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shinespark/src/stage/manifest.rs
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EIREXE f53e67d8ad
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Fix ledge transitions and root motion loops (#91)
## Summary

- resolve each ledge action to the walkable segment on the stage-interior side
- preserve repeating root-motion displacement across every animation cycle
- add regression coverage for left/right ledge segments and multiple root-motion wraps
- Implement ledge intangibility

Reviewed-on: #91
Co-authored-by: Álex Román Núñez <eirexe@eirteam.moe>
2026-10-12 21:38:23 +00:00

539 lines
18 KiB
Rust

use std::collections::{HashMap, HashSet};
use bevy_asset_loader::asset_collection::AssetCollection;
use ron_asset_manager::prelude::RonAsset;
use serde::{Deserialize, Serialize};
use strum::IntoEnumIterator;
use strum_macros::EnumIter;
use crate::{
AppState, game_settings::GameSettings, math::{vec::FGVec2}, stage::{
StagePoly,
line::{
StageCollision, StageLedge, StageLedgeSide, StagePolyLineSegment,
StagePolyLineSegmentType, StagePolyType, StageVertexID,
},
}, texture_reference::TextureReference,
};
use bevy::prelude::*;
/// Per-stage presentation tuning for the standard match camera.
///
/// Spatial values use gameplay world units on the XY plane. Angle values use
/// degrees
#[derive(Component, Serialize, Deserialize, Clone, Reflect)]
#[reflect(opaque)]
pub struct StageCameraProfile {
/// World-space left edge of the camera range.
pub left: f32,
/// World-space right edge of the camera range.
pub right: f32,
/// World-space bottom edge of the camera range.
pub bottom: f32,
/// World-space top edge of the camera range.
pub top: f32,
/// Neutral focus point used for empty framing and dynamic pan calculations.
pub origin: Vec2,
/// Vertical perspective field of view for the standard match camera.
pub vertical_fov_degrees: f32,
/// Nearest allowed positive Z distance from the gameplay plane.
pub min_depth: f32,
/// Farthest allowed positive Z distance from the gameplay plane.
pub max_depth: f32,
/// Multiplies fighter camera extents after the player-count scale.
pub subject_scale: f32,
/// Multiplies the facing-forward horizontal fighter camera extent.
pub fighter_forward_extent_scale: f32,
/// Multiplies the standard camera's interest and eye follow speeds.
pub tracking_smoothness: f32,
/// Constant vertical pitch added after dynamic vertical pan is clamped.
pub vertical_pan_degrees: f32,
/// Dynamic horizontal pan in degrees for every world unit from 0,0
pub horizontal_pan_degrees_per_unit: f32,
/// Dynamic vertical pan in degrees for every world unit from the vertical reference line
pub vertical_pan_degrees_per_unit: f32,
/// Symmetric limit on dynamic horizontal pan, before any other adjustment.
pub max_horizontal_pan_degrees: f32,
/// Maximum upward dynamic vertical pan, before constant pitch is added.
pub max_upward_pan_degrees: f32,
/// Magnitude of the maximum downward dynamic vertical pan, before constant
/// pitch is added.
pub max_downward_pan_degrees: f32,
}
#[derive(
Reflect, Serialize, Deserialize, Copy, Clone, Eq, PartialEq, Hash, Debug, EnumIter, Default,
)]
pub enum StageId {
#[default]
TestStage,
}
#[derive(Serialize, Deserialize, Clone, Reflect)]
#[reflect(opaque)]
pub struct StagePolyDefinition {
poly_type: StagePolyType,
lines: Vec<(FGVec2, StagePolyLineSegmentType)>,
#[serde(default)]
ledges: Vec<StageLedgeDefinition>,
}
#[derive(Serialize, Deserialize, Clone, Copy, Reflect)]
pub struct StageLedgeDefinition {
/// Index into the polygon's `lines`, identifying the corner position.
vertex: usize,
/// Side of the corner on which a grabbing fighter will hang.
hang_side: StageLedgeSide,
}
#[derive(Deserialize, Clone, Asset, Reflect, RonAsset)]
pub struct StageManifest {
pub id: StageId,
pub model_path: String,
#[asset]
#[dependency]
#[reflect(ignore)]
pub icon: TextureReference,
pub camera: StageCameraProfile,
pub polygons: Vec<StagePolyDefinition>,
#[reflect(ignore)]
pub blast_zone_top_left: FGVec2,
#[reflect(ignore)]
pub blast_zone_bottom_right: FGVec2,
#[reflect(ignore)]
pub spawn_points: Vec<FGVec2>,
pub neutral_spawn_point_sets: Vec<Vec<usize>>,
#[reflect(ignore)]
pub respawn_points: Vec<FGVec2>,
}
#[derive(Resource)]
pub struct StageManifestAssets(pub Vec<Handle<StageManifest>>);
impl StageManifestAssets {
fn requested(world: &World) -> Self {
let settings = world.resource::<GameSettings>();
let asset_server = world.resource::<AssetServer>();
Self(
settings
.stage_manifest_paths
.iter()
.map(|path| asset_server.load(path.clone()))
.collect(),
)
}
}
impl AssetCollection for StageManifestAssets {
fn create(world: &mut World) -> Self {
Self::requested(world)
}
fn load(world: &mut World) -> Vec<UntypedHandle> {
Self::requested(world)
.0
.into_iter()
.map(Handle::untyped)
.collect()
}
}
#[derive(Resource, Deref)]
pub struct StageManifestRegistry(HashMap<StageId, Handle<StageManifest>>);
impl StageManifestRegistry {
pub fn get(&self, stage: StageId) -> Option<Handle<StageManifest>> {
self.0.get(&stage).cloned()
}
}
fn fail(next_state: &mut NextState<AppState>, message: &str) {
error!("Stage manifest preparation failed: {message}");
next_state.set(AppState::CommonAssetLoadFailed);
}
pub fn prepare_stage_manifests(
mut commands: Commands,
handles: Res<StageManifestAssets>,
manifests: Res<Assets<StageManifest>>,
mut next_state: ResMut<NextState<AppState>>,
) {
let mut registry = HashMap::with_capacity(handles.0.len());
for handle in &handles.0 {
let Some(manifest) = manifests.get(handle) else {
fail(&mut next_state, "a loaded fighter manifest is unavailable");
return;
};
if manifest.model_path.is_empty() {
fail(
&mut next_state,
&format!("{:?} has an empty model path", manifest.id),
);
return;
}
if !manifest.camera.is_valid() {
fail(
&mut next_state,
&format!("{:?} has an invalid camera profile", manifest.id),
);
return;
}
if let Err(error) = manifest.validate_spawn_points() {
fail(
&mut next_state,
&format!("{:?} has invalid spawn points: {error}", manifest.id),
);
return;
}
if let Err(error) = manifest.validate_ledges() {
fail(
&mut next_state,
&format!("{:?} has invalid ledges: {error}", manifest.id),
);
return;
}
if registry.insert(manifest.id, handle.clone()).is_some() {
fail(
&mut next_state,
&format!("duplicate manifest for stage {:?}", manifest.id),
);
return;
}
}
for stage in StageId::iter() {
if !registry.contains_key(&stage) {
fail(
&mut next_state,
&format!("no manifest configured for stage {stage:?}"),
);
return;
}
}
commands.insert_resource(StageManifestRegistry(registry));
next_state.set(AppState::PreMainMenu);
}
impl StageManifest {
pub fn neutral_spawn_positions(&self, player_count: usize) -> Result<Vec<FGVec2>, String> {
if player_count == 0 {
return Err("a match must contain at least one player".to_owned());
}
let layout = self
.neutral_spawn_point_sets
.get(player_count - 1)
.ok_or_else(|| format!("no spawn layout for {player_count} players"))?;
if layout.len() != player_count {
return Err(format!(
"the {player_count}-player layout contains {} positions",
layout.len()
));
}
layout
.iter()
.map(|&index| {
self.spawn_points.get(index).copied().ok_or_else(|| {
format!("the {player_count}-player layout references spawn point {index}")
})
})
.collect()
}
fn validate_spawn_points(&self) -> Result<(), String> {
if self.spawn_points.is_empty() {
return Err("no spawn points are configured".to_owned());
}
if self.respawn_points.is_empty() {
return Err("no respawn points are configured".to_owned());
}
if self.neutral_spawn_point_sets.is_empty() {
return Err("no neutral spawn layouts are configured".to_owned());
}
for (layout_index, layout) in self.neutral_spawn_point_sets.iter().enumerate() {
let player_count = layout_index + 1;
if layout.len() != player_count {
return Err(format!(
"the {player_count}-player layout contains {} positions",
layout.len()
));
}
let mut unique_indices = HashSet::with_capacity(layout.len());
for &spawn_point_index in layout {
if spawn_point_index >= self.spawn_points.len() {
return Err(format!(
"the {player_count}-player layout references spawn point {spawn_point_index}"
));
}
if !unique_indices.insert(spawn_point_index) {
return Err(format!(
"the {player_count}-player layout uses spawn point {spawn_point_index} more than once"
));
}
}
}
Ok(())
}
fn validate_ledges(&self) -> Result<(), String> {
for (polygon_index, definition) in self.polygons.iter().enumerate() {
definition.validate_ledges(polygon_index)?;
}
Ok(())
}
pub fn to_collision(&self) -> StageCollision {
let stage_polys: Vec<StagePoly> = self
.polygons
.iter()
.map(|def| StagePoly::build(def.poly_type, &def.lines))
.collect();
let ledges = self
.polygons
.iter()
.enumerate()
.flat_map(|(polygon, definition)| definition.resolved_ledges(polygon))
.collect();
StageCollision {
stage_polys,
ledges,
}
}
}
impl StagePolyDefinition {
fn validate_ledges(&self, polygon_index: usize) -> Result<(), String> {
let polygon = StagePoly::build(self.poly_type, &self.lines);
let mut vertices = HashSet::with_capacity(self.ledges.len());
for ledge in &self.ledges {
if ledge.vertex >= self.lines.len() {
return Err(format!(
"polygon {polygon_index} references missing vertex {}",
ledge.vertex
));
}
if !vertices.insert(ledge.vertex) {
return Err(format!(
"polygon {polygon_index} defines vertex {} as a ledge more than once",
ledge.vertex
));
}
let outgoing = polygon.get_segment(ledge.vertex);
let incoming_index = if ledge.vertex > 0 {
Some(ledge.vertex - 1)
} else if matches!(self.poly_type, StagePolyType::Closed) {
polygon.segments.len().checked_sub(1)
} else {
None
};
let incoming = incoming_index.and_then(|index| polygon.get_segment(index));
let is_walkable_floor = |segment: Option<&StagePolyLineSegment>| {
segment.is_some_and(|segment| {
segment.segment_type == StagePolyLineSegmentType::Floor
&& segment.normal.y > crate::math::int::FGi32::ZERO
})
};
let (interior, exterior) = match ledge.hang_side {
StageLedgeSide::Left => (outgoing, incoming),
StageLedgeSide::Right => (incoming, outgoing),
};
if !is_walkable_floor(interior) {
return Err(format!(
"polygon {polygon_index} vertex {} has no upward-facing floor opposite its {:?} hang side",
ledge.vertex, ledge.hang_side
));
}
if is_walkable_floor(exterior) {
return Err(format!(
"polygon {polygon_index} vertex {} is between two walkable floors rather than at an exposed corner",
ledge.vertex
));
}
}
Ok(())
}
fn resolved_ledges(&self, polygon: usize) -> impl Iterator<Item = StageLedge> + '_ {
self.ledges.iter().map(move |ledge| StageLedge {
id: StageVertexID {
polygon,
vertex: ledge.vertex,
},
position: self.lines[ledge.vertex].0,
hang_side: ledge.hang_side,
})
}
}
impl StageCameraProfile {
fn is_valid(&self) -> bool {
self.left.is_finite()
&& self.right.is_finite()
&& self.bottom.is_finite()
&& self.top.is_finite()
&& self.origin.is_finite()
&& self.vertical_fov_degrees.is_finite()
&& self.min_depth.is_finite()
&& self.max_depth.is_finite()
&& self.subject_scale.is_finite()
&& self.fighter_forward_extent_scale.is_finite()
&& self.tracking_smoothness.is_finite()
&& self.vertical_pan_degrees.is_finite()
&& self.horizontal_pan_degrees_per_unit.is_finite()
&& self.vertical_pan_degrees_per_unit.is_finite()
&& self.max_horizontal_pan_degrees.is_finite()
&& self.max_upward_pan_degrees.is_finite()
&& self.max_downward_pan_degrees.is_finite()
&& self.left < self.right
&& self.bottom < self.top
&& (self.left..=self.right).contains(&self.origin.x)
&& (self.bottom..=self.top).contains(&self.origin.y)
&& (0.0..180.0).contains(&self.vertical_fov_degrees)
&& self.min_depth > 0.0
&& self.min_depth <= self.max_depth
&& self.subject_scale > 0.0
&& self.fighter_forward_extent_scale > 0.0
&& self.tracking_smoothness >= 0.0
&& self.max_horizontal_pan_degrees >= 0.0
&& self.max_upward_pan_degrees >= 0.0
&& self.max_downward_pan_degrees >= 0.0
&& self.vertical_fov_degrees * 0.5 + self.max_horizontal_pan_degrees < 90.0
&& self.vertical_fov_degrees * 0.5
+ self.vertical_pan_degrees.abs()
+ self
.max_upward_pan_degrees
.max(self.max_downward_pan_degrees)
< 90.0
}
}
#[cfg(test)]
mod tests {
use super::*;
use crate::stage::line::StageLineID;
fn platform(ledges: Vec<StageLedgeDefinition>) -> StagePolyDefinition {
StagePolyDefinition {
poly_type: StagePolyType::Platform,
lines: vec![
(FGVec2::lit("-5", "0"), StagePolyLineSegmentType::Floor),
(FGVec2::lit("5", "0"), StagePolyLineSegmentType::Floor),
],
ledges,
}
}
#[test]
fn platform_endpoints_can_be_defined_as_ledges() {
let definition = platform(vec![
StageLedgeDefinition {
vertex: 0,
hang_side: StageLedgeSide::Left,
},
StageLedgeDefinition {
vertex: 1,
hang_side: StageLedgeSide::Right,
},
]);
assert_eq!(definition.validate_ledges(3), Ok(()));
let ledges = definition.resolved_ledges(3).collect::<Vec<_>>();
assert_eq!(ledges[0].id, StageVertexID { polygon: 3, vertex: 0 });
assert_eq!(ledges[0].position, FGVec2::lit("-5", "0"));
assert_eq!(ledges[1].id, StageVertexID { polygon: 3, vertex: 1 });
assert_eq!(ledges[1].position, FGVec2::lit("5", "0"));
}
#[test]
fn ledge_ground_segments_point_toward_the_stage_interior() {
let definition = platform(vec![
StageLedgeDefinition {
vertex: 0,
hang_side: StageLedgeSide::Left,
},
StageLedgeDefinition {
vertex: 1,
hang_side: StageLedgeSide::Right,
},
]);
let collision = StageCollision {
stage_polys: vec![StagePoly::build(definition.poly_type, &definition.lines)],
ledges: definition.resolved_ledges(0).collect(),
};
for vertex in [0, 1] {
let (line_id, segment) = collision
.find_ledge_ground_segment(StageVertexID { polygon: 0, vertex })
.unwrap();
assert_eq!(line_id, StageLineID { polygon: 0, segment: 0 });
assert!(matches!(
segment.segment_type,
StagePolyLineSegmentType::Floor
));
}
}
#[test]
fn invalid_and_duplicate_ledge_vertices_are_rejected() {
let missing = platform(vec![StageLedgeDefinition {
vertex: 2,
hang_side: StageLedgeSide::Right,
}]);
assert!(missing.validate_ledges(0).is_err());
let duplicate = platform(vec![
StageLedgeDefinition {
vertex: 0,
hang_side: StageLedgeSide::Left,
},
StageLedgeDefinition {
vertex: 0,
hang_side: StageLedgeSide::Right,
},
]);
assert!(duplicate.validate_ledges(0).is_err());
}
#[test]
fn ledge_must_border_an_upward_facing_floor() {
let definition = StagePolyDefinition {
poly_type: StagePolyType::Platform,
lines: vec![
(FGVec2::lit("0", "0"), StagePolyLineSegmentType::Wall),
(FGVec2::lit("0", "5"), StagePolyLineSegmentType::Wall),
],
ledges: vec![StageLedgeDefinition {
vertex: 0,
hang_side: StageLedgeSide::Left,
}],
};
assert!(definition.validate_ledges(0).is_err());
let wrong_side = platform(vec![StageLedgeDefinition {
vertex: 0,
hang_side: StageLedgeSide::Right,
}]);
assert!(wrong_side.validate_ledges(0).is_err());
}
}