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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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@ -845,7 +845,19 @@ void SpellHandler::handleSpellStart(network::Packet& packet) {
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return;
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}
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LOG_DEBUG("SMSG_SPELL_START: caster=0x", std::hex, data.casterUnit, std::dec,
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" spell=", data.spellId, " castTime=", data.castTime);
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" spell=", data.spellId, " castTime=", data.castTime,
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" target=0x", std::hex, data.targetGuid, std::dec);
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// Classify spell targeting for animation selection:
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// DIRECTED — targets a specific other unit (Frostbolt, Heal)
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// OMNI — self-cast or no explicit target (Arcane Explosion, buffs)
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// AREA — ground-targeted AoE with no unit target (Blizzard, Rain of Fire)
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auto classifyCast = [](uint64_t targetGuid, uint64_t casterGuid) -> SpellCastType {
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if (targetGuid == 0) return SpellCastType::AREA;
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if (targetGuid == casterGuid) return SpellCastType::OMNI;
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return SpellCastType::DIRECTED;
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};
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const SpellCastType castType = classifyCast(data.targetGuid, data.casterUnit);
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// Track cast bar for any non-player caster
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if (data.casterUnit != owner_.playerGuid && data.castTime > 0) {
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@ -856,8 +868,9 @@ void SpellHandler::handleSpellStart(network::Packet& packet) {
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s.timeTotal = data.castTime / 1000.0f;
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s.timeRemaining = s.timeTotal;
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s.interruptible = owner_.isSpellInterruptible(data.spellId);
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s.castType = castType;
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if (owner_.spellCastAnimCallback_) {
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owner_.spellCastAnimCallback_(data.casterUnit, true, false);
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owner_.spellCastAnimCallback_(data.casterUnit, true, false, castType);
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}
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}
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@ -891,7 +904,7 @@ void SpellHandler::handleSpellStart(network::Packet& packet) {
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}
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if (owner_.spellCastAnimCallback_) {
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owner_.spellCastAnimCallback_(owner_.playerGuid, true, false);
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owner_.spellCastAnimCallback_(owner_.playerGuid, true, false, castType);
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}
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// Hearthstone: pre-load terrain at bind point
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@ -954,8 +967,14 @@ void SpellHandler::handleSpellGo(network::Packet& packet) {
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// Instant spell cast animation — if this wasn't a timed cast and isn't a
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// melee ability, play a brief spell cast animation (one-shot)
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if (!wasInTimedCast && !isMeleeAbility && !owner_.isProfessionSpell(data.spellId)) {
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// Classify instant spell from SPELL_GO packet target info
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SpellCastType goType = SpellCastType::OMNI;
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if (data.targetGuid != 0 && data.targetGuid != data.casterUnit)
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goType = SpellCastType::DIRECTED;
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else if (data.targetGuid == 0 && data.hitCount > 1)
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goType = SpellCastType::AREA;
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if (owner_.spellCastAnimCallback_) {
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owner_.spellCastAnimCallback_(owner_.playerGuid, true, false);
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owner_.spellCastAnimCallback_(owner_.playerGuid, true, false, goType);
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}
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}
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@ -983,7 +1002,7 @@ void SpellHandler::handleSpellGo(network::Packet& packet) {
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owner_.pendingGameObjectInteractGuid_ = 0;
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if (owner_.spellCastAnimCallback_) {
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owner_.spellCastAnimCallback_(owner_.playerGuid, false, false);
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owner_.spellCastAnimCallback_(owner_.playerGuid, false, false, SpellCastType::OMNI);
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}
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if (owner_.addonEventCallback_)
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@ -1003,11 +1022,17 @@ void SpellHandler::handleSpellGo(network::Packet& packet) {
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// instant cast — play a brief one-shot spell animation before stopping
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auto castIt = unitCastStates_.find(data.casterUnit);
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bool wasTrackedCast = (castIt != unitCastStates_.end());
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// Classify NPC instant spell from SPELL_GO target info
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SpellCastType npcGoType = SpellCastType::OMNI;
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if (data.targetGuid != 0 && data.targetGuid != data.casterUnit)
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npcGoType = SpellCastType::DIRECTED;
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else if (data.targetGuid == 0 && data.hitCount > 1)
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npcGoType = SpellCastType::AREA;
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if (!wasTrackedCast && owner_.spellCastAnimCallback_) {
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owner_.spellCastAnimCallback_(data.casterUnit, true, false);
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owner_.spellCastAnimCallback_(data.casterUnit, true, false, npcGoType);
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}
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if (owner_.spellCastAnimCallback_) {
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owner_.spellCastAnimCallback_(data.casterUnit, false, false);
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owner_.spellCastAnimCallback_(data.casterUnit, false, false, SpellCastType::OMNI);
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}
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bool targetsPlayer = false;
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for (const auto& tgt : data.hitTargets) {
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@ -2400,13 +2425,13 @@ void SpellHandler::handleSpellFailure(network::Packet& packet) {
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}
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}
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if (owner_.spellCastAnimCallback_) {
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owner_.spellCastAnimCallback_(owner_.playerGuid, false, false);
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owner_.spellCastAnimCallback_(owner_.playerGuid, false, false, SpellCastType::OMNI);
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}
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} else {
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// Another unit's cast failed — clear their tracked cast bar
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unitCastStates_.erase(failGuid);
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if (owner_.spellCastAnimCallback_) {
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owner_.spellCastAnimCallback_(failGuid, false, false);
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owner_.spellCastAnimCallback_(failGuid, false, false, SpellCastType::OMNI);
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}
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}
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}
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@ -3219,8 +3244,12 @@ void SpellHandler::handleChannelStart(network::Packet& packet) {
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" spell=", chanSpellId, " total=", chanTotalMs, "ms");
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// Play channeling animation (looping)
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// Channel packets don't carry targetGuid — use player's current target as hint
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SpellCastType chanType = SpellCastType::OMNI;
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if (chanCaster == owner_.playerGuid && owner_.targetGuid != 0)
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chanType = SpellCastType::DIRECTED;
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if (owner_.spellCastAnimCallback_) {
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owner_.spellCastAnimCallback_(chanCaster, true, true);
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owner_.spellCastAnimCallback_(chanCaster, true, true, chanType);
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}
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// Fire UNIT_SPELLCAST_CHANNEL_START for Lua addons
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@ -3260,7 +3289,7 @@ void SpellHandler::handleChannelUpdate(network::Packet& packet) {
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if (chanRemainMs == 0) {
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// Stop channeling animation — return to idle
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if (owner_.spellCastAnimCallback_) {
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owner_.spellCastAnimCallback_(chanCaster2, false, true);
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owner_.spellCastAnimCallback_(chanCaster2, false, true, SpellCastType::OMNI);
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}
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auto unitId = owner_.guidToUnitId(chanCaster2);
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if (!unitId.empty())
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