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https://github.com/Kelsidavis/WoWee.git
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121 lines
3.8 KiB
C++
121 lines
3.8 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 "rendering/animation/weapon_type.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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// CombatFSM
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//
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// Pure logic state machine for combat animation. No renderer dependency.
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// States: INACTIVE · COMBAT_IDLE · MELEE_SWING · RANGED_SHOOT · RANGED_LOAD ·
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// SPELL_PRECAST · SPELL_CASTING · SPELL_FINALIZE · HIT_REACTION ·
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// STUNNED · CHARGE · UNSHEATHE · SHEATHE
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//
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// Stun overrides all combat states. Spell state cleared on interrupts.
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// offHandTurn_ alternation managed internally.
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// ============================================================================
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class CombatFSM {
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public:
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enum class State : uint8_t {
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INACTIVE,
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COMBAT_IDLE,
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MELEE_SWING,
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RANGED_SHOOT,
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RANGED_LOAD,
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SPELL_PRECAST,
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SPELL_CASTING,
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SPELL_FINALIZE,
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HIT_REACTION,
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STUNNED,
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CHARGE,
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UNSHEATHE,
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SHEATHE,
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};
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struct Input {
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bool inCombat = 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 moving = false;
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bool sprinting = false;
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bool lowHealth = false;
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float meleeSwingTimer = 0.0f; // >0 = melee active
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float rangedShootTimer = 0.0f; // >0 = ranged active
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uint32_t specialAttackAnimId = 0;
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uint32_t rangedAnimId = 0;
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// Animation state query for one-shot completion detection
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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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// Whether model has specific one-shot animations
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bool hasUnsheathe = false;
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bool hasSheathe = false;
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};
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void onEvent(AnimEvent event);
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/// Evaluate current state against input and capabilities.
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AnimOutput resolve(const Input& in, const AnimCapabilitySet& caps,
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const WeaponLoadout& loadout);
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State getState() const { return state_; }
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void setState(State s) { state_ = s; }
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bool isStunned() const { return state_ == State::STUNNED; }
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bool isActive() const { return state_ != State::INACTIVE; }
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void reset();
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// ── Spell cast management ───────────────────────────────────────────
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void startSpellCast(uint32_t precast, uint32_t cast, bool castLoop, uint32_t finalize);
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void stopSpellCast();
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void clearSpellState();
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// ── Hit/stun management ─────────────────────────────────────────────
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void triggerHitReaction(uint32_t animId);
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void setStunned(bool stunned);
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void setCharging(bool charging);
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static constexpr uint8_t PRIORITY = 50;
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private:
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State state_ = State::INACTIVE;
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// Spell cast sequence
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uint32_t spellPrecastAnimId_ = 0;
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uint32_t spellCastAnimId_ = 0;
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uint32_t spellFinalizeAnimId_ = 0;
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bool spellCastLoop_ = false;
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bool spellPrecastAnimSeen_ = false;
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uint8_t spellPrecastFrames_ = 0;
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bool spellFinalizeAnimSeen_ = false;
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uint8_t spellFinalizeFrames_ = 0;
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// Hit reaction
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uint32_t hitReactionAnimId_ = 0;
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// Stun
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bool stunned_ = false;
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// Charge
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bool charging_ = false;
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// Off-hand alternation for dual wielding
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bool offHandTurn_ = false;
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/// Internal: update state transitions based on input.
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void updateTransitions(const Input& in);
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/// Detect if a one-shot animation has completed.
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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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