Files
shinespark/src/fighter/state/mod.rs
T

373 lines
12 KiB
Rust

//! The fighter state machine: the [`FighterState`] trait every state
//! implements, the context they inspect, and the generic system that runs the
//! interrupt check. One state per submodule.
use bevy::ecs::query::QueryData;
use bevy::prelude::*;
use crate::fighter::animation::{AnimKind, FighterAnimationFrame};
use crate::fighter::attack::{
FighterAttackScriptAssets, FighterKnockbackVelocity, FighterPendingHitReaction,
FighterStaleMoveQueue,
};
use crate::fighter::baked_animation::BakedFighterAnimations;
use crate::fighter::ecb::FighterPreviousECB;
use crate::fighter::manifest::FighterManifest;
use crate::fighter::state::hitstun::HitstunState;
use crate::fighter::visual::FighterAnimations;
use crate::fighter::{
Fighter, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
FighterPreviousTranslation, FighterTranslation, FighterVelocity,
};
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::scripting::FighterAttackScript;
use crate::stage::line::StageCollision;
pub mod air;
pub mod air_dodge;
pub mod dash;
pub mod fall;
pub mod ground;
pub mod ground_attack;
pub mod hitstun;
pub mod jump;
pub mod land;
pub mod run;
pub mod turn;
pub mod wait;
pub mod walk;
macro_rules! fighter_states {
($($variant:ident => $ty:ty),* $(,)?) => {
#[derive(Component, Clone, Debug, Hash)]
pub enum FighterState { $($variant($ty)),* }
impl FighterState {
pub fn name(&self) -> &'static str {
match self { $(Self::$variant(_) => <$ty>::NAME),* }
}
pub fn check_interrupt(&self, ctx: &mut FighterStateContext) -> Option<FighterState> {
match self { $(Self::$variant(s) => s.check_interrupt(ctx)),* }
}
pub fn update(&mut self, ctx: &mut FighterStateContext) {
match self { $(Self::$variant(s) => s.update(ctx)),* }
}
pub fn on_enter(&mut self, ctx: &mut FighterStateContext) {
match self { $(Self::$variant(s) => s.on_enter(ctx)),* }
}
pub fn on_exit(&mut self, ctx: &mut FighterStateContext) {
match self { $(Self::$variant(s) => s.on_exit(ctx)),* }
}
pub fn check_collision_interrupt(&mut self, ctx: &mut FighterStateContext) -> Option<FighterState> {
match self { $(Self::$variant(s) => s.check_collision_interrupt(ctx)),* }
}
}
$(impl From<$ty> for FighterState {
fn from(s: $ty) -> Self { Self::$variant(s) }
})*
};
}
pub trait FighterStateImpl: Sized {
const NAME: &'static str;
fn check_interrupt(&self, state_context: &mut FighterStateContext) -> Option<FighterState>;
fn on_enter(&mut self, _state_context: &mut FighterStateContext) {}
fn on_exit(&mut self, _state_context: &mut FighterStateContext) {}
fn name(&self) -> String {
Self::NAME.to_owned()
}
fn update(&mut self, _state_context: &mut FighterStateContext);
fn check_collision_interrupt(
&mut self,
_state_context: &mut FighterStateContext,
) -> Option<FighterState> {
None
}
}
pub struct FighterStateContext<'a> {
pub translation: &'a mut FighterTranslation,
pub prev_translation: &'a mut FighterPreviousTranslation,
pub input: &'a mut FighterInput,
pub hitboxes: &'a mut FighterHitboxes,
pub velocity: &'a mut FighterVelocity,
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub stale_move_queue: &'a mut FighterStaleMoveQueue,
pub ecb: &'a mut FighterECB,
pub prev_ecb: &'a mut FighterPreviousECB,
pub facing_direction: &'a mut FighterFacingDirection,
pub game_settings: &'a GameSettings,
pub stage_collision: &'a StageCollision,
pub animations: &'a FighterAnimations,
pub animation_frame: &'a mut FighterAnimationFrame,
pub baked_animations: &'a Assets<BakedFighterAnimations>,
pub attack_scripts: &'a Assets<FighterAttackScript>,
pub fighter_manifest: &'a FighterManifest,
pub attack_script_assets: &'a FighterAttackScriptAssets,
}
impl FighterStateContext<'_> {
pub fn play_animation(&mut self, kind: AnimKind, repeat: bool) {
self.animation_frame.reset(kind, repeat);
}
pub fn get_current_animation_frame(&self) -> u32 {
self.animation_frame.frame
}
pub fn is_current_animation_finished(&self) -> bool {
let anims_data = self
.baked_animations
.get(&self.animations.baked)
.expect("Animation should exist");
anims_data
.frame_count(self.animation_frame.kind)
.expect("Current animation should have baked frames")
<= self.animation_frame.frame
}
}
fighter_states! {
Wait => wait::WaitState,
Walk => walk::WalkState,
Dash => dash::DashState,
Run => run::RunState,
Fall => fall::FallState,
JumpSquat => jump::JumpSquatState,
Jump => jump::JumpState,
Land => land::LandingState,
AirDodge => air_dodge::AirDodgeState,
Turn => turn::TurnState,
GroundAttack => ground_attack::GroundAttackState,
Hitstun => hitstun::HitstunState,
}
#[derive(QueryData)]
#[query_data(mutable)]
pub struct FighterFrameQuery {
pub translation: &'static mut FighterTranslation,
pub prev_translation: &'static mut FighterPreviousTranslation,
pub input: &'static mut FighterInput,
pub hitboxes: &'static mut FighterHitboxes,
pub velocity: &'static mut FighterVelocity,
pub knockback_velocity: &'static mut FighterKnockbackVelocity,
pub stale_move_queue: &'static mut FighterStaleMoveQueue,
pub ecb: &'static mut FighterECB,
pub prev_ecb: &'static mut FighterPreviousECB,
pub facing_direction: &'static mut FighterFacingDirection,
pub animation_frame: &'static mut FighterAnimationFrame,
pub fighter: &'static Fighter,
}
impl<'w, 's> FighterFrameQueryItem<'w, 's> {
fn context<'a>(
&'a mut self,
game_settings: &'a GameSettings,
stage_collision: &'a StageCollision,
animations: &'a FighterAnimations,
baked_animations: &'a Assets<BakedFighterAnimations>,
attack_scripts: &'a Assets<FighterAttackScript>,
attack_script_assets: &'a FighterAttackScriptAssets,
manifest: &'a FighterManifest,
) -> FighterStateContext<'a> {
FighterStateContext {
translation: &mut self.translation,
prev_translation: &mut self.prev_translation,
input: &mut self.input,
hitboxes: &mut self.hitboxes,
velocity: &mut self.velocity,
knockback_velocity: &mut self.knockback_velocity,
stale_move_queue: &mut self.stale_move_queue,
ecb: &mut self.ecb,
prev_ecb: &mut self.prev_ecb,
facing_direction: &mut self.facing_direction,
game_settings,
stage_collision,
animations,
animation_frame: &mut self.animation_frame,
baked_animations,
attack_scripts,
attack_script_assets,
fighter_manifest: manifest,
}
}
}
#[derive(QueryData)]
#[query_data(mutable)]
pub struct StatefulFighterQuery {
pub state: &'static mut FighterState,
pub frame: FighterFrameQuery,
pub animations: &'static FighterAnimations,
pub fighter: &'static Fighter,
pub attack_script_assets: &'static FighterAttackScriptAssets,
pub pending_hit_reaction: &'static mut FighterPendingHitReaction,
pub hitstop: &'static mut FighterHitstop,
}
pub fn state_update_system(
mut query: Query<StatefulFighterQuery>,
stage_collision: Res<StageCollision>,
game_settings: Res<GameSettings>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
attack_scripts: Res<Assets<FighterAttackScript>>,
manifests: Res<Assets<FighterManifest>>,
) {
for fighter in &mut query {
let StatefulFighterQueryItem {
mut state,
mut frame,
animations,
hitstop,
..
} = fighter;
if hitstop.remaining_frames > 0 {
continue;
}
let mut update_ctx = frame.context(
&game_settings,
&stage_collision,
animations,
&baked_animations,
&attack_scripts,
&fighter.attack_script_assets,
&manifests
.get(&(fighter.fighter.manifest))
.expect("Fighter manifest should be valid"),
);
state.update(&mut update_ctx);
}
}
fn transition_state(
current: &mut FighterState,
mut next: FighterState,
ctx: &mut FighterStateContext,
) {
let old_name = current.name();
let new_name = next.name();
current.on_exit(ctx);
next.on_enter(ctx);
*current = next;
info!("{} -> {}", old_name, new_name);
}
pub fn state_interrupt_system(
mut query: Query<StatefulFighterQuery>,
stage_collision: Res<StageCollision>,
game_settings: Res<GameSettings>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
fighter_manifests: Res<Assets<FighterManifest>>,
attack_scripts: Res<Assets<FighterAttackScript>>,
) {
for fighter in &mut query {
let StatefulFighterQueryItem {
mut state,
mut frame,
animations,
fighter,
attack_script_assets,
mut pending_hit_reaction,
mut hitstop,
} = fighter;
let mut state_context = frame.context(
&game_settings,
&stage_collision,
animations,
&baked_animations,
&attack_scripts,
attack_script_assets,
fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid"),
);
let new_state = if let Some(reaction) = pending_hit_reaction.take() {
hitstop.remaining_frames = *reaction.hitstop_frames;
let hitstop_kind = match &*state {
FighterState::Wait(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
FighterState::Walk(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
FighterState::Dash(value) => {
hitstun::HitstopStateKind::Grounded(value.ground_common.clone())
}
FighterState::Run(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
FighterState::Turn(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
FighterState::GroundAttack(value) => {
hitstun::HitstopStateKind::Grounded(value.grounded_common.clone())
}
_ => hitstun::HitstopStateKind::Airborne,
};
Some(FighterState::Hitstun(HitstunState {
hit_reaction: reaction,
hitstop_kind,
}))
} else if hitstop.remaining_frames > 0 {
None
} else {
state.check_interrupt(&mut state_context)
};
if let Some(new_state) = new_state {
transition_state(&mut state, new_state, &mut state_context);
};
}
}
pub fn state_collision_interrupt_system(
mut query: Query<StatefulFighterQuery>,
stage_collision: Res<StageCollision>,
game_settings: Res<GameSettings>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
fighter_manifests: Res<Assets<FighterManifest>>,
attack_scripts: Res<Assets<FighterAttackScript>>,
) {
for fighter in &mut query {
let StatefulFighterQueryItem {
mut state,
mut frame,
animations,
fighter,
attack_script_assets,
hitstop,
..
} = fighter;
let mut state_context = frame.context(
&game_settings,
&stage_collision,
animations,
&baked_animations,
&attack_scripts,
&attack_script_assets,
fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid"),
);
if hitstop.remaining_frames > 0 {
continue;
}
if let Some(new_state) = state.check_collision_interrupt(&mut state_context) {
transition_state(&mut state, new_state, &mut state_context);
}
}
}