145 lines
4.6 KiB
Rust
145 lines
4.6 KiB
Rust
use std::hash::Hasher;
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use super::{
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CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground, run,
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wait, walk,
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};
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use crate::fighter::FighterFacingDirection;
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use crate::fighter::animation::AnimKind;
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use crate::fighter::state::FighterState;
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use crate::fighter::state::fall::FallState;
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use crate::fighter::state::ground::{GroundedMotionResult, GroundedStateCommon};
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use crate::input::FighterCommands::{SmashMoveLeft, SmashMoveRight};
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#[derive(Debug, Clone)]
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pub struct DashState {
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direction: FighterFacingDirection,
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pub ground_common: GroundedStateCommon,
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}
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impl std::hash::Hash for DashState {
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fn hash<H: Hasher>(&self, state: &mut H) {
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self.direction.hash(state);
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}
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}
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impl DashState {
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pub fn new(direction: FighterFacingDirection, ground_common: GroundedStateCommon) -> Self {
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Self {
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direction,
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ground_common,
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}
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}
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}
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impl FighterStateImpl for DashState {
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const NAME: &'static str = "Dash";
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fn check_interrupt(&self, ctx: &mut InterruptContext) -> Option<FighterState> {
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let ground = &self.ground_common;
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let attributes = ctx.fighter_attributes;
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// A reverse dash can interrupt before IASA
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if let Some(direction) =
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check_smash_input_with_dir(ctx).filter(|direction| *direction != self.direction)
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{
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return Some(FighterState::Dash(DashState::new(
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direction,
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ground.clone(),
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)));
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}
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if let Some(state) = ground::grounded_movement_common_interrupts(ctx, ground) {
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return Some(state);
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}
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if ctx.is_current_animation_finished() {
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return run::check_input(ctx, ground)
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.or_else(|| walk::check_input(ctx, ground))
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.or_else(|| wait::check_input(ctx, ground));
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}
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if ctx.get_current_animation_frame() > attributes.dash_acceleration_duration {
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return run::check_input(ctx, ground);
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}
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None
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}
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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*state_context.facing_direction = self.direction;
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state_context.velocity.x =
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state_context.fighter_attributes.dash_initial_velocity * self.direction.to_sign();
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state_context.play_animation(AnimKind::Dash, false);
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match state_context.facing_direction {
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FighterFacingDirection::Left => {
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state_context
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.input
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.clear_command(crate::input::FighterCommands::SmashMoveLeft);
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}
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FighterFacingDirection::Right => {
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state_context
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.input
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.clear_command(crate::input::FighterCommands::SmashMoveRight);
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}
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}
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}
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fn update(&mut self, state_context: &mut UpdateContext) {
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if state_context.get_current_animation_frame()
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< state_context.fighter_attributes.dash_acceleration_duration
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{}
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let last_frame = state_context.input.get_last_frame();
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let (accel, target_vel) = state_context
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.fighter_attributes
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.get_accel_and_target_dashrun(&last_frame, self.direction.to_sign());
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let accel = ground::compute_ground_accel(
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accel,
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target_vel,
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state_context.velocity.x,
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state_context.fighter_attributes,
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state_context.game_settings,
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);
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state_context.velocity.x += accel;
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ground::apply_grounded_motion(
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state_context.velocity,
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state_context.translation,
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state_context.prev_translation,
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);
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}
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fn check_collision_interrupt(
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&mut self,
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state_context: &mut CollisionContext,
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) -> Option<FighterState> {
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if let GroundedMotionResult::InAir =
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ground::collide_with_stage_grounded(state_context, &mut self.ground_common, true)
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{
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Some(FighterState::Fall(FallState))
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} else {
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None
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}
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}
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}
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fn check_smash_input_with_dir(state_context: &InterruptContext) -> Option<FighterFacingDirection> {
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if state_context.input.has_command(SmashMoveLeft) {
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return Some(FighterFacingDirection::Left);
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} else if state_context.input.has_command(SmashMoveRight) {
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return Some(FighterFacingDirection::Right);
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} else {
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None
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}
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}
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pub fn check_input(
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state_context: &InterruptContext,
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ground_common: &GroundedStateCommon,
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) -> Option<FighterState> {
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check_smash_input_with_dir(state_context)
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.map(|dir| FighterState::Dash(DashState::new(dir, ground_common.clone())))
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}
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