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shinespark/src/fighter/mod.rs
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Improve ECB behaviour, add ECB interpolation, wall/ceiling support etc
2026-10-13 19:35:44 +02:00

496 lines
17 KiB
Rust

//! Everything fighter-shaped: the components that describe a fighter, the
//! state machine that drives it, and the plugin that schedules it all.
use bevy::prelude::*;
use bevy_egui::EguiPrimaryContextPass;
use bevy_ggrs::prelude::*;
use serde::{Deserialize, Serialize};
pub mod animation;
pub mod attack;
pub mod attributes;
pub mod baked_animation;
pub mod blast_zones;
pub mod collision;
pub mod debug;
pub mod ecb;
pub mod errors;
pub mod hurtbox;
pub mod manifest;
pub mod motion;
pub mod push;
pub mod state;
pub mod surface;
pub mod visual;
// The fighter components are re-exported so the rest of the crate can say
// `fighter::FighterVelocity` without caring which file it lives in. Named
// explicitly rather than globbed, so moving a type between submodules can't
// silently change what this module exports.
pub use attributes::FighterAttributes;
pub use ecb::FighterECB;
pub use manifest::FighterId;
pub use motion::{
FighterPresentationSnap, FighterPreviousFacingDirection, FighterPreviousTranslation,
FighterTranslation, FighterVelocity,
};
pub use surface::FighterSurfaceState;
use crate::{
AppState,
fighter::{
attack::{
AttackKind, FighterAttackPlugin, FighterAttackScriptAssets, FighterDamage,
FighterKnockbackVelocity, FighterPendingHitReaction, FighterSolvedHurtboxes,
FighterStaleMoveQueue,
},
baked_animation::FighterBoneIndexMap,
ecb::{FighterDesiredECB, FighterECBBoneIndices},
manifest::FighterManifest,
state::{FighterState, air::AirborneStateCommon, fall::FallState},
visual::{FighterAnimations, FighterInvulnerabilityVisualState},
},
game_settings::GameSettings,
input::FighterInput,
math::{int::FGi32, vec::FGVec2},
player::Player,
schedule::GameplaySet,
scripting::FighterAttackScript,
};
use state::state_interrupt_system;
/// Owns fighter simulation, the rollback registrations for fighter
/// components, and the fighter debug overlays.
#[derive(Default)]
pub struct FighterPlugin;
#[derive(Component, Copy, Clone, Hash, Debug, PartialEq, Reflect)]
pub enum FighterFacingDirection {
Left,
Right,
}
#[derive(Component, Copy, Clone, Hash, Debug, PartialEq, Reflect, Default)]
pub enum FighterHitstopShakeKind {
#[default]
Horizontal,
Vertical,
}
#[derive(Component, Copy, Clone, Hash, Debug, PartialEq, Reflect, Default)]
pub enum FighterHitstopShakeRole {
#[default]
Attacker,
Receiver,
}
#[derive(Component, Default, Copy, Clone, Hash)]
pub struct FighterHitstopShake {
pub remaining_frames: u32,
pub total_frames: u32,
pub kind: FighterHitstopShakeKind,
pub role: FighterHitstopShakeRole,
}
#[derive(Component, Default, Copy, Clone, Hash)]
#[require(FighterHitstopShake)]
pub struct FighterHitstop {
pub remaining_frames: u32,
}
#[derive(Component, Default, Copy, Clone, Hash, Debug, PartialEq, Eq)]
pub struct FighterLedgeInformation {
pub regrab_lockout_remaining_frames: u32,
pub grab_count: u32,
}
impl FighterLedgeInformation {
pub fn start(&mut self, duration_frames: u32) {
self.regrab_lockout_remaining_frames = duration_frames;
}
pub fn is_regrab_lockout_active(&self) -> bool {
self.regrab_lockout_remaining_frames > 0
}
fn tick(&mut self) {
self.regrab_lockout_remaining_frames =
self.regrab_lockout_remaining_frames.saturating_sub(1);
}
}
#[cfg(test)]
mod ledge_grab_lockout_tests {
use super::FighterLedgeInformation;
#[test]
fn lockout_expires_after_the_requested_number_of_ticks() {
let mut lockout = FighterLedgeInformation::default();
lockout.start(2);
assert!(lockout.is_regrab_lockout_active());
lockout.tick();
assert!(lockout.is_regrab_lockout_active());
lockout.tick();
assert!(!lockout.is_regrab_lockout_active());
}
#[test]
fn zero_duration_does_not_enable_lockout() {
let mut lockout = FighterLedgeInformation::default();
lockout.start(0);
assert!(!lockout.is_regrab_lockout_active());
}
}
#[derive(Component, Default, Copy, Clone, Hash)]
pub enum FighterInvulnerabilityState {
#[default]
Vulnerable,
Invulnerable {
frames_remaining: Option<u32>,
},
Intangible {
frames_remaining: Option<u32>,
},
}
impl FighterFacingDirection {
fn reverse(&self) -> Self {
match self {
FighterFacingDirection::Left => FighterFacingDirection::Right,
FighterFacingDirection::Right => FighterFacingDirection::Left,
}
}
}
#[derive(Copy, Clone, Debug, Reflect, Serialize, Deserialize)]
#[reflect(opaque)]
pub struct FighterCameraProfile {
pub vertical_origin_offset: FGi32,
pub forward_extent: FGi32,
pub backward_extent: FGi32,
pub upward_extent: FGi32,
pub downward_extent: FGi32,
/// Reserved for future offscreen indicators and close-up camera modes.
pub visibility_radius: FGi32,
}
impl FighterCameraProfile {
pub fn is_valid(&self) -> bool {
self.forward_extent >= FGi32::ZERO
&& self.backward_extent >= FGi32::ZERO
&& self.upward_extent >= FGi32::ZERO
&& self.downward_extent >= FGi32::ZERO
&& self.visibility_radius >= FGi32::ZERO
}
}
impl FighterFacingDirection {
pub fn to_sign(&self) -> FGi32 {
match self {
FighterFacingDirection::Left => FGi32::NEG_ONE,
FighterFacingDirection::Right => FGi32::ONE,
}
}
}
#[derive(Component)]
#[require(Transform)]
pub struct FighterVisual;
#[derive(Component, DerefMut, Deref, Debug, Default, Hash, Clone, Copy)]
pub struct FighterPendingRespawn(bool);
#[derive(Component)]
#[require(
FighterStaleMoveQueue,
FighterDamage,
FighterPendingHitReaction,
FighterPendingRespawn,
FighterHitstop,
FighterLedgeInformation,
FighterKnockbackVelocity,
FighterTranslation,
FighterInvulnerabilityState,
FighterInvulnerabilityVisualState
)]
pub struct Fighter {
pub manifest: Handle<FighterManifest>,
}
#[derive(Resource, Clone, Debug)]
pub struct FighterRoster(pub Vec<Entity>);
impl Plugin for FighterPlugin {
fn build(&self, app: &mut App) {
app.add_plugins(FighterAttackPlugin)
// Every state gets a chance to interrupt itself, in priority order.
.add_systems(
GgrsSchedule,
motion::clear_fighter_presentation_snaps.in_set(GameplaySet::Input),
)
.add_systems(
GgrsSchedule,
(
(ecb::snapshot_fighter_ecb, motion::snapshot_fighter_motion)
.before(state_interrupt_system),
animation::advance_fighter_animation_frames.before(state_interrupt_system),
state::state_interrupt_system,
)
.in_set(GameplaySet::Interrupt),
)
.add_systems(
GgrsSchedule,
(
state::state_update_system,
decay_hitstop,
decay_invulnerability,
)
.chain()
.in_set(GameplaySet::StateUpdate),
)
/*.add_systems(
GgrsSchedule,
(motion::integrate_gravity, motion::apply_grounded_motion)
.chain()
.in_set(GameplaySet::Physics),
)*/
.add_systems(
GgrsSchedule,
(
(
blast_zones::apply_blast_zones,
ecb::decrement_ecb_lockout,
ecb::update_ecb,
state::state_collision_interrupt_system,
decay_ledge_grab_lockout,
)
.chain(),
baked_animation::resample_fighter_bone_matrices,
)
.chain()
.in_set(GameplaySet::Collision),
)
.add_systems(
GgrsSchedule,
push::apply_grounded_pushes
.before(state::state_update_system)
.in_set(GameplaySet::StateUpdate),
)
.add_systems(
PostUpdate,
(
motion::apply_fighter_translation_to_visuals,
animation::apply_animation,
)
.chain()
.before(bevy::transform::TransformSystems::Propagate)
.run_if(in_state(crate::AppState::InMatch)),
)
// Rollback registration lives next to the systems that write these
// components; a component simulated here but missing from this list
// is a desync waiting to happen.
.rollback_component_with_copy::<FighterECB>()
.checksum_component_with_hash::<FighterECB>()
.rollback_component_with_copy::<FighterDesiredECB>()
.checksum_component_with_hash::<FighterDesiredECB>()
.rollback_component_with_clone::<FighterStaleMoveQueue>()
.checksum_component_with_hash::<FighterStaleMoveQueue>()
.rollback_component_with_copy::<ecb::FighterPreviousECB>()
.checksum_component_with_hash::<ecb::FighterPreviousECB>()
.rollback_component_with_copy::<FighterVelocity>()
.checksum_component_with_hash::<FighterVelocity>()
.rollback_component_with_copy::<FighterTranslation>()
.checksum_component_with_hash::<FighterTranslation>()
.rollback_component_with_copy::<FighterPreviousTranslation>()
.checksum_component_with_hash::<FighterPreviousTranslation>()
.rollback_component_with_copy::<FighterPresentationSnap>()
.checksum_component_with_hash::<FighterPresentationSnap>()
.rollback_component_with_copy::<FighterPreviousFacingDirection>()
.checksum_component_with_hash::<FighterPreviousFacingDirection>()
.rollback_component_with_copy::<animation::FighterAnimationFrame>()
.checksum_component_with_hash::<animation::FighterAnimationFrame>()
.rollback_component_with_clone::<FighterSurfaceState>()
.checksum_component_with_hash::<FighterSurfaceState>()
.rollback_component_with_copy::<FighterFacingDirection>()
.rollback_component_with_copy::<FighterDamage>()
.checksum_component_with_hash::<FighterDamage>()
.rollback_component_with_clone::<FighterPendingHitReaction>()
.checksum_component_with_hash::<FighterPendingHitReaction>()
.rollback_component_with_copy::<FighterPendingRespawn>()
.checksum_component_with_hash::<FighterPendingRespawn>()
.rollback_component_with_copy::<FighterHitstop>()
.checksum_component_with_hash::<FighterHitstop>()
.rollback_component_with_copy::<FighterLedgeInformation>()
.checksum_component_with_hash::<FighterLedgeInformation>()
.rollback_component_with_copy::<FighterInvulnerabilityState>()
.checksum_component_with_hash::<FighterInvulnerabilityState>()
.rollback_component_with_copy::<FighterKnockbackVelocity>()
.checksum_component_with_hash::<FighterKnockbackVelocity>()
.rollback_component_with_clone::<baked_animation::FighterBoneMatrices>()
.checksum_component_with_hash::<baked_animation::FighterBoneMatrices>()
// Debug views.
.add_systems(
FixedPostUpdate,
debug::debug_draw_ecb.run_if(crate::debug_tools::ecb_enabled),
)
.add_systems(
FixedPostUpdate,
debug::ledge_grab_debug.run_if(crate::debug_tools::ledge_grab_enabled),
)
.add_systems(
EguiPrimaryContextPass,
debug::fighter_debug.run_if(crate::debug_tools::fighter_info_enabled),
)
.add_systems(
FixedPostUpdate,
debug::animation_debug.run_if(crate::debug_tools::animation_bones_enabled),
)
.add_systems(
FixedPostUpdate,
(
debug::attack_debug_gather,
(debug::attack_debug, debug::attack_launch_debug_draw)
.after(debug::attack_debug_gather),
)
.chain()
.run_if(crate::debug_tools::attack_hitboxes_enabled)
.run_if(in_state(AppState::InMatch)),
)
.add_systems(
FixedPostUpdate,
visual::update_status_colors.run_if(resource_exists::<GameSettings>),
)
.add_systems(
FixedPostUpdate,
debug::hurtbox_debug.run_if(crate::debug_tools::hurtboxes_enabled),
)
.rollback_component_with_clone::<FighterState>()
.rollback_component_with_clone::<FighterHitboxes>()
.rollback_component_with_clone::<FighterHitstopShake>()
.checksum_component_with_hash::<FighterHitboxes>()
.checksum_component_with_hash::<FighterState>()
.checksum_component_with_hash::<FighterFacingDirection>()
.register_type::<FighterFacingDirection>();
}
}
#[derive(Clone, Debug, Hash)]
pub struct FighterActiveAttack {
pub kind: AttackKind,
pub script: Handle<FighterAttackScript>,
pub active_hitboxes: Vec<usize>,
pub solved_hitboxes: Vec<attack::FighterSolvedHitbox>,
pub hit_groups: Vec<FighterHitGroupState>,
pub stalled: bool,
}
#[derive(Clone, Debug, Hash)]
pub struct FighterHitGroupState {
pub group: u32,
pub hit_fighters: Vec<Entity>,
}
#[derive(Component, Clone, Debug, Default, Hash)]
pub struct FighterHitboxes(pub Option<FighterActiveAttack>);
pub fn spawn_fighter(
commands: &mut Commands,
player_handle: usize,
controller_port: usize,
spawn_position: FGVec2,
manifest: Handle<FighterManifest>,
model_scale: FGi32,
animations: FighterAnimations,
attack_scripts: FighterAttackScriptAssets,
visual_root: WorldAssetRoot,
ecb_bone_indices: Vec<usize>,
) -> Entity {
commands
.spawn((
Name(format!("Fighter {player_handle}").into()),
Player {
handle: player_handle,
controller_port,
},
Fighter { manifest: manifest },
FighterFacingDirection::Right,
FighterPreviousFacingDirection(FighterFacingDirection::Right),
FighterSurfaceState::default(),
Transform::from_scale(Vec3::splat(model_scale.to_num())),
(
FighterECB::default(),
FighterDesiredECB::default(),
FighterHitboxes::default(),
FighterECBBoneIndices {
indices: ecb_bone_indices,
},
),
(
FighterVelocity::default(),
FighterTranslation(spawn_position),
FighterPreviousTranslation(spawn_position),
FighterPresentationSnap::default(),
),
visual_root,
animations,
attack_scripts,
FighterState::Fall(FallState::new(AirborneStateCommon::default())),
animation::FighterAnimationFrame::new(animation::AnimKind::Wait, true),
(
baked_animation::FighterBoneMatrices::default(),
FighterBoneIndexMap::default(),
FighterSolvedHurtboxes::default(),
FighterVisual,
FighterInput::default(),
crate::camera::FighterCameraExtents::default(),
),
))
.id()
}
pub fn decay_hitstop(query: Query<(&mut FighterHitstop, &mut FighterHitstopShake)>) {
for (mut hitstop, mut hitstop_shake) in query {
hitstop.remaining_frames = hitstop.remaining_frames.saturating_sub(1);
hitstop_shake.remaining_frames = hitstop_shake.remaining_frames.saturating_sub(1);
}
}
pub fn decay_ledge_grab_lockout(query: Query<&mut FighterLedgeInformation>) {
for mut lockout in query {
lockout.tick();
}
}
pub fn decay_invulnerability(query: Query<&mut FighterInvulnerabilityState>) {
for invuln_state in query {
let invuln_state = invuln_state.into_inner();
let frames_remaining = match invuln_state {
FighterInvulnerabilityState::Vulnerable => None,
FighterInvulnerabilityState::Invulnerable { frames_remaining } => {
if let Some(frames_remaining) = frames_remaining {
*frames_remaining = frames_remaining.saturating_sub(1);
Some(*frames_remaining)
} else {
None
}
}
FighterInvulnerabilityState::Intangible { frames_remaining } => {
if let Some(frames_remaining) = frames_remaining {
*frames_remaining = frames_remaining.saturating_sub(1);
Some(*frames_remaining)
} else {
None
}
}
};
if let Some(frames_remaining) = frames_remaining {
if frames_remaining == 0 {
*invuln_state = FighterInvulnerabilityState::Vulnerable;
}
}
}
}