## 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>
75 lines
2.3 KiB
Rust
75 lines
2.3 KiB
Rust
use bevy::prelude::*;
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use super::{
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CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground,
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wait, walk,
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};
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use crate::fighter::animation::AnimKind;
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use crate::fighter::state::FighterState;
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#[derive(Component, Debug, Clone, Hash)]
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pub struct RunState;
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impl FighterStateImpl for RunState {
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const NAME: &'static str = "Run";
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fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
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if let Some(state) = ground::grounded_movement_common_interrupts(state_context) {
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return Some(state);
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}
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let input_frame = state_context.input.get_last_frame();
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if input_frame.movement.x.abs()
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>= state_context.game_settings.input_common.run_stick_threshold
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{
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None
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} else {
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walk::check_input(state_context).or_else(|| wait::check_input(state_context))
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}
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}
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fn on_enter(&mut self, state_context: &mut EnterContext) {
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state_context.play_animation(AnimKind::Run, true);
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}
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fn update(&mut self, state_context: &mut UpdateContext) {
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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, state_context.facing_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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ground::collision_interrupt(state_context, true)
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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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pub fn check_input(state_context: &InterruptContext) -> Option<FighterState> {
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let input_frame = state_context.input.get_last_frame();
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if input_frame.movement.x.abs() >= state_context.game_settings.input_common.run_stick_threshold
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{
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return Some(FighterState::Run(RunState));
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}
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None
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}
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