Compare commits

...
Author SHA1 Message Date
EIREXE 88ec5fe69e Deploy Steam builds to Shinespark beta
CI / build-and-test (pull_request) Successful in 1m48s
CI / production-build (pull_request) Successful in 10m47s
2026-10-27 09:21:31 +01:00
EIREXE cbb357d30a Implement Melee-style knockback stacking (#97)
CI / build-and-test (push) Successful in 2m11s
CI / production-build (push) Successful in 12m25s
## Summary

- stack residual airborne knockback per axis after the configured launch-frame threshold
- apply DI after combining the launch vectors while retaining the second hit's hitstun
- preserve and decay residual knockback after hitstun
- make stacking state rollback-safe and include it in debug save states
- clear launch state on landing, ledge interactions, KO, and respawn

## Testing

- `cargo check --tests`
- `cargo test` (159 tests passed)
- `git diff --check`

## Asset configuration

For Melee timing, `knockback_stacking_window` should be set to `10`. The local ignored asset package has been updated accordingly.

Reviewed-on: #97
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-25 21:02:13 +00:00
EIREXE 7f720119fa Fix hitbox editor and add dair
CI / build-and-test (push) Canceled after 0s
CI / production-build (push) Canceled after 0s
2026-10-22 11:53:38 +02:00
EIREXE 9dfae1de77 Implement land from below, fix attacks not lifting fighters off the ground (#96)
CI / build-and-test (push) Successful in 1m44s
CI / production-build (push) Successful in 12m17s
Reviewed-on: #96
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-14 18:33:17 +00:00
EIREXE 4185bd90d5 Add waveland snapping (#95)
CI / build-and-test (push) Successful in 2m16s
CI / production-build (push) Successful in 12m36s
Reviewed-on: #95
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-14 06:27:51 +00:00
EIREXE 472a0b6a19 Improve ECB behaviour, add ECB interpolation, wall/ceiling support etc (#94)
CI / build-and-test (push) Successful in 1m43s
CI / production-build (push) Successful in 11m52s
Reviewed-on: #94
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-13 19:20:29 +00:00
EIREXE f1da5c1172 Add ledge getup, ledge intangibility limit & fix walk-off velocity (#93)
CI / production-build (push) Successful in 12m14s
CI / build-and-test (push) Successful in 1m40s
Reviewed-on: #93
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-13 15:52:10 +00:00
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
EIREXE ce00af0809 Add the ability to debug draw blastzones & update blastzone formatting (#69)
CI / build-and-test (push) Successful in 1m45s
CI / production-build (push) Successful in 11m22s
Reviewed-on: #69
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-26 18:05:10 +00:00
EIREXE 0d1b98d406 Implement filled gizmos (#70)
CI / production-build (push) Canceled after 0s
CI / build-and-test (push) Canceled after 1m57s
Reviewed-on: #70
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-26 17:55:35 +00:00
EIREXE 90412fa80d Add the ability to pause singleplayer matches (#68)
CI / build-and-test (push) Successful in 1m54s
CI / production-build (push) Successful in 11m11s
Reviewed-on: #68
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-26 16:25:36 +00:00
EIREXE 94e292026e Fix fighter visuals after landing snap (#67)
CI / build-and-test (push) Successful in 1m47s
CI / production-build (push) Successful in 11m8s
## Summary

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

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

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

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

Fixes #25

Reviewed-on: #55
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-25 08:04:35 +00:00
EIREXE aea1cf35ff Merge pull request 'Fix debug UI not working at all' (#59) from ui_fix into master
CI / build-and-test (push) Successful in 1m37s
CI / production-build (push) Successful in 10m55s
Reviewed-on: #59
2026-09-24 20:56:45 +00:00
EIREXE 2e06cbb4b7 Fix debug UI not working at all
CI / build-and-test (pull_request) Successful in 1m30s
CI / production-build (pull_request) Successful in 10m51s
2026-09-24 22:29:34 +02:00
EIREXE 9a3a1383ff Pin Blender for CI asset processing (#58)
CI / production-build (push) Successful in 13m8s
CI / build-and-test (push) Successful in 1m31s
Reviewed-on: #58
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-24 14:45:37 +00:00
EIREXE 1ba29b817b Implement .blend asset processor (#56)
CI / build-and-test (push) Successful in 1m51s
CI / production-build (push) Successful in 12m11s
Reviewed-on: #56
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-24 10:47:19 +00:00
EIREXE 2874d496ee Integrate lore CI (#57)
CI / build-and-test (push) Canceled after 0s
CI / production-build (push) Canceled after 0s
Reviewed-on: #57
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-24 10:30:02 +00:00
EIREXE f7bb8cc345 Remove UI multi cam setup (#54)
CI / build-and-test (push) Successful in 1m19s
CI / production-build (push) Successful in 9m38s
Reviewed-on: #54
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-20 17:34:11 +00:00
EIREXE 85236c4e0f Optimize rollback hot paths (#53)
CI / build-and-test (push) Successful in 1m16s
CI / production-build (push) Successful in 9m36s
## Summary

Fixes #20.

- Reuse fighter animation scratch and output buffers across rollback frames.
- Select air-collision hits in one pass without candidate allocations or sorting.
- Index contiguous replay input frames directly and binary-search checksums.
- Add regression tests for buffer reuse and replay lookup/validation.

Reviewed-on: #53
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-20 12:41:13 +00:00
EIREXE bcf1e114ef Add script to debug fixed point numbers in lldb
CI / build-and-test (push) Successful in 1m33s
CI / production-build (push) Successful in 9m46s
2026-09-20 13:35:43 +02:00
EIREXE 15f07edaaf Add stocks UI (#52)
CI / build-and-test (push) Successful in 1m16s
CI / production-build (push) Successful in 9m38s
Reviewed-on: #52
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-20 11:34:45 +00:00
118 changed files with 11341 additions and 83740 deletions
+77 -2
View File
@@ -15,6 +15,27 @@ jobs:
- name: Check out source
uses: actions/checkout@v4
- name: Install Lore CLI
run: |
scripts/install-lore.sh "$RUNNER_TEMP/lore-bin"
echo "$RUNNER_TEMP/lore-bin" >> "$GITHUB_PATH"
- name: Select Lore asset branch
run: |
branch=main
if [[ "$GITHUB_EVENT_NAME" == pull_request ]]; then
branch="$(python3 -c 'import json, os; e=json.load(open(os.environ["GITHUB_EVENT_PATH"], encoding="utf-8")); p=e["pull_request"]; print(p["head"]["ref"] if p["head"]["repo"]["full_name"] == os.environ["GITHUB_REPOSITORY"] else "main")')"
fi
echo "LORE_BRANCH=$branch" >> "$GITHUB_ENV"
echo "Using Lore branch: $branch"
- name: Fetch assets from Lore
env:
LORE_CI_USERNAME: ${{ secrets.LORE_CI_USERNAME }}
LORE_CI_PASSWORD: ${{ secrets.LORE_CI_PASSWORD }}
LORE_AUTH_URL: https://auth.eirexe.moe
run: scripts/update-assets.sh "$LORE_BRANCH"
- name: Install Rust toolchain
run: |
curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | \
@@ -58,6 +79,27 @@ jobs:
- name: Check out source
uses: actions/checkout@v4
- name: Install Lore CLI
run: |
scripts/install-lore.sh "$RUNNER_TEMP/lore-bin"
echo "$RUNNER_TEMP/lore-bin" >> "$GITHUB_PATH"
- name: Select Lore asset branch
run: |
branch=main
if [[ "$GITHUB_EVENT_NAME" == pull_request ]]; then
branch="$(python3 -c 'import json, os; e=json.load(open(os.environ["GITHUB_EVENT_PATH"], encoding="utf-8")); p=e["pull_request"]; print(p["head"]["ref"] if p["head"]["repo"]["full_name"] == os.environ["GITHUB_REPOSITORY"] else "main")')"
fi
echo "LORE_BRANCH=$branch" >> "$GITHUB_ENV"
echo "Using Lore branch: $branch"
- name: Fetch assets from Lore
env:
LORE_CI_USERNAME: ${{ secrets.LORE_CI_USERNAME }}
LORE_CI_PASSWORD: ${{ secrets.LORE_CI_PASSWORD }}
LORE_AUTH_URL: https://auth.eirexe.moe
run: scripts/update-assets.sh "$LORE_BRANCH"
- name: Install Rust toolchain
run: |
curl --proto '=https' --tlsv1.2 -sSf https://sh.rustup.rs | \
@@ -87,8 +129,11 @@ jobs:
libusb-1.0-0-dev \
libwayland-dev \
libx11-dev \
libxfixes3 \
libxi6 \
libxkbcommon-dev \
libxkbcommon-x11-0 \
blender \
lld-19 \
llvm-19 \
mesa-vulkan-drivers \
@@ -99,9 +144,39 @@ jobs:
echo "/usr/lib/llvm-19/bin" >> "$GITHUB_PATH"
rm -f "$HOME/.cache/cargo-xwin/clang-cl"
- name: Install pinned Blender
run: |
scripts/install-blender.sh "$RUNNER_TEMP/blender"
echo "BLENDER=$RUNNER_TEMP/blender/blender" >> "$GITHUB_ENV"
- name: Preprocess assets
run: cargo run --locked --bin process-assets --no-default-features --features debug_features -j 4
- name: Verify processed battlefield asset
run: |
python3 - <<'PY'
import json
import struct
path = "imported_assets/Default/stages/battlefield/bf2.blend"
with open(path, "rb") as asset:
header = asset.read(12)
if len(header) != 12:
raise SystemExit(f"processed asset is truncated: {path}")
magic, version, length = struct.unpack("<4sII", header)
if magic != b"glTF" or version != 2 or length != asset.seek(0, 2):
raise SystemExit(f"processed asset is not a valid GLB: {path}")
asset.seek(12)
json_length, chunk_type = struct.unpack("<II", asset.read(8))
if chunk_type != 0x4E4F534A:
raise SystemExit(f"processed asset has no JSON chunk: {path}")
document = json.loads(asset.read(json_length))
meshes = document.get("meshes", [])
if not meshes:
raise SystemExit(f"processed asset contains no meshes: {path}")
print(f"{path}: {len(meshes)} meshes, {length} bytes")
PY
- name: Build production binary
run: cargo build --locked --profile production --no-default-features --features debug_features -j 4
@@ -136,8 +211,8 @@ jobs:
username: ${{ secrets.STEAM_USERNAME }}
password: ${{ secrets.STEAM_PASSWORD }}
totp: ${{ steps.steam-totp.outputs.code }}
appId: 3409670
appId: 1216230
buildDescription: ${{ github.sha }}
rootPath: build
depot1Path: game
releaseBranch: master
releaseBranch: shinespark
+5
View File
@@ -1,6 +1,7 @@
/target
/.jackdaw
imported_assets
/assets/
# Local editor configuration
**/.vscode/
@@ -10,3 +11,7 @@ imported_assets
*_old.glb
/replay.json
*.replay.tmp
# Python debugger formatter tests
__pycache__/
*.pyc
Generated
+387 -136
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+16 -7
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@@ -7,21 +7,23 @@ authors = [""]
[workspace]
[features]
default = ["development", "debug_features"]
development = ["bevy/dynamic_linking", "bevy/file_watcher"]
default = ["development", "debug_features", "gamecube-adapter"]
development = ["bevy/dynamic_linking", "bevy/file_watcher", "bevy/embedded_watcher", "hitbox-viewer"]
tracy = ["bevy/trace_tracy"]
debug_features = ["bevy/free_camera"]
gamecube-adapter = ["dep:gc-adapter-neo"]
hitbox-viewer = ["bevy/bevy_dev_tools", "dep:egui_extras"]
[dependencies]
bevy = { version = "0.19", features = ["asset_processor", "basis-universal", "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.
bevy = { version = "0.19.1", features = ["asset_processor", "basis-universal", "compressed_image_saver", "bevy_settings"] }
blake3 = { version = "1.8.5", features = [ "pure" ] }
itertools = "0.15.0"
thiserror = "2"
avian3d = "0.7"
arrayvec = "0.7.8"
bevy-inspector-egui = "0.37.0"
bevy_egui = "0.40.0"
egui_extras = { version = "0.34.3", optional = true}
bevy_ggrs = { git = "https://github.com/gschup/bevy_ggrs" }
serde = "1.0.229"
serde_json = "1.0.145"
@@ -34,7 +36,6 @@ strum = "0.28.0"
strum_macros = "0.28.0"
bevy_asset_loader = "0.27.0"
ron_asset_manager = "0.9.0"
gc-adapter-neo = { version = "1.1.1", features = ["libusb"] }
rhai = "1.26.0"
enum_cycling = "0.2.1"
enum_cycling_derive = "0.2.1"
@@ -49,3 +50,11 @@ inherits = "release"
lto = "thin"
codegen-units = 1
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"]
+38 -8
View File
@@ -2,6 +2,15 @@
Fancy heavily advanced platform fighting game
## Debugging fixed-point values with lldb
If using CodeLLDB:
```json
"preRunCommands": [
"command script import ${workspaceFolder}/tools/lldb_fixed.py"
]
```
## Direct P2P Debugging
```text
@@ -14,12 +23,20 @@ cargo run -- --debug-match --players 2 --local-port 7001 \
--net-player 0=127.0.0.1:7000 --net-player 1=local
```
## Production Build
## Hitbox viewer
Production builds use the `production` Cargo profile and do not dynamically
link Bevy or Rust. Development builds retain Bevy dynamic linking for faster
iteration. Cargo stores the production profile under `target/production`,
separate from development artifacts under `target/debug`.
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
```sh
cargo run --locked \
@@ -28,6 +45,19 @@ cargo build --locked \
--profile production --no-default-features --features debug_features
```
The asset preprocessing command must be run from the repository root. It
populates `imported_assets/Default`, which is then consumed by the production
game without running the asset processor at startup.
## Assets
Game assets are managed in Lore rather than Git. Install the Lore CLI, then
bootstrap or update the local checkout with:
```sh
scripts/install-lore.sh
scripts/update-assets.sh
```
The default Lore branch is `main`; pass another branch explicitly when testing
coordinated code and asset changes:
```sh
scripts/update-assets.sh my-feature-branch
```
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@@ -1,12 +0,0 @@
frame(4);
hitbox(0,
"hand_l",
damage("5.0"),
vec3("0.0", "0.0", "0.0"),
fg32("5.0"),
angle_sakurai(),
knockback_normal(),
knockback("10.0"),
fg32("1.0")
);
frame(8);
@@ -1,12 +0,0 @@
frame(3);
hitbox(0,
"hand_l",
damage("5.0"),
vec3("0.0", "0.0", "0.0"),
fg32("5.0"),
angle(fg32("45.0")),
knockback_normal(),
knockback("18.0"),
fg32("140.0")
);
frame(8);
@@ -1,13 +0,0 @@
frame(9);
hitbox(0,
"hand_l",
damage("5.0"),
vec3("1.0", "0.0", "0.0"),
fg32("7.0"),
angle_sakurai(),
knockback_normal(),
knockback("10.0"),
fg32("1.0")
);
frame(15);
-219
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@@ -1,219 +0,0 @@
(
id: TestFighter,
model_path: "fighters/test/test_fighter.gltf",
model_scale: "10.0",
baked_animation_path: "fighters/test/test.fighterbake",
icon: (
path: "fighters/test/icon.png",
),
attributes: (
base_walk_accel: "0.1",
stick_walk_accel: "0.16",
max_walk_vel: "1.0",
ground_friction: "0.1",
dash_acceleration_duration: 13,
dash_duration: 24,
base_dash_accel: "0.1",
stick_dash_accel: "0.05",
max_dash_vel: "2.0",
short_hop_vertical_velocity: "1.45",
full_jump_vertical_velocity: "2.0",
jump_horizontal_velocity: "0.6",
air_jump_horizontal_velocity: "0.96",
air_jump_multiplier: "1.0",
dash_initial_velocity: "1.4",
terminal_velocity: "3.0",
fast_fall_speed: "3.5",
gravity: "0.084",
weight: "100.0",
jumpsquat_duration: 5,
landing_iasa: 4,
landing_duration: 30,
max_air_horizontal_velocity: "2.5",
air_drift_max: "1.0",
air_acceleration_base: "0.03",
air_acceleration_stick: "0.01",
air_friction: "0.01",
air_dodge_duration: 49,
air_dodge_velocity: "2.790",
air_dodge_decay: "0.9",
ecb_vertical_midpoint_offset: "0.0"
),
camera: (
vertical_origin_offset: "8.0",
forward_extent: "25.5",
backward_extent: "8.5",
upward_extent: "15.0",
downward_extent: "5.0",
visibility_radius: "5.0",
),
animations: {
Wait: "Idle_Loop_Game",
Walk: "Walk_Loop_IK_Game",
Run: "Run_Game",
Dash: "Dash_Game",
JumpSquat: "Jump_Squat_Game",
JumpForward: "Jump_Start_IK_Game",
JumpBack: "JumpB_Game",
LandingSpecial: "SpecialLand_Game",
Landing: "Jump_Land_Game",
AirDodge: "Idle_Loop_Game",
DoubleJumpForward: "Jump_Start_IK_Game",
DoubleJumpBack: "JumpB_Game",
Fall: "Fall_Loop_Game",
Turn: "Turn_Game",
FlinchGround: "Air_Hit_Game",
FlinchAir: "Air_Hit_Game",
AttackJab1: "Punch_Jab_Game",
AttackUpTilt: "Idle_Loop_Game",
AttackForwardTilt: "Idle_Loop_Game",
AttackDownTilt: "Idle_Loop_Game"
},
attack_scripts: {
NeutralAir: "fighters/test/scripts/fair.attack.rhai",
Jab: "fighters/test/scripts/jab.attack.rhai",
UpTilt: "fighters/test/scripts/uptilt.attack.rhai",
ForwardTilt: "fighters/test/scripts/uptilt.attack.rhai",
DownTilt: "fighters/test/scripts/uptilt.attack.rhai",
},
hurtboxes: [
// center one
(
bone: "spine_01",
offset: (x: "0.0", y: "0.0", z: "0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.05",
radius: "0.15"
),
(
bone: "spine_03",
offset: (x: "0.0", y: "0.0", z: "0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.05",
radius: "0.15"
),
(
bone: "Head",
offset: (x: "0.0", y: "0.125", z: "0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.05",
radius: "0.1"
),
(
bone: "thigh_r",
offset: (x: "0.0", y: "0.15", z: "-0.01"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.2",
radius: "0.07"
),
(
bone: "thigh_l",
offset: (x: "0.0", y: "0.15", z: "-0.01"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.2",
radius: "0.07"
),
(
bone: "calf_l",
offset: (x: "0.0", y: "0.15", z: "-0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.2",
radius: "0.05"
),
(
bone: "calf_r",
offset: (x: "0.0", y: "0.15", z: "-0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.2",
radius: "0.05"
),
(
bone: "foot_r",
offset: (x: "0.0", y: "0.1", z: "0.01"),
rotation: FGVec3(x: "-25.0", y: "0.0", z: "0.0"),
half_length: "0.1",
radius: "0.04"
),
(
bone: "foot_l",
offset: (x: "0.0", y: "0.1", z: "0.01"),
rotation: FGVec3(x: "-25.0", y: "0.0", z: "0.0"),
half_length: "0.1",
radius: "0.04"
),
(
bone: "upperarm_l",
offset: (x: "0.0", y: "0.09", z: "-0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.125",
radius: "0.05"
),
(
bone: "lowerarm_l",
offset: (x: "0.0", y: "0.12", z: "-0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.115",
radius: "0.04"
),
(
bone: "hand_l",
offset: (x: "0.0", y: "0.05", z: "-0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.01",
radius: "0.04"
),
(
bone: "upperarm_r",
offset: (x: "0.0", y: "0.09", z: "-0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.125",
radius: "0.05"
),
(
bone: "lowerarm_r",
offset: (x: "0.0", y: "0.12", z: "-0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.115",
radius: "0.04"
),
(
bone: "hand_r",
offset: (x: "0.0", y: "0.05", z: "-0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "0.0"),
half_length: "0.01",
radius: "0.04"
),
/*(
bone: "RFootJA",
offset: (x: "0.0", y: "0.5", z: "0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "90.0"),
half_length: "0.5",
radius: "1.0"
),
(
bone: "JOBJ_47",
offset: (x: "0.0", y: "0.0", z: "0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "90.0"),
half_length: "0.5",
radius: "1.0"
),
(
bone: "LFootJA",
offset: (x: "0.0", y: "0.5", z: "0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "90.0"),
half_length: "0.5",
radius: "1.0"
),
(
bone: "JOBJ_41",
offset: (x: "0.0", y: "0.0", z: "0.0"),
rotation: FGVec3(x: "0.0", y: "0.0", z: "90.0"),
half_length: "0.5",
radius: "1.0"
),*/
]
)
-3
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@@ -1,3 +0,0 @@
(
manifest_path: "fighters/test/test.fighter.ron",
)
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@@ -1,128 +0,0 @@
(
cursor: (
path: "ui/textures/cursor.png",
sampling: Nearest
),
css_token: (
path: "ui/textures/fighter_select_token.png",
sampling: Linear
),
player_colors: [
Srgba((red: 0.780, green: 0.420, blue: 0.933, alpha: 1.000)),
Srgba((red: 0.843, green: 0.227, blue: 0.204, alpha: 1.000)),
Srgba((red: 0.333, green: 0.804, blue: 0.078, alpha: 1.000)),
Srgba((red: 0.075, green: 0.376, blue: 0.416, alpha: 1.000)),
Srgba((red: 0.682, green: 0.878, blue: 0.914, alpha: 1.000))
],
button_styles: {
MainMenu: (
focus_outline_width_px: 4,
focus_outline_offset_px: 2,
focus_outline_color: Srgba((red: 1.0, green: 1.0, blue: 0.0, alpha: 1.0)),
normal: (
background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
border_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (),
),
press: (
background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
border_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (),
),
hover: (
background_color: Srgba((red: 0.0, green: 1.0, blue: 0.0, alpha: 1.0)),
border_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (),
)
),
CharacterSelectCharacter: (
focus_outline_width_px: 10,
focus_outline_offset_px: 5,
focus_outline_color: Srgba((red: 1.0, green: 1.0, blue: 0.0, alpha: 1.0)),
normal: (
background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (),
border_size: 10,
),
press: (
background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (),
),
hover: (
background_color: Srgba((red: 0.0, green: 1.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (),
)
),
CharacterSelectStartBanner: (
focus_outline_width_px: 10,
focus_outline_offset_px: 5,
focus_outline_color: Srgba((red: 1.0, green: 1.0, blue: 0.0, alpha: 1.0)),
normal: (
background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (),
),
press: (
background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (),
),
hover: (
background_color: Srgba((red: 0.0, green: 1.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (),
)
),
StageSelectIcon: (
focus_outline_width_px: 4,
focus_outline_offset_px: 2,
focus_outline_color: Srgba((red: 1.0, green: 1.0, blue: 0.0, alpha: 1.0)),
normal: (
border_color: Srgba((red: 1.0, green: 1.0, blue: 0.0, alpha: 1.0)),
background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 0.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
border_size: 10,
border_radius: 40.0,
box_shadow: (
spread_radius: 5.0,
blur_radius: 5.0,
offset_px_y: 10,
offset_px_x: 10,
color: Srgba((red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0))
),
),
press: (
background_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
border_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
border_radius: 40.0,
border_size: 10,
box_shadow: (
spread_radius: 5.0,
offset_px_y: 10,
offset_px_x: 10,
color: Srgba((red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0))
),
),
hover: (
background_color: Srgba((red: 0.0, green: 1.0, blue: 0.0, alpha: 1.0)),
border_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
border_radius: 40.0,
border_size: 10,
text_color: Srgba((red: 1.0, green: 0.0, blue: 0.0, alpha: 1.0)),
box_shadow: (
spread_radius: 5.0,
offset_px_y: 10,
offset_px_x: 10,
color: Srgba((red: 1.0, green: 1.0, blue: 1.0, alpha: 1.0))
),
)
),
}
)
-36
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@@ -1,36 +0,0 @@
(
input_common: (
stick_deadzone: "0.275",
trigger_deadzone: "0.3",
smash_input_reset_axis_threshold: "0.25",
smash_input_axis_threshold: "0.8",
run_stick_threshold: "0.625",
smash_input_frame_threshold: 3,
input_buffer_size: 3,
turn_into_dashback_window: 2,
),
fighter_common: (
walk_speed_ease: "0.5",
ground_max_horizontal_velocity: "3.0",
ground_friction_over_walk_speed_multiplier: "2.0",
knockback_stacking_window: 2,
knockback_decay_per_frame: "0.051",
knockback_launch_velocity_multiplier: "0.03",
hitstun_frames_per_unit_knockback: "0.4",
tumble_bounce_hitstop_threshold: 32,
attack_ground_to_airborne_transition_vertical_angle_threshold: "90.0",
meteor_angle_threshold: "10.0",
visual_shake_frames_per_hitstop_frame: "1.2",
visual_shake_table: [
-3.0, -1.5, 1.5, 3.0
],
attacker_visual_shake_multiplier: 0.4,
di_max_angle: "18.0"
),
stage_manifest_paths: [
"stages/battlefield/test.stage.ron"
],
fighter_manifest_paths: [
"fighters/test/test.fighter.ron"
]
)
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@@ -1,139 +0,0 @@
(
id: TestStage,
model_path: "stages/battlefield/battlefield.glb#Scene0",
icon: (
path: "stages/battlefield/icon.png"
),
// Battlefield
/*camera: (
left: -200.0,
right: 200.0,
bottom: -59.0,
top: 170.0,
origin: (0.0, 44.0),
vertical_fov_degrees: 30.0,
min_depth: 83.0,
max_depth: 1000.0,
subject_scale: 1.5,
fighter_forward_extent_scale: 1.5,
tracking_smoothness: 1.8,
vertical_pan_degrees: -10.0,
horizontal_pan_degrees_per_unit: 0.1,
vertical_pan_degrees_per_unit: 0.1,
max_horizontal_pan_degrees: 17.5,
max_upward_pan_degrees: 5.0,
max_downward_pan_degrees: 7.0,
),*/
// Yoshi's story
/*camera: (
left: -180.0,
right: 179.0,
bottom: -71.0,
top: 169.0,
origin: (0.0, 44.0),
vertical_fov_degrees: 20.0,
min_depth: 100.0,
max_depth: 1000.0,
subject_scale: 1.0,
fighter_forward_extent_scale: 1.0,
tracking_smoothness: 1.0,
vertical_pan_degrees: -10.0,
horizontal_pan_degrees_per_unit: 0.05,
vertical_pan_degrees_per_unit: 0.15,
max_horizontal_pan_degrees: 17.5,
max_upward_pan_degrees: 5.0,
max_downward_pan_degrees: 7.0,
),*/
camera: (
left: -180.0,
right: 179.0,
bottom: -71.0,
top: 169.0,
origin: (0.0, 44.0),
vertical_fov_degrees: 20.0,
min_depth: 100.0,
max_depth: 1000.0,
subject_scale: 1.5,
fighter_forward_extent_scale: 1.0,
tracking_smoothness: 1.0,
vertical_pan_degrees: -10.0,
horizontal_pan_degrees_per_unit: 0.05,
vertical_pan_degrees_per_unit: 0.15,
max_horizontal_pan_degrees: 17.5,
max_upward_pan_degrees: 5.0,
max_downward_pan_degrees: 7.0,
),
polygons: [
(
poly_type: Platform,
lines: [
(
(x: "-20.0", y: "47.0"),
Floor
),
(
(x: "20.0", y: "47.0"),
Floor
)
]
),
(
poly_type: Platform,
lines: [
(
(x: "-65.0", y: "24.0"),
Floor
),
(
(x: "-25.0", y: "24.0"),
Floor
)
]
),
(
poly_type: Platform,
lines: [
(
(x: "25.0", y: "24.0"),
Floor
),
(
(x: "65.0", y: "24.0"),
Floor
)
]
),
(
poly_type: Closed,
lines: [
(
(x: "-68.0", y: "-3.0"),
Wall
),
(
(x: "-68.0", y: "0.0"),
Floor,
),
(
(x: "0.0", y: "0.0"),
Floor
),
(
(x: "68", y: "0.0"),
Wall
),
(
(x: "68.0", y: "-3.0"),
Ceiling
),
(
(x: "0.0", y: "-15.0"),
Ceiling
),
]
)
]
)
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xmlns:inkscape="http://www.inkscape.org/namespaces/inkscape"
xmlns:sodipodi="http://sodipodi.sourceforge.net/DTD/sodipodi-0.dtd"
xmlns:xlink="http://www.w3.org/1999/xlink"
xmlns="http://www.w3.org/2000/svg"
xmlns:svg="http://www.w3.org/2000/svg">
<sodipodi:namedview
id="namedview1"
pagecolor="#000000"
bordercolor="#000000"
borderopacity="0.25"
inkscape:showpageshadow="2"
inkscape:pageopacity="0.0"
inkscape:pagecheckerboard="0"
inkscape:deskcolor="#d1d1d1"
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+30
View File
@@ -0,0 +1,30 @@
#!/usr/bin/env bash
set -euo pipefail
version="5.2.2"
sha256="84098912789dc450e95697c4184fb8a90acbe5111c2ba4aede3fecb57806a168"
install_dir="${1:-${BLENDER_INSTALL_DIR:-${HOME}/.local/blender-${version}}}"
if [[ "$(uname -s)" != Linux || "$(uname -m)" != x86_64 ]]; then
echo "error: this installer currently supports Linux x86_64 only" >&2
exit 1
fi
if [[ -x "$install_dir/blender" ]]; then
"$install_dir/blender" --version | head -n 1
exit 0
fi
mkdir -p "$(dirname "$install_dir")"
tmp_dir="$(mktemp -d)"
trap 'rm -rf "$tmp_dir"' EXIT
archive="blender-${version}-linux-x64.tar.xz"
url="https://download.blender.org/release/Blender5.2/${archive}"
curl --fail --location --silent --show-error --output "$tmp_dir/$archive" "$url"
printf '%s %s\n' "$sha256" "$tmp_dir/$archive" | sha256sum --check --status
tar --extract --xz --file "$tmp_dir/$archive" --directory "$tmp_dir"
mv "$tmp_dir/blender-${version}-linux-x64" "$install_dir"
"$install_dir/blender" --version | head -n 1
+31
View File
@@ -0,0 +1,31 @@
#!/usr/bin/env bash
set -euo pipefail
version="v0.10.0"
sha256="0d1633b71e44081c6a3ca57ad5be3df7a9563698827638838939c3c832e87351"
install_dir="${1:-${LORE_INSTALL_DIR:-${HOME}/.local/bin}}"
if [[ "$(uname -s)" != Linux || "$(uname -m)" != x86_64 ]]; then
echo "error: this installer currently supports Linux x86_64 only" >&2
exit 1
fi
mkdir -p "$install_dir"
tmp_dir="$(mktemp -d)"
trap 'rm -rf "$tmp_dir"' EXIT
archive="lore-${version}-x86_64-unknown-linux-gnu.tar.gz"
url="https://github.com/EpicGames/lore/releases/download/${version}/${archive}"
curl --fail --location --silent --show-error --output "$tmp_dir/$archive" "$url"
printf '%s %s\n' "$sha256" "$tmp_dir/$archive" | sha256sum --check --status
tar --extract --gzip --file "$tmp_dir/$archive" --directory "$tmp_dir"
binary="$(find "$tmp_dir" -type f -name lore -print -quit)"
if [[ -z "$binary" ]]; then
echo "error: Lore archive did not contain a lore binary" >&2
exit 1
fi
install -m 0755 "$binary" "$install_dir/lore"
"$install_dir/lore" --version
+111
View File
@@ -0,0 +1,111 @@
#!/usr/bin/env bash
set -euo pipefail
readonly lore_url="${LORE_REPOSITORY_URL:-lore://lore.eirexe.moe/shinespark}"
readonly default_branch="${LORE_DEFAULT_BRANCH:-main}"
readonly assets_dir="${LORE_ASSETS_DIR:-assets}"
branch="${1:-${LORE_BRANCH:-$default_branch}}"
case "$branch" in
""|*[!A-Za-z0-9._/-]*)
echo "error: invalid Lore branch name: $branch" >&2
exit 2
;;
esac
if [[ -n "${LORE_IDENTITY_TOKEN:-}" ]]; then
lore_args=(--identity-token "$LORE_IDENTITY_TOKEN")
elif [[ -n "${LORE_CI_USERNAME:-}" || -n "${LORE_CI_PASSWORD:-}" ]]; then
if [[ -z "${LORE_CI_USERNAME:-}" || -z "${LORE_CI_PASSWORD:-}" ]]; then
echo "error: LORE_CI_USERNAME and LORE_CI_PASSWORD must be provided together" >&2
exit 2
fi
: "${LORE_AUTH_URL:=https://auth.eirexe.moe}"
export LORE_AUTH_URL
token="$(python3 - <<'PY'
import json
import os
import sys
import urllib.error
import urllib.request
request = urllib.request.Request(
os.environ["LORE_AUTH_URL"].rstrip("/") + "/auth/login",
data=json.dumps({
"username": os.environ["LORE_CI_USERNAME"],
"password": os.environ["LORE_CI_PASSWORD"],
}).encode(),
headers={"Content-Type": "application/json"},
method="POST",
)
try:
with urllib.request.urlopen(request) as response:
payload = json.load(response)
except urllib.error.HTTPError as error:
print(f"Lore authentication failed with HTTP {error.code}", file=sys.stderr)
sys.exit(1)
token = payload.get("token")
if not isinstance(token, str) or not token:
print("Lore authentication response did not contain a token", file=sys.stderr)
sys.exit(1)
print(token)
PY
)"
if [[ -n "${GITHUB_ENV:-}" ]]; then
echo "::add-mask::$token"
fi
lore_args=(--identity-token "$token")
else
lore_args=()
fi
if [[ -e "$assets_dir" && ! -d "$assets_dir" ]]; then
echo "error: $assets_dir exists but is not a directory" >&2
exit 1
fi
if [[ -d "$assets_dir/.lore" ]]; then
if ! lore "${lore_args[@]}" --repository "$assets_dir" repository info >/dev/null; then
echo "error: $assets_dir is not a usable Lore checkout" >&2
exit 1
fi
if ! lore "${lore_args[@]}" --repository "$assets_dir" branch list --no-pager \
| grep -Fqx " $branch"; then
if [[ "$branch" != "$default_branch" ]]; then
echo "warning: Lore branch does not exist: $branch; using $default_branch" >&2
branch="$default_branch"
else
echo "error: Lore branch does not exist: $branch" >&2
exit 1
fi
fi
lore "${lore_args[@]}" --repository "$assets_dir" sync "$branch@LATEST"
exit 0
fi
if [[ -d "$assets_dir" && -n "$(find "$assets_dir" -mindepth 1 -maxdepth 1 -print -quit)" ]]; then
echo "error: refusing to overwrite non-Lore directory: $assets_dir" >&2
exit 1
fi
metadata_dir="$(mktemp -d)"
trap 'rm -rf "$metadata_dir"' EXIT
lore "${lore_args[@]}" --non-interactive clone --bare "$lore_url" "$metadata_dir"
if ! lore "${lore_args[@]}" --repository "$metadata_dir" branch list --no-pager \
| grep -Fqx " $branch"; then
if [[ "$branch" != "$default_branch" ]]; then
echo "warning: Lore branch does not exist: $branch; using $default_branch" >&2
branch="$default_branch"
else
echo "error: Lore branch does not exist: $branch" >&2
echo "available branches:" >&2
lore "${lore_args[@]}" --repository "$metadata_dir" branch list --no-pager >&2
exit 1
fi
fi
rm -rf "$assets_dir"
lore "${lore_args[@]}" --non-interactive clone --branch "$branch" "$lore_url" "$assets_dir"
lore "${lore_args[@]}" --repository "$assets_dir" status --revision-only --no-pager
+37
View File
@@ -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()
}
+394
View File
@@ -0,0 +1,394 @@
//! Blender `.blend` source processing.
//!
//! Blender is used as an offline importer. The processed result is a normal
//! GLB, so the runtime continues to use Bevy's built-in glTF loader.
use bevy::{
asset::{
AssetLoader, AssetPath, AsyncWriteExt, LoadContext,
io::{Reader, Writer},
processor::LoadTransformAndSave,
saver::{AssetSaver, SavedAsset},
transformer::{AssetTransformer, TransformedAsset},
},
gltf::GltfLoader,
prelude::*,
reflect::TypePath,
};
use serde::Deserialize;
use std::{
collections::HashMap,
fs, io,
path::{Path, PathBuf},
process::Command,
time::{SystemTime, UNIX_EPOCH},
};
use crate::fighter::animation::AnimKind;
const EXPORT_SCRIPT: &str = include_str!("blend_asset/export.py");
#[derive(Asset, TypePath)]
struct BlendSource {
glb: Vec<u8>,
}
#[derive(Default, TypePath)]
struct BlendSourceLoader;
#[derive(Debug, Deserialize)]
struct ExportManifest {
dependencies: Vec<String>,
}
#[derive(Debug, Deserialize)]
struct AnimationManifest {
animations: HashMap<AnimKind, String>,
}
impl AssetLoader for BlendSourceLoader {
type Asset = BlendSource;
type Settings = ();
type Error = io::Error;
async fn load(
&self,
reader: &mut dyn Reader,
_: &Self::Settings,
load_context: &mut LoadContext<'_>,
) -> Result<Self::Asset, Self::Error> {
let mut source_bytes = Vec::new();
reader.read_to_end(&mut source_bytes).await?;
let temp = TempDir::new()?;
let source_path = locate_source(load_context.path().path());
let blend_path = if let Some(path) = source_path.as_deref() {
path.to_path_buf()
} else {
let path = temp.path().join("source.blend");
fs::write(&path, source_bytes)?;
path
};
let output = temp.path().join("export.gltf");
let script = temp.path().join("export.py");
let actions = referenced_actions(load_context, &asset_root()).await?;
let actions_path = temp.path().join("actions.json");
fs::write(
&actions_path,
serde_json::to_vec(&actions).map_err(io::Error::other)?,
)?;
fs::write(&script, EXPORT_SCRIPT)?;
let result = Command::new(std::env::var_os("BLENDER").unwrap_or_else(|| "blender".into()))
.arg("--background")
.arg(&blend_path)
.arg("--python")
.arg(&script)
.arg("--")
.arg(&output)
.arg(&actions_path)
.arg(&blend_path)
.output()
.map_err(|error| io::Error::other(format!("failed to start Blender: {error}")))?;
if !result.status.success() {
return Err(io::Error::other(format!(
"Blender export failed with {}:\n{}\n{}",
result.status,
String::from_utf8_lossy(&result.stdout),
String::from_utf8_lossy(&result.stderr)
)));
}
let manifest: ExportManifest =
serde_json::from_slice(&fs::read(temp.path().join("export-manifest.json"))?)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?;
let asset_root = asset_root();
let mut dependencies = manifest.dependencies;
let document: serde_json::Value = serde_json::from_slice(&fs::read(&output)?)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?;
validate_export(&document, &output)?;
if let Some(images) = document.get("images").and_then(serde_json::Value::as_array) {
for image in images {
if let Some(uri) = image.get("uri").and_then(serde_json::Value::as_str) {
let path = temp.path().join(uri);
dependencies.push(path.to_string_lossy().into_owned());
}
}
}
let mut seen = std::collections::HashSet::new();
for dependency in dependencies {
let physical = PathBuf::from(&dependency);
let Some(asset_path) = physical_to_asset_path(&physical, &asset_root) else {
continue;
};
if seen.insert(asset_path.clone()) {
// This read is intentionally discarded: it registers the file and
// its processed hash as a processor dependency.
load_context
.read_asset_bytes(asset_path)
.await
.map_err(|error| {
io::Error::other(format!("failed to read blend dependency: {error}"))
})?;
}
}
let glb = make_glb(&output, &temp, load_context.path().path(), &asset_root)?;
Ok(BlendSource { glb })
}
fn extensions(&self) -> &[&str] {
&["blend"]
}
}
fn validate_export(document: &serde_json::Value, output: &Path) -> io::Result<()> {
for key in ["scenes", "nodes", "meshes"] {
let count = document
.get(key)
.and_then(serde_json::Value::as_array)
.map_or(0, Vec::len);
if count == 0 {
return Err(io::Error::new(
io::ErrorKind::InvalidData,
format!("Blender export {} contains no {key}", output.display()),
));
}
}
Ok(())
}
async fn referenced_actions(
load_context: &mut LoadContext<'_>,
root: &Path,
) -> io::Result<Vec<String>> {
let model_path = load_context.path().path();
let Some(stem) = model_path.file_stem().and_then(|stem| stem.to_str()) else {
return Ok(Vec::new());
};
let manifest_path = model_path
.parent()
.unwrap_or_else(|| Path::new(""))
.join(format!("{stem}.fighter.ron"));
if !root.join(&manifest_path).is_file() {
return Ok(Vec::new());
}
let bytes = load_context
.read_asset_bytes(manifest_path)
.await
.map_err(|error| io::Error::other(error.to_string()))?;
let manifest: AnimationManifest = ron::de::from_bytes(&bytes)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?;
Ok(manifest.animations.into_values().collect())
}
#[derive(Asset, TypePath)]
struct ProcessedBlend {
bytes: Vec<u8>,
}
#[derive(Default, TypePath)]
struct BlendTransformer;
impl AssetTransformer for BlendTransformer {
type AssetInput = BlendSource;
type AssetOutput = ProcessedBlend;
type Settings = ();
type Error = io::Error;
async fn transform<'a>(
&'a self,
source: TransformedAsset<Self::AssetInput>,
_: &'a Self::Settings,
) -> Result<TransformedAsset<Self::AssetOutput>, Self::Error> {
let bytes = source.glb.clone();
Ok(source.replace_asset(ProcessedBlend { bytes }))
}
}
#[derive(Default, TypePath)]
struct BlendSaver;
impl AssetSaver for BlendSaver {
type Asset = ProcessedBlend;
type Settings = ();
type OutputLoader = GltfLoader;
type Error = io::Error;
async fn save(
&self,
writer: &mut Writer,
asset: SavedAsset<'_, '_, Self::Asset>,
_: &Self::Settings,
_: AssetPath<'_>,
) -> Result<<Self::OutputLoader as AssetLoader>::Settings, Self::Error> {
writer.write_all(&asset.bytes).await?;
Ok(default())
}
}
type BlendProcessor = LoadTransformAndSave<BlendSourceLoader, BlendTransformer, BlendSaver>;
pub struct BlendAssetProcessingPlugin;
impl Plugin for BlendAssetProcessingPlugin {
fn build(&self, app: &mut App) {
app.init_asset::<BlendSource>()
.init_asset::<ProcessedBlend>()
.register_asset_loader(BlendSourceLoader)
.register_asset_processor(BlendProcessor::new(BlendTransformer, BlendSaver))
.set_default_asset_processor::<BlendProcessor>("blend");
}
}
struct TempDir(PathBuf);
impl TempDir {
fn new() -> io::Result<Self> {
let stamp = SystemTime::now()
.duration_since(UNIX_EPOCH)
.unwrap_or_default()
.as_nanos();
let path =
std::env::temp_dir().join(format!("shinespark-blend-{}-{stamp}", std::process::id()));
fs::create_dir_all(&path)?;
Ok(Self(path))
}
fn path(&self) -> &Path {
&self.0
}
}
impl Drop for TempDir {
fn drop(&mut self) {
let _ = fs::remove_dir_all(&self.0);
}
}
fn asset_root() -> PathBuf {
std::env::var_os("BEVY_ASSET_ROOT")
.map(PathBuf::from)
.unwrap_or_else(|| std::env::current_dir().unwrap_or_default().join("assets"))
}
fn locate_source(path: &Path) -> Option<PathBuf> {
let root = asset_root();
[root.join(path), PathBuf::from(path)]
.into_iter()
.find(|candidate| candidate.is_file())
}
fn physical_to_asset_path(path: &Path, root: &Path) -> Option<String> {
let canonical = fs::canonicalize(path).ok()?;
let root = fs::canonicalize(root).ok()?;
let relative = canonical.strip_prefix(root).ok()?;
Some(relative.to_string_lossy().replace('\\', "/"))
}
fn make_glb(
gltf_path: &Path,
temp: &TempDir,
model_asset_path: &Path,
asset_root: &Path,
) -> io::Result<Vec<u8>> {
let mut json: serde_json::Value = serde_json::from_slice(&fs::read(gltf_path)?)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?;
let bin_name = json["buffers"][0]["uri"].as_str().ok_or_else(|| {
io::Error::new(io::ErrorKind::InvalidData, "glTF has no binary buffer URI")
})?;
let mut bin = fs::read(temp.path().join(bin_name))?;
let model_parent = model_asset_path.parent().unwrap_or_else(|| Path::new(""));
let image_count = json["images"].as_array().map_or(0, Vec::len);
if image_count > 0 && !json["bufferViews"].is_array() {
return Err(io::Error::new(
io::ErrorKind::InvalidData,
"glTF bufferViews are not an array",
));
}
for index in 0..image_count {
let uri = json["images"][index]
.get("uri")
.and_then(serde_json::Value::as_str)
.map(str::to_owned);
let Some(uri) = uri else { continue };
if uri.starts_with("data:") {
continue;
}
let uri_path = temp.path().join(uri);
if let Some(asset_path) = physical_to_asset_path(&uri_path, asset_root) {
json["images"][index]["uri"] =
serde_json::Value::String(relative_uri(model_parent, Path::new(&asset_path)));
} else {
let bytes = fs::read(&uri_path)?;
while bin.len() % 4 != 0 {
bin.push(0);
}
let offset = bin.len();
bin.extend_from_slice(&bytes);
let mime = mime_type(&uri_path);
let view = json["bufferViews"].as_array().unwrap().len();
json["bufferViews"]
.as_array_mut()
.unwrap()
.push(serde_json::json!({
"buffer": 0,
"byteOffset": offset,
"byteLength": bytes.len(),
}));
json["images"][index].as_object_mut().unwrap().remove("uri");
json["images"][index]["bufferView"] = serde_json::Value::from(view);
json["images"][index]["mimeType"] = serde_json::Value::String(mime.to_owned());
}
}
json["buffers"][0]["byteLength"] = serde_json::Value::from(bin.len());
json["buffers"][0].as_object_mut().unwrap().remove("uri");
let mut json_bytes = serde_json::to_vec(&json).map_err(io::Error::other)?;
while json_bytes.len() % 4 != 0 {
json_bytes.push(b' ');
}
while bin.len() % 4 != 0 {
bin.push(0);
}
let length = 12 + 8 + json_bytes.len() + 8 + bin.len();
let mut glb = Vec::with_capacity(length);
glb.extend_from_slice(b"glTF");
glb.extend_from_slice(&2u32.to_le_bytes());
glb.extend_from_slice(&(length as u32).to_le_bytes());
glb.extend_from_slice(&(json_bytes.len() as u32).to_le_bytes());
glb.extend_from_slice(b"JSON");
glb.extend_from_slice(&json_bytes);
glb.extend_from_slice(&(bin.len() as u32).to_le_bytes());
glb.extend_from_slice(b"BIN\0");
glb.extend_from_slice(&bin);
Ok(glb)
}
fn relative_uri(from: &Path, to: &Path) -> String {
let from: Vec<_> = from.components().collect();
let to: Vec<_> = to.components().collect();
let common = from.iter().zip(&to).take_while(|(a, b)| a == b).count();
let mut result = PathBuf::new();
for _ in common..from.len() {
result.push("..");
}
for component in &to[common..] {
result.push(component.as_os_str());
}
result.to_string_lossy().replace('\\', "/")
}
fn mime_type(path: &Path) -> &'static str {
match path
.extension()
.and_then(|e| e.to_str())
.unwrap_or_default()
.to_ascii_lowercase()
.as_str()
{
"jpg" | "jpeg" => "image/jpeg",
"webp" => "image/webp",
_ => "image/png",
}
}
+80
View File
@@ -0,0 +1,80 @@
import bpy
import json
import os
import sys
def main():
output = sys.argv[sys.argv.index("--") + 1]
actions_path = sys.argv[sys.argv.index("--") + 2]
source_path = sys.argv[sys.argv.index("--") + 3]
loaded_path = os.path.realpath(bpy.data.filepath)
expected_path = os.path.realpath(source_path)
if loaded_path != expected_path:
raise RuntimeError(
f"Blender loaded {loaded_path!r} instead of {expected_path!r}"
)
if not bpy.data.objects or not bpy.data.meshes:
raise RuntimeError("Blender loaded an empty scene")
with open(actions_path) as file:
actions_to_keep = set(json.load(file))
for obj in bpy.data.objects:
if not obj.animation_data:
continue
for track in list(obj.animation_data.nla_tracks):
if track.name.startswith("[Action Stash]"):
obj.animation_data.nla_tracks.remove(track)
nla_tracks = [
track
for obj in bpy.data.objects
if obj.animation_data
for track in obj.animation_data.nla_tracks
]
use_nla_tracks = bool(nla_tracks)
# For blends without NLA tracks, use the actions referenced by the fighter
# manifest instead of sampling every source action.
if not use_nla_tracks and actions_to_keep:
from io_scene_gltf2 import GLTF2_filter_action
if not hasattr(bpy.types.Scene, "gltf_action_filter"):
bpy.types.Scene.gltf_action_filter = bpy.props.CollectionProperty(
type=GLTF2_filter_action
)
scene = bpy.context.scene
scene.gltf_action_filter.clear()
for action in bpy.data.actions:
item = scene.gltf_action_filter.add()
item.action = action
item.keep = action.name in actions_to_keep
bpy.ops.export_scene.gltf(
filepath=output,
export_format="GLTF_SEPARATE",
export_keep_originals=True,
export_extras=True,
export_animations=True,
export_skins=True,
export_morph=True,
export_yup=True,
export_def_bones=True,
export_action_filter=False,
export_animation_mode="NLA_TRACKS" if use_nla_tracks else "ACTIONS",
)
dependencies = []
for image in bpy.data.images:
if image.source not in {"FILE", "TILED"}:
continue
path = image.filepath_raw or image.filepath
if path and not image.packed_file:
dependencies.append(bpy.path.abspath(path))
with open(os.path.join(os.path.dirname(output), "export-manifest.json"), "w") as file:
json.dump({"dependencies": sorted(set(dependencies))}, file)
if __name__ == "__main__":
main()
+9 -5
View File
@@ -5,7 +5,7 @@ use bevy_ggrs::GgrsFrameTiming;
use crate::{
debug_tools::DebugSettings,
fighter::{manifest::FighterManifest, motion::sample_presentation_translation},
fighter::{manifest::FighterManifest, motion::{sample_presentation_translation_with_snap, FighterPresentationSnap}},
stage::manifest::StageCameraProfile,
};
@@ -313,6 +313,7 @@ fn update_match_camera(
&crate::fighter::motion::FighterPreviousTranslation,
&crate::fighter::Fighter,
&crate::fighter::FighterFacingDirection,
&FighterPresentationSnap,
&mut FighterCameraExtents,
),
With<crate::player::Player>,
@@ -329,16 +330,17 @@ fn update_match_camera(
let subjects = fighters
.iter_mut()
.map(
|(translation, previous_translation, fighter, facing, mut extents)| {
|(translation, previous_translation, fighter, facing, presentation_snap, mut extents)| {
let manifest = manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
fighter_subject_bounds(
sample_presentation_translation(
sample_presentation_translation_with_snap(
*previous_translation,
*translation,
timing.overstep_fraction(),
debug_settings.motion_sampling,
*presentation_snap,
),
manifest.camera,
*facing,
@@ -465,6 +467,7 @@ fn debug_draw_camera(
&crate::fighter::motion::FighterPreviousTranslation,
&crate::fighter::Fighter,
&crate::fighter::FighterFacingDirection,
&FighterPresentationSnap,
&FighterCameraExtents,
),
With<crate::player::Player>,
@@ -486,15 +489,16 @@ fn debug_draw_camera(
Color::srgb(1.0, 0.5, 0.0),
);
draw_rectangle(&mut gizmos, camera.frame, Color::srgb(1.0, 1.0, 0.0));
for (translation, previous_translation, fighter, _facing, extents) in &fighters {
for (translation, previous_translation, fighter, _facing, presentation_snap, extents) in &fighters {
let manifest = manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
let center = sample_presentation_translation(
let center = sample_presentation_translation_with_snap(
*previous_translation,
*translation,
timing.overstep_fraction(),
debug_settings.motion_sampling,
*presentation_snap,
) + Vec2::Y * manifest.camera.vertical_origin_offset.to_num::<f32>();
draw_rectangle(
&mut gizmos,
+62 -4
View File
@@ -3,11 +3,9 @@
use std::{collections::HashMap, time::Duration};
use bevy::{
input::InputSystems,
prelude::*,
settings::{ReflectSettingsGroup, SaveSettingsDeferred, SettingsGroup},
camera::{CameraOutputMode, visibility::RenderLayers}, input::InputSystems, prelude::*, render::render_resource::BlendState, settings::{ReflectSettingsGroup, SaveSettingsDeferred, SettingsGroup},
};
use bevy_egui::{EguiContexts, EguiPrimaryContextPass, egui};
use bevy_egui::{EguiContexts, EguiGlobalSettings, EguiPrimaryContextPass, PrimaryEguiContext, egui};
use bevy_ggrs::{RollbackFrameRate, RunGgrsSystems};
use enum_cycling::EnumCycle;
use enum_cycling_derive::EnumCycle;
@@ -111,11 +109,14 @@ impl FighterDebugRowKind {
enum DebugFlag {
Network,
Ecb,
BlastZones,
StageCollision,
SpawnPositions,
AnimationBones,
AttackHitboxes,
Hurtboxes,
Camera,
LedgeGrab,
DrawThroughGeometry,
FrameStepping,
}
@@ -164,6 +165,10 @@ const FIGHTER_MENU: &[DebugMenuEntry] = &[
label: "Attack hitboxes",
flag: DebugFlag::AttackHitboxes,
},
DebugMenuEntry::Toggle {
label: "Ledge grab",
flag: DebugFlag::LedgeGrab,
},
DebugMenuEntry::Toggle {
label: "Hurtboxes",
flag: DebugFlag::Hurtboxes,
@@ -175,6 +180,14 @@ const WORLD_MENU: &[DebugMenuEntry] = &[
label: "Stage collision",
flag: DebugFlag::StageCollision,
},
DebugMenuEntry::Toggle {
label: "Blast zones",
flag: DebugFlag::BlastZones,
},
DebugMenuEntry::Toggle {
label: "Spawn points",
flag: DebugFlag::SpawnPositions,
},
DebugMenuEntry::GameSpeed {
label: "Game speed",
},
@@ -245,11 +258,14 @@ pub struct DebugSettings {
pub frame_stepping: bool,
pub network: bool,
pub ecb: bool,
pub blast_zones: bool,
pub stage_collision: bool,
pub spawn_positions: bool,
pub animation_bones: bool,
pub attack_hitboxes: bool,
pub hurtboxes: bool,
pub camera: bool,
pub ledge_grab: bool,
pub draw_through_geometry: bool,
pub motion_sampling: PresentationMotionMode,
pub game_speed: GameSpeedDebug,
@@ -266,11 +282,14 @@ impl Default for DebugSettings {
frame_stepping: false,
network: false,
ecb: false,
blast_zones: false,
stage_collision: false,
spawn_positions: false,
animation_bones: false,
attack_hitboxes: false,
hurtboxes: false,
camera: false,
ledge_grab: false,
draw_through_geometry: false,
motion_sampling: PresentationMotionMode::default(),
game_speed: GameSpeedDebug::Full,
@@ -330,12 +349,15 @@ impl DebugSettings {
match flag {
DebugFlag::Network => self.network,
DebugFlag::Ecb => self.ecb,
DebugFlag::BlastZones => self.blast_zones,
DebugFlag::SpawnPositions => self.spawn_positions,
DebugFlag::StageCollision => self.stage_collision,
DebugFlag::AnimationBones => self.animation_bones,
DebugFlag::AttackHitboxes => self.attack_hitboxes,
DebugFlag::Hurtboxes => self.hurtboxes,
DebugFlag::DrawThroughGeometry => self.draw_through_geometry,
DebugFlag::Camera => self.camera,
DebugFlag::LedgeGrab => self.ledge_grab,
DebugFlag::FrameStepping => self.frame_stepping,
}
}
@@ -344,7 +366,9 @@ impl DebugSettings {
match flag {
DebugFlag::Network => self.network = !self.network,
DebugFlag::Ecb => self.ecb = !self.ecb,
DebugFlag::BlastZones => self.blast_zones = !self.blast_zones,
DebugFlag::StageCollision => self.stage_collision = !self.stage_collision,
DebugFlag::SpawnPositions => self.spawn_positions = !self.spawn_positions,
DebugFlag::AnimationBones => self.animation_bones = !self.animation_bones,
DebugFlag::AttackHitboxes => self.attack_hitboxes = !self.attack_hitboxes,
DebugFlag::Hurtboxes => self.hurtboxes = !self.hurtboxes,
@@ -352,6 +376,7 @@ impl DebugSettings {
self.draw_through_geometry = !self.draw_through_geometry
}
DebugFlag::Camera => self.camera = !self.camera,
DebugFlag::LedgeGrab => self.ledge_grab = !self.ledge_grab,
DebugFlag::FrameStepping => self.frame_stepping = !self.frame_stepping,
}
}
@@ -397,6 +422,7 @@ impl Plugin for DebugToolsPlugin {
.before(RunGgrsSystems)
.run_if(in_state(AppState::InMatch)),
)
.add_systems(Startup, spawn_egui_camera)
.add_systems(PreUpdate, restore_frame_step_time.after(RunGgrsSystems))
.add_systems(
Update,
@@ -408,6 +434,26 @@ impl Plugin for DebugToolsPlugin {
}
}
pub fn spawn_egui_camera(mut commands: Commands, mut egui_global_settings: ResMut<EguiGlobalSettings>,) {
egui_global_settings.auto_create_primary_context = false;
commands.spawn((
// The `PrimaryEguiContext` component requires everything needed to render a primary context.
PrimaryEguiContext,
Camera2d,
// Setting RenderLayers to none makes sure we won't render anything apart from the UI.
RenderLayers::none(),
Camera {
order: 2,
output_mode: CameraOutputMode::Write {
blend_state: Some(BlendState::ALPHA_BLENDING),
clear_color: ClearColorConfig::None,
},
clear_color: ClearColorConfig::Custom(Color::NONE),
..default()
},
));
}
fn player_handles(players: &Query<&Player>) -> Vec<usize> {
let mut handles = players
.iter()
@@ -865,6 +911,14 @@ pub fn stage_collision_enabled(settings: Res<DebugSettings>) -> bool {
settings.stage_collision
}
pub fn blast_zones_enabled(settings: Res<DebugSettings>) -> bool {
settings.blast_zones
}
pub fn spawn_positions_enabled(settings: Res<DebugSettings>) -> bool {
settings.spawn_positions
}
pub fn animation_bones_enabled(settings: Res<DebugSettings>) -> bool {
settings.animation_bones
}
@@ -881,6 +935,10 @@ pub fn camera_debug_enabled(settings: Res<DebugSettings>) -> bool {
settings.camera
}
pub fn ledge_grab_enabled(settings: Res<DebugSettings>) -> bool {
settings.ledge_grab
}
#[cfg(test)]
mod tests {
use super::*;
+42 -13
View File
@@ -1,12 +1,26 @@
use bevy::prelude::*;
use crate::{
camera::MatchCamera, fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation, FighterVelocity, Grounded, animation::FighterAnimationFrame, attack::{
FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
FighterSolvedHurtboxes, FighterStaleMoveQueue,
}, baked_animation::FighterBoneMatrices, state::FighterState,
}, input::FighterInput, player::Player, stage::line::StageCollision,
camera::MatchCamera,
fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake,
FighterInvulnerabilityState, FighterLedgeInformation, FighterPendingRespawn,
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState,
FighterTranslation, FighterVelocity,
animation::FighterAnimationFrame,
attack::{
FighterDamage, FighterKnockbackState, FighterKnockbackVelocity,
FighterPendingHitReaction, FighterPendingHits, FighterSolvedHurtboxes,
FighterStaleMoveQueue,
},
baked_animation::FighterBoneMatrices,
ecb::FighterDesiredECB,
state::FighterState,
},
input::FighterInput,
match_runtime::MatchState,
player::Player,
stage::line::StageCollision,
};
#[derive(Resource, Default)]
@@ -19,6 +33,7 @@ struct Checkpoint {
fighters: Vec<FighterCheckpoint>,
stage_collision: StageCollision,
pending_hits: FighterPendingHits,
match_state: MatchState,
}
#[derive(Clone)]
@@ -26,6 +41,7 @@ struct FighterCheckpoint {
entity: Entity,
handle: usize,
ecb: FighterECB,
desired_ecb: FighterDesiredECB,
previous_ecb: crate::fighter::ecb::FighterPreviousECB,
velocity: FighterVelocity,
translation: FighterTranslation,
@@ -40,11 +56,15 @@ struct FighterCheckpoint {
hitstop: FighterHitstop,
hitstop_shake: FighterHitstopShake,
knockback_velocity: FighterKnockbackVelocity,
knockback_state: FighterKnockbackState,
stale_moves: FighterStaleMoveQueue,
hitboxes: FighterHitboxes,
solved_hurtboxes: FighterSolvedHurtboxes,
bone_matrices: FighterBoneMatrices,
grounded: bool,
surface: FighterSurfaceState,
pending_respawn: FighterPendingRespawn,
invulnerability_state: FighterInvulnerabilityState,
ledge_information: FighterLedgeInformation,
}
pub(super) fn save_or_restore(world: &mut World) {
@@ -89,10 +109,12 @@ pub(super) fn save_or_restore(world: &mut World) {
checkpoint_fighters.push(checkpoint);
}
let pending_hits = world.resource::<FighterPendingHits>().clone();
let match_state = world.resource::<MatchState>().clone();
world.resource_mut::<DebugSaveState>().checkpoint = Some(Checkpoint {
fighters: checkpoint_fighters,
stage_collision,
pending_hits,
match_state,
});
info!("Saved debug game state");
return;
@@ -125,6 +147,7 @@ pub(super) fn save_or_restore(world: &mut World) {
let mut entity = world.entity_mut(saved.entity);
entity.insert(saved.ecb);
entity.insert(saved.desired_ecb);
entity.insert(saved.previous_ecb);
entity.insert(saved.velocity);
entity.insert(saved.translation);
@@ -139,18 +162,19 @@ pub(super) fn save_or_restore(world: &mut World) {
entity.insert(saved.hitstop);
entity.insert(saved.hitstop_shake);
entity.insert(saved.knockback_velocity);
entity.insert(saved.knockback_state);
entity.insert(saved.stale_moves.clone());
entity.insert(saved.hitboxes.clone());
entity.insert(saved.solved_hurtboxes.clone());
entity.insert(saved.bone_matrices.clone());
if saved.grounded {
entity.insert(Grounded);
} else {
entity.remove::<Grounded>();
}
entity.insert(saved.surface.clone());
entity.insert(saved.pending_respawn.clone());
entity.insert(saved.invulnerability_state.clone());
entity.insert(saved.ledge_information.clone());
}
world.insert_resource(checkpoint.pending_hits.clone());
world.insert_resource(checkpoint.stage_collision);
world.insert_resource(checkpoint.match_state);
for mut match_camera in world.query::<&mut MatchCamera>().iter_mut(world) {
match_camera.needs_snap = true;
}
@@ -163,6 +187,7 @@ fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
entity,
handle: fighter.get::<Player>()?.handle,
ecb: *fighter.get::<FighterECB>()?,
desired_ecb: *fighter.get::<FighterDesiredECB>()?,
previous_ecb: *fighter.get::<crate::fighter::ecb::FighterPreviousECB>()?,
velocity: *fighter.get::<FighterVelocity>()?,
translation: *fighter.get::<FighterTranslation>()?,
@@ -177,11 +202,15 @@ fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
hitstop: *fighter.get::<FighterHitstop>()?,
hitstop_shake: *fighter.get::<FighterHitstopShake>()?,
knockback_velocity: *fighter.get::<FighterKnockbackVelocity>()?,
knockback_state: *fighter.get::<FighterKnockbackState>()?,
stale_moves: fighter.get::<FighterStaleMoveQueue>()?.clone(),
hitboxes: fighter.get::<FighterHitboxes>()?.clone(),
solved_hurtboxes: fighter.get::<FighterSolvedHurtboxes>()?.clone(),
bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(),
grounded: fighter.contains::<Grounded>(),
surface: fighter.get::<FighterSurfaceState>()?.clone(),
pending_respawn: fighter.get::<FighterPendingRespawn>()?.clone(),
invulnerability_state: fighter.get::<FighterInvulnerabilityState>()?.clone(),
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,
)
}
}
+14
View File
@@ -84,6 +84,15 @@ pub enum AnimKind {
AirDodge,
Fall,
Turn,
CrouchEnter,
CrouchIdle,
CrouchExit,
LedgeWait,
LedgeJump,
LedgeGetUp,
LedgeGrab,
PlatformPass,
FlinchGround,
FlinchAir,
@@ -93,4 +102,9 @@ pub enum AnimKind {
AttackUpTilt,
AttackForwardTilt,
AttackDownTilt,
AttackNeutralAir,
AttackForwardAir,
AttackDownAir,
AttackDash,
AttackUpSmash,
}
+32 -3
View File
@@ -15,6 +15,16 @@ pub fn apply_directional_influence(
let (sin, cos) = attack_angle.sin_cos();
let base_launch_direction = FGVec2::new(cos, sin);
apply_directional_influence_to_direction(receiver_stick, base_launch_direction, di_max_angle)
}
/// Applies DI to an already-computed launch direction. This is used after
/// knockback stacking, where the resulting angle may differ from either hit.
pub fn apply_directional_influence_to_direction(
receiver_stick: FGVec2,
base_launch_direction: FGVec2,
di_max_angle: FGi32,
) -> FGVec2 {
let Some(base_launch_direction) = base_launch_direction.normalize() else {
return FGVec2::ZERO;
};
@@ -30,14 +40,20 @@ pub fn apply_directional_influence(
-di_max_angle.to_fixed::<FGWide>(),
di_max_angle.to_fixed::<FGWide>(),
);
let (sin, cos) = (attack_angle + angle_change.to_fixed::<FGi32>()).sin_cos();
FGVec2::new(cos, sin).normalize_or_zero()
let (sin, cos) = angle_change.to_fixed::<FGi32>().sin_cos();
FGVec2::new(
base_launch_direction.x * cos - base_launch_direction.y * sin,
base_launch_direction.x * sin + base_launch_direction.y * cos,
)
.normalize_or_zero()
}
#[cfg(test)]
mod test {
use crate::{
fighter::attack::directional_influence::apply_directional_influence,
fighter::attack::directional_influence::{
apply_directional_influence, apply_directional_influence_to_direction,
},
math::{int::FGi32, vec::FGVec2},
};
@@ -66,4 +82,17 @@ mod test {
assert!(di.x > FGi32::ZERO);
assert!(di.y < FGi32::ZERO);
}
#[test]
fn vector_di_preserves_a_stacked_direction_without_input() {
let direction = FGVec2::lit("-0.6", "0.8");
let result = apply_directional_influence_to_direction(
FGVec2::ZERO,
direction,
FGi32::lit("18.0"),
);
const EPSILON: FGi32 = FGi32::from_bits(6);
assert!(result.x.abs_diff(direction.x) < EPSILON);
assert!(result.y.abs_diff(direction.y) < EPSILON);
}
}
+241 -17
View File
@@ -8,6 +8,7 @@ use bevy::prelude::*;
use bevy_ggrs::{Rollback, RollbackApp, prelude::GgrsSchedule};
use serde::{Deserialize, Serialize};
use crate::fighter::FighterInvulnerabilityState;
use crate::{
fighter::{
Fighter, FighterAttributes, FighterFacingDirection, FighterHitboxes,
@@ -32,7 +33,76 @@ use crate::{
#[derive(Deref, Component, Default, Hash, Debug, Copy, Clone)]
pub struct FighterKnockbackVelocity(pub FGVec2);
#[derive(Debug, Default, Clone, Copy, Serialize, Deserialize, Component, Hash, PartialEq)]
/// Lifecycle state for the currently active launch velocity.
///
/// This counts frames where knockback was actually applied to movement; hitstop
/// therefore does not advance it. Melee uses this age to decide whether a
/// subsequent airborne hit replaces or stacks with the previous launch.
#[derive(Component, Default, Hash, Debug, Copy, Clone)]
pub struct FighterKnockbackState {
pub frames_since_launch: u32,
}
impl FighterKnockbackState {
pub fn restart(&mut self) {
self.frames_since_launch = 0;
}
pub fn clear(&mut self) {
self.frames_since_launch = 0;
}
pub fn advance(&mut self) {
self.frames_since_launch = self.frames_since_launch.saturating_add(1);
}
pub fn can_stack(&self, minimum_frames: u32) -> bool {
self.frames_since_launch >= minimum_frames
}
}
fn stack_knockback_component(previous: FGi32, new: FGi32) -> FGi32 {
if previous.is_zero() {
return new;
}
if new.is_zero() {
return previous;
}
if previous.signum() != new.signum() {
previous + new
} else if previous.abs() > new.abs() {
previous
} else {
new
}
}
/// Applies Melee's knockback-stacking rule independently to both axes.
pub fn stack_knockback(previous: FGVec2, new: FGVec2) -> FGVec2 {
FGVec2::new(
stack_knockback_component(previous.x, new.x),
stack_knockback_component(previous.y, new.y),
)
}
pub fn decay_knockback(
velocity: &mut FighterKnockbackVelocity,
state: &mut FighterKnockbackState,
decay_per_frame: FGi32,
) {
let speed = velocity.length();
let next_speed = speed.saturating_sub(decay_per_frame).max(FGi32::ZERO);
velocity.0 = velocity.normalize_or_zero() * next_speed;
if next_speed.is_zero() {
state.clear();
} else {
state.advance();
}
}
#[derive(Debug, Default, Clone, Copy, Serialize, Deserialize, Component, Hash, PartialEq, Eq, PartialOrd, Ord)]
pub struct FighterDamage(FGi32);
impl std::fmt::Display for FighterDamage {
@@ -51,7 +121,8 @@ pub enum HitReactionKind {
pub struct FighterHitReaction {
pub launch_velocity: FGi32,
pub launch_angle: FGi32,
pub hitstop_frames: HitStop,
pub victim_hitstop_frames: HitStop,
pub attacker_hitstop_frames: HitStop,
pub hitstun_frames: u32,
pub kind: HitReactionKind,
pub damage: FighterDamage,
@@ -71,6 +142,53 @@ pub struct FighterLastAttackDebug {
pub trajectory_points: Vec<Vec3>,
}
#[cfg(test)]
mod knockback_stacking_tests {
use super::*;
#[test]
fn same_direction_keeps_the_stronger_component() {
assert_eq!(
stack_knockback(FGVec2::lit("3", "8"), FGVec2::lit("5", "4")),
FGVec2::lit("5", "8")
);
}
#[test]
fn opposing_components_add_independently() {
assert_eq!(
stack_knockback(FGVec2::lit("3", "8"), FGVec2::lit("-5", "-3")),
FGVec2::lit("-2", "5")
);
}
#[test]
fn opposing_components_can_cancel() {
assert_eq!(
stack_knockback(FGVec2::lit("3", "-4"), FGVec2::lit("-3", "4")),
FGVec2::ZERO
);
}
#[test]
fn zero_components_preserve_the_nonzero_value() {
assert_eq!(
stack_knockback(FGVec2::lit("0", "2"), FGVec2::lit("-3", "0")),
FGVec2::lit("-3", "2")
);
}
#[test]
fn stacking_threshold_is_inclusive() {
let mut state = FighterKnockbackState {
frames_since_launch: 9,
};
assert!(!state.can_stack(10));
state.advance();
assert!(state.can_stack(10));
}
}
#[derive(Debug, Default, Clone, Deref, DerefMut, Hash, PartialEq, PartialOrd)]
pub struct HitStop(u32);
@@ -79,7 +197,7 @@ impl HitStop {
HitStop(hitstop)
}
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 {
FGi32::lit("0.66666666")
} else {
@@ -96,6 +214,12 @@ 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)]
pub enum KnockbackType {
Normal,
@@ -112,9 +236,15 @@ impl KnockbackType {
}
}
#[derive(Debug, Default, Clone, Serialize, Deserialize)]
#[derive(Debug, Default, Clone, Copy, Serialize, Deserialize, PartialEq, Eq, PartialOrd, Ord)]
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 {
pub fn lit(val: &str) -> Self {
Self(FGi32::lit(val))
@@ -143,6 +273,15 @@ pub enum AttackAngle {
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 {
fn default() -> Self {
AttackAngle::Normal(FGi32::lit("0"))
@@ -157,6 +296,30 @@ impl AttackAngle {
pub fn make_sakurai() -> Self {
Self::Sakurai
}
pub fn get_angle(&self, knockback: &Knockback, is_receiver_grounded: bool, game_settings: &GameSettings) -> FGi32 {
match self {
AttackAngle::Normal(angle) => {
*angle
},
AttackAngle::Sakurai => {
if !is_receiver_grounded {
game_settings.fighter_common.sakurai_angle_aerial_angle
} else if knockback.0 > game_settings.fighter_common.sakurai_angle_knockback_threshold {
game_settings.fighter_common.sakurai_angle_high_knockback_angle
} else {
game_settings.fighter_common.sakurai_angle_low_knockback_angle
}
},
}
}
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)]
@@ -174,23 +337,25 @@ pub enum AttackKind {
UpSmash,
DownSmash,
ForwardSmash,
DashAttack,
}
impl AttackKind {
pub fn get_animation(&self) -> AnimKind {
match self {
AttackKind::NeutralAir => AnimKind::AttackJab1,
AttackKind::NeutralAir => AnimKind::AttackNeutralAir,
AttackKind::Jab => AnimKind::AttackJab1,
AttackKind::UpTilt => AnimKind::AttackUpTilt,
AttackKind::ForwardAir => AnimKind::AttackUpTilt,
AttackKind::ForwardAir => AnimKind::AttackForwardAir,
AttackKind::DownAir => AnimKind::AttackDownAir,
AttackKind::BackAir => AnimKind::AttackUpTilt,
AttackKind::DownAir => AnimKind::AttackUpTilt,
AttackKind::UpAir => AnimKind::AttackUpTilt,
AttackKind::DownTilt => AnimKind::AttackDownTilt,
AttackKind::ForwardTilt => AnimKind::AttackForwardTilt,
AttackKind::UpSmash => AnimKind::AttackUpTilt,
AttackKind::UpSmash => AnimKind::AttackUpSmash,
AttackKind::DownSmash => AnimKind::AttackUpTilt,
AttackKind::ForwardSmash => AnimKind::AttackUpTilt,
AttackKind::DashAttack => AnimKind::AttackDash,
}
}
}
@@ -199,6 +364,7 @@ impl AttackKind {
#[reflect(opaque)]
pub struct AttackHitbox {
pub id: u32,
pub group: u32,
pub bone: String,
pub damage: FighterDamage,
pub offset: FGVec3,
@@ -211,6 +377,14 @@ pub struct AttackHitbox {
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;
#[derive(Component, Hash, Clone, Default)]
@@ -258,6 +432,10 @@ impl FighterStaleMoveQueue {
}
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> {
if self.bone.trim().is_empty() {
return Err("bone name is empty".into());
@@ -351,6 +529,36 @@ 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)]
pub struct FighterSolvedHurtbox {
pub hurtbox_idx: usize,
@@ -526,31 +734,33 @@ pub fn intersect_attacks_with_hurtboxes(
&Player,
&FighterStaleMoveQueue,
)>,
query_attacked: Query<(Entity, &FighterSolvedHurtboxes)>,
query_attacked: Query<(Entity, &FighterSolvedHurtboxes, &FighterInvulnerabilityState)>,
mut pending_hits: ResMut<FighterPendingHits>,
attack_scripts: Res<Assets<FighterAttackScript>>,
) {
pending_hits.0.clear();
for &entity_receiving in &roster.0 {
let Ok((_, hurtboxes)) = query_attacked.get(entity_receiving) else {
let Ok((_, hurtboxes, invuln_state)) = query_attacked.get(entity_receiving) else {
continue;
};
if matches!(*invuln_state, FighterInvulnerabilityState::Intangible { .. }) {
continue;
}
for &entity_hurting in &roster.0 {
if entity_hurting == entity_receiving {
continue;
}
let Ok((_, mut hitboxes, _, _, _)) = query_attacker.get_mut(entity_hurting) else {
continue;
};
let Some(active_attack) = hitboxes.0.as_mut() else {
continue;
};
if active_attack.hit_fighters.contains(&entity_receiving) {
continue;
}
let attack_script = attack_scripts
.get(&active_attack.script)
.expect("Attack script should be valid");
@@ -560,6 +770,15 @@ pub fn intersect_attacks_with_hurtboxes(
for solved_hitbox in active_attack.solved_hitboxes.iter() {
if hurtbox.capsule.intersects(solved_hitbox.capsule) {
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| {
attack_script.hitboxes[candidate].id
< attack_script.hitboxes[current].id
@@ -581,9 +800,15 @@ pub fn intersect_attacks_with_hurtboxes(
attack_kind: active_attack.kind,
hitbox_index: hitting_hitbox_idx,
});
info!("Hit by hitbox {}!!!!", hitting_hitbox_idx);
active_attack.hit_fighters.push(entity_receiving);
let group = attack_script.hitboxes[hitting_hitbox_idx].group;
if let Some(state) = active_attack
.hit_groups
.iter_mut()
.find(|state| state.group == group)
{
state.hit_fighters.push(entity_receiving);
}
}
}
}
@@ -605,7 +830,6 @@ impl Plugin for FighterAttackPlugin {
intersect_attacks_with_hurtboxes,
)
.chain()
.after(crate::fighter::baked_animation::update_fighter_bone_matrices)
.in_set(GameplaySet::Attacks),
);
}
+79 -29
View File
@@ -4,21 +4,37 @@ use bevy_ggrs::prelude::GgrsSchedule;
use super::*;
use crate::{
fighter::{
Fighter, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterPendingHitReaction, FighterStaleMoveQueue, errors::FighterErrors, manifest::FighterManifest, state::FighterState,
}, game_settings::GameSettings, math::{int::FGi32}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript,
Fighter, FighterHitboxes, FighterHitstop, FighterHitstopShake,
FighterHitstopShakeKind, FighterHitstopShakeRole, FighterPendingHitReaction,
FighterStaleMoveQueue, FighterSurfaceState, errors::FighterErrors,
manifest::FighterManifest, state::FighterState,
},
game_settings::GameSettings,
math::int::FGi32,
player::Player,
schedule::GameplaySet,
scripting::FighterAttackScript,
};
pub fn resolve_fighter_hits(
mut pending_hits: ResMut<FighterPendingHits>,
mut attacker: Query<(
&mut FighterStaleMoveQueue,
&FighterFacingDirection,
&mut FighterHitboxes,
&Player,
&mut FighterHitstop,
&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>>,
game_settings: Res<GameSettings>,
fighter_manifests: Res<Assets<FighterManifest>>,
@@ -33,7 +49,15 @@ pub fn resolve_fighter_hits(
.position(|hit| hit.defender != defender)
.map_or(hits.len(), |offset| hit_offset + offset);
let Ok((mut receiver_damage, fighter, mut pending_reaction, receiver_state)) = receiver.get_mut(defender)
let Ok((
mut receiver_damage,
fighter,
mut pending_reaction,
receiver_state,
invuln_state,
receiver_surface_state,
receiver_translation,
)) = receiver.get_mut(defender)
else {
hit_offset = next_defender;
continue;
@@ -42,7 +66,7 @@ pub fn resolve_fighter_hits(
let damage_data = hits[hit_offset..next_defender]
.iter()
.filter_map(|hit| {
let Ok((stale_move_queue, facing_dir, _, player, _, _)) =
let Ok((stale_move_queue, _, player, _, _, attacker_translation)) =
attacker.get(hit.attacker)
else {
return None;
@@ -52,12 +76,13 @@ pub fn resolve_fighter_hits(
let damage_received = stale_move_queue
.get_attack_damage_multiplier(hit.attack_kind)
* hitbox.damage.0;
let angle_flip = receiver_translation.0.x <= attacker_translation.0.x;
Some((
hit.attacker,
damage_received,
hitbox,
matches!(facing_dir, FighterFacingDirection::Left),
player.handle,
angle_flip,
))
})
.collect::<Vec<_>>();
@@ -71,26 +96,35 @@ pub fn resolve_fighter_hits(
.ok_or(FighterErrors::FighterManifestNotFound)?;
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(
&fighter_manifest.attributes,
*receiver_damage,
FighterDamage(total_damage_received_this_frame),
false,
false,
crouch_canceling,
);
let angle = match &hitbox.angle {
AttackAngle::Normal(angle) => *angle,
AttackAngle::Sakurai => FGi32::lit("32.0"),
};
let launch_angle = if facing_left {
FGi32::lit("180.0") - angle
let launch_angle = hitbox.angle.get_angle(
&knockback,
receiver_surface_state.is_grounded(),
&game_settings,
);
let launch_angle = if angle_flip {
FGi32::lit("180.0") - launch_angle
} else {
angle
launch_angle
};
// 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((
attacker_entity,
attacker_slot,
@@ -98,28 +132,37 @@ pub fn resolve_fighter_hits(
launch_velocity: knockback.get_launch_speed(&game_settings),
launch_angle,
hitstun_frames: knockback.get_hitstun_frames(&game_settings),
hitstop_frames: hitstop,
victim_hitstop_frames,
attacker_hitstop_frames,
kind: HitReactionKind::Flinch,
damage: FighterDamage(attack_damage)
damage: FighterDamage(attack_damage),
},
));
}
receiver_damage.0 += total_damage_received_this_frame;
match invuln_state {
FighterInvulnerabilityState::Vulnerable => {
receiver_damage.0 += total_damage_received_this_frame
}
_ => (),
}
for (attacker_entity, _, reaction) in &reactions {
let Ok((.., _, mut hitstop, mut hitstop_shake)) = attacker.get_mut(*attacker_entity) else {
let Ok((.., _, mut hitstop, mut hitstop_shake, _)) = attacker.get_mut(*attacker_entity)
else {
continue;
};
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() {
FighterHitstopShakeKind::Horizontal
} else {
FighterHitstopShakeKind::Vertical
};
hitstop.remaining_frames = reaction.hitstop_frames.0;
let shake_frames = reaction.hitstop_frames.calculate_shake_frames(&game_settings);
hitstop.remaining_frames = reaction.attacker_hitstop_frames.0;
let shake_frames = reaction
.attacker_hitstop_frames
.calculate_shake_frames(&game_settings);
hitstop_shake.total_frames = shake_frames;
hitstop_shake.remaining_frames = shake_frames;
hitstop_shake.kind = shake_kind;
@@ -127,16 +170,23 @@ pub fn resolve_fighter_hits(
}
}
pending_reaction.0 = reactions
.into_iter()
.min_by(|(_, port_a, _), (_, port_b, _)| port_a.cmp(port_b))
.map(|(_, _, reaction)| reaction);
match invuln_state {
FighterInvulnerabilityState::Vulnerable => {
pending_reaction.0 = reactions
.into_iter()
.min_by(|(_, port_a, _), (_, port_b, _)| port_a.cmp(port_b))
.map(|(_, _, reaction)| reaction);
}
_ => (),
}
hit_offset = next_defender;
}
for hit in hits {
let Ok((mut stale_move_queue, _facing_direction, mut hitboxes, ..)) = attacker.get_mut(hit.attacker) else {
let Ok((mut stale_move_queue, mut hitboxes, ..)) =
attacker.get_mut(hit.attacker)
else {
continue;
};
+12
View File
@@ -9,6 +9,10 @@ use crate::{input::FighterInputFrame, math::int::FGi32};
#[derive(Asset, Clone, Copy, Reflect, Serialize, Deserialize)]
#[reflect(opaque)]
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 stick_walk_accel: FGi32,
pub max_walk_vel: FGi32,
@@ -44,6 +48,11 @@ pub struct FighterAttributes {
pub air_dodge_duration: u32,
pub air_dodge_velocity: FGi32,
pub air_dodge_decay: FGi32,
pub air_dodge_intangible_duration: u32,
pub air_dodge_intangible_start: u32,
pub dash_attack_cancel_window: u32,
}
impl FighterAttributes {
@@ -51,6 +60,9 @@ impl FighterAttributes {
if self.weight <= FGi32::ZERO {
return Err("weight must be positive".into());
}
if self.pushbox_radius <= FGi32::ZERO {
return Err("pushbox radius must be positive".into());
}
Ok(())
}
+65 -21
View File
@@ -2,8 +2,8 @@ use super::{
BAKED_ANIMATION_FPS,
runtime::{BakedAnimationClip, BakedFighterAnimations},
};
use crate::math::fixed_transform::FixedMat4;
use crate::fighter::{animation::AnimKind, manifest::FighterManifest};
use crate::math::fixed_transform::FixedMat4;
use bevy::{
asset::{
AssetLoader, AssetPath, AsyncWriteExt, LoadContext,
@@ -27,6 +27,7 @@ struct FighterBakeSource {
model_bytes: Vec<u8>,
buffers: Vec<Vec<u8>>,
animations: HashMap<AnimKind, String>,
root_motion_bone: String,
}
#[derive(Default, TypePath)]
struct FighterBakeSourceLoader;
@@ -51,6 +52,9 @@ impl AssetLoader for FighterBakeSourceLoader {
.map_err(|error| io::Error::other(error.to_string()))?;
let manifest: FighterManifest = ron::de::from_bytes(&manifest_bytes)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?;
// `read_asset_bytes` uses the processor's processed asset source. This
// deliberately allows `model_path` to point at a `.blend`: the blend
// processor has already converted it to a hybrid GLB by this point.
let model_bytes = load_context
.read_asset_bytes(&manifest.model_path)
.await
@@ -79,6 +83,7 @@ impl AssetLoader for FighterBakeSourceLoader {
model_bytes,
buffers,
animations: manifest.animations,
root_motion_bone: manifest.root_motion_bone,
})
}
fn extensions(&self) -> &[&str] {
@@ -120,7 +125,12 @@ impl AssetTransformer for FighterBakeTransformer {
source: TransformedAsset<Self::AssetInput>,
_: &'a Self::Settings,
) -> 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))
}
}
@@ -151,6 +161,7 @@ type FighterBakeProcessor = LoadTransformAndSave<
>;
pub struct BakedAnimationPlugin;
pub struct BakedAnimationVisualPlugin;
pub struct BakedAnimationAssetProcessingPlugin;
@@ -169,17 +180,27 @@ impl Plugin for BakedAnimationAssetProcessingPlugin {
impl Plugin for BakedAnimationPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(BakedAnimationAssetProcessingPlugin)
.add_systems(
bevy_ggrs::prelude::GgrsSchedule,
super::runtime::update_fighter_bone_matrices
.in_set(crate::schedule::GameplaySet::Animation),
)
.add_systems(
Update,
super::visual_binding::apply_baked_fighter_visual_pose,
)
.add_observer(super::visual_binding::bind_fighter_visual_bones);
app.add_plugins((
BakedAnimationAssetProcessingPlugin,
BakedAnimationVisualPlugin,
))
.add_systems(
bevy_ggrs::prelude::GgrsSchedule,
super::runtime::update_fighter_bone_matrices
.in_set(super::BakedAnimationSamplingSet)
.in_set(crate::schedule::GameplaySet::Animation),
);
}
}
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);
}
}
@@ -187,6 +208,7 @@ fn bake_gltf(
bytes: &[u8],
buffer_bytes: &[Vec<u8>],
animations: &HashMap<AnimKind, String>,
root_motion_bone: &str,
) -> io::Result<BakedFighterAnimations> {
let gltf = gltf::Gltf::from_slice(bytes)
.map_err(|error| io::Error::new(io::ErrorKind::InvalidData, error))?;
@@ -214,13 +236,14 @@ fn bake_gltf(
"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(
document: gltf::Document,
buffers: Vec<gltf::buffer::Data>,
animations: &HashMap<AnimKind, String>,
root_motion_bone: &str,
) -> io::Result<BakedFighterAnimations> {
let nodes: Vec<_> = document.nodes().collect();
if nodes.is_empty() {
@@ -246,6 +269,15 @@ pub(super) fn bake_gltf_document(
})
})
.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();
for (kind, name) in animations {
pending.entry(name).or_default().push(*kind);
@@ -272,17 +304,28 @@ pub(super) fn bake_gltf_document(
.fold(0.0_f32, f32::max);
let frame_count = baked_frame_count(duration, BAKED_ANIMATION_FPS);
let mut frames = Vec::with_capacity(frame_count);
let mut root_positions = Vec::with_capacity(frame_count);
for frame in 0..frame_count {
let time = (frame as f32 / BAKED_ANIMATION_FPS as f32).min(duration);
frames.push(
nodes
.iter()
.map(|node| local_transform(node.clone(), &channels, time))
.collect::<io::Result<Vec<_>>>()?,
);
let local = nodes
.iter()
.map(|node| local_transform(node.clone(), &channels, time))
.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();
clips.push(BakedAnimationClip { frames });
clips.push(BakedAnimationClip {
frames,
root_positions,
});
for kind in kinds {
clip_indices.insert(kind, index);
}
@@ -308,6 +351,7 @@ pub(super) fn bake_gltf_document(
frame_rate: BAKED_ANIMATION_FPS,
bone_names: names,
parents,
root_bone_index,
clips,
clip_indices,
})
+344 -7
View File
@@ -4,13 +4,18 @@ mod asset_baking;
mod runtime;
mod visual_binding;
pub use asset_baking::{BakedAnimationAssetProcessingPlugin, BakedAnimationPlugin};
pub use crate::math::fixed_transform::FixedMat4;
pub use asset_baking::{
BakedAnimationAssetProcessingPlugin, BakedAnimationPlugin, BakedAnimationVisualPlugin,
};
pub use runtime::{
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;
#[cfg(test)]
@@ -21,6 +26,7 @@ mod tests {
use asset_baking::{
Channel, ChannelValues, bake_gltf_document, baked_frame_count, sample_vec3,
};
use serde_json::json;
use std::collections::HashMap;
#[test]
@@ -29,12 +35,14 @@ mod tests {
"../../../assets/fighters/test/test.fighter.ron"
))
.unwrap();
let (document, buffers, _) = gltf::import(concat!(
env!("CARGO_MANIFEST_DIR"),
"/assets/fighters/test/test_fighter.gltf"
))
let (document, buffers) = test_gltf(&manifest.animations);
let baked = bake_gltf_document(
document,
buffers,
&manifest.animations,
&manifest.root_motion_bone,
)
.unwrap();
let baked = bake_gltf_document(document, buffers, &manifest.animations).unwrap();
assert_eq!(baked.frame_rate, BAKED_ANIMATION_FPS);
assert_eq!(baked.frame_count(AnimKind::Wait), Some(121));
@@ -49,6 +57,113 @@ mod tests {
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
/// animation-baking path. Keeping this fixture in memory avoids making
/// unit tests depend on the production Blender asset or Blender itself.
fn test_gltf(
animations: &HashMap<AnimKind, String>,
) -> (gltf::Document, Vec<gltf::buffer::Data>) {
let mut names: Vec<_> = animations.values().cloned().collect();
names.sort();
names.dedup();
let mut data = Vec::new();
let mut buffer_views = Vec::new();
let mut accessors = Vec::new();
let mut gltf_animations = Vec::new();
for name in names {
let duration: f32 = match name.as_str() {
"Idle_Loop_Game" => 2.0,
"Walk_Loop_IK_Game" | "Run_Game" => 0.533333361,
"Dash_Game" => 0.333333343,
"Jump_Land_Game" => 0.133333340,
"JumpB_Game" => 56.0 / 60.0,
_ => 0.0,
};
let input_offset = data.len();
data.extend_from_slice(&0.0_f32.to_le_bytes());
data.extend_from_slice(&duration.to_le_bytes());
let output_offset = data.len();
data.extend_from_slice(
&[0.0_f32, 0.0, 0.0]
.into_iter()
.flat_map(f32::to_le_bytes)
.collect::<Vec<_>>(),
);
data.extend_from_slice(
&[1.0_f32, 0.0, 0.0]
.into_iter()
.flat_map(f32::to_le_bytes)
.collect::<Vec<_>>(),
);
let input_view = buffer_views.len();
buffer_views.push(json!({
"buffer": 0,
"byteOffset": input_offset,
"byteLength": 8
}));
let output_view = buffer_views.len();
buffer_views.push(json!({
"buffer": 0,
"byteOffset": output_offset,
"byteLength": 24
}));
let input_accessor = accessors.len();
accessors.push(json!({
"bufferView": input_view,
"componentType": 5126,
"count": 2,
"type": "SCALAR",
"min": [0.0],
"max": [duration]
}));
let output_accessor = accessors.len();
accessors.push(json!({
"bufferView": output_view,
"componentType": 5126,
"count": 2,
"type": "VEC3"
}));
gltf_animations.push(json!({
"name": name,
"samplers": [{
"input": input_accessor,
"output": output_accessor,
"interpolation": "LINEAR"
}],
"channels": [{
"sampler": 0,
"target": { "node": 0, "path": "translation" }
}]
}));
}
let document = json!({
"asset": { "version": "2.0" },
"scene": 0,
"scenes": [{ "nodes": [0] }],
"nodes": [{ "name": "root", "children": [1] }, { "name": "hand" }],
"buffers": [{ "byteLength": data.len() }],
"bufferViews": buffer_views,
"accessors": accessors,
"animations": gltf_animations
});
let bytes = serde_json::to_vec(&document).unwrap();
let gltf = gltf::Gltf::from_slice(&bytes).unwrap();
(gltf.document, vec![gltf::buffer::Data(data)])
}
#[test]
@@ -62,8 +177,14 @@ mod tests {
frame_rate: BAKED_ANIMATION_FPS,
bone_names: vec!["root".into()],
parents: vec![None],
root_bone_index: 0,
clips: vec![BakedAnimationClip {
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)]),
};
@@ -124,6 +245,7 @@ mod tests {
second.translate(FGVec3::lit("0", "3", "0"));
let mut matrices = FighterBoneMatrices::default();
matrices.set_pose(
AnimKind::Wait,
&["root".into(), "hand".into()],
&[None, Some(0)],
&[first, second],
@@ -144,6 +266,7 @@ mod tests {
hand.translate(FGVec3::lit("0", "3", "0"));
let mut matrices = FighterBoneMatrices::default();
matrices.set_pose(
AnimKind::Wait,
&["root".into(), "hand".into()],
&[None, Some(0)],
&[root, hand],
@@ -164,6 +287,45 @@ mod tests {
);
}
#[test]
fn repeated_pose_updates_reuse_scratch_and_output_buffers() {
let mut matrices = FighterBoneMatrices::default();
let names = ["root".into(), "hand".into()];
let parents = [None, Some(0)];
let pose = [FixedMat4::IDENTITY, FixedMat4::IDENTITY];
matrices.set_pose(AnimKind::Wait, &names, &parents, &pose, FGi32::ONE);
let capacities = matrices.buffer_capacities();
matrices.set_pose(AnimKind::Wait, &names, &parents, &pose, FGi32::ONE);
assert_eq!(capacities, matrices.buffer_capacities());
}
#[test]
fn same_frame_resample_preserves_previous_gameplay_pose() {
let names = ["root".into()];
let parents = [None];
let mut pose_a = FixedMat4::IDENTITY;
pose_a.translate(FGVec3::lit("1", "0", "0"));
let mut pose_b = FixedMat4::IDENTITY;
pose_b.translate(FGVec3::lit("2", "0", "0"));
let mut snapped_pose = FixedMat4::IDENTITY;
snapped_pose.translate(FGVec3::lit("3", "0", "0"));
let mut matrices = FighterBoneMatrices::default();
matrices.set_pose(AnimKind::Wait, &names, &parents, &[pose_a], FGi32::ONE);
matrices.set_pose(AnimKind::Wait, &names, &parents, &[pose_b], FGi32::ONE);
matrices.resample_pose(
AnimKind::Landing,
&names,
&parents,
&[snapped_pose],
FGi32::ONE,
);
assert_eq!(matrices.get_index(0), Some((pose_a, snapped_pose)));
}
#[test]
fn model_scale_affects_gameplay_bones_without_changing_visual_locals() {
let mut root = FixedMat4::IDENTITY;
@@ -172,6 +334,7 @@ mod tests {
hand.translate(FGVec3::lit("0", "2", "0"));
let mut matrices = FighterBoneMatrices::default();
matrices.set_pose(
AnimKind::Wait,
&["root".into(), "hand".into()],
&[None, Some(0)],
&[root, hand],
@@ -184,6 +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]
fn fixed_matrix_transforms_points() {
let transform = FixedMat4 {
+399 -48
View File
@@ -1,9 +1,10 @@
use std::collections::HashMap;
use bevy::prelude::*;
use bevy_ggrs::Rollback;
use serde::{Deserialize, Serialize};
use super::{BAKED_ANIMATION_FPS};
use super::BAKED_ANIMATION_FPS;
use crate::{
fighter::{
@@ -12,13 +13,17 @@ use crate::{
manifest::FighterManifest,
visual::FighterAnimations,
},
math::fixed_transform::FixedMat4,
math::int::FGi32,
math::fixed_transform::FixedMat4
math::vec3::FGVec3,
};
#[derive(Clone, Debug, Serialize, Deserialize)]
pub struct BakedAnimationClip {
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)]
@@ -27,11 +32,22 @@ pub struct BakedFighterAnimations {
pub frame_rate: u32,
pub bone_names: Vec<String>,
pub parents: Vec<Option<usize>>,
pub(super) root_bone_index: usize,
pub(super) clips: Vec<BakedAnimationClip>,
pub(super) clip_indices: HashMap<AnimKind, usize>,
}
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 {
self.bone_names.iter().any(|name| name == bone)
}
@@ -40,29 +56,67 @@ impl BakedFighterAnimations {
self.bone_names.iter().all(|name| names.insert(name))
}
pub fn sample_pose(&self, frame: &FighterAnimationFrame) -> Option<&[FixedMat4]> {
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
};
frames
.get(frame_index as usize)
.or_else(|| frames.last())
.map(Vec::as_slice)
let clip = self.clip(frame.kind)?;
clip.frames.get(self.sample_index(frame)?).map(Vec::as_slice)
}
pub fn sample_root_position(
&self,
frame: &FighterAnimationFrame,
model_scale: FGi32,
) -> Option<FGVec3> {
let clip = self.clip(frame.kind)?;
let position = *clip.root_positions.get(self.sample_index(frame)?)?;
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> {
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> {
self.clip_indices
.get(&kind)
.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 {
bone_names: Vec<String>,
parents: Vec<Option<usize>>,
@@ -70,12 +124,63 @@ pub struct FighterBoneMatrices {
previous_frame_matrices: Vec<FixedMat4>,
local_matrices: Vec<FixedMat4>,
previous_local_matrices: Vec<FixedMat4>,
model_matrices: Vec<Option<FixedMat4>>,
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)]
pub struct FighterBoneIndexMap(pub HashMap<String, usize>);
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)]
pub(super) fn buffer_capacities(&self) -> [usize; 5] {
[
self.matrices.capacity(),
self.local_matrices.capacity(),
self.previous_frame_matrices.capacity(),
self.previous_local_matrices.capacity(),
self.model_matrices.capacity(),
]
}
pub fn get_by_idx(&self, index: usize) -> Option<(FixedMat4, FixedMat4)> {
Some((
*self.previous_frame_matrices.get(index)?,
*self.matrices.get(index)?,
))
}
pub fn get(&self, bone: &str) -> Option<(FixedMat4, FixedMat4)> {
let index = self.bone_names.iter().position(|name| name == bone)?;
Some((
@@ -96,6 +201,16 @@ impl FighterBoneMatrices {
pub fn get_current_index(&self, index: usize) -> Option<FixedMat4> {
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)> {
self.bone_names
.iter()
@@ -118,12 +233,117 @@ impl FighterBoneMatrices {
.unwrap_or(current);
Some(interpolate_transform(previous, current, overstep_fraction))
}
#[cfg(test)]
pub(super) fn set_pose(
&mut self,
kind: AnimKind,
bone_names: &[String],
parents: &[Option<usize>],
local: &[FixedMat4],
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!(
bone_names.len(),
@@ -135,6 +355,7 @@ impl FighterBoneMatrices {
parents.len(),
"baked bone parents do not match names"
);
let animation_changed = self.presentation_kind != Some(kind);
if self.bone_names.is_empty() {
self.bone_names.extend_from_slice(bone_names);
self.parents.extend_from_slice(parents);
@@ -142,15 +363,18 @@ impl FighterBoneMatrices {
assert_eq!(self.bone_names, bone_names, "baked bone names changed");
assert_eq!(self.parents, parents, "baked bone parents changed");
}
std::mem::swap(&mut self.matrices, &mut self.previous_frame_matrices);
std::mem::swap(&mut self.local_matrices, &mut self.previous_local_matrices);
self.matrices.reserve(local.len());
self.previous_frame_matrices.reserve(local.len());
self.local_matrices.reserve(local.len());
self.previous_local_matrices.reserve(local.len());
self.model_matrices.reserve(local.len());
if advance_history {
std::mem::swap(&mut self.matrices, &mut self.previous_frame_matrices);
std::mem::swap(&mut self.local_matrices, &mut self.previous_local_matrices);
}
self.local_matrices.clear();
self.local_matrices.extend_from_slice(local);
let mut model = vec![None; local.len()];
for index in 0..local.len() {
resolve_model_transform(index, parents, local, &mut model)
.expect("baked bone hierarchy should be valid");
}
let model_scale = FixedMat4 {
cols: [
[model_scale, FGi32::ZERO, FGi32::ZERO, FGi32::ZERO],
@@ -159,10 +383,60 @@ impl FighterBoneMatrices {
[FGi32::ZERO, FGi32::ZERO, FGi32::ZERO, FGi32::ONE],
],
};
self.matrices = model
.into_iter()
.map(|matrix| model_scale.mul(matrix.expect("baked bone hierarchy should be valid")))
.collect();
// 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.extend(
self.model_matrices.iter().map(|matrix| {
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
// interpolate from the previous clip. Keep the presentation pose at
// the new clip's first/current frame immediately.
if animation_changed {
self.previous_local_matrices
.clone_from(&self.local_matrices);
}
self.presentation_kind = Some(kind);
}
}
@@ -178,38 +452,115 @@ pub fn update_fighter_bone_matrices(
manifests: Res<Assets<FighterManifest>>,
) {
for (frame, animations, fighter, mut matrices, mut bone_indices) in &mut fighters {
let baked = baked_assets
.get(&animations.baked)
.expect("fighter baked animation asset should be loaded before the match starts");
assert_eq!(
baked.frame_rate, BAKED_ANIMATION_FPS,
"fighter baked animation rate does not match the simulation rate"
sample_fighter_bone_matrices(
frame,
animations,
fighter,
&mut matrices,
&mut bone_indices,
&baked_assets,
&manifests,
true,
);
let pose = baked
.sample_pose(frame)
.expect("fighter animation frame should select a baked pose");
let manifest = manifests
.get(&fighter.manifest)
.expect("fighter manifest should be loaded before the match starts");
matrices.set_pose(
}
}
/// Resamples the current pose after collision-driven state transitions without
/// advancing the previous-frame pose used for swept gameplay volumes.
pub fn resample_fighter_bone_matrices(
mut fighters: Query<(
&FighterAnimationFrame,
&FighterAnimations,
&Fighter,
&mut FighterBoneMatrices,
&mut FighterBoneIndexMap,
)>,
baked_assets: Res<Assets<BakedFighterAnimations>>,
manifests: Res<Assets<FighterManifest>>,
) {
for (frame, animations, fighter, mut matrices, mut bone_indices) in &mut fighters {
sample_fighter_bone_matrices(
frame,
animations,
fighter,
&mut matrices,
&mut bone_indices,
&baked_assets,
&manifests,
false,
);
}
}
fn sample_fighter_bone_matrices(
frame: &FighterAnimationFrame,
animations: &FighterAnimations,
fighter: &Fighter,
matrices: &mut FighterBoneMatrices,
bone_indices: &mut FighterBoneIndexMap,
baked_assets: &Assets<BakedFighterAnimations>,
manifests: &Assets<FighterManifest>,
advance_history: bool,
) {
let baked = baked_assets
.get(&animations.baked)
.expect("fighter baked animation asset should be loaded before the match starts");
assert_eq!(
baked.frame_rate, BAKED_ANIMATION_FPS,
"fighter baked animation rate does not match the simulation rate"
);
let pose = baked
.sample_pose(frame)
.expect("fighter animation frame should select a baked pose");
let manifest = manifests
.get(&fighter.manifest)
.expect("fighter manifest should be loaded before the match starts");
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,
&baked.bone_names,
&baked.parents,
pose,
manifest.model_scale,
);
if bone_indices.0.is_empty() {
bone_indices.0.extend(
baked
.bone_names
.iter()
.enumerate()
.map(|(index, name)| (name.clone(), index)),
);
}
} else {
matrices.resample_pose_with_frame(
*frame,
Some(baked.root_bone_index),
root_motion_position,
FGVec3::ZERO,
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,
parents: &[Option<usize>],
local: &[FixedMat4],
@@ -92,9 +92,12 @@ pub(super) fn bind_fighter_visual_bones(
pub(super) fn apply_baked_fighter_visual_pose(
mut nodes: Query<(&mut Transform, &BakedFighterBone)>,
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 {
let Ok(matrices) = fighters.get(bone.fighter) else {
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;
}
}
}
}
+839 -30
View File
@@ -1,10 +1,17 @@
//! Resolving an integrated fighter position against the stage.
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::{FighterECB, FighterPreviousTranslation, FighterTranslation};
use crate::fighter::ecb::{self as ecb_module, FighterDesiredECB};
use crate::fighter::{FighterPreviousTranslation, FighterTranslation};
use crate::fighter::FighterVelocity;
#[cfg(test)]
use crate::fighter::{FighterECB, ecb::FighterPreviousECB};
use crate::math::int::FGi32;
use crate::math::rect::FGRect;
use crate::math::segment::FGSegment2d;
use crate::math::vec::FGVec2;
use crate::stage::line::{StageCollision, StageLineID};
use crate::stage::line::{
StageCollision, StageLineID, StagePolyLineSegmentType, StagePolyType, StageVertexID,
};
/*
pub fn collide_fighter_with_scene(
fighters: Query<(&FighterECB, &mut FighterVelocity, &mut FighterTranslation)>,
@@ -35,46 +42,848 @@ pub fn collide_fighter_with_scene(
pub struct AirCollisionWithStageResult {
pub line_id: StageLineID,
pub hit_position: FGVec2,
/// Fighter origin at the collision substep. The ECB remains local to this
/// origin; callers must not rebase the ECB by the frame-sized movement.
pub resolved_translation: FGVec2,
pub hit_normal: FGVec2,
}
pub fn air_collide_with_stage(
#[derive(Clone, Copy, Debug, Default)]
pub struct AirCollisionOptions {
/// Allow downward input to disable collision with pass-through platforms.
pub can_pass_through_soft_platforms: bool,
/// Treat an upward crossing of a pass-through platform by the ECB bottom as a landing.
pub land_on_soft_platforms_from_below: bool,
}
#[cfg(test)]
fn air_collide_with_stage(
prev_translation: &FighterPreviousTranslation,
translation: &FighterTranslation,
prev_ecb: &FighterPreviousECB,
ecb: &FighterECB,
stage_collision: &StageCollision,
ignored_polys: &[usize],
options: AirCollisionOptions,
) -> Option<AirCollisionWithStageResult> {
let ray_segment = FGSegment2d::new(
prev_translation.0 + prev_ecb.get_bottom_point(),
translation.0 + ecb.get_bottom_point(),
);
let mut translation = *translation;
let mut velocity = FighterVelocity::default();
air_collide_with_stage_substepped(
prev_translation,
&mut translation,
&mut velocity,
&mut ecb_module::FighterECB {
top: prev_ecb.top,
bottom: prev_ecb.bottom,
left: prev_ecb.left,
right: prev_ecb.right,
},
&FighterDesiredECB::from(*ecb),
stage_collision,
ignored_polys,
options,
)
}
let mut intersect_results = vec![];
/// Sweeps movement and ECB shape changes together.
pub(crate) fn collision_step_count(max_change: FGi32) -> u32 {
let six = FGi32::lit("6.0");
if max_change <= six {
return 1;
}
for (poly_idx, poly) in stage_collision.stage_polys.iter().enumerate() {
if let Some(intersect_result) = poly.intersect_ray(ray_segment) {
intersect_results.push((
AirCollisionWithStageResult {
line_id: {
StageLineID {
polygon: poly_idx,
segment: intersect_result.segment_idx,
}
},
hit_position: intersect_result.position,
hit_normal: intersect_result.normal,
},
intersect_result
.position
.distance_squared(ray_segment.point2()),
));
let mut quotient = 0;
let mut remainder = max_change;
while remainder >= six {
quotient += 1;
remainder -= six;
}
quotient + 1
}
pub fn air_collide_with_stage_substepped(
prev_translation: &FighterPreviousTranslation,
translation: &mut FighterTranslation,
velocity: &mut FighterVelocity,
ecb: &mut crate::fighter::FighterECB,
desired: &FighterDesiredECB,
stage_collision: &StageCollision,
ignored_polys: &[usize],
options: AirCollisionOptions,
) -> Option<AirCollisionWithStageResult> {
let requested_translation = translation.0;
let movement = requested_translation - prev_translation.0;
let mut largest_change = movement.x.abs().max(movement.y.abs());
largest_change = largest_change.max(ecb_module::ecb_max_delta(ecb, desired));
let steps = collision_step_count(largest_change);
let step_count = FGi32::from_num(steps);
let movement_per_step = movement / step_count;
let mut current_position = prev_translation.0;
let mut current_ecb = *ecb;
let mut collision_offset = FGVec2::ZERO;
for step in 0..steps {
let previous_position = current_position;
let previous_ecb = current_ecb;
let remaining_steps = FGi32::from_num(steps - step);
ecb_module::interpolate_ecb(&mut current_ecb, *desired, FGi32::ONE / remaining_steps);
current_position = if step + 1 == steps {
// Fixed-point division may truncate. Always make the final
// substep land exactly on the requested frame endpoint.
requested_translation + collision_offset
} else {
prev_translation.0
+ movement_per_step * FGi32::from_num(step + 1)
+ collision_offset
};
let lower_edges = [
(
previous_ecb.bottom,
previous_ecb.left,
current_ecb.bottom,
current_ecb.left,
),
(
previous_ecb.bottom,
previous_ecb.right,
current_ecb.bottom,
current_ecb.right,
),
];
if let Some(result) = sweep_edges(
stage_collision,
previous_position,
current_position,
&lower_edges,
StagePolyLineSegmentType::Floor,
ignored_polys,
options.can_pass_through_soft_platforms,
) {
*ecb = current_ecb;
translation.0 = current_position + result.correction;
velocity.0 -= velocity.0.project_onto_normalized(result.hit_normal);
let bottom_contact = translation.0 + current_ecb.bottom;
return Some(AirCollisionWithStageResult {
line_id: result.line_id,
hit_position: bottom_contact,
resolved_translation: translation.0,
hit_normal: result.hit_normal,
});
}
let upper_edges = [
(
previous_ecb.top,
previous_ecb.left,
current_ecb.top,
current_ecb.left,
),
(
previous_ecb.top,
previous_ecb.right,
current_ecb.top,
current_ecb.right,
),
];
if let Some(contact) = sweep_edges(
stage_collision,
previous_position,
current_position,
&upper_edges,
StagePolyLineSegmentType::Ceiling,
ignored_polys,
true,
) {
current_position += contact.correction;
collision_offset += contact.correction;
velocity.0 -= velocity.0.project_onto_normalized(contact.hit_normal);
}
if options.land_on_soft_platforms_from_below
&& let Some(result) = sweep_bottom_point_through_platforms(
stage_collision,
previous_position + previous_ecb.bottom,
current_position + current_ecb.bottom,
ignored_polys,
)
{
*ecb = current_ecb;
translation.0 = current_position + result.correction;
velocity.0 -= velocity.0.project_onto_normalized(result.hit_normal);
let bottom_contact = translation.0 + current_ecb.bottom;
return Some(AirCollisionWithStageResult {
line_id: result.line_id,
hit_position: bottom_contact,
resolved_translation: translation.0,
hit_normal: result.hit_normal,
});
}
let side_edges = [
(
previous_ecb.bottom,
previous_ecb.right,
current_ecb.bottom,
current_ecb.right,
),
(
previous_ecb.right,
previous_ecb.top,
current_ecb.right,
current_ecb.top,
),
(
previous_ecb.top,
previous_ecb.left,
current_ecb.top,
current_ecb.left,
),
(
previous_ecb.left,
previous_ecb.bottom,
current_ecb.left,
current_ecb.bottom,
),
];
if let Some(contact) = sweep_edges(
stage_collision,
previous_position,
current_position,
&side_edges,
StagePolyLineSegmentType::Wall,
ignored_polys,
true,
) {
current_position += contact.correction;
collision_offset += contact.correction;
velocity.0 -= velocity.0.project_onto_normalized(contact.hit_normal);
}
}
intersect_results.sort_by(|(_, a), (_, b)| a.cmp(b));
intersect_results
*ecb = current_ecb;
translation.0 = current_position;
None
}
struct PointSweepResult {
line_id: StageLineID,
hit_normal: FGVec2,
correction: FGVec2,
}
fn sweep_bottom_point_through_platforms(
stage_collision: &StageCollision,
previous_bottom: FGVec2,
current_bottom: FGVec2,
ignored_polys: &[usize],
) -> Option<PointSweepResult> {
let bottom_sweep = FGSegment2d::new(previous_bottom, current_bottom);
stage_collision
.stage_polys
.iter()
.last()
.map(|(val, _)| val.to_owned().clone())
.enumerate()
.filter(|(poly_idx, poly)| {
!ignored_polys.contains(poly_idx) && matches!(poly.poly_type, StagePolyType::Platform)
})
.flat_map(|(poly_idx, poly)| {
poly.segments
.iter()
.enumerate()
.filter(|(_, segment)| {
matches!(segment.segment_type, StagePolyLineSegmentType::Floor)
})
.filter_map(move |(segment_idx, segment)| {
let previous_distance = segment
.normal
.dot(previous_bottom - segment.segment.point1());
let current_distance = segment
.normal
.dot(current_bottom - segment.segment.point1());
if previous_distance >= crate::math::int::FGWide::ZERO
|| current_distance < crate::math::int::FGWide::ZERO
{
return None;
}
let hit_position = segment.segment.segment_intersection(&bottom_sweep)?;
Some((
PointSweepResult {
line_id: StageLineID {
polygon: poly_idx,
segment: segment_idx,
},
hit_normal: segment.normal,
correction: hit_position - current_bottom,
},
hit_position.distance_squared(previous_bottom),
))
})
})
.min_by_key(|(_, distance)| *distance)
.map(|(result, _)| result)
}
fn sweep_edges(
stage_collision: &StageCollision,
previous_position: FGVec2,
current_position: FGVec2,
edges: &[(FGVec2, FGVec2, FGVec2, FGVec2)],
segment_type: StagePolyLineSegmentType,
ignored_polys: &[usize],
ignore_platforms: bool,
) -> Option<PointSweepResult> {
stage_collision
.stage_polys
.iter()
.enumerate()
.filter(|(poly_idx, poly)| {
!ignored_polys.contains(poly_idx)
&& !(ignore_platforms && matches!(poly.poly_type, StagePolyType::Platform))
})
.flat_map(|(poly_idx, poly)| {
poly.segments
.iter()
.enumerate()
.filter(move |(_, segment)| segment.segment_type == segment_type)
.filter_map(move |(segment_idx, segment)| {
edges
.iter()
.filter_map(|(previous_a, previous_b, current_a, current_b)| {
let previous_a = previous_position + *previous_a;
let previous_b = previous_position + *previous_b;
let current_a = current_position + *current_a;
let current_b = current_position + *current_b;
let previous_min = segment
.normal
.dot(previous_a - segment.segment.point1())
.min(segment.normal.dot(previous_b - segment.segment.point1()));
let current_a_distance =
segment.normal.dot(current_a - segment.segment.point1());
let current_b_distance =
segment.normal.dot(current_b - segment.segment.point1());
let current_min = current_a_distance.min(current_b_distance);
if previous_min < crate::math::int::FGWide::ZERO
|| current_min > crate::math::int::FGWide::ZERO
{
return None;
}
let boundary = [
FGSegment2d::new(previous_a, previous_b),
FGSegment2d::new(previous_a, current_a),
FGSegment2d::new(previous_b, current_b),
FGSegment2d::new(current_a, current_b),
];
let quad = [previous_a, previous_b, current_b, current_a];
let position = boundary
.iter()
.filter_map(|edge| segment.segment.segment_intersection(edge))
.max_by_key(|position| position.distance_squared(current_a))
.or_else(|| {
[segment.segment.point1(), segment.segment.point2()]
.into_iter()
.find(|point| point_in_convex_quad(*point, quad))
})?;
let penetration = FGi32::from_num(-current_min);
Some((position, segment.normal * penetration))
})
.max_by_key(|(position, _)| {
position.distance_squared(segment.segment.point1())
})
.map(|(position, correction)| {
(
PointSweepResult {
line_id: StageLineID {
polygon: poly_idx,
segment: segment_idx,
},
hit_normal: segment.normal,
correction,
},
position.distance_squared(segment.segment.point2()),
)
})
})
})
.max_by(|(_, a), (_, b)| a.cmp(b))
.map(|(result, _)| result)
}
fn point_in_convex_quad(point: FGVec2, quad: [FGVec2; 4]) -> bool {
let mut has_positive = false;
let mut has_negative = false;
for (a, b) in quad.into_iter().zip(quad.into_iter().cycle().skip(1)).take(4) {
let edge = b - a;
let offset = point - a;
let cross = crate::math::int::FGWide::from_num(edge.x)
* crate::math::int::FGWide::from_num(offset.y)
- crate::math::int::FGWide::from_num(edge.y)
* crate::math::int::FGWide::from_num(offset.x);
has_positive |= cross > crate::math::int::FGWide::ZERO;
has_negative |= cross < crate::math::int::FGWide::ZERO;
if has_positive && has_negative {
return false;
}
}
true
}
#[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)]
mod tests {
use super::*;
use crate::fighter::ecb::{FighterECB, FighterPreviousECB};
use crate::stage::line::{StagePoly, StagePolyLineSegmentType, StagePolyType};
fn horizontal_platform(y: &str) -> StagePoly {
StagePoly::build(
StagePolyType::Platform,
&[
(FGVec2::lit("-2", y), StagePolyLineSegmentType::Floor),
(FGVec2::lit("2", y), StagePolyLineSegmentType::Floor),
],
)
}
fn solid_floor() -> StagePoly {
StagePoly::build(
StagePolyType::Closed,
&[
(FGVec2::lit("-2", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("2", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("2", "-2"), StagePolyLineSegmentType::Wall),
(FGVec2::lit("-2", "-2"), StagePolyLineSegmentType::Wall),
],
)
}
fn single_segment(
start: FGVec2,
end: FGVec2,
segment_type: StagePolyLineSegmentType,
) -> StagePoly {
let segment = FGSegment2d::new(start, end);
StagePoly {
poly_type: StagePolyType::Closed,
segments: vec![crate::stage::line::StagePolyLineSegment {
segment,
normal: segment.left_normal(),
segment_type,
}],
}
}
#[test]
fn melee_step_count_adds_one_step_after_each_six_unit_block() {
assert_eq!(collision_step_count(FGi32::lit("6")), 1);
assert_eq!(collision_step_count(FGi32::lit("6.01")), 2);
assert_eq!(collision_step_count(FGi32::lit("12")), 3);
assert_eq!(collision_step_count(FGi32::lit("18")), 4);
}
#[test]
fn collision_result_keeps_ecb_local_to_resolved_origin() {
let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0")],
..StageCollision::default()
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let mut translation = FighterTranslation(FGVec2::lit("0", "-1"));
let mut velocity = FighterVelocity(FGVec2::lit("0", "-3"));
let mut ecb = FighterECB {
top: FGVec2::lit("0", "2"),
bottom: FGVec2::lit("0", "-1"),
left: FGVec2::lit("-1", "0.5"),
right: FGVec2::lit("1", "0.5"),
};
let desired = FighterDesiredECB::from(ecb);
let collision = air_collide_with_stage_substepped(
&previous_translation,
&mut translation,
&mut velocity,
&mut ecb,
&desired,
&stage_collision,
&[],
Default::default(),
)
.expect("the floor should be hit");
assert_eq!(
collision.resolved_translation + ecb.bottom,
collision.hit_position
);
assert_eq!(velocity.0.y, FGi32::ZERO);
}
#[test]
fn airborne_side_point_resolves_wall_and_projects_velocity() {
let stage_collision = StageCollision {
stage_polys: vec![single_segment(
FGVec2::lit("2", "2"),
FGVec2::lit("2", "-2"),
StagePolyLineSegmentType::Wall,
)],
..StageCollision::default()
};
let previous = FighterPreviousTranslation(FGVec2::lit("4", "0"));
let mut translation = FighterTranslation(FGVec2::lit("0", "0"));
let mut velocity = FighterVelocity(FGVec2::lit("-4", "0"));
let mut ecb = FighterECB {
top: FGVec2::lit("0", "1"),
bottom: FGVec2::lit("0", "-1"),
left: FGVec2::lit("-1", "0"),
right: FGVec2::lit("1", "0"),
};
let desired = FighterDesiredECB::from(ecb);
assert!(air_collide_with_stage_substepped(
&previous,
&mut translation,
&mut velocity,
&mut ecb,
&desired,
&stage_collision,
&[],
Default::default(),
)
.is_none());
assert_eq!(translation.0, FGVec2::lit("3", "0"));
assert_eq!(velocity.0.x, FGi32::ZERO);
}
#[test]
fn stage_corner_cannot_pass_through_middle_of_diamond_edge() {
let stage_collision = StageCollision {
stage_polys: vec![single_segment(
FGVec2::lit("2", "0.6"),
FGVec2::lit("2", "0.4"),
StagePolyLineSegmentType::Wall,
)],
..StageCollision::default()
};
let previous = FighterPreviousTranslation(FGVec2::lit("4", "0"));
let mut translation = FighterTranslation(FGVec2::ZERO);
let mut velocity = FighterVelocity(FGVec2::lit("-4", "0"));
let mut ecb = FighterECB {
top: FGVec2::lit("0", "1"),
bottom: FGVec2::lit("0", "-1"),
left: FGVec2::lit("-1", "0"),
right: FGVec2::lit("1", "0"),
};
let desired = FighterDesiredECB::from(ecb);
assert!(air_collide_with_stage_substepped(
&previous,
&mut translation,
&mut velocity,
&mut ecb,
&desired,
&stage_collision,
&[],
Default::default(),
)
.is_none());
assert_eq!(translation.0.x, FGi32::lit("3"));
assert_eq!(velocity.0.x, FGi32::ZERO);
}
#[test]
fn airborne_top_point_resolves_ceiling_and_projects_velocity() {
let stage_collision = StageCollision {
stage_polys: vec![single_segment(
FGVec2::lit("2", "2"),
FGVec2::lit("-2", "2"),
StagePolyLineSegmentType::Ceiling,
)],
..StageCollision::default()
};
let previous = FighterPreviousTranslation(FGVec2::ZERO);
let mut translation = FighterTranslation(FGVec2::lit("0", "4"));
let mut velocity = FighterVelocity(FGVec2::lit("0", "4"));
let mut ecb = FighterECB {
top: FGVec2::lit("0", "1"),
bottom: FGVec2::lit("0", "-1"),
left: FGVec2::lit("-1", "0"),
right: FGVec2::lit("1", "0"),
};
let desired = FighterDesiredECB::from(ecb);
assert!(air_collide_with_stage_substepped(
&previous,
&mut translation,
&mut velocity,
&mut ecb,
&desired,
&stage_collision,
&[],
Default::default(),
)
.is_none());
assert_eq!(translation.0, FGVec2::lit("0", "1"));
assert_eq!(velocity.0.y, FGi32::ZERO);
}
#[test]
fn airborne_collision_skips_ignored_polygons() {
let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0"), horizontal_platform("1")],
..StageCollision::default()
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let translation = FighterTranslation(FGVec2::lit("0", "-1"));
let previous_ecb = FighterPreviousECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let ecb = FighterECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let collision = air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&stage_collision,
&[1],
Default::default(),
)
.expect("the non-ignored platform should still be collidable");
assert_eq!(collision.line_id.polygon, 0);
assert_eq!(collision.hit_position, FGVec2::lit("0", "0"));
}
#[test]
fn airborne_collision_skips_soft_platforms_while_passing_down() {
let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0")],
..StageCollision::default()
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let translation = FighterTranslation(FGVec2::lit("0", "-1"));
let previous_ecb = FighterPreviousECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let ecb = FighterECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
assert!(
air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&stage_collision,
&[],
AirCollisionOptions {
can_pass_through_soft_platforms: true,
..Default::default()
},
)
.is_none()
);
assert_eq!(
air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&stage_collision,
&[],
Default::default(),
)
.expect("air dodges still collide with soft platforms")
.hit_position,
FGVec2::lit("0", "0")
);
}
#[test]
fn airborne_collision_still_hits_solid_floors_while_passing_down() {
let stage_collision = StageCollision {
stage_polys: vec![solid_floor()],
..StageCollision::default()
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "2"));
let translation = FighterTranslation(FGVec2::lit("0", "-1"));
let previous_ecb = FighterPreviousECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let ecb = FighterECB {
bottom: FGVec2::ZERO,
top: FGVec2::ZERO,
left: FGVec2::ZERO,
right: FGVec2::ZERO,
};
let collision = air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&stage_collision,
&[],
AirCollisionOptions {
can_pass_through_soft_platforms: true,
..Default::default()
},
)
.expect("solid floors remain collidable while passing down");
assert_eq!(collision.line_id.polygon, 0);
assert_eq!(collision.hit_position, FGVec2::lit("0", "0"));
}
#[test]
fn upward_bottom_crossing_can_land_on_soft_platform() {
let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0")],
..Default::default()
};
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "-1"));
let mut translation = FighterTranslation(FGVec2::lit("0", "1"));
let mut velocity = FighterVelocity(FGVec2::lit("0", "2"));
let mut ecb = FighterECB::default();
let desired = FighterDesiredECB::from(ecb);
let collision = air_collide_with_stage_substepped(
&previous_translation,
&mut translation,
&mut velocity,
&mut ecb,
&desired,
&stage_collision,
&[],
AirCollisionOptions {
land_on_soft_platforms_from_below: true,
..Default::default()
},
)
.expect("the upward bottom-point crossing should land on the platform");
assert_eq!(collision.hit_position, FGVec2::ZERO);
assert_eq!(collision.line_id, StageLineID { polygon: 0, segment: 0 });
assert_eq!(translation.0, FGVec2::ZERO);
assert_eq!(velocity.y, FGi32::ZERO);
}
#[test]
fn upward_platform_landing_requires_crossing_and_opt_in() {
let stage_collision = StageCollision {
stage_polys: vec![horizontal_platform("0")],
..Default::default()
};
let previous_ecb = FighterPreviousECB::default();
let ecb = FighterECB::default();
let options = AirCollisionOptions {
land_on_soft_platforms_from_below: true,
..Default::default()
};
assert!(
air_collide_with_stage(
&FighterPreviousTranslation(FGVec2::lit("0", "-2")),
&FighterTranslation(FGVec2::lit("0", "-1")),
&previous_ecb,
&ecb,
&stage_collision,
&[],
options,
)
.is_none()
);
assert!(
air_collide_with_stage(
&FighterPreviousTranslation(FGVec2::lit("0", "-1")),
&FighterTranslation(FGVec2::lit("0", "1")),
&previous_ecb,
&ecb,
&stage_collision,
&[],
Default::default(),
)
.is_none()
);
}
#[test]
fn upward_crossing_does_not_land_on_solid_or_ignored_platforms() {
let previous_translation = FighterPreviousTranslation(FGVec2::lit("0", "-1"));
let translation = FighterTranslation(FGVec2::lit("0", "1"));
let previous_ecb = FighterPreviousECB::default();
let ecb = FighterECB::default();
let options = AirCollisionOptions {
land_on_soft_platforms_from_below: true,
..Default::default()
};
let solid_stage = StageCollision {
stage_polys: vec![solid_floor()],
..Default::default()
};
let platform_stage = StageCollision {
stage_polys: vec![horizontal_platform("0")],
..Default::default()
};
assert!(
air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&solid_stage,
&[],
options,
)
.is_none()
);
assert!(
air_collide_with_stage(
&previous_translation,
&translation,
&previous_ecb,
&ecb,
&platform_stage,
&[0],
options,
)
.is_none()
);
}
}
+111 -36
View File
@@ -1,10 +1,9 @@
//! Fighter debug views: gizmos and the egui inspector window.
use std::sync::OnceLock;
use bevy::color::palettes::css::ORANGE;
use bevy::{color::palettes::css::YELLOW, prelude::*};
use bevy_egui::{EguiContexts, egui};
use bevy::color::palettes::css::{ORANGE, ORANGE_RED, WHITE};
use bevy::prelude::*;
use bevy_egui::{egui, EguiContexts};
use crate::debug_tools::{DebugSettings, FighterDebugRowKind};
use crate::fighter::animation::FighterAnimationFrame;
@@ -15,19 +14,21 @@ use crate::fighter::attack::{
use crate::fighter::baked_animation::{BakedFighterAnimations, FighterBoneMatrices};
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::errors::FighterErrors;
use crate::fighter::hurtbox::FixedAffineCapsule;
use crate::fighter::manifest::FighterManifest;
use crate::fighter::state::{FighterState, air};
use crate::fighter::state::{air, FighterState};
use crate::fighter::visual::FighterAnimations;
use crate::fighter::{
Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterPreviousTranslation,
FighterTranslation, FighterVelocity,
};
use crate::filled_gizmos::FilledGizmos;
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::math::int::FGi32;
use crate::math::vec::FGVec2;
use crate::math::vec3::FGVec3;
use crate::player::Player;
use crate::scripting::FighterAttackScript;
pub fn debug_draw_ecb(
ecbs: Query<(
@@ -37,17 +38,27 @@ pub fn debug_draw_ecb(
&FighterPreviousTranslation,
)>,
mut gizmos: Gizmos,
mut filled_gizmos: FilledGizmos,
) {
for (ecb, trf, ecb_prev, trf_prev) in ecbs {
gizmos.cross(
FGVec3::new(trf.0.x, trf.0.y, FGi32::ZERO).to_vec3(),
2.0,
bevy::color::palettes::css::BLUE,
);
let prev_transformed = ecb_prev.to_3d_lineloop(Transform::from_xyz(
trf_prev.x.to_num::<f32>(),
trf_prev.y.to_num(),
0.0,
));
filled_gizmos.polygon(&prev_transformed, ORANGE_RED);
let transformed =
ecb.to_3d_lineloop(Transform::from_xyz(trf.x.to_num(), trf.y.to_num(), 0.0));
gizmos.lineloop(transformed, YELLOW);
let prev_transformed = ecb_prev.to_3d_lineloop(Transform::from_xyz(
trf_prev.x.to_num(),
trf_prev.y.to_num(),
-0.1,
));
gizmos.lineloop(prev_transformed, ORANGE);
filled_gizmos.polygon(&transformed, ORANGE);
gizmos.lineloop(transformed, WHITE);
}
}
pub fn fighter_debug(
@@ -138,6 +149,8 @@ pub fn fighter_debug(
last_frame.movement.x, last_frame.movement.y
));
});
ui.label(format!("Flick age Y {}", input.peek_movement_flick_dbg()));
}
FighterDebugRowKind::Position => {
ui.label(format!("Position: {:?}", translation.0));
@@ -153,31 +166,77 @@ pub fn fighter_debug(
Ok(())
}
pub fn animation_debug(query: Query<(&GlobalTransform, &FighterBoneMatrices)>, mut gizmos: Gizmos) {
for (global_transform, matrices) in query {
let (_, rotation, translation) = global_transform.to_scale_rotation_translation();
let marker_transform = Transform::from_translation(translation).with_rotation(rotation);
for (_, matrix) in matrices.iter() {
pub fn animation_debug(
query: Query<(
&FighterTranslation,
&FighterFacingDirection,
&FighterBoneMatrices,
&Fighter,
)>,
mut gizmos: Gizmos,
fighter_manifests: Res<Assets<FighterManifest>>,
) {
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 marker_transform = global_transform.to_mat4();
for (bone_name, matrix) in matrices.iter() {
let pos = marker_transform.transform_point(Vec3::new(
matrix.cols[3][0].to_num(),
matrix.cols[3][1].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);
}
}
}
}
pub fn hurtbox_debug(query: Query<&FighterSolvedHurtboxes>, mut gizmos: Gizmos) {
pub fn hurtbox_debug(
query: Query<&FighterSolvedHurtboxes>,
mut filled_gizmos: FilledGizmos,
) {
for hurtboxes in &query {
for hurtbox in &hurtboxes.0 {
draw_affine_capsule(&mut gizmos, hurtbox.capsule, YELLOW);
filled_gizmos.affine_capsule(
hurtbox.capsule.transform.to_mat4(),
hurtbox.capsule.radius.to_num(),
hurtbox.capsule.half_length.to_num(),
Color::srgba(1.0, 1.0, 0.0, 0.75),
);
}
}
}
fn draw_affine_capsule(
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(
gizmos: &mut Gizmos,
capsule: FixedAffineCapsule,
color: impl Into<Color> + Copy,
@@ -199,9 +258,9 @@ fn draw_affine_capsule(
for &(start, end) in &wireframe.lines {
gizmos.line(vertices[start], vertices[end], color);
}
}
}*/
struct CapsuleWireVertex {
/*struct CapsuleWireVertex {
direction: Vec3,
center_sign: f32,
}
@@ -209,9 +268,9 @@ struct CapsuleWireVertex {
struct CapsuleWireframe {
vertices: Vec<CapsuleWireVertex>,
lines: Vec<(usize, usize)>,
}
}*/
fn capsule_wireframe() -> &'static CapsuleWireframe {
/*fn capsule_wireframe() -> &'static CapsuleWireframe {
const RESOLUTION: usize = 16;
const HEMISPHERE_STEPS: usize = 4;
static WIREFRAME: OnceLock<CapsuleWireframe> = OnceLock::new();
@@ -292,7 +351,7 @@ fn capsule_wireframe() -> &'static CapsuleWireframe {
CapsuleWireframe { vertices, lines }
})
}
}*/
#[cfg(test)]
mod capsule_debug_tests {
@@ -312,7 +371,7 @@ mod capsule_debug_tests {
assert!(marker.abs_diff_eq(Vec3::new(3.0, 4.0, 3.0), 1e-5));
}
#[test]
/*#[test]
fn capsule_wireframe_caps_extend_in_opposite_directions() {
let wireframe = capsule_wireframe();
let lower: Vec<_> = wireframe
@@ -330,7 +389,7 @@ mod capsule_debug_tests {
assert!(upper.iter().all(|vertex| vertex.direction.y >= 0.0));
assert!(lower.iter().any(|vertex| vertex.direction == Vec3::NEG_Y));
assert!(upper.iter().any(|vertex| vertex.direction == Vec3::Y));
}
}*/
}
pub fn attack_debug(
@@ -342,6 +401,8 @@ pub fn attack_debug(
&FighterAnimationFrame,
)>,
mut gizmos: Gizmos,
mut filled_gizmos: FilledGizmos,
attack_scripts: Res<Assets<FighterAttackScript>>
) {
for (hitboxes, _matrices, _translation, _facing_direction, _frame) in query {
if let Some(active_attack) = &hitboxes.0 {
@@ -352,21 +413,35 @@ pub fn attack_debug(
(solved_hitbox.capsule.start + solved_hitbox.capsule.end) * FGi32::lit("0.5");
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 mut capsule_draw_trf = Transform::IDENTITY;
capsule_draw_trf.translation = center.to_vec3();
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(
&attack_capsule,
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(
capsule_draw_trf.to_isometry(),
solved_hitbox.capsule.radius.to_num(),
length * 0.5,
hitbox_inner_color,
);
gizmos.cross(start, 1.0, bevy::color::palettes::css::GREEN);
+287 -52
View File
@@ -1,28 +1,114 @@
use bevy::prelude::*;
use crate::math::{int::FGi32, vec::FGVec2};
use crate::{
fighter::{
FighterFacingDirection, FighterSurfaceState, FighterTranslation,
baked_animation::FighterBoneMatrices,
},
math::{int::FGi32, vec::FGVec2},
};
/// Environment collision box: the diamond used to resolve a fighter against
/// the stage. Purely geometry — the collision response lives in
/// [`super::collision`].
#[derive(Component, Debug, Clone, Copy, Hash)]
#[require(FighterPreviousECB)]
#[derive(Component, Debug, Clone, Copy, Hash, Default)]
#[require(FighterPreviousECB, FighterDesiredECB)]
pub struct FighterECB {
pub vertical_half: FGi32,
pub horizontal_half: FGi32,
pub top: FGVec2,
pub bottom: FGVec2,
pub left: FGVec2,
pub right: FGVec2,
}
#[derive(Component, Debug, Clone, Copy, Hash, Default)]
pub struct FighterDesiredECB {
pub top: FGVec2,
pub bottom: FGVec2,
pub left: FGVec2,
pub right: FGVec2,
}
#[derive(Component, Debug, Clone)]
pub struct FighterECBBoneIndices {
pub indices: Vec<usize>,
}
#[derive(Component, Debug, Clone, Copy, Default, Hash)]
pub struct FighterPreviousECB {
pub vertical_half: FGi32,
pub horizontal_half: FGi32,
pub top: FGVec2,
pub bottom: FGVec2,
pub left: FGVec2,
pub right: FGVec2,
}
impl From<FighterECB> for FighterPreviousECB {
fn from(ecb: FighterECB) -> Self {
Self {
vertical_half: ecb.vertical_half,
horizontal_half: ecb.horizontal_half,
top: ecb.top,
bottom: ecb.bottom,
left: ecb.left,
right: ecb.right,
}
}
}
impl From<FighterECB> for FighterDesiredECB {
fn from(ecb: FighterECB) -> Self {
Self {
top: ecb.top,
bottom: ecb.bottom,
left: ecb.left,
right: ecb.right,
}
}
}
impl FighterDesiredECB {
pub fn as_ecb(self) -> FighterECB {
FighterECB {
top: self.top,
bottom: self.bottom,
left: self.left,
right: self.right,
}
}
pub fn validate(&mut self) {
let minimum = FGi32::lit("1.0");
if (self.top.y - self.bottom.y).abs() < minimum {
self.top.y += minimum;
let midpoint = (self.top.y + self.bottom.y) / FGi32::lit("2.0");
self.left.y = midpoint;
self.right.y = midpoint;
}
if self.top.y < minimum {
self.top.y = minimum;
}
if self.left.x > -minimum {
self.left.x = -minimum;
}
if self.right.x < minimum {
self.right.x = minimum;
}
if self.top.y < self.bottom.y {
self.top.y = self.bottom.y + minimum;
}
let midpoint = (self.top.y + self.bottom.y) / FGi32::lit("2.0");
if self.left.y < self.bottom.y || self.left.y > self.top.y {
self.left.y = midpoint;
}
if self.right.y < self.bottom.y || self.right.y > self.top.y {
self.left.y = midpoint;
self.right.y = midpoint;
}
let epsilon = FGi32::from_bits(66);
if self.top.y - self.right.y < epsilon
|| self.right.y - self.bottom.y < epsilon
{
self.right.y = midpoint;
}
if self.top.y - self.left.y < epsilon
|| self.left.y - self.bottom.y < epsilon
{
self.left.y = midpoint;
}
}
}
@@ -33,55 +119,144 @@ pub fn snapshot_fighter_ecb(fighters: Query<(&FighterECB, &mut FighterPreviousEC
}
}
pub fn interpolate_ecb(ecb: &mut FighterECB, desired: FighterDesiredECB, time: FGi32) {
let lerp = |a: FGVec2, b: FGVec2| a + (b - a) * time;
ecb.top = lerp(ecb.top, desired.top);
ecb.bottom = lerp(ecb.bottom, desired.bottom);
ecb.left = lerp(ecb.left, desired.left);
ecb.right = lerp(ecb.right, desired.right);
}
pub fn ecb_max_delta(ecb: &FighterECB, desired: &FighterDesiredECB) -> FGi32 {
[
(desired.left.x - ecb.left.x).abs(),
(desired.right.x - ecb.right.x).abs(),
(desired.top.y - ecb.top.y).abs(),
(desired.right.y - ecb.right.y).abs(),
]
.into_iter()
.max()
.unwrap_or(FGi32::ZERO)
}
impl FighterECB {
pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
let rel_up = trf.transform_point(Vec3::new(
0.0,
(self.vertical_half + self.vertical_half).to_num(),
0.0,
));
let rel_down = trf.transform_point(Vec3::new(0.0, 0.0, 0.0));
let rel_left = trf.transform_point(Vec3::new(
(-self.horizontal_half).to_num(),
self.vertical_half.to_num(),
0.0,
));
let rel_right = trf.transform_point(Vec3::new(
self.horizontal_half.to_num(),
self.vertical_half.to_num(),
0.0,
));
[rel_up, rel_right, rel_down, rel_left]
[self.top, self.right, self.bottom, self.left]
.map(|point| trf.transform_point(Vec3::new(point.x.to_num(), point.y.to_num(), 0.0)))
}
pub fn get_bottom_point(&self) -> FGVec2 {
FGVec2::new(FGi32::ZERO, FGi32::ZERO)
self.bottom
}
/// Change the local origin to the bottom point without moving the ECB in
/// world space. Grounded fighters use the floor contact as their origin.
pub fn rebase_onto_bottom(&mut self) -> FGVec2 {
let bottom = self.bottom;
self.top -= bottom;
self.left -= bottom;
self.right -= bottom;
self.bottom = FGVec2::ZERO;
bottom
}
}
impl FighterPreviousECB {
pub fn to_3d_lineloop(&self, trf: Transform) -> [Vec3; 4] {
let rel_up = trf.transform_point(Vec3::new(
0.0,
(self.vertical_half + self.vertical_half).to_num(),
0.0,
));
let rel_down = trf.transform_point(Vec3::new(0.0, 0.0, 0.0));
let rel_left = trf.transform_point(Vec3::new(
(-self.horizontal_half).to_num(),
self.vertical_half.to_num(),
0.0,
));
let rel_right = trf.transform_point(Vec3::new(
self.horizontal_half.to_num(),
self.vertical_half.to_num(),
0.0,
));
[rel_up, rel_right, rel_down, rel_left]
[self.top, self.right, self.bottom, self.left]
.map(|point| trf.transform_point(Vec3::new(point.x.to_num(), point.y.to_num(), 0.0)))
}
pub fn get_bottom_point(&self) -> FGVec2 {
FGVec2::new(FGi32::ZERO, FGi32::ZERO)
self.bottom
}
}
pub fn update_ecb(
query: Query<(
&mut FighterDesiredECB,
&FighterSurfaceState,
&FighterECBBoneIndices,
&FighterBoneMatrices,
&FighterTranslation,
&FighterFacingDirection,
)>,
) {
for (mut desired, surface_state, bone_indices, bone_matrices, translation, facing_dir) in query
{
let trf = translation.get_3d_transform(facing_dir);
let transformed_ecb_bones = bone_indices
.indices
.iter()
.filter_map(|idx| {
let Some((_, bone_matrix)) = bone_matrices.get_by_idx(*idx) else {
return None;
};
let pt = trf.transform_point(bone_matrix.get_translation());
Some(FGVec2::new(pt.x, pt.y) - translation.0)
})
.collect::<Vec<_>>();
let max_x = transformed_ecb_bones
.iter()
.max_by(|a, b| a.x.cmp(&b.x))
.map(|final_val| final_val.x)
.unwrap_or(FGi32::lit("0.5"));
let min_x = transformed_ecb_bones
.iter()
.min_by(|a, b| a.x.cmp(&b.x))
.map(|final_val| final_val.x)
.unwrap_or(FGi32::lit("-0.5"));
let max_y = transformed_ecb_bones
.iter()
.max_by(|a, b| a.y.cmp(&b.y))
.map(|final_val| final_val.y)
.unwrap_or(FGi32::lit("0.5"));
let min_y = transformed_ecb_bones
.iter()
.min_by(|a, b| a.y.cmp(&b.y))
.map(|final_val| final_val.y)
.unwrap_or(FGi32::lit("-0.5"));
let midpoint_height = (max_y + min_y) / FGi32::lit("2.0");
let top = FGVec2::new(FGi32::ZERO, max_y);
let bottom = FGVec2::new(FGi32::ZERO, min_y);
let left = FGVec2::new(min_x, midpoint_height);
let right = FGVec2::new(max_x, midpoint_height);
let ecb_lock_frames_remaining = if let FighterSurfaceState::Airborne {
ecb_lock_frames_remaining,
..
} = surface_state
{
*ecb_lock_frames_remaining
} else {
0
};
desired.top = top;
if ecb_lock_frames_remaining == 0 {
desired.bottom = bottom;
}
desired.left = left;
desired.right = right;
if surface_state.is_grounded() {
desired.bottom = FGVec2::ZERO;
}
desired.validate();
}
}
pub fn decrement_ecb_lockout(surface_states: Query<&mut FighterSurfaceState>) {
for mut state in surface_states {
state.tick_ecb_lock();
state.tick_ignored_polygons();
}
}
@@ -92,12 +267,72 @@ mod tests {
#[test]
fn previous_ecb_copies_current_dimensions() {
let current = FighterECB {
vertical_half: FGi32::lit("0.5"),
horizontal_half: FGi32::lit("0.25"),
bottom: FGVec2::lit("0.0", "-0.5"),
top: FGVec2::lit("0.0", "0.5"),
left: FGVec2::lit("-0.5", "0.0"),
right: FGVec2::lit("0.5", "0.0"),
};
let previous = FighterPreviousECB::from(current);
assert_eq!(previous.vertical_half, current.vertical_half);
assert_eq!(previous.horizontal_half, current.horizontal_half);
assert_eq!(previous.top, current.top);
assert_eq!(previous.bottom, current.bottom);
assert_eq!(previous.left, current.left);
assert_eq!(previous.right, current.right);
}
#[test]
fn interpolation_reaches_target_with_full_step() {
let mut current = FighterECB {
top: FGVec2::lit("0", "1"),
bottom: FGVec2::lit("0", "0"),
left: FGVec2::lit("-1", "0.5"),
right: FGVec2::lit("1", "0.5"),
};
let desired = FighterDesiredECB {
top: FGVec2::lit("0", "3"),
bottom: FGVec2::lit("0", "-1"),
left: FGVec2::lit("-2", "1"),
right: FGVec2::lit("2", "1"),
};
interpolate_ecb(&mut current, desired, FGi32::ONE);
assert_eq!(current.top, desired.top);
assert_eq!(current.bottom, desired.bottom);
assert_eq!(current.left, desired.left);
assert_eq!(current.right, desired.right);
}
#[test]
fn validation_repairs_tiny_and_out_of_range_diamond() {
let mut desired = FighterDesiredECB {
top: FGVec2::lit("0", "0.25"),
bottom: FGVec2::lit("0", "0"),
left: FGVec2::lit("0", "4"),
right: FGVec2::lit("0", "-4"),
};
desired.validate();
assert_eq!(desired.top.y, FGi32::lit("1.25"));
assert_eq!(desired.left.x, FGi32::lit("-1"));
assert_eq!(desired.right.x, FGi32::lit("1"));
assert_eq!(desired.left.y, FGi32::lit("0.625"));
assert_eq!(desired.right.y, FGi32::lit("0.625"));
}
#[test]
fn rebasing_onto_bottom_preserves_world_points() {
let origin = FGVec2::lit("4", "8");
let mut ecb = FighterECB {
top: FGVec2::lit("0", "3"),
bottom: FGVec2::lit("0", "-1"),
left: FGVec2::lit("-2", "1"),
right: FGVec2::lit("2", "1"),
};
let old_world_points = [ecb.top, ecb.bottom, ecb.left, ecb.right].map(|p| origin + p);
let new_origin = origin + ecb.bottom;
ecb.rebase_onto_bottom();
let new_world_points = [ecb.top, ecb.bottom, ecb.left, ecb.right].map(|p| new_origin + p);
assert_eq!(old_world_points, new_world_points);
assert_eq!(ecb.bottom, FGVec2::ZERO);
}
}
+11 -5
View File
@@ -8,11 +8,7 @@ use strum::IntoEnumIterator;
use strum_macros::EnumIter;
use crate::{
AppState,
fighter::{FighterAttributes, FighterCameraProfile, animation::AnimKind, attack::AttackKind},
game_settings::GameSettings,
math::{int::FGi32, vec3::FGVec3},
texture_reference::TextureReference,
AppState, fighter::{FighterAttributes, FighterCameraProfile, animation::AnimKind, attack::AttackKind}, game_settings::GameSettings, math::{int::FGi32, vec::FGVec2, vec3::FGVec3}, texture_reference::TextureReference,
};
#[derive(
@@ -62,9 +58,19 @@ pub struct FighterManifest {
pub icon: TextureReference,
pub attributes: FighterAttributes,
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 attack_scripts: HashMap<AttackKind, String>,
pub hurtboxes: Vec<FighterHurtbox>,
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)]
+201 -24
View File
@@ -10,6 +10,7 @@ pub mod animation;
pub mod attack;
pub mod attributes;
pub mod baked_animation;
pub mod blast_zones;
pub mod collision;
pub mod debug;
pub mod ecb;
@@ -17,7 +18,9 @@ pub mod errors;
pub mod hurtbox;
pub mod manifest;
pub mod motion;
pub mod push;
pub mod state;
pub mod surface;
pub mod visual;
// The fighter components are re-exported so the rest of the crate can say
@@ -28,18 +31,31 @@ pub use attributes::FighterAttributes;
pub use ecb::FighterECB;
pub use manifest::FighterId;
pub use motion::{
FighterPreviousFacingDirection, FighterPreviousTranslation, FighterTranslation,
FighterVelocity, Grounded,
FighterPresentationSnap, FighterPreviousFacingDirection, FighterPreviousTranslation,
FighterTranslation, FighterVelocity,
};
pub use surface::FighterSurfaceState;
use crate::{
AppState, fighter::{
AppState,
fighter::{
attack::{
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
FighterStaleMoveQueue,
}, baked_animation::{FighterBoneIndexMap, FighterBoneMatrices}, manifest::FighterManifest, state::{FighterState, air::AirborneStateCommon, fall::FallState}, visual::FighterAnimations,
}, input::FighterInput, math::{int::FGi32, vec::FGVec2}, player::Player, schedule::GameplaySet, scripting::FighterAttackScript, stage::line::StageCollision,
FighterKnockbackState, FighterKnockbackVelocity, FighterPendingHitReaction,
FighterSolvedHurtboxes, FighterStaleMoveQueue,
},
baked_animation::FighterBoneIndexMap,
ecb::{FighterDesiredECB, FighterECBBoneIndices},
manifest::FighterManifest,
state::{FighterState, air::AirborneStateCommon, fall::FallState},
visual::{FighterAnimations, FighterInvulnerabilityVisualState},
},
game_settings::GameSettings,
input::FighterInput,
math::{int::FGi32, vec::FGVec2},
player::Player,
schedule::GameplaySet,
scripting::FighterAttackScript,
};
use state::state_interrupt_system;
@@ -58,14 +74,14 @@ pub enum FighterFacingDirection {
pub enum FighterHitstopShakeKind {
#[default]
Horizontal,
Vertical
Vertical,
}
#[derive(Component, Copy, Clone, Hash, Debug, PartialEq, Reflect, Default)]
pub enum FighterHitstopShakeRole {
#[default]
Attacker,
Receiver
Receiver,
}
#[derive(Component, Default, Copy, Clone, Hash)]
@@ -73,7 +89,7 @@ pub struct FighterHitstopShake {
pub remaining_frames: u32,
pub total_frames: u32,
pub kind: FighterHitstopShakeKind,
pub role: FighterHitstopShakeRole
pub role: FighterHitstopShakeRole,
}
#[derive(Component, Default, Copy, Clone, Hash)]
@@ -82,6 +98,64 @@ pub struct FighterHitstop {
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 {
fn reverse(&self) -> Self {
match self {
@@ -126,14 +200,22 @@ impl FighterFacingDirection {
#[require(Transform)]
pub struct FighterVisual;
#[derive(Component, DerefMut, Deref, Debug, Default, Hash, Clone, Copy)]
pub struct FighterPendingRespawn(bool);
#[derive(Component)]
#[require(
FighterStaleMoveQueue,
FighterDamage,
FighterPendingHitReaction,
FighterPendingRespawn,
FighterHitstop,
FighterLedgeInformation,
FighterKnockbackVelocity,
FighterKnockbackState,
FighterTranslation,
FighterInvulnerabilityState,
FighterInvulnerabilityVisualState
)]
pub struct Fighter {
pub manifest: Handle<FighterManifest>,
@@ -146,6 +228,10 @@ impl Plugin for FighterPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(FighterAttackPlugin)
// Every state gets a chance to interrupt itself, in priority order.
.add_systems(
GgrsSchedule,
motion::clear_fighter_presentation_snaps.in_set(GameplaySet::Input),
)
.add_systems(
GgrsSchedule,
(
@@ -158,7 +244,10 @@ impl Plugin for FighterPlugin {
)
.add_systems(
GgrsSchedule,
(state::state_update_system, decay_hitstop)
(
state::state_update_system,
decay_invulnerability,
)
.chain()
.in_set(GameplaySet::StateUpdate),
)
@@ -170,15 +259,36 @@ impl Plugin for FighterPlugin {
)*/
.add_systems(
GgrsSchedule,
state::state_collision_interrupt_system.in_set(GameplaySet::Collision),
(
(
blast_zones::apply_blast_zones,
ecb::decrement_ecb_lockout,
ecb::update_ecb,
state::state_collision_interrupt_system,
// Every gameplay phase must observe the same hitstop value.
decay_hitstop,
decay_ledge_grab_lockout,
)
.chain(),
baked_animation::resample_fighter_bone_matrices,
)
.chain()
.in_set(GameplaySet::Collision),
)
.add_systems(
Update,
GgrsSchedule,
push::apply_grounded_pushes
.before(state::state_update_system)
.in_set(GameplaySet::StateUpdate),
)
.add_systems(
PostUpdate,
(
motion::apply_fighter_translation_to_visuals,
animation::apply_animation,
)
.chain()
.before(bevy::transform::TransformSystems::Propagate)
.run_if(in_state(crate::AppState::InMatch)),
)
// Rollback registration lives next to the systems that write these
@@ -186,6 +296,8 @@ impl Plugin for FighterPlugin {
// is a desync waiting to happen.
.rollback_component_with_copy::<FighterECB>()
.checksum_component_with_hash::<FighterECB>()
.rollback_component_with_copy::<FighterDesiredECB>()
.checksum_component_with_hash::<FighterDesiredECB>()
.rollback_component_with_clone::<FighterStaleMoveQueue>()
.checksum_component_with_hash::<FighterStaleMoveQueue>()
.rollback_component_with_copy::<ecb::FighterPreviousECB>()
@@ -196,27 +308,42 @@ impl Plugin for FighterPlugin {
.checksum_component_with_hash::<FighterTranslation>()
.rollback_component_with_copy::<FighterPreviousTranslation>()
.checksum_component_with_hash::<FighterPreviousTranslation>()
.rollback_component_with_copy::<FighterPresentationSnap>()
.checksum_component_with_hash::<FighterPresentationSnap>()
.rollback_component_with_copy::<FighterPreviousFacingDirection>()
.checksum_component_with_hash::<FighterPreviousFacingDirection>()
.rollback_component_with_copy::<animation::FighterAnimationFrame>()
.checksum_component_with_hash::<animation::FighterAnimationFrame>()
.rollback_component_with_copy::<Grounded>()
.checksum_component_with_hash::<Grounded>()
.rollback_component_with_clone::<FighterSurfaceState>()
.checksum_component_with_hash::<FighterSurfaceState>()
.rollback_component_with_copy::<FighterFacingDirection>()
.rollback_component_with_copy::<FighterDamage>()
.checksum_component_with_hash::<FighterDamage>()
.rollback_component_with_clone::<FighterPendingHitReaction>()
.checksum_component_with_hash::<FighterPendingHitReaction>()
.rollback_component_with_copy::<FighterPendingRespawn>()
.checksum_component_with_hash::<FighterPendingRespawn>()
.rollback_component_with_copy::<FighterHitstop>()
.checksum_component_with_hash::<FighterHitstop>()
.rollback_component_with_copy::<FighterLedgeInformation>()
.checksum_component_with_hash::<FighterLedgeInformation>()
.rollback_component_with_copy::<FighterInvulnerabilityState>()
.checksum_component_with_hash::<FighterInvulnerabilityState>()
.rollback_component_with_copy::<FighterKnockbackVelocity>()
.checksum_component_with_hash::<FighterKnockbackVelocity>()
.rollback_resource_with_reflect::<StageCollision>()
.rollback_component_with_copy::<FighterKnockbackState>()
.checksum_component_with_hash::<FighterKnockbackState>()
.rollback_component_with_clone::<baked_animation::FighterBoneMatrices>()
.checksum_component_with_hash::<baked_animation::FighterBoneMatrices>()
// Debug views.
.add_systems(
FixedPostUpdate,
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(
EguiPrimaryContextPass,
debug::fighter_debug.run_if(crate::debug_tools::fighter_info_enabled),
@@ -236,17 +363,18 @@ impl Plugin for FighterPlugin {
.run_if(crate::debug_tools::attack_hitboxes_enabled)
.run_if(in_state(AppState::InMatch)),
)
.add_systems(
FixedPostUpdate,
visual::update_status_colors.run_if(resource_exists::<GameSettings>),
)
.add_systems(
FixedPostUpdate,
debug::hurtbox_debug.run_if(crate::debug_tools::hurtboxes_enabled),
)
.rollback_component_with_clone::<FighterState>()
.rollback_component_with_clone::<FighterHitboxes>()
.rollback_component_with_clone::<FighterBoneMatrices>()
.rollback_component_with_clone::<FighterHitstopShake>()
.checksum_component_with_hash::<FighterHitboxes>()
.rollback_component_with_clone::<FighterSolvedHurtboxes>()
.checksum_component_with_hash::<FighterSolvedHurtboxes>()
.checksum_component_with_hash::<FighterState>()
.checksum_component_with_hash::<FighterFacingDirection>()
.register_type::<FighterFacingDirection>();
@@ -258,8 +386,14 @@ pub struct FighterActiveAttack {
pub script: Handle<FighterAttackScript>,
pub active_hitboxes: Vec<usize>,
pub solved_hitboxes: Vec<attack::FighterSolvedHitbox>,
pub hit_groups: Vec<FighterHitGroupState>,
pub stalled: bool,
}
#[derive(Clone, Debug, Hash)]
pub struct FighterHitGroupState {
pub group: u32,
pub hit_fighters: Vec<Entity>,
pub stalled: bool
}
#[derive(Component, Clone, Debug, Default, Hash)]
@@ -268,34 +402,40 @@ pub struct FighterHitboxes(pub Option<FighterActiveAttack>);
pub fn spawn_fighter(
commands: &mut Commands,
player_handle: usize,
controller_port: usize,
spawn_position: FGVec2,
manifest: Handle<FighterManifest>,
model_scale: FGi32,
animations: FighterAnimations,
attack_scripts: FighterAttackScriptAssets,
visual_root: WorldAssetRoot,
ecb_bone_indices: Vec<usize>,
) -> Entity {
commands
.spawn((
Name(format!("Fighter {player_handle}").into()),
Player {
handle: player_handle,
controller_port,
},
Fighter { manifest: manifest },
FighterFacingDirection::Right,
FighterPreviousFacingDirection(FighterFacingDirection::Right),
FighterSurfaceState::default(),
Transform::from_scale(Vec3::splat(model_scale.to_num())),
(
FighterECB {
vertical_half: FGi32::lit("5.0"),
horizontal_half: FGi32::lit("2.5"),
},
FighterECB::default(),
FighterDesiredECB::default(),
FighterHitboxes::default(),
FighterECBBoneIndices {
indices: ecb_bone_indices,
},
),
(
FighterVelocity::default(),
FighterTranslation(spawn_position),
FighterPreviousTranslation(spawn_position),
FighterPresentationSnap::default(),
),
visual_root,
animations,
@@ -320,3 +460,40 @@ pub fn decay_hitstop(query: Query<(&mut FighterHitstop, &mut FighterHitstopShake
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;
}
}
}
}
+62 -17
View File
@@ -5,25 +5,27 @@ use bevy::prelude::*;
use bevy_ggrs::GgrsFrameTiming;
use crate::debug_tools::PresentationMotionMode;
use crate::fighter::{FighterHitstopShake};
use crate::fighter::FighterHitstopShake;
use crate::game_settings::GameSettings;
use crate::{
fighter::{FighterECB, FighterFacingDirection, baked_animation::FixedMat4},
fighter::{FighterFacingDirection, baked_animation::FixedMat4},
math::{int::FGi32, vec::FGVec2, vec3::FGVec3},
};
#[derive(Component, Clone, Copy, Hash)]
pub struct FighterPreviousFacingDirection(pub FighterFacingDirection);
#[derive(Component, Clone, Copy, Hash)]
pub struct Grounded;
#[derive(Component, Deref, DerefMut, Default, Debug, Clone, Copy, Hash)]
pub struct FighterVelocity(pub FGVec2);
#[derive(Component, Deref, DerefMut, Default, Clone, Copy, Hash)]
pub struct FighterPreviousTranslation(pub FGVec2);
/// Marks a simulation frame whose position changed discontinuously for
/// presentation purposes (for example, a landing correction).
#[derive(Component, Default, Clone, Copy, Hash, Debug, PartialEq, Eq)]
pub struct FighterPresentationSnap(pub bool);
#[derive(Component, Deref, DerefMut, Default, Clone, Copy, Hash)]
#[require(FighterPreviousTranslation)]
pub struct FighterTranslation(pub FGVec2);
@@ -55,11 +57,31 @@ pub fn sample_presentation_translation(
}
}
pub fn sample_presentation_translation_with_snap(
previous: FighterPreviousTranslation,
current: FighterTranslation,
overstep_fraction: f32,
mode: PresentationMotionMode,
snapped: FighterPresentationSnap,
) -> Vec2 {
if snapped.0 {
Vec2::new(current.x.to_num(), current.y.to_num())
} else {
sample_presentation_translation(previous, current, overstep_fraction, mode)
}
}
pub fn clear_fighter_presentation_snaps(mut fighters: Query<&mut FighterPresentationSnap>) {
for mut snap in &mut fighters {
snap.0 = false;
}
}
pub fn apply_fighter_translation_to_visuals(
query: Query<(
&FighterTranslation,
&FighterPreviousTranslation,
&FighterECB,
&FighterPresentationSnap,
&FighterHitstopShake,
&mut Transform,
)>,
@@ -68,33 +90,43 @@ pub fn apply_fighter_translation_to_visuals(
game_settings: Res<GameSettings>,
) {
let overstep_fraction = timing.overstep_fraction();
for (translation, previous_translation, ecb, hitstop_shake, mut transform) in query {
let translation = sample_presentation_translation(
for (translation, previous_translation, presentation_snap, hitstop_shake, mut transform) in query {
let translation = sample_presentation_translation_with_snap(
*previous_translation,
*translation,
overstep_fraction,
debug_settings.motion_sampling,
*presentation_snap,
);
let bottom = ecb.get_bottom_point();
transform.translation = Vec3::new(
translation.x + bottom.x.to_num::<f32>(),
translation.y + bottom.y.to_num::<f32>(),
translation.x,
translation.y,
0.0,
);
if hitstop_shake.remaining_frames > 0 && hitstop_shake.total_frames > 0 && !game_settings.fighter_common.visual_shake_table.is_empty() {
if hitstop_shake.remaining_frames > 0
&& hitstop_shake.total_frames > 0
&& !game_settings.fighter_common.visual_shake_table.is_empty()
{
let total = hitstop_shake.total_frames as f32;
let curr = hitstop_shake.remaining_frames as f32;
let elapsed = 1.0 - curr / total;
let access_index = (hitstop_shake.remaining_frames as usize) % game_settings.fighter_common.visual_shake_table.len();
let access_index = (hitstop_shake.remaining_frames as usize)
% game_settings.fighter_common.visual_shake_table.len();
let shake_multiplier = match hitstop_shake.role {
super::FighterHitstopShakeRole::Attacker => game_settings.fighter_common.attacker_visual_shake_multiplier,
super::FighterHitstopShakeRole::Attacker => {
game_settings
.fighter_common
.attacker_visual_shake_multiplier
}
super::FighterHitstopShakeRole::Receiver => 1.0,
};
let shake_amount: f32 = 1.0 - EaseFunction::QuinticIn.sample(elapsed).unwrap_or_default();
let shake_amount = game_settings.fighter_common.visual_shake_table[access_index] * shake_amount * shake_multiplier;
let shake_amount: f32 =
1.0 - EaseFunction::QuinticIn.sample(elapsed).unwrap_or_default();
let shake_amount = game_settings.fighter_common.visual_shake_table[access_index]
* shake_amount
* shake_multiplier;
let shake_offset = match hitstop_shake.kind {
super::FighterHitstopShakeKind::Horizontal => Vec3::new(shake_amount, 0.0, 0.0),
@@ -164,6 +196,19 @@ mod tests {
assert_eq!(position, Vec2::new(7.0, 14.0));
}
#[test]
fn presentation_translation_uses_current_sample_after_snap() {
let position = sample_presentation_translation_with_snap(
FighterPreviousTranslation(FGVec2::new(FGi32::lit("2"), FGi32::lit("4"))),
FighterTranslation(FGVec2::new(FGi32::lit("6"), FGi32::lit("12"))),
0.25,
PresentationMotionMode::Extrapolation,
FighterPresentationSnap(true),
);
assert_eq!(position, Vec2::new(6.0, 12.0));
}
#[test]
fn snapshot_fighter_motion_copies_current_world_state() {
let mut world = World::new();
+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();
}
}
+64 -15
View File
@@ -1,6 +1,9 @@
use crate::fighter::state::ground::GroundedStateCommon;
use crate::fighter::state::jump::{self};
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::input::FighterCommands;
@@ -30,7 +33,7 @@ pub fn process_fast_fall(
pub fn integrate_gravity(
velocity: &mut FighterVelocity,
attributes: &FighterAttributes,
fast_fall: bool
fast_fall: bool,
) {
velocity.y -= attributes.gravity;
@@ -90,29 +93,70 @@ pub fn apply_air_motion(
translation.0 += velocity.0;
}
/// Applies ordinary and launch velocity together, then advances launch decay.
/// Hitstop skips state updates entirely, so neither decay nor launch age moves
/// while the fighter is frozen.
pub fn apply_air_motion_with_knockback(ctx: &mut crate::fighter::state::UpdateContext) {
let combined_velocity = FighterVelocity(ctx.velocity.0 + ctx.knockback_velocity.0);
apply_air_motion(&combined_velocity, ctx.translation, ctx.prev_translation);
attack::decay_knockback(
ctx.knockback_velocity,
ctx.knockback_state,
ctx.game_settings.fighter_common.knockback_decay_per_frame,
);
}
pub fn update_standard_motion(
ctx: &mut crate::fighter::state::UpdateContext,
airborne_common: &mut AirborneStateCommon,
) {
process_fast_fall(airborne_common, ctx.input, &mut ctx.velocity, ctx.fighter_attributes);
integrate_gravity(ctx.velocity, ctx.fighter_attributes, airborne_common.is_fast_falling);
process_fast_fall(
airborne_common,
ctx.input,
&mut ctx.velocity,
ctx.fighter_attributes,
);
integrate_gravity(
ctx.velocity,
ctx.fighter_attributes,
airborne_common.is_fast_falling,
);
apply_air_drift(ctx.velocity, ctx.fighter_attributes, ctx.input);
apply_air_motion(ctx.velocity, ctx.translation, ctx.prev_translation);
apply_air_motion_with_knockback(ctx);
}
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(
ctx: &mut CollisionContext,
landing_type: LandingType,
options: crate::fighter::collision::AirCollisionOptions,
) -> Option<FighterState> {
let res = ctx.air_collide_with_stage()?;
ctx.translation.0 = res.hit_position - ctx.ecb.get_bottom_point();
let grounded_common = GroundedStateCommon {
current_line_id: res.line_id,
};
Some(FighterState::Land(LandingState::create(
grounded_common,
landing_type,
)))
if ctx.velocity.y <= FGi32::ZERO {
if let Some(ledge_result) = ctx.air_collide_with_ledges() {
ctx.apply_desired_ecb();
return Some(FighterState::LedgeGrab(LedgeGrabState::new(ledge_result.ledge)));
}
}
let res = ctx.air_collide_with_stage(options)?;
ctx.translation.0 = res.resolved_translation;
let bottom_offset = ctx.ecb.rebase_onto_bottom();
ctx.translation.0 += bottom_offset;
*ctx.desired_ecb = crate::fighter::ecb::FighterDesiredECB::from(*ctx.ecb);
ctx.presentation_snap.0 = true;
ctx.surface.land(res.line_id, ctx.ledge_info);
ctx.knockback_velocity.0 = FGVec2::ZERO;
ctx.knockback_state.clear();
Some(FighterState::Land(LandingState::create(landing_type)))
}
#[cfg(test)]
@@ -125,6 +169,8 @@ mod tests {
fn test_attributes() -> FighterAttributes {
FighterAttributes {
pushbox_offset: FGi32::ZERO,
pushbox_radius: FGi32::ONE,
base_walk_accel: FGi32::ZERO,
stick_walk_accel: FGi32::ZERO,
max_walk_vel: FGi32::ZERO,
@@ -155,6 +201,9 @@ mod tests {
air_dodge_duration: 0,
air_dodge_velocity: FGi32::ZERO,
air_dodge_decay: FGi32::ZERO,
air_dodge_intangible_duration: 29,
air_dodge_intangible_start: 4,
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,
Default::default(),
);
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
}
}
+72 -14
View File
@@ -1,9 +1,9 @@
use crate::{
fighter::{
animation::AnimKind, state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, fall::FallState, land::LandingType,
FighterInvulnerabilityState, animation::AnimKind, state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, fall::FallState, land::{LandingState, LandingType},
},
}, input, math::vec::FGVec2,
}, input, math::vec::FGVec2, stage::line::{StageLineID, StagePolyLineSegmentType},
};
#[derive(Debug, Clone, Hash)]
@@ -16,48 +16,106 @@ impl FighterStateImpl for AirDodgeState {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
Some(FighterState::Fall(FallState::new(AirborneStateCommon::default())))
Some(FighterState::Fall(FallState::new(
AirborneStateCommon::default(),
)))
} else {
None
}
}
fn update(&mut self, state_context: &mut UpdateContext) {
let airdodge_intangible_end = state_context.fighter_attributes.air_dodge_intangible_start + state_context.fighter_attributes.air_dodge_intangible_duration;
if state_context.animation_frame == state_context.fighter_attributes.air_dodge_intangible_start {
*state_context.vulnerability = FighterInvulnerabilityState::Intangible { frames_remaining: Some(state_context.fighter_attributes.air_dodge_intangible_duration) };
} else if state_context.animation_frame >= airdodge_intangible_end {
*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
}
state_context.velocity.0 *= state_context.fighter_attributes.air_dodge_decay;
air::apply_air_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
air::apply_air_motion_with_knockback(state_context);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
air::collision_interrupt(state_context, LandingType::Special)
let can_wavesnap = self.direction.y.is_zero() || self.direction.y.is_negative();
if can_wavesnap {
for (poly_idx, poly) in state_context.stage_collision.stage_polys.iter().enumerate() {
for (segment_idx, segment) in poly.segments.iter().enumerate() {
if !matches!(segment.segment_type, StagePolyLineSegmentType::Floor) {
continue;
}
let bottom_point = state_context.translation.0 + state_context.ecb.get_bottom_point();
let point_in_segment = segment.segment.closest_point(bottom_point);
let dist_to_segment = point_in_segment.distance(bottom_point);
if dist_to_segment <= state_context.waveland_snap_distance {
state_context.ecb.bottom = point_in_segment - state_context.translation.0;
state_context.ecb.rebase_onto_bottom();
state_context.surface.land(StageLineID { polygon: poly_idx, segment: segment_idx }, state_context.ledge_info);
state_context.knockback_velocity.0 = FGVec2::ZERO;
state_context.knockback_state.clear();
return Some(FighterState::Land(LandingState::create(LandingType::Special)));
}
}
}
}
air::collision_interrupt(
state_context,
LandingType::Special,
crate::fighter::collision::AirCollisionOptions {
land_on_soft_platforms_from_below: true,
..Default::default()
},
)
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
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 =
self.direction * state_context.fighter_attributes.air_dodge_velocity;
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
fn is_visually_grounded<'a>(&'a self) -> bool {
false
}
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
}
fn on_exit(&mut self, state_context: &mut super::ExitContext) {
*state_context.vulnerability = FighterInvulnerabilityState::Vulnerable;
}
fn name(&self) -> String {
Self::NAME.to_owned()
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
state_context
.input
.has_command(input::FighterCommands::Shield)
.then(|| {
.then_some(())
.or_else(|| {
state_context
.input
.has_command(input::FighterCommands::GuardHold)
.then_some(())
})
.map(|_| {
FighterState::AirDodge(AirDodgeState {
direction: state_context
.input
+55
View File
@@ -0,0 +1,55 @@
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> {
state_context.apply_desired_ecb();
None
}
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::Clear)
}
}
+169
View File
@@ -0,0 +1,169 @@
use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground,
};
use crate::fighter::FighterSurfaceState;
use crate::fighter::animation::AnimKind;
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::ground::{
grounded_movement_common_interrupts, grounded_movement_standstill_common_interrupts,
};
use crate::fighter::state::platform_pass::PlatformPassState;
use crate::fighter::state::{FighterState, dash, ground_attack, turn, walk};
use crate::input::FighterCommands;
use crate::stage::line::StagePolyType;
#[derive(Debug, Clone, Hash)]
pub enum CrouchSubState {
Entering { pass_queued: bool },
Idle,
Exiting,
}
#[derive(Debug, Clone, Hash)]
pub struct CrouchState {
sub_state: CrouchSubState,
}
pub fn crouch_idle_interrupts(state_context: &InterruptContext) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context) {
Some(state)
} else if let Some(state) = dash::check_input(state_context) {
Some(state)
} else if let Some(state) = turn::check_input(state_context) {
Some(state)
} else if let Some(state) = walk::check_input(state_context) {
Some(state)
} else {
None
}
}
pub fn crouch_entering_interrupts(state_context: &InterruptContext) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context) {
Some(state)
} else {
None
}
}
impl FighterStateImpl for CrouchState {
const NAME: &'static str = "Crouch";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) = grounded_movement_common_interrupts(state_context) {
return Some(state);
}
match self.sub_state {
CrouchSubState::Entering { pass_queued } => {
// pass
if let FighterSurfaceState::Grounded { line_id } = state_context.surface {
if let Some(stage_poly) = state_context
.stage_collision
.stage_polys
.get(line_id.polygon)
{
let is_inputting_crouch = -state_context.game_settings.input_common.run_stick_threshold > state_context.input.get_last_frame().movement.y;
let is_on_a_soft_platform = matches!(stage_poly.poly_type, StagePolyType::Platform);
if pass_queued && is_inputting_crouch && is_on_a_soft_platform
{
return Some(FighterState::PlatformPass(PlatformPassState::new(
AirborneStateCommon::default(),
line_id.polygon,
)));
}
}
}
// While entering the crouch animation we do not allow movement inputs, but we do allow attacks and jumps
if state_context.is_current_animation_finished() {
return Some(FighterState::Crouch(CrouchState {
sub_state: CrouchSubState::Idle,
}));
} else {
return crouch_entering_interrupts(state_context);
}
}
CrouchSubState::Idle => {
if state_context.input.get_last_frame().movement.y
> -state_context.game_settings.input_common.run_stick_threshold
{
return Some(FighterState::Crouch(CrouchState {
sub_state: CrouchSubState::Exiting,
}));
} else {
return crouch_idle_interrupts(state_context);
}
}
CrouchSubState::Exiting => {
if state_context.is_current_animation_finished() {
return grounded_movement_standstill_common_interrupts(state_context);
} else {
return crouch_idle_interrupts(state_context);
}
}
}
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
match self.sub_state {
CrouchSubState::Entering { .. } => {
state_context.play_animation(AnimKind::CrouchEnter, false);
}
CrouchSubState::Idle => {
state_context.play_animation(AnimKind::CrouchIdle, true);
}
CrouchSubState::Exiting => {
state_context.play_animation(AnimKind::CrouchExit, false);
}
}
}
fn update(&mut self, state_context: &mut UpdateContext) {
if let CrouchSubState::Entering {
pass_queued,
} = &mut self.sub_state
{
if state_context
.input
.has_command(FighterCommands::SmashMoveDown)
{
state_context
.input
.clear_command(FighterCommands::SmashMoveDown);
*pass_queued = true;
}
}
ground::update_friction_motion(state_context);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, false)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
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> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.y <= -state_context.game_settings.input_common.run_stick_threshold {
return Some(FighterState::Crouch(CrouchState {
sub_state: CrouchSubState::Entering { pass_queued: false },
}));
}
None
}
+23 -29
View File
@@ -4,53 +4,54 @@ use super::{
};
use crate::fighter::FighterFacingDirection;
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::ground::GroundedStateCommon;
use crate::fighter::state::{FighterState, ground_attack};
use crate::input::FighterCommands::{SmashMoveLeft, SmashMoveRight};
#[derive(Debug, Clone, Hash)]
pub struct DashState {
direction: FighterFacingDirection,
pub ground_common: GroundedStateCommon,
}
impl DashState {
pub fn new(direction: FighterFacingDirection, ground_common: GroundedStateCommon) -> Self {
Self {
direction,
ground_common,
}
pub fn new(direction: FighterFacingDirection) -> Self {
Self { direction }
}
}
impl FighterStateImpl for DashState {
const NAME: &'static str = "Dash";
fn check_interrupt(&self, ctx: &mut InterruptContext) -> Option<FighterState> {
let ground = &self.ground_common;
let attributes = ctx.fighter_attributes;
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
if let Some(direction) =
check_smash_input_with_dir(ctx).filter(|direction| *direction != self.direction)
{
return Some(FighterState::Dash(DashState::new(
direction,
ground.clone(),
)));
return Some(FighterState::Dash(DashState::new(direction)));
}
if let Some(state) = ground::grounded_movement_common_interrupts(ctx, ground) {
if let Some(state) = ground::grounded_movement_common_interrupts(ctx) {
return Some(state);
}
if ctx.is_current_animation_finished() {
return run::check_input(ctx, ground)
.or_else(|| walk::check_input(ctx, ground))
.or_else(|| wait::check_input(ctx, ground));
return run::check_input(ctx)
.or_else(|| walk::check_input(ctx))
.or_else(|| wait::check_input(ctx));
}
if ctx.get_current_animation_frame() > attributes.dash_acceleration_duration {
return run::check_input(ctx, ground);
return run::check_input(ctx);
}
None
@@ -98,7 +99,6 @@ impl FighterStateImpl for DashState {
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
}
@@ -106,12 +106,10 @@ impl FighterStateImpl for DashState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, &mut self.ground_common, true)
ground::collision_interrupt(state_context, true)
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
@@ -126,10 +124,6 @@ fn check_smash_input_with_dir(state_context: &InterruptContext) -> Option<Fighte
}
}
pub fn check_input(
state_context: &InterruptContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
check_smash_input_with_dir(state_context)
.map(|dir| FighterState::Dash(DashState::new(dir, ground_common.clone())))
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
check_smash_input_with_dir(state_context).map(|dir| FighterState::Dash(DashState::new(dir)))
}
+11 -3
View File
@@ -1,7 +1,7 @@
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::{FighterState, air, jump};
use crate::fighter::state::{FighterState, air, air_attack, jump};
#[derive(Debug, Clone, Copy, Hash, Default)]
pub struct FallState {
@@ -20,11 +20,12 @@ impl FighterStateImpl for FallState {
const NAME: &'static str = "Fall";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
jump::check_input_double_jump(state_context)
jump::check_input_double_jump(state_context).or_else(|| air_attack::check_interrupt(state_context, &self.airborne_state_common))
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
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) {
@@ -38,6 +39,10 @@ impl FighterStateImpl for FallState {
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
crate::fighter::collision::AirCollisionOptions {
can_pass_through_soft_platforms: true,
..Default::default()
},
)
}
@@ -46,5 +51,8 @@ impl FighterStateImpl for FallState {
) -> bool {
false
}
}
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
}
}
+233 -61
View File
@@ -2,23 +2,20 @@
//! ECS types so it stays cheap to reason about and to unit-test — it has to be
//! bit-for-bit deterministic for rollback.
use crate::fighter::state::air_dodge::AirDodgeState;
use crate::fighter::state::{
CollisionContext, FighterState, InterruptContext, air, dash, fall, ground_attack, turn, wait, walk,
};
use crate::fighter::{
FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
CollisionContext, FighterState, InterruptContext, air, crouch, dash, fall, ground_attack, turn,
wait, walk,
};
use crate::fighter::{collision, ecb};
use crate::fighter::{FighterAttributes, FighterTranslation, FighterVelocity};
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::math::int::{FGWide, FGi32};
use crate::math::vec::FGVec2;
use crate::stage::line::{StageLineID, StagePoly, StagePolyLineSegment, StagePolyLineSegmentType};
use bevy::prelude::*;
#[derive(Reflect, Hash, Clone, Debug)]
pub struct GroundedStateCommon {
pub current_line_id: StageLineID,
}
use crate::stage::line::{StagePoly, StagePolyLineSegment, StagePolyLineSegmentType};
#[cfg(test)]
use crate::stage::line::StageLineID;
pub fn apply_grounded_friction(friction: FGi32, ground_vel: FGi32) -> FGi32 {
if friction.abs() > ground_vel.abs() {
@@ -153,13 +150,8 @@ fn resolve_grounded_position(
GroundedPositionResult::InAir
}
pub fn apply_grounded_motion(
velocity: &FighterVelocity,
translation: &mut FighterTranslation,
prev_translation: &mut FighterPreviousTranslation,
) {
pub fn apply_grounded_motion(velocity: &FighterVelocity, translation: &mut FighterTranslation) {
// Vertical velocity should be 0 on the ground
prev_translation.0 = translation.0;
translation.0 += FGVec2::new(velocity.0.x, FGi32::ZERO);
}
@@ -176,70 +168,105 @@ pub fn update_friction_motion(ctx: &mut crate::fighter::state::UpdateContext) {
let ground_velocity = ctx.velocity.x;
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(
state_context: &mut CollisionContext,
ground_common: &mut GroundedStateCommon,
can_walk_off: bool,
) -> GroundedMotionResult {
let translation = &mut state_context.translation;
let ecb = state_context.ecb;
let stage_collision = state_context.stage_collision;
let Some(mut line_id) = state_context.surface.line_id() else {
state_context.apply_desired_ecb();
return GroundedMotionResult::InAir;
};
let requested_translation = state_context.translation.0;
let movement = requested_translation - state_context.prev_translation.0;
let largest_change = movement
.x
.abs()
.max(movement.y.abs())
.max(ecb::ecb_max_delta(state_context.ecb, state_context.desired_ecb));
let steps = collision::collision_step_count(largest_change);
let movement_per_step = movement / FGi32::from_num(steps);
let mut current_position = state_context.prev_translation.0;
let mut current_ecb = *state_context.ecb;
let stage_poly = stage_collision
.stage_polys
.get(ground_common.current_line_id.polygon);
for step in 0..steps {
ecb::interpolate_ecb(
&mut current_ecb,
*state_context.desired_ecb,
FGi32::ONE / FGi32::from_num(steps - step),
);
current_position = if step + 1 == steps {
requested_translation
} else {
state_context.prev_translation.0
+ movement_per_step * FGi32::from_num(step + 1)
};
if let Some(stage_poly) = stage_poly {
let ecb_bottom_pos = translation.0 + ecb.get_bottom_point();
let Some(stage_poly) = state_context.stage_collision.stage_polys.get(line_id.polygon) else {
*state_context.ecb = current_ecb;
state_context.translation.0 = current_position;
state_context.surface.apply_airborne_policy(
crate::fighter::surface::EcbLockPolicy::StartOnDetach,
state_context.leave_ground_ecb_lock_duration,
);
return GroundedMotionResult::InAir;
};
match resolve_grounded_position(
stage_poly,
ground_common.current_line_id.segment,
ecb_bottom_pos,
line_id.segment,
current_position + current_ecb.bottom,
can_walk_off,
) {
GroundedPositionResult::InGround {
point,
segment_idx,
blocked,
} => {
let current_segment = stage_poly.get_segment(segment_idx).unwrap();
translation.0 = point - ecb.get_bottom_point();
GroundedPositionResult::InGround { point, segment_idx, blocked } => {
line_id.segment = segment_idx;
current_position = point - current_ecb.bottom;
let segment = stage_poly.get_segment(segment_idx).unwrap();
state_context.velocity.0 = if blocked {
FGVec2::ZERO
} else {
state_context.velocity.0
- state_context
.velocity
.0
.project_onto_normalized(current_segment.normal)
- state_context.velocity.0.project_onto_normalized(segment.normal)
};
ground_common.current_line_id.segment = segment_idx;
GroundedMotionResult::InGround
}
GroundedPositionResult::InAir => GroundedMotionResult::InAir,
GroundedPositionResult::InAir => {
*state_context.ecb = current_ecb;
state_context.translation.0 = current_position;
state_context.surface.apply_airborne_policy(
crate::fighter::surface::EcbLockPolicy::StartOnDetach,
state_context.leave_ground_ecb_lock_duration,
);
return GroundedMotionResult::InAir;
}
}
} else {
GroundedMotionResult::InAir
}
*state_context.ecb = current_ecb;
state_context.translation.0 = current_position;
state_context.surface.land(line_id, state_context.ledge_info);
GroundedMotionResult::InGround
}
pub fn collision_interrupt(
ctx: &mut CollisionContext,
common: &mut GroundedStateCommon,
can_walk_off: bool,
) -> Option<FighterState> {
match collide_with_stage_grounded(ctx, common, can_walk_off) {
pub fn collision_interrupt(ctx: &mut CollisionContext, can_walk_off: bool) -> Option<FighterState> {
match collide_with_stage_grounded(ctx, can_walk_off) {
GroundedMotionResult::InGround => None,
GroundedMotionResult::InAir => Some(FighterState::Fall(fall::FallState::new(air::AirborneStateCommon::default()))),
GroundedMotionResult::InAir => Some(FighterState::Fall(fall::FallState::new(
air::AirborneStateCommon::default(),
))),
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::fighter::attack::{FighterKnockbackState, FighterKnockbackVelocity};
use crate::fighter::ecb::{FighterDesiredECB, FighterPreviousECB};
use crate::fighter::{
FighterECB, FighterLedgeInformation, FighterPreviousTranslation, FighterSurfaceState,
};
use crate::input::FighterInput;
use crate::math::rect::FGRect;
use crate::stage::line::StagePolyType;
fn two_segment_floor() -> StagePoly {
@@ -346,30 +373,175 @@ mod tests {
GroundedPositionResult::InAir
));
}
#[test]
fn grounded_collision_updates_surface_segment() {
let stage_collision = crate::stage::line::StageCollision {
stage_polys: vec![two_segment_floor()],
..crate::stage::line::StageCollision::default()
};
let mut surface = FighterSurfaceState::Grounded {
line_id: StageLineID {
polygon: 0,
segment: 0,
},
};
let mut translation = FighterTranslation(FGVec2::lit("11", "0"));
let previous_translation = FighterPreviousTranslation(translation.0);
let mut velocity = FighterVelocity::default();
let mut knockback_velocity = FighterKnockbackVelocity::default();
let mut knockback_state = FighterKnockbackState::default();
let mut ledge_info = FighterLedgeInformation::default();
let mut ecb = FighterECB {
bottom: FGVec2::lit("0.0", "-0.5"),
top: FGVec2::lit("0.0", "0.5"),
left: FGVec2::lit("-0.5", "0.0"),
right: FGVec2::lit("0.5", "0.0"),
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut desired_ecb = FighterDesiredECB::from(ecb);
let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
let mut context = CollisionContext {
translation: &mut translation,
prev_translation: &previous_translation,
input: &FighterInput::default(),
velocity: &mut velocity,
knockback_velocity: &mut knockback_velocity,
knockback_state: &mut knockback_state,
surface: &mut surface,
ecb: &mut ecb,
desired_ecb: &mut desired_ecb,
ledge_info: &mut ledge_info,
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 10,
presentation_snap: &mut presentation_snap,
downward_stick_threshold: FGi32::ONE,
fighter_ledge_collision_box: FGRect {
origin: FGVec2::ZERO,
end: FGVec2::ZERO,
},
waveland_snap_distance: FGi32::ZERO,
};
assert!(matches!(
collide_with_stage_grounded(&mut context, true),
GroundedMotionResult::InGround
));
assert_eq!(
surface.line_id(),
Some(StageLineID {
polygon: 0,
segment: 1,
})
);
}
#[test]
fn walking_off_edge_clears_surface_contact() {
let stage_collision = crate::stage::line::StageCollision {
stage_polys: vec![StagePoly::build(
StagePolyType::Platform,
&[
(FGVec2::lit("0", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("10", "0"), StagePolyLineSegmentType::Floor),
],
)],
..crate::stage::line::StageCollision::default()
};
let mut surface = FighterSurfaceState::Grounded {
line_id: StageLineID {
polygon: 0,
segment: 0,
},
};
let mut translation = FighterTranslation(FGVec2::lit("11", "0"));
let previous_translation = FighterPreviousTranslation(translation.0);
let mut velocity = FighterVelocity::default();
let mut knockback_velocity = FighterKnockbackVelocity::default();
let mut knockback_state = FighterKnockbackState::default();
let mut ecb = FighterECB {
bottom: FGVec2::lit("0.0", "-0.5"),
top: FGVec2::lit("0.0", "0.5"),
left: FGVec2::lit("-0.5", "0.0"),
right: FGVec2::lit("0.5", "0.0"),
};
let previous_ecb = FighterPreviousECB::from(ecb);
let mut desired_ecb = FighterDesiredECB::from(ecb);
let mut presentation_snap = crate::fighter::FighterPresentationSnap::default();
let mut ledge_info = FighterLedgeInformation::default();
let mut context = CollisionContext {
translation: &mut translation,
prev_translation: &previous_translation,
input: &FighterInput::default(),
velocity: &mut velocity,
knockback_velocity: &mut knockback_velocity,
knockback_state: &mut knockback_state,
surface: &mut surface,
ecb: &mut ecb,
desired_ecb: &mut desired_ecb,
ledge_info: &mut ledge_info,
prev_ecb: &previous_ecb,
stage_collision: &stage_collision,
leave_ground_ecb_lock_duration: 10,
presentation_snap: &mut presentation_snap,
downward_stick_threshold: FGi32::ONE,
fighter_ledge_collision_box: FGRect {
origin: FGVec2::ZERO,
end: FGVec2::ZERO,
},
waveland_snap_distance: FGi32::ZERO,
};
assert!(matches!(
collide_with_stage_grounded(&mut context, true),
GroundedMotionResult::InAir
));
assert!(matches!(surface, FighterSurfaceState::Airborne { .. }));
}
}
pub fn grounded_movement_common_interrupts(
state_context: &InterruptContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
super::jump::check_input(state_context, ground_common)
super::jump::check_input(state_context)
}
pub fn grounded_movement_standstill_common_interrupts(
state_context: &InterruptContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
if let Some(state) = ground_attack::check_interrupt(state_context, &ground_common) {
if let Some(state) = ground_attack::check_interrupt(state_context) {
Some(state)
} else if let Some(state) = dash::check_input(state_context, &ground_common) {
} else if let Some(state) = dash::check_input(state_context) {
Some(state)
} else if let Some(state) = turn::check_input(state_context, &ground_common) {
} else if let Some(state) = turn::check_input(state_context) {
Some(state)
} else if let Some(state) = walk::check_input(state_context, &ground_common) {
} else if let Some(state) = crouch::check_input(state_context) {
Some(state)
} else if let Some(state) = wait::check_input(state_context, &ground_common) {
} else if let Some(state) = walk::check_input(state_context) {
Some(state)
} else if let Some(state) = wait::check_input(state_context) {
Some(state)
} else {
None
}
}
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(),
})
}
+106 -29
View File
@@ -1,25 +1,41 @@
use crate::fighter::{
attack::{AttackKind, update_active_hitbox_list},
state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
InterruptContext, UpdateContext, ground::GroundedStateCommon, wait::WaitState,
use bevy::{asset::Assets, log::error};
use crate::{
fighter::{
attack::{AttackKind, FighterAttackScriptAssets, update_active_attack},
state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
InterruptContext, UpdateContext, ground, wait::WaitState,
},
},
scripting::FighterAttackScript,
};
#[derive(Clone, Debug, Hash)]
pub struct GroundAttackState {
pub attack_kind: AttackKind,
pub grounded_common: GroundedStateCommon,
pub use_root_motion: bool,
}
impl FighterStateImpl for GroundAttackState {
const NAME: &'static str = "GroundAttack";
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() {
Some(FighterState::Wait(WaitState {
grounded_common: self.grounded_common.clone(),
}))
Some(FighterState::Wait(WaitState))
} else {
None
}
@@ -31,29 +47,42 @@ impl FighterStateImpl for GroundAttackState {
.attack_scripts
.get(&state_context.attack_script_assets.scripts[&self.attack_kind]);
if let Some(script) = script {
update_active_hitbox_list(
update_active_attack(
script,
&mut state_context
state_context
.hitboxes
.0
.as_mut()
.expect("ground attack must have active hitboxes")
.active_hitboxes,
.expect("ground attack must have active hitboxes"),
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) {
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,
script: script.clone(),
active_hitboxes: Vec::new(),
solved_hitboxes: Vec::new(),
hit_fighters: Vec::new(),
stalled: false
hit_groups: Vec::new(),
stalled: false,
});
}
@@ -63,22 +92,62 @@ impl FighterStateImpl for GroundAttackState {
fn check_collision_interrupt(
&mut self,
_state_context: &mut CollisionContext,
state_context: &mut CollisionContext,
) -> 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 {
true
}
}
pub fn check_interrupt(
state_context: &InterruptContext,
grounded_common: &GroundedStateCommon,
) -> Option<FighterState> {
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> {
if state_context
.input
.has_command(crate::input::FighterCommands::Attack)
@@ -87,10 +156,18 @@ pub fn check_interrupt(
.input
.get_attack_command_type()
.to_attack_kind_grounded();
Some(FighterState::GroundAttack(GroundAttackState {
attack_kind,
grounded_common: grounded_common.clone(),
}))
check_interrupt_shared(state_context, 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 {
None
}
+79 -53
View File
@@ -1,23 +1,20 @@
use crate::{
fighter::{
animation::AnimKind,
attack::{self, FighterHitReaction},
state::{
animation::AnimKind, attack::{self, FighterHitReaction}, state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
InterruptContext, UpdateContext,
air::{self, AirborneStateCommon},
fall::FallState,
ground::{GroundedStateCommon, collision_interrupt},
ground::collision_interrupt,
land::LandingType,
wait::WaitState,
},
},
math::int::FGi32,
}, math::vec::FGVec2,
};
#[derive(Clone, Debug, Hash)]
pub enum HitstopStateKind {
Grounded(GroundedStateCommon),
Grounded,
Airborne,
}
@@ -26,14 +23,20 @@ pub struct HitstunState {
pub hit_reaction: FighterHitReaction,
pub hitstop_kind: HitstopStateKind,
knockback_applied: bool,
stack_previous_knockback: bool,
}
impl HitstunState {
pub fn new(hit_reaction: FighterHitReaction, hitstop_kind: HitstopStateKind) -> Self {
pub fn new(
hit_reaction: FighterHitReaction,
hitstop_kind: HitstopStateKind,
stack_previous_knockback: bool,
) -> Self {
Self {
hit_reaction,
hitstop_kind,
knockback_applied: false,
stack_previous_knockback,
}
}
}
@@ -41,9 +44,38 @@ impl HitstunState {
impl FighterStateImpl for HitstunState {
const NAME: &'static str = "Hitstun";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.get_current_animation_frame() > self.hit_reaction.hitstun_frames {
match &self.hitstop_kind {
HitstopStateKind::Grounded => Some(FighterState::Wait(WaitState)),
HitstopStateKind::Airborne => Some(FighterState::Fall(FallState::new(
AirborneStateCommon::default(),
))),
}
} else {
None
}
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
let animation = match self.hitstop_kind {
HitstopStateKind::Grounded => AnimKind::FlinchGround,
HitstopStateKind::Airborne => AnimKind::FlinchAir,
};
state_context.play_animation(animation, false);
state_context.velocity.0 = FGVec2::ZERO;
}
fn on_exit(&mut self, state_context: &mut ExitContext) {
if matches!(self.hitstop_kind, HitstopStateKind::Grounded) {
state_context.knockback_velocity.0 = FGVec2::ZERO;
state_context.knockback_state.clear();
}
}
fn name(&self) -> String {
let hitstop_kind = match self.hitstop_kind {
HitstopStateKind::Grounded(_) => "Grounded",
HitstopStateKind::Grounded => "Grounded",
HitstopStateKind::Airborne => "Airborne",
};
@@ -55,80 +87,74 @@ impl FighterStateImpl for HitstunState {
format!("Hitstun ({hitstop_kind}, {hit_reaction_type})")
}
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.get_current_animation_frame() > self.hit_reaction.hitstun_frames {
match &self.hitstop_kind {
HitstopStateKind::Grounded(grounded_state_common) => {
Some(FighterState::Wait(WaitState {
grounded_common: grounded_state_common.clone(),
}))
}
HitstopStateKind::Airborne => {
Some(FighterState::Fall(FallState::new(AirborneStateCommon::default())))
}
}
} else {
None
}
}
fn update(&mut self, ctx: &mut UpdateContext) {
if !self.knockback_applied {
let launch_direction = attack::directional_influence::apply_directional_influence(
ctx.input.get_last_frame().movement,
let new_launch_direction = attack::directional_influence::apply_directional_influence(
FGVec2::ZERO,
self.hit_reaction.launch_angle,
ctx.game_settings.fighter_common.di_max_angle,
);
let new_knockback = new_launch_direction * self.hit_reaction.launch_velocity;
let combined_knockback = if self.stack_previous_knockback {
attack::stack_knockback(ctx.knockback_velocity.0, new_knockback)
} else {
new_knockback
};
let launch_speed = combined_knockback.length();
let launch_direction =
attack::directional_influence::apply_directional_influence_to_direction(
ctx.input.get_last_frame().movement,
combined_knockback.normalize_or_zero(),
ctx.game_settings.fighter_common.di_max_angle,
);
ctx.knockback_velocity.0 = launch_direction * self.hit_reaction.launch_velocity;
ctx.knockback_velocity.0 = launch_direction * launch_speed;
ctx.knockback_state.restart();
self.knockback_applied = true;
}
match self.hitstop_kind {
HitstopStateKind::Grounded(_) => {}
HitstopStateKind::Grounded => {}
HitstopStateKind::Airborne => {
air::integrate_gravity(ctx.velocity, ctx.fighter_attributes, false);
air::apply_air_motion_with_knockback(ctx);
}
}
let speed = ctx.knockback_velocity.length();
let next_speed = speed
.saturating_sub(ctx.game_settings.fighter_common.knockback_decay_per_frame)
.max(FGi32::ZERO);
ctx.knockback_velocity.0 = ctx.knockback_velocity.normalize_or_zero() * next_speed;
ctx.translation.0 += ctx.velocity.0 + ctx.knockback_velocity.0;
if matches!(self.hitstop_kind, HitstopStateKind::Grounded) {
attack::decay_knockback(
ctx.knockback_velocity,
ctx.knockback_state,
ctx.game_settings.fighter_common.knockback_decay_per_frame,
);
}
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
let animation = match self.hitstop_kind {
HitstopStateKind::Grounded(_) => AnimKind::FlinchGround,
HitstopStateKind::Airborne => AnimKind::FlinchAir,
};
state_context.play_animation(animation, false);
}
fn on_exit(&mut self, _state_context: &mut ExitContext) {}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
match &mut self.hitstop_kind {
HitstopStateKind::Grounded(grounded_state_common) => {
collision_interrupt(state_context, grounded_state_common, true)
}
HitstopStateKind::Grounded => collision_interrupt(state_context, true),
HitstopStateKind::Airborne => {
air::collision_interrupt(state_context, LandingType::Normal)
air::collision_interrupt(state_context, LandingType::Normal, Default::default())
}
}
}
fn is_visually_grounded<'a>(&'a self) -> bool {
match self.hitstop_kind {
HitstopStateKind::Grounded(_) => true,
HitstopStateKind::Grounded => true,
HitstopStateKind::Airborne => false,
}
}
fn surface_policy(&self) -> super::SurfacePolicy {
match self.hitstop_kind {
HitstopStateKind::Grounded => super::SurfacePolicy::Grounded,
HitstopStateKind::Airborne => super::SurfacePolicy::Airborne(
crate::fighter::surface::EcbLockPolicy::StartOnDetach,
),
}
}
}
+88 -64
View File
@@ -1,11 +1,10 @@
use bevy::prelude::*;
use crate::{
fighter::{
animation::AnimKind, state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, air_dodge::{self, AirDodgeState}, ground::{self, GroundedStateCommon},
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, ground::{self}, ground_attack,
},
}, input::FighterCommands, math::{int::FGi32, vec::FGVec2},
}, input::{DigitalAction, FighterCommands},
};
#[derive(Debug, Hash, Clone, Copy)]
pub enum JumpType {
@@ -14,23 +13,30 @@ pub enum JumpType {
DoubleJump,
}
#[derive(Debug, Clone, Hash)]
pub enum JumpStateInitiator {
Tap,
Button,
}
#[derive(Debug, Clone, Hash)]
pub struct JumpState {
jump_type: JumpType,
airborne_state_common: AirborneStateCommon,
pub jump_type: JumpType,
pub airborne_state_common: AirborneStateCommon,
pub initiator: JumpStateInitiator,
}
#[derive(Debug, Clone, Hash)]
pub struct JumpSquatState {
pub grounded_common: GroundedStateCommon,
pub duration_counter: u32,
pub initiator: JumpStateInitiator,
}
impl JumpSquatState {
pub fn create(grounded_common: GroundedStateCommon) -> Self {
pub fn create(initiator: JumpStateInitiator) -> Self {
Self {
grounded_common,
duration_counter: 0,
initiator,
}
}
}
@@ -39,37 +45,34 @@ impl FighterStateImpl for JumpSquatState {
const NAME: &'static str = "JumpSquat";
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
if state_context.input.has_command(FighterCommands::Shield) {
// 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 = 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(),
}))
Some(ground::perform_wavedash(state_context.input, state_context.game_settings))
} else if self.duration_counter >= state_context.fighter_attributes.jumpsquat_duration {
info!("Jump {}", state_context.input.get_last_frame().jump);
let jump_type = if state_context.input.get_last_frame().jump {
let tap_jump_held = matches!(self.initiator, JumpStateInitiator::Tap)
&& 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
} else {
JumpType::ShortHop
};
Some(FighterState::Jump(JumpState { jump_type, airborne_state_common: AirborneStateCommon::default() }))
Some(FighterState::Jump(JumpState {
jump_type,
airborne_state_common: AirborneStateCommon::default(),
initiator: self.initiator.clone(),
}))
} else {
None
}
@@ -84,17 +87,23 @@ impl FighterStateImpl for JumpSquatState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
ground::collision_interrupt(state_context, false)
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
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::TapJump);
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
fn on_exit(&mut self, state_context: &mut crate::fighter::state::ExitContext) {
state_context.input.disable_hold_all();
// We clear tap jump here, it may have weird interactions with air dodging up
state_context.input.clear_command(FighterCommands::TapJump);
}
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
@@ -102,14 +111,7 @@ impl FighterStateImpl for JumpSquatState {
impl FighterStateImpl for JumpState {
const NAME: &'static str = "Jump";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.input.has_command(FighterCommands::Jump) {
Some(FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
airborne_state_common: AirborneStateCommon::default()
}))
} else {
air_dodge::check_input(state_context)
}
air::air_interrupts_common(state_context, &self.airborne_state_common)
}
fn update(&mut self, state_context: &mut UpdateContext) {
@@ -174,34 +176,56 @@ impl FighterStateImpl for JumpState {
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
crate::fighter::collision::AirCollisionOptions {
can_pass_through_soft_platforms: true,
..Default::default()
},
)
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
fn is_visually_grounded<'a>(&'a self) -> bool {
false
}
fn surface_policy(&self) -> super::SurfacePolicy {
use crate::fighter::surface::EcbLockPolicy;
match self.jump_type {
JumpType::DoubleJump => super::SurfacePolicy::Airborne(EcbLockPolicy::Restart),
JumpType::ShortHop | JumpType::LongJump => {
super::SurfacePolicy::Airborne(EcbLockPolicy::StartOnDetach)
}
}
}
}
pub fn check_input(
state_context: &InterruptContext,
ground_common: &GroundedStateCommon,
) -> Option<FighterState> {
state_context
.input
.has_command(FighterCommands::Jump)
.then(|| FighterState::JumpSquat(JumpSquatState::create(ground_common.clone())))
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
if state_context.input.has_command(FighterCommands::Jump) {
Some(FighterState::JumpSquat(JumpSquatState::create(
JumpStateInitiator::Button,
)))
} 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> {
state_context
.input
.has_command(FighterCommands::Jump)
.then(|| {
FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
airborne_state_common: AirborneStateCommon::default()
})
})
if state_context.input.has_command(FighterCommands::Jump) {
Some(FighterState::Jump(JumpState {
jump_type: JumpType::DoubleJump,
airborne_state_common: AirborneStateCommon::default(),
initiator: JumpStateInitiator::Button,
}))
} 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
}
}
+9 -15
View File
@@ -3,7 +3,7 @@ use crate::fighter::{
state::{
CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
UpdateContext, dash,
ground::{self, GroundedStateCommon, grounded_movement_standstill_common_interrupts},
ground::{self, grounded_movement_standstill_common_interrupts},
walk,
},
};
@@ -16,16 +16,12 @@ pub enum LandingType {
#[derive(Debug, Clone, Hash)]
pub struct LandingState {
pub grounded_common: GroundedStateCommon,
pub landing_type: LandingType,
}
impl LandingState {
pub fn create(grounded_common: GroundedStateCommon, landing_type: LandingType) -> Self {
Self {
grounded_common,
landing_type,
}
pub fn create(landing_type: LandingType) -> Self {
Self { landing_type }
}
}
@@ -34,14 +30,14 @@ impl FighterStateImpl for LandingState {
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.is_current_animation_finished() {
grounded_movement_standstill_common_interrupts(state_context, &self.grounded_common)
grounded_movement_standstill_common_interrupts(state_context)
} else if state_context.get_current_animation_frame()
>= state_context.fighter_attributes.landing_iasa
&& let LandingType::Normal = self.landing_type
{
dash::check_input(state_context, &self.grounded_common).or_else(|| {
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
.or_else(|| walk::check_input(state_context, &self.grounded_common))
dash::check_input(state_context).or_else(|| {
ground::grounded_movement_common_interrupts(state_context)
.or_else(|| walk::check_input(state_context))
})
} else {
None
@@ -56,7 +52,7 @@ impl FighterStateImpl for LandingState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, &mut self.grounded_common, true)
ground::collision_interrupt(state_context, true)
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
@@ -70,9 +66,7 @@ impl FighterStateImpl for LandingState {
};
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
+157
View File
@@ -0,0 +1,157 @@
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;
state_context.knockback_state.clear();
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> {
state_context.apply_desired_ecb();
None
}
fn is_visually_grounded<'a>(&'a self) -> bool {
self.is_in_grounded_phase
}
}
+75
View File
@@ -0,0 +1,75 @@
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.knockback_velocity.0 = crate::math::vec::FGVec2::ZERO;
state_context.knockback_state.clear();
*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;
}
}
}
+167
View File
@@ -0,0 +1,167 @@
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;
state_context.knockback_state.clear();
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> {
state_context.apply_desired_ecb();
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
}
+451 -48
View File
@@ -7,25 +7,41 @@ use bevy::prelude::*;
use crate::fighter::animation::{AnimKind, FighterAnimationFrame};
use crate::fighter::attack::{
FighterAttackScriptAssets, FighterKnockbackVelocity, FighterPendingHitReaction, FighterStaleMoveQueue, HitStop,
FighterAttackScriptAssets, FighterKnockbackState, FighterKnockbackVelocity,
FighterPendingHitReaction, FighterStaleMoveQueue, HitStop,
};
use crate::fighter::attributes::FighterAttributes;
use crate::fighter::baked_animation::BakedFighterAnimations;
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::baked_animation::{BakedFighterAnimations, FighterBoneMatrices};
use crate::fighter::ecb::{self, FighterDesiredECB, FighterPreviousECB};
use crate::fighter::manifest::FighterManifest;
use crate::fighter::state::hitstun::HitstunState;
use crate::fighter::surface::EcbLockPolicy;
use crate::fighter::visual::FighterAnimations;
use crate::fighter::{
Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
Fighter, FighterDamage, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole,
FighterInvulnerabilityState, FighterLedgeInformation, FighterPendingRespawn,
FighterPresentationSnap, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation,
FighterVelocity,
};
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::match_loading::MatchConfig;
use crate::match_runtime::MatchState;
use crate::math::int::FGi32;
use crate::math::rect::FGRect;
use crate::math::vec::FGVec2;
use crate::math::vec3::FGVec3;
use crate::player::Player;
use crate::scripting::FighterAttackScript;
use crate::stage::line::StageCollision;
use crate::stage::manifest::{StageManifest, StageManifestRegistry};
pub mod air;
pub mod air_attack;
pub mod air_dodge;
pub mod angel;
pub mod crouch;
pub mod dash;
pub mod fall;
pub mod ground;
@@ -33,11 +49,21 @@ pub mod ground_attack;
pub mod hitstun;
pub mod jump;
pub mod land;
pub mod ledge_action;
pub mod ledge_grab;
pub mod ledge_wait;
pub mod platform_pass;
pub mod run;
pub mod turn;
pub mod wait;
pub mod walk;
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum SurfacePolicy {
Grounded,
Airborne(EcbLockPolicy),
}
macro_rules! fighter_states {
($($variant:ident => $ty:ty),* $(,)?) => {
#[derive(Component, Clone, Debug, Hash)]
@@ -69,6 +95,10 @@ macro_rules! fighter_states {
pub fn is_visually_grounded(&self) -> bool {
match self { $(Self::$variant(s) => s.is_visually_grounded()),* }
}
pub fn surface_policy(&self) -> SurfacePolicy {
match self { $(Self::$variant(s) => s.surface_policy()),* }
}
}
$(impl From<$ty> for FighterState {
@@ -90,14 +120,17 @@ pub trait FighterStateImpl: Sized {
fn check_collision_interrupt(
&mut self,
_state_context: &mut CollisionContext,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
state_context.apply_desired_ecb();
None
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool;
fn is_visually_grounded<'a>(&'a self) -> bool;
fn surface_policy(&self) -> SurfacePolicy {
SurfacePolicy::Grounded
}
}
pub struct AnimationStatus {
@@ -108,9 +141,14 @@ pub struct AnimationStatus {
pub struct InterruptContext<'a> {
pub input: &'a FighterInput,
pub facing_direction: &'a mut FighterFacingDirection,
pub ledge_grab_lockout: &'a mut FighterLedgeInformation,
pub game_settings: &'a GameSettings,
pub fighter_attributes: &'a FighterAttributes,
pub surface: &'a FighterSurfaceState,
pub animation: AnimationStatus,
pub stage_collision: &'a StageCollision,
pub attack_scripts: &'a Assets<FighterAttackScript>,
pub attack_script_assets: &'a FighterAttackScriptAssets,
}
impl InterruptContext<'_> {
@@ -127,22 +165,50 @@ pub struct EnterContext<'a> {
pub input: &'a mut FighterInput,
pub hitboxes: &'a mut FighterHitboxes,
pub velocity: &'a mut FighterVelocity,
pub translation: &'a mut FighterTranslation,
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub knockback_state: &'a mut FighterKnockbackState,
pub stale_move_queue: &'a mut FighterStaleMoveQueue,
pub facing_direction: &'a mut FighterFacingDirection,
pub animation_frame: &'a mut FighterAnimationFrame,
pub presentation_snap: &'a mut FighterPresentationSnap,
pub surface: &'a mut FighterSurfaceState,
pub vulnerability: &'a mut FighterInvulnerabilityState,
pub ledge_info: &'a mut FighterLedgeInformation,
pub fighter_attributes: &'a FighterAttributes,
pub attack_script_assets: &'a FighterAttackScriptAssets,
pub game_settings: &'a GameSettings,
pub stage_collision: &'a StageCollision,
baked_animations: &'a BakedFighterAnimations,
model_scale: FGi32,
}
impl EnterContext<'_> {
pub fn play_animation(&mut self, kind: AnimKind, repeat: bool) {
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 input: &'a mut FighterInput,
pub hitboxes: &'a mut FighterHitboxes,
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub knockback_state: &'a mut FighterKnockbackState,
pub surface: &'a mut FighterSurfaceState,
pub vulnerability: &'a mut FighterInvulnerabilityState,
}
pub struct UpdateContext<'a> {
@@ -151,13 +217,31 @@ pub struct UpdateContext<'a> {
pub input: &'a mut FighterInput,
pub hitboxes: &'a mut FighterHitboxes,
pub velocity: &'a mut FighterVelocity,
pub surface: &'a mut FighterSurfaceState,
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub knockback_state: &'a mut FighterKnockbackState,
pub vulnerability: &'a mut FighterInvulnerabilityState,
pub ledge_info: &'a mut FighterLedgeInformation,
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 fighter_attributes: &'a FighterAttributes,
pub attack_scripts: &'a Assets<FighterAttackScript>,
pub attack_script_assets: &'a FighterAttackScriptAssets,
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<'_> {
@@ -169,21 +253,56 @@ impl UpdateContext<'_> {
pub struct CollisionContext<'a> {
pub translation: &'a mut FighterTranslation,
pub prev_translation: &'a FighterPreviousTranslation,
pub input: &'a FighterInput,
pub velocity: &'a mut FighterVelocity,
pub ecb: &'a FighterECB,
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub knockback_state: &'a mut FighterKnockbackState,
pub surface: &'a mut FighterSurfaceState,
pub ecb: &'a mut FighterECB,
pub desired_ecb: &'a mut FighterDesiredECB,
pub prev_ecb: &'a FighterPreviousECB,
pub stage_collision: &'a StageCollision,
pub leave_ground_ecb_lock_duration: u32,
pub presentation_snap: &'a mut FighterPresentationSnap,
pub ledge_info: &'a mut FighterLedgeInformation,
pub fighter_ledge_collision_box: FGRect,
pub downward_stick_threshold: FGi32,
pub waveland_snap_distance: FGi32,
}
impl CollisionContext<'_> {
/// Commit the target pose before resolving this frame. The collision
/// substep resolver can later replace this with fractional steps.
pub fn apply_desired_ecb(&mut self) {
ecb::interpolate_ecb(self.ecb, *self.desired_ecb, FGi32::ONE);
}
pub fn air_collide_with_stage(
&self,
&mut self,
mut options: crate::fighter::collision::AirCollisionOptions,
) -> Option<crate::fighter::collision::AirCollisionWithStageResult> {
crate::fighter::collision::air_collide_with_stage(
let ignored_polys = self.surface.ignored_polygon_ids();
options.can_pass_through_soft_platforms = options.can_pass_through_soft_platforms
&& self.input.get_last_frame().movement.y <= -self.downward_stick_threshold;
crate::fighter::collision::air_collide_with_stage_substepped(
self.prev_translation,
self.translation,
self.prev_ecb,
self.velocity,
self.ecb,
self.desired_ecb,
self.stage_collision,
&ignored_polys,
options,
)
}
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,
)
}
@@ -192,16 +311,23 @@ impl CollisionContext<'_> {
fighter_states! {
Wait => wait::WaitState,
Walk => walk::WalkState,
PlatformPass => platform_pass::PlatformPassState,
Crouch => crouch::CrouchState,
Dash => dash::DashState,
Run => run::RunState,
Fall => fall::FallState,
JumpSquat => jump::JumpSquatState,
Jump => jump::JumpState,
Land => land::LandingState,
LedgeWait => ledge_wait::LedgeWaitState,
LedgeAction => ledge_action::LedgeActionState,
LedgeGrab => ledge_grab::LedgeGrabState,
AirDodge => air_dodge::AirDodgeState,
Turn => turn::TurnState,
GroundAttack => ground_attack::GroundAttackState,
Hitstun => hitstun::HitstunState,
Angel => angel::AngelState,
AirAttack => air_attack::AirAttackState,
}
#[derive(QueryData)]
@@ -209,16 +335,23 @@ fighter_states! {
pub struct FighterFrameQuery {
pub translation: &'static mut FighterTranslation,
pub prev_translation: &'static mut FighterPreviousTranslation,
pub presentation_snap: &'static mut FighterPresentationSnap,
pub input: &'static mut FighterInput,
pub hitboxes: &'static mut FighterHitboxes,
pub velocity: &'static mut FighterVelocity,
pub surface: &'static mut FighterSurfaceState,
pub knockback_velocity: &'static mut FighterKnockbackVelocity,
pub knockback_state: &'static mut FighterKnockbackState,
pub stale_move_queue: &'static mut FighterStaleMoveQueue,
pub ecb: &'static FighterECB,
pub ecb: &'static mut FighterECB,
pub desired_ecb: &'static mut FighterDesiredECB,
pub prev_ecb: &'static FighterPreviousECB,
pub facing_direction: &'static mut FighterFacingDirection,
pub animation_frame: &'static mut FighterAnimationFrame,
pub vulnerability: &'static mut FighterInvulnerabilityState,
pub ledge_information: &'static mut FighterLedgeInformation,
pub fighter: &'static Fighter,
pub bone_matrices: &'static FighterBoneMatrices,
}
impl<'w, 's> FighterFrameQueryItem<'w, 's> {
@@ -244,14 +377,22 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
animations: &'a FighterAnimations,
baked_animations: &'a Assets<BakedFighterAnimations>,
attributes: &'a FighterAttributes,
stage_collision: &'a StageCollision,
attack_scripts: &'a Assets<FighterAttackScript>,
attack_script_assets: &'a FighterAttackScriptAssets,
) -> InterruptContext<'a> {
let animation = self.animation_status(animations, baked_animations);
InterruptContext {
input: &self.input,
facing_direction: &mut self.facing_direction,
ledge_grab_lockout: &mut self.ledge_information,
game_settings,
fighter_attributes: attributes,
animation,
surface: &self.surface,
stage_collision,
attack_script_assets: attack_script_assets,
attack_scripts,
}
}
@@ -259,23 +400,42 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
&'a mut self,
attributes: &'a FighterAttributes,
attack_script_assets: &'a FighterAttackScriptAssets,
game_settings: &'a GameSettings,
stage_collision: &'a StageCollision,
baked_animations: &'a BakedFighterAnimations,
model_scale: FGi32,
) -> EnterContext<'a> {
EnterContext {
input: &mut self.input,
hitboxes: &mut self.hitboxes,
velocity: &mut self.velocity,
knockback_velocity: &mut self.knockback_velocity,
knockback_state: &mut self.knockback_state,
translation: &mut self.translation,
stale_move_queue: &mut self.stale_move_queue,
facing_direction: &mut self.facing_direction,
animation_frame: &mut self.animation_frame,
surface: &mut self.surface,
vulnerability: &mut self.vulnerability,
presentation_snap: &mut self.presentation_snap,
ledge_info: &mut self.ledge_information,
fighter_attributes: attributes,
attack_script_assets,
game_settings,
stage_collision,
baked_animations,
model_scale,
}
}
fn exit_context(&mut self) -> ExitContext<'_> {
ExitContext {
input: &mut self.input,
hitboxes: &mut self.hitboxes,
knockback_velocity: &mut self.knockback_velocity,
knockback_state: &mut self.knockback_state,
surface: &mut self.surface,
vulnerability: &mut self.vulnerability,
}
}
@@ -285,34 +445,69 @@ impl<'w, 's> FighterFrameQueryItem<'w, 's> {
attributes: &'a FighterAttributes,
attack_scripts: &'a Assets<FighterAttackScript>,
attack_script_assets: &'a FighterAttackScriptAssets,
stage_collision: &'a StageCollision,
) -> 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 {
translation: &mut self.translation,
prev_translation: &mut self.prev_translation,
input: &mut self.input,
hitboxes: &mut self.hitboxes,
velocity: &mut self.velocity,
surface: &mut self.surface,
knockback_velocity: &mut self.knockback_velocity,
knockback_state: &mut self.knockback_state,
game_settings,
animation_root_motion_delta,
animation_root_position,
animation_frame: self.animation_frame.frame,
vulnerability: &mut self.vulnerability,
ledge_info: &mut self.ledge_information,
fighter_attributes: attributes,
attack_scripts,
attack_script_assets,
facing_direction: &self.facing_direction
facing_direction: &self.facing_direction,
stage_collision: &stage_collision,
}
}
fn collision_context<'a>(
&'a mut self,
stage_collision: &'a StageCollision,
fighter_manifest: &'a FighterManifest,
game_settings: &'a GameSettings,
) -> 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 {
translation: &mut self.translation,
prev_translation: &self.prev_translation,
presentation_snap: &mut self.presentation_snap,
input: &self.input,
velocity: &mut self.velocity,
ecb: &self.ecb,
knockback_velocity: &mut self.knockback_velocity,
knockback_state: &mut self.knockback_state,
surface: &mut self.surface,
ecb: &mut self.ecb,
desired_ecb: &mut self.desired_ecb,
ledge_info: &mut self.ledge_information,
prev_ecb: &self.prev_ecb,
stage_collision,
leave_ground_ecb_lock_duration: game_settings
.fighter_common
.leave_ground_ecb_frame_lock_duration,
downward_stick_threshold: game_settings.input_common.run_stick_threshold,
fighter_ledge_collision_box,
waveland_snap_distance: game_settings.fighter_common.waveland_snap_distance,
}
}
}
@@ -325,14 +520,18 @@ pub struct StatefulFighterQuery {
pub animations: &'static FighterAnimations,
pub fighter: &'static Fighter,
pub attack_script_assets: &'static FighterAttackScriptAssets,
pub player: &'static Player,
pub pending_hit_reaction: &'static mut FighterPendingHitReaction,
pub hitstop: &'static mut FighterHitstop,
pub hitstop_shake: &'static mut FighterHitstopShake,
pub pending_respawn: &'static mut FighterPendingRespawn,
pub damage: &'static mut FighterDamage,
}
pub fn state_update_system(
mut query: Query<StatefulFighterQuery>,
game_settings: Res<GameSettings>,
stage_collision: Res<StageCollision>,
attack_scripts: Res<Assets<FighterAttackScript>>,
manifests: Res<Assets<FighterManifest>>,
) {
@@ -356,6 +555,7 @@ pub fn state_update_system(
&manifest.attributes,
&attack_scripts,
&fighter.attack_script_assets,
&stage_collision,
);
state.update(&mut update_ctx);
}
@@ -367,12 +567,31 @@ fn transition_state(
frame: &mut FighterFrameQueryItem,
attributes: &FighterAttributes,
attack_script_assets: &FighterAttackScriptAssets,
stage_collision: &StageCollision,
game_settings: &GameSettings,
baked_animations: &BakedFighterAnimations,
model_scale: FGi32,
) {
let old_name = current.name();
let new_name = next.name();
current.on_exit(&mut frame.exit_context());
next.on_enter(&mut frame.enter_context(attributes, attack_script_assets));
if let SurfacePolicy::Airborne(lock_policy) = next.surface_policy() {
frame.surface.apply_airborne_policy(
lock_policy,
game_settings
.fighter_common
.leave_ground_ecb_frame_lock_duration,
);
}
next.on_enter(&mut frame.enter_context(
attributes,
attack_script_assets,
game_settings,
stage_collision,
baked_animations,
model_scale,
));
*current = next;
info!("{} -> {}", old_name, new_name);
}
@@ -382,6 +601,8 @@ pub fn state_interrupt_system(
game_settings: Res<GameSettings>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
fighter_manifests: Res<Assets<FighterManifest>>,
attack_scripts: Res<Assets<FighterAttackScript>>,
stage_collision: Res<StageCollision>,
) {
for fighter in &mut query {
let StatefulFighterQueryItem {
@@ -393,14 +614,20 @@ pub fn state_interrupt_system(
mut pending_hit_reaction,
mut hitstop,
mut hitstop_shake,
..
} = fighter;
let manifest = fighter_manifests
.get(&fighter.manifest)
.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() {
hitstop.remaining_frames = *reaction.hitstop_frames;
let shake_frames = reaction.hitstop_frames.calculate_shake_frames(&game_settings);
hitstop.remaining_frames = *reaction.victim_hitstop_frames;
let shake_frames = reaction
.victim_hitstop_frames
.calculate_shake_frames(&game_settings);
hitstop_shake.role = FighterHitstopShakeRole::Receiver;
hitstop_shake.total_frames = shake_frames;
hitstop_shake.remaining_frames = shake_frames;
@@ -410,35 +637,25 @@ pub fn state_interrupt_system(
FighterHitstopShakeKind::Vertical
};
let mut hitstop_kind = match &*state {
FighterState::Wait(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
FighterState::Walk(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
FighterState::Dash(value) => {
hitstun::HitstopStateKind::Grounded(value.ground_common.clone())
}
FighterState::Run(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
FighterState::Turn(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
FighterState::GroundAttack(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
_ => hitstun::HitstopStateKind::Airborne,
let mut hitstop_kind = if frame.surface.is_grounded() {
hitstun::HitstopStateKind::Grounded
} else {
hitstun::HitstopStateKind::Airborne
};
if let hitstun::HitstopStateKind::Grounded(_) = hitstop_kind {
if let hitstun::HitstopStateKind::Grounded = hitstop_kind {
let straight_up_angle = FGi32::lit("90.0");
if reaction.hitstop_frames >= HitStop::new(game_settings.fighter_common.tumble_bounce_hitstop_threshold) {
if reaction.victim_hitstop_frames
>= HitStop::new(game_settings.fighter_common.tumble_bounce_hitstop_threshold)
{
hitstop_kind = hitstun::HitstopStateKind::Airborne;
// TODO: Use floor normal here
} else if reaction.launch_angle.abs_diff(straight_up_angle) < game_settings.fighter_common.attack_ground_to_airborne_transition_vertical_angle_threshold {
hitstop_kind = hitstun::HitstopStateKind::Airborne;
} else if reaction.launch_angle.abs_diff(straight_up_angle)
< game_settings
.fighter_common
.attack_ground_to_airborne_transition_vertical_angle_threshold
{
hitstop_kind = hitstun::HitstopStateKind::Airborne;
} else {
// straight down is 270
let straight_down_angle = FGi32::lit("270.0");
@@ -451,9 +668,16 @@ pub fn state_interrupt_system(
}
info!("Entering hitstop kind: {:?}", hitstop_kind);
let stack_previous_knockback = !frame.surface.is_grounded()
&& !frame.knockback_velocity.0.length_squared().is_zero()
&& frame
.knockback_state
.can_stack(game_settings.fighter_common.knockback_stacking_window);
Some(FighterState::Hitstun(HitstunState::new(
reaction,
hitstop_kind,
stack_previous_knockback,
)))
} else if hitstop.remaining_frames > 0 {
None
@@ -463,6 +687,9 @@ pub fn state_interrupt_system(
animations,
&baked_animations,
&manifest.attributes,
&stage_collision,
&attack_scripts,
attack_script_assets,
))
};
@@ -473,6 +700,10 @@ pub fn state_interrupt_system(
&mut frame,
&manifest.attributes,
attack_script_assets,
&stage_collision,
&game_settings,
baked,
manifest.model_scale,
);
};
}
@@ -482,25 +713,107 @@ pub fn state_collision_interrupt_system(
mut query: Query<StatefulFighterQuery>,
stage_collision: Res<StageCollision>,
fighter_manifests: Res<Assets<FighterManifest>>,
game_settings: Res<GameSettings>,
match_config: Res<MatchConfig>,
mut match_state: ResMut<MatchState>,
stage_registry: Res<StageManifestRegistry>,
stage_manifests: Res<Assets<StageManifest>>,
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 {
let StatefulFighterQueryItem {
mut state,
mut frame,
fighter,
animations,
attack_script_assets,
hitstop,
mut hitstop,
mut pending_respawn,
player,
mut damage,
..
} = fighter;
if hitstop.remaining_frames > 0 {
continue;
}
let manifest = fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
let new_state =
state.check_collision_interrupt(&mut frame.collision_context(&stage_collision));
let baked = baked_animations
.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;
frame.knockback_velocity.0 = FGVec2::ZERO;
frame.knockback_state.clear();
// 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
*frame.ledge_information = 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 {
transition_state(
&mut state,
@@ -508,7 +821,97 @@ pub fn state_collision_interrupt_system(
&mut frame,
&manifest.attributes,
&attack_script_assets,
&stage_collision,
&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 knockback_velocity = FighterKnockbackVelocity::default();
let mut knockback_state = FighterKnockbackState::default();
let mut surface = FighterSurfaceState::default();
let mut ecb = FighterECB::default();
let mut desired_ecb = FighterDesiredECB {
top: FGVec2::lit("0", "2"),
bottom: FGVec2::ZERO,
left: FGVec2::lit("-1", "1"),
right: FGVec2::lit("1", "1"),
};
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,
knockback_velocity: &mut knockback_velocity,
knockback_state: &mut knockback_state,
surface: &mut surface,
ecb: &mut ecb,
desired_ecb: &mut desired_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,
waveland_snap_distance: FGi32::ZERO,
};
assert!(context.air_collide_with_ledges().is_none());
context.ledge_info.regrab_lockout_remaining_frames = 0;
assert_eq!(
context.air_collide_with_ledges().map(|result| result.ledge),
Some(ledge_id)
);
}
}
+65
View File
@@ -0,0 +1,65 @@
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::air::AirborneStateCommon;
use crate::fighter::state::{ExitContext, FighterState, air, jump};
#[derive(Debug, Clone, Copy, Hash, Default)]
pub struct PlatformPassState {
airborne_state_common: AirborneStateCommon,
ignored_polygon: usize,
}
impl PlatformPassState {
pub fn new(airborne_state_common: AirborneStateCommon, ignored_polygon: usize) -> Self {
Self {
airborne_state_common,
ignored_polygon
}
}
}
impl FighterStateImpl for PlatformPassState {
const NAME: &'static str = "PlatformPass";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
jump::check_input_double_jump(state_context)
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.surface.ignore_polygon(self.ignored_polygon, state_context.game_settings.fighter_common.platform_pass_platform_ignore_duration_frames);
state_context.velocity.y = state_context.game_settings.fighter_common.platform_pass_initial_downwards_velocity;
state_context.play_animation(AnimKind::PlatformPass, false);
}
fn on_exit(&mut self, state_context: &mut ExitContext) {
state_context.surface.clear_polygon_ignore(self.ignored_polygon);
}
fn update(&mut self, state_context: &mut UpdateContext) {
air::update_standard_motion(state_context, &mut self.airborne_state_common);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
crate::fighter::collision::AirCollisionOptions {
can_pass_through_soft_platforms: true,
..Default::default()
},
)
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
false
}
fn surface_policy(&self) -> super::SurfacePolicy {
super::SurfacePolicy::Airborne(crate::fighter::surface::EcbLockPolicy::StartOnDetach)
}
}
+7 -21
View File
@@ -6,19 +6,14 @@ use super::{
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::ground::GroundedStateCommon;
#[derive(Component, Debug, Clone, Hash)]
pub struct RunState {
pub grounded_common: GroundedStateCommon,
}
pub struct RunState;
impl FighterStateImpl for RunState {
const NAME: &'static str = "Run";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) =
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
{
if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
return Some(state);
}
@@ -28,8 +23,7 @@ impl FighterStateImpl for RunState {
{
None
} else {
walk::check_input(state_context, &self.grounded_common)
.or_else(|| wait::check_input(state_context, &self.grounded_common))
walk::check_input(state_context).or_else(|| wait::check_input(state_context))
}
}
@@ -54,7 +48,6 @@ impl FighterStateImpl for RunState {
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
}
@@ -62,26 +55,19 @@ impl FighterStateImpl for RunState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, &mut self.grounded_common, true)
ground::collision_interrupt(state_context, true)
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
pub fn check_input(
state_context: &InterruptContext,
ground_state_common: &GroundedStateCommon,
) -> Option<FighterState> {
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.x.abs() >= state_context.game_settings.input_common.run_stick_threshold
{
return Some(FighterState::Run(RunState {
grounded_common: ground_state_common.clone(),
}));
return Some(FighterState::Run(RunState));
}
None
}
+11 -20
View File
@@ -1,13 +1,11 @@
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::ground::{self, GroundedStateCommon};
use crate::fighter::state::ground;
use crate::fighter::state::{FighterState, dash, jump, wait, walk};
use crate::input::FighterCommands;
#[derive(Debug, Clone, Hash)]
pub struct TurnState {
pub grounded_common: GroundedStateCommon,
}
pub struct TurnState;
impl FighterStateImpl for TurnState {
const NAME: &'static str = "Turn";
@@ -19,19 +17,19 @@ impl FighterStateImpl for TurnState {
.input_common
.turn_into_dashback_window as u32
{
if let Some(state) = dash::check_input(state_context, &self.grounded_common) {
if let Some(state) = dash::check_input(state_context) {
return Some(state);
}
}
if let Some(state) = jump::check_input(state_context, &self.grounded_common) {
if let Some(state) = jump::check_input(state_context) {
*state_context.facing_direction = state_context.facing_direction.reverse();
Some(state)
} else if state_context.is_current_animation_finished() {
if let Some(state) = dash::check_input(state_context, &self.grounded_common) {
if let Some(state) = dash::check_input(state_context) {
Some(state)
} else if let Some(state) = walk::check_input(state_context, &self.grounded_common) {
} else if let Some(state) = walk::check_input(state_context) {
Some(state)
} else if let Some(state) = wait::check_input(state_context, &self.grounded_common) {
} else if let Some(state) = wait::check_input(state_context) {
Some(state)
} else {
None
@@ -54,20 +52,15 @@ impl FighterStateImpl for TurnState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
ground::collision_interrupt(state_context, false)
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
pub fn check_input(
state_context: &InterruptContext,
grounded_common: &GroundedStateCommon,
) -> Option<FighterState> {
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
let has_smash_input = state_context
@@ -81,9 +74,7 @@ pub fn check_input(
&& input_frame.movement.x.signum() != state_context.facing_direction.to_sign()
&& !has_smash_input
{
return Some(FighterState::Turn(TurnState {
grounded_common: grounded_common.clone(),
}));
return Some(FighterState::Turn(TurnState));
}
None
}
+9 -22
View File
@@ -3,24 +3,18 @@ use super::{
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::ground::GroundedStateCommon;
#[derive(Debug, Clone, Hash)]
pub struct WaitState {
pub grounded_common: GroundedStateCommon,
}
pub struct WaitState;
impl FighterStateImpl for WaitState {
const NAME: &'static str = "Wait";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) =
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
{
if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
Some(state)
} else if let Some(state) = ground::grounded_movement_standstill_common_interrupts(
state_context,
&self.grounded_common,
) {
} else if let Some(state) =
ground::grounded_movement_standstill_common_interrupts(state_context)
{
// Don't transition into yourself
if let FighterState::Wait(_) = state {
None
@@ -44,26 +38,19 @@ impl FighterStateImpl for WaitState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
ground::collision_interrupt(state_context, false)
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
pub fn check_input(
state_context: &InterruptContext,
ground_state_common: &GroundedStateCommon,
) -> Option<FighterState> {
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.x.abs() < state_context.game_settings.input_common.stick_deadzone {
return Some(FighterState::Wait(WaitState {
grounded_common: ground_state_common.clone(),
}));
return Some(FighterState::Wait(WaitState));
}
None
}
+8 -22
View File
@@ -3,24 +3,18 @@ use super::{
ground, wait,
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
use crate::fighter::state::ground::GroundedStateCommon;
use crate::fighter::state::{self, FighterState};
#[derive(Debug, Clone, Hash)]
pub struct WalkState {
pub grounded_common: GroundedStateCommon,
}
pub struct WalkState;
impl FighterStateImpl for WalkState {
const NAME: &'static str = "Walk";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) =
ground::grounded_movement_common_interrupts(state_context, &self.grounded_common)
{
if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
return Some(state);
}
wait::check_input(state_context, &self.grounded_common)
.or_else(|| dash::check_input(state_context, &self.grounded_common))
wait::check_input(state_context).or_else(|| dash::check_input(state_context)).or_else(|| state::ground_attack::check_interrupt(state_context))
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
@@ -46,7 +40,6 @@ impl FighterStateImpl for WalkState {
ground::apply_grounded_motion(
state_context.velocity,
state_context.translation,
state_context.prev_translation,
);
}
@@ -54,26 +47,19 @@ impl FighterStateImpl for WalkState {
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, &mut self.grounded_common, false)
ground::collision_interrupt(state_context, false)
}
fn is_visually_grounded<'a>(
&'a self,
) -> bool {
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
pub fn check_input(
state_context: &InterruptContext,
ground_state_common: &GroundedStateCommon,
) -> Option<FighterState> {
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if !input_frame.movement.x.is_zero() {
return Some(FighterState::Walk(WalkState {
grounded_common: ground_state_common.clone(),
}));
return Some(FighterState::Walk(WalkState));
}
None
+235
View File
@@ -0,0 +1,235 @@
use bevy::prelude::*;
use crate::{fighter::FighterLedgeInformation, stage::line::StageLineID};
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum EcbLockPolicy {
StartOnDetach,
Restart,
Preserve,
Clear,
}
/// The stage surface currently supporting a fighter.
///
/// This is physics state rather than fighter-state-machine state. Keeping it
/// separate means grounded, landing, and hitstun states all share one source
/// of truth for stage contact.
#[derive(Clone, Debug, Hash, PartialEq, Eq)]
pub struct IgnoredPolygon {
pub polygon: usize,
pub frames_remaining: u32,
}
#[derive(Component, Clone, Debug, Hash, PartialEq, Eq)]
pub enum FighterSurfaceState {
Airborne {
ecb_lock_frames_remaining: u32,
ignored_polys: Vec<IgnoredPolygon>,
},
Grounded {
line_id: StageLineID,
},
}
impl Default for FighterSurfaceState {
fn default() -> Self {
Self::Airborne {
ecb_lock_frames_remaining: 0,
ignored_polys: vec![],
}
}
}
impl FighterSurfaceState {
pub fn is_grounded(&self) -> bool {
matches!(self, Self::Grounded { .. })
}
pub fn line_id(&self) -> Option<StageLineID> {
match self {
Self::Airborne { .. } => None,
Self::Grounded { line_id } => Some(*line_id),
}
}
pub(crate) fn land(&mut self, line_id: StageLineID, ledge_info: &mut FighterLedgeInformation) {
*self = Self::Grounded { line_id };
ledge_info.grab_count = 0;
}
pub fn clear_polygon_ignore(&mut self, polygon: usize) {
let Self::Airborne { ignored_polys, .. } = self else {
return;
};
ignored_polys.retain(|element| element.polygon != polygon);
}
pub fn ignore_polygon(&mut self, polygon: usize, duration_frames: u32) {
let Self::Airborne { ignored_polys, .. } = self else {
return;
};
if duration_frames == 0 {
return;
}
if let Some(ignored) = ignored_polys.iter_mut().find(|ignored| ignored.polygon == polygon) {
ignored.frames_remaining = duration_frames;
} else {
ignored_polys.push(IgnoredPolygon {
polygon,
frames_remaining: duration_frames,
});
}
}
pub fn is_polygon_ignored(&self, polygon: usize) -> bool {
matches!(self, Self::Airborne { ignored_polys, .. }
if ignored_polys.iter().any(|ignored| ignored.polygon == polygon))
}
pub(crate) fn ignored_polygon_ids(&self) -> Vec<usize> {
match self {
Self::Airborne { ignored_polys, .. } => {
ignored_polys.iter().map(|ignored| ignored.polygon).collect()
}
Self::Grounded { .. } => vec![],
}
}
pub(crate) fn apply_airborne_policy(
&mut self,
policy: EcbLockPolicy,
ecb_lock_duration: u32,
) {
let current_lock = match self {
Self::Airborne { ecb_lock_frames_remaining, .. } => *ecb_lock_frames_remaining,
Self::Grounded { .. } => 0,
};
let ecb_lock_frames_remaining = match policy {
EcbLockPolicy::StartOnDetach if self.is_grounded() => ecb_lock_duration,
EcbLockPolicy::StartOnDetach => current_lock,
EcbLockPolicy::Restart => ecb_lock_duration,
EcbLockPolicy::Preserve => current_lock,
EcbLockPolicy::Clear => 0,
};
let ignored_polys = match self {
Self::Airborne { ignored_polys, .. } => ignored_polys.clone(),
Self::Grounded { .. } => vec![],
};
*self = Self::Airborne { ecb_lock_frames_remaining, ignored_polys };
}
pub(crate) fn tick_ecb_lock(&mut self) {
if let Self::Airborne { ecb_lock_frames_remaining, .. } = self {
*ecb_lock_frames_remaining = ecb_lock_frames_remaining.saturating_sub(1);
}
}
pub(crate) fn tick_ignored_polygons(&mut self) {
if let Self::Airborne { ignored_polys, .. } = self {
for ignored in ignored_polys.iter_mut() {
ignored.frames_remaining = ignored.frames_remaining.saturating_sub(1);
}
ignored_polys.retain(|ignored| ignored.frames_remaining > 0);
}
}
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn contact_lifecycle_has_one_source_of_truth() {
let mut surface = FighterSurfaceState::default();
assert!(!surface.is_grounded());
assert_eq!(surface.line_id(), None);
let line_id = StageLineID {
polygon: 2,
segment: 3,
};
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_eq!(surface.line_id(), Some(line_id));
surface.apply_airborne_policy(EcbLockPolicy::Clear, 0);
assert!(!surface.is_grounded());
assert_eq!(surface.line_id(), None);
}
#[test]
fn start_on_detach_does_not_reset_an_existing_lock() {
let mut surface = FighterSurfaceState::default();
surface.apply_airborne_policy(EcbLockPolicy::Restart, 5);
surface.tick_ecb_lock();
surface.apply_airborne_policy(EcbLockPolicy::StartOnDetach, 5);
assert_eq!(
surface,
FighterSurfaceState::Airborne {
ecb_lock_frames_remaining: 4,
ignored_polys: vec![],
}
);
}
#[test]
fn restart_retriggers_an_existing_lock() {
let mut surface = FighterSurfaceState::default();
surface.apply_airborne_policy(EcbLockPolicy::Restart, 5);
surface.tick_ecb_lock();
surface.apply_airborne_policy(EcbLockPolicy::Restart, 5);
assert_eq!(
surface,
FighterSurfaceState::Airborne {
ecb_lock_frames_remaining: 5,
ignored_polys: vec![],
}
);
}
#[test]
fn ignored_polygon_expires_after_requested_frames() {
let mut surface = FighterSurfaceState::default();
surface.ignore_polygon(3, 2);
assert!(surface.is_polygon_ignored(3));
surface.tick_ignored_polygons();
assert!(surface.is_polygon_ignored(3));
surface.tick_ignored_polygons();
assert!(!surface.is_polygon_ignored(3));
}
#[test]
fn ignoring_polygon_refreshes_existing_entry() {
let mut surface = FighterSurfaceState::default();
surface.ignore_polygon(3, 2);
surface.ignore_polygon(3, 5);
surface.tick_ignored_polygons();
surface.tick_ignored_polygons();
assert!(surface.is_polygon_ignored(3));
}
#[test]
fn airborne_policy_preserves_ignored_polygons_and_landing_clears_them() {
let mut surface = FighterSurfaceState::default();
surface.ignore_polygon(3, 5);
surface.apply_airborne_policy(EcbLockPolicy::Restart, 2);
assert!(surface.is_polygon_ignored(3));
let mut ledge_info = FighterLedgeInformation {
regrab_lockout_remaining_frames: 0,
grab_count: 0,
};
surface.land(StageLineID { polygon: 0, segment: 0 }, &mut ledge_info);
assert!(!surface.is_polygon_ignored(3));
}
}
+84 -1
View File
@@ -1,4 +1,8 @@
use crate::fighter::baked_animation::BakedFighterAnimations;
use crate::{
fighter::{FighterInvulnerabilityState, baked_animation::BakedFighterAnimations},
game_settings::GameSettings,
materials::fighter_material::{FighterMaterial, FighterMesh},
};
use bevy::prelude::*;
#[derive(Component, Clone)]
@@ -6,3 +10,82 @@ pub struct FighterAnimations {
/// The single animation source for gameplay and the visual skeleton.
pub baked: Handle<BakedFighterAnimations>,
}
#[derive(Clone, Copy, Default, PartialEq)]
pub enum LastKnownInvulnerabilityState {
#[default]
Vulnerable,
Intangible,
Invulnerable,
}
impl From<&FighterInvulnerabilityState> for LastKnownInvulnerabilityState {
fn from(value: &FighterInvulnerabilityState) -> Self {
match value {
FighterInvulnerabilityState::Vulnerable => Self::Vulnerable,
FighterInvulnerabilityState::Invulnerable { .. } => Self::Invulnerable,
FighterInvulnerabilityState::Intangible { .. } => Self::Intangible,
}
}
}
#[derive(Component, Clone, Default)]
pub struct FighterInvulnerabilityVisualState {
pub last_known_state: LastKnownInvulnerabilityState,
pub frames_in_state: u32,
}
pub fn update_status_colors(
mut fighters: Query<(
&FighterInvulnerabilityState,
&mut FighterInvulnerabilityVisualState,
)>,
meshes: Query<(&FighterMesh, &MeshMaterial3d<FighterMaterial>)>,
mut materials: ResMut<Assets<FighterMaterial>>,
game_settings: Res<GameSettings>,
) {
for (invuln_state, mut invuln_state_visual) in &mut fighters {
let curr_state = invuln_state.into();
let last_known_state = invuln_state_visual.last_known_state;
if curr_state != last_known_state {
invuln_state_visual.last_known_state = curr_state;
invuln_state_visual.frames_in_state = 0;
}
}
for (mesh, mat) in meshes {
let (_, invuln_state_visual) = fighters
.get(mesh.fighter)
.expect("Material should have relevant fighter available");
let status_color = match invuln_state_visual.last_known_state {
LastKnownInvulnerabilityState::Vulnerable => bevy::color::palettes::css::WHITE.into(),
LastKnownInvulnerabilityState::Invulnerable => {
game_settings.fighter_common.intangible_color
}
LastKnownInvulnerabilityState::Intangible => {
game_settings.fighter_common.intangible_color
}
};
let intensity = match invuln_state_visual.last_known_state {
LastKnownInvulnerabilityState::Vulnerable => 0.0,
LastKnownInvulnerabilityState::Invulnerable | LastKnownInvulnerabilityState::Intangible => {
let cycle_frames = invuln_state_visual.frames_in_state
% game_settings.fighter_common.intangible_pulse_duration;
1.0 - cycle_frames as f32
/ ((game_settings.fighter_common.intangible_pulse_duration) as f32)
}
};
let mut material = materials
.get_mut(mat.id())
.expect("Material should exist here...");
material
.extension
.update_status_color(status_color.into(), intensity);
}
for (_, mut invuln_state_visual) in fighters {
invuln_state_visual.frames_in_state = invuln_state_visual.frames_in_state.saturating_add(1);
}
}
+30
View File
@@ -0,0 +1,30 @@
#import bevy_pbr::mesh_functions::{get_world_from_local, mesh_position_local_to_clip}
@group(#{MATERIAL_BIND_GROUP}) @binding(0) var<uniform> material_color: vec4<f32>;
struct Vertex {
@builtin(instance_index) instance_index: u32,
@location(0) position: vec3<f32>,
@location(1) color: vec4<f32>,
};
struct VertexOutput {
@builtin(position) clip_position: vec4<f32>,
@location(0) color: vec4<f32>,
};
@vertex
fn vertex(vertex: Vertex) -> VertexOutput {
var output: VertexOutput;
output.clip_position = mesh_position_local_to_clip(
get_world_from_local(vertex.instance_index),
vec4<f32>(vertex.position, 1.0),
);
output.color = vertex.color;
return output;
}
@fragment
fn fragment(input: VertexOutput) -> @location(0) vec4<f32> {
return material_color * input.color;
}
+417
View File
@@ -0,0 +1,417 @@
//! Immediate-mode filled debug geometry.
//!
//! Unlike Bevy's line-only `Gizmos`, this collects triangles into one dynamic
//! mesh. It is intended for small, transient debug overlays rather than game
//! geometry.
use std::f32::consts::{FRAC_PI_2, PI, TAU};
use bevy::{
asset::{load_internal_asset, uuid_handle, RenderAssetUsages},
camera::visibility::NoFrustumCulling,
ecs::system::SystemParam,
mesh::{Indices, MeshVertexBufferLayoutRef, PrimitiveTopology},
pbr::{MaterialPipeline, MaterialPipelineKey},
prelude::*,
render::render_resource::{
AsBindGroup, RenderPipelineDescriptor, SpecializedMeshPipelineError,
},
shader::ShaderRef,
};
const SPHERE_SECTORS: usize = 16;
const SPHERE_STACKS: usize = 8;
const CAPSULE_SECTORS: usize = 16;
const CAPSULE_HEMISPHERE_STEPS: usize = 4;
#[derive(Default)]
struct FilledGizmoGeometry {
positions: Vec<[f32; 3]>,
normals: Vec<[f32; 3]>,
colors: Vec<[f32; 4]>,
indices: Vec<u32>,
}
#[derive(Resource, Default)]
struct FilledGizmoBuffer {
/// Geometry requested by the current schedule invocation.
pending: FilledGizmoGeometry,
/// The last completed fixed-timestep geometry. This is retained between
/// render frames, just like Bevy's fixed-timestep gizmos.
retained: FilledGizmoGeometry,
mesh: Option<Handle<Mesh>>,
fixed_commit: bool,
}
/// Immediate-mode API for drawing filled debug shapes.
#[derive(SystemParam)]
pub struct FilledGizmos<'w> {
buffer: ResMut<'w, FilledGizmoBuffer>,
}
impl FilledGizmos<'_> {
/// Draw a filled planar polygon. Vertices must be ordered around the
/// perimeter and the polygon must be convex.
pub fn polygon(&mut self, vertices: &[Vec3], color: impl Into<Color> + Copy) {
if vertices.len() < 3 {
return;
}
let color = color.into().to_linear().to_f32_array();
let normal = (vertices[1] - vertices[0])
.cross(vertices[2] - vertices[0])
.normalize_or_zero();
let base = self.buffer.pending.positions.len() as u32;
for &vertex in vertices {
self.push_vertex(vertex, normal, color);
}
for index in 2..vertices.len() as u32 {
self.buffer
.pending
.indices
.extend([base, base + index - 1, base + index]);
}
}
pub fn sphere(&mut self, isometry: Isometry3d, radius: f32, color: impl Into<Color> + Copy) {
if radius <= 0.0 {
return;
}
let color = color.into().to_linear().to_f32_array();
let base = self.buffer.pending.positions.len() as u32;
for stack in 0..=SPHERE_STACKS {
let latitude = PI * 0.5 - stack as f32 * PI / SPHERE_STACKS as f32;
let (sin_lat, cos_lat) = latitude.sin_cos();
for sector in 0..=SPHERE_SECTORS {
let longitude = sector as f32 * TAU / SPHERE_SECTORS as f32;
let (sin_lon, cos_lon) = longitude.sin_cos();
let normal = Vec3::new(cos_lat * cos_lon, sin_lat, cos_lat * sin_lon);
self.push_vertex(
isometry.transform_point(normal * radius).into(),
isometry.rotation * normal,
color,
);
}
}
let stride = SPHERE_SECTORS + 1;
for stack in 0..SPHERE_STACKS {
for sector in 0..SPHERE_SECTORS {
let a = base + (stack * stride + sector) as u32;
let b = a + stride as u32;
self.buffer
.pending
.indices
.extend([a, b, a + 1, a + 1, b, b + 1]);
}
}
}
pub fn capsule(
&mut self,
isometry: Isometry3d,
radius: f32,
half_length: f32,
color: impl Into<Color> + Copy,
) {
let transform = Mat4::from_scale_rotation_translation(
Vec3::ONE,
isometry.rotation,
isometry.translation.into(),
);
self.affine_capsule(transform, radius, half_length, color);
}
/// Draw a capsule transformed by an arbitrary affine transform.
pub fn affine_capsule(
&mut self,
transform: Mat4,
radius: f32,
half_length: f32,
color: impl Into<Color> + Copy,
) {
if radius <= 0.0 {
return;
}
let color = color.into().to_linear().to_f32_array();
let base = self.buffer.pending.positions.len() as u32;
let mut rings = Vec::new();
for step in 1..=CAPSULE_HEMISPHERE_STEPS {
let angle = -FRAC_PI_2 + step as f32 * FRAC_PI_2 / CAPSULE_HEMISPHERE_STEPS as f32;
rings.push((
radius * angle.cos(),
-half_length + radius * angle.sin(),
angle.sin(),
));
}
rings.push((radius, half_length, 0.0));
for step in 1..CAPSULE_HEMISPHERE_STEPS {
let angle = step as f32 * FRAC_PI_2 / CAPSULE_HEMISPHERE_STEPS as f32;
rings.push((
radius * angle.cos(),
half_length + radius * angle.sin(),
angle.sin(),
));
}
let mut ring_indices = Vec::new();
let bottom_pole = self.push_capsule_vertex(
&mut ring_indices,
transform,
Vec3::NEG_Y,
-half_length,
radius,
color,
);
for &(ring_radius, y, normal_y) in &rings {
let mut ring = Vec::with_capacity(CAPSULE_SECTORS);
for sector in 0..CAPSULE_SECTORS {
let angle = sector as f32 * TAU / CAPSULE_SECTORS as f32;
let (sin, cos) = angle.sin_cos();
let normal = Vec3::new(
cos * (1.0 - normal_y * normal_y).sqrt(),
normal_y,
sin * (1.0 - normal_y * normal_y).sqrt(),
);
ring.push(self.push_transformed_vertex(
transform,
Vec3::new(cos * ring_radius, y, sin * ring_radius),
normal,
color,
));
}
ring_indices.push(ring);
}
let top_pole = self.push_capsule_vertex(
&mut ring_indices,
transform,
Vec3::Y,
half_length,
radius,
color,
);
for sector in 0..CAPSULE_SECTORS {
let next = (sector + 1) % CAPSULE_SECTORS;
self.buffer.pending.indices.extend([
bottom_pole,
ring_indices[0][next],
ring_indices[0][sector],
]);
for ring in ring_indices.windows(2) {
self.buffer.pending.indices.extend([
ring[0][sector],
ring[0][next],
ring[1][sector],
ring[1][sector],
ring[0][next],
ring[1][next],
]);
}
let last = ring_indices.len() - 1;
self.buffer.pending.indices.extend([
ring_indices[last][sector],
ring_indices[last][next],
top_pole,
]);
}
// Keep the base used by this shape observable to avoid accidental
// future changes making the generated indices refer to another shape.
debug_assert!(base <= bottom_pole);
}
fn push_capsule_vertex(
&mut self,
_rings: &mut Vec<Vec<u32>>,
transform: Mat4,
normal: Vec3,
y: f32,
radius: f32,
color: [f32; 4],
) -> u32 {
self.push_transformed_vertex(
transform,
Vec3::new(0.0, y + normal.y * radius, 0.0),
normal,
color,
)
}
fn push_transformed_vertex(
&mut self,
transform: Mat4,
position: Vec3,
normal: Vec3,
color: [f32; 4],
) -> u32 {
let transformed_normal = transform
.inverse()
.transpose()
.transform_vector3(normal)
.normalize_or_zero();
let index = self.buffer.pending.positions.len() as u32;
self.push_vertex(
transform.transform_point3(position),
transformed_normal,
color,
);
index
}
fn push_vertex(&mut self, position: Vec3, normal: Vec3, color: [f32; 4]) {
self.buffer.pending.positions.push(position.to_array());
self.buffer.pending.normals.push(normal.to_array());
self.buffer.pending.colors.push(color);
}
}
pub struct FilledGizmosPlugin;
const FILLED_GIZMO_SHADER_HANDLE: Handle<Shader> =
uuid_handle!("0e4a979f-ea11-4e5a-91cd-19c89d4e9b53");
/// A deliberately minimal material: unlike `StandardMaterial`, its fragment
/// shader writes vertex colors directly and therefore bypasses PBR lighting
/// and camera tonemapping.
#[derive(Asset, AsBindGroup, Reflect, Clone, Debug)]
struct FilledGizmoMaterial {
#[uniform(0)]
color: LinearRgba,
}
impl Material for FilledGizmoMaterial {
fn vertex_shader() -> ShaderRef {
FILLED_GIZMO_SHADER_HANDLE.clone().into()
}
fn fragment_shader() -> ShaderRef {
FILLED_GIZMO_SHADER_HANDLE.clone().into()
}
fn alpha_mode(&self) -> AlphaMode {
AlphaMode::Blend
}
fn enable_prepass() -> bool {
false
}
fn enable_shadows() -> bool {
false
}
fn specialize(
_pipeline: &MaterialPipeline,
descriptor: &mut RenderPipelineDescriptor,
layout: &MeshVertexBufferLayoutRef,
_key: MaterialPipelineKey<Self>,
) -> Result<(), SpecializedMeshPipelineError> {
descriptor.vertex.buffers = vec![layout.0.get_layout(&[
Mesh::ATTRIBUTE_POSITION.at_shader_location(0),
Mesh::ATTRIBUTE_COLOR.at_shader_location(1),
])?];
descriptor.primitive.cull_mode = None;
Ok(())
}
}
impl Plugin for FilledGizmosPlugin {
fn build(&self, app: &mut App) {
load_internal_asset!(
app,
FILLED_GIZMO_SHADER_HANDLE,
"filled_gizmo.wgsl",
Shader::from_wgsl
);
app.add_plugins(MaterialPlugin::<FilledGizmoMaterial>::default())
.init_resource::<FilledGizmoBuffer>()
.add_systems(Startup, setup_filled_gizmo_mesh)
.add_systems(FixedFirst, begin_fixed_filled_gizmos)
.add_systems(FixedLast, commit_fixed_filled_gizmos)
.add_systems(Last, upload_filled_gizmo_mesh);
}
}
fn setup_filled_gizmo_mesh(
mut commands: Commands,
mut meshes: ResMut<Assets<Mesh>>,
mut materials: ResMut<Assets<FilledGizmoMaterial>>,
mut buffer: ResMut<FilledGizmoBuffer>,
) {
let mesh = meshes.add(
Mesh::new(
PrimitiveTopology::TriangleList,
RenderAssetUsages::default(),
)
.with_inserted_attribute(Mesh::ATTRIBUTE_POSITION, vec![[0.0; 3]; 3])
.with_inserted_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 3])
.with_inserted_attribute(Mesh::ATTRIBUTE_COLOR, vec![[0.0, 0.0, 0.0, 0.0]; 3])
.with_inserted_indices(Indices::U32(vec![0, 1, 2])),
);
let material = materials.add(FilledGizmoMaterial {
color: LinearRgba::WHITE,
});
commands.spawn((
Mesh3d(mesh.clone()),
MeshMaterial3d(material),
NoFrustumCulling,
));
buffer.mesh = Some(mesh);
}
fn begin_fixed_filled_gizmos(mut buffer: ResMut<FilledGizmoBuffer>) {
buffer.pending = FilledGizmoGeometry::default();
buffer.fixed_commit = false;
}
fn commit_fixed_filled_gizmos(mut buffer: ResMut<FilledGizmoBuffer>) {
let pending = std::mem::take(&mut buffer.pending);
buffer.pending = std::mem::replace(&mut buffer.retained, pending);
buffer.fixed_commit = true;
}
fn upload_filled_gizmo_mesh(
mut meshes: ResMut<Assets<Mesh>>,
mut buffer: ResMut<FilledGizmoBuffer>,
) {
// No fixed tick and no render-frame requests means the existing mesh is
// already the correct image. In particular, do not replace it with the
// empty placeholder between fixed updates.
if !buffer.fixed_commit && buffer.pending.positions.is_empty() {
return;
}
let Some(handle) = buffer.mesh.clone() else {
return;
};
let (positions, normals, colors, indices) = if buffer.fixed_commit {
// Retained geometry must remain in the CPU-side buffer after upload;
// otherwise the next render frame would have nothing to draw.
(
buffer.retained.positions.clone(),
buffer.retained.normals.clone(),
buffer.retained.colors.clone(),
buffer.retained.indices.clone(),
)
} else {
(
std::mem::take(&mut buffer.pending.positions),
std::mem::take(&mut buffer.pending.normals),
std::mem::take(&mut buffer.pending.colors),
std::mem::take(&mut buffer.pending.indices),
)
};
if let Some(mut mesh) = meshes.get_mut(&handle) {
if positions.is_empty() {
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, vec![[0.0; 3]; 3]);
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, vec![[0.0, 0.0, 1.0]; 3]);
mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, vec![[0.0, 0.0, 0.0, 0.0]; 3]);
mesh.insert_indices(Indices::U32(vec![0, 1, 2]));
} else {
mesh.insert_attribute(Mesh::ATTRIBUTE_POSITION, positions);
mesh.insert_attribute(Mesh::ATTRIBUTE_NORMAL, normals);
mesh.insert_attribute(Mesh::ATTRIBUTE_COLOR, colors);
mesh.insert_indices(Indices::U32(indices));
}
}
buffer.pending = FilledGizmoGeometry::default();
buffer.fixed_commit = false;
}
+30
View File
@@ -10,11 +10,15 @@ use crate::{math::int::FGi32, menus::style::FGUiStyle};
pub struct FighterSettingsCommon {
pub walk_speed_ease: FGi32,
/// Horizontal position nudge applied to each overlapping grounded fighter.
pub grounded_push_nudge: FGi32,
/// Maximum allowed horizontal velocity
pub ground_max_horizontal_velocity: FGi32,
/// Ground friction applied when the fighter is above the walk speed
pub ground_friction_over_walk_speed_multiplier: FGi32,
/// Minimum active launch frames between hits before airborne knockback stacks.
pub knockback_stacking_window: u32,
pub knockback_decay_per_frame: FGi32,
@@ -39,6 +43,32 @@ pub struct FighterSettingsCommon {
/// Maximum angle changed caused by directional influence
pub di_max_angle: FGi32,
pub leave_ground_ecb_frame_lock_duration: u32,
pub platform_pass_platform_ignore_duration_frames: u32,
pub platform_pass_initial_downwards_velocity: FGi32,
pub intangible_color: Color,
pub intangible_pulse_duration: u32,
pub angel_platform_invulnerability_duration: u32,
/// 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,
pub waveland_snap_distance: FGi32,
}
#[derive(Reflect, Serialize, Deserialize, Clone)]
#[reflect(opaque)]
File diff suppressed because it is too large Load Diff
+832 -171
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;
/// 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
/// sends over the wire, so keep it small and keep it `PartialEq`.
#[derive(Copy, Clone, Debug, PartialEq, Default, Serialize, Deserialize, Hash)]
pub struct FighterInputFrame {
pub movement: FGVec2,
pub directional_attack: FGVec2,
pub jump: bool,
pub shield: bool,
pub attack: bool,
pub bindings: DigitalActionBindings,
}
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 super::poll::{GcAdapterSnapshot, GcPortState};
use super::GcPorts;
use super::poll::GcAdapterSnapshot;
/// GameCube adapters report 4 ports.
pub const GC_PORT_COUNT: usize = 4;
@@ -23,15 +24,6 @@ const GC_ADAPTER_PID: u16 = 0x0337;
#[derive(Component, Debug, Clone, Copy)]
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 {
let mut settings = GamepadSettings::default();
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;
#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
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};
#[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;
#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
use bevy::input::gamepad::{gamepad_connection_system, gamepad_event_processing_system};
use bevy::prelude::*;
@@ -15,21 +28,24 @@ impl Plugin for GamecubeAdapterPlugin {
fn build(&self, app: &mut App) {
app.init_resource::<GcPorts>();
let Ok(snapshot) = poll::spawn_poll_thread() else {
// No adapter connected; leave GcPorts empty and skip wiring the
// polling systems.
return;
};
#[cfg(all(feature = "gamecube-adapter", not(target_os = "windows")))]
{
let Ok(snapshot) = poll::spawn_poll_thread() else {
// No adapter connected; leave GcPorts empty and skip wiring the
// polling systems.
return;
};
app.insert_resource(snapshot).add_systems(
PreUpdate,
(
bridge::gc_connection_system.before(gamepad_connection_system),
bridge::gc_event_system
.after(gamepad_connection_system)
.before(gamepad_event_processing_system),
)
.in_set(InputSystems),
);
app.insert_resource(snapshot).add_systems(
PreUpdate,
(
bridge::gc_connection_system.before(gamepad_connection_system),
bridge::gc_event_system
.after(gamepad_connection_system)
.before(gamepad_event_processing_system),
)
.in_set(InputSystems),
);
}
}
}
+74 -10
View File
@@ -1,6 +1,8 @@
use std::panic::{self, AssertUnwindSafe};
use std::sync::atomic::{AtomicBool, Ordering};
use std::sync::{Arc, Mutex};
use std::thread::JoinHandle;
use std::time::{Duration, Instant};
use bevy::prelude::*;
use gc_adapter_neo::{Controller, GcAdapter};
@@ -55,10 +57,11 @@ impl GcPortState {
/// Shared, `Send + Sync` handle to the latest snapshot from the poll
/// thread. Safe to store as an ordinary [`Resource`] (no `NonSend` needed)
/// because the `GcAdapter` itself never leaves its thread.
#[derive(Resource, Clone)]
#[derive(Resource)]
pub struct GcAdapterSnapshot {
ports: Arc<Mutex<[GcPortState; 4]>>,
shutdown: Arc<AtomicBool>,
poll_thread: Option<JoinHandle<()>>,
}
impl GcAdapterSnapshot {
@@ -69,14 +72,38 @@ impl GcAdapterSnapshot {
impl Drop for GcAdapterSnapshot {
fn drop(&mut self) {
// Only actually signals shutdown once the last clone (this resource
// is never cloned in practice, but be defensive) is dropped.
if Arc::strong_count(&self.shutdown) <= 1 {
self.shutdown.store(true, Ordering::Relaxed);
self.shutdown.store(true, Ordering::Release);
if let Some(poll_thread) = self.poll_thread.take() {
if let Err(payload) = poll_thread.join() {
error!(
"GameCube Controller Adapter poll thread panicked during shutdown: {payload:?}"
);
}
}
}
}
const INITIAL_ERROR_BACKOFF: Duration = Duration::from_millis(1);
const MAX_ERROR_BACKOFF: Duration = Duration::from_millis(100);
fn next_error_backoff(backoff: Duration) -> Duration {
backoff.saturating_mul(2).min(MAX_ERROR_BACKOFF)
}
/// Wait for a retry while still allowing the owner to shut the poll thread down promptly.
fn wait_for_retry(shutdown: &AtomicBool, delay: Duration) -> bool {
let deadline = Instant::now() + delay;
while !shutdown.load(Ordering::Acquire) {
let remaining = deadline.saturating_duration_since(Instant::now());
if remaining.is_zero() {
return true;
}
std::thread::sleep(remaining.min(Duration::from_millis(10)));
}
false
}
/// Connects to the first GameCube adapter found on the USB bus and starts
/// polling it on a dedicated thread. Returns `None` (after logging a
/// warning) if no adapter is plugged in
@@ -94,7 +121,7 @@ pub fn spawn_poll_thread() -> Result<GcAdapterSnapshot, gc_adapter_neo::UsbError
let thread_ports = ports.clone();
let thread_shutdown = shutdown.clone();
std::thread::Builder::new()
let poll_thread = std::thread::Builder::new()
.name("gc-adapter-poll".into())
.spawn(move || {
// Flush whatever the adapter had buffered before we started
@@ -107,17 +134,27 @@ pub fn spawn_poll_thread() -> Result<GcAdapterSnapshot, gc_adapter_neo::UsbError
let mut rate_window_start = std::time::Instant::now();
#[cfg(debug_assertions)]
let mut rate_window_count: u32 = 0;
let mut error_backoff = INITIAL_ERROR_BACKOFF;
while !thread_shutdown.load(Ordering::Relaxed) {
while !thread_shutdown.load(Ordering::Acquire) {
let result = panic::catch_unwind(AssertUnwindSafe(|| adapter.read_controllers()));
let controllers = match result {
Ok(Ok(controllers)) => controllers,
Ok(Ok(controllers)) => {
error_backoff = INITIAL_ERROR_BACKOFF;
controllers
}
// Ignore this, for some reason we get a bunch of these when we start reading
Ok(Err(
gc_adapter_neo::AdapterError::Parse(_)
| gc_adapter_neo::AdapterError::ShortRead(_),
)) => continue,
)) => {
if !wait_for_retry(&thread_shutdown, error_backoff) {
break;
}
error_backoff = next_error_backoff(error_backoff);
continue;
}
Ok(Err(gc_adapter_neo::AdapterError::Usb(err))) => {
error!(
"GameCube Controller Adapter USB read failed ({err:?}); stopping \
@@ -160,5 +197,32 @@ pub fn spawn_poll_thread() -> Result<GcAdapterSnapshot, gc_adapter_neo::UsbError
})
.expect("failed to spawn gc-adapter poll thread");
Ok(GcAdapterSnapshot { ports, shutdown })
Ok(GcAdapterSnapshot {
ports,
shutdown,
poll_thread: Some(poll_thread),
})
}
#[cfg(test)]
mod tests {
use super::*;
#[test]
fn error_backoff_is_capped() {
let mut backoff = INITIAL_ERROR_BACKOFF;
for _ in 0..16 {
backoff = next_error_backoff(backoff);
}
assert_eq!(backoff, MAX_ERROR_BACKOFF);
assert_eq!(next_error_backoff(MAX_ERROR_BACKOFF), MAX_ERROR_BACKOFF);
}
#[test]
fn retry_wait_stops_when_shutdown_is_requested() {
let shutdown = AtomicBool::new(true);
assert!(!wait_for_retry(&shutdown, Duration::from_secs(1)));
}
}
+23 -3
View File
@@ -9,15 +9,19 @@ use crate::math::vec::FGVec2;
pub fn sample_gamepad(pad: &Gamepad, input_map: &BaseInputMap) -> FighterInputFrame {
let mut input_frame = FighterInputFrame::default();
let mut movement = Vec2::ZERO;
let mut directional_attack = Vec2::ZERO;
for gamepad_element in &input_map.gamepad {
match &gamepad_element.binding {
GamepadBinding::Button(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 {
InputMapAction::Jump => input_frame.jump |= pressed,
InputMapAction::Shield => input_frame.shield |= pressed,
InputMapAction::Attack => input_frame.attack |= pressed,
InputMapAction::Jump | InputMapAction::Shield | InputMapAction::Attack => {}
// Digital buttons driving movement isn't used by the
// default bindings (the stick covers that), but stay
// 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
}
}
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
GamepadBinding::Axis(axis, sign) => {
let value = pad.get(*axis).unwrap_or(0.0) * (*sign as f32);
match gamepad_element.action {
InputMapAction::AttackXDir(_) => directional_attack.x += value,
InputMapAction::AttackYDir(_) => directional_attack.y += value,
InputMapAction::MovementXDir(_) => movement.x += 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.directional_attack = FGVec2::new(
FGi32::from_num(directional_attack.x),
FGi32::from_num(directional_attack.y),
);
input_frame
}
+15 -3
View File
@@ -30,9 +30,21 @@ pub fn sample_keyboard(key: &ButtonInput<KeyCode>, input_map: &BaseInputMap) ->
InputMapAction::MovementYDir(sign) => {
input_frame.movement.y += (sign) * action_strength
}
InputMapAction::Jump => input_frame.jump = action_strength != FGi32::ZERO,
InputMapAction::Shield => input_frame.shield = action_strength != FGi32::ZERO,
InputMapAction::Attack => input_frame.attack = action_strength != FGi32::ZERO,
InputMapAction::Jump | InputMapAction::Shield | InputMapAction::Attack => {
if let Some(action) = keyboard_elment.action.digital_action() {
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)]
pub enum InputMapAction {
AttackXDir(i32),
AttackYDir(i32),
MovementXDir(i32),
MovementYDir(i32),
Jump,
@@ -19,6 +21,18 @@ pub enum InputMapAction {
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)]
pub enum MenuInputMapAction {
MovementXDir(i32),
@@ -32,6 +46,7 @@ pub enum MenuInputMapAction {
pub struct KeyboardInputMapElement {
pub key: KeyCode,
pub action: InputMapAction,
pub binding_slot: u8,
}
#[derive(Debug)]
@@ -44,6 +59,7 @@ pub enum GamepadBinding {
pub struct GamepadInputMapElement {
pub binding: GamepadBinding,
pub action: InputMapAction,
pub binding_slot: u8,
}
#[derive(Debug)]
+60 -18
View File
@@ -14,8 +14,8 @@ pub mod gamepad;
pub mod keyboard;
pub mod map;
pub use buffer::{FighterCommands, FighterInput};
pub use frame::FighterInputFrame;
pub use buffer::{FighterCommands, FighterInput, FlickDirection};
pub use frame::{ActionBindingMask, DigitalAction, DigitalActionBindings, FighterInputFrame};
pub use map::{
BaseInputMap, GamepadBinding, GamepadInputMapElement, InputActionState, InputMapAction,
KeyboardInputMapElement, MenuGamepadInputMapElement, MenuInputMap, MenuInputMapAction,
@@ -28,7 +28,7 @@ pub enum LocalInputSource {
Gamepad(Entity),
}
/// Maps an input source to a player index
/// Persistent mapping from physical/menu controller slots to input sources.
#[derive(Resource, Clone, Debug, Default, Deref, DerefMut)]
pub struct LocalInputAssignments(pub Vec<(usize, LocalInputSource)>);
@@ -50,6 +50,16 @@ impl LocalInputAssignments {
}
}
/// Match-local mapping from dense GGRS handles to physical input sources.
#[derive(Resource, Clone, Debug, Default, Deref, DerefMut)]
pub struct MatchInputAssignments(pub Vec<Option<LocalInputSource>>);
impl MatchInputAssignments {
pub fn get_for_handle(&self, handle: usize) -> Option<LocalInputSource> {
self.0.get(handle).copied().flatten()
}
}
use crate::game_settings::GameSettings;
use crate::math::int::FGi32;
use crate::netcode::GGRSCfg;
@@ -68,36 +78,43 @@ impl Plugin for FighterInputPlugin {
KeyboardInputMapElement {
key: KeyCode::KeyD,
action: InputMapAction::MovementXDir(1),
binding_slot: 0,
},
// left
KeyboardInputMapElement {
key: KeyCode::KeyA,
action: InputMapAction::MovementXDir(-1),
binding_slot: 0,
},
// up
KeyboardInputMapElement {
key: KeyCode::KeyW,
action: InputMapAction::MovementYDir(1),
binding_slot: 0,
},
// down
KeyboardInputMapElement {
key: KeyCode::KeyS,
action: InputMapAction::MovementYDir(-1),
binding_slot: 0,
},
// jump
KeyboardInputMapElement {
key: KeyCode::Space,
action: InputMapAction::Jump,
binding_slot: 0,
},
// shield/airdodge
KeyboardInputMapElement {
key: KeyCode::ShiftLeft,
action: InputMapAction::Shield,
binding_slot: 0,
},
// attack
KeyboardInputMapElement {
key: KeyCode::KeyJ,
action: InputMapAction::Attack,
binding_slot: 0,
},
// Menu
],
@@ -106,29 +123,50 @@ impl Plugin for FighterInputPlugin {
GamepadInputMapElement {
binding: GamepadBinding::Axis(GamepadAxis::LeftStickX, 1),
action: InputMapAction::MovementXDir(1),
binding_slot: 0,
},
GamepadInputMapElement {
binding: GamepadBinding::Axis(GamepadAxis::LeftStickY, 1),
action: InputMapAction::MovementYDir(1),
binding_slot: 0,
},
// jump
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::North),
action: InputMapAction::Jump,
},
// shield/airdodge -- both shoulder buttons, Melee-style
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::LeftTrigger),
action: InputMapAction::Shield,
binding_slot: 0,
},
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::RightTrigger),
binding: GamepadBinding::Button(GamepadButton::West),
action: InputMapAction::Jump,
binding_slot: 1,
},
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::LeftTrigger2),
action: InputMapAction::Shield,
binding_slot: 0,
},
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::RightTrigger2),
action: InputMapAction::Shield,
binding_slot: 1,
},
// attack
GamepadInputMapElement {
binding: GamepadBinding::Button(GamepadButton::East),
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,
},
],
})
@@ -237,6 +275,13 @@ fn preprocess_input_frame(frame: &mut FighterInputFrame, game_settings: &GameSet
if frame.movement.y.abs() < game_settings.input_common.stick_deadzone {
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(
@@ -245,20 +290,17 @@ fn read_local_inputs(
input_map: Res<BaseInputMap>,
gc_ports: Res<gamecube::GcPorts>,
gamepads: Query<&Gamepad>,
assignments: Res<LocalInputAssignments>,
assignments: Res<MatchInputAssignments>,
local_players: Res<LocalPlayers>,
game_settings: Res<GameSettings>,
) {
let mut local_inputs = HashMap::new();
for handle in &local_players.0 {
let assigned = assignments
.0
.iter()
.find(|(player_handle, _)| player_handle == handle);
let assigned = assignments.get_for_handle(*handle);
let gamepad = match assigned {
Some((_, LocalInputSource::Gamepad(entity))) => gamepads.get(*entity).ok(),
Some((_, LocalInputSource::Keyboard)) => None,
Some(LocalInputSource::Gamepad(entity)) => gamepads.get(entity).ok(),
Some(LocalInputSource::Keyboard) => None,
None => gc_ports
.entities
.get(*handle)
@@ -268,8 +310,8 @@ fn read_local_inputs(
};
let mut input_frame = match assigned {
Some((_, LocalInputSource::Keyboard)) => keyboard::sample_keyboard(&key, &input_map),
Some((_, LocalInputSource::Gamepad(_))) => gamepad
Some(LocalInputSource::Keyboard) => keyboard::sample_keyboard(&key, &input_map),
Some(LocalInputSource::Gamepad(_)) => gamepad
.map(|pad| gamepad::sample_gamepad(pad, &input_map))
.unwrap_or_default(),
None => FighterInputFrame::default(),
+32 -17
View File
@@ -21,6 +21,8 @@
//! save, click Rebuild in jackdaw (or run `jd build`) and it
//! appears in `Add Component`. No registration code is needed.
#![recursion_limit = "512"]
use bevy::{
asset::processor::{AssetProcessor, ProcessorState},
prelude::*,
@@ -33,18 +35,24 @@ use ron_asset_manager::RonAssetPlugin;
use crate::{
camera::MatchCameraPlugin, fighter::manifest::FighterManifest, game_settings::GameSettings,
match_runtime::MatchRuntimePlugin, menus::style::FGUiStyle, schedule::GameplaySchedulePlugin,
stage::manifest::StageManifest, ui::InGameUIPlugin,
match_runtime::MatchRuntimePlugin, materials::ShinesparkMaterialPlugin,
menus::style::FGUiStyle, schedule::GameplaySchedulePlugin, stage::manifest::StageManifest,
ui::InGameUIPlugin,
};
mod args;
pub mod blend_asset;
pub mod camera;
pub mod debug_tools;
pub mod fighter;
pub mod filled_gizmos;
pub mod game_settings;
pub mod input;
#[cfg(feature = "hitbox-viewer")]
pub mod hitbox_viewer;
pub mod match_loading;
pub mod match_runtime;
pub mod materials;
mod math;
pub mod menus;
pub mod netcode;
@@ -55,6 +63,7 @@ pub mod scripting;
pub mod stage;
pub mod texture_reference;
pub mod ui;
pub mod egui_color_convert;
#[derive(States, Debug, Clone, Copy, Eq, PartialEq, Hash, Default)]
pub enum AppState {
@@ -73,6 +82,7 @@ pub enum AppState {
LoadingMatch,
PreparingMatch,
InMatch,
MatchResults,
MatchDisconnected,
MatchLoadFailed,
}
@@ -89,6 +99,7 @@ pub struct GameAssetPlugin;
impl Plugin for GameAssetPlugin {
fn build(&self, app: &mut App) {
app.add_plugins((
blend_asset::BlendAssetProcessingPlugin,
RonAssetPlugin::<FighterManifest>::create("fighter.ron"),
RonAssetPlugin::<StageManifest>::create("stage.ron"),
RonAssetPlugin::<GameSettings>::create("ron"),
@@ -104,21 +115,25 @@ impl Plugin for GamePlugin {
// game-level content and configuration.
app.init_state::<AppState>()
.add_plugins((
SettingsPlugin::new("moe.eirteam.shinespark.debug_settings"),
// Brings up GGRS (and with it `GgrsSchedule`), so it goes first.
netcode::FighterNetcodePlugin::default(),
GameplaySchedulePlugin,
MatchRuntimePlugin,
input::FighterInputPlugin,
replay::ReplayPlugin,
debug_tools::DebugToolsPlugin,
fighter::FighterPlugin,
fighter::baked_animation::BakedAnimationPlugin,
scripting::importer::FighterScriptImportPlugin,
stage::StagePlugin,
MatchCameraPlugin,
GameAssetPlugin,
InGameUIPlugin,
(
SettingsPlugin::new("moe.eirteam.shinespark.debug_settings"),
// Brings up GGRS (and with it `GgrsSchedule`), so it goes first.
netcode::FighterNetcodePlugin::default(),
GameplaySchedulePlugin,
MatchRuntimePlugin,
input::FighterInputPlugin,
replay::ReplayPlugin,
debug_tools::DebugToolsPlugin,
filled_gizmos::FilledGizmosPlugin,
fighter::FighterPlugin,
fighter::baked_animation::BakedAnimationPlugin,
scripting::importer::FighterScriptImportPlugin,
stage::StagePlugin,
MatchCameraPlugin,
GameAssetPlugin,
InGameUIPlugin,
),
ShinesparkMaterialPlugin,
))
.add_plugins(menus::MenuPlugin)
.add_loading_state(
+11 -6
View File
@@ -1,6 +1,7 @@
use bevy::asset::AssetMode::Processed;
#[cfg(feature = "debug_features")]
use bevy::camera_controller::free_camera::FreeCameraPlugin;
use bevy::gltf::GltfPlugin;
use bevy::image::{ImageAddressMode, ImagePlugin, ImageSamplerDescriptor};
use bevy::prelude::*;
#[cfg(feature = "debug_features")]
@@ -12,14 +13,18 @@ fn main() -> AppExit {
// A `Repeat` sampler so the tileable materials authored in the
// editor render the same way at runtime; Bevy's default
// `ClampToEdge` smears texture edges on brush geometry.
let default_sampler = ImageSamplerDescriptor::linear()
.set_address_mode(ImageAddressMode::Repeat)
.set_anisotropic_filter(16)
.clone();
let default_plugins = DefaultPlugins
.set(ImagePlugin {
default_sampler: ImageSamplerDescriptor {
address_mode_u: ImageAddressMode::Repeat,
address_mode_v: ImageAddressMode::Repeat,
address_mode_w: ImageAddressMode::Repeat,
..ImageSamplerDescriptor::linear()
},
default_sampler: default_sampler.clone(),
})
.set(GltfPlugin {
default_sampler,
..default()
})
.set(AssetPlugin {
mode: Processed,
+185 -28
View File
@@ -8,9 +8,7 @@ use bevy_ggrs::prelude::Session;
use serde::{Deserialize, Serialize};
use crate::{
AppState,
args::Args,
fighter::{
AppState, args::Args, fighter::{
FighterId, FighterRoster,
animation::AnimKind,
attack::{AttackKind, FighterAttackScriptAssets},
@@ -18,16 +16,10 @@ use crate::{
manifest::{FighterManifest, FighterManifestRegistry},
spawn_fighter,
visual::FighterAnimations,
},
input::{LocalInputAssignments, LocalInputSource},
match_runtime::MatchState,
math::{int::FGi32, vec::FGVec2},
netcode::{
}, input::{LocalInputAssignments, LocalInputSource, MatchInputAssignments}, match_runtime::MatchState, netcode::{
GGRSCfg,
session::{ConnectionStatus, SessionConfig, create_session},
},
scripting::FighterAttackScript,
stage::{
}, scripting::FighterAttackScript, stage::{
self,
manifest::{StageId, StageManifest, StageManifestRegistry},
},
@@ -35,7 +27,10 @@ use crate::{
#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
pub struct MatchPlayer {
/// Dense index used by GGRS and rollback-simulated player state.
pub handle: usize,
/// Physical controller port selected in the menu.
pub controller_port: usize,
pub fighter: FighterId,
}
@@ -46,6 +41,22 @@ pub struct MatchConfig {
pub rules: MatchRules,
}
impl MatchConfig {
/// Maps a GGRS handle to the controller port used by gameplay.
///
/// Multiplayer uses the stable, dense GGRS handle as the port. A
/// single-player match preserves the physical controller port selected in
/// the menu (for example, port 3 remains port 3).
pub fn controller_port_for_handle(&self, handle: usize) -> Option<usize> {
let player = self.players.iter().find(|player| player.handle == handle)?;
Some(if self.players.len() > 1 {
handle
} else {
player.controller_port
})
}
}
#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
pub enum MatchRules {
Stock {
@@ -228,6 +239,7 @@ pub fn initiate_default_match(
let players = (0..args.players)
.map(|handle| MatchPlayer {
handle,
controller_port: handle,
fighter: FighterId::TestFighter,
})
.collect();
@@ -263,6 +275,7 @@ pub fn initiate_default_match(
pub fn prepare_match(
mut commands: Commands,
config: Res<MatchConfig>,
input_assignments: Res<LocalInputAssignments>,
assets: Res<MatchAssets>,
gltfs: Res<Assets<Gltf>>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
@@ -277,7 +290,7 @@ pub fn prepare_match(
if !valid_player_handles(&config.players) {
fail_match(
&mut next_state,
"player handles must be unique and cover 0..player_count",
"player handles must be dense, unique, and non-empty",
);
return;
}
@@ -287,6 +300,20 @@ pub fn prepare_match(
return;
}
let stage_handle = stage_registry
.get(config.stage)
.expect("Initialization check should ensure all stages exist");
let stage_manifest = stage_manifests
.get(&stage_handle)
.expect("Initialization check should ensure stage manifests are kept alive");
let spawn_positions = match stage_manifest.neutral_spawn_positions(config.players.len()) {
Ok(positions) => positions,
Err(error) => {
fail_match(&mut next_state, &error);
return;
}
};
if assets.fighters.len() != config.players.len() {
fail_match(
&mut next_state,
@@ -336,6 +363,25 @@ pub fn prepare_match(
);
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)| {
if manifest.ecb_bones.contains(name) {
Some(idx)
} else {
None
}
}).collect::<Vec<_>>();
if let Err(error) = manifest.attributes.validate() {
fail_match(
&mut next_state,
@@ -436,10 +482,12 @@ pub fn prepare_match(
attack_scripts,
manifest_handle,
manifest.model_scale,
ecb_bone_indices,
));
}
let session_config = match SessionConfig::from_args(&args, config.players.len()) {
let session_player_count = player_count_for_handles(&config.players);
let session_config = match SessionConfig::from_args(&args, session_player_count) {
Ok(config) => config,
Err(error) => {
fail_match(
@@ -449,7 +497,7 @@ pub fn prepare_match(
return;
}
};
let session = match create_session(&args, config.players.len()) {
let session = match create_session(&args, session_player_count) {
Ok(session) => session,
Err(error) => {
fail_match(
@@ -460,14 +508,13 @@ pub fn prepare_match(
}
};
commands.insert_resource(create_match_input_assignments(
&input_assignments,
&config.players,
));
let root = commands.spawn((Name::new("Match"), MatchRoot)).id();
let stage_handle = stage_registry
.get(config.stage)
.expect("Initialization check should ensure all stages exist");
let stage_manifest = stage_manifests
.get(&stage_handle)
.expect("Initialization check should ensure stage manifests are kept alive");
stage::spawn_stage(
&mut commands,
root,
@@ -477,19 +524,24 @@ pub fn prepare_match(
);
let mut fighter_roster = Vec::with_capacity(config.players.len());
for (index, (player, (scene, animations, attack_scripts, manifest_handle, model_scale))) in
for (spawn_index, (player, (scene, animations, attack_scripts, manifest_handle, model_scale, ecb_bone_indices))) in
config.players.iter().zip(prepared).enumerate()
{
let spawn_x = (index as i32 * 2 + 1 - config.players.len() as i32) * 5;
let spawn_point = spawn_positions[spawn_index];
fighter_roster.push(spawn_fighter(
&mut commands,
player.handle,
FGVec2::new(FGi32::from_num(spawn_x), FGi32::lit("12.5")),
config
.controller_port_for_handle(player.handle)
.expect("validated match config contains every player handle"),
spawn_point,
manifest_handle.clone(),
model_scale,
animations,
attack_scripts,
WorldAssetRoot(scene),
ecb_bone_indices
));
}
@@ -507,12 +559,30 @@ fn fail_match(next_state: &mut NextState<AppState>, message: &str) {
}
fn valid_player_handles(players: &[MatchPlayer]) -> bool {
let mut handles = players
.iter()
.map(|player| player.handle)
.collect::<Vec<_>>();
if players.is_empty() {
return false;
}
let mut handles = players.iter().map(|player| player.handle).collect::<Vec<_>>();
handles.sort_unstable();
handles == (0..players.len()).collect::<Vec<_>>()
handles.into_iter().eq(0..players.len())
}
fn player_count_for_handles(players: &[MatchPlayer]) -> usize {
players.len()
}
fn create_match_input_assignments(
assignments: &LocalInputAssignments,
players: &[MatchPlayer],
) -> MatchInputAssignments {
let mut match_assignments = vec![None; players.len()];
for player in players {
match_assignments[player.handle] = assignments
.get_from_slot(player.controller_port)
.copied();
}
MatchInputAssignments(match_assignments)
}
pub fn cleanup_match(
@@ -533,6 +603,7 @@ pub fn cleanup_match(
commands.remove_resource::<MatchAssets>();
commands.remove_resource::<MatchConfig>();
commands.remove_resource::<MatchState>();
commands.remove_resource::<MatchInputAssignments>();
commands.remove_resource::<FighterRoster>();
}
@@ -547,10 +618,12 @@ mod tests {
players: vec![
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 1,
controller_port: 1,
fighter: FighterId::TestFighter,
},
],
@@ -568,10 +641,12 @@ mod tests {
let players = [
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 0,
controller_port: 1,
fighter: FighterId::TestFighter,
},
];
@@ -579,6 +654,88 @@ mod tests {
assert!(!valid_player_handles(&players));
}
#[test]
fn player_handles_must_not_have_gaps() {
let players = [
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 2,
controller_port: 3,
fighter: FighterId::TestFighter,
},
];
assert!(!valid_player_handles(&players));
assert_eq!(player_count_for_handles(&players), 2);
}
#[test]
fn controller_ports_use_ggrs_handles_only_in_multiplayer() {
let single_player = MatchConfig {
stage: StageId::TestStage,
players: vec![MatchPlayer {
handle: 0,
controller_port: 3,
fighter: FighterId::TestFighter,
}],
rules: MatchRules::default(),
};
assert_eq!(single_player.controller_port_for_handle(0), Some(3));
let multiplayer = MatchConfig {
stage: StageId::TestStage,
players: vec![
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 1,
controller_port: 3,
fighter: FighterId::TestFighter,
},
],
rules: MatchRules::default(),
};
assert_eq!(multiplayer.controller_port_for_handle(0), Some(0));
assert_eq!(multiplayer.controller_port_for_handle(1), Some(1));
}
#[test]
fn match_input_assignments_map_ports_to_ggrs_handles_without_mutating_ports() {
let players = [
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 1,
controller_port: 3,
fighter: FighterId::TestFighter,
},
];
let assignments = LocalInputAssignments(vec![
(0, LocalInputSource::Keyboard),
(3, LocalInputSource::Gamepad(Entity::PLACEHOLDER)),
]);
let match_assignments = create_match_input_assignments(&assignments, &players);
assert_eq!(match_assignments.get_for_handle(0), Some(LocalInputSource::Keyboard));
assert_eq!(
match_assignments.get_for_handle(1),
Some(LocalInputSource::Gamepad(Entity::PLACEHOLDER))
);
assert_eq!(assignments[0].0, 0);
assert_eq!(assignments[1].0, 3);
}
#[test]
fn match_rules_reject_zero_limits() {
assert!(
+219 -3
View File
@@ -1,15 +1,22 @@
//! Rollback-simulated state for an active match.
use bevy::input::InputSystems;
use bevy::prelude::*;
use bevy_ggrs::prelude::*;
use bevy_ggrs::{ConfirmedFrameCount, RollbackFrameCount, RunGgrsSystems, prelude::*};
use crate::match_loading::{MatchConfig, MatchRules};
use crate::{
AppState,
match_loading::{MatchConfig, MatchRules},
netcode::session::SessionConfig,
};
#[derive(Resource, Clone, Debug, Hash, PartialEq, Eq)]
pub struct MatchState {
pub elapsed_frames: u32,
/// Indexed by the player's session handle.
pub players: Vec<PlayerMatchState>,
/// The rollback frame on which the match first finished.
pub finished_at_frame: Option<i32>,
}
#[derive(Clone, Debug, Hash, PartialEq, Eq)]
@@ -19,6 +26,11 @@ pub struct PlayerMatchState {
pub deaths: u32,
}
#[derive(Resource, Debug, Default, Clone, Copy, PartialEq, Eq)]
pub struct PauseState {
pub paused: bool,
}
impl MatchState {
pub fn from_config(config: &MatchConfig) -> Self {
let stocks_remaining = match &config.rules {
@@ -37,8 +49,66 @@ impl MatchState {
deaths: 0,
})
.collect(),
finished_at_frame: None,
}
}
pub fn is_match_finished(&self, config: &MatchConfig) -> bool {
let time_limit = match config.rules {
MatchRules::Stock {
starting_stocks: _,
time_limit_frames,
} => time_limit_frames,
MatchRules::Timed { time_limit_frames } => Some(time_limit_frames),
};
if let Some(time_limit) = time_limit {
if self.elapsed_frames >= time_limit {
return true;
}
}
if config.players.len() > 1
&& let MatchRules::Stock {
starting_stocks: _,
time_limit_frames: _,
} = config.rules
{
let alive_fighter_count = self
.players
.iter()
.filter(|fighter| {
fighter
.stocks_remaining
.map(|stocks| stocks)
.unwrap_or_default()
> 0
})
.count();
if alive_fighter_count <= 1 {
return true;
}
}
false
}
fn advance_frame(&mut self, config: &MatchConfig, frame: i32) {
if self.finished_at_frame.is_some() {
return;
}
self.elapsed_frames = self.elapsed_frames.saturating_add(1);
if self.is_match_finished(config) {
self.finished_at_frame = Some(frame);
}
}
fn finish_is_confirmed(&self, confirmed_frame: i32) -> bool {
self.finished_at_frame
.is_some_and(|finished_at| confirmed_frame >= finished_at)
}
}
pub struct MatchRuntimePlugin;
@@ -46,7 +116,80 @@ pub struct MatchRuntimePlugin;
impl Plugin for MatchRuntimePlugin {
fn build(&self, app: &mut App) {
app.rollback_resource_with_clone::<MatchState>()
.checksum_resource_with_hash::<MatchState>();
.checksum_resource_with_hash::<MatchState>()
.init_resource::<PauseState>()
.configure_sets(PreUpdate, RunGgrsSystems.run_if(ggrs_should_run))
.add_systems(OnEnter(AppState::InMatch), reset_pause)
.add_systems(OnExit(AppState::InMatch), reset_pause)
.add_systems(
GgrsSchedule,
update_match_rules.in_set(crate::schedule::GameplaySet::MatchRules),
)
.add_systems(
PreUpdate,
toggle_pause
.after(InputSystems)
.before(RunGgrsSystems)
.run_if(in_state(AppState::InMatch)),
)
.add_systems(
Update,
transition_after_confirmed_finish.run_if(in_state(AppState::InMatch)),
);
}
}
pub fn ggrs_should_run(pause: Option<Res<PauseState>>) -> bool {
!pause.is_some_and(|pause| pause.paused)
}
pub(crate) fn match_is_ongoing(match_state: Option<Res<MatchState>>) -> bool {
match_state.is_none_or(|match_state| match_state.finished_at_frame.is_none())
}
fn toggle_pause(
key: Res<ButtonInput<KeyCode>>,
gamepads: Query<&Gamepad>,
session: Res<SessionConfig>,
mut pause: ResMut<PauseState>,
mut virtual_time: ResMut<Time<Virtual>>,
) {
if session.is_multiplayer() {
return;
}
let pressed = key.just_pressed(KeyCode::Escape)
|| gamepads
.iter()
.any(|gamepad| gamepad.just_pressed(GamepadButton::Start));
if !pressed {
return;
}
pause.paused = !pause.paused;
virtual_time.toggle();
}
fn reset_pause(mut pause: ResMut<PauseState>, mut virtual_time: ResMut<Time<Virtual>>) {
pause.paused = false;
virtual_time.unpause();
}
fn update_match_rules(
mut match_state: ResMut<MatchState>,
match_config: Res<MatchConfig>,
frame: Res<RollbackFrameCount>,
) {
match_state.advance_frame(&match_config, frame.0);
}
fn transition_after_confirmed_finish(
match_state: Res<MatchState>,
confirmed_frame: Res<ConfirmedFrameCount>,
mut next_state: ResMut<NextState<AppState>>,
) {
if match_state.finish_is_confirmed(confirmed_frame.0) {
next_state.set(AppState::MatchResults);
}
}
@@ -61,10 +204,12 @@ mod tests {
players: vec![
MatchPlayer {
handle: 1,
controller_port: 3,
fighter: FighterId::TestFighter,
},
MatchPlayer {
handle: 0,
controller_port: 0,
fighter: FighterId::TestFighter,
},
],
@@ -80,6 +225,7 @@ mod tests {
}));
assert_eq!(state.elapsed_frames, 0);
assert_eq!(state.finished_at_frame, None);
assert_eq!(state.players.len(), 2);
assert!(state.players.iter().all(|player| {
player.stocks_remaining == Some(4) && player.score == 0 && player.deaths == 0
@@ -99,4 +245,74 @@ mod tests {
.all(|player| player.stocks_remaining.is_none())
);
}
#[test]
fn timed_match_finishes_on_its_rollback_frame() {
let config = config(MatchRules::Timed {
time_limit_frames: 2,
});
let mut state = MatchState::from_config(&config);
state.advance_frame(&config, 10);
assert_eq!(state.elapsed_frames, 1);
assert_eq!(state.finished_at_frame, None);
state.advance_frame(&config, 11);
assert_eq!(state.elapsed_frames, 2);
assert_eq!(state.finished_at_frame, Some(11));
assert!(!state.finish_is_confirmed(10));
assert!(state.finish_is_confirmed(11));
state.advance_frame(&config, 12);
assert_eq!(state.finished_at_frame, Some(11));
assert_eq!(state.elapsed_frames, 2);
}
#[test]
fn corrected_rollback_state_does_not_keep_speculative_finish() {
let config = config(MatchRules::Stock {
starting_stocks: 1,
time_limit_frames: None,
});
let state_before_prediction = MatchState::from_config(&config);
let mut predicted_state = state_before_prediction.clone();
predicted_state.players[1].stocks_remaining = Some(0);
predicted_state.advance_frame(&config, 20);
assert_eq!(predicted_state.finished_at_frame, Some(20));
let mut corrected_state = state_before_prediction;
corrected_state.advance_frame(&config, 20);
assert_eq!(corrected_state.finished_at_frame, None);
assert!(!corrected_state.finish_is_confirmed(20));
}
#[test]
fn single_player_stock_match_does_not_finish_by_elimination() {
let mut config = config(MatchRules::Stock {
starting_stocks: 1,
time_limit_frames: None,
});
config.players.truncate(1);
let mut state = MatchState::from_config(&config);
state.advance_frame(&config, 1);
assert_eq!(state.finished_at_frame, None);
state.players[0].stocks_remaining = Some(0);
state.advance_frame(&config, 2);
assert_eq!(state.finished_at_frame, None);
}
#[test]
fn single_player_stock_match_can_finish_by_time_limit() {
let mut config = config(MatchRules::Stock {
starting_stocks: 1,
time_limit_frames: Some(1),
});
config.players.truncate(1);
let mut state = MatchState::from_config(&config);
state.advance_frame(&config, 7);
assert_eq!(state.finished_at_frame, Some(7));
}
}
+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 fixed_transform;
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
}
}
+10 -1
View File
@@ -2,7 +2,7 @@ use bevy::math::Vec2;
use bevy::prelude::*;
use fixed::types::I32F32;
use serde::{Deserialize, Serialize};
use std::ops::{Add, AddAssign, Div, Mul, MulAssign, Sub};
use std::ops::{Add, AddAssign, Div, Mul, MulAssign, Sub, SubAssign};
use super::int::{FGWide, FGi32};
@@ -227,6 +227,15 @@ impl AddAssign for FGVec2 {
}
}
impl SubAssign for FGVec2 {
fn sub_assign(&mut self, rhs: Self) {
*self = Self {
x: self.x - rhs.x,
y: self.y - rhs.y,
}
}
}
impl MulAssign for FGVec2 {
fn mul_assign(&mut self, rhs: Self) {
*self = Self {
+3 -14
View File
@@ -1,19 +1,8 @@
use bevy::{picking::pointer::PointerId, prelude::*};
use crate::{
AppState,
fighter::manifest::{FighterManifest, FighterManifestRegistry},
game_settings::CommonAssets,
input::{LocalInputAssignments, LocalInputSource},
menus::{
MenuMarker,
button::FGUiButton,
character_select::{character_box::CharacterBox, token::CharacterSelectToken},
cursor::{FGMenuCursor, MenuCursorInputSource},
errors::MenuErrors::FighterManifestNotFound,
match_config::{MenuMatchConfig, MenuMatchPlayerSlot},
scaling, spawn_menu,
style::{FGUiButtonType, FGUiStyle},
AppState, fighter::manifest::{FighterManifest, FighterManifestRegistry}, game_settings::CommonAssets, input::{LocalInputAssignments, LocalInputSource}, menus::{
MenuCameraMarker, MenuMarker, button::FGUiButton, character_select::{character_box::CharacterBox, token::CharacterSelectToken}, cursor::{FGMenuCursor, MenuCursorInputSource}, errors::MenuErrors::FighterManifestNotFound, match_config::{MenuMatchConfig, MenuMatchPlayerSlot}, scaling, spawn_menu, style::{FGUiButtonType, FGUiStyle},
},
};
@@ -241,7 +230,7 @@ pub fn copy_cursor_transform_to_token(
character_boxes: Query<(&CharacterBox, &ComputedNode, &UiGlobalTransform)>,
match_config: Res<MenuMatchConfig>,
cursors: Query<&UiGlobalTransform, With<FGMenuCursor>>,
cam: Single<&Camera, With<IsDefaultUiCamera>>,
cam: Single<&Camera, With<MenuCameraMarker>>,
ui_scale: Res<UiScale>,
) -> Result {
let camera = cam.into_inner();
+3 -6
View File
@@ -9,11 +9,8 @@ use bevy::{
};
use crate::{
input::{LocalInputAssignments, LocalInputSource},
menus::{
input::{MenuInput, MenuInputState},
scaling,
style::FGUiStyle,
input::{LocalInputAssignments, LocalInputSource}, menus::{
MenuCameraMarker, input::{MenuInput, MenuInputState}, scaling, style::FGUiStyle,
},
};
@@ -181,7 +178,7 @@ pub fn cursor_input(
}
pub fn update_cursor_transform(
camera: Single<&Camera, With<IsDefaultUiCamera>>,
camera: Single<&Camera, With<MenuCameraMarker>>,
query: Query<(&mut Node, &PointerLocation), With<FGMenuCursor>>,
ui_scale: Res<UiScale>,
) {
+1 -1
View File
@@ -226,7 +226,7 @@ fn gamepad_input(
input.accept.accumulate(&status);
}
MenuInputMapAction::Start => {
input.accept.accumulate(&status);
input.start.accumulate(&status);
}
}
}
+29 -2
View File
@@ -65,7 +65,10 @@ impl MenuMatchConfig {
let stage = self.stage.ok_or(MenuMatchConfigErrors::StageNotSelected)?;
for player in self.players.iter() {
let mut players = self.players.iter().collect::<Vec<_>>();
players.sort_unstable_by_key(|player| player.slot);
for (handle, player) in players.into_iter().enumerate() {
let fighter_id =
player
.fighter
@@ -74,7 +77,8 @@ impl MenuMatchConfig {
))?;
match_players.push(MatchPlayer {
fighter: fighter_id,
handle: player.slot,
handle,
controller_port: player.slot,
});
}
@@ -102,4 +106,27 @@ mod tests {
assert_eq!(menu.to_match_config().unwrap().rules, MatchRules::default());
}
#[test]
fn sparse_controller_ports_get_dense_ggrs_handles() {
let menu = MenuMatchConfig {
stage: Some(StageId::TestStage),
players: vec![
MenuMatchPlayerSlot {
slot: 3,
fighter: Some(FighterId::TestFighter),
},
MenuMatchPlayerSlot {
slot: 0,
fighter: Some(FighterId::TestFighter),
},
],
};
let config = menu.to_match_config().unwrap();
assert_eq!(config.players[0].handle, 0);
assert_eq!(config.players[0].controller_port, 0);
assert_eq!(config.players[1].handle, 1);
assert_eq!(config.players[1].controller_port, 3);
}
}

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