70 lines
2.0 KiB
Rust
70 lines
2.0 KiB
Rust
use crate::{
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fighter::{
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animation::AnimKind, state::{
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CollisionContext, EnterContext, FighterState, FighterStateImpl, InterruptContext, UpdateContext, air::{self, AirborneStateCommon}, fall::FallState, land::LandingType,
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},
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}, input, math::vec::FGVec2,
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};
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#[derive(Debug, Clone, Hash)]
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pub struct AirDodgeState {
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pub direction: FGVec2,
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}
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impl FighterStateImpl for AirDodgeState {
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const NAME: &'static str = "AirDodge";
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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::Fall(FallState::new(AirborneStateCommon::default())))
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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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state_context.velocity.0 *= state_context.fighter_attributes.air_dodge_decay;
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air::apply_air_motion(
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state_context.velocity,
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state_context.translation,
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state_context.prev_translation,
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);
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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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air::collision_interrupt(state_context, LandingType::Special)
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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::AirDodge, false);
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state_context.velocity.0 =
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self.direction * state_context.fighter_attributes.air_dodge_velocity;
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}
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fn is_visually_grounded<'a>(
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&'a self,
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) -> bool {
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false
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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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state_context
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.input
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.has_command(input::FighterCommands::Shield)
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.then(|| {
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FighterState::AirDodge(AirDodgeState {
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direction: state_context
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.input
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.get_last_frame()
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.movement
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.normalize_or_zero(),
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})
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})
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}
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