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 { 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 { 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 { 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 { ref mut pass_queued, } = 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 { ground::collision_interrupt(state_context, false) } fn is_visually_grounded<'a>(&'a self) -> bool { true } } pub fn check_input(state_context: &InterruptContext) -> Option { 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 }