurfaceState, pub surface: &'a mut FighterSurfaceState,
pub vulnerability: &'a mut FighterInvulnerabilityState,
pub ledge_info: &'a mut FighterLedgeInformation,
pub fighter_attributes: &'a FighterAttributes, pub fighter_attributes: &'a FighterAttributes,
pub attack_script_assets: &'a FighterAttackScriptAssets, pub attack_script_assets: &'a FighterAttackScriptAssets,
pub game_settings: &'a GameSettings, pub game_settings: &'a GameSettings,
pub stage_collision: &'a StageCollision,
baked_animations: &'a BakedFighterAnimations,
model_scale: FGi32,
} }
impl EnterContext<'_> { impl EnterContext<'_> {
pub fn play_animation(&mut self, kind: AnimKind, repeat: bool) { pub fn play_animation(&mut self, kind: AnimKind, repeat: bool) {
self.animation_frame.reset(kind, repeat); self.animation_frame.reset(kind, repeat);
} }
/// World-space root position authored for frame zero of the animation most
/// recently selected with [`Self::play_animation`].
pub fn initial_animation_root_position(&self) -> Option<FGVec2> {
let position = self
.baked_animations
.initial_root_position(self.animation_frame.kind, self.model_scale)?;
Some(
self.translation.0
+ animation_position_to_gameplay(position, self.facing_direction),
)
}
pub fn get_animation_duration(&self, kind: AnimKind) -> Option<usize> {
self.baked_animations.get_animation_duration(kind)
}
} }
pub struct ExitContext<'a> { pub struct ExitContext<'a> {
pub input: &'a mut FighterInput,
pub hitboxes: &'a mut FighterHitboxes, pub hitboxes: &'a mut FighterHitboxes,
pub surface: &'a mut FighterSurfaceState, pub surface: &'a mut FighterSurfaceState,
pub vulnerability: &'a mut FighterInvulnerabilityState,
} }
pub struct UpdateContext<'a> { pub struct UpdateContext<'a> {
@@ -177,12 +218,28 @@ pub struct UpdateContext<'a> {
pub velocity: &'a mut FighterVelocity, pub velocity: &'a mut FighterVelocity,
pub surface: &'a mut FighterSurfaceState, pub surface: &'a mut FighterSurfaceState,
pub knockback_velocity: &'a mut FighterKnockbackVelocity, pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub vulnerability: &'a mut FighterInvulnerabilityState,
pub ledge_info: &'a mut FighterLedgeInformation,
pub game_settings: &'a GameSettings, pub game_settings: &'a GameSettings,
/// Root motion in the fighter's gameplay plane: X is world-right and Y is
/// world-up. Animation +Z is forward and is mirrored by facing direction.
pub animation_root_motion_delta: FGVec2,
/// Current world-space root position implied by this animation frame.
/// States opt into root motion by assigning this to [`FighterTranslation`].
pub animation_root_position: Option<FGVec2>,
pub animation_frame: u32, pub animation_frame: u32,
pub fighter_attributes: &'a FighterAttributes, pub fighter_attributes: &'a FighterAttributes,
pub attack_scripts: &'a Assets<FighterAttackScript>, pub attack_scripts: &'a Assets<FighterAttackScript>,
pub attack_script_assets: &'a FighterAttackScriptAssets, pub attack_script_assets: &'a FighterAttackScriptAssets,
pub facing_direction: &'a FighterFacingDirection, pub facing_direction: &'a FighterFacingDirection,
pub stage_collision: &'a StageCollision,
}
fn animation_position_to_gameplay(
position: FGVec3,
facing_direction: &FighterFacingDirection,
) -> FGVec2 {
FGVec2::new(position.z * facing_direction.to_sign(), position.y)
} }
impl UpdateContext<'_> { impl UpdateContext<'_> {
@@ -202,16 +259,19 @@ pub struct CollisionContext<'a> {
pub stage_collision: &'a StageCollision, pub stage_collision: &'a StageCollision,
pub leave_ground_ecb_lock_duration: u32, pub leave_ground_ecb_lock_duration: u32,
pub presentation_snap: &'a mut FighterPresentationSnap, pub presentation_snap: &'a mut FighterPresentationSnap,
pub ledge_info: &'a mut FighterLedgeInformation,
pub fighter_ledge_collision_box: FGRect,
pub downward_stick_threshold: FGi32, pub downward_stick_threshold: FGi32,
} }
impl CollisionContext<'_> { impl CollisionContext<'_> {
pub fn air_collide_with_stage( pub fn air_collide_with_stage(
&self, &self,
can_ignore_soft_platforms: bool,
) -> Option<crate::fighter::collision::AirCollisionWithStageResult> { ) -> Option<crate::fighter::collision::AirCollisionWithStageResult> {
let ignored_polys = self.surface.ignored_polygon_ids(); let ignored_polys = self.surface.ignored_polygon_ids();
let ignore_soft_platforms = self.input.get_last_frame().movement.y let ignore_soft_platforms = can_ignore_soft_platforms
<= -self.downward_stick_threshold; && self.input.get_last_frame().movement.y <= -self.downward_stick_threshold;
crate::fighter::collision::air_collide_with_stage( crate::fighter::collision::air_collide_with_stage(
self.prev_translation, self.prev_translation,
self.translation, self.translation,
@@ -222,6 +282,17 @@ impl CollisionContext<'_> {
ignore_soft_platforms, ignore_soft_platforms,
) )
} }
pub fn air_collide_with_ledges(
&self,
) -> Option<crate::fighter::collision::AirCollisionWithLedgeResult> {
if self.ledge_info.is_regrab_lockout_active() {
return None;
}
crate::fighter::collision::air_collide_with_ledges(
&self.fighter_ledge_collision_box,
self.stage_collision,
)
}
} }
fighter_states! { fighter_states! {
@@ -235,10 +306,15 @@ fighter_states! {
JumpSquat => jump::JumpSquatState, JumpSquat => jump::JumpSquatState,
Jump => jump::JumpState, Jump => jump::JumpState,
Land => land::LandingState, Land => land::LandingState,
LedgeWait => ledge_wait::LedgeWaitState,
LedgeAction => ledge_action::LedgeActionState,
LedgeGrab => ledge_grab::LedgeGrabState,
AirDodge => air_dodge::AirDodgeState, AirDodge => air_dodge::AirDodgeState,
Turn => turn::TurnState, Turn => turn::TurnState,
GroundAttack => ground_attack::GroundAttackState, GroundAttack => ground_attack::GroundAttackState,
Hitstun => hitstun::HitstunState, Hitstun => hitstun::HitstunState,
Angel => angel::AngelState,
AirAttack => air_attack::AirAttackState,
} }
#[derive(QueryData)] #[derive(QueryData)]
@@ -257,7 +333,10 @@ pub struct FighterFrameQuery {
pub prev_ecb: &'static FighterPreviousECB, pub prev_ecb: &'static FighterPreviousECB,
pub facing_direction: &'static mut FighterFacingDirection, pub facing_direction: &'static mut FighterFacingDirection,
pub animation_frame: &'static mut FighterAnimationFrame, pub animation_frame: &'static mut FighterAnimationFrame,
pub vulnerability: &'static mut FighterInvulnerabilityState,
pub ledge_information: &'static mut FighterLedgeInformation,
pub fighter: &'static Fighter, pub fighter: &'static Fighter,
pub bone_matrices: &'static FighterBoneMatrices,
} }
impl<'w, 's> FighterFrameQueryItem<'w, 's> { impl<'w, 's> FighterFrameQueryItem<'w, 's> {
@@ -284,16 +363,21 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
baked_animations: &'a Assets<BakedFighterAnimations>, baked_animations: &'a Assets<BakedFighterAnimations>,
attributes: &'a FighterAttributes, attributes: &'a FighterAttributes,
stage_collision: &'a StageCollision, stage_collision: &'a StageCollision,
attack_scripts: &'a Assets<FighterAttackScript>,
attack_script_assets: &'a FighterAttackScriptAssets,
) -> InterruptContext<'a> { ) -> InterruptContext<'a> {
let animation = self.animation_status(animations, baked_animations); let animation = self.animation_status(animations, baked_animations);
InterruptContext { InterruptContext {
input: &self.input, input: &self.input,
facing_direction: &mut self.facing_direction, facing_direction: &mut self.facing_direction,
ledge_grab_lockout: &mut self.ledge_information,
game_settings, game_settings,
fighter_attributes: attributes, fighter_attributes: attributes,
animation, animation,
surface: &self.surface, surface: &self.surface,
stage_collision, stage_collision,
attack_script_assets: attack_script_assets,
attack_scripts,
} }
} }
@@ -302,26 +386,38 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
attributes: &'a FighterAttributes, attributes: &'a FighterAttributes,
attack_script_assets: &'a FighterAttackScriptAssets, attack_script_assets: &'a FighterAttackScriptAssets,
game_settings: &'a GameSettings, game_settings: &'a GameSettings,
stage_collision: &'a StageCollision,
baked_animations: &'a BakedFighterAnimations,
model_scale: FGi32,
) -> EnterContext<'a> { ) -> EnterContext<'a> {
EnterContext { EnterContext {
input: &mut self.input, input: &mut self.input,
hitboxes: &mut self.hitboxes, hitboxes: &mut self.hitboxes,
velocity: &mut self.velocity, velocity: &mut self.velocity,
knockback_velocity: &mut self.knockback_velocity, knockback_velocity: &mut self.knockback_velocity,
translation: &mut self.translation,
stale_move_queue: &mut self.stale_move_queue, stale_move_queue: &mut self.stale_move_queue,
facing_direction: &mut self.facing_direction, facing_direction: &mut self.facing_direction,
animation_frame: &mut self.animation_frame, animation_frame: &mut self.animation_frame,
surface: &mut self.surface, surface: &mut self.surface,
vulnerability: &mut self.vulnerability,
presentation_snap: &mut self.presentation_snap,
ledge_info: &mut self.ledge_information,
fighter_attributes: attributes, fighter_attributes: attributes,
attack_script_assets, attack_script_assets,
game_settings game_settings,
stage_collision,
baked_animations,
model_scale,
} }
} }
fn exit_context(&mut self) -> ExitContext<'_> { fn exit_context(&mut self) -> ExitContext<'_> {
ExitContext { ExitContext {
input: &mut self.input,
hitboxes: &mut self.hitboxes, hitboxes: &mut self.hitboxes,
surface: &mut self.surface, surface: &mut self.surface,
vulnerability: &mut self.vulnerability,
} }
} }
@@ -331,7 +427,16 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
attributes: &'a FighterAttributes, attributes: &'a FighterAttributes,
attack_scripts: &'a Assets<FighterAttackScript>, attack_scripts: &'a Assets<FighterAttackScript>,
attack_script_assets: &'a FighterAttackScriptAssets, attack_script_assets: &'a FighterAttackScriptAssets,
stage_collision: &'a StageCollision,
) -> UpdateContext<'a> { ) -> UpdateContext<'a> {
let animation_root_motion_delta = animation_position_to_gameplay(
self.bone_matrices.root_motion_delta(),
&self.facing_direction,
);
let animation_root_position = self
.bone_matrices
.root_motion_position()
.map(|_| self.translation.0 + animation_root_motion_delta);
UpdateContext { UpdateContext {
translation: &mut self.translation, translation: &mut self.translation,
prev_translation: &mut self.prev_translation, prev_translation: &mut self.prev_translation,
@@ -341,19 +446,29 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
surface: &mut self.surface, surface: &mut self.surface,
knockback_velocity: &mut self.knockback_velocity, knockback_velocity: &mut self.knockback_velocity,
game_settings, game_settings,
animation_root_motion_delta,
animation_root_position,
animation_frame: self.animation_frame.frame, animation_frame: self.animation_frame.frame,
vulnerability: &mut self.vulnerability,
ledge_info: &mut self.ledge_information,
fighter_attributes: attributes, fighter_attributes: attributes,
attack_scripts, attack_scripts,
attack_script_assets, attack_script_assets,
facing_direction: &self.facing_direction, facing_direction: &self.facing_direction,
stage_collision: &stage_collision,
} }
} }
fn collision_context<'a>( fn collision_context<'a>(
&'a mut self, &'a mut self,
stage_collision: &'a StageCollision, stage_collision: &'a StageCollision,
fighter_manifest: &'a FighterManifest,
game_settings: &'a GameSettings, game_settings: &'a GameSettings,
) -> CollisionContext<'a> { ) -> CollisionContext<'a> {
let fighter_ledge_collision_box = FGRect {
origin: self.translation.0 + fighter_manifest.ledge_grab_box_start,
end: self.translation.0 + fighter_manifest.ledge_grab_box_end,
};
CollisionContext { CollisionContext {
translation: &mut self.translation, translation: &mut self.translation,
prev_translation: &self.prev_translation, prev_translation: &self.prev_translation,
@@ -362,10 +477,14 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
velocity: &mut self.velocity, velocity: &mut self.velocity,
surface: &mut self.surface, surface: &mut self.surface,
ecb: &mut self.ecb, ecb: &mut self.ecb,
ledge_info: &mut self.ledge_information,
prev_ecb: &self.prev_ecb, prev_ecb: &self.prev_ecb,
stage_collision, stage_collision,
leave_ground_ecb_lock_duration: game_settings.fighter_common.leave_ground_ecb_frame_lock_duration, 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, downward_stick_threshold: game_settings.input_common.run_stick_threshold,
fighter_ledge_collision_box,
} }
} }
} }
@@ -378,14 +497,19 @@ pub struct StatefulFighterQuery {
pub animations: &'static FighterAnimations, pub animations: &'static FighterAnimations,
pub fighter: &'static Fighter, pub fighter: &'static Fighter,
pub attack_script_assets: &'static FighterAttackScriptAssets, pub attack_script_assets: &'static FighterAttackScriptAssets,
pub player: &'static Player,
pub pending_hit_reaction: &'static mut FighterPendingHitReaction, pub pending_hit_reaction: &'static mut FighterPendingHitReaction,
pub hitstop: &'static mut FighterHitstop, pub hitstop: &'static mut FighterHitstop,
pub ledge_info: &'static mut FighterLedgeInformation,
pub hitstop_shake: &'static mut FighterHitstopShake, pub hitstop_shake: &'static mut FighterHitstopShake,
pub pending_respawn: &'static mut FighterPendingRespawn,
pub damage: &'static mut FighterDamage,
} }
pub fn state_update_system( pub fn state_update_system(
mut query: Query<StatefulFighterQuery>, mut query: Query<StatefulFighterQuery>,
game_settings: Res<GameSettings>, game_settings: Res<GameSettings>,
stage_collision: Res<StageCollision>,
attack_scripts: Res<Assets<FighterAttackScript>>, attack_scripts: Res<Assets<FighterAttackScript>>,
manifests: Res<Assets<FighterManifest>>, manifests: Res<Assets<FighterManifest>>,
) { ) {
@@ -409,6 +533,7 @@ pub fn state_update_system(
&manifest.attributes, &manifest.attributes,
&attack_scripts, &attack_scripts,
&fighter.attack_script_assets, &fighter.attack_script_assets,
&stage_collision,
); );
state.update(&mut update_ctx); state.update(&mut update_ctx);
} }
@@ -420,7 +545,10 @@ fn transition_state(
frame: &mut FighterFrameQueryItem, frame: &mut FighterFrameQueryItem,
attributes: &FighterAttributes, attributes: &FighterAttributes,
attack_script_assets: &FighterAttackScriptAssets, attack_script_assets: &FighterAttackScriptAssets,
stage_collision: &StageCollision,
game_settings: &GameSettings, game_settings: &GameSettings,
baked_animations: &BakedFighterAnimations,
model_scale: FGi32,
) { ) {
let old_name = current.name(); let old_name = current.name();
let new_name = next.name(); let new_name = next.name();
@@ -429,10 +557,19 @@ fn transition_state(
if let SurfacePolicy::Airborne(lock_policy) = next.surface_policy() { if let SurfacePolicy::Airborne(lock_policy) = next.surface_policy() {
frame.surface.apply_airborne_policy( frame.surface.apply_airborne_policy(
lock_policy, lock_policy,
game_settings.fighter_common.leave_ground_ecb_frame_lock_duration, game_settings
.fighter_common
.leave_ground_ecb_frame_lock_duration,
); );
} }
next.on_enter(&mut frame.enter_context(attributes, attack_script_assets, game_settings)); next.on_enter(&mut frame.enter_context(
attributes,
attack_script_assets,
game_settings,
stage_collision,
baked_animations,
model_scale,
));
*current = next; *current = next;
info!("{} -> {}", old_name, new_name); info!("{} -> {}", old_name, new_name);
} }
@@ -442,6 +579,7 @@ pub fn state_interrupt_system(
game_settings: Res<GameSettings>, game_settings: Res<GameSettings>,
baked_animations: Res<Assets<BakedFighterAnimations>>, baked_animations: Res<Assets<BakedFighterAnimations>>,
fighter_manifests: Res<Assets<FighterManifest>>, fighter_manifests: Res<Assets<FighterManifest>>,
attack_scripts: Res<Assets<FighterAttackScript>>,
stage_collision: Res<StageCollision>, stage_collision: Res<StageCollision>,
) { ) {
for fighter in &mut query { for fighter in &mut query {
@@ -454,15 +592,19 @@ pub fn state_interrupt_system(
mut pending_hit_reaction, mut pending_hit_reaction,
mut hitstop, mut hitstop,
mut hitstop_shake, mut hitstop_shake,
..
} = fighter; } = fighter;
let manifest = fighter_manifests let manifest = fighter_manifests
.get(&fighter.manifest) .get(&fighter.manifest)
.expect("Fighter manifest should be valid"); .expect("Fighter manifest should be valid");
let baked = baked_animations
.get(&animations.baked)
.expect("Animation should exist");
let new_state = if let Some(reaction) = pending_hit_reaction.take() { let new_state = if let Some(reaction) = pending_hit_reaction.take() {
hitstop.remaining_frames = *reaction.hitstop_frames; hitstop.remaining_frames = *reaction.victim_hitstop_frames;
let shake_frames = reaction let shake_frames = reaction
.hitstop_frames .victim_hitstop_frames
.calculate_shake_frames(&game_settings); .calculate_shake_frames(&game_settings);
hitstop_shake.role = FighterHitstopShakeRole::Receiver; hitstop_shake.role = FighterHitstopShakeRole::Receiver;
hitstop_shake.total_frames = shake_frames; hitstop_shake.total_frames = shake_frames;
@@ -481,7 +623,7 @@ pub fn state_interrupt_system(
if let hitstun::HitstopStateKind::Grounded = hitstop_kind { if let hitstun::HitstopStateKind::Grounded = hitstop_kind {
let straight_up_angle = FGi32::lit("90.0"); let straight_up_angle = FGi32::lit("90.0");
if reaction.hitstop_frames if reaction.victim_hitstop_frames
>= HitStop::new(game_settings.fighter_common.tumble_bounce_hitstop_threshold) >= HitStop::new(game_settings.fighter_common.tumble_bounce_hitstop_threshold)
{ {
hitstop_kind = hitstun::HitstopStateKind::Airborne; hitstop_kind = hitstun::HitstopStateKind::Airborne;
@@ -516,7 +658,9 @@ pub fn state_interrupt_system(
animations, animations,
&baked_animations, &baked_animations,
&manifest.attributes, &manifest.attributes,
&stage_collision &stage_collision,
&attack_scripts,
attack_script_assets,
)) ))
}; };
@@ -527,7 +671,10 @@ pub fn state_interrupt_system(
&mut frame, &mut frame,
&manifest.attributes, &manifest.attributes,
attack_script_assets, attack_script_assets,
&stage_collision,
&game_settings, &game_settings,
baked,
manifest.model_scale,
); );
}; };
} }
@@ -538,25 +685,105 @@ pub fn state_collision_interrupt_system(
stage_collision: Res<StageCollision>, stage_collision: Res<StageCollision>,
fighter_manifests: Res<Assets<FighterManifest>>, fighter_manifests: Res<Assets<FighterManifest>>,
game_settings: Res<GameSettings>, game_settings: Res<GameSettings>,
match_config: Res<MatchConfig>,
mut match_state: ResMut<MatchState>,
stage_registry: Res<StageManifestRegistry>,
stage_manifests: Res<Assets<StageManifest>>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
) { ) {
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
return;
};
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
return;
};
for fighter in &mut query { for fighter in &mut query {
let StatefulFighterQueryItem { let StatefulFighterQueryItem {
mut state, mut state,
mut frame, mut frame,
fighter, fighter,
animations,
attack_script_assets, attack_script_assets,
hitstop, mut hitstop,
mut pending_respawn,
player,
mut damage,
mut ledge_info,
.. ..
} = fighter; } = fighter;
if hitstop.remaining_frames > 0 {
continue;
}
let manifest = fighter_manifests let manifest = fighter_manifests
.get(&fighter.manifest) .get(&fighter.manifest)
.expect("Fighter manifest should be valid"); .expect("Fighter manifest should be valid");
let new_state = let baked = baked_animations
state.check_collision_interrupt(&mut frame.collision_context(&stage_collision, &game_settings)); .get(&animations.baked)
.expect("Animation should exist");
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();
// reset ledge
*ledge_info = FighterLedgeInformation::default();
transition_state(
&mut state,
respawn_state,
&mut frame,
&manifest.attributes,
attack_script_assets,
&stage_collision,
&game_settings,
baked,
manifest.model_scale,
);
continue;
}
if hitstop.remaining_frames > 0 {
continue;
}
let new_state = state.check_collision_interrupt(
&mut frame.collision_context(&stage_collision, manifest, &game_settings),
);
if let Some(new_state) = new_state { if let Some(new_state) = new_state {
transition_state( transition_state(
&mut state, &mut state,
@@ -564,8 +791,84 @@ pub fn state_collision_interrupt_system(
&mut frame, &mut frame,
&manifest.attributes, &manifest.attributes,
&attack_script_assets, &attack_script_assets,
&stage_collision,
&game_settings, &game_settings,
baked,
manifest.model_scale,
); );
} }
} }
} }
#[cfg(test)]
mod tests {
use super::*;
use crate::fighter::ecb::FighterPreviousECB;
use crate::stage::line::{StageLedge, StageLedgeSide, StageVertexID};
#[test]
fn animation_positions_map_forward_to_facing_and_preserve_height() {
let position = FGVec3::lit("99", "3", "5");
assert_eq!(
animation_position_to_gameplay(position, &FighterFacingDirection::Right),
FGVec2::lit("5", "3")
);
assert_eq!(
animation_position_to_gameplay(position, &FighterFacingDirection::Left),
FGVec2::lit("-5", "3")
);
}
#[test]
fn ledge_lockout_suppresses_ledge_collision() {
let ledge_id = StageVertexID {
polygon: 0,
vertex: 0,
};
let stage_collision = StageCollision {
ledges: vec![StageLedge {
id: ledge_id,
position: FGVec2::ZERO,
hang_side: StageLedgeSide::Left,
}],
..default()
};
let previous_translation = FighterPreviousTranslation::default();
let input = FighterInput::default();
let mut translation = FighterTranslation::default();
let mut velocity = FighterVelocity::default();
let mut surface = FighterSurfaceState::default();
let mut ecb = FighterECB::default();
let mut ledge_info = FighterLedgeInformation {
regrab_lockout_remaining_frames: 5,
..default()
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut presentation_snap = FighterPresentationSnap::default();
let context = CollisionContext {
translation: &mut translation,
prev_translation: &previous_translation,
input: &input,
velocity: &mut velocity,
surface: &mut surface,
ecb: &mut ecb,
ledge_info: &mut ledge_info,
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 0,
presentation_snap: &mut presentation_snap,
fighter_ledge_collision_box: FGRect {
origin: FGVec2::lit("-1", "1"),
end: FGVec2::lit("1", "-1"),
},
downward_stick_threshold: FGi32::ONE,
};
assert!(context.air_collide_with_ledges().is_none());
assert_eq!(
context.air_collide_with_ledges().map(|result| result.ledge),
Some(ledge_id)
);
}
}
+1
View File
@@ -46,6 +46,7 @@ impl FighterStateImpl for PlatformPassState {
air::collision_interrupt( air::collision_interrupt(
state_context, state_context,
crate::fighter::state::land::LandingType::Normal, crate::fighter::state::land::LandingType::Normal,
true,
) )
} }
-1
View File
@@ -48,7 +48,6 @@ impl FighterStateImpl for RunState {
ground::apply_grounded_motion( ground::apply_grounded_motion(
state_context.velocity, state_context.velocity,
state_context.translation, state_context.translation,
state_context.prev_translation,
); );
} }
+2 -3
View File
@@ -3,7 +3,7 @@ use super::{
ground, wait, ground, wait,
}; };
use crate::fighter::animation::AnimKind; use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState; use crate::fighter::state::{self, FighterState};
#[derive(Debug, Clone, Hash)] #[derive(Debug, Clone, Hash)]
pub struct WalkState; pub struct WalkState;
@@ -14,7 +14,7 @@ impl FighterStateImpl for WalkState {
if let Some(state) = ground::grounded_movement_common_interrupts(state_context) { if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
return Some(state); return Some(state);
} }
wait::check_input(state_context).or_else(|| dash::check_input(state_context)) 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) { fn on_enter(&mut self, state_context: &mut EnterContext) {
@@ -40,7 +40,6 @@ impl FighterStateImpl for WalkState {
ground::apply_grounded_motion( ground::apply_grounded_motion(
state_context.velocity, state_context.velocity,
state_context.translation, state_context.translation,
state_context.prev_translation,
); );
} }
+13 -5
View File
@@ -1,6 +1,6 @@
use bevy::prelude::*; use bevy::prelude::*;
use crate::stage::line::StageLineID; use crate::{fighter::FighterLedgeInformation, stage::line::StageLineID};
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)] #[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum EcbLockPolicy { pub enum EcbLockPolicy {
@@ -53,8 +53,9 @@ impl FighterSurfaceState {
} }
} }
pub(crate) fn land(&mut self, line_id: StageLineID) { pub(crate) fn land(&mut self, line_id: StageLineID, ledge_info: &mut FighterLedgeInformation) {
*self = Self::Grounded { line_id }; *self = Self::Grounded { line_id };
ledge_info.grab_count = 0;
} }
pub fn clear_polygon_ignore(&mut self, polygon: usize) { pub fn clear_polygon_ignore(&mut self, polygon: usize) {
@@ -151,7 +152,11 @@ mod tests {
polygon: 2, polygon: 2,
segment: 3, segment: 3,
}; };
surface.land(line_id); let mut ledge_info = FighterLedgeInformation {
regrab_lockout_remaining_frames: 0,
grab_count: 0,
};
surface.land(line_id, &mut ledge_info);
assert!(surface.is_grounded()); assert!(surface.is_grounded());
assert_eq!(surface.line_id(), Some(line_id)); assert_eq!(surface.line_id(), Some(line_id));
@@ -220,8 +225,11 @@ mod tests {
surface.ignore_polygon(3, 5); surface.ignore_polygon(3, 5);
surface.apply_airborne_policy(EcbLockPolicy::Restart, 2); surface.apply_airborne_policy(EcbLockPolicy::Restart, 2);
assert!(surface.is_polygon_ignored(3)); assert!(surface.is_polygon_ignored(3));
let mut ledge_info = FighterLedgeInformation {
surface.land(StageLineID { polygon: 0, segment: 0 }); regrab_lockout_remaining_frames: 0,
grab_count: 0,
};
surface.land(StageLineID { polygon: 0, segment: 0 }, &mut ledge_info);
assert!(!surface.is_polygon_ignored(3)); 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::*; use bevy::prelude::*;
#[derive(Component, Clone)] #[derive(Component, Clone)]
@@ -6,3 +10,82 @@ pub struct FighterAnimations {
/// The single animation source for gameplay and the visual skeleton. /// The single animation source for gameplay and the visual skeleton.
pub baked: Handle<BakedFighterAnimations>, 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);
}
}
+24
View File
@@ -10,6 +10,9 @@ use crate::{math::int::FGi32, menus::style::FGUiStyle};
pub struct FighterSettingsCommon { pub struct FighterSettingsCommon {
pub walk_speed_ease: FGi32, pub walk_speed_ease: FGi32,
/// Horizontal position nudge applied to each overlapping grounded fighter.
pub grounded_push_nudge: FGi32,
/// Maximum allowed horizontal velocity /// Maximum allowed horizontal velocity
pub ground_max_horizontal_velocity: FGi32, pub ground_max_horizontal_velocity: FGi32,
@@ -42,6 +45,27 @@ pub struct FighterSettingsCommon {
pub leave_ground_ecb_frame_lock_duration: u32, pub leave_ground_ecb_frame_lock_duration: u32,
pub platform_pass_platform_ignore_duration_frames: u32, pub platform_pass_platform_ignore_duration_frames: u32,
pub platform_pass_initial_downwards_velocity: FGi32, pub platform_pass_initial_downwards_velocity: FGi32,
pub intangible_color: Color,
pub intangible_pulse_duration: u32,
pub angel_platform_invulnerability_duration: u32,
/// Frames during which a fighter cannot grab any ledge after dropping from one.
pub ledge_drop_regrab_lockout_duration_frames: u32,
/// How many frames (+ the ledge animation duration) the fighter will be invulnerable after grabbing the ledge
pub ledge_grab_invulnerability_duration: u32,
/// How many times the fighter can grab the ledge without landing and still get invulnerability
pub max_ledge_grab_count: 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)] #[derive(Reflect, Serialize, Deserialize, Clone)]
#[reflect(opaque)] #[reflect(opaque)]
File diff suppressed because it is too large Load Diff
+833 -173
View File
File diff suppressed because it is too large Load Diff
+109 -3
View File
@@ -2,13 +2,119 @@ use serde::{Deserialize, Serialize};
use crate::math::vec::FGVec2; use crate::math::vec::FGVec2;
/// A fixed-width set of distinct bindings assigned to one logical action.
/// Keeping binding identity in the rollback frame allows combinations such as
/// pressing a second shield binding while the first one is still held.
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize, Default)]
pub struct ActionBindingMask(pub u16);
impl ActionBindingMask {
pub const fn empty() -> Self {
Self(0)
}
pub const fn from_slot(slot: u8) -> Self {
Self(if slot < 16 { 1u16 << slot } else { 0 })
}
pub const fn contains(self, other: Self) -> bool {
self.0 & other.0 == other.0
}
pub const fn intersects(self, other: Self) -> bool {
self.0 & other.0 != 0
}
pub const fn count(self) -> u32 {
self.0.count_ones()
}
pub const fn pressed_since(self, previous: Self) -> Self {
Self(self.0 & !previous.0)
}
pub const fn released_since(self, previous: Self) -> Self {
Self(previous.0 & !self.0)
}
}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash, Serialize, Deserialize, Default)]
pub struct DigitalActionBindings {
pub jump: ActionBindingMask,
pub shield: ActionBindingMask,
pub attack: ActionBindingMask,
}
impl DigitalActionBindings {
pub fn set(&mut self, action: DigitalAction, slot: u8, pressed: bool) {
let mask = match action {
DigitalAction::Jump => &mut self.jump,
DigitalAction::Shield => &mut self.shield,
DigitalAction::Attack => &mut self.attack,
};
let bit = ActionBindingMask::from_slot(slot).0;
if pressed {
mask.0 |= bit;
} else {
mask.0 &= !bit;
}
}
pub const fn get(self, action: DigitalAction) -> ActionBindingMask {
match action {
DigitalAction::Jump => self.jump,
DigitalAction::Shield => self.shield,
DigitalAction::Attack => self.attack,
}
}
}
#[derive(Copy, Clone, Debug, PartialEq, Eq, Hash)]
pub enum DigitalAction {
Jump,
Shield,
Attack,
}
/// One frame of a player's raw input. This is the type GGRS serializes and /// One frame of a player's raw input. This is the type GGRS serializes and
/// sends over the wire, so keep it small and keep it `PartialEq`. /// sends over the wire, so keep it small and keep it `PartialEq`.
#[derive(Copy, Clone, Debug, PartialEq, Default, Serialize, Deserialize, Hash)] #[derive(Copy, Clone, Debug, PartialEq, Default, Serialize, Deserialize, Hash)]
pub struct FighterInputFrame { pub struct FighterInputFrame {
pub movement: FGVec2, pub movement: FGVec2,
pub directional_attack: FGVec2, pub directional_attack: FGVec2,
pub jump: bool, pub bindings: DigitalActionBindings,
pub shield: bool, }
pub attack: bool,
impl FighterInputFrame {
pub const fn bindings_for(self, action: DigitalAction) -> ActionBindingMask {
self.bindings.get(action)
}
pub const fn is_held(self, action: DigitalAction) -> bool {
self.bindings_for(action).0 != 0
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn binding_masks_preserve_distinct_same_action_bindings() {
let mut bindings = DigitalActionBindings::default();
bindings.set(DigitalAction::Shield, 0, true);
bindings.set(DigitalAction::Shield, 1, true);
assert_eq!(bindings.shield.0, 0b11);
assert_eq!(bindings.shield.count(), 2);
assert_eq!(bindings.shield.pressed_since(ActionBindingMask(1)).0, 0b10);
}
#[test]
fn clearing_one_binding_does_not_clear_the_other() {
let mut bindings = DigitalActionBindings::default();
bindings.set(DigitalAction::Shield, 0, true);
bindings.set(DigitalAction::Shield, 1, true);
bindings.set(DigitalAction::Shield, 0, false);
assert_eq!(bindings.shield.0, 0b10);
}
} }
+2 -10
View File
@@ -7,7 +7,8 @@ use bevy::input::gamepad::{
}; };
use bevy::prelude::*; use bevy::prelude::*;
use super::poll::{GcAdapterSnapshot, GcPortState}; use super::GcPorts;
use super::poll::GcAdapterSnapshot;
/// GameCube adapters report 4 ports. /// GameCube adapters report 4 ports.
pub const GC_PORT_COUNT: usize = 4; pub const GC_PORT_COUNT: usize = 4;
@@ -23,15 +24,6 @@ const GC_ADAPTER_PID: u16 = 0x0337;
#[derive(Component, Debug, Clone, Copy)] #[derive(Component, Debug, Clone, Copy)]
pub struct GcPort(pub u8); pub struct GcPort(pub u8);
/// Tracks which entity (if any) represents each of the 4 adapter ports,
/// and the last snapshot seen, so both systems below can diff instead of
/// re-deriving state every frame.
#[derive(Resource, Default)]
pub struct GcPorts {
pub entities: [Option<Entity>; GC_PORT_COUNT],
last: [GcPortState; GC_PORT_COUNT],
}
fn passthrough_gamepad_settings() -> GamepadSettings { fn passthrough_gamepad_settings() -> GamepadSettings {
let mut settings = GamepadSettings::default(); let mut settings = GamepadSettings::default();
for axis in GamepadAxis::all() { for axis in GamepadAxis::all() {
+32 -16
View File
@@ -1,10 +1,23 @@
#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
pub mod bridge; pub mod bridge;
#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
pub mod poll; pub mod poll;
pub use bridge::{GC_PORT_COUNT, GcPort, GcPorts}; #[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
pub use bridge::{GC_PORT_COUNT, GcPort};
#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
pub use poll::{GcAdapterSnapshot, GcPortState}; pub use poll::{GcAdapterSnapshot, GcPortState};
#[derive(Resource, Default)]
pub struct GcPorts {
pub entities: [Option<Entity>; 4],
#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
pub(super) last: [poll::GcPortState; 4],
}
#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
use bevy::input::InputSystems; use bevy::input::InputSystems;
#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
use bevy::input::gamepad::{gamepad_connection_system, gamepad_event_processing_system}; use bevy::input::gamepad::{gamepad_connection_system, gamepad_event_processing_system};
use bevy::prelude::*; use bevy::prelude::*;
@@ -15,21 +28,24 @@ impl Plugin for GamecubeAdapterPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.init_resource::<GcPorts>(); app.init_resource::<GcPorts>();
let Ok(snapshot) = poll::spawn_poll_thread() else { #[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
// No adapter connected; leave GcPorts empty and skip wiring the {
// polling systems. let Ok(snapshot) = poll::spawn_poll_thread() else {
return; // No adapter connected; leave GcPorts empty and skip wiring the
}; // polling systems.
return;
};
app.insert_resource(snapshot).add_systems( app.insert_resource(snapshot).add_systems(
PreUpdate, PreUpdate,
( (
bridge::gc_connection_system.before(gamepad_connection_system), bridge::gc_connection_system.before(gamepad_connection_system),
bridge::gc_event_system bridge::gc_event_system
.after(gamepad_connection_system) .after(gamepad_connection_system)
.before(gamepad_event_processing_system), .before(gamepad_event_processing_system),
) )
.in_set(InputSystems), .in_set(InputSystems),
); );
}
} }
} }
+23 -3
View File
@@ -9,15 +9,19 @@ use crate::math::vec::FGVec2;
pub fn sample_gamepad(pad: &Gamepad, input_map: &BaseInputMap) -> FighterInputFrame { pub fn sample_gamepad(pad: &Gamepad, input_map: &BaseInputMap) -> FighterInputFrame {
let mut input_frame = FighterInputFrame::default(); let mut input_frame = FighterInputFrame::default();
let mut movement = Vec2::ZERO; let mut movement = Vec2::ZERO;
let mut directional_attack = Vec2::ZERO;
for gamepad_element in &input_map.gamepad { for gamepad_element in &input_map.gamepad {
match &gamepad_element.binding { match &gamepad_element.binding {
GamepadBinding::Button(button) => { GamepadBinding::Button(button) => {
let pressed = pad.pressed(*button); let pressed = pad.pressed(*button);
if let Some(action) = gamepad_element.action.digital_action() {
input_frame
.bindings
.set(action, gamepad_element.binding_slot, pressed);
}
match gamepad_element.action { match gamepad_element.action {
InputMapAction::Jump => input_frame.jump |= pressed, InputMapAction::Jump | InputMapAction::Shield | InputMapAction::Attack => {}
InputMapAction::Shield => input_frame.shield |= pressed,
InputMapAction::Attack => input_frame.attack |= pressed,
// Digital buttons driving movement isn't used by the // Digital buttons driving movement isn't used by the
// default bindings (the stick covers that), but stay // default bindings (the stick covers that), but stay
// consistent with the keyboard backend if one is added. // consistent with the keyboard backend if one is added.
@@ -31,12 +35,24 @@ pub fn sample_gamepad(pad: &Gamepad, input_map: &BaseInputMap) -> FighterInputFr
movement.y += sign as f32 movement.y += sign as f32
} }
} }
InputMapAction::AttackXDir(sign) => {
if pressed {
directional_attack.x += sign as f32;
}
}
InputMapAction::AttackYDir(sign) => {
if pressed {
directional_attack.y += sign as f32;
}
}
} }
} }
// gamepad does not have a separate axis for left and right, so sign here should be 1 // gamepad does not have a separate axis for left and right, so sign here should be 1
GamepadBinding::Axis(axis, sign) => { GamepadBinding::Axis(axis, sign) => {
let value = pad.get(*axis).unwrap_or(0.0) * (*sign as f32); let value = pad.get(*axis).unwrap_or(0.0) * (*sign as f32);
match gamepad_element.action { match gamepad_element.action {
InputMapAction::AttackXDir(_) => directional_attack.x += value,
InputMapAction::AttackYDir(_) => directional_attack.y += value,
InputMapAction::MovementXDir(_) => movement.x += value, InputMapAction::MovementXDir(_) => movement.x += value,
InputMapAction::MovementYDir(_) => movement.y += value, InputMapAction::MovementYDir(_) => movement.y += value,
_ => {} _ => {}
@@ -46,6 +62,10 @@ pub fn sample_gamepad(pad: &Gamepad, input_map: &BaseInputMap) -> FighterInputFr
} }
input_frame.movement = FGVec2::new(FGi32::from_num(movement.x), FGi32::from_num(movement.y)); input_frame.movement = FGVec2::new(FGi32::from_num(movement.x), FGi32::from_num(movement.y));
input_frame.directional_attack = FGVec2::new(
FGi32::from_num(directional_attack.x),
FGi32::from_num(directional_attack.y),
);
input_frame input_frame
} }
+15 -3
View File
@@ -30,9 +30,21 @@ pub fn sample_keyboard(key: &ButtonInput<KeyCode>, input_map: &BaseInputMap) ->
InputMapAction::MovementYDir(sign) => { InputMapAction::MovementYDir(sign) => {
input_frame.movement.y += (sign) * action_strength input_frame.movement.y += (sign) * action_strength
} }
InputMapAction::Jump => input_frame.jump = action_strength != FGi32::ZERO, InputMapAction::Jump | InputMapAction::Shield | InputMapAction::Attack => {
InputMapAction::Shield => input_frame.shield = action_strength != FGi32::ZERO, if let Some(action) = keyboard_elment.action.digital_action() {
InputMapAction::Attack => input_frame.attack = action_strength != FGi32::ZERO, input_frame.bindings.set(
action,
keyboard_elment.binding_slot,
action_strength != FGi32::ZERO,
);
}
}
InputMapAction::AttackXDir(sign) => {
input_frame.directional_attack.x += (sign) * action_strength;
}
InputMapAction::AttackYDir(sign) => {
input_frame.directional_attack.y += (sign) * action_strength;
}
} }
} }
+16
View File
@@ -12,6 +12,8 @@ pub enum InputActionState {
#[derive(Debug)] #[derive(Debug)]
pub enum InputMapAction { pub enum InputMapAction {
AttackXDir(i32),
AttackYDir(i32),
MovementXDir(i32), MovementXDir(i32),
MovementYDir(i32), MovementYDir(i32),
Jump, Jump,
@@ -19,6 +21,18 @@ pub enum InputMapAction {
Attack, Attack,
} }
impl InputMapAction {
pub const fn digital_action(&self) -> Option<crate::input::DigitalAction> {
match self {
Self::Jump => Some(crate::input::DigitalAction::Jump),
Self::Shield => Some(crate::input::DigitalAction::Shield),
Self::Attack => Some(crate::input::DigitalAction::Attack),
Self::MovementXDir(_) | Self::MovementYDir(_) => None,
Self::AttackYDir(_) | Self::AttackXDir(_) => None,
}
}
}
#[derive(Debug)] #[derive(Debug)]
pub enum MenuInputMapAction { pub enum MenuInputMapAction {
MovementXDir(i32), MovementXDir(i32),
@@ -32,6 +46,7 @@ pub enum MenuInputMapAction {
pub struct KeyboardInputMapElement { pub struct KeyboardInputMapElement {
pub key: KeyCode, pub key: KeyCode,
pub action: InputMapAction, pub action: InputMapAction,
pub binding_slot: u8,
} }
#[derive(Debug)] #[derive(Debug)]
@@ -44,6 +59,7 @@ pub enum GamepadBinding {
pub struct GamepadInputMapElement { pub struct GamepadInputMapElement {
pub binding: GamepadBinding, pub binding: GamepadBinding,
pub action: InputMapAction, pub action: InputMapAction,
pub binding_slot: u8,
} }
#[derive(Debug)] #[derive(Debug)]
+55 -12
View File
@@ -14,8 +14,8 @@ pub mod gamepad;
pub mod keyboard; pub mod keyboard;
pub mod map; pub mod map;
pub use buffer::{FighterCommands, FighterInput}; pub use buffer::{FighterCommands, FighterInput, FlickDirection};
pub use frame::FighterInputFrame; pub use frame::{ActionBindingMask, DigitalAction, DigitalActionBindings, FighterInputFrame};
pub use map::{ pub use map::{
BaseInputMap, GamepadBinding, GamepadInputMapElement, InputActionState, InputMapAction, BaseInputMap, GamepadBinding, GamepadInputMapElement, InputActionState, InputMapAction,
KeyboardInputMapElement, MenuGamepadInputMapElement, MenuInputMap, MenuInputMapAction, KeyboardInputMapElement, MenuGamepadInputMapElement, MenuInputMap, MenuInputMapAction,
@@ -28,7 +28,7 @@ pub enum LocalInputSource {
Gamepad(Entity), 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)] #[derive(Resource, Clone, Debug, Default, Deref, DerefMut)]
pub struct LocalInputAssignments(pub Vec<(usize, LocalInputSource)>); 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::game_settings::GameSettings;
use crate::math::int::FGi32; use crate::math::int::FGi32;
use crate::netcode::GGRSCfg; use crate::netcode::GGRSCfg;
@@ -68,36 +78,43 @@ impl Plugin for FighterInputPlugin {
KeyboardInputMapElement { KeyboardInputMapElement {
key: KeyCode::KeyD, key: KeyCode::KeyD,
action: InputMapAction::MovementXDir(1), action: InputMapAction::MovementXDir(1),
binding_slot: 0,
}, },
// left // left
KeyboardInputMapElement { KeyboardInputMapElement {
key: KeyCode::KeyA, key: KeyCode::KeyA,
action: InputMapAction::MovementXDir(-1), action: InputMapAction::MovementXDir(-1),
binding_slot: 0,
}, },
// up // up
KeyboardInputMapElement { KeyboardInputMapElement {
key: KeyCode::KeyW, key: KeyCode::KeyW,
action: InputMapAction::MovementYDir(1), action: InputMapAction::MovementYDir(1),
binding_slot: 0,
}, },
// down // down
KeyboardInputMapElement { KeyboardInputMapElement {
key: KeyCode::KeyS, key: KeyCode::KeyS,
action: InputMapAction::MovementYDir(-1), action: InputMapAction::MovementYDir(-1),
binding_slot: 0,
}, },
// jump // jump
KeyboardInputMapElement { KeyboardInputMapElement {
key: KeyCode::Space, key: KeyCode::Space,
action: InputMapAction::Jump, action: InputMapAction::Jump,
binding_slot: 0,
}, },
// shield/airdodge // shield/airdodge
KeyboardInputMapElement { KeyboardInputMapElement {
key: KeyCode::ShiftLeft, key: KeyCode::ShiftLeft,
action: InputMapAction::Shield, action: InputMapAction::Shield,
binding_slot: 0,
}, },
// attack // attack
KeyboardInputMapElement { KeyboardInputMapElement {
key: KeyCode::KeyJ, key: KeyCode::KeyJ,
action: InputMapAction::Attack, action: InputMapAction::Attack,
binding_slot: 0,
}, },
// Menu // Menu
], ],
@@ -106,28 +123,50 @@ impl Plugin for FighterInputPlugin {
GamepadInputMapElement { GamepadInputMapElement {
binding: GamepadBinding::Axis(GamepadAxis::LeftStickX, 1), binding: GamepadBinding::Axis(GamepadAxis::LeftStickX, 1),
action: InputMapAction::MovementXDir(1), action: InputMapAction::MovementXDir(1),
binding_slot: 0,
}, },
GamepadInputMapElement { GamepadInputMapElement {
binding: GamepadBinding::Axis(GamepadAxis::LeftStickY, 1), binding: GamepadBinding::Axis(GamepadAxis::LeftStickY, 1),
action: InputMapAction::MovementYDir(1), action: InputMapAction::MovementYDir(1),
binding_slot: 0,
}, },
// jump // jump
GamepadInputMapElement { GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::North), binding: GamepadBinding::Button(GamepadButton::North),
action: InputMapAction::Jump, action: InputMapAction::Jump,
binding_slot: 0,
},
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::West),
action: InputMapAction::Jump,
binding_slot: 1,
}, },
GamepadInputMapElement { GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::LeftTrigger2), binding: GamepadBinding::Button(GamepadButton::LeftTrigger2),
action: InputMapAction::Shield, action: InputMapAction::Shield,
binding_slot: 0,
}, },
GamepadInputMapElement { GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::RightTrigger2), binding: GamepadBinding::Button(GamepadButton::RightTrigger2),
action: InputMapAction::Shield, action: InputMapAction::Shield,
binding_slot: 1,
}, },
// attack // attack
GamepadInputMapElement { GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::East), binding: GamepadBinding::Button(GamepadButton::East),
action: InputMapAction::Attack, action: InputMapAction::Attack,
binding_slot: 0,
},
//C-stick
GamepadInputMapElement {
binding: GamepadBinding::Axis(GamepadAxis::RightStickX, 1),
action: InputMapAction::AttackXDir(1),
binding_slot: 0,
},
GamepadInputMapElement {
binding: GamepadBinding::Axis(GamepadAxis::RightStickY, 1),
action: InputMapAction::AttackYDir(1),
binding_slot: 0,
}, },
], ],
}) })
@@ -236,6 +275,13 @@ fn preprocess_input_frame(frame: &mut FighterInputFrame, game_settings: &GameSet
if frame.movement.y.abs() < game_settings.input_common.stick_deadzone { if frame.movement.y.abs() < game_settings.input_common.stick_deadzone {
frame.movement.y = FGi32::ZERO; frame.movement.y = FGi32::ZERO;
} }
if frame.directional_attack.x.abs() < game_settings.input_common.stick_deadzone {
frame.directional_attack.x = FGi32::ZERO;
}
if frame.directional_attack.y.abs() < game_settings.input_common.stick_deadzone {
frame.directional_attack.y = FGi32::ZERO;
}
} }
fn read_local_inputs( fn read_local_inputs(
@@ -244,20 +290,17 @@ fn read_local_inputs(
input_map: Res<BaseInputMap>, input_map: Res<BaseInputMap>,
gc_ports: Res<gamecube::GcPorts>, gc_ports: Res<gamecube::GcPorts>,
gamepads: Query<&Gamepad>, gamepads: Query<&Gamepad>,
assignments: Res<LocalInputAssignments>, assignments: Res<MatchInputAssignments>,
local_players: Res<LocalPlayers>, local_players: Res<LocalPlayers>,
game_settings: Res<GameSettings>, game_settings: Res<GameSettings>,
) { ) {
let mut local_inputs = HashMap::new(); let mut local_inputs = HashMap::new();
for handle in &local_players.0 { for handle in &local_players.0 {
let assigned = assignments let assigned = assignments.get_for_handle(*handle);
.0
.iter()
.find(|(player_handle, _)| player_handle == handle);
let gamepad = match assigned { let gamepad = match assigned {
Some((_, LocalInputSource::Gamepad(entity))) => gamepads.get(*entity).ok(), Some(LocalInputSource::Gamepad(entity)) => gamepads.get(entity).ok(),
Some((_, LocalInputSource::Keyboard)) => None, Some(LocalInputSource::Keyboard) => None,
None => gc_ports None => gc_ports
.entities .entities
.get(*handle) .get(*handle)
@@ -267,8 +310,8 @@ fn read_local_inputs(
}; };
let mut input_frame = match assigned { let mut input_frame = match assigned {
Some((_, LocalInputSource::Keyboard)) => keyboard::sample_keyboard(&key, &input_map), Some(LocalInputSource::Keyboard) => keyboard::sample_keyboard(&key, &input_map),
Some((_, LocalInputSource::Gamepad(_))) => gamepad Some(LocalInputSource::Gamepad(_)) => gamepad
.map(|pad| gamepad::sample_gamepad(pad, &input_map)) .map(|pad| gamepad::sample_gamepad(pad, &input_map))
.unwrap_or_default(), .unwrap_or_default(),
None => FighterInputFrame::default(), None => FighterInputFrame::default(),
+27 -18
View File
@@ -35,8 +35,9 @@ use ron_asset_manager::RonAssetPlugin;
use crate::{ use crate::{
camera::MatchCameraPlugin, fighter::manifest::FighterManifest, game_settings::GameSettings, camera::MatchCameraPlugin, fighter::manifest::FighterManifest, game_settings::GameSettings,
match_runtime::MatchRuntimePlugin, menus::style::FGUiStyle, schedule::GameplaySchedulePlugin, match_runtime::MatchRuntimePlugin, materials::ShinesparkMaterialPlugin,
stage::manifest::StageManifest, ui::InGameUIPlugin, menus::style::FGUiStyle, schedule::GameplaySchedulePlugin, stage::manifest::StageManifest,
ui::InGameUIPlugin,
}; };
mod args; mod args;
@@ -47,8 +48,11 @@ pub mod fighter;
pub mod filled_gizmos; pub mod filled_gizmos;
pub mod game_settings; pub mod game_settings;
pub mod input; pub mod input;
#[cfg(feature = "hitbox-viewer")]
pub mod hitbox_viewer;
pub mod match_loading; pub mod match_loading;
pub mod match_runtime; pub mod match_runtime;
pub mod materials;
mod math; mod math;
pub mod menus; pub mod menus;
pub mod netcode; pub mod netcode;
@@ -59,6 +63,7 @@ pub mod scripting;
pub mod stage; pub mod stage;
pub mod texture_reference; pub mod texture_reference;
pub mod ui; pub mod ui;
pub mod egui_color_convert;
#[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)] #[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
pub enum AppState { pub enum AppState {
@@ -77,6 +82,7 @@ pub enum AppState {
LoadingMatch, LoadingMatch,
PreparingMatch, PreparingMatch,
InMatch, InMatch,
MatchResults,
MatchDisconnected, MatchDisconnected,
MatchLoadFailed, MatchLoadFailed,
} }
@@ -109,22 +115,25 @@ impl Plugin for GamePlugin {
// game-level content and configuration. // game-level content and configuration.
app.init_state::<AppState>() app.init_state::<AppState>()
.add_plugins(( .add_plugins((
SettingsPlugin::new("moe.eirteam.shinespark.debug_settings"), (
// Brings up GGRS (and with it `GgrsSchedule`), so it goes first. SettingsPlugin::new("moe.eirteam.shinespark.debug_settings"),
netcode::FighterNetcodePlugin::default(), // Brings up GGRS (and with it `GgrsSchedule`), so it goes first.
GameplaySchedulePlugin, netcode::FighterNetcodePlugin::default(),
MatchRuntimePlugin, GameplaySchedulePlugin,
input::FighterInputPlugin, MatchRuntimePlugin,
replay::ReplayPlugin, input::FighterInputPlugin,
debug_tools::DebugToolsPlugin, replay::ReplayPlugin,
filled_gizmos::FilledGizmosPlugin, debug_tools::DebugToolsPlugin,
fighter::FighterPlugin, filled_gizmos::FilledGizmosPlugin,
fighter::baked_animation::BakedAnimationPlugin, fighter::FighterPlugin,
scripting::importer::FighterScriptImportPlugin, fighter::baked_animation::BakedAnimationPlugin,
stage::StagePlugin, scripting::importer::FighterScriptImportPlugin,
MatchCameraPlugin, stage::StagePlugin,
GameAssetPlugin, MatchCameraPlugin,
InGameUIPlugin, GameAssetPlugin,
InGameUIPlugin,
),
ShinesparkMaterialPlugin,
)) ))
.add_plugins(menus::MenuPlugin) .add_plugins(menus::MenuPlugin)
.add_loading_state( .add_loading_state(
+131 -21
View File
@@ -8,9 +8,7 @@ use bevy_ggrs::prelude::Session;
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use crate::{ use crate::{
AppState, AppState, args::Args, fighter::{
args::Args,
fighter::{
FighterId, FighterRoster, FighterId, FighterRoster,
animation::AnimKind, animation::AnimKind,
attack::{AttackKind, FighterAttackScriptAssets}, attack::{AttackKind, FighterAttackScriptAssets},
@@ -18,15 +16,10 @@ use crate::{
manifest::{FighterManifest, FighterManifestRegistry}, manifest::{FighterManifest, FighterManifestRegistry},
spawn_fighter, spawn_fighter,
visual::FighterAnimations, visual::FighterAnimations,
}, }, input::{LocalInputAssignments, LocalInputSource, MatchInputAssignments}, match_runtime::MatchState, netcode::{
input::{LocalInputAssignments, LocalInputSource},
match_runtime::MatchState,
netcode::{
GGRSCfg, GGRSCfg,
session::{ConnectionStatus, SessionConfig, create_session}, session::{ConnectionStatus, SessionConfig, create_session},
}, }, scripting::FighterAttackScript, stage::{
scripting::FighterAttackScript,
stage::{
self, self,
manifest::{StageId, StageManifest, StageManifestRegistry}, manifest::{StageId, StageManifest, StageManifestRegistry},
}, },
@@ -34,7 +27,10 @@ use crate::{
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)] #[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct MatchPlayer { pub struct MatchPlayer {
/// Dense index used by GGRS and rollback-simulated player state.
pub handle: usize, pub handle: usize,
/// Physical controller port selected in the menu.
pub controller_port: usize,
pub fighter: FighterId, pub fighter: FighterId,
} }
@@ -45,6 +41,22 @@ pub struct MatchConfig {
pub rules: MatchRules, pub rules: MatchRules,
} }
impl MatchConfig {
/// Maps a GGRS handle to the controller port used by gameplay.
///
/// Multiplayer uses the stable, dense GGRS handle as the port. A
/// single-player match preserves the physical controller port selected in
/// the menu (for example, port 3 remains port 3).
pub fn controller_port_for_handle(&self, handle: usize) -> Option<usize> {
let player = self.players.iter().find(|player| player.handle == handle)?;
Some(if self.players.len() > 1 {
handle
} else {
player.controller_port
})
}
}
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)] #[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub enum MatchRules { pub enum MatchRules {
Stock { Stock {
@@ -227,6 +239,7 @@ pub fn initiate_default_match(
let players = (0..args.players) let players = (0..args.players)
.map(|handle| MatchPlayer { .map(|handle| MatchPlayer {
handle, handle,
controller_port: handle,
fighter: FighterId::TestFighter, fighter: FighterId::TestFighter,
}) })
.collect(); .collect();
@@ -262,6 +275,7 @@ pub fn initiate_default_match(
pub fn prepare_match( pub fn prepare_match(
mut commands: Commands, mut commands: Commands,
config: Res<MatchConfig>, config: Res<MatchConfig>,
input_assignments: Res<LocalInputAssignments>,
assets: Res<MatchAssets>, assets: Res<MatchAssets>,
gltfs: Res<Assets<Gltf>>, gltfs: Res<Assets<Gltf>>,
baked_animations: Res<Assets<BakedFighterAnimations>>, baked_animations: Res<Assets<BakedFighterAnimations>>,
@@ -276,7 +290,7 @@ pub fn prepare_match(
if !valid_player_handles(&config.players) { if !valid_player_handles(&config.players) {
fail_match( fail_match(
&mut next_state, &mut next_state,
"player handles must be unique and non-empty", "player handles must be dense, unique, and non-empty",
); );
return; return;
} }
@@ -349,6 +363,16 @@ pub fn prepare_match(
); );
return; return;
} }
if !baked.contains_bone(&manifest.root_motion_bone) {
fail_match(
&mut next_state,
&format!(
"{:?} references missing root motion bone {:?}",
character.fighter, manifest.root_motion_bone
),
);
return;
}
let ecb_bone_indices = baked.bone_names.iter().enumerate().filter_map(|(idx, name)| { let ecb_bone_indices = baked.bone_names.iter().enumerate().filter_map(|(idx, name)| {
if manifest.ecb_bones.contains(name) { if manifest.ecb_bones.contains(name) {
@@ -484,6 +508,11 @@ pub fn prepare_match(
} }
}; };
commands.insert_resource(create_match_input_assignments(
&input_assignments,
&config.players,
));
let root = commands.spawn((Name::new("Match"), MatchRoot)).id(); let root = commands.spawn((Name::new("Match"), MatchRoot)).id();
stage::spawn_stage( stage::spawn_stage(
@@ -503,6 +532,9 @@ pub fn prepare_match(
fighter_roster.push(spawn_fighter( fighter_roster.push(spawn_fighter(
&mut commands, &mut commands,
player.handle, player.handle,
config
.controller_port_for_handle(player.handle)
.expect("validated match config contains every player handle"),
spawn_point, spawn_point,
manifest_handle.clone(), manifest_handle.clone(),
model_scale, model_scale,
@@ -533,16 +565,24 @@ fn valid_player_handles(players: &[MatchPlayer]) -> bool {
let mut handles = players.iter().map(|player| player.handle).collect::<Vec<_>>(); let mut handles = players.iter().map(|player| player.handle).collect::<Vec<_>>();
handles.sort_unstable(); handles.sort_unstable();
handles.windows(2).all(|handles| handles[0] != handles[1]) handles.into_iter().eq(0..players.len())
&& handles.last().is_none_or(|handle| *handle != usize::MAX)
} }
fn player_count_for_handles(players: &[MatchPlayer]) -> usize { fn player_count_for_handles(players: &[MatchPlayer]) -> usize {
players players.len()
.iter() }
.map(|player| player.handle)
.max() fn create_match_input_assignments(
.map_or(0, |handle| handle + 1) assignments: &LocalInputAssignments,
players: &[MatchPlayer],
) -> MatchInputAssignments {
let mut match_assignments = vec![None; players.len()];
for player in players {
match_assignments[player.handle] = assignments
.get_from_slot(player.controller_port)
.copied();
}
MatchInputAssignments(match_assignments)
} }
pub fn cleanup_match( pub fn cleanup_match(
@@ -563,6 +603,7 @@ pub fn cleanup_match(
commands.remove_resource::<MatchAssets>(); commands.remove_resource::<MatchAssets>();
commands.remove_resource::<MatchConfig>(); commands.remove_resource::<MatchConfig>();
commands.remove_resource::<MatchState>(); commands.remove_resource::<MatchState>();
commands.remove_resource::<MatchInputAssignments>();
commands.remove_resource::<FighterRoster>(); commands.remove_resource::<FighterRoster>();
} }
@@ -577,10 +618,12 @@ mod tests {
players: vec![ players: vec![
MatchPlayer { MatchPlayer {
handle: 0, handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter, fighter: FighterId::TestFighter,
}, },
MatchPlayer { MatchPlayer {
handle: 1, handle: 1,
controller_port: 1,
fighter: FighterId::TestFighter, fighter: FighterId::TestFighter,
}, },
], ],
@@ -598,10 +641,12 @@ mod tests {
let players = [ let players = [
MatchPlayer { MatchPlayer {
handle: 0, handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter, fighter: FighterId::TestFighter,
}, },
MatchPlayer { MatchPlayer {
handle: 0, handle: 0,
controller_port: 1,
fighter: FighterId::TestFighter, fighter: FighterId::TestFighter,
}, },
]; ];
@@ -610,20 +655,85 @@ mod tests {
} }
#[test] #[test]
fn player_handles_may_have_gaps() { fn player_handles_must_not_have_gaps() {
let players = [ let players = [
MatchPlayer { MatchPlayer {
handle: 0, handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter, fighter: FighterId::TestFighter,
}, },
MatchPlayer { MatchPlayer {
handle: 2, handle: 2,
controller_port: 3,
fighter: FighterId::TestFighter, fighter: FighterId::TestFighter,
}, },
]; ];
assert!(valid_player_handles(&players)); assert!(!valid_player_handles(&players));
assert_eq!(player_count_for_handles(&players), 3); assert_eq!(player_count_for_handles(&players), 2);
}
#[test]
fn controller_ports_use_ggrs_handles_only_in_multiplayer() {
let single_player = MatchConfig {
stage: StageId::TestStage,
players: vec![MatchPlayer {
handle: 0,
controller_port: 3,
fighter: FighterId::TestFighter,
}],
rules: MatchRules::default(),
};
assert_eq!(single_player.controller_port_for_handle(0), Some(3));
let multiplayer = MatchConfig {
stage: StageId::TestStage,
players: vec![
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 1,
controller_port: 3,
fighter: FighterId::TestFighter,
},
],
rules: MatchRules::default(),
};
assert_eq!(multiplayer.controller_port_for_handle(0), Some(0));
assert_eq!(multiplayer.controller_port_for_handle(1), Some(1));
}
#[test]
fn match_input_assignments_map_ports_to_ggrs_handles_without_mutating_ports() {
let players = [
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 1,
controller_port: 3,
fighter: FighterId::TestFighter,
},
];
let assignments = LocalInputAssignments(vec![
(0, LocalInputSource::Keyboard),
(3, LocalInputSource::Gamepad(Entity::PLACEHOLDER)),
]);
let match_assignments = create_match_input_assignments(&assignments, &players);
assert_eq!(match_assignments.get_for_handle(0), Some(LocalInputSource::Keyboard));
assert_eq!(
match_assignments.get_for_handle(1),
Some(LocalInputSource::Gamepad(Entity::PLACEHOLDER))
);
assert_eq!(assignments[0].0, 0);
assert_eq!(assignments[1].0, 3);
} }
#[test] #[test]
+166 -11
View File
@@ -2,7 +2,7 @@
use bevy::input::InputSystems; use bevy::input::InputSystems;
use bevy::prelude::*; use bevy::prelude::*;
use bevy_ggrs::{RunGgrsSystems, prelude::*}; use bevy_ggrs::{ConfirmedFrameCount, RollbackFrameCount, RunGgrsSystems, prelude::*};
use crate::{ use crate::{
AppState, AppState,
@@ -15,6 +15,8 @@ pub struct MatchState {
pub elapsed_frames: u32, pub elapsed_frames: u32,
/// Indexed by the player's session handle. /// Indexed by the player's session handle.
pub players: Vec<PlayerMatchState>, 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)] #[derive(Clone, Debug, Hash, PartialEq, Eq)]
@@ -40,20 +42,73 @@ impl MatchState {
Self { Self {
elapsed_frames: 0, elapsed_frames: 0,
players: (0..config players: (0..config.players.len())
.players
.iter()
.map(|player| player.handle)
.max()
.map_or(0, |handle| handle + 1))
.map(|_| PlayerMatchState { .map(|_| PlayerMatchState {
stocks_remaining, stocks_remaining,
score: 0, score: 0,
deaths: 0, deaths: 0,
}) })
.collect(), .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; pub struct MatchRuntimePlugin;
@@ -66,12 +121,20 @@ impl Plugin for MatchRuntimePlugin {
.configure_sets(PreUpdate, RunGgrsSystems.run_if(ggrs_should_run)) .configure_sets(PreUpdate, RunGgrsSystems.run_if(ggrs_should_run))
.add_systems(OnEnter(AppState::InMatch), reset_pause) .add_systems(OnEnter(AppState::InMatch), reset_pause)
.add_systems(OnExit(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( .add_systems(
PreUpdate, PreUpdate,
toggle_pause toggle_pause
.after(InputSystems) .after(InputSystems)
.before(RunGgrsSystems) .before(RunGgrsSystems)
.run_if(in_state(AppState::InMatch)), .run_if(in_state(AppState::InMatch)),
)
.add_systems(
Update,
transition_after_confirmed_finish.run_if(in_state(AppState::InMatch)),
); );
} }
} }
@@ -80,6 +143,10 @@ pub fn ggrs_should_run(pause: Option<Res<PauseState>>) -> bool {
!pause.is_some_and(|pause| pause.paused) !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( fn toggle_pause(
key: Res<ButtonInput<KeyCode>>, key: Res<ButtonInput<KeyCode>>,
gamepads: Query<&Gamepad>, gamepads: Query<&Gamepad>,
@@ -103,14 +170,29 @@ fn toggle_pause(
virtual_time.toggle(); virtual_time.toggle();
} }
fn reset_pause( fn reset_pause(mut pause: ResMut<PauseState>, mut virtual_time: ResMut<Time<Virtual>>) {
mut pause: ResMut<PauseState>,
mut virtual_time: ResMut<Time<Virtual>>,
) {
pause.paused = false; pause.paused = false;
virtual_time.unpause(); 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);
}
}
#[cfg(test)] #[cfg(test)]
mod tests { mod tests {
use super::*; use super::*;
@@ -122,10 +204,12 @@ mod tests {
players: vec![ players: vec![
MatchPlayer { MatchPlayer {
handle: 1, handle: 1,
controller_port: 3,
fighter: FighterId::TestFighter, fighter: FighterId::TestFighter,
}, },
MatchPlayer { MatchPlayer {
handle: 0, handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter, fighter: FighterId::TestFighter,
}, },
], ],
@@ -141,6 +225,7 @@ mod tests {
})); }));
assert_eq!(state.elapsed_frames, 0); assert_eq!(state.elapsed_frames, 0);
assert_eq!(state.finished_at_frame, None);
assert_eq!(state.players.len(), 2); assert_eq!(state.players.len(), 2);
assert!(state.players.iter().all(|player| { assert!(state.players.iter().all(|player| {
player.stocks_remaining == Some(4) && player.score == 0 && player.deaths == 0 player.stocks_remaining == Some(4) && player.score == 0 && player.deaths == 0
@@ -160,4 +245,74 @@ mod tests {
.all(|player| player.stocks_remaining.is_none()) .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));
}
} }
+92
View File
@@ -0,0 +1,92 @@
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;
};
if !material_name.starts_with("Fighter_") {
continue;
}
let Some(original_material) = original_materials.get(id.id()) else {
continue;
};
commands
.entity(entity)
.remove::<MeshMaterial3d<StandardMaterial>>()
.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,
},
));
}
}
+20
View File
@@ -0,0 +1,20 @@
use bevy::{
asset::embedded_asset, prelude::*,
};
pub mod fighter_material;
pub struct ShinesparkMaterialPlugin;
impl Plugin for ShinesparkMaterialPlugin {
fn build(&self, app: &mut App) {
let omit_prefix = "";
embedded_asset!(app, omit_prefix, "shaders/fighter.wgsl");
app
.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;
}
+1
View File
@@ -3,3 +3,4 @@ pub mod segment;
pub mod vec; pub mod vec;
pub mod fixed_transform; pub mod fixed_transform;
pub mod vec3; pub mod vec3;
pub mod rect;
+12
View File
@@ -0,0 +1,12 @@
use crate::math::vec::FGVec2;
pub struct FGRect {
pub origin: FGVec2,
pub end: FGVec2,
}
impl FGRect {
pub fn contains_point(&self, point: FGVec2) -> bool {
point.x >= self.origin.x && point.y <= self.origin.y && point.x <= self.end.x && point.y >= self.end.y
}
}
+29 -2
View File
@@ -65,7 +65,10 @@ impl MenuMatchConfig {
let stage = self.stage.ok_or(MenuMatchConfigErrors::StageNotSelected)?; 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 = let fighter_id =
player player
.fighter .fighter
@@ -74,7 +77,8 @@ impl MenuMatchConfig {
))?; ))?;
match_players.push(MatchPlayer { match_players.push(MatchPlayer {
fighter: fighter_id, 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()); 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 input;
pub mod main_menu; pub mod main_menu;
pub mod match_config; pub mod match_config;
pub mod match_results;
pub mod navigation; pub mod navigation;
pub mod scaling; pub mod scaling;
pub mod stage_select; pub mod stage_select;
@@ -77,11 +78,8 @@ pub fn despawn_menu(
mut commands: Commands, mut commands: Commands,
) { ) {
if let Some(entity) = existing_menu { if let Some(entity) = existing_menu {
commands commands.entity(entity.into_inner()).despawn();
.entity(entity.into_inner())
.despawn();
} }
} }
pub fn spawn_menu( pub fn spawn_menu(
@@ -90,9 +88,7 @@ pub fn spawn_menu(
menu: impl Scene, menu: impl Scene,
) { ) {
if let Some(entity) = existing_menu { if let Some(entity) = existing_menu {
commands commands.entity(entity.into_inner()).despawn();
.entity(entity.into_inner())
.despawn();
} }
commands.queue_spawn_scene(wrap_menu(menu)); commands.queue_spawn_scene(wrap_menu(menu));
} }
@@ -117,115 +113,126 @@ where
impl Plugin for MenuPlugin { impl Plugin for MenuPlugin {
fn build(&self, app: &mut App) { fn build(&self, app: &mut App) {
app.add_systems( app.add_systems(OnEnter(AppState::MainMenu), build_menu::<MainMenu>)
OnEnter(AppState::MainMenu), .add_message::<character_select::PlayerSlotAssigned>()
build_menu::<MainMenu>, .init_resource::<navigation::UINavigationActionState>()
) .init_resource::<navigation::UINavigationRepeat>()
.add_message::<character_select::PlayerSlotAssigned>() .init_resource::<input::MenuInputState>()
.init_resource::<navigation::UINavigationActionState>() .insert_resource(InputFocusVisible(true))
.init_resource::<navigation::UINavigationRepeat>() .insert_resource(GlobalUiDebugOptions { ..default() })
.init_resource::<input::MenuInputState>() // Configure auto-navigation behavior
.insert_resource(InputFocusVisible(true)) .insert_resource(AutoNavigationConfig {
.insert_resource(GlobalUiDebugOptions { // Require at least 10% overlap in perpendicular axis for cardinal directions
enabled: true, min_alignment_factor: 0.1,
..default() // Don't connect nodes more than 500 pixels apart between their closest edges
}) max_search_distance: Some(500.0),
// Configure auto-navigation behavior // Prefer nodes that are well-aligned
.insert_resource(AutoNavigationConfig { prefer_aligned: true,
// Require at least 10% overlap in perpendicular axis for cardinal directions })
min_alignment_factor: 0.1, .add_plugins(DirectionalNavigationPlugin)
// Don't connect nodes more than 500 pixels apart between their closest edges .add_systems(
max_search_distance: Some(500.0), PreUpdate,
// Prefer nodes that are well-aligned (
prefer_aligned: true, navigation::give_default_focus,
}) scaling::ui_scaling_system,
.add_plugins(DirectionalNavigationPlugin) button::button_setup,
.add_systems( button::button_style_system.after(bevy::picking::PickingSystems::Hover),
PreUpdate, button::button_focus_style_system,
( )
navigation::give_default_focus, .run_if(resource_exists::<CommonAssets>),
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>), .add_systems(Startup, scaling::ui_update_scale_on_startup)
) // CURSOR
.add_systems(Startup, scaling::ui_update_scale_on_startup) .add_systems(
// CURSOR PreUpdate,
.add_systems( (cursor::cursor_input).before(bevy::picking::PickingSystems::ProcessInput),
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,
) )
.chain() .add_systems(
.run_if(in_state(AppState::CharacterSelect)) Update,
.run_if(any_with_component::<CharacterSelectScreen>), (cursor::copy_mouse_input, cursor::update_cursor_transform),
)
.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,
) )
.chain(), .add_systems(
) PreUpdate,
.init_resource::<InputFocus>(); 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>();
} }
} }
+3 -3
View File
@@ -102,7 +102,7 @@ pub fn process_inputs(
.insert(DirectionalNavigationAction::Right); .insert(DirectionalNavigationAction::Right);
} }
} }
if input.accept.is_pressed() { if input.accept.is_just_pressed() {
action_state action_state
.pressed_actions .pressed_actions
.insert(DirectionalNavigationAction::Select); .insert(DirectionalNavigationAction::Select);
@@ -153,8 +153,8 @@ pub fn navigate(
Ok(_entity) => { Ok(_entity) => {
// Successfully navigated // Successfully navigated
} }
Err(e) => { Err(_e) => {
error!("Navigation error: {}", e) //error!("Navigation error: {}", e)
} }
} }
} }
+3
View File
@@ -10,5 +10,8 @@ use bevy_ggrs::prelude::*;
#[derive(Default, Component)] #[derive(Default, Component)]
#[require(Rollback, Transform)] #[require(Rollback, Transform)]
pub struct Player { pub struct Player {
/// Dense GGRS session index.
pub handle: usize, pub handle: usize,
/// Port used for port-dependent gameplay such as respawn placement.
pub controller_port: usize,
} }
+4 -14
View File
@@ -17,7 +17,7 @@ use crate::{
}; };
const MAGIC: &[u8; 8] = b"SPRPLY01"; const MAGIC: &[u8; 8] = b"SPRPLY01";
pub const REPLAY_VERSION: u32 = 2; pub const REPLAY_VERSION: u32 = 3;
#[derive(Clone, Copy, Debug, Default, Eq, PartialEq, ValueEnum)] #[derive(Clone, Copy, Debug, Default, Eq, PartialEq, ValueEnum)]
pub enum ReplayFormat { pub enum ReplayFormat {
@@ -169,16 +169,7 @@ fn validate(replay: &Replay) -> Result<(), String> {
if replay if replay
.frames .frames
.iter() .iter()
.any(|frame| { .any(|frame| frame.inputs.len() != replay.match_config.players.len())
frame.inputs.len()
!= replay
.match_config
.players
.iter()
.map(|player| player.handle)
.max()
.map_or(0, |handle| handle + 1)
})
{ {
return Err("replay frame input count does not match player count".into()); return Err("replay frame input count does not match player count".into());
} }
@@ -194,9 +185,7 @@ impl Replay {
.map(|player| player.handle) .map(|player| player.handle)
.collect(); .collect();
handles.sort_unstable(); handles.sort_unstable();
handles.is_empty() handles.is_empty() || !handles.into_iter().eq(0..self.match_config.players.len())
|| handles.windows(2).any(|handles| handles[0] == handles[1])
|| handles.last() == Some(&usize::MAX)
} }
fn frame(&self, frame: i32) -> Option<&ReplayFrame> { fn frame(&self, frame: i32) -> Option<&ReplayFrame> {
@@ -385,6 +374,7 @@ mod tests {
stage: StageId::TestStage, stage: StageId::TestStage,
players: vec![MatchPlayer { players: vec![MatchPlayer {
handle: 0, handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter, fighter: FighterId::TestFighter,
}], }],
rules: MatchRules::Timed { rules: MatchRules::Timed {
+10 -4
View File
@@ -9,22 +9,26 @@
use bevy::prelude::*; use bevy::prelude::*;
use bevy_ggrs::prelude::*; use bevy_ggrs::prelude::*;
use crate::match_runtime::match_is_ongoing;
#[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)] #[derive(SystemSet, Debug, Clone, PartialEq, Eq, Hash)]
pub enum GameplaySet { pub enum GameplaySet {
/// Turn this frame's netcode inputs into per-fighter input state. /// Turn this frame's netcode inputs into per-fighter input state.
Input, Input,
/// Decide whether the current fighter state hands off to another one. /// Decide whether the current fighter state hands off to another one.
Interrupt, Interrupt,
/// Sample the animation pose selected by the interrupt pass.
Animation,
/// Run the fighter state that survived the interrupt pass. /// Run the fighter state that survived the interrupt pass.
StateUpdate, StateUpdate,
/// Integrate velocities into positions. /// Integrate velocities into positions.
Physics, Physics,
/// Resolve the integrated positions against the stage. /// Resolve the integrated positions against the stage.
Collision, Collision,
/// Solve collision boxes
Animation,
/// Resolve attacks /// Resolve attacks
Attacks, Attacks,
/// Advance match rules and detect the end of the match.
MatchRules,
} }
/// Declares the order of [`GameplaySet`] inside [`GgrsSchedule`]. Added by /// Declares the order of [`GameplaySet`] inside [`GgrsSchedule`]. Added by
@@ -38,13 +42,15 @@ impl Plugin for GameplaySchedulePlugin {
( (
GameplaySet::Input, GameplaySet::Input,
GameplaySet::Interrupt, GameplaySet::Interrupt,
GameplaySet::Animation,
GameplaySet::StateUpdate, GameplaySet::StateUpdate,
GameplaySet::Physics, GameplaySet::Physics,
GameplaySet::Animation,
GameplaySet::Collision, GameplaySet::Collision,
GameplaySet::Attacks, GameplaySet::Attacks,
GameplaySet::MatchRules,
) )
.chain(), .chain()
.run_if(match_is_ongoing),
); );
} }
} }
+23 -8
View File
@@ -1,6 +1,5 @@
use bevy::prelude::*; use bevy::prelude::*;
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use std::collections::HashSet;
use crate::{fighter::attack::AttackHitbox, math::int::FGi32}; use crate::{fighter::attack::AttackHitbox, math::int::FGi32};
@@ -15,22 +14,38 @@ pub enum MoveAngleKind {
#[derive(Asset, Reflect, Serialize, Deserialize)] #[derive(Asset, Reflect, Serialize, Deserialize)]
pub struct FighterAttackScript { pub struct FighterAttackScript {
pub hitboxes: Vec<AttackHitbox>, pub hitboxes: Vec<AttackHitbox>,
pub iasa_frame: u32, pub iasa_frame: Option<u32>,
pub wont_autocancel_window: (u32, u32), pub wont_autocancel_window: Option<(u32, u32)>,
pub landing_duration: Option<u32>,
pub use_root_motion: bool
} }
impl FighterAttackScript { impl FighterAttackScript {
pub fn validate(&self) -> Result<(), String> { pub fn validate(&self) -> Result<(), String> {
let mut ids = HashSet::with_capacity(self.hitboxes.len());
for hitbox in &self.hitboxes { for hitbox in &self.hitboxes {
hitbox.validate()?; hitbox.validate()?;
if !ids.insert(hitbox.id) { }
return Err(format!("duplicate hitbox id {}", hitbox.id)); for (index, left) in self.hitboxes.iter().enumerate() {
for right in self.hitboxes.iter().skip(index + 1) {
if left.id == right.id
&& left.start_frame < right.end_frame
&& right.start_frame < left.end_frame
{
return Err(format!(
"hitbox id {} has overlapping intervals {}..{} and {}..{}",
left.id, left.start_frame, left.end_frame, right.start_frame,
right.end_frame
));
}
} }
} }
if self.wont_autocancel_window.0 > self.wont_autocancel_window.1 {
return Err("autocancel window end precedes its start".into()); if let Some(wont_autocancel_window) = self.wont_autocancel_window {
if wont_autocancel_window.0 > wont_autocancel_window.1 {
return Err("autocancel window end precedes its start".into());
}
} }
Ok(()) Ok(())
} }
} }
+227 -50
View File
@@ -1,6 +1,7 @@
use std::{cell::RefCell, collections::HashMap, rc::Rc}; use std::{cell::RefCell, collections::HashMap, rc::Rc};
use rhai::EvalAltResult; use rhai::EvalAltResult;
use serde::{Deserialize, Serialize};
use crate::{ use crate::{
fighter::attack::{self, AttackAngle, FighterDamage, Knockback, KnockbackType}, fighter::attack::{self, AttackAngle, FighterDamage, Knockback, KnockbackType},
@@ -10,11 +11,40 @@ use crate::{
#[derive(Debug, Default)] #[derive(Debug, Default)]
struct MoveCompiler { struct MoveCompiler {
hitboxes: HashMap<u32, attack::AttackHitbox>, hitboxes: Vec<attack::AttackHitbox>,
active_hitboxes: Vec<u32>, active_hitboxes: HashMap<u32, usize>,
wont_autocancel_window: Option<(u32, u32)>, wont_autocancel_window: Option<(u32, u32)>,
iasa_frame: Option<u32>, iasa_frame: Option<u32>,
landing_duration: Option<u32>,
cursor: u32, cursor: u32,
use_root_motion: bool,
}
#[derive(Debug, Serialize, Deserialize, Clone)]
pub struct SharedHitboxInfo {
damage: FighterDamage,
angle: AttackAngle,
knockback_type: KnockbackType,
knockback: Knockback,
knockback_growth: FGi32,
}
impl SharedHitboxInfo {
pub fn make(
damage: FighterDamage,
angle: AttackAngle,
knockback_type: KnockbackType,
knockback: Knockback,
knockback_growth: FGi32,
) -> Self {
Self {
damage,
angle,
knockback_type,
knockback,
knockback_growth,
}
}
} }
fn rhai_u32(value: i64, parameter: &str) -> Result<u32, Box<EvalAltResult>> { fn rhai_u32(value: i64, parameter: &str) -> Result<u32, Box<EvalAltResult>> {
@@ -43,28 +73,18 @@ impl MoveCompiler {
} }
fn remove_hitbox(&mut self, id: u32) -> Result<(), Box<EvalAltResult>> { fn remove_hitbox(&mut self, id: u32) -> Result<(), Box<EvalAltResult>> {
let hb = self let hitbox_index = *self
.hitboxes .active_hitboxes
.get_mut(&id) .get(&id)
.ok_or(format!("Can't remove hitbox with {id}: Hitbox not found"))?; .ok_or(format!("Can't remove hitbox with {id}: Hitbox not found"))?;
self.hitboxes[hitbox_index].end_frame = self.cursor;
let active_hbox_position = self.active_hitboxes.remove(&id);
self.active_hitboxes
.iter()
.position(|i| *i == id)
.ok_or(format!(
"Can't remove hitbox with ID {id}: Hitbox was not active"
))?;
hb.end_frame = self.cursor;
self.active_hitboxes.remove(active_hbox_position);
Ok(()) Ok(())
} }
fn remove_all_hitboxes(&mut self) -> Result<(), Box<EvalAltResult>> { fn remove_all_hitboxes(&mut self) -> Result<(), Box<EvalAltResult>> {
// We are gonna modify the array, so take a copy... // We are gonna modify the array, so take a copy...
for hitbox_id in self.active_hitboxes.clone() { for hitbox_id in self.active_hitboxes.keys().copied().collect::<Vec<_>>() {
self.remove_hitbox(hitbox_id)?; self.remove_hitbox(hitbox_id)?;
} }
@@ -95,16 +115,21 @@ impl MoveCompiler {
self.iasa_frame = Some(iasa_frame); self.iasa_frame = Some(iasa_frame);
} }
fn enable_root_motion(&mut self) {
self.use_root_motion = true;
}
fn into_attack_script(mut self) -> Result<FighterAttackScript, String> { fn into_attack_script(mut self) -> Result<FighterAttackScript, String> {
self.remove_all_hitboxes().map_err(|err| err.to_string())?; self.remove_all_hitboxes().map_err(|err| err.to_string())?;
let mut hitboxes: Vec<_> = self.hitboxes.into_values().collect(); let mut hitboxes = self.hitboxes;
hitboxes.sort_unstable_by_key(|hitbox| hitbox.id); hitboxes.sort_unstable_by_key(|hitbox| (hitbox.id, hitbox.start_frame));
let iasa_frame = self.iasa_frame.unwrap_or(100000);
let wont_autocancel_window = self.wont_autocancel_window.unwrap_or((0, 100000));
Ok(FighterAttackScript { Ok(FighterAttackScript {
hitboxes, hitboxes,
iasa_frame, iasa_frame: self.iasa_frame,
wont_autocancel_window, wont_autocancel_window: self.wont_autocancel_window,
landing_duration: self.landing_duration,
use_root_motion: self.use_root_motion,
}) })
} }
} }
@@ -117,7 +142,9 @@ pub fn register_common_types(engine: &mut rhai::Engine) {
.register_fn("knockback_normal", KnockbackType::make_normal) .register_fn("knockback_normal", KnockbackType::make_normal)
.register_fn("knockback_fixed", KnockbackType::make_fixed) .register_fn("knockback_fixed", KnockbackType::make_fixed)
.register_type_with_name::<AttackAngle>("Angle") .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_fn("angle_sakurai", AttackAngle::make_sakurai)
.register_type_with_name::<Knockback>("Knockback") .register_type_with_name::<Knockback>("Knockback")
.register_fn("knockback", Knockback::lit) .register_fn("knockback", Knockback::lit)
@@ -128,6 +155,17 @@ pub fn register_common_types(engine: &mut rhai::Engine) {
.register_type_with_name::<FGVec3>("Vec3") .register_type_with_name::<FGVec3>("Vec3")
.register_fn("vec3", FGVec3::lit) .register_fn("vec3", FGVec3::lit)
.register_type_with_name::<FighterDamage>("FighterDamage") .register_type_with_name::<FighterDamage>("FighterDamage")
.register_type_with_name::<SharedHitboxInfo>("SharedHitboxInfo")
.register_fn(
"make_hitbox_info",
|damage: FighterDamage,
angle: AttackAngle,
knockback_type: KnockbackType,
knockback: Knockback,
knockback_growth: FGi32| {
SharedHitboxInfo::make(damage, angle, knockback_type, knockback, knockback_growth)
},
)
.register_fn("damage", FighterDamage::lit); .register_fn("damage", FighterDamage::lit);
} }
@@ -200,6 +238,48 @@ pub fn compile_script(text: &str) -> Result<FighterAttackScript, String> {
); );
} }
{
let mc = mc.clone();
engine.register_fn(
"enable_root_motion",
move || -> Result<(), Box<EvalAltResult>> {
let mut b = mc.borrow_mut();
b.enable_root_motion();
Ok(())
},
);
}
{
let mc = mc.clone();
engine.register_fn(
"hitbox",
move |id: i64,
group: i64,
bone: &str,
offset: FGVec3,
radius: FGi32,
shared: SharedHitboxInfo|
-> Result<(), Box<EvalAltResult>> {
add_hitbox(
&mc,
id,
group,
bone,
shared.damage,
offset,
radius,
shared.angle.clone(),
shared.knockback_type,
shared.knockback,
shared.knockback_growth,
)
},
);
}
// Keep the original script syntax working. Melee's default collision
// group is shared by all hitbox slots in an attack.
{ {
let mc = mc.clone(); let mc = mc.clone();
engine.register_fn( engine.register_fn(
@@ -214,18 +294,11 @@ pub fn compile_script(text: &str) -> Result<FighterAttackScript, String> {
knockback: Knockback, knockback: Knockback,
knockback_growth: FGi32| knockback_growth: FGi32|
-> Result<(), Box<EvalAltResult>> { -> Result<(), Box<EvalAltResult>> {
let mut b = mc.borrow_mut(); add_hitbox(
&mc,
// Rhai does not have first class u32 support, so we have to do this.
let id = rhai_u32(id, "hitbox id")?;
if b.hitboxes.contains_key(&id) {
return Err(format!("Hitbox with ID {} already existed!", id).into());
}
let hitbox = attack::AttackHitbox {
id, id,
bone: bone.to_owned(), 0,
bone,
damage, damage,
offset, offset,
radius, radius,
@@ -233,46 +306,110 @@ pub fn compile_script(text: &str) -> Result<FighterAttackScript, String> {
knockback_type, knockback_type,
knockback, knockback,
knockback_growth, knockback_growth,
start_frame: b.cursor, )
end_frame: b.cursor, },
}; );
}
b.hitboxes.insert(id, hitbox); {
b.active_hitboxes.push(id); let mc = mc.clone();
engine.register_fn(
Ok(()) "hitbox",
move |id: i64,
group: i64,
bone: &str,
damage: FighterDamage,
offset: FGVec3,
radius: FGi32,
angle: AttackAngle,
knockback_type: KnockbackType,
knockback: Knockback,
knockback_growth: FGi32|
-> Result<(), Box<EvalAltResult>> {
add_hitbox(
&mc,
id,
group,
bone,
damage,
offset,
radius,
angle,
knockback_type,
knockback,
knockback_growth,
)
}, },
); );
} }
engine.run(&text) engine.run(&text)
}; };
let script = result
result
.map(|_| { .map(|_| {
Rc::into_inner(mc) Rc::into_inner(mc)
.unwrap() .unwrap()
.into_inner() .into_inner()
.into_attack_script() .into_attack_script()
}) })
.map_err(|err| err.to_string())? .map_err(|err| err.to_string())??;
script.validate().map(|()| script)
}
fn add_hitbox(
mc: &Rc<RefCell<MoveCompiler>>,
raw_id: i64,
raw_group: i64,
bone: &str,
damage: FighterDamage,
offset: FGVec3,
radius: FGi32,
angle: AttackAngle,
knockback_type: KnockbackType,
knockback: Knockback,
knockback_growth: FGi32,
) -> Result<(), Box<EvalAltResult>> {
let mut b = mc.borrow_mut();
let id = rhai_u32(raw_id, "hitbox id")?;
let group = rhai_u32(raw_group, "hitbox group")?;
if b.active_hitboxes.contains_key(&id) {
return Err(format!("Hitbox with ID {} is already active!", id).into());
}
let hitbox_index = b.hitboxes.len();
let frame = b.cursor;
b.hitboxes.push(attack::AttackHitbox {
id,
group,
bone: bone.to_owned(),
damage,
offset,
radius,
angle,
knockback_type,
knockback,
knockback_growth,
start_frame: frame,
end_frame: frame,
});
b.active_hitboxes.insert(id, hitbox_index);
Ok(())
} }
#[cfg(test)] #[cfg(test)]
mod tests { mod tests {
use super::*; 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] #[test]
fn compiled_hitboxes_are_sorted_by_authored_id() { fn compiled_hitboxes_are_sorted_by_authored_id() {
let script = compile_script( let script = compile_script(
r#" r#"
frame(1); 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); 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); 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); frame(4);
"#, "#,
) )
@@ -316,4 +453,44 @@ mod tests {
assert_eq!(script.hitboxes[0].start_frame, 1); assert_eq!(script.hitboxes[0].start_frame, 1);
assert_eq!(script.hitboxes[0].end_frame, 2); assert_eq!(script.hitboxes[0].end_frame, 2);
} }
#[test]
fn hitbox_ids_can_be_reused_after_removal() {
let script = compile_script(&format!(
"frame(1); {HITBOX} frame(2); remove_hitbox(0); frame(4); {HITBOX} frame(5);"
))
.unwrap();
assert_eq!(script.hitboxes.len(), 2);
assert_eq!(script.hitboxes[0].start_frame, 1);
assert_eq!(script.hitboxes[0].end_frame, 2);
assert_eq!(script.hitboxes[1].start_frame, 4);
assert_eq!(script.hitboxes[1].end_frame, 5);
}
#[test]
fn explicit_hitbox_group_is_compiled() {
let script = compile_script(
r#"frame(1); hitbox(7, 3, "hand_l", damage("1"), vec3("0", "0", "0"), fg32("1"), angle("0"), knockback_normal(), knockback("1"), fg32("1")); frame(2);"#,
)
.unwrap();
assert_eq!(script.hitboxes[0].id, 7);
assert_eq!(script.hitboxes[0].group, 3);
}
#[test]
fn legacy_hitboxes_share_the_default_collision_group() {
let script = compile_script(
r#"
frame(1);
hitbox(0, "hand_l", damage("1"), vec3("0", "0", "0"), fg32("1"), angle("0"), knockback_normal(), knockback("1"), fg32("1"));
hitbox(1, "hand_l", damage("1"), vec3("0", "0", "0"), fg32("1"), angle("0"), knockback_normal(), knockback("1"), fg32("1"));
frame(2);
"#,
)
.unwrap();
assert_eq!(script.hitboxes.iter().map(|hitbox| hitbox.group).collect::<Vec<_>>(), vec![0, 0]);
}
} }
+45 -5
View File
@@ -1,16 +1,15 @@
use bevy::{color::palettes::css::RED, prelude::*}; use bevy::{color::palettes::css::RED, prelude::*};
use crate::{ use crate::{
match_loading::MatchConfig, match_loading::MatchConfig, math::{int::FGi32, vec3::FGVec3}, stage::{
stage::{ line::{StageCollision, StageLedgeSide},
line::StageCollision,
manifest::{StageManifest, StageManifestRegistry}, manifest::{StageManifest, StageManifestRegistry},
}, },
}; };
pub fn debug_draw_scene(mut gizmos: Gizmos, stage_collision: Res<StageCollision>) { pub fn debug_draw_scene(mut gizmos: Gizmos, stage_collision: Res<StageCollision>) {
for poly in stage_collision.stage_polys.iter() { for poly in stage_collision.stage_polys.iter() {
for segment in poly.segments.iter() { for segment in &poly.segments {
let from = segment.segment.point1().to_vec2(); let from = segment.segment.point1().to_vec2();
let to = segment.segment.point2().to_vec2(); let to = segment.segment.point2().to_vec2();
let from_3d = Vec3::new(from.x, from.y, 0.0); let from_3d = Vec3::new(from.x, from.y, 0.0);
@@ -21,6 +20,20 @@ pub fn debug_draw_scene(mut gizmos: Gizmos, stage_collision: Res<StageCollision>
gizmos.arrow(midpoint, midpoint + normal_3d, RED); gizmos.arrow(midpoint, midpoint + normal_3d, RED);
} }
} }
for ledge in &stage_collision.ledges {
let position = ledge.position.to_vec2().extend(0.0);
let direction = match ledge.hang_side {
StageLedgeSide::Left => Vec3::NEG_X,
StageLedgeSide::Right => Vec3::X,
};
gizmos.circle(position, 1.5, bevy::color::palettes::css::LIME);
gizmos.arrow(
position,
position + direction * 4.0,
bevy::color::palettes::css::LIME,
);
}
} }
pub fn debug_draw_blast_zones( pub fn debug_draw_blast_zones(
@@ -42,5 +55,32 @@ pub fn debug_draw_blast_zones(
let center = (top_left + bottom_right) / 2.0; let center = (top_left + bottom_right) / 2.0;
let size = (bottom_right - top_left).abs(); let size = (bottom_right - top_left).abs();
gizmos.rect(Vec3::new(center.x, center.y, 0.0), size, bevy::color::palettes::css::BLUE); 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);
}
} }
+77 -1
View File
@@ -3,7 +3,7 @@
use bevy::prelude::*; use bevy::prelude::*;
use serde::{Deserialize, Serialize}; use serde::{Deserialize, Serialize};
use crate::math::{segment::FGSegment2d, vec::FGVec2}; use crate::math::{rect::FGRect, segment::FGSegment2d, vec::FGVec2};
#[derive(Reflect, Clone, Copy, PartialEq, Serialize, Deserialize)] #[derive(Reflect, Clone, Copy, PartialEq, Serialize, Deserialize)]
pub enum StagePolyLineSegmentType { pub enum StagePolyLineSegmentType {
@@ -32,6 +32,27 @@ pub struct StageLineID {
pub segment: usize, pub segment: usize,
} }
/// Identifies a corner in the stage collision geometry.
#[derive(Reflect, Hash, Debug, Clone, Copy, Default, PartialEq, Eq)]
pub struct StageVertexID {
pub polygon: usize,
pub vertex: usize,
}
/// The side of a ledge on which a grabbing fighter hangs.
#[derive(Reflect, Serialize, Deserialize, Hash, Debug, Clone, Copy, PartialEq, Eq)]
pub enum StageLedgeSide {
Left,
Right,
}
#[derive(Reflect, Hash, Debug, Clone, Copy, PartialEq)]
pub struct StageLedge {
pub id: StageVertexID,
pub position: FGVec2,
pub hang_side: StageLedgeSide,
}
#[derive(Reflect, Clone, Default)] #[derive(Reflect, Clone, Default)]
pub struct StagePoly { pub struct StagePoly {
pub poly_type: StagePolyType, pub poly_type: StagePolyType,
@@ -44,10 +65,65 @@ pub struct StagePlaneIntersectResult {
pub normal: FGVec2, pub normal: FGVec2,
} }
pub struct StageLedgeIntersectResult {
pub vertex_id: StageVertexID,
pub ledge_idx: usize
}
#[derive(Resource, Reflect, Clone, Default)] #[derive(Resource, Reflect, Clone, Default)]
#[reflect(Resource)] #[reflect(Resource)]
pub struct StageCollision { pub struct StageCollision {
pub stage_polys: Vec<StagePoly>, pub stage_polys: Vec<StagePoly>,
pub ledges: Vec<StageLedge>,
}
impl StageCollision {
pub fn intersect_ledges(&self, ledge_grab_box: &FGRect) -> Option<StageLedgeIntersectResult> {
for (ledge_idx, ledge) in self.ledges.iter().enumerate() {
if ledge_grab_box.contains_point(ledge.position) {
return Some(StageLedgeIntersectResult {
vertex_id: ledge.id,
ledge_idx
});
}
}
None
}
pub fn find_ledge_by_vertex(&self, vertex: StageVertexID) -> Option<&StageLedge> {
self.ledges.iter().find(|ledge| ledge.id == vertex)
}
/// Returns the walkable segment on the stage side of a ledge.
pub fn find_ledge_ground_segment(
&self,
vertex: StageVertexID,
) -> Option<(StageLineID, &StagePolyLineSegment)> {
let ledge = self.find_ledge_by_vertex(vertex)?;
let polygon = self.stage_polys.get(vertex.polygon)?;
let segment = match ledge.hang_side {
StageLedgeSide::Left => vertex.vertex,
StageLedgeSide::Right => {
if vertex.vertex > 0 {
vertex.vertex - 1
} else if matches!(polygon.poly_type, StagePolyType::Closed) {
polygon.segments.len().checked_sub(1)?
} else {
return None;
}
}
};
let line_id = StageLineID {
polygon: vertex.polygon,
segment,
};
Some((line_id, polygon.get_segment(segment)?))
}
pub fn get_segment(&self, segment: StageLineID) -> Option<&StagePolyLineSegment> {
self.stage_polys.get(segment.polygon).map(|poly| poly.segments.get(segment.segment))?
}
} }
impl StagePoly { impl StagePoly {
+226 -3
View File
@@ -9,7 +9,10 @@ use strum_macros::EnumIter;
use crate::{ use crate::{
AppState, game_settings::GameSettings, math::{vec::FGVec2}, stage::{ AppState, game_settings::GameSettings, math::{vec::FGVec2}, stage::{
StagePoly, StagePoly,
line::{StageCollision, StagePolyLineSegmentType, StagePolyType}, line::{
StageCollision, StageLedge, StageLedgeSide, StagePolyLineSegment,
StagePolyLineSegmentType, StagePolyType, StageVertexID,
},
}, texture_reference::TextureReference, }, texture_reference::TextureReference,
}; };
use bevy::prelude::*; use bevy::prelude::*;
@@ -71,6 +74,16 @@ pub enum StageId {
pub struct StagePolyDefinition { pub struct StagePolyDefinition {
poly_type: StagePolyType, poly_type: StagePolyType,
lines: Vec<(FGVec2, StagePolyLineSegmentType)>, lines: Vec<(FGVec2, StagePolyLineSegmentType)>,
#[serde(default)]
ledges: Vec<StageLedgeDefinition>,
}
#[derive(Serialize, Deserialize, Clone, Copy, Reflect)]
pub struct StageLedgeDefinition {
/// Index into the polygon's `lines`, identifying the corner position.
vertex: usize,
/// Side of the corner on which a grabbing fighter will hang.
hang_side: StageLedgeSide,
} }
#[derive(Deserialize, Clone, Asset, Reflect, RonAsset)] #[derive(Deserialize, Clone, Asset, Reflect, RonAsset)]
@@ -91,7 +104,9 @@ pub struct StageManifest {
#[reflect(ignore)] #[reflect(ignore)]
pub spawn_points: Vec<FGVec2>, pub spawn_points: Vec<FGVec2>,
pub neutral_spawn_point_sets: Vec<Vec<usize>> pub neutral_spawn_point_sets: Vec<Vec<usize>>,
#[reflect(ignore)]
pub respawn_points: Vec<FGVec2>,
} }
#[derive(Resource)] #[derive(Resource)]
@@ -174,6 +189,13 @@ pub fn prepare_stage_manifests(
); );
return; return;
} }
if let Err(error) = manifest.validate_ledges() {
fail(
&mut next_state,
&format!("{:?} has invalid ledges: {error}", manifest.id),
);
return;
}
if registry.insert(manifest.id, handle.clone()).is_some() { if registry.insert(manifest.id, handle.clone()).is_some() {
fail( fail(
&mut next_state, &mut next_state,
@@ -230,6 +252,10 @@ impl StageManifest {
return Err("no spawn points are configured".to_owned()); 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() { if self.neutral_spawn_point_sets.is_empty() {
return Err("no neutral spawn layouts are configured".to_owned()); return Err("no neutral spawn layouts are configured".to_owned());
} }
@@ -261,6 +287,14 @@ impl StageManifest {
Ok(()) Ok(())
} }
fn validate_ledges(&self) -> Result<(), String> {
for (polygon_index, definition) in self.polygons.iter().enumerate() {
definition.validate_ledges(polygon_index)?;
}
Ok(())
}
pub fn to_collision(&self) -> StageCollision { pub fn to_collision(&self) -> StageCollision {
let stage_polys: Vec<StagePoly> = self let stage_polys: Vec<StagePoly> = self
.polygons .polygons
@@ -268,7 +302,84 @@ impl StageManifest {
.map(|def| StagePoly::build(def.poly_type, &def.lines)) .map(|def| StagePoly::build(def.poly_type, &def.lines))
.collect(); .collect();
StageCollision { stage_polys } let ledges = self
.polygons
.iter()
.enumerate()
.flat_map(|(polygon, definition)| definition.resolved_ledges(polygon))
.collect();
StageCollision {
stage_polys,
ledges,
}
}
}
impl StagePolyDefinition {
fn validate_ledges(&self, polygon_index: usize) -> Result<(), String> {
let polygon = StagePoly::build(self.poly_type, &self.lines);
let mut vertices = HashSet::with_capacity(self.ledges.len());
for ledge in &self.ledges {
if ledge.vertex >= self.lines.len() {
return Err(format!(
"polygon {polygon_index} references missing vertex {}",
ledge.vertex
));
}
if !vertices.insert(ledge.vertex) {
return Err(format!(
"polygon {polygon_index} defines vertex {} as a ledge more than once",
ledge.vertex
));
}
let outgoing = polygon.get_segment(ledge.vertex);
let incoming_index = if ledge.vertex > 0 {
Some(ledge.vertex - 1)
} else if matches!(self.poly_type, StagePolyType::Closed) {
polygon.segments.len().checked_sub(1)
} else {
None
};
let incoming = incoming_index.and_then(|index| polygon.get_segment(index));
let is_walkable_floor = |segment: Option<&StagePolyLineSegment>| {
segment.is_some_and(|segment| {
segment.segment_type == StagePolyLineSegmentType::Floor
&& segment.normal.y > crate::math::int::FGi32::ZERO
})
};
let (interior, exterior) = match ledge.hang_side {
StageLedgeSide::Left => (outgoing, incoming),
StageLedgeSide::Right => (incoming, outgoing),
};
if !is_walkable_floor(interior) {
return Err(format!(
"polygon {polygon_index} vertex {} has no upward-facing floor opposite its {:?} hang side",
ledge.vertex, ledge.hang_side
));
}
if is_walkable_floor(exterior) {
return Err(format!(
"polygon {polygon_index} vertex {} is between two walkable floors rather than at an exposed corner",
ledge.vertex
));
}
}
Ok(())
}
fn resolved_ledges(&self, polygon: usize) -> impl Iterator<Item = StageLedge> + '_ {
self.ledges.iter().map(move |ledge| StageLedge {
id: StageVertexID {
polygon,
vertex: ledge.vertex,
},
position: self.lines[ledge.vertex].0,
hang_side: ledge.hang_side,
})
} }
} }
@@ -313,3 +424,115 @@ impl StageCameraProfile {
< 90.0 < 90.0
} }
} }
#[cfg(test)]
mod tests {
use super::*;
use crate::stage::line::StageLineID;
fn platform(ledges: Vec<StageLedgeDefinition>) -> StagePolyDefinition {
StagePolyDefinition {
poly_type: StagePolyType::Platform,
lines: vec![
(FGVec2::lit("-5", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("5", "0"), StagePolyLineSegmentType::Floor),
],
ledges,
}
}
#[test]
fn platform_endpoints_can_be_defined_as_ledges() {
let definition = platform(vec![
StageLedgeDefinition {
vertex: 0,
hang_side: StageLedgeSide::Left,
},
StageLedgeDefinition {
vertex: 1,
hang_side: StageLedgeSide::Right,
},
]);
assert_eq!(definition.validate_ledges(3), Ok(()));
let ledges = definition.resolved_ledges(3).collect::<Vec<_>>();
assert_eq!(ledges[0].id, StageVertexID { polygon: 3, vertex: 0 });
assert_eq!(ledges[0].position, FGVec2::lit("-5", "0"));
assert_eq!(ledges[1].id, StageVertexID { polygon: 3, vertex: 1 });
assert_eq!(ledges[1].position, FGVec2::lit("5", "0"));
}
#[test]
fn ledge_ground_segments_point_toward_the_stage_interior() {
let definition = platform(vec![
StageLedgeDefinition {
vertex: 0,
hang_side: StageLedgeSide::Left,
},
StageLedgeDefinition {
vertex: 1,
hang_side: StageLedgeSide::Right,
},
]);
let collision = StageCollision {
stage_polys: vec![StagePoly::build(definition.poly_type, &definition.lines)],
ledges: definition.resolved_ledges(0).collect(),
};
for vertex in [0, 1] {
let (line_id, segment) = collision
.find_ledge_ground_segment(StageVertexID { polygon: 0, vertex })
.unwrap();
assert_eq!(line_id, StageLineID { polygon: 0, segment: 0 });
assert!(matches!(
segment.segment_type,
StagePolyLineSegmentType::Floor
));
}
}
#[test]
fn invalid_and_duplicate_ledge_vertices_are_rejected() {
let missing = platform(vec![StageLedgeDefinition {
vertex: 2,
hang_side: StageLedgeSide::Right,
}]);
assert!(missing.validate_ledges(0).is_err());
let duplicate = platform(vec![
StageLedgeDefinition {
vertex: 0,
hang_side: StageLedgeSide::Left,
},
StageLedgeDefinition {
vertex: 0,
hang_side: StageLedgeSide::Right,
},
]);
assert!(duplicate.validate_ledges(0).is_err());
}
#[test]
fn ledge_must_border_an_upward_facing_floor() {
let definition = StagePolyDefinition {
poly_type: StagePolyType::Platform,
lines: vec![
(FGVec2::lit("0", "0"), StagePolyLineSegmentType::Wall),
(FGVec2::lit("0", "5"), StagePolyLineSegmentType::Wall),
],
ledges: vec![StageLedgeDefinition {
vertex: 0,
hang_side: StageLedgeSide::Left,
}],
};
assert!(definition.validate_ledges(0).is_err());
let wrong_side = platform(vec![StageLedgeDefinition {
vertex: 0,
hang_side: StageLedgeSide::Right,
}]);
assert!(wrong_side.validate_ledges(0).is_err());
}
}
+3
View File
@@ -27,6 +27,9 @@ impl Plugin for StagePlugin {
(debug::debug_draw_blast_zones (debug::debug_draw_blast_zones
.run_if(resource_exists::<MatchConfig>) .run_if(resource_exists::<MatchConfig>)
.run_if(crate::debug_tools::blast_zones_enabled),), .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),),
), ),
); );
} }