Kelsidavis-WoWee/tests/test_combat_fsm.cpp
Paul b4989dc11f 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).
2026-04-05 12:27:35 +03:00

125 lines
3.6 KiB
C++

// CombatFSM unit tests
#include <catch_amalgamated.hpp>
#include "rendering/animation/combat_fsm.hpp"
#include "rendering/animation/animation_ids.hpp"
using namespace wowee::rendering;
namespace anim = wowee::rendering::anim;
static AnimCapabilitySet makeCombatCaps() {
AnimCapabilitySet caps;
caps.resolvedStand = anim::STAND;
caps.resolvedCombatIdle = anim::READY_UNARMED;
caps.resolvedMelee1H = anim::ATTACK_1H;
caps.resolvedMelee2H = anim::ATTACK_2H;
caps.resolvedMeleeUnarmed = anim::ATTACK_UNARMED;
caps.resolvedStun = anim::STUN;
caps.resolvedUnsheathe = anim::UNSHEATHE;
caps.resolvedSheathe = anim::SHEATHE;
caps.hasMelee = true;
return caps;
}
static CombatFSM::Input combatInput() {
CombatFSM::Input in;
in.inCombat = true;
in.grounded = true;
return in;
}
static WeaponLoadout unarmedLoadout() {
return WeaponLoadout{}; // Default is unarmed (inventoryType=0)
}
TEST_CASE("CombatFSM: INACTIVE by default", "[combat]") {
CombatFSM fsm;
CHECK(fsm.getState() == CombatFSM::State::INACTIVE);
CHECK_FALSE(fsm.isActive());
}
TEST_CASE("CombatFSM: INACTIVE → UNSHEATHE on COMBAT_ENTER event", "[combat]") {
CombatFSM fsm;
fsm.onEvent(AnimEvent::COMBAT_ENTER);
CHECK(fsm.getState() == CombatFSM::State::UNSHEATHE);
CHECK(fsm.isActive());
}
TEST_CASE("CombatFSM: stun overrides active combat", "[combat]") {
CombatFSM fsm;
auto caps = makeCombatCaps();
auto wl = unarmedLoadout();
// Enter combat
fsm.onEvent(AnimEvent::COMBAT_ENTER);
// Stun
fsm.setStunned(true);
auto in = combatInput();
auto out = fsm.resolve(in, caps, wl);
CHECK(fsm.isStunned());
REQUIRE(out.valid);
CHECK(out.animId == anim::STUN);
}
TEST_CASE("CombatFSM: stun does not override swimming", "[combat]") {
CombatFSM fsm;
auto caps = makeCombatCaps();
auto wl = unarmedLoadout();
fsm.setStunned(true);
auto in = combatInput();
in.swimming = true;
auto out = fsm.resolve(in, caps, wl);
// Swimming overrides combat entirely — FSM should go inactive
// The exact behavior depends on implementation, but stun should not
// force an animation while swimming
CHECK(fsm.getState() != CombatFSM::State::STUNNED);
}
TEST_CASE("CombatFSM: spell cast sequence", "[combat]") {
CombatFSM fsm;
auto caps = makeCombatCaps();
auto wl = unarmedLoadout();
fsm.startSpellCast(anim::SPELL_PRECAST, anim::SPELL, true, anim::SPELL_CAST);
CHECK(fsm.getState() == CombatFSM::State::SPELL_PRECAST);
auto in = combatInput();
auto out = fsm.resolve(in, caps, wl);
REQUIRE(out.valid);
CHECK(out.animId == anim::SPELL_PRECAST);
}
TEST_CASE("CombatFSM: stopSpellCast transitions to finalize", "[combat]") {
CombatFSM fsm;
auto caps = makeCombatCaps();
auto wl = unarmedLoadout();
fsm.startSpellCast(0, anim::SPELL, true, anim::SPELL_CAST);
// Skip precast (animId=0), go to casting
fsm.setState(CombatFSM::State::SPELL_CASTING);
fsm.stopSpellCast();
CHECK(fsm.getState() == CombatFSM::State::SPELL_FINALIZE);
}
TEST_CASE("CombatFSM: hit reaction", "[combat]") {
CombatFSM fsm;
auto caps = makeCombatCaps();
auto wl = unarmedLoadout();
fsm.triggerHitReaction(anim::COMBAT_WOUND);
CHECK(fsm.getState() == CombatFSM::State::HIT_REACTION);
}
TEST_CASE("CombatFSM: reset clears all state", "[combat]") {
CombatFSM fsm;
fsm.onEvent(AnimEvent::COMBAT_ENTER);
fsm.setStunned(true);
fsm.reset();
CHECK(fsm.getState() == CombatFSM::State::INACTIVE);
CHECK_FALSE(fsm.isStunned());
}