Files
shinespark/src/fighter/state/wait.rs
T
EIREXE d521461625
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Add authoritative fighter surface state (#60)
## Summary
- add a rollback-tracked `FighterSurfaceState` as the single source of truth for stage contact
- move active stage line ownership out of individual grounded fighter states
- update landing, airborne motion, ledge departure, hit reactions, and debug save states to maintain surface contact
- add tests for contact lifecycle, connected-segment traversal, and ledge departure

Reviewed-on: #60
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-25 10:45:27 +00:00

57 lines
1.7 KiB
Rust

use super::{
CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground,
};
use crate::fighter::animation::AnimKind;
use crate::fighter::state::FighterState;
#[derive(Debug, Clone, Hash)]
pub struct WaitState;
impl FighterStateImpl for WaitState {
const NAME: &'static str = "Wait";
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
Some(state)
} else if let Some(state) =
ground::grounded_movement_standstill_common_interrupts(state_context)
{
// Don't transition into yourself
if let FighterState::Wait(_) = state {
None
} else {
Some(state)
}
} else {
None
}
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
state_context.play_animation(AnimKind::Wait, true);
}
fn update(&mut self, state_context: &mut UpdateContext) {
ground::update_friction_motion(state_context);
}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
ground::collision_interrupt(state_context, false)
}
fn is_visually_grounded<'a>(&'a self) -> bool {
true
}
}
pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
let input_frame = state_context.input.get_last_frame();
if input_frame.movement.x.abs() < state_context.game_settings.input_common.stick_deadzone {
return Some(FighterState::Wait(WaitState));
}
None
}