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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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parent
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commit
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53 changed files with 5110 additions and 2099 deletions
299
src/rendering/animation/emote_registry.cpp
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src/rendering/animation/emote_registry.cpp
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#include "rendering/animation/emote_registry.hpp"
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#include "rendering/animation/animation_ids.hpp"
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#include "pipeline/asset_manager.hpp"
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#include "pipeline/dbc_loader.hpp"
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#include "pipeline/dbc_layout.hpp"
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#include "core/application.hpp"
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#include "core/logger.hpp"
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#include <algorithm>
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#include <cctype>
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#include <unordered_set>
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namespace wowee {
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namespace rendering {
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// ── Helper functions (moved from animation_controller.cpp) ───────────────────
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static std::vector<std::string> parseEmoteCommands(const std::string& raw) {
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std::vector<std::string> out;
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std::string cur;
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for (char c : raw) {
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if (std::isalnum(static_cast<unsigned char>(c)) || c == '_') {
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cur.push_back(static_cast<char>(std::tolower(static_cast<unsigned char>(c))));
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} else if (!cur.empty()) {
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out.push_back(cur);
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cur.clear();
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}
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}
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if (!cur.empty()) out.push_back(cur);
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return out;
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}
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static bool isLoopingEmote(const std::string& command) {
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static const std::unordered_set<std::string> kLooping = {
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"dance", "train", "dead", "eat", "work",
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};
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return kLooping.find(command) != kLooping.end();
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}
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// Map one-shot emote animation IDs to their persistent EMOTE_STATE_* looping variants.
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// When a looping emote is played, we prefer the STATE variant if the model has it.
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static uint32_t getEmoteStateVariantStatic(uint32_t oneShotAnimId) {
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static const std::unordered_map<uint32_t, uint32_t> kStateMap = {
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{anim::EMOTE_DANCE, anim::EMOTE_STATE_DANCE},
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{anim::EMOTE_LAUGH, anim::EMOTE_STATE_LAUGH},
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{anim::EMOTE_POINT, anim::EMOTE_STATE_POINT},
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{anim::EMOTE_EAT, anim::EMOTE_STATE_EAT},
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{anim::EMOTE_ROAR, anim::EMOTE_STATE_ROAR},
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{anim::EMOTE_APPLAUD, anim::EMOTE_STATE_APPLAUD},
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{anim::EMOTE_WORK, anim::EMOTE_STATE_WORK},
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{anim::EMOTE_USE_STANDING, anim::EMOTE_STATE_USE_STANDING},
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{anim::EATING_LOOP, anim::EMOTE_STATE_EAT},
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};
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auto it = kStateMap.find(oneShotAnimId);
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return it != kStateMap.end() ? it->second : 0;
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}
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static std::string replacePlaceholders(const std::string& text, const std::string* targetName) {
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if (text.empty()) return text;
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std::string out;
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out.reserve(text.size() + 16);
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for (size_t i = 0; i < text.size(); ++i) {
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if (text[i] == '%' && i + 1 < text.size() && text[i + 1] == 's') {
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if (targetName && !targetName->empty()) out += *targetName;
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i++;
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} else {
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out.push_back(text[i]);
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}
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}
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return out;
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}
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// ── EmoteRegistry implementation ─────────────────────────────────────────────
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EmoteRegistry& EmoteRegistry::instance() {
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static EmoteRegistry inst;
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return inst;
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}
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void EmoteRegistry::loadFromDbc() {
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if (loaded_) return;
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loaded_ = true;
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auto* assetManager = core::Application::getInstance().getAssetManager();
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if (!assetManager) {
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LOG_WARNING("Emotes: no AssetManager");
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loadFallbackEmotes();
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return;
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}
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auto emotesTextDbc = assetManager->loadDBC("EmotesText.dbc");
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auto emotesTextDataDbc = assetManager->loadDBC("EmotesTextData.dbc");
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if (!emotesTextDbc || !emotesTextDataDbc || !emotesTextDbc->isLoaded() || !emotesTextDataDbc->isLoaded()) {
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LOG_WARNING("Emotes: DBCs not available (EmotesText/EmotesTextData)");
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loadFallbackEmotes();
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return;
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}
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const auto* activeLayout = pipeline::getActiveDBCLayout();
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const auto* etdL = activeLayout ? activeLayout->getLayout("EmotesTextData") : nullptr;
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const auto* emL = activeLayout ? activeLayout->getLayout("Emotes") : nullptr;
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const auto* etL = activeLayout ? activeLayout->getLayout("EmotesText") : nullptr;
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std::unordered_map<uint32_t, std::string> textData;
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textData.reserve(emotesTextDataDbc->getRecordCount());
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for (uint32_t r = 0; r < emotesTextDataDbc->getRecordCount(); ++r) {
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uint32_t id = emotesTextDataDbc->getUInt32(r, etdL ? (*etdL)["ID"] : 0);
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std::string text = emotesTextDataDbc->getString(r, etdL ? (*etdL)["Text"] : 1);
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if (!text.empty()) textData.emplace(id, std::move(text));
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}
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std::unordered_map<uint32_t, uint32_t> emoteIdToAnim;
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if (auto emotesDbc = assetManager->loadDBC("Emotes.dbc"); emotesDbc && emotesDbc->isLoaded()) {
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emoteIdToAnim.reserve(emotesDbc->getRecordCount());
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for (uint32_t r = 0; r < emotesDbc->getRecordCount(); ++r) {
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uint32_t emoteId = emotesDbc->getUInt32(r, emL ? (*emL)["ID"] : 0);
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uint32_t animId = emotesDbc->getUInt32(r, emL ? (*emL)["AnimID"] : 2);
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if (animId != 0) emoteIdToAnim[emoteId] = animId;
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}
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}
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emoteTable_.clear();
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emoteTable_.reserve(emotesTextDbc->getRecordCount());
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for (uint32_t r = 0; r < emotesTextDbc->getRecordCount(); ++r) {
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uint32_t recordId = emotesTextDbc->getUInt32(r, etL ? (*etL)["ID"] : 0);
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std::string cmdRaw = emotesTextDbc->getString(r, etL ? (*etL)["Command"] : 1);
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if (cmdRaw.empty()) continue;
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uint32_t emoteRef = emotesTextDbc->getUInt32(r, etL ? (*etL)["EmoteRef"] : 2);
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uint32_t animId = 0;
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auto animIt = emoteIdToAnim.find(emoteRef);
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if (animIt != emoteIdToAnim.end()) {
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animId = animIt->second;
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} else {
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animId = emoteRef;
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}
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uint32_t senderTargetTextId = emotesTextDbc->getUInt32(r, etL ? (*etL)["SenderTargetTextID"] : 5);
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uint32_t senderNoTargetTextId = emotesTextDbc->getUInt32(r, etL ? (*etL)["SenderNoTargetTextID"] : 9);
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uint32_t othersTargetTextId = emotesTextDbc->getUInt32(r, etL ? (*etL)["OthersTargetTextID"] : 3);
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uint32_t othersNoTargetTextId = emotesTextDbc->getUInt32(r, etL ? (*etL)["OthersNoTargetTextID"] : 7);
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std::string textTarget, textNoTarget, oTarget, oNoTarget;
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if (auto it = textData.find(senderTargetTextId); it != textData.end()) textTarget = it->second;
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if (auto it = textData.find(senderNoTargetTextId); it != textData.end()) textNoTarget = it->second;
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if (auto it = textData.find(othersTargetTextId); it != textData.end()) oTarget = it->second;
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if (auto it = textData.find(othersNoTargetTextId); it != textData.end()) oNoTarget = it->second;
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for (const std::string& cmd : parseEmoteCommands(cmdRaw)) {
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if (cmd.empty()) continue;
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EmoteInfo info;
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info.animId = animId;
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info.dbcId = recordId;
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info.loop = isLoopingEmote(cmd);
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info.textNoTarget = textNoTarget;
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info.textTarget = textTarget;
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info.othersNoTarget = oNoTarget;
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info.othersTarget = oTarget;
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info.command = cmd;
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emoteTable_.emplace(cmd, std::move(info));
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}
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}
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if (emoteTable_.empty()) {
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LOG_WARNING("Emotes: DBC loaded but no commands parsed, using fallback list");
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loadFallbackEmotes();
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} else {
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LOG_INFO("Emotes: loaded ", emoteTable_.size(), " commands from DBC");
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}
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buildDbcIdIndex();
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}
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void EmoteRegistry::loadFallbackEmotes() {
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if (!emoteTable_.empty()) return;
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emoteTable_ = {
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{"wave", {anim::EMOTE_WAVE, 0, false, "You wave.", "You wave at %s.", "%s waves.", "%s waves at %s.", "wave"}},
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{"bow", {anim::EMOTE_BOW, 0, false, "You bow down graciously.", "You bow down before %s.", "%s bows down graciously.", "%s bows down before %s.", "bow"}},
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{"laugh", {anim::EMOTE_LAUGH, 0, false, "You laugh.", "You laugh at %s.", "%s laughs.", "%s laughs at %s.", "laugh"}},
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{"point", {anim::EMOTE_POINT, 0, false, "You point over yonder.", "You point at %s.", "%s points over yonder.", "%s points at %s.", "point"}},
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{"cheer", {anim::EMOTE_CHEER, 0, false, "You cheer!", "You cheer at %s.", "%s cheers!", "%s cheers at %s.", "cheer"}},
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{"dance", {anim::EMOTE_DANCE, 0, true, "You burst into dance.", "You dance with %s.", "%s bursts into dance.", "%s dances with %s.", "dance"}},
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{"kneel", {anim::EMOTE_KNEEL, 0, false, "You kneel down.", "You kneel before %s.", "%s kneels down.", "%s kneels before %s.", "kneel"}},
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{"applaud", {anim::EMOTE_APPLAUD, 0, false, "You applaud. Bravo!", "You applaud at %s. Bravo!", "%s applauds. Bravo!", "%s applauds at %s. Bravo!", "applaud"}},
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{"shout", {anim::EMOTE_SHOUT, 0, false, "You shout.", "You shout at %s.", "%s shouts.", "%s shouts at %s.", "shout"}},
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{"chicken", {anim::EMOTE_CHICKEN, 0, false, "With arms flapping, you strut around. Cluck, Cluck, Chicken!",
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"With arms flapping, you strut around %s. Cluck, Cluck, Chicken!",
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"%s struts around. Cluck, Cluck, Chicken!", "%s struts around %s. Cluck, Cluck, Chicken!", "chicken"}},
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{"cry", {anim::EMOTE_CRY, 0, false, "You cry.", "You cry on %s's shoulder.", "%s cries.", "%s cries on %s's shoulder.", "cry"}},
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{"kiss", {anim::EMOTE_KISS, 0, false, "You blow a kiss into the wind.", "You blow a kiss to %s.", "%s blows a kiss into the wind.", "%s blows a kiss to %s.", "kiss"}},
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{"roar", {anim::EMOTE_ROAR, 0, false, "You roar with bestial vigor. So fierce!", "You roar with bestial vigor at %s. So fierce!", "%s roars with bestial vigor. So fierce!", "%s roars with bestial vigor at %s. So fierce!", "roar"}},
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{"salute", {anim::EMOTE_SALUTE, 0, false, "You salute.", "You salute %s with respect.", "%s salutes.", "%s salutes %s with respect.", "salute"}},
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{"rude", {anim::EMOTE_RUDE, 0, false, "You make a rude gesture.", "You make a rude gesture at %s.", "%s makes a rude gesture.", "%s makes a rude gesture at %s.", "rude"}},
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{"flex", {anim::EMOTE_FLEX, 0, false, "You flex your muscles. Oooooh so strong!", "You flex at %s. Oooooh so strong!", "%s flexes. Oooooh so strong!", "%s flexes at %s. Oooooh so strong!", "flex"}},
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{"shy", {anim::EMOTE_SHY, 0, false, "You smile shyly.", "You smile shyly at %s.", "%s smiles shyly.", "%s smiles shyly at %s.", "shy"}},
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{"beg", {anim::EMOTE_BEG, 0, false, "You beg everyone around you. How pathetic.", "You beg %s. How pathetic.", "%s begs everyone around. How pathetic.", "%s begs %s. How pathetic.", "beg"}},
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{"eat", {anim::EMOTE_EAT, 0, true, "You begin to eat.", "You begin to eat in front of %s.", "%s begins to eat.", "%s begins to eat in front of %s.", "eat"}},
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{"talk", {anim::EMOTE_TALK, 0, false, "You talk.", "You talk to %s.", "%s talks.", "%s talks to %s.", "talk"}},
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{"work", {anim::EMOTE_WORK, 0, true, "You begin to work.", "You begin to work near %s.", "%s begins to work.", "%s begins to work near %s.", "work"}},
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{"train", {anim::EMOTE_TRAIN, 0, true, "You let off a train whistle. Choo Choo!", "You let off a train whistle at %s. Choo Choo!", "%s lets off a train whistle. Choo Choo!", "%s lets off a train whistle at %s. Choo Choo!", "train"}},
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{"dead", {anim::EMOTE_DEAD, 0, true, "You play dead.", "You play dead in front of %s.", "%s plays dead.", "%s plays dead in front of %s.", "dead"}},
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};
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buildDbcIdIndex();
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}
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void EmoteRegistry::buildDbcIdIndex() {
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emoteByDbcId_.clear();
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for (auto& [cmd, info] : emoteTable_) {
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if (info.dbcId != 0) {
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emoteByDbcId_.emplace(info.dbcId, &info);
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}
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}
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}
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std::optional<EmoteRegistry::EmoteResult> EmoteRegistry::findEmote(const std::string& command) const {
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auto it = emoteTable_.find(command);
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if (it == emoteTable_.end()) return std::nullopt;
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const auto& info = it->second;
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if (info.animId == 0) return std::nullopt;
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return EmoteResult{info.animId, info.loop};
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}
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uint32_t EmoteRegistry::animByDbcId(uint32_t dbcId) const {
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auto it = emoteByDbcId_.find(dbcId);
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if (it != emoteByDbcId_.end()) {
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return it->second->animId;
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}
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return 0;
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}
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uint32_t EmoteRegistry::getStateVariant(uint32_t oneShotAnimId) const {
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return getEmoteStateVariantStatic(oneShotAnimId);
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}
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const EmoteInfo* EmoteRegistry::findInfo(const std::string& command) const {
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auto it = emoteTable_.find(command);
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return it != emoteTable_.end() ? &it->second : nullptr;
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}
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std::string EmoteRegistry::textFor(const std::string& emoteName,
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const std::string* targetName) const {
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auto it = emoteTable_.find(emoteName);
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if (it != emoteTable_.end()) {
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const auto& info = it->second;
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const std::string& base = (targetName ? info.textTarget : info.textNoTarget);
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if (!base.empty()) {
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return replacePlaceholders(base, targetName);
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}
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if (targetName && !targetName->empty()) {
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return "You " + info.command + " at " + *targetName + ".";
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}
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return "You " + info.command + ".";
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}
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return "";
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}
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uint32_t EmoteRegistry::dbcIdFor(const std::string& emoteName) const {
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auto it = emoteTable_.find(emoteName);
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if (it != emoteTable_.end()) {
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return it->second.dbcId;
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}
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return 0;
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}
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std::string EmoteRegistry::textByDbcId(uint32_t dbcId,
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const std::string& senderName,
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const std::string* targetName) const {
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auto it = emoteByDbcId_.find(dbcId);
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if (it == emoteByDbcId_.end()) return "";
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const EmoteInfo& info = *it->second;
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if (targetName && !targetName->empty()) {
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if (!info.othersTarget.empty()) {
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std::string out;
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out.reserve(info.othersTarget.size() + senderName.size() + targetName->size());
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bool firstReplaced = false;
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for (size_t i = 0; i < info.othersTarget.size(); ++i) {
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if (info.othersTarget[i] == '%' && i + 1 < info.othersTarget.size() && info.othersTarget[i + 1] == 's') {
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out += firstReplaced ? *targetName : senderName;
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firstReplaced = true;
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++i;
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} else {
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out.push_back(info.othersTarget[i]);
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}
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}
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return out;
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}
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return senderName + " " + info.command + "s at " + *targetName + ".";
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} else {
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if (!info.othersNoTarget.empty()) {
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return replacePlaceholders(info.othersNoTarget, &senderName);
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}
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return senderName + " " + info.command + "s.";
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}
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}
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} // namespace rendering
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} // namespace wowee
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