Implements root motion and adds a dash attack. Reviewed-on: #84 Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
803 lines
25 KiB
Rust
803 lines
25 KiB
Rust
//! Match selection, asset loading, preparation, and cleanup.
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use std::collections::HashMap;
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use bevy::{asset::UntypedHandle, gltf::Gltf, prelude::*};
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use bevy_asset_loader::prelude::*;
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use bevy_ggrs::prelude::Session;
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use serde::{Deserialize, Serialize};
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use crate::{
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AppState, args::Args, fighter::{
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FighterId, FighterRoster,
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animation::AnimKind,
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attack::{AttackKind, FighterAttackScriptAssets},
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baked_animation::{BAKED_ANIMATION_FPS, BakedFighterAnimations},
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manifest::{FighterManifest, FighterManifestRegistry},
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spawn_fighter,
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visual::FighterAnimations,
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}, input::{LocalInputAssignments, LocalInputSource, MatchInputAssignments}, match_runtime::MatchState, netcode::{
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GGRSCfg,
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session::{ConnectionStatus, SessionConfig, create_session},
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}, scripting::FighterAttackScript, stage::{
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self,
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manifest::{StageId, StageManifest, StageManifestRegistry},
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},
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};
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#[derive(Debug, Clone, Copy, PartialEq, Eq, Serialize, Deserialize)]
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pub struct MatchPlayer {
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/// Dense index used by GGRS and rollback-simulated player state.
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pub handle: usize,
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/// Physical controller port selected in the menu.
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pub controller_port: usize,
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pub fighter: FighterId,
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}
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#[derive(Resource, Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
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pub struct MatchConfig {
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pub stage: StageId,
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pub players: Vec<MatchPlayer>,
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pub rules: MatchRules,
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}
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impl MatchConfig {
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/// Maps a GGRS handle to the controller port used by gameplay.
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///
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/// Multiplayer uses the stable, dense GGRS handle as the port. A
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/// single-player match preserves the physical controller port selected in
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/// the menu (for example, port 3 remains port 3).
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pub fn controller_port_for_handle(&self, handle: usize) -> Option<usize> {
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let player = self.players.iter().find(|player| player.handle == handle)?;
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Some(if self.players.len() > 1 {
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handle
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} else {
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player.controller_port
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})
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}
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}
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#[derive(Debug, Clone, PartialEq, Eq, Serialize, Deserialize)]
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pub enum MatchRules {
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Stock {
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starting_stocks: u8,
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time_limit_frames: Option<u32>,
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},
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Timed {
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time_limit_frames: u32,
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},
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}
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impl Default for MatchRules {
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fn default() -> Self {
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Self::Stock {
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starting_stocks: 3,
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time_limit_frames: None,
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}
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}
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}
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impl MatchRules {
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fn validate(&self) -> Result<(), &'static str> {
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match self {
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Self::Stock {
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starting_stocks: 0, ..
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} => Err("stock matches must start with at least one stock"),
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Self::Stock {
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time_limit_frames: Some(0),
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..
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} => Err("stock match time limits must be greater than zero frames"),
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Self::Timed {
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time_limit_frames: 0,
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} => Err("timed match limits must be greater than zero frames"),
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_ => Ok(()),
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}
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}
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}
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pub struct SelectedFighterAssets {
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pub fighter: FighterId,
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pub model: Handle<Gltf>,
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pub baked_animations: Handle<BakedFighterAnimations>,
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pub attack_scripts: HashMap<AttackKind, Handle<FighterAttackScript>>,
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}
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#[derive(Resource)]
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pub struct MatchAssets {
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pub stage: Handle<WorldAsset>,
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pub fighters: Vec<SelectedFighterAssets>,
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}
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impl MatchAssets {
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fn requested(world: &World) -> Self {
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let config = world.resource::<MatchConfig>();
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let asset_server = world.resource::<AssetServer>();
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let registry = world.resource::<FighterManifestRegistry>();
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let stage_registry = world.resource::<StageManifestRegistry>();
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let manifests = world.resource::<Assets<FighterManifest>>();
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let stage_manifests = world.resource::<Assets<StageManifest>>();
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let stage_handle = stage_registry
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.get(config.stage)
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.expect("Startup validation guarantees every stage has a manifest");
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let stage_manifest = stage_manifests
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.get(&stage_handle)
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.expect("startup-loaded stage manifest should remain available");
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Self {
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stage: asset_server.load(stage_manifest.model_path.clone()),
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fighters: config
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.players
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.iter()
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.map(|player| {
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let handle = registry
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.get(player.fighter)
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.expect("startup validation guarantees every fighter has a manifest");
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let manifest = manifests
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.get(handle)
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.expect("startup-loaded fighter manifest should remain available");
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SelectedFighterAssets {
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fighter: player.fighter,
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model: asset_server.load(manifest.model_path.clone()),
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baked_animations: asset_server.load(manifest.baked_animation_path.clone()),
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attack_scripts: manifest
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.attack_scripts
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.clone()
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.into_iter()
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.map(|(kind, path)| (kind, asset_server.load(path)))
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.collect(),
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}
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})
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.collect(),
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}
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}
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fn into_loading_handles(self) -> Vec<UntypedHandle> {
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let mut handles = Vec::with_capacity(
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1 + self
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.fighters
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.iter()
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.map(|fighter| 2 + fighter.attack_scripts.len())
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.sum::<usize>(),
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);
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handles.push(self.stage.untyped());
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for character in self.fighters {
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handles.push(character.model.untyped());
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handles.push(character.baked_animations.untyped());
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handles.extend(
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character
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.attack_scripts
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.into_values()
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.map(|handle| handle.untyped()),
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);
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}
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handles
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}
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}
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impl AssetCollection for MatchAssets {
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fn create(world: &mut World) -> Self {
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Self::requested(world)
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}
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fn load(world: &mut World) -> Vec<UntypedHandle> {
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Self::requested(world).into_loading_handles()
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}
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}
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#[derive(Component)]
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pub struct MatchRoot;
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pub fn initiate_match(
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commands: &mut Commands,
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next_state: &mut NextState<AppState>,
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config: MatchConfig,
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) {
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commands.remove_resource::<crate::netcode::session::MatchDisconnected>();
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commands.insert_resource(config);
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next_state.set(AppState::LoadingMatch);
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}
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pub fn initiate_default_match(
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mut commands: Commands,
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args: Res<Args>,
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gamepads: Query<Entity, With<Gamepad>>,
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mut assigments: ResMut<LocalInputAssignments>,
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mut next_state: ResMut<NextState<AppState>>,
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completed: Option<Res<crate::replay::ReplayComplete>>,
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) {
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if !args.debug_match {
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next_state.set(AppState::MainMenu);
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return;
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}
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if completed.is_some() {
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return;
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}
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if let Some(path) = &args.play_replay {
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match crate::replay::load(path) {
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Ok(replay) => {
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let config = replay.match_config.clone();
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commands.insert_resource(crate::replay::LoadedReplay(replay));
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initiate_match(&mut commands, &mut next_state, config);
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}
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Err(error) => {
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error!("Replay load failed: {error}");
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next_state.set(AppState::MatchLoadFailed);
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}
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}
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return;
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}
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let session_config = match SessionConfig::from_args(&args, args.players) {
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Ok(config) => config,
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Err(error) => {
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error!("Invalid network configuration: {error}");
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next_state.set(AppState::MatchLoadFailed);
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return;
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}
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};
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let players = (0..args.players)
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.map(|handle| MatchPlayer {
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handle,
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controller_port: handle,
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fighter: FighterId::TestFighter,
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})
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.collect();
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assigments.clear();
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let local_handles = session_config
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.players
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.iter()
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.enumerate()
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.filter_map(|(handle, player)| {
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matches!(player, crate::netcode::session::PlayerConnection::Local).then_some(handle)
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});
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let mut local_handles = local_handles;
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if let Some(handle) = local_handles.next() {
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assigments.push((handle, LocalInputSource::Keyboard));
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}
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for (entity, handle) in gamepads.iter().zip(local_handles) {
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assigments.push((handle, LocalInputSource::Gamepad(entity)));
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}
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initiate_match(
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&mut commands,
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&mut next_state,
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MatchConfig {
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stage: StageId::TestStage,
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players,
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rules: MatchRules::default(),
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},
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);
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}
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pub fn prepare_match(
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mut commands: Commands,
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config: Res<MatchConfig>,
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input_assignments: Res<LocalInputAssignments>,
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assets: Res<MatchAssets>,
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gltfs: Res<Assets<Gltf>>,
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baked_animations: Res<Assets<BakedFighterAnimations>>,
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attack_scripts: Res<Assets<FighterAttackScript>>,
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registry: Res<FighterManifestRegistry>,
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stage_registry: Res<StageManifestRegistry>,
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manifests: Res<Assets<FighterManifest>>,
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stage_manifests: Res<Assets<StageManifest>>,
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args: Res<Args>,
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mut next_state: ResMut<NextState<AppState>>,
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) {
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if !valid_player_handles(&config.players) {
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fail_match(
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&mut next_state,
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"player handles must be dense, unique, and non-empty",
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);
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return;
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}
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if let Err(error) = config.rules.validate() {
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fail_match(&mut next_state, error);
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return;
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}
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let stage_handle = stage_registry
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.get(config.stage)
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.expect("Initialization check should ensure all stages exist");
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let stage_manifest = stage_manifests
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.get(&stage_handle)
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.expect("Initialization check should ensure stage manifests are kept alive");
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let spawn_positions = match stage_manifest.neutral_spawn_positions(config.players.len()) {
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Ok(positions) => positions,
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Err(error) => {
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fail_match(&mut next_state, &error);
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return;
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}
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};
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if assets.fighters.len() != config.players.len() {
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fail_match(
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&mut next_state,
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"loaded character assets do not match the requested player slots",
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);
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return;
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}
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let mut prepared = Vec::with_capacity(assets.fighters.len());
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for character in &assets.fighters {
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let manifest_handle = registry
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.get(character.fighter)
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.expect("startup validation guarantees every fighter has a manifest");
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let Some(manifest) = manifests.get(manifest_handle) else {
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fail_match(&mut next_state, "a fighter manifest is unavailable");
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return;
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};
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let Some(gltf) = gltfs.get(&character.model) else {
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fail_match(&mut next_state, "a loaded character GLTF is unavailable");
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return;
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};
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let Some(baked) = baked_animations.get(&character.baked_animations) else {
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fail_match(
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&mut next_state,
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"a fighter baked animation asset is unavailable",
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);
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return;
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};
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if baked.frame_rate != BAKED_ANIMATION_FPS {
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fail_match(
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&mut next_state,
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&format!(
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"{:?} baked animation rate is {}, expected {}",
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character.fighter, baked.frame_rate, BAKED_ANIMATION_FPS
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),
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);
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return;
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}
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if !baked.has_unique_bone_names() {
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fail_match(
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&mut next_state,
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&format!(
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"{:?} baked animation contains duplicate bone names",
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character.fighter
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),
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);
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return;
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}
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if !baked.contains_bone(&manifest.root_motion_bone) {
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fail_match(
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&mut next_state,
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&format!(
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"{:?} references missing root motion bone {:?}",
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character.fighter, manifest.root_motion_bone
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),
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);
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return;
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}
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let ecb_bone_indices = baked.bone_names.iter().enumerate().filter_map(|(idx, name)| {
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if manifest.ecb_bones.contains(name) {
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Some(idx)
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} else {
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None
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}
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}).collect::<Vec<_>>();
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if let Err(error) = manifest.attributes.validate() {
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fail_match(
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&mut next_state,
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&format!("{:?} has invalid attributes: {error}", character.fighter),
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);
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return;
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}
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for (index, hurtbox) in manifest.hurtboxes.iter().enumerate() {
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if let Err(error) = hurtbox.validate() {
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fail_match(
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&mut next_state,
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&format!(
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"{:?} hurtbox {index} is invalid: {error}",
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character.fighter
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),
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);
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return;
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}
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if !baked.contains_bone(&hurtbox.bone) {
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fail_match(
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&mut next_state,
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&format!(
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"{:?} hurtbox {index} references missing bone {:?}",
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character.fighter, hurtbox.bone
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),
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);
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return;
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}
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}
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for (kind, handle) in &character.attack_scripts {
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let Some(script) = attack_scripts.get(handle) else {
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fail_match(
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&mut next_state,
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&format!(
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"{:?} {kind:?} attack script is unavailable",
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character.fighter
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),
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);
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return;
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};
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if let Err(error) = script.validate() {
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fail_match(
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&mut next_state,
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&format!(
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"{:?} {kind:?} attack script is invalid: {error}",
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character.fighter
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),
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);
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return;
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}
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for hitbox in &script.hitboxes {
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if !baked.contains_bone(&hitbox.bone) {
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fail_match(
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&mut next_state,
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&format!(
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"{:?} {kind:?} hitbox {} references missing bone {:?}",
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character.fighter, hitbox.id, hitbox.bone
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),
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);
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return;
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}
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}
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}
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let Some(scene) = gltf.scenes.first().cloned() else {
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fail_match(&mut next_state, "a character GLTF contains no scene");
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return;
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};
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for kind in manifest.animations.keys() {
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if baked.frame_count(*kind).is_none() {
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fail_match(
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&mut next_state,
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&format!(
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"{:?} baked data has no {kind:?} animation",
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character.fighter
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),
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);
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return;
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}
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}
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if baked.frame_count(AnimKind::Wait).is_none() {
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fail_match(&mut next_state, "a character has no Wait animation");
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return;
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}
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let animations = FighterAnimations {
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baked: character.baked_animations.clone(),
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};
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let attack_scripts = FighterAttackScriptAssets {
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scripts: character.attack_scripts.clone(),
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};
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prepared.push((
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scene,
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animations,
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attack_scripts,
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manifest_handle,
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manifest.model_scale,
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ecb_bone_indices,
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));
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}
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let session_player_count = player_count_for_handles(&config.players);
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let session_config = match SessionConfig::from_args(&args, session_player_count) {
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Ok(config) => config,
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Err(error) => {
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fail_match(
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&mut next_state,
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&format!("invalid network configuration: {error}"),
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);
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return;
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}
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};
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let session = match create_session(&args, session_player_count) {
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Ok(session) => session,
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Err(error) => {
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fail_match(
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&mut next_state,
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&format!("failed to create GGRS session: {error}"),
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);
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return;
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}
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};
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commands.insert_resource(create_match_input_assignments(
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&input_assignments,
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&config.players,
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));
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let root = commands.spawn((Name::new("Match"), MatchRoot)).id();
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|
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stage::spawn_stage(
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&mut commands,
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root,
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assets.stage.clone(),
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stage_manifest.to_collision(),
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stage_manifest.camera.clone(),
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);
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let mut fighter_roster = Vec::with_capacity(config.players.len());
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|
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for (spawn_index, (player, (scene, animations, attack_scripts, manifest_handle, model_scale, ecb_bone_indices))) in
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config.players.iter().zip(prepared).enumerate()
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{
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let spawn_point = spawn_positions[spawn_index];
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fighter_roster.push(spawn_fighter(
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&mut commands,
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player.handle,
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config
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.controller_port_for_handle(player.handle)
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.expect("validated match config contains every player handle"),
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spawn_point,
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manifest_handle.clone(),
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model_scale,
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animations,
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attack_scripts,
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WorldAssetRoot(scene),
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ecb_bone_indices
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));
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}
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commands.insert_resource(FighterRoster(fighter_roster));
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commands.insert_resource(MatchState::from_config(&config));
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commands.insert_resource(session_config);
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|
commands.insert_resource(ConnectionStatus::default());
|
|
commands.insert_resource::<Session<GGRSCfg>>(session);
|
|
next_state.set(AppState::InMatch);
|
|
}
|
|
|
|
fn fail_match(next_state: &mut NextState<AppState>, message: &str) {
|
|
error!("Match preparation failed: {message}");
|
|
next_state.set(AppState::MatchLoadFailed);
|
|
}
|
|
|
|
fn valid_player_handles(players: &[MatchPlayer]) -> bool {
|
|
if players.is_empty() {
|
|
return false;
|
|
}
|
|
|
|
let mut handles = players.iter().map(|player| player.handle).collect::<Vec<_>>();
|
|
handles.sort_unstable();
|
|
handles.into_iter().eq(0..players.len())
|
|
}
|
|
|
|
fn player_count_for_handles(players: &[MatchPlayer]) -> usize {
|
|
players.len()
|
|
}
|
|
|
|
fn create_match_input_assignments(
|
|
assignments: &LocalInputAssignments,
|
|
players: &[MatchPlayer],
|
|
) -> MatchInputAssignments {
|
|
let mut match_assignments = vec![None; players.len()];
|
|
for player in players {
|
|
match_assignments[player.handle] = assignments
|
|
.get_from_slot(player.controller_port)
|
|
.copied();
|
|
}
|
|
MatchInputAssignments(match_assignments)
|
|
}
|
|
|
|
pub fn cleanup_match(
|
|
mut commands: Commands,
|
|
roots: Query<Entity, With<MatchRoot>>,
|
|
fighters: Query<Entity, With<crate::player::Player>>,
|
|
) {
|
|
for root in &roots {
|
|
commands.entity(root).despawn();
|
|
}
|
|
for fighter in &fighters {
|
|
commands.entity(fighter).despawn();
|
|
}
|
|
commands.remove_resource::<Session<GGRSCfg>>();
|
|
commands.remove_resource::<SessionConfig>();
|
|
commands.remove_resource::<ConnectionStatus>();
|
|
commands.remove_resource::<stage::line::StageCollision>();
|
|
commands.remove_resource::<MatchAssets>();
|
|
commands.remove_resource::<MatchConfig>();
|
|
commands.remove_resource::<MatchState>();
|
|
commands.remove_resource::<MatchInputAssignments>();
|
|
commands.remove_resource::<FighterRoster>();
|
|
}
|
|
|
|
#[cfg(test)]
|
|
mod tests {
|
|
use super::*;
|
|
|
|
#[test]
|
|
fn match_config_keeps_duplicate_fighter_slots() {
|
|
let config = MatchConfig {
|
|
stage: StageId::TestStage,
|
|
players: vec![
|
|
MatchPlayer {
|
|
handle: 0,
|
|
controller_port: 0,
|
|
fighter: FighterId::TestFighter,
|
|
},
|
|
MatchPlayer {
|
|
handle: 1,
|
|
controller_port: 1,
|
|
fighter: FighterId::TestFighter,
|
|
},
|
|
],
|
|
rules: MatchRules::default(),
|
|
};
|
|
|
|
assert_eq!(config.players.len(), 2);
|
|
assert_eq!(config.players[0].handle, 0);
|
|
assert_eq!(config.players[1].handle, 1);
|
|
assert!(valid_player_handles(&config.players));
|
|
}
|
|
|
|
#[test]
|
|
fn player_handles_must_match_the_session_range() {
|
|
let players = [
|
|
MatchPlayer {
|
|
handle: 0,
|
|
controller_port: 0,
|
|
fighter: FighterId::TestFighter,
|
|
},
|
|
MatchPlayer {
|
|
handle: 0,
|
|
controller_port: 1,
|
|
fighter: FighterId::TestFighter,
|
|
},
|
|
];
|
|
|
|
assert!(!valid_player_handles(&players));
|
|
}
|
|
|
|
#[test]
|
|
fn player_handles_must_not_have_gaps() {
|
|
let players = [
|
|
MatchPlayer {
|
|
handle: 0,
|
|
controller_port: 0,
|
|
fighter: FighterId::TestFighter,
|
|
},
|
|
MatchPlayer {
|
|
handle: 2,
|
|
controller_port: 3,
|
|
fighter: FighterId::TestFighter,
|
|
},
|
|
];
|
|
|
|
assert!(!valid_player_handles(&players));
|
|
assert_eq!(player_count_for_handles(&players), 2);
|
|
}
|
|
|
|
#[test]
|
|
fn controller_ports_use_ggrs_handles_only_in_multiplayer() {
|
|
let single_player = MatchConfig {
|
|
stage: StageId::TestStage,
|
|
players: vec![MatchPlayer {
|
|
handle: 0,
|
|
controller_port: 3,
|
|
fighter: FighterId::TestFighter,
|
|
}],
|
|
rules: MatchRules::default(),
|
|
};
|
|
assert_eq!(single_player.controller_port_for_handle(0), Some(3));
|
|
|
|
let multiplayer = MatchConfig {
|
|
stage: StageId::TestStage,
|
|
players: vec![
|
|
MatchPlayer {
|
|
handle: 0,
|
|
controller_port: 0,
|
|
fighter: FighterId::TestFighter,
|
|
},
|
|
MatchPlayer {
|
|
handle: 1,
|
|
controller_port: 3,
|
|
fighter: FighterId::TestFighter,
|
|
},
|
|
],
|
|
rules: MatchRules::default(),
|
|
};
|
|
assert_eq!(multiplayer.controller_port_for_handle(0), Some(0));
|
|
assert_eq!(multiplayer.controller_port_for_handle(1), Some(1));
|
|
}
|
|
|
|
#[test]
|
|
fn match_input_assignments_map_ports_to_ggrs_handles_without_mutating_ports() {
|
|
let players = [
|
|
MatchPlayer {
|
|
handle: 0,
|
|
controller_port: 0,
|
|
fighter: FighterId::TestFighter,
|
|
},
|
|
MatchPlayer {
|
|
handle: 1,
|
|
controller_port: 3,
|
|
fighter: FighterId::TestFighter,
|
|
},
|
|
];
|
|
let assignments = LocalInputAssignments(vec![
|
|
(0, LocalInputSource::Keyboard),
|
|
(3, LocalInputSource::Gamepad(Entity::PLACEHOLDER)),
|
|
]);
|
|
|
|
let match_assignments = create_match_input_assignments(&assignments, &players);
|
|
|
|
assert_eq!(match_assignments.get_for_handle(0), Some(LocalInputSource::Keyboard));
|
|
assert_eq!(
|
|
match_assignments.get_for_handle(1),
|
|
Some(LocalInputSource::Gamepad(Entity::PLACEHOLDER))
|
|
);
|
|
assert_eq!(assignments[0].0, 0);
|
|
assert_eq!(assignments[1].0, 3);
|
|
}
|
|
|
|
#[test]
|
|
fn match_rules_reject_zero_limits() {
|
|
assert!(
|
|
MatchRules::Stock {
|
|
starting_stocks: 0,
|
|
time_limit_frames: None,
|
|
}
|
|
.validate()
|
|
.is_err()
|
|
);
|
|
assert!(
|
|
MatchRules::Stock {
|
|
starting_stocks: 3,
|
|
time_limit_frames: Some(0),
|
|
}
|
|
.validate()
|
|
.is_err()
|
|
);
|
|
assert!(
|
|
MatchRules::Timed {
|
|
time_limit_frames: 0,
|
|
}
|
|
.validate()
|
|
.is_err()
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn match_rules_accept_valid_modes() {
|
|
assert!(MatchRules::default().validate().is_ok());
|
|
assert!(
|
|
MatchRules::Stock {
|
|
starting_stocks: 3,
|
|
time_limit_frames: Some(60),
|
|
}
|
|
.validate()
|
|
.is_ok()
|
|
);
|
|
assert!(
|
|
MatchRules::Timed {
|
|
time_limit_frames: 60,
|
|
}
|
|
.validate()
|
|
.is_ok()
|
|
);
|
|
}
|
|
|
|
#[test]
|
|
fn match_loading_waits_for_attack_scripts() {
|
|
let mut attack_scripts = HashMap::new();
|
|
attack_scripts.insert(AttackKind::Jab, Handle::default());
|
|
let assets = MatchAssets {
|
|
stage: Handle::default(),
|
|
fighters: vec![SelectedFighterAssets {
|
|
fighter: FighterId::TestFighter,
|
|
model: Handle::default(),
|
|
baked_animations: Handle::default(),
|
|
attack_scripts,
|
|
}],
|
|
};
|
|
|
|
assert_eq!(assets.into_loading_handles().len(), 4);
|
|
}
|
|
}
|