Add Warrior Charge ability with ribbon trail visual effect

Implements charge rush-to-target for spell IDs 100/6178/11578 with
smoothstep lerp movement, vertical red-orange ribbon trail, dust puffs,
client-side range validation, and sound fallback chain.
This commit is contained in:
Kelsi 2026-02-19 21:13:13 -08:00
parent da49593268
commit e163813dee
9 changed files with 761 additions and 2 deletions

View file

@ -32,6 +32,7 @@ class SkySystem;
class SwimEffects;
class MountDust;
class LevelUpEffect;
class ChargeEffect;
class CharacterRenderer;
class WMORenderer;
class M2Renderer;
@ -137,6 +138,11 @@ public:
bool isMoving() const;
void triggerMeleeSwing();
void setEquippedWeaponType(uint32_t inventoryType) { equippedWeaponInvType_ = inventoryType; meleeAnimId = 0; }
void setCharging(bool charging) { charging_ = charging; }
bool isCharging() const { return charging_; }
void startChargeEffect(const glm::vec3& position, const glm::vec3& direction);
void emitChargeEffect(const glm::vec3& position, const glm::vec3& direction);
void stopChargeEffect();
// Mount rendering
void setMounted(uint32_t mountInstId, uint32_t mountDisplayId, float heightOffset, const std::string& modelPath = "");
@ -189,6 +195,7 @@ private:
std::unique_ptr<SwimEffects> swimEffects;
std::unique_ptr<MountDust> mountDust;
std::unique_ptr<LevelUpEffect> levelUpEffect;
std::unique_ptr<ChargeEffect> chargeEffect;
std::unique_ptr<CharacterRenderer> characterRenderer;
std::unique_ptr<WMORenderer> wmoRenderer;
std::unique_ptr<M2Renderer> m2Renderer;
@ -259,7 +266,7 @@ private:
float characterYaw = 0.0f;
// Character animation state
enum class CharAnimState { IDLE, WALK, RUN, JUMP_START, JUMP_MID, JUMP_END, SIT_DOWN, SITTING, EMOTE, SWIM_IDLE, SWIM, MELEE_SWING, MOUNT };
enum class CharAnimState { IDLE, WALK, RUN, JUMP_START, JUMP_MID, JUMP_END, SIT_DOWN, SITTING, EMOTE, SWIM_IDLE, SWIM, MELEE_SWING, MOUNT, CHARGE };
CharAnimState charAnimState = CharAnimState::IDLE;
void updateCharacterAnimation();
bool isFootstepAnimationState() const;
@ -308,6 +315,7 @@ private:
bool sfxPrevFalling = false;
bool sfxPrevSwimming = false;
bool charging_ = false;
float meleeSwingTimer = 0.0f;
float meleeSwingCooldown = 0.0f;
float meleeAnimDurationMs = 0.0f;