//! Ground movement math shared by every grounded state. Deliberately free of //! 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::{ CollisionContext, FighterState, InterruptContext, air, dash, fall, ground_attack, turn, wait, walk, }; use crate::fighter::{ FighterAttributes, FighterPreviousTranslation, FighterTranslation, FighterVelocity, }; use crate::game_settings::GameSettings; 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, } pub fn apply_grounded_friction(friction: FGi32, ground_vel: FGi32) -> FGi32 { if friction.abs() > ground_vel.abs() { -ground_vel } else { (-ground_vel.signum()) * friction.abs() } } pub fn move_accelerate() {} pub fn compute_ground_accel( accel: FGi32, target_vel: FGi32, gr_vel: FGi32, attribs: &FighterAttributes, game_settings: &GameSettings, ) -> FGi32 { if target_vel == FGi32::ZERO { apply_grounded_friction(attribs.ground_friction, gr_vel) } else { let mut accel = accel; let ground_max_horizontal_velocity = game_settings.fighter_common.ground_max_horizontal_velocity; if !(gr_vel * accel < FGi32::ZERO) { // accelerating, not reversing if accel > FGi32::ZERO { if gr_vel + accel > target_vel { accel = -attribs.ground_friction; if gr_vel + accel < target_vel { accel = target_vel - gr_vel; } if gr_vel + accel > ground_max_horizontal_velocity { accel = ground_max_horizontal_velocity - gr_vel; } } } else if gr_vel + accel < target_vel { accel = attribs.ground_friction; if gr_vel + accel > target_vel { accel = target_vel - gr_vel; } if gr_vel + accel < -ground_max_horizontal_velocity { accel = -ground_max_horizontal_velocity - gr_vel; } } } accel } } pub enum GroundedMotionResult { InGround, InAir, } enum GroundedPositionResult { InGround { point: FGVec2, segment_idx: usize, blocked: bool, }, InAir, } fn is_walkable_floor(segment: &StagePolyLineSegment) -> bool { segment.segment_type == StagePolyLineSegmentType::Floor && segment.normal.y > FGi32::ZERO } fn resolve_grounded_position( stage_poly: &StagePoly, starting_segment_idx: usize, point: FGVec2, can_walk_off: bool, ) -> GroundedPositionResult { let mut segment_idx = starting_segment_idx; // A single frame can cross several short connected segments. The bound also // prevents malformed closed polygons from cycling forever. for _ in 0..stage_poly.segments.len() { let Some(segment) = stage_poly.get_segment(segment_idx) else { return GroundedPositionResult::InAir; }; if !is_walkable_floor(segment) { return GroundedPositionResult::InAir; } let segment_vector = segment.segment.point2() - segment.segment.point1(); let projection = segment_vector.dot(point - segment.segment.point1()); let length_squared = segment_vector.length_squared(); let (next_segment_idx, edge_point) = if projection < FGWide::ZERO { ( stage_poly.get_prev_segment_index(segment_idx), segment.segment.point1(), ) } else if projection > length_squared { ( stage_poly.get_next_segment_index(segment_idx), segment.segment.point2(), ) } else { let projected_point = segment.segment.point1() + (point - segment.segment.point1()).project_onto(segment.segment.direction()); return GroundedPositionResult::InGround { point: projected_point, segment_idx, blocked: false, }; }; if let Some(next_segment_idx) = next_segment_idx && next_segment_idx != segment_idx && stage_poly .get_segment(next_segment_idx) .is_some_and(is_walkable_floor) { segment_idx = next_segment_idx; continue; } return if can_walk_off { GroundedPositionResult::InAir } else { GroundedPositionResult::InGround { point: edge_point, segment_idx, blocked: true, } }; } GroundedPositionResult::InAir } pub fn apply_grounded_motion( velocity: &FighterVelocity, translation: &mut FighterTranslation, prev_translation: &mut FighterPreviousTranslation, ) { // Vertical velocity should be 0 on the ground prev_translation.0 = translation.0; translation.0 += FGVec2::new(velocity.0.x, FGi32::ZERO); } pub fn update_friction_motion(ctx: &mut crate::fighter::state::UpdateContext) { let friction = if ctx.velocity.x.abs() > ctx.fighter_attributes.max_walk_vel { ctx.fighter_attributes.ground_friction * ctx .game_settings .fighter_common .ground_friction_over_walk_speed_multiplier } else { ctx.fighter_attributes.ground_friction }; 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); } 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 stage_poly = stage_collision .stage_polys .get(ground_common.current_line_id.polygon); if let Some(stage_poly) = stage_poly { let ecb_bottom_pos = translation.0 + ecb.get_bottom_point(); match resolve_grounded_position( stage_poly, ground_common.current_line_id.segment, ecb_bottom_pos, 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(); state_context.velocity.0 = if blocked { FGVec2::ZERO } else { state_context.velocity.0 - state_context .velocity .0 .project_onto_normalized(current_segment.normal) }; ground_common.current_line_id.segment = segment_idx; GroundedMotionResult::InGround } GroundedPositionResult::InAir => GroundedMotionResult::InAir, } } else { GroundedMotionResult::InAir } } pub fn collision_interrupt( ctx: &mut CollisionContext, common: &mut GroundedStateCommon, can_walk_off: bool, ) -> Option { match collide_with_stage_grounded(ctx, common, can_walk_off) { GroundedMotionResult::InGround => None, GroundedMotionResult::InAir => Some(FighterState::Fall(fall::FallState::new(air::AirborneStateCommon::default()))), } } #[cfg(test)] mod tests { use super::*; use crate::stage::line::StagePolyType; fn two_segment_floor() -> StagePoly { StagePoly::build( StagePolyType::Platform, &[ (FGVec2::lit("0", "0"), StagePolyLineSegmentType::Floor), (FGVec2::lit("10", "0"), StagePolyLineSegmentType::Floor), (FGVec2::lit("20", "0"), StagePolyLineSegmentType::Floor), ], ) } #[test] fn tiny_endpoint_crossing_moves_to_adjacent_floor() { let stage = two_segment_floor(); let point = FGVec2::new(FGi32::from_bits(10 * 65_536 + 1), FGi32::ZERO); let GroundedPositionResult::InGround { point: resolved, segment_idx, blocked, } = resolve_grounded_position(&stage, 0, point, false) else { panic!("connected floor should remain grounded"); }; assert_eq!(segment_idx, 1); assert_eq!(resolved, point); assert!(!blocked); } #[test] fn blocked_edge_keeps_floor_and_can_move_inward() { let stage = StagePoly::build( StagePolyType::Platform, &[ (FGVec2::lit("0", "0"), StagePolyLineSegmentType::Floor), (FGVec2::lit("10", "0"), StagePolyLineSegmentType::Wall), (FGVec2::lit("10", "-2"), StagePolyLineSegmentType::Ceiling), ], ); let just_past_edge = FGVec2::new(FGi32::from_bits(10 * 65_536 + 1), FGi32::ZERO); let GroundedPositionResult::InGround { point, segment_idx, blocked, } = resolve_grounded_position(&stage, 0, just_past_edge, false) else { panic!("non-walk-off movement should stop at the edge"); }; assert_eq!(point, FGVec2::lit("10", "0")); assert_eq!(segment_idx, 0); assert!(blocked); let GroundedPositionResult::InGround { point, segment_idx, blocked, } = resolve_grounded_position( &stage, segment_idx, FGVec2::new(FGi32::from_bits(10 * 65_536 - 1), FGi32::ZERO), false, ) else { panic!("fighter should be able to move back from the edge"); }; assert!(point.x < FGi32::lit("10")); assert_eq!(segment_idx, 0); assert!(!blocked); } #[test] fn walk_off_edge_enters_air() { let stage = StagePoly::build( StagePolyType::Platform, &[ (FGVec2::lit("0", "0"), StagePolyLineSegmentType::Floor), (FGVec2::lit("10", "0"), StagePolyLineSegmentType::Floor), ], ); let just_past_edge = FGVec2::new(FGi32::from_bits(10 * 65_536 + 1), FGi32::ZERO); assert!(matches!( resolve_grounded_position(&stage, 0, just_past_edge, true), GroundedPositionResult::InAir )); } #[test] fn vertical_segment_cannot_hold_grounded_fighter() { let stage = StagePoly::build( StagePolyType::Platform, &[ (FGVec2::lit("10", "0"), StagePolyLineSegmentType::Floor), (FGVec2::lit("10", "-2"), StagePolyLineSegmentType::Floor), ], ); assert!(matches!( resolve_grounded_position(&stage, 0, FGVec2::lit("10", "0"), false), GroundedPositionResult::InAir )); } } pub fn grounded_movement_common_interrupts( state_context: &InterruptContext, ground_common: &GroundedStateCommon, ) -> Option { super::jump::check_input(state_context, ground_common) } pub fn grounded_movement_standstill_common_interrupts( state_context: &InterruptContext, ground_common: &GroundedStateCommon, ) -> Option { if let Some(state) = ground_attack::check_interrupt(state_context, &ground_common) { Some(state) } else if let Some(state) = dash::check_input(state_context, &ground_common) { Some(state) } else if let Some(state) = turn::check_input(state_context, &ground_common) { Some(state) } else if let Some(state) = walk::check_input(state_context, &ground_common) { Some(state) } else if let Some(state) = wait::check_input(state_context, &ground_common) { Some(state) } else { None } }