161 lines
5.8 KiB
Rust
161 lines
5.8 KiB
Rust
use super::{
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CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext, ground,
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};
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use crate::fighter::FighterSurfaceState;
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use crate::fighter::animation::AnimKind;
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use crate::fighter::state::air::AirborneStateCommon;
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use crate::fighter::state::ground::{
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grounded_movement_common_interrupts, grounded_movement_standstill_common_interrupts,
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};
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use crate::fighter::state::platform_pass::PlatformPassState;
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use crate::fighter::state::{FighterState, dash, ground_attack, turn, walk};
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use crate::input::FighterCommands;
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use crate::stage::line::StagePolyType;
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#[derive(Debug, Clone, Hash)]
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pub enum CrouchSubState {
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Entering { pass_queued: bool },
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Idle,
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Exiting,
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}
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#[derive(Debug, Clone, Hash)]
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pub struct CrouchState {
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sub_state: CrouchSubState,
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}
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pub fn crouch_idle_interrupts(state_context: &InterruptContext) -> Option<FighterState> {
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if let Some(state) = ground_attack::check_interrupt(state_context) {
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Some(state)
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} else if let Some(state) = dash::check_input(state_context) {
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Some(state)
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} else if let Some(state) = turn::check_input(state_context) {
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Some(state)
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} else if let Some(state) = walk::check_input(state_context) {
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Some(state)
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} else {
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None
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}
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}
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pub fn crouch_entering_interrupts(state_context: &InterruptContext) -> Option<FighterState> {
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if let Some(state) = ground_attack::check_interrupt(state_context) {
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Some(state)
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} else {
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None
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}
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}
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impl FighterStateImpl for CrouchState {
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const NAME: &'static str = "Crouch";
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fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
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if let Some(state) = grounded_movement_common_interrupts(state_context) {
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return Some(state);
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}
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match self.sub_state {
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CrouchSubState::Entering { pass_queued } => {
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// pass
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if let FighterSurfaceState::Grounded { line_id } = state_context.surface {
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if let Some(stage_poly) = state_context
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.stage_collision
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.stage_polys
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.get(line_id.polygon)
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{
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let is_inputting_crouch = -state_context.game_settings.input_common.run_stick_threshold > state_context.input.get_last_frame().movement.y;
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let is_on_a_soft_platform = matches!(stage_poly.poly_type, StagePolyType::Platform);
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if pass_queued && is_inputting_crouch && is_on_a_soft_platform
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{
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return Some(FighterState::PlatformPass(PlatformPassState::new(
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AirborneStateCommon::default(),
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line_id.polygon,
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)));
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}
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}
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}
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// While entering the crouch animation we do not allow movement inputs, but we do allow attacks and jumps
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if state_context.is_current_animation_finished() {
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return Some(FighterState::Crouch(CrouchState {
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sub_state: CrouchSubState::Idle,
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}));
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} else {
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return crouch_entering_interrupts(state_context);
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}
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}
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CrouchSubState::Idle => {
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if state_context.input.get_last_frame().movement.y
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> -state_context.game_settings.input_common.run_stick_threshold
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{
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return Some(FighterState::Crouch(CrouchState {
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sub_state: CrouchSubState::Exiting,
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}));
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} else {
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return crouch_idle_interrupts(state_context);
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}
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}
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CrouchSubState::Exiting => {
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if state_context.is_current_animation_finished() {
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return grounded_movement_standstill_common_interrupts(state_context);
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} else {
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return crouch_idle_interrupts(state_context);
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}
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}
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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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match self.sub_state {
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CrouchSubState::Entering { .. } => {
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state_context.play_animation(AnimKind::CrouchEnter, false);
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}
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CrouchSubState::Idle => {
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state_context.play_animation(AnimKind::CrouchIdle, true);
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}
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CrouchSubState::Exiting => {
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state_context.play_animation(AnimKind::CrouchExit, false);
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}
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}
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}
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fn update(&mut self, state_context: &mut UpdateContext) {
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if let CrouchSubState::Entering {
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ref mut pass_queued,
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} = self.sub_state
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{
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if state_context
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.input
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.has_command(FighterCommands::SmashMoveDown)
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{
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state_context
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.input
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.clear_command(FighterCommands::SmashMoveDown);
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*pass_queued = true;
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}
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}
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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, false)
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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.y <= -state_context.game_settings.input_common.run_stick_threshold {
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return Some(FighterState::Crouch(CrouchState {
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sub_state: CrouchSubState::Entering { pass_queued: false },
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}));
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}
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None
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}
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