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https://github.com/Kelsidavis/WoWee.git
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80 lines
2.5 KiB
C++
80 lines
2.5 KiB
C++
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#pragma once
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#include "rendering/animation/anim_capability_set.hpp"
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#include "rendering/animation/anim_event.hpp"
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#include <cstdint>
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namespace wowee {
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namespace rendering {
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// ============================================================================
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// LocomotionFSM
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//
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// Pure logic state machine for movement animation. No renderer dependency.
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// States: IDLE · WALK · RUN · JUMP_START · JUMP_MID · JUMP_END · SWIM_IDLE · SWIM
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//
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// Grace timer is internal — no external locomotionStopGraceTimer_ needed.
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// ============================================================================
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class LocomotionFSM {
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public:
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enum class State : uint8_t {
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IDLE, WALK, RUN,
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JUMP_START, JUMP_MID, JUMP_END,
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SWIM_IDLE, SWIM,
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};
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struct Input {
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bool moving = false;
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bool movingForward = false;
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bool sprinting = false;
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bool movingBackward = false;
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bool strafeLeft = false;
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bool strafeRight = false;
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bool grounded = true;
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bool jumping = false;
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bool swimming = false;
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bool sitting = false;
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bool sprintAura = false; // Sprint/Dash aura — use SPRINT anim
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float deltaTime = 0.0f;
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// Animation state for one-shot completion detection (jump start/end)
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uint32_t currentAnimId = 0;
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float currentAnimTime = 0.0f;
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float currentAnimDuration = 0.0f;
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bool haveAnimState = false;
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};
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/// Process event and update internal state.
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void onEvent(AnimEvent event);
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/// Evaluate current state against input and capabilities.
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/// Returns AnimOutput with valid=false if no change needed (STAY policy).
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AnimOutput resolve(const Input& in, const AnimCapabilitySet& caps);
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State getState() const { return state_; }
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void setState(State s) { state_ = s; }
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void reset();
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static constexpr uint8_t PRIORITY = 10;
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private:
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State state_ = State::IDLE;
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// Grace timer: short delay before switching from WALK/RUN to IDLE
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// to avoid flickering on network jitter
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float graceTimer_ = 0.0f;
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bool wasSprinting_ = false;
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// One-shot tracking for jump start/end animations
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bool jumpStartSeen_ = false;
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bool jumpEndSeen_ = false;
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static constexpr float kGraceSec = 0.12f;
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/// Internal: update state transitions based on input.
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void updateTransitions(const Input& in, const AnimCapabilitySet& caps);
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bool oneShotComplete(const Input& in, uint32_t expectedAnimId) const;
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};
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} // namespace rendering
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} // namespace wowee
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