Files
shinespark/src/fighter/state/mod.rs
T

364 lines
12 KiB
Rust

//! The fighter state machine: the [`FighterState`] trait every state
//! implements, the context they inspect, and the generic system that runs the
//! interrupt check. One state per submodule.
use bevy::ecs::query::QueryData;
use bevy::prelude::*;
use crate::fighter::animation::{AnimKind, FighterAnimationFrame, FighterAnimationPlayerLink};
use crate::fighter::attack::FighterAttackScriptAssets;
use crate::fighter::baked_animation::{BakedFighterAnimations, FixedMat4};
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::manifest::FighterManifest;
use crate::fighter::state::ground_attack::GroundAttackState;
use crate::fighter::visual::FighterAnimations;
use crate::fighter::{
Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterPreviousTranslation, FighterTranslation, FighterVelocity,
};
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::scripting::FighterAttackScript;
use crate::stage::line::StageCollision;
pub mod air;
pub mod air_dodge;
pub mod dash;
pub mod fall;
pub mod ground;
pub mod jump;
pub mod land;
pub mod run;
pub mod turn;
pub mod wait;
pub mod walk;
pub mod ground_attack;
macro_rules! fighter_states {
($($variant:ident => $ty:ty),* $(,)?) => {
#[derive(Component, Clone, Debug, Hash)]
pub enum FighterState { $($variant($ty)),* }
impl FighterState {
pub fn name(&self) -> &'static str {
match self { $(Self::$variant(_) => <$ty>::NAME),* }
}
pub fn check_interrupt(&self, ctx: &mut FighterStateContext) -> Option<FighterState> {
match self { $(Self::$variant(s) => s.check_interrupt(ctx)),* }
}
pub fn update(&mut self, ctx: &mut FighterStateContext) {
match self { $(Self::$variant(s) => s.update(ctx)),* }
}
pub fn on_enter(&mut self, ctx: &mut FighterStateContext) {
match self { $(Self::$variant(s) => s.on_enter(ctx)),* }
}
pub fn check_collision_interrupt(&mut self, ctx: &mut FighterStateContext) -> Option<FighterState> {
match self { $(Self::$variant(s) => s.check_collision_interrupt(ctx)),* }
}
}
$(impl From<$ty> for FighterState {
fn from(s: $ty) -> Self { Self::$variant(s) }
})*
};
}
pub trait FighterStateImpl: Sized {
const NAME: &'static str;
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState>;
fn on_enter(&mut self, _state_context: &mut FighterStateContext) {}
fn update(&mut self, _state_context: &mut FighterStateContext);
fn check_collision_interrupt(
&mut self,
_state_context: &mut FighterStateContext,
) -> Option<FighterState> {
None
}
}
pub struct FighterStateContext<'a> {
pub translation: &'a mut FighterTranslation,
pub prev_translation: &'a mut FighterPreviousTranslation,
pub input: &'a mut FighterInput,
pub hitboxes: &'a mut FighterHitboxes,
pub velocity: &'a mut FighterVelocity,
pub ecb: &'a mut FighterECB,
pub prev_ecb: &'a mut FighterPreviousECB,
pub facing_direction: &'a mut FighterFacingDirection,
pub game_settings: &'a GameSettings,
pub stage_collision: &'a StageCollision,
pub animations: &'a FighterAnimations,
pub animation_player: &'a mut AnimationPlayer,
pub animation_transitions: &'a mut AnimationTransitions,
pub animation_frame: &'a mut FighterAnimationFrame,
pub baked_animations: &'a Assets<BakedFighterAnimations>,
pub attack_scripts: &'a Assets<FighterAttackScript>,
pub fighter_manifest: &'a FighterManifest,
pub attack_script_assets: &'a FighterAttackScriptAssets,
}
impl FighterStateContext<'_> {
pub fn play_animation(&mut self, kind: AnimKind, repeat: bool) {
let active = self.animation_transitions.play(
self.animation_player,
self.animations.clips[&kind],
std::time::Duration::ZERO,
);
if repeat {
active.repeat();
}
self.animation_frame.reset(kind, repeat);
}
pub fn get_current_animation_frame(&self) -> u32 {
self.animation_frame.frame
}
pub fn is_current_animation_finished(&self) -> bool {
let anims_data = self
.baked_animations
.get(&self.animations.baked)
.expect("Animation should exist");
anims_data
.frame_count(self.animation_frame.kind)
.expect("Current animation should have baked frames")
< self.animation_frame.frame
}
pub fn sample_bone(&self, bone: &str) -> Option<FixedMat4> {
self.animations
.sample_bone(self.baked_animations, self.animation_frame, bone)
}
}
fighter_states! {
Wait => wait::WaitState,
Walk => walk::WalkState,
Dash => dash::DashState,
Run => run::RunState,
Fall => fall::FallState,
JumpSquat => jump::JumpSquatState,
Jump => jump::JumpState,
Land => land::LandingState,
AirDodge => air_dodge::AirDodgeState,
Turn => turn::TurnState,
GroundAttack => ground_attack::GroundAttackState,
}
#[derive(QueryData)]
#[query_data(mutable)]
pub struct FighterFrameQuery {
pub translation: &'static mut FighterTranslation,
pub prev_translation: &'static mut FighterPreviousTranslation,
pub input: &'static mut FighterInput,
pub hitboxes: &'static mut FighterHitboxes,
pub velocity: &'static mut FighterVelocity,
pub ecb: &'static mut FighterECB,
pub prev_ecb: &'static mut FighterPreviousECB,
pub facing_direction: &'static mut FighterFacingDirection,
pub animation_frame: &'static mut FighterAnimationFrame,
pub fighter: &'static Fighter,
}
impl<'w, 's> FighterFrameQueryItem<'w, 's> {
fn context<'a>(
&'a mut self,
game_settings: &'a GameSettings,
stage_collision: &'a StageCollision,
animations: &'a FighterAnimations,
animation_player: &'a mut AnimationPlayer,
animation_transitions: &'a mut AnimationTransitions,
baked_animations: &'a Assets<BakedFighterAnimations>,
attack_scripts: &'a Assets<FighterAttackScript>,
attack_script_assets: &'a FighterAttackScriptAssets,
manifest: &'a FighterManifest,
) -> FighterStateContext<'a> {
FighterStateContext {
translation: &mut self.translation,
prev_translation: &mut self.prev_translation,
input: &mut self.input,
hitboxes: &mut self.hitboxes,
velocity: &mut self.velocity,
ecb: &mut self.ecb,
prev_ecb: &mut self.prev_ecb,
facing_direction: &mut self.facing_direction,
game_settings,
stage_collision,
animations,
animation_player,
animation_transitions,
animation_frame: &mut self.animation_frame,
baked_animations,
attack_scripts,
attack_script_assets,
fighter_manifest: manifest,
}
}
}
#[derive(QueryData)]
#[query_data(mutable)]
pub struct StatefulFighterQuery {
pub entity: Entity,
pub state: &'static mut FighterState,
pub frame: FighterFrameQuery,
pub animations: &'static FighterAnimations,
pub animation_player_link: &'static FighterAnimationPlayerLink,
pub fighter: &'static Fighter,
pub attack_script_assets: &'static FighterAttackScriptAssets,
}
#[derive(Component)]
pub struct StateNameDebug(pub &'static str);
impl std::fmt::Display for StateNameDebug {
fn fmt(&self, f: &mut std::fmt::Formatter<'_>) -> std::fmt::Result {
write!(f, "{}", self.0)
}
}
pub fn state_update_system(
mut query: Query<StatefulFighterQuery>,
mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
stage_collision: Res<StageCollision>,
game_settings: Res<GameSettings>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
attack_scripts: Res<Assets<FighterAttackScript>>,
manifests: Res<Assets<FighterManifest>>,
) {
for fighter in &mut query {
let StatefulFighterQueryItem {
mut state,
mut frame,
animations,
animation_player_link,
..
} = fighter;
let Ok((mut animation_player, mut animation_transitions)) =
animation_players.get_mut(animation_player_link.player())
else {
continue;
};
let mut update_ctx = frame.context(
&game_settings,
&stage_collision,
animations,
&mut animation_player,
&mut animation_transitions,
&baked_animations,
&attack_scripts,
&fighter.attack_script_assets,
&manifests
.get(&(fighter.fighter.manifest))
.expect("Fighter manifest should be valid"),
);
state.update(&mut update_ctx);
}
}
pub fn state_interrupt_system(
mut query: Query<StatefulFighterQuery>,
mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
stage_collision: Res<StageCollision>,
game_settings: Res<GameSettings>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
fighter_manifests: Res<Assets<FighterManifest>>,
attack_scripts: Res<Assets<FighterAttackScript>>,
mut commands: Commands,
) {
for fighter in &mut query {
let StatefulFighterQueryItem {
entity,
state,
mut frame,
animations,
animation_player_link,
fighter,
attack_script_assets
} = fighter;
let Ok((mut animation_player, mut animation_transitions)) =
animation_players.get_mut(animation_player_link.player())
else {
continue;
};
let mut state_context = frame.context(
&game_settings,
&stage_collision,
animations,
&mut animation_player,
&mut animation_transitions,
&baked_animations,
&attack_scripts,
attack_script_assets,
fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid"),
);
if let Some(new_state) = state.check_interrupt(&mut state_context) {
let mut new_state = new_state;
let old_state_name = state.name();
let new_state_name = new_state.name();
new_state.on_enter(&mut state_context);
commands
.entity(entity)
.insert((new_state, StateNameDebug(new_state_name)));
info!("State {} -> {}", old_state_name, new_state_name);
}
}
}
pub fn state_collision_interrupt_system(
mut query: Query<StatefulFighterQuery>,
mut animation_players: Query<(&mut AnimationPlayer, &mut AnimationTransitions)>,
stage_collision: Res<StageCollision>,
game_settings: Res<GameSettings>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
fighter_manifests: Res<Assets<FighterManifest>>,
attack_scripts: Res<Assets<FighterAttackScript>>,
mut commands: Commands,
) {
for fighter in &mut query {
let StatefulFighterQueryItem {
entity,
mut state,
mut frame,
animations,
animation_player_link,
fighter,
attack_script_assets,
} = fighter;
let Ok((mut animation_player, mut animation_transitions)) =
animation_players.get_mut(animation_player_link.player())
else {
continue;
};
let mut state_context = frame.context(
&game_settings,
&stage_collision,
animations,
&mut animation_player,
&mut animation_transitions,
&baked_animations,
&attack_scripts,
&attack_script_assets,
fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid"),
);
if let Some(new_state) = state.check_collision_interrupt(&mut state_context) {
let mut new_state = new_state;
let old_state_name = state.name();
let new_state_name = new_state.name();
new_state.on_enter(&mut state_context);
commands
.entity(entity)
.insert((new_state, StateNameDebug(new_state_name)));
info!("State {} -> {}", old_state_name, new_state_name);
}
}
}