Files
shinespark/src/debug_tools/save_state.rs
T
EIREXE 6f1d8a7706
CI / build-and-test (push) Successful in 2m2s
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Add the ability to respawn and improve controller port mapping (#72)
Reviewed-on: #72
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-09-27 11:54:08 +00:00

194 lines
7.2 KiB
Rust

use bevy::prelude::*;
use crate::{
camera::MatchCamera, fighter::{
FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop, FighterHitstopShake, FighterPendingRespawn, FighterPreviousFacingDirection, FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity, animation::FighterAnimationFrame, attack::{
FighterDamage, FighterKnockbackVelocity, FighterPendingHitReaction, FighterPendingHits,
FighterSolvedHurtboxes, FighterStaleMoveQueue,
}, baked_animation::FighterBoneMatrices, state::FighterState,
}, input::FighterInput, match_runtime::MatchState, player::Player, stage::line::StageCollision,
};
#[derive(Resource, Default)]
pub(super) struct DebugSaveState {
checkpoint: Option<Checkpoint>,
}
#[derive(Clone)]
struct Checkpoint {
fighters: Vec<FighterCheckpoint>,
stage_collision: StageCollision,
pending_hits: FighterPendingHits,
match_state: MatchState,
}
#[derive(Clone)]
struct FighterCheckpoint {
entity: Entity,
handle: usize,
ecb: FighterECB,
previous_ecb: crate::fighter::ecb::FighterPreviousECB,
velocity: FighterVelocity,
translation: FighterTranslation,
previous_translation: FighterPreviousTranslation,
facing: FighterFacingDirection,
previous_facing: FighterPreviousFacingDirection,
animation: FighterAnimationFrame,
state: FighterState,
input: FighterInput,
damage: FighterDamage,
pending_hit_reaction: FighterPendingHitReaction,
hitstop: FighterHitstop,
hitstop_shake: FighterHitstopShake,
knockback_velocity: FighterKnockbackVelocity,
stale_moves: FighterStaleMoveQueue,
hitboxes: FighterHitboxes,
solved_hurtboxes: FighterSolvedHurtboxes,
bone_matrices: FighterBoneMatrices,
surface: FighterSurfaceState,
pending_respawn: FighterPendingRespawn,
}
pub(super) fn save_or_restore(world: &mut World) {
if world.resource::<super::DebugSettings>().menu_open {
return;
}
let left = world
.query::<&Gamepad>()
.iter(world)
.any(|gamepad| gamepad.just_pressed(GamepadButton::DPadLeft));
let right = world
.query::<&Gamepad>()
.iter(world)
.any(|gamepad| gamepad.just_pressed(GamepadButton::DPadRight));
if left == right {
return;
}
let Some(roster) = world
.get_resource::<crate::fighter::FighterRoster>()
.map(|roster| roster.0.clone())
else {
return;
};
if roster.len() != 1 {
warn!("Save states are only available in single-player matches");
return;
}
if left {
let Some(stage_collision) = world.get_resource::<StageCollision>().cloned() else {
return;
};
let mut checkpoint_fighters = Vec::with_capacity(roster.len());
for entity in roster.iter().copied() {
let Some(checkpoint) = capture_fighter(world, entity) else {
warn!("Could not save the current fighter state");
return;
};
checkpoint_fighters.push(checkpoint);
}
let pending_hits = world.resource::<FighterPendingHits>().clone();
let match_state = world.resource::<MatchState>().clone();
world.resource_mut::<DebugSaveState>().checkpoint = Some(Checkpoint {
fighters: checkpoint_fighters,
stage_collision,
pending_hits,
match_state,
});
info!("Saved debug game state");
return;
}
let Some(checkpoint) = world.resource::<DebugSaveState>().checkpoint.clone() else {
warn!("No debug game state has been saved");
return;
};
if checkpoint.fighters.len() != roster.len()
|| checkpoint
.fighters
.iter()
.zip(roster.iter())
.any(|(saved, current)| saved.entity != *current)
{
warn!("Saved debug game state belongs to another match");
return;
}
for saved in &checkpoint.fighters {
let Some(player) = world.entity(saved.entity).get::<Player>() else {
warn!("Could not restore the saved fighter state");
return;
};
if player.handle != saved.handle {
warn!("Saved debug game state belongs to another match");
return;
}
let mut entity = world.entity_mut(saved.entity);
entity.insert(saved.ecb);
entity.insert(saved.previous_ecb);
entity.insert(saved.velocity);
entity.insert(saved.translation);
entity.insert(saved.previous_translation);
entity.insert(saved.facing);
entity.insert(saved.previous_facing);
entity.insert(saved.animation);
entity.insert(saved.state.clone());
entity.insert(saved.input);
entity.insert(saved.damage);
entity.insert(saved.pending_hit_reaction.clone());
entity.insert(saved.hitstop);
entity.insert(saved.hitstop_shake);
entity.insert(saved.knockback_velocity);
entity.insert(saved.stale_moves.clone());
entity.insert(saved.hitboxes.clone());
entity.insert(saved.solved_hurtboxes.clone());
entity.insert(saved.bone_matrices.clone());
entity.insert(saved.surface.clone());
entity.insert(saved.pending_respawn.clone());
}
world.insert_resource(checkpoint.pending_hits.clone());
world.insert_resource(checkpoint.stage_collision);
world.insert_resource(checkpoint.match_state);
for mut match_camera in world.query::<&mut MatchCamera>().iter_mut(world) {
match_camera.needs_snap = true;
}
info!("Restored debug game state");
}
fn capture_fighter(world: &World, entity: Entity) -> Option<FighterCheckpoint> {
let fighter = world.entity(entity);
Some(FighterCheckpoint {
entity,
handle: fighter.get::<Player>()?.handle,
ecb: *fighter.get::<FighterECB>()?,
previous_ecb: *fighter.get::<crate::fighter::ecb::FighterPreviousECB>()?,
velocity: *fighter.get::<FighterVelocity>()?,
translation: *fighter.get::<FighterTranslation>()?,
previous_translation: *fighter.get::<FighterPreviousTranslation>()?,
facing: *fighter.get::<FighterFacingDirection>()?,
previous_facing: *fighter.get::<FighterPreviousFacingDirection>()?,
animation: *fighter.get::<FighterAnimationFrame>()?,
state: fighter.get::<FighterState>()?.clone(),
input: *fighter.get::<FighterInput>()?,
damage: *fighter.get::<FighterDamage>()?,
pending_hit_reaction: fighter.get::<FighterPendingHitReaction>()?.clone(),
hitstop: *fighter.get::<FighterHitstop>()?,
hitstop_shake: *fighter.get::<FighterHitstopShake>()?,
knockback_velocity: *fighter.get::<FighterKnockbackVelocity>()?,
stale_moves: fighter.get::<FighterStaleMoveQueue>()?.clone(),
hitboxes: fighter.get::<FighterHitboxes>()?.clone(),
solved_hurtboxes: fighter.get::<FighterSolvedHurtboxes>()?.clone(),
bone_matrices: fighter.get::<FighterBoneMatrices>()?.clone(),
surface: fighter.get::<FighterSurfaceState>()?.clone(),
pending_respawn: fighter.get::<FighterPendingRespawn>()?.clone(),
})
}
pub(super) fn clear(mut save_state: ResMut<DebugSaveState>) {
save_state.checkpoint = None;
}