Files
shinespark/src/fighter/state/mod.rs
T
EIREXE a0f6813387 Attack system revamp
- Add crouch cancelling
- Add IASA for aerial attacks
- Add scaffolding for autocancel
- Add hitbox group system
- Add new ergonomic features for attack scripting
- Add more information to the hitbox viewer
- Improve the looks of debug capsules
2026-10-04 17:16:42 +02:00

676 lines
23 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, HitStop,
};
use crate::fighter::attributes::FighterAttributes;
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::surface::EcbLockPolicy;
use crate::fighter::visual::FighterAnimations;
use crate::fighter::{
Fighter, FighterDamage, FighterECB, FighterFacingDirection, FighterHitboxes, FighterHitstop,
FighterHitstopShake, FighterHitstopShakeKind, FighterHitstopShakeRole,
FighterInvulnerabilityState, FighterPendingRespawn, FighterPresentationSnap,
FighterPreviousTranslation, FighterSurfaceState, FighterTranslation, FighterVelocity,
};
use crate::game_settings::GameSettings;
use crate::input::FighterInput;
use crate::match_loading::MatchConfig;
use crate::match_runtime::MatchState;
use crate::math::int::FGi32;
use crate::math::vec::FGVec2;
use crate::player::Player;
use crate::scripting::FighterAttackScript;
use crate::stage::line::StageCollision;
use crate::stage::manifest::{StageManifest, StageManifestRegistry};
pub mod air;
pub mod air_attack;
pub mod air_dodge;
pub mod angel;
pub mod crouch;
pub mod dash;
pub mod fall;
pub mod ground;
pub mod ground_attack;
pub mod hitstun;
pub mod jump;
pub mod land;
pub mod platform_pass;
pub mod run;
pub mod turn;
pub mod wait;
pub mod walk;
#[derive(Clone, Copy, Debug, Hash, PartialEq, Eq)]
pub enum SurfacePolicy {
Grounded,
Airborne(EcbLockPolicy),
}
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 InterruptContext) -> Option<FighterState> {
match self { $(Self::$variant(s) => s.check_interrupt(ctx)),* }
}
pub fn update(&mut self, ctx: &mut UpdateContext) {
match self { $(Self::$variant(s) => s.update(ctx)),* }
}
pub fn on_enter(&mut self, ctx: &mut EnterContext) {
match self { $(Self::$variant(s) => s.on_enter(ctx)),* }
}
pub fn on_exit(&mut self, ctx: &mut ExitContext) {
match self { $(Self::$variant(s) => s.on_exit(ctx)),* }
}
pub fn check_collision_interrupt(&mut self, ctx: &mut CollisionContext) -> Option<FighterState> {
match self { $(Self::$variant(s) => s.check_collision_interrupt(ctx)),* }
}
pub fn is_visually_grounded(&self) -> bool {
match self { $(Self::$variant(s) => s.is_visually_grounded()),* }
}
pub fn surface_policy(&self) -> SurfacePolicy {
match self { $(Self::$variant(s) => s.surface_policy()),* }
}
}
$(impl From<$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 InterruptContext) -> Option<FighterState>;
fn on_enter(&mut self, _state_context: &mut EnterContext) {}
fn on_exit(&mut self, _state_context: &mut ExitContext) {}
fn name(&self) -> String {
Self::NAME.to_owned()
}
fn update(&mut self, _state_context: &mut UpdateContext);
fn check_collision_interrupt(
&mut self,
_state_context: &mut CollisionContext,
) -> Option<FighterState> {
None
}
fn is_visually_grounded<'a>(&'a self) -> bool;
fn surface_policy(&self) -> SurfacePolicy {
SurfacePolicy::Grounded
}
}
pub struct AnimationStatus {
pub frame: u32,
pub finished: bool,
}
pub struct InterruptContext<'a> {
pub input: &'a FighterInput,
pub facing_direction: &'a mut FighterFacingDirection,
pub game_settings: &'a GameSettings,
pub fighter_attributes: &'a FighterAttributes,
pub surface: &'a FighterSurfaceState,
pub animation: AnimationStatus,
pub stage_collision: &'a StageCollision,
pub attack_scripts: &'a Assets<FighterAttackScript>,
pub attack_script_assets: &'a FighterAttackScriptAssets,
}
impl InterruptContext<'_> {
pub fn get_current_animation_frame(&self) -> u32 {
self.animation.frame
}
pub fn is_current_animation_finished(&self) -> bool {
self.animation.finished
}
}
pub struct EnterContext<'a> {
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 facing_direction: &'a mut FighterFacingDirection,
pub animation_frame: &'a mut FighterAnimationFrame,
pub surface: &'a mut FighterSurfaceState,
pub vulnerability: &'a mut FighterInvulnerabilityState,
pub fighter_attributes: &'a FighterAttributes,
pub attack_script_assets: &'a FighterAttackScriptAssets,
pub game_settings: &'a GameSettings,
}
impl EnterContext<'_> {
pub fn play_animation(&mut self, kind: AnimKind, repeat: bool) {
self.animation_frame.reset(kind, repeat);
}
}
pub struct ExitContext<'a> {
pub input: &'a mut FighterInput,
pub hitboxes: &'a mut FighterHitboxes,
pub surface: &'a mut FighterSurfaceState,
pub vulnerability: &'a mut FighterInvulnerabilityState,
}
pub struct UpdateContext<'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 surface: &'a mut FighterSurfaceState,
pub knockback_velocity: &'a mut FighterKnockbackVelocity,
pub vulnerability: &'a mut FighterInvulnerabilityState,
pub game_settings: &'a GameSettings,
pub animation_frame: u32,
pub fighter_attributes: &'a FighterAttributes,
pub attack_scripts: &'a Assets<FighterAttackScript>,
pub attack_script_assets: &'a FighterAttackScriptAssets,
pub facing_direction: &'a FighterFacingDirection,
}
impl UpdateContext<'_> {
pub fn get_current_animation_frame(&self) -> u32 {
self.animation_frame
}
}
pub struct CollisionContext<'a> {
pub translation: &'a mut FighterTranslation,
pub prev_translation: &'a FighterPreviousTranslation,
pub input: &'a FighterInput,
pub velocity: &'a mut FighterVelocity,
pub surface: &'a mut FighterSurfaceState,
pub ecb: &'a mut FighterECB,
pub prev_ecb: &'a FighterPreviousECB,
pub stage_collision: &'a StageCollision,
pub leave_ground_ecb_lock_duration: u32,
pub presentation_snap: &'a mut FighterPresentationSnap,
pub downward_stick_threshold: FGi32,
}
impl CollisionContext<'_> {
pub fn air_collide_with_stage(
&self,
can_ignore_soft_platforms: bool,
) -> Option<crate::fighter::collision::AirCollisionWithStageResult> {
let ignored_polys = self.surface.ignored_polygon_ids();
let ignore_soft_platforms = can_ignore_soft_platforms
&& self.input.get_last_frame().movement.y <= -self.downward_stick_threshold;
crate::fighter::collision::air_collide_with_stage(
self.prev_translation,
self.translation,
self.prev_ecb,
self.ecb,
self.stage_collision,
&ignored_polys,
ignore_soft_platforms,
)
}
}
fighter_states! {
Wait => wait::WaitState,
Walk => walk::WalkState,
PlatformPass => platform_pass::PlatformPassState,
Crouch => crouch::CrouchState,
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,
Angel => angel::AngelState,
AirAttack => air_attack::AirAttackState,
}
#[derive(QueryData)]
#[query_data(mutable)]
pub struct FighterFrameQuery {
pub translation: &'static mut FighterTranslation,
pub prev_translation: &'static mut FighterPreviousTranslation,
pub presentation_snap: &'static mut FighterPresentationSnap,
pub input: &'static mut FighterInput,
pub hitboxes: &'static mut FighterHitboxes,
pub velocity: &'static mut FighterVelocity,
pub surface: &'static mut FighterSurfaceState,
pub knockback_velocity: &'static mut FighterKnockbackVelocity,
pub stale_move_queue: &'static mut FighterStaleMoveQueue,
pub ecb: &'static mut FighterECB,
pub prev_ecb: &'static FighterPreviousECB,
pub facing_direction: &'static mut FighterFacingDirection,
pub animation_frame: &'static mut FighterAnimationFrame,
pub vulnerability: &'static mut FighterInvulnerabilityState,
pub fighter: &'static Fighter,
}
impl<'w, 's> FighterFrameQueryItem<'w, 's> {
fn animation_status(
&self,
animations: &FighterAnimations,
baked_animations: &Assets<BakedFighterAnimations>,
) -> AnimationStatus {
let baked = baked_animations
.get(&animations.baked)
.expect("Animation should exist");
let frame = self.animation_frame.frame;
let finished = baked
.frame_count(self.animation_frame.kind)
.expect("Current animation should have baked frames")
<= frame;
AnimationStatus { frame, finished }
}
fn interrupt_context<'a>(
&'a mut self,
game_settings: &'a GameSettings,
animations: &'a FighterAnimations,
baked_animations: &'a Assets<BakedFighterAnimations>,
attributes: &'a FighterAttributes,
stage_collision: &'a StageCollision,
attack_scripts: &'a Assets<FighterAttackScript>,
attack_script_assets: &'a FighterAttackScriptAssets,
) -> InterruptContext<'a> {
let animation = self.animation_status(animations, baked_animations);
InterruptContext {
input: &self.input,
facing_direction: &mut self.facing_direction,
game_settings,
fighter_attributes: attributes,
animation,
surface: &self.surface,
stage_collision,
attack_script_assets: attack_script_assets,
attack_scripts,
}
}
fn enter_context<'a>(
&'a mut self,
attributes: &'a FighterAttributes,
attack_script_assets: &'a FighterAttackScriptAssets,
game_settings: &'a GameSettings,
) -> EnterContext<'a> {
EnterContext {
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,
facing_direction: &mut self.facing_direction,
animation_frame: &mut self.animation_frame,
surface: &mut self.surface,
vulnerability: &mut self.vulnerability,
fighter_attributes: attributes,
attack_script_assets,
game_settings,
}
}
fn exit_context(&mut self) -> ExitContext<'_> {
ExitContext {
input: &mut self.input,
hitboxes: &mut self.hitboxes,
surface: &mut self.surface,
vulnerability: &mut self.vulnerability,
}
}
fn update_context<'a>(
&'a mut self,
game_settings: &'a GameSettings,
attributes: &'a FighterAttributes,
attack_scripts: &'a Assets<FighterAttackScript>,
attack_script_assets: &'a FighterAttackScriptAssets,
) -> UpdateContext<'a> {
UpdateContext {
translation: &mut self.translation,
prev_translation: &mut self.prev_translation,
input: &mut self.input,
hitboxes: &mut self.hitboxes,
velocity: &mut self.velocity,
surface: &mut self.surface,
knockback_velocity: &mut self.knockback_velocity,
game_settings,
animation_frame: self.animation_frame.frame,
vulnerability: &mut self.vulnerability,
fighter_attributes: attributes,
attack_scripts,
attack_script_assets,
facing_direction: &self.facing_direction,
}
}
fn collision_context<'a>(
&'a mut self,
stage_collision: &'a StageCollision,
game_settings: &'a GameSettings,
) -> CollisionContext<'a> {
CollisionContext {
translation: &mut self.translation,
prev_translation: &self.prev_translation,
presentation_snap: &mut self.presentation_snap,
input: &self.input,
velocity: &mut self.velocity,
surface: &mut self.surface,
ecb: &mut self.ecb,
prev_ecb: &self.prev_ecb,
stage_collision,
leave_ground_ecb_lock_duration: game_settings
.fighter_common
.leave_ground_ecb_frame_lock_duration,
downward_stick_threshold: game_settings.input_common.run_stick_threshold,
}
}
}
#[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 player: &'static Player,
pub pending_hit_reaction: &'static mut FighterPendingHitReaction,
pub hitstop: &'static mut FighterHitstop,
pub hitstop_shake: &'static mut FighterHitstopShake,
pub pending_respawn: &'static mut FighterPendingRespawn,
pub damage: &'static mut FighterDamage,
}
pub fn state_update_system(
mut query: Query<StatefulFighterQuery>,
game_settings: Res<GameSettings>,
attack_scripts: Res<Assets<FighterAttackScript>>,
manifests: Res<Assets<FighterManifest>>,
) {
for fighter in &mut query {
let StatefulFighterQueryItem {
mut state,
mut frame,
hitstop,
..
} = fighter;
if hitstop.remaining_frames > 0 {
continue;
}
let manifest = manifests
.get(&fighter.fighter.manifest)
.expect("Fighter manifest should be valid");
let mut update_ctx = frame.update_context(
&game_settings,
&manifest.attributes,
&attack_scripts,
&fighter.attack_script_assets,
);
state.update(&mut update_ctx);
}
}
fn transition_state(
current: &mut FighterState,
mut next: FighterState,
frame: &mut FighterFrameQueryItem,
attributes: &FighterAttributes,
attack_script_assets: &FighterAttackScriptAssets,
game_settings: &GameSettings,
) {
let old_name = current.name();
let new_name = next.name();
current.on_exit(&mut frame.exit_context());
if let SurfacePolicy::Airborne(lock_policy) = next.surface_policy() {
frame.surface.apply_airborne_policy(
lock_policy,
game_settings
.fighter_common
.leave_ground_ecb_frame_lock_duration,
);
}
next.on_enter(&mut frame.enter_context(attributes, attack_script_assets, game_settings));
*current = next;
info!("{} -> {}", old_name, new_name);
}
pub fn state_interrupt_system(
mut query: Query<StatefulFighterQuery>,
game_settings: Res<GameSettings>,
baked_animations: Res<Assets<BakedFighterAnimations>>,
fighter_manifests: Res<Assets<FighterManifest>>,
attack_scripts: Res<Assets<FighterAttackScript>>,
stage_collision: Res<StageCollision>,
) {
for fighter in &mut query {
let StatefulFighterQueryItem {
mut state,
mut frame,
animations,
fighter,
attack_script_assets,
mut pending_hit_reaction,
mut hitstop,
mut hitstop_shake,
..
} = fighter;
let manifest = 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 shake_frames = reaction
.hitstop_frames
.calculate_shake_frames(&game_settings);
hitstop_shake.role = FighterHitstopShakeRole::Receiver;
hitstop_shake.total_frames = shake_frames;
hitstop_shake.remaining_frames = shake_frames;
hitstop_shake.kind = if state.is_visually_grounded() {
FighterHitstopShakeKind::Horizontal
} else {
FighterHitstopShakeKind::Vertical
};
let mut hitstop_kind = if frame.surface.is_grounded() {
hitstun::HitstopStateKind::Grounded
} else {
hitstun::HitstopStateKind::Airborne
};
if let hitstun::HitstopStateKind::Grounded = hitstop_kind {
let straight_up_angle = FGi32::lit("90.0");
if reaction.hitstop_frames
>= HitStop::new(game_settings.fighter_common.tumble_bounce_hitstop_threshold)
{
hitstop_kind = hitstun::HitstopStateKind::Airborne;
// TODO: Use floor normal here
} else if reaction.launch_angle.abs_diff(straight_up_angle)
< game_settings
.fighter_common
.attack_ground_to_airborne_transition_vertical_angle_threshold
{
hitstop_kind = hitstun::HitstopStateKind::Airborne;
} else {
// straight down is 270
let straight_down_angle = FGi32::lit("270.0");
let meteor_threshold = game_settings.fighter_common.meteor_angle_threshold;
if (reaction.launch_angle - straight_down_angle).abs() <= meteor_threshold {
// TODO: Floor bounce
hitstop_kind = hitstun::HitstopStateKind::Airborne;
}
}
}
info!("Entering hitstop kind: {:?}", hitstop_kind);
Some(FighterState::Hitstun(HitstunState::new(
reaction,
hitstop_kind,
)))
} else if hitstop.remaining_frames > 0 {
None
} else {
state.check_interrupt(&mut frame.interrupt_context(
&game_settings,
animations,
&baked_animations,
&manifest.attributes,
&stage_collision,
&attack_scripts,
attack_script_assets,
))
};
if let Some(new_state) = new_state {
transition_state(
&mut state,
new_state,
&mut frame,
&manifest.attributes,
attack_script_assets,
&game_settings,
);
};
}
}
pub fn state_collision_interrupt_system(
mut query: Query<StatefulFighterQuery>,
stage_collision: Res<StageCollision>,
fighter_manifests: Res<Assets<FighterManifest>>,
game_settings: Res<GameSettings>,
match_config: Res<MatchConfig>,
mut match_state: ResMut<MatchState>,
stage_registry: Res<StageManifestRegistry>,
stage_manifests: Res<Assets<StageManifest>>,
) {
let Some(stage_manifest_handle) = stage_registry.get(match_config.stage) else {
return;
};
let Some(stage_manifest) = stage_manifests.get(&stage_manifest_handle) else {
return;
};
for fighter in &mut query {
let StatefulFighterQueryItem {
mut state,
mut frame,
fighter,
attack_script_assets,
mut hitstop,
mut pending_respawn,
player,
mut damage,
..
} = fighter;
let manifest = fighter_manifests
.get(&fighter.manifest)
.expect("Fighter manifest should be valid");
if pending_respawn.0 {
**pending_respawn = false;
let respawn_state = FighterState::Angel(angel::AngelState::new(
game_settings
.fighter_common
.angel_platform_invulnerability_duration,
));
// Find the angel platform position
let respawn_point = stage_manifest
.respawn_points
.get(player.controller_port % stage_manifest.respawn_points.len());
if let None = respawn_point {
error!("Couldn't get a respawn point, falling back to the world origin");
}
let respawn_point = respawn_point.copied().unwrap_or(FGVec2::ZERO);
frame.translation.0 = respawn_point;
frame.presentation_snap.0 = true;
// Clear hitstop
hitstop.remaining_frames = 0;
// subtract one stock
let player_state = match_state.players.get_mut(player.handle).expect(&format!(
"Failed to get fighter for GGRS slot {} (controller port {})",
player.handle, player.controller_port
));
if let Some(stocks_remaining) = &mut player_state.stocks_remaining {
*stocks_remaining = stocks_remaining.saturating_sub(1);
}
// reset percentage
*damage = FighterDamage::default();
transition_state(
&mut state,
respawn_state,
&mut frame,
&manifest.attributes,
attack_script_assets,
&game_settings,
);
continue;
}
if hitstop.remaining_frames > 0 {
continue;
}
let new_state = state.check_collision_interrupt(
&mut frame.collision_context(&stage_collision, &game_settings),
);
if let Some(new_state) = new_state {
transition_state(
&mut state,
new_state,
&mut frame,
&manifest.attributes,
&attack_script_assets,
&game_settings,
);
}
}
}