Files
shinespark/src/input/buffer.rs
T

307 lines
10 KiB
Rust

//! Per-fighter input state: the current and previous frame, plus the buffered
//! commands (smash inputs and friends) that states query when deciding whether
//! to interrupt.
use std::ops::{Index, IndexMut};
use bevy::prelude::*;
use bevy_ggrs::{PlayerInputs, Rollback};
use strum::IntoEnumIterator;
use strum_macros::EnumIter;
use crate::fighter::attack::AttackKind;
use crate::game_settings::GameSettings;
use crate::input::FighterInputFrame;
use crate::netcode::GGRSCfg;
use crate::player::Player;
#[derive(Clone, Copy, EnumIter, Debug)]
pub enum FighterCommands {
Jump,
Shield,
Attack,
SmashMoveUp,
SmashMoveDown,
SmashMoveLeft,
SmashMoveRight,
}
#[derive(Default, Clone, Hash, Copy)]
pub enum FighterAttackCommandType {
#[default]
Neutral,
SmashAttackUp,
SmashAttackDown,
SmashAttackLeft,
SmashAttackRight,
TiltAttackUp,
TiltAttackDown,
TiltAttackLeft,
TiltAttackRight,
}
impl FighterAttackCommandType {
pub fn to_attack_kind_grounded(&self) -> AttackKind {
match self {
FighterAttackCommandType::Neutral => AttackKind::Jab,
FighterAttackCommandType::SmashAttackUp => AttackKind::UpSmash,
FighterAttackCommandType::SmashAttackDown => AttackKind::DownSmash,
FighterAttackCommandType::SmashAttackLeft => AttackKind::ForwardSmash,
FighterAttackCommandType::SmashAttackRight => AttackKind::ForwardSmash,
FighterAttackCommandType::TiltAttackUp => AttackKind::UpTilt,
FighterAttackCommandType::TiltAttackDown => AttackKind::DownTilt,
FighterAttackCommandType::TiltAttackLeft => AttackKind::ForwardTilt,
FighterAttackCommandType::TiltAttackRight => AttackKind::ForwardTilt,
}
}
}
/// Frames of life remaining for each buffered command. Indexed by
/// [`FighterCommands`] so adding a command is a two-line change here.
#[derive(Default, Clone, Copy, Hash)]
pub struct FighterCommandLifetimes {
smash_move_left: u8,
smash_move_right: u8,
smash_move_down: u8,
smash_move_up: u8,
jump: u8,
shield: u8,
attack: u8,
}
impl Index<FighterCommands> for FighterCommandLifetimes {
type Output = u8;
fn index(&self, command: FighterCommands) -> &Self::Output {
match command {
FighterCommands::SmashMoveLeft => &self.smash_move_left,
FighterCommands::SmashMoveRight => &self.smash_move_right,
FighterCommands::SmashMoveDown => &self.smash_move_down,
FighterCommands::SmashMoveUp => &self.smash_move_up,
FighterCommands::Jump => &self.jump,
FighterCommands::Shield => &self.shield,
FighterCommands::Attack => &self.attack,
}
}
}
impl IndexMut<FighterCommands> for FighterCommandLifetimes {
fn index_mut(&mut self, command: FighterCommands) -> &mut Self::Output {
match command {
FighterCommands::SmashMoveLeft => &mut self.smash_move_left,
FighterCommands::SmashMoveRight => &mut self.smash_move_right,
FighterCommands::SmashMoveDown => &mut self.smash_move_down,
FighterCommands::SmashMoveUp => &mut self.smash_move_up,
FighterCommands::Jump => &mut self.jump,
FighterCommands::Shield => &mut self.shield,
FighterCommands::Attack => &mut self.attack,
}
}
}
#[derive(Component, Default, Clone, Copy, Hash)]
#[require(Rollback)]
pub struct FighterInput {
command_lifetimes: FighterCommandLifetimes,
prev_frame: FighterInputFrame,
current_frame: FighterInputFrame,
frames_in_x_flick_deadzone: u8,
frames_in_y_flick_deadzone: u8,
attack_command: FighterAttackCommandType,
}
impl FighterInput {
pub fn get_last_frame(&self) -> FighterInputFrame {
self.current_frame
}
pub fn push_input_frame(&mut self, frame: FighterInputFrame) {
self.prev_frame = self.current_frame;
self.current_frame = frame;
}
pub fn clear_buffer(&mut self) {
self.command_lifetimes = FighterCommandLifetimes::default()
}
pub fn clear_command(&mut self, command: FighterCommands) {
self.command_lifetimes[command] = 0;
}
pub fn set_lifetime(&mut self, command: FighterCommands, lifetime: u8) {
self.command_lifetimes[command] = lifetime;
}
pub fn has_command(&self, command: FighterCommands) -> bool {
self.command_lifetimes[command] > 0
}
pub fn reduce_command_lifetime(&mut self, command: FighterCommands) {
self.command_lifetimes[command] = self.command_lifetimes[command].saturating_sub(1);
}
pub fn get_frames_in_smash_move_deadzone(&self) -> u8 {
self.frames_in_x_flick_deadzone
}
pub fn set_attack_command_type(&mut self, command: FighterAttackCommandType) {
self.attack_command = command;
}
pub fn get_attack_command_type(&self) -> FighterAttackCommandType {
self.attack_command
}
}
/// Turns this frame's rolled-back inputs into per-fighter [`FighterInput`]
/// state. Runs in `GameplaySet::Input`, before any state looks at it.
pub fn postprocess_input(
query: Query<(&mut FighterInput, &Player)>,
inputs: Res<PlayerInputs<GGRSCfg>>,
game_settings: Res<GameSettings>,
) {
for (mut input, player) in query {
for command in FighterCommands::iter() {
input.reduce_command_lifetime(command);
}
input.push_input_frame(inputs[player.handle].0);
// Directional smash detection
let x_abs = input.current_frame.movement.x.abs();
let y_abs = input.current_frame.movement.y.abs();
let reset_deadzone = game_settings.input_common.smash_input_reset_axis_threshold;
let axis_threshold = game_settings.input_common.smash_input_axis_threshold;
let frame_threshold = game_settings.input_common.smash_input_frame_threshold;
if x_abs < reset_deadzone {
input.frames_in_x_flick_deadzone = 0xFE;
} else {
let prev_x_abs = input.prev_frame.movement.x.abs();
if prev_x_abs < reset_deadzone
|| input.prev_frame.movement.x.signum() != input.current_frame.movement.x.signum()
{
input.frames_in_x_flick_deadzone = 1;
} else {
input.frames_in_x_flick_deadzone =
input.frames_in_x_flick_deadzone.saturating_add(1);
}
}
if y_abs < reset_deadzone {
input.frames_in_y_flick_deadzone = 0xFE;
} else {
let prev_y_abs = input.prev_frame.movement.y.abs();
if prev_y_abs < reset_deadzone
|| input.prev_frame.movement.y.signum() != input.current_frame.movement.y.signum()
{
input.frames_in_y_flick_deadzone = 1;
} else {
input.frames_in_y_flick_deadzone =
input.frames_in_y_flick_deadzone.saturating_add(1);
}
}
if !input.prev_frame.jump && input.current_frame.jump {
input.set_lifetime(
FighterCommands::Jump,
game_settings.input_common.input_buffer_size,
);
}
if !input.prev_frame.shield && input.current_frame.shield {
input.set_lifetime(
FighterCommands::Shield,
game_settings.input_common.input_buffer_size,
);
}
if !input.prev_frame.attack && input.current_frame.attack {
input.set_lifetime(
FighterCommands::Attack,
game_settings.input_common.input_buffer_size,
);
}
let mut y_flick_detected =
y_abs >= axis_threshold && input.frames_in_y_flick_deadzone <= frame_threshold;
let mut x_flick_detected =
x_abs >= axis_threshold && input.frames_in_x_flick_deadzone <= frame_threshold;
if y_flick_detected {
input.clear_command(FighterCommands::SmashMoveUp);
input.clear_command(FighterCommands::SmashMoveDown);
input.frames_in_y_flick_deadzone = 0xFF;
let command_to_set = if input.current_frame.movement.y > 0.0 {
FighterCommands::SmashMoveUp
} else {
FighterCommands::SmashMoveDown
};
input.set_lifetime(command_to_set, game_settings.input_common.input_buffer_size);
}
// if both flicks are detected, only one wins
if x_flick_detected && y_flick_detected {
x_flick_detected = x_abs > y_abs;
y_flick_detected = !x_flick_detected;
}
let attack_detected = input.current_frame.attack && !input.prev_frame.attack;
// Tilt/smash up/down
if attack_detected {
let attack_type = if y_flick_detected {
if input.current_frame.movement.y > 0.0 {
FighterAttackCommandType::SmashAttackUp
} else {
FighterAttackCommandType::SmashAttackDown
}
} else if x_flick_detected {
if input.current_frame.movement.x > 0.0 {
FighterAttackCommandType::SmashAttackRight
} else {
FighterAttackCommandType::SmashAttackLeft
}
} else if x_abs > y_abs {
if input.current_frame.movement.x.is_positive() {
FighterAttackCommandType::TiltAttackRight
} else {
FighterAttackCommandType::TiltAttackLeft
}
} else if y_abs > x_abs {
if input.current_frame.movement.y.is_positive() {
FighterAttackCommandType::TiltAttackUp
} else {
FighterAttackCommandType::TiltAttackDown
}
} else {
FighterAttackCommandType::Neutral
};
input.set_lifetime(
FighterCommands::Attack,
game_settings.input_common.input_buffer_size,
);
input.set_attack_command_type(attack_type);
}
if x_flick_detected {
input.clear_command(FighterCommands::SmashMoveLeft);
input.clear_command(FighterCommands::SmashMoveRight);
let command_to_set = if input.current_frame.movement.x > 0.0 {
FighterCommands::SmashMoveRight
} else {
FighterCommands::SmashMoveLeft
};
input.set_lifetime(command_to_set, game_settings.input_common.input_buffer_size);
}
}
}