Files
shinespark/src/fighter/state/hitstun.rs
T
EIREXE ae8f7b5850
CI / build-and-test (push) Failing after 10m51s
Deduplicate fighter state lifecycle policies (#36)
Fixes #22

Extracts shared grounded collision/friction and airborne movement/landing policies while preserving state-specific behavior. Running fighters now pass `can_walk_off = true` so they can run off platform edges. Includes grounded and airborne hitstun call sites.

Reviewed-on: #36
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-16 18:30:53 +00:00

99 lines
3.3 KiB
Rust

use crate::{
fighter::{
animation::AnimKind,
attack::FighterHitReaction,
state::{
CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
InterruptContext, UpdateContext, air,
fall::FallState,
ground::{GroundedStateCommon, collision_interrupt},
land::LandingType,
wait::WaitState,
},
},
math::int::FGi32,
};
#[derive(Clone, Debug, Hash)]
pub enum HitstopStateKind {
Grounded(GroundedStateCommon),
Airborne,
}
#[derive(Clone, Debug, Hash)]
pub struct HitstunState {
pub hit_reaction: FighterHitReaction,
pub hitstop_kind: HitstopStateKind,
}
impl FighterStateImpl for HitstunState {
const NAME: &'static str = "Hitstun";
fn name(&self) -> String {
let hitstop_kind = match self.hitstop_kind {
HitstopStateKind::Grounded(_) => "Grounded",
HitstopStateKind::Airborne => "Airborne",
};
let hit_reaction_type = match &self.hit_reaction.kind {
crate::fighter::attack::HitReactionKind::Flinch => "Flinch",
crate::fighter::attack::HitReactionKind::Tumble => "Tumble",
};
format!("Hitstun ({hitstop_kind}, {hit_reaction_type})")
}
fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
if state_context.get_current_animation_frame() > self.hit_reaction.hitstun_frames {
match &self.hitstop_kind {
HitstopStateKind::Grounded(grounded_state_common) => {
Some(FighterState::Wait(WaitState {
grounded_common: grounded_state_common.clone(),
}))
}
HitstopStateKind::Airborne => Some(FighterState::Fall(FallState)),
}
} else {
None
}
}
fn update(&mut self, ctx: &mut UpdateContext) {
air::integrate_gravity(ctx.velocity, ctx.fighter_attributes);
let speed = ctx.knockback_velocity.length();
let next_speed = speed
.saturating_sub(ctx.game_settings.fighter_common.knockback_decay_per_frame)
.max(FGi32::ZERO);
ctx.knockback_velocity.0 = ctx.knockback_velocity.normalize_or_zero() * next_speed;
ctx.translation.0 += ctx.velocity.0 + ctx.knockback_velocity.0;
}
fn on_enter(&mut self, state_context: &mut EnterContext) {
let animation = match self.hitstop_kind {
HitstopStateKind::Grounded(_) => AnimKind::FlinchGround,
HitstopStateKind::Airborne => AnimKind::FlinchAir,
};
state_context.play_animation(animation, false);
state_context.knockback_velocity.0 = self.hit_reaction.launch_velocity;
}
fn on_exit(&mut self, _state_context: &mut ExitContext) {}
fn check_collision_interrupt(
&mut self,
state_context: &mut CollisionContext,
) -> Option<FighterState> {
match &mut self.hitstop_kind {
HitstopStateKind::Grounded(grounded_state_common) => {
collision_interrupt(state_context, grounded_state_common, true)
}
HitstopStateKind::Airborne => {
air::collision_interrupt(state_context, LandingType::Normal)
}
}
}
}