## 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>
73 lines
2.0 KiB
Rust
73 lines
2.0 KiB
Rust
use crate::fighter::{
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animation::AnimKind,
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state::{
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CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext,
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UpdateContext, dash,
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ground::{self, grounded_movement_standstill_common_interrupts},
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walk,
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},
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};
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#[derive(Debug, Clone, Hash)]
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pub enum LandingType {
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Normal,
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Special,
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}
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#[derive(Debug, Clone, Hash)]
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pub struct LandingState {
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pub landing_type: LandingType,
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}
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impl LandingState {
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pub fn create(landing_type: LandingType) -> Self {
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Self { landing_type }
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}
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}
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impl FighterStateImpl for LandingState {
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const NAME: &'static str = "Landing";
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fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
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if state_context.is_current_animation_finished() {
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grounded_movement_standstill_common_interrupts(state_context)
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} else if state_context.get_current_animation_frame()
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>= state_context.fighter_attributes.landing_iasa
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&& let LandingType::Normal = self.landing_type
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{
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dash::check_input(state_context).or_else(|| {
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ground::grounded_movement_common_interrupts(state_context)
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.or_else(|| walk::check_input(state_context))
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})
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} else {
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None
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}
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}
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fn update(&mut self, state_context: &mut UpdateContext) {
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ground::update_friction_motion(state_context);
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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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ground::collision_interrupt(state_context, true)
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}
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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match self.landing_type {
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LandingType::Normal => {
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state_context.play_animation(AnimKind::Landing, false);
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}
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LandingType::Special => {
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state_context.play_animation(AnimKind::LandingSpecial, false);
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}
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};
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}
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fn is_visually_grounded<'a>(&'a self) -> bool {
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true
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}
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}
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