Files
shinespark/src/fighter/state/air_attack.rs
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Attack system revamp (#82)
- Add crouch cancelling
- Add IASA for aerial attacks
- Add scaffolding for autocancel
- Add hitbox group system
- Add new ergonomic features for attack scripting
- Add more information to the hitbox viewer
- Improve the looks of debug capsules

Reviewed-on: #82
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-04 18:57:29 +00:00

169 lines
5.5 KiB
Rust

use bevy::log::error;
use crate::fighter::{
attack::{AttackKind, FighterAttackScriptAssets, update_active_attack}, state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, air_attack, fall::FallState, jump,
},
};
#[derive(Clone, Debug, Hash)]
pub struct AirAttackState {
pub attack_kind: AttackKind,
pub airborne_state_common: AirborneStateCommon,
pub is_in_autocancel_window: bool,
}
impl FighterStateImpl for AirAttackState {
const NAME: &'static str = "AirAttack";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
let animation_frame = state_context.get_current_animation_frame();
let script = state_context
.attack_scripts
.get(&state_context.attack_script_assets.scripts[&self.attack_kind]);
if let Some(script) = script {
if let Some(iasa_frame) = script.iasa_frame {
if animation_frame >= iasa_frame {
let new_state = jump::check_input_double_jump(state_context).or_else(|| air_attack::check_interrupt(state_context, &self.airborne_state_common));
if let Some(new_state) = new_state {
return Some(new_state);
}
}
}
}
if state_context.is_current_animation_finished() {
Some(FighterState::Fall(FallState::new(
self.airborne_state_common,
)))
} else {
None
}
}
fn update(&mut self, state_context: &mut UpdateContext) {
let animation_frame = state_context.get_current_animation_frame();
let script = state_context
.attack_scripts
.get(&state_context.attack_script_assets.scripts[&self.attack_kind]);
if let Some(script) = script {
update_active_attack(
script,
state_context
.hitboxes
.0
.as_mut()
.expect("ground attack must have active hitboxes"),
animation_frame,
);
if let Some((autocancel_start, autocancel_end)) = script.wont_autocancel_window {
self.is_in_autocancel_window =
animation_frame < autocancel_start || animation_frame > autocancel_end;
}
}
air::update_standard_motion(state_context, &mut self.airborne_state_common);
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context
.input
.consume_command(crate::input::FighterCommands::Attack);
state_context.play_animation(self.attack_kind.get_animation(), false);
let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone();
state_context.hitboxes.0 = Some(crate::fighter::FighterActiveAttack {
kind: self.attack_kind,
script,
active_hitboxes: Vec::new(),
solved_hitboxes: Vec::new(),
hit_groups: Vec::new(),
stalled: false,
});
}
fn on_exit(&mut self, state_context: &mut ExitContext) {
state_context.hitboxes.0 = None;
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
let coll_interrupt = air::collision_interrupt(
state_context,
crate::fighter::state::land::LandingType::Normal,
false,
);
coll_interrupt.map(|state| {
if self.is_in_autocancel_window {
state
} else {
// TODO: Implement proper landing lag
state
}
})
}
fn is_visually_grounded<'a>(&'a self) -> bool {
false
}
}
#[derive(thiserror::Error, Debug)]
pub enum AirAttackStateCreateError {
#[error("Attack script: {attack:?} not found")]
AttackScriptNotFound { attack: AttackKind },
}
impl AirAttackState {
pub fn create(
attack_kind: AttackKind,
attack_script_assets: &FighterAttackScriptAssets,
airborne_state_common: &AirborneStateCommon,
) -> Result<Self, AirAttackStateCreateError> {
if attack_script_assets.scripts.contains_key(&attack_kind) {
Ok(AirAttackState {
airborne_state_common: airborne_state_common.clone(),
attack_kind,
is_in_autocancel_window: false,
})
} else {
Err(AirAttackStateCreateError::AttackScriptNotFound {
attack: attack_kind,
})
}
}
}
pub fn check_interrupt(
state_context: &InterruptContext,
airborne_state_common: &AirborneStateCommon,
) -> Option<FighterState> {
if state_context
.input
.has_command(crate::input::FighterCommands::Attack)
{
let attack_kind = state_context
.input
.get_attack_command_type()
.to_attack_kind_airborne(state_context.facing_direction);
let state = AirAttackState::create(
attack_kind,
state_context.attack_script_assets,
airborne_state_common,
);
match state {
Ok(state) => Some(FighterState::AirAttack(state)),
Err(create_error) => {
error!("{}", create_error);
None
}
}
} else {
None
}
}