## 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>
81 lines
2.7 KiB
Rust
81 lines
2.7 KiB
Rust
use super::{CollisionContext, EnterContext, FighterStateImpl, InterruptContext, UpdateContext};
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use crate::fighter::animation::AnimKind;
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use crate::fighter::state::ground;
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use crate::fighter::state::{FighterState, dash, jump, wait, walk};
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use crate::input::FighterCommands;
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#[derive(Debug, Clone, Hash)]
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pub struct TurnState;
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impl FighterStateImpl for TurnState {
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const NAME: &'static str = "Turn";
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fn check_interrupt(&self, state_context: &mut InterruptContext) -> Option<FighterState> {
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// State chain that results in the turn completing
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if state_context.get_current_animation_frame()
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<= state_context
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.game_settings
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.input_common
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.turn_into_dashback_window as u32
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{
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if let Some(state) = dash::check_input(state_context) {
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return Some(state);
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}
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}
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if let Some(state) = jump::check_input(state_context) {
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*state_context.facing_direction = state_context.facing_direction.reverse();
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Some(state)
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} else if state_context.is_current_animation_finished() {
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if let Some(state) = dash::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 if let Some(state) = wait::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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} else {
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None
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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(AnimKind::Turn, false);
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*state_context.facing_direction = state_context.facing_direction.reverse();
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}
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fn update(&mut self, state_context: &mut UpdateContext) {
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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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let has_smash_input = state_context
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.input
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.has_command(FighterCommands::SmashMoveLeft)
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|| state_context
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.input
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.has_command(FighterCommands::SmashMoveRight);
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if !input_frame.movement.x.is_zero()
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&& input_frame.movement.x.signum() != state_context.facing_direction.to_sign()
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&& !has_smash_input
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{
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return Some(FighterState::Turn(TurnState));
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}
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None
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}
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