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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).
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53 changed files with 5110 additions and 2099 deletions
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@ -31,7 +31,7 @@
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/dbc_loader.hpp"
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#include "core/logger.hpp"
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#include "rendering/animation_ids.hpp"
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#include "rendering/animation/animation_ids.hpp"
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#include <glm/gtx/quaternion.hpp>
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#include <algorithm>
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#include <cmath>
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@ -5145,7 +5145,7 @@ const std::vector<std::string>& GameHandler::getJoinedChannels() const {
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}
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// ============================================================
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// Phase 1: Name Queries (delegated to EntityController)
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// Name Queries (delegated to EntityController)
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// ============================================================
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void GameHandler::queryPlayerName(uint64_t guid) {
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@ -5217,7 +5217,7 @@ void GameHandler::emitAllOtherPlayerEquipment() {
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}
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// ============================================================
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// Phase 2: Combat (delegated to CombatHandler)
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// Combat (delegated to CombatHandler)
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// ============================================================
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void GameHandler::startAutoAttack(uint64_t targetGuid) {
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@ -5372,7 +5372,7 @@ void GameHandler::requestPvpLog() {
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}
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// ============================================================
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// Phase 3: Spells
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// Spells
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// ============================================================
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void GameHandler::castSpell(uint32_t spellId, uint64_t targetGuid) {
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@ -5489,7 +5489,7 @@ void GameHandler::sendAlterAppearance(uint32_t hairStyle, uint32_t hairColor, ui
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}
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// ============================================================
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// Phase 4: Group/Party
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// Group/Party
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// ============================================================
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void GameHandler::inviteToGroup(const std::string& playerName) {
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@ -5606,7 +5606,7 @@ void GameHandler::turnInPetition(uint64_t petitionGuid) {
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}
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// ============================================================
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// Phase 5: Loot, Gossip, Vendor
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// Loot, Gossip, Vendor
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// ============================================================
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void GameHandler::lootTarget(uint64_t guid) {
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