Kelsidavis-WoWee/include/rendering/animation/locomotion_fsm.hpp

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feat(animation): decompose AnimationController into FSM-based architecture Replace the 2,200-line monolithic AnimationController (goto-driven, single class, untestable) with a composed FSM architecture per refactor.md. New subsystem (src/rendering/animation/ — 16 headers, 10 sources): - CharacterAnimator: FSM composer implementing ICharacterAnimator - LocomotionFSM: idle/walk/run/sprint/jump/swim/strafe - CombatFSM: melee/ranged/spell cast/stun/hit reaction/charge - ActivityFSM: emote/loot/sit-down/sitting/sit-up - MountFSM: idle/run/flight/taxi/fidget/rear-up (per-instance RNG) - AnimCapabilitySet + AnimCapabilityProbe: probe once at model load, eliminate per-frame hasAnimation() linear search - AnimationManager: registry of CharacterAnimator by GUID - EmoteRegistry: DBC-backed emote command → animId singleton - FootstepDriver, SfxStateDriver: extracted from AnimationController animation_ids.hpp/.cpp moved to animation/ subdirectory (452 named constants); all include paths updated. AnimationController retained as thin adapter (~400 LOC): collects FrameInput, delegates to CharacterAnimator, applies AnimOutput. Priority order: Mount > Stun > HitReaction > Spell > Charge > Melee/Ranged > CombatIdle > Emote > Loot > Sit > Locomotion. STAY_IN_STATE policy when all FSMs return valid=false. Bugs fixed: - Remove static mt19937 in mount fidget (shared state across all mounted units) — replaced with per-instance seeded RNG - Remove goto from mounted animation branch (skipped init) - Remove per-frame hasAnimation() calls (now one probe at load) - Fix VK_INDEX_TYPE_UINT16 → UINT32 in shadow pass Tests (4 new suites, all ASAN+UBSan clean): - test_locomotion_fsm: 167 assertions - test_combat_fsm: 125 cases - test_activity_fsm: 112 cases - test_anim_capability: 56 cases docs/ANIMATION_SYSTEM.md added (architecture reference).
2026-04-05 12:27:35 +03:00
#pragma once
#include "rendering/animation/anim_capability_set.hpp"
#include "rendering/animation/anim_event.hpp"
#include <cstdint>
namespace wowee {
namespace rendering {
// ============================================================================
// LocomotionFSM
//
// Pure logic state machine for movement animation. No renderer dependency.
// States: IDLE · WALK · RUN · JUMP_START · JUMP_MID · JUMP_END · SWIM_IDLE · SWIM
//
// Grace timer is internal — no external locomotionStopGraceTimer_ needed.
// ============================================================================
class LocomotionFSM {
public:
enum class State : uint8_t {
IDLE, WALK, RUN,
JUMP_START, JUMP_MID, JUMP_END,
SWIM_IDLE, SWIM,
};
struct Input {
bool moving = false;
bool movingForward = false;
bool sprinting = false;
bool movingBackward = false;
bool strafeLeft = false;
bool strafeRight = false;
bool grounded = true;
bool jumping = false;
bool swimming = false;
bool sitting = false;
bool sprintAura = false; // Sprint/Dash aura — use SPRINT anim
float deltaTime = 0.0f;
// Animation state for one-shot completion detection (jump start/end)
uint32_t currentAnimId = 0;
float currentAnimTime = 0.0f;
float currentAnimDuration = 0.0f;
bool haveAnimState = false;
};
/// Process event and update internal state.
void onEvent(AnimEvent event);
/// Evaluate current state against input and capabilities.
/// Returns AnimOutput with valid=false if no change needed (STAY policy).
AnimOutput resolve(const Input& in, const AnimCapabilitySet& caps);
State getState() const { return state_; }
void setState(State s) { state_ = s; }
void reset();
static constexpr uint8_t PRIORITY = 10;
private:
State state_ = State::IDLE;
// Grace timer: short delay before switching from WALK/RUN to IDLE
// to avoid flickering on network jitter
float graceTimer_ = 0.0f;
bool wasSprinting_ = false;
// One-shot tracking for jump start/end animations
bool jumpStartSeen_ = false;
bool jumpEndSeen_ = false;
static constexpr float kGraceSec = 0.12f;
/// Internal: update state transitions based on input.
void updateTransitions(const Input& in, const AnimCapabilitySet& caps);
bool oneShotComplete(const Input& in, uint32_t expectedAnimId) const;
};
} // namespace rendering
} // namespace wowee