Fix match state remaining mutable after and of match and implement initial work on aerials #77
+112
-10
@@ -2,7 +2,7 @@
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use bevy::input::InputSystems;
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use bevy::prelude::*;
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use bevy_ggrs::{RunGgrsSystems, prelude::*};
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use bevy_ggrs::{ConfirmedFrameCount, RollbackFrameCount, RunGgrsSystems, prelude::*};
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use crate::{
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AppState,
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@@ -15,6 +15,8 @@ pub struct MatchState {
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pub elapsed_frames: u32,
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/// Indexed by the player's session handle.
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pub players: Vec<PlayerMatchState>,
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/// The rollback frame on which the match first finished.
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pub finished_at_frame: Option<i32>,
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}
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#[derive(Clone, Debug, Hash, PartialEq, Eq)]
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@@ -47,6 +49,7 @@ impl MatchState {
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deaths: 0,
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})
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.collect(),
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finished_at_frame: None,
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}
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}
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@@ -65,10 +68,11 @@ impl MatchState {
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}
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}
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if let MatchRules::Stock {
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starting_stocks: _,
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time_limit_frames: _,
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} = config.rules
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if config.players.len() > 1
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&& let MatchRules::Stock {
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starting_stocks: _,
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time_limit_frames: _,
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} = config.rules
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{
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let alive_fighter_count = self
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.players
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@@ -88,6 +92,19 @@ impl MatchState {
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false
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}
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fn advance_frame(&mut self, config: &MatchConfig, frame: i32) {
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self.elapsed_frames = self.elapsed_frames.saturating_add(1);
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if self.finished_at_frame.is_none() && self.is_match_finished(config) {
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self.finished_at_frame = Some(frame);
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}
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}
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fn finish_is_confirmed(&self, confirmed_frame: i32) -> bool {
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self.finished_at_frame
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.is_some_and(|finished_at| confirmed_frame >= finished_at)
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}
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}
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pub struct MatchRuntimePlugin;
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@@ -100,13 +117,20 @@ impl Plugin for MatchRuntimePlugin {
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.configure_sets(PreUpdate, RunGgrsSystems.run_if(ggrs_should_run))
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.add_systems(OnEnter(AppState::InMatch), reset_pause)
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.add_systems(OnExit(AppState::InMatch), reset_pause)
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.add_systems(
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GgrsSchedule,
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update_match_rules.in_set(crate::schedule::GameplaySet::MatchRules),
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)
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.add_systems(
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PreUpdate,
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(toggle_pause, check_match_finished)
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.chain()
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toggle_pause
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.after(InputSystems)
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.before(RunGgrsSystems)
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.run_if(in_state(AppState::InMatch)),
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)
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.add_systems(
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Update,
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transition_after_confirmed_finish.run_if(in_state(AppState::InMatch)),
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);
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}
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}
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@@ -143,12 +167,20 @@ fn reset_pause(mut pause: ResMut<PauseState>, mut virtual_time: ResMut<Time<Virt
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virtual_time.unpause();
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}
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pub fn check_match_finished(
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match_state: Res<MatchState>,
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fn update_match_rules(
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mut match_state: ResMut<MatchState>,
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match_config: Res<MatchConfig>,
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frame: Res<RollbackFrameCount>,
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) {
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match_state.advance_frame(&match_config, frame.0);
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}
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fn transition_after_confirmed_finish(
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match_state: Res<MatchState>,
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confirmed_frame: Res<ConfirmedFrameCount>,
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mut next_state: ResMut<NextState<AppState>>,
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) {
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if match_state.is_match_finished(&match_config) {
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if match_state.finish_is_confirmed(confirmed_frame.0) {
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next_state.set(AppState::MatchResults);
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}
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}
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@@ -185,6 +217,7 @@ mod tests {
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}));
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assert_eq!(state.elapsed_frames, 0);
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assert_eq!(state.finished_at_frame, None);
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assert_eq!(state.players.len(), 2);
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assert!(state.players.iter().all(|player| {
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player.stocks_remaining == Some(4) && player.score == 0 && player.deaths == 0
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@@ -204,4 +237,73 @@ mod tests {
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.all(|player| player.stocks_remaining.is_none())
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);
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}
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#[test]
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fn timed_match_finishes_on_its_rollback_frame() {
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let config = config(MatchRules::Timed {
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time_limit_frames: 2,
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});
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let mut state = MatchState::from_config(&config);
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state.advance_frame(&config, 10);
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assert_eq!(state.elapsed_frames, 1);
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assert_eq!(state.finished_at_frame, None);
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state.advance_frame(&config, 11);
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assert_eq!(state.elapsed_frames, 2);
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assert_eq!(state.finished_at_frame, Some(11));
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assert!(!state.finish_is_confirmed(10));
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assert!(state.finish_is_confirmed(11));
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state.advance_frame(&config, 12);
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assert_eq!(state.finished_at_frame, Some(11));
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}
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#[test]
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fn corrected_rollback_state_does_not_keep_speculative_finish() {
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let config = config(MatchRules::Stock {
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starting_stocks: 1,
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time_limit_frames: None,
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});
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let state_before_prediction = MatchState::from_config(&config);
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let mut predicted_state = state_before_prediction.clone();
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predicted_state.players[1].stocks_remaining = Some(0);
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predicted_state.advance_frame(&config, 20);
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assert_eq!(predicted_state.finished_at_frame, Some(20));
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let mut corrected_state = state_before_prediction;
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corrected_state.advance_frame(&config, 20);
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assert_eq!(corrected_state.finished_at_frame, None);
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assert!(!corrected_state.finish_is_confirmed(20));
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}
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#[test]
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fn single_player_stock_match_does_not_finish_by_elimination() {
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let mut config = config(MatchRules::Stock {
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starting_stocks: 1,
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time_limit_frames: None,
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});
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config.players.truncate(1);
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let mut state = MatchState::from_config(&config);
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state.advance_frame(&config, 1);
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assert_eq!(state.finished_at_frame, None);
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state.players[0].stocks_remaining = Some(0);
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state.advance_frame(&config, 2);
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assert_eq!(state.finished_at_frame, None);
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}
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#[test]
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fn single_player_stock_match_can_finish_by_time_limit() {
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let mut config = config(MatchRules::Stock {
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starting_stocks: 1,
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time_limit_frames: Some(1),
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});
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config.players.truncate(1);
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let mut state = MatchState::from_config(&config);
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state.advance_frame(&config, 7);
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assert_eq!(state.finished_at_frame, Some(7));
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}
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}
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@@ -25,6 +25,8 @@ pub enum GameplaySet {
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Animation,
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/// Resolve attacks
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Attacks,
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/// Advance match rules and detect the end of the match.
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MatchRules,
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}
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/// Declares the order of [`GameplaySet`] inside [`GgrsSchedule`]. Added by
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@@ -43,6 +45,7 @@ impl Plugin for GameplaySchedulePlugin {
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GameplaySet::Animation,
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GameplaySet::Collision,
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GameplaySet::Attacks,
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GameplaySet::MatchRules,
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)
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.chain(),
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);
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