Kelsidavis-WoWee/tests/test_locomotion_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

167 lines
4.5 KiB
C++

// LocomotionFSM unit tests
#include <catch_amalgamated.hpp>
#include "rendering/animation/locomotion_fsm.hpp"
#include "rendering/animation/animation_ids.hpp"
using namespace wowee::rendering;
namespace anim = wowee::rendering::anim;
// Helper: create a capability set with basic locomotion resolved
static AnimCapabilitySet makeLocoCaps() {
AnimCapabilitySet caps;
caps.resolvedStand = anim::STAND;
caps.resolvedWalk = anim::WALK;
caps.resolvedRun = anim::RUN;
caps.resolvedSprint = anim::SPRINT;
caps.resolvedWalkBackwards = anim::WALK_BACKWARDS;
caps.resolvedStrafeLeft = anim::SHUFFLE_LEFT;
caps.resolvedStrafeRight = anim::SHUFFLE_RIGHT;
caps.resolvedJumpStart = anim::JUMP_START;
caps.resolvedJump = anim::JUMP;
caps.resolvedJumpEnd = anim::JUMP_END;
caps.resolvedSwimIdle = anim::SWIM_IDLE;
caps.resolvedSwim = anim::SWIM;
caps.hasStand = true;
caps.hasWalk = true;
caps.hasRun = true;
caps.hasSprint = true;
caps.hasWalkBackwards = true;
caps.hasJump = true;
caps.hasSwim = true;
return caps;
}
static LocomotionFSM::Input idle() {
LocomotionFSM::Input in;
in.deltaTime = 0.016f;
return in;
}
TEST_CASE("LocomotionFSM: IDLE → WALK on move start (non-sprinting)", "[locomotion]") {
LocomotionFSM fsm;
auto caps = makeLocoCaps();
auto in = idle();
in.moving = true;
auto out = fsm.resolve(in, caps);
REQUIRE(out.valid);
REQUIRE(out.animId == anim::WALK);
REQUIRE(out.loop == true);
CHECK(fsm.getState() == LocomotionFSM::State::WALK);
}
TEST_CASE("LocomotionFSM: IDLE → RUN on move start (sprinting)", "[locomotion]") {
LocomotionFSM fsm;
auto caps = makeLocoCaps();
auto in = idle();
in.moving = true;
in.sprinting = true;
auto out = fsm.resolve(in, caps);
REQUIRE(out.valid);
REQUIRE(out.animId == anim::RUN);
CHECK(fsm.getState() == LocomotionFSM::State::RUN);
}
TEST_CASE("LocomotionFSM: WALK → IDLE on move stop (after grace)", "[locomotion]") {
LocomotionFSM fsm;
auto caps = makeLocoCaps();
// Start walking
auto in = idle();
in.moving = true;
fsm.resolve(in, caps);
CHECK(fsm.getState() == LocomotionFSM::State::WALK);
// Stop moving — grace timer keeps walk for a bit
in.moving = false;
in.deltaTime = 0.2f; // > grace period (0.12s)
auto out = fsm.resolve(in, caps);
CHECK(fsm.getState() == LocomotionFSM::State::IDLE);
}
TEST_CASE("LocomotionFSM: WALK → JUMP_START on jump", "[locomotion]") {
LocomotionFSM fsm;
auto caps = makeLocoCaps();
// Start walking
auto in = idle();
in.moving = true;
fsm.resolve(in, caps);
// Jump
in.jumping = true;
in.grounded = false;
auto out = fsm.resolve(in, caps);
REQUIRE(out.valid);
REQUIRE(out.animId == anim::JUMP_START);
CHECK(fsm.getState() == LocomotionFSM::State::JUMP_START);
}
TEST_CASE("LocomotionFSM: SWIM_IDLE → SWIM on move start while swimming", "[locomotion]") {
LocomotionFSM fsm;
auto caps = makeLocoCaps();
// Enter swim idle
auto in = idle();
in.swimming = true;
fsm.resolve(in, caps);
CHECK(fsm.getState() == LocomotionFSM::State::SWIM_IDLE);
// Start swimming
in.moving = true;
auto out = fsm.resolve(in, caps);
REQUIRE(out.valid);
REQUIRE(out.animId == anim::SWIM);
CHECK(fsm.getState() == LocomotionFSM::State::SWIM);
}
TEST_CASE("LocomotionFSM: backward walking resolves WALK_BACKWARDS", "[locomotion]") {
LocomotionFSM fsm;
auto caps = makeLocoCaps();
auto in = idle();
in.moving = true;
in.movingBackward = true;
auto out = fsm.resolve(in, caps);
REQUIRE(out.valid);
// Should use WALK_BACKWARDS when available
CHECK(out.animId == anim::WALK_BACKWARDS);
}
TEST_CASE("LocomotionFSM: STAY when WALK_BACKWARDS missing from caps", "[locomotion]") {
LocomotionFSM fsm;
AnimCapabilitySet caps;
caps.resolvedStand = anim::STAND;
caps.resolvedWalk = anim::WALK;
caps.hasStand = true;
caps.hasWalk = true;
// No WALK_BACKWARDS in caps
auto in = idle();
in.moving = true;
in.movingBackward = true;
auto out = fsm.resolve(in, caps);
// Should still resolve something — falls back to walk
REQUIRE(out.valid);
}
TEST_CASE("LocomotionFSM: reset restores IDLE", "[locomotion]") {
LocomotionFSM fsm;
auto caps = makeLocoCaps();
auto in = idle();
in.moving = true;
fsm.resolve(in, caps);
CHECK(fsm.getState() == LocomotionFSM::State::WALK);
fsm.reset();
CHECK(fsm.getState() == LocomotionFSM::State::IDLE);
}