public MatchState ResetState(MatchState state)
 {
     for (uint i = 0; i < state.PlayerCount; i++)
     {
         state.SetPlayerState(i, PlayerSimulations[i].ResetState(state.GetPlayerState(i)));
     }
     return(state);
 }
Example #2
0
 void SetDefaultDamages(MatchConfig config, MatchState initialState)
 {
     for (int i = 0; i < initialState.PlayerCount; i++)
     {
         var state = initialState.GetPlayerState(i);
         state.Damage = config.PlayerConfigs[i].DefaultDamage;
         initialState.SetPlayerState(i, state);
     }
 }
Example #3
0
 public MatchState ResetState(MatchState state)
 {
     for (var i = 0; i < state.PlayerCount; i++)
     {
         // TODO(james7132): Replace this with ref return/locals
         var playerState = state.GetPlayerState(i);
         PlayerSimulations[i].ResetState(ref playerState);
         state.SetPlayerState(i, playerState);
     }
     return(state);
 }
Example #4
0
        MatchState CreateInitialStateSimple(MatchConfig config)
        {
            var initialState = new MatchState(config);

            for (var i = 0; i < initialState.PlayerCount; i++)
            {
                var state = initialState.GetPlayerState(i);
                state.Position = new Vector3((int)i * 2 - 3, 1, 0);
                initialState.SetPlayerState(i, state);
            }
            return(initialState);
        }
Example #5
0
        MatchState CreateInitialStateByTransform(MatchConfig config, GameObject[] startPositions)
        {
            var initialState = new MatchState(config);

            startPositions = startPositions.OrderBy(s => s.transform.GetSiblingIndex()).ToArray();
            for (int i = 0; i < initialState.PlayerCount; i++)
            {
                var startPos = startPositions[i % startPositions.Length].transform;
                var state    = initialState.GetPlayerState(i);
                state.Position  = startPos.position;
                state.Direction = startPos.transform.forward.x >= 0;
                initialState.SetPlayerState(i, state);
            }
            return(initialState);
        }
Example #6
0
 public void Simulate(ref MatchState state, MatchInputContext input)
 {
     if (ActiveHitboxes.Count + ActiveHurtboxes.Count > 0)
     {
         Physics.SyncTransforms();
         CreateCollisions();
         for (var i = 0; i < Config.PlayerCount; i++)
         {
             var playerState = state.GetPlayerState(i);
             var collisions  = CollisionManager.PlayerCollisions[i];
             ApplyCollisions(collisions, ref playerState, state);
             state.SetPlayerState(i, playerState);
         }
     }
     CollisionManager.Clear();
     ActiveHitboxes.Clear();
     ActiveHurtboxes.Clear();
 }
Example #7
0
 public void Simulate(ref MatchState state, MatchInputContext input)
 {
     Assert.IsTrue(input.IsValid);
     Assert.AreEqual(PlayerSimulations.Length, state.PlayerCount);
     Assert.AreEqual(PlayerSimulations.Length, input.PlayerInputs.Length);
     for (var i = 0; i < state.PlayerCount; i++)
     {
         PlayerSimulations[i].Presimulate(state.GetPlayerState(i));
     }
     for (var i = 0; i < state.PlayerCount; i++)
     {
         var playerState = state.GetPlayerState(i);
         var simulation  = PlayerSimulations[i];
         var playerInput = input.PlayerInputs[i];
         simulation.Simulate(ref playerState, playerInput);
         state.SetPlayerState(i, playerState);
     }
 }
Example #8
0
        // TODO(james7132): Split and generalize this... somehow.
        public void ApplyCollisions(List <HitboxCollision> collisions, ref PlayerState state, MatchState match)
        {
            if (collisions.Count <= 0 || IsPlayerInvincible(state))
            {
                return;
            }
            bool isShielded = false;
            bool isHit      = false;

            foreach (var collision in collisions)
            {
                var source      = collision.Source;
                int srcPlayerId = (int)collision.Source.PlayerID;
                int dstPlayerId = (int)collision.Destination.PlayerID;
                switch (collision.Destination.Type)
                {
                case HurtboxType.Damageable:
                    var sourceState = match.GetPlayerState((int)source.PlayerID);

                    // Check if hit is valid.
                    if (isShielded || isHit || sourceState.HasHit(dstPlayerId))
                    {
                        continue;
                    }

                    // Deal damage, knockback, and hitstun to the target
                    var hitDamage    = source.BaseDamage;
                    var hitKnockback = source.GetKnocback(state.Damage, sourceState.Direction);

                    state.Damage  += hitDamage;
                    state.Velocity = hitKnockback;
                    state.Hitstun  = source.GetHitstun(state.Damage);

                    // Apply hitlag
                    state.Hitlag       = source.Hitlag;
                    sourceState.Hitlag = source.Hitlag;

                    // Mark the source as having hit the destination.
                    sourceState.HitPlayer(dstPlayerId);
                    match.SetPlayerState(srcPlayerId, sourceState);

                    collision.PlayEffect(new HitInfo {
                        Source      = collision.Source,
                        Destination = collision.Destination,
                        MatchState  = match,
                    });

                    isHit = true;
                    break;

                case HurtboxType.Shield:
                    isShielded          = true;
                    state.ShieldDamage += (uint)(source.BaseDamage * 100);
                    break;

                case HurtboxType.Invincible:
                    collision.PlayEffect(new HitInfo {
                        Source      = collision.Source,
                        Destination = collision.Destination,
                        MatchState  = match,
                    });
                    break;
                }
            }
        }