Kelsidavis-WoWee/include/rendering/animation/emote_registry.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 <cstdint>
#include <string>
#include <optional>
#include <unordered_map>
#include <vector>
namespace wowee {
namespace rendering {
// ============================================================================
// EmoteRegistry — extracted from AnimationController
//
// Owns all static emote data, DBC loading, emote text lookup, and
// animation ID resolution. Singleton — loaded once on first use.
// ============================================================================
struct EmoteInfo {
uint32_t animId = 0;
uint32_t dbcId = 0;
bool loop = false;
std::string textNoTarget;
std::string textTarget;
std::string othersNoTarget;
std::string othersTarget;
std::string command;
};
class EmoteRegistry {
public:
static EmoteRegistry& instance();
/// Load emotes from DBC files (called once on first use).
void loadFromDbc();
struct EmoteResult { uint32_t animId; bool loop; };
/// Look up an emote by chat command (e.g. "dance", "wave").
std::optional<EmoteResult> findEmote(const std::string& command) const;
/// Get the animation ID for a DBC emote ID.
uint32_t animByDbcId(uint32_t dbcId) const;
/// Get the emote state variant (looping) for a one-shot emote animation.
uint32_t getStateVariant(uint32_t oneShotAnimId) const;
/// Get first-person emote text for a command.
std::string textFor(const std::string& emoteName,
const std::string* targetName = nullptr) const;
/// Get DBC ID for an emote command.
uint32_t dbcIdFor(const std::string& emoteName) const;
/// Get third-person emote text by DBC ID.
std::string textByDbcId(uint32_t dbcId,
const std::string& senderName,
const std::string* targetName = nullptr) const;
/// Get the full EmoteInfo for a command (nullptr if not found).
const EmoteInfo* findInfo(const std::string& command) const;
private:
EmoteRegistry() = default;
EmoteRegistry(const EmoteRegistry&) = delete;
EmoteRegistry& operator=(const EmoteRegistry&) = delete;
void loadFallbackEmotes();
void buildDbcIdIndex();
bool loaded_ = false;
std::unordered_map<std::string, EmoteInfo> emoteTable_;
std::unordered_map<uint32_t, const EmoteInfo*> emoteByDbcId_;
};
} // namespace rendering
} // namespace wowee