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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).
120 lines
3.8 KiB
C++
120 lines
3.8 KiB
C++
#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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