## 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>
89 lines
2.6 KiB
Rust
89 lines
2.6 KiB
Rust
use crate::fighter::{
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attack::{AttackKind, update_active_hitbox_list},
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state::{
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CollisionContext, EnterContext, ExitContext, FighterState, FighterStateImpl,
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InterruptContext, UpdateContext, wait::WaitState,
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},
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};
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#[derive(Clone, Debug, Hash)]
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pub struct GroundAttackState {
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pub attack_kind: AttackKind,
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}
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impl FighterStateImpl for GroundAttackState {
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const NAME: &'static str = "GroundAttack";
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fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
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if state_context.is_current_animation_finished() {
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Some(FighterState::Wait(WaitState))
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} else {
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None
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}
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}
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fn update(&mut self, state_context: &mut UpdateContext) {
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let animation_frame = state_context.get_current_animation_frame();
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let script = state_context
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.attack_scripts
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.get(&state_context.attack_script_assets.scripts[&self.attack_kind]);
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if let Some(script) = script {
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update_active_hitbox_list(
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script,
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&mut state_context
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.hitboxes
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.0
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.as_mut()
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.expect("ground attack must have active hitboxes")
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.active_hitboxes,
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animation_frame,
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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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state_context.play_animation(self.attack_kind.get_animation(), false);
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let script = state_context.attack_script_assets.scripts[&self.attack_kind].clone();
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state_context.hitboxes.0 = Some(crate::fighter::FighterActiveAttack {
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kind: self.attack_kind,
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script,
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active_hitboxes: Vec::new(),
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solved_hitboxes: Vec::new(),
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hit_fighters: Vec::new(),
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stalled: false,
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});
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}
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fn on_exit(&mut self, state_context: &mut ExitContext) {
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state_context.hitboxes.0 = None;
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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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None
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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_interrupt(state_context: &InterruptContext) -> Option<FighterState> {
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if state_context
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.input
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.has_command(crate::input::FighterCommands::Attack)
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{
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let attack_kind = state_context
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.input
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.get_attack_command_type()
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.to_attack_kind_grounded();
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Some(FighterState::GroundAttack(GroundAttackState {
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attack_kind,
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}))
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} else {
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None
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}
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}
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