Implement damage UI, damage and stale moves. #45
@@ -1,3 +1,5 @@
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use std::collections::HashSet;
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use bevy::prelude::*;
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use bevy::prelude::*;
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use bevy_ggrs::prelude::GgrsSchedule;
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use bevy_ggrs::prelude::GgrsSchedule;
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@@ -11,9 +13,9 @@ use crate::{
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pub fn resolve_fighter_hits(
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pub fn resolve_fighter_hits(
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mut pending_hits: ResMut<FighterPendingHits>,
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mut pending_hits: ResMut<FighterPendingHits>,
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mut attacker: Query<(
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mut attacker: Query<(
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&FighterStaleMoveQueue,
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&mut FighterStaleMoveQueue,
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&FighterFacingDirection,
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&FighterFacingDirection,
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&FighterHitboxes,
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&mut FighterHitboxes,
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&Player,
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&Player,
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&mut FighterHitstop,
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&mut FighterHitstop,
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&mut FighterHitstopShake,
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&mut FighterHitstopShake,
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@@ -26,6 +28,8 @@ pub fn resolve_fighter_hits(
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let hits = std::mem::take(&mut pending_hits.0);
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let hits = std::mem::take(&mut pending_hits.0);
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let mut hit_offset = 0;
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let mut hit_offset = 0;
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let mut stalled_attackers = HashSet::<Entity>::new();
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while hit_offset < hits.len() {
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while hit_offset < hits.len() {
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let defender = hits[hit_offset].defender;
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let defender = hits[hit_offset].defender;
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let next_defender = hits[hit_offset..]
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let next_defender = hits[hit_offset..]
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@@ -42,7 +46,7 @@ pub fn resolve_fighter_hits(
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let damage_data = hits[hit_offset..next_defender]
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let damage_data = hits[hit_offset..next_defender]
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.iter()
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.iter()
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.filter_map(|hit| {
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.filter_map(|hit| {
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let Ok((stale_move_queue, facing_dir, _hitboxes, player, _, _)) =
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let Ok((stale_move_queue, facing_dir, _, player, _, _)) =
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attacker.get(hit.attacker)
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attacker.get(hit.attacker)
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else {
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else {
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return None;
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return None;
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@@ -91,6 +95,8 @@ pub fn resolve_fighter_hits(
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angle
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angle
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};
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};
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// Attacker hitstop and data
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stalled_attackers.insert(attacker_entity);
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let hitstop = HitStop::calculate(FighterDamage(attack_damage), false);
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let hitstop = HitStop::calculate(FighterDamage(attack_damage), false);
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reactions.push((
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reactions.push((
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attacker_entity,
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attacker_entity,
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@@ -109,7 +115,7 @@ pub fn resolve_fighter_hits(
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receiver_damage.0 += total_damage_received_this_frame;
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receiver_damage.0 += total_damage_received_this_frame;
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for (attacker_entity, _, reaction) in &reactions {
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for (attacker_entity, _, reaction) in &reactions {
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let Ok((.., mut hitstop, mut hitstop_shake)) = attacker.get_mut(*attacker_entity) else {
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let Ok((.., _, mut hitstop, mut hitstop_shake)) = attacker.get_mut(*attacker_entity) else {
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continue;
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continue;
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};
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};
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@@ -136,6 +142,18 @@ pub fn resolve_fighter_hits(
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hit_offset = next_defender;
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hit_offset = next_defender;
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}
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}
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for hit in hits {
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let Ok((mut stale_move_queue, _facing_direction, mut hitboxes, ..)) = attacker.get_mut(hit.attacker) else {
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continue;
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};
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if let Some(ref mut hitbox) = hitboxes.0 {
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if !hitbox.stalled {
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stale_move_queue.push(hitbox.kind);
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}
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}
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}
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Ok(())
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Ok(())
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}
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}
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@@ -259,6 +259,7 @@ pub struct FighterActiveAttack {
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pub active_hitboxes: Vec<usize>,
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pub active_hitboxes: Vec<usize>,
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pub solved_hitboxes: Vec<attack::FighterSolvedHitbox>,
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pub solved_hitboxes: Vec<attack::FighterSolvedHitbox>,
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pub hit_fighters: Vec<Entity>,
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pub hit_fighters: Vec<Entity>,
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pub stalled: bool
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}
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}
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#[derive(Component, Clone, Debug, Default, Hash)]
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#[derive(Component, Clone, Debug, Default, Hash)]
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@@ -53,6 +53,7 @@ impl FighterStateImpl for GroundAttackState {
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active_hitboxes: Vec::new(),
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active_hitboxes: Vec::new(),
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solved_hitboxes: Vec::new(),
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solved_hitboxes: Vec::new(),
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hit_fighters: Vec::new(),
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hit_fighters: Vec::new(),
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stalled: false
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});
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});
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}
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}
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