Kelsidavis-WoWee/include/rendering/animation/character_animator.hpp
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

145 lines
5.9 KiB
C++

#pragma once
#include "rendering/animation/i_character_animator.hpp"
#include "rendering/animation/anim_capability_set.hpp"
#include "rendering/animation/locomotion_fsm.hpp"
#include "rendering/animation/combat_fsm.hpp"
#include "rendering/animation/activity_fsm.hpp"
#include "rendering/animation/mount_fsm.hpp"
#include <cstdint>
namespace wowee {
namespace rendering {
// ============================================================================
// CharacterAnimator
//
// Generic animator for any character (player, NPC, companion).
// Composes LocomotionFSM, CombatFSM, ActivityFSM, and MountFSM with
// a priority resolver. Implements ICharacterAnimator.
//
// Priority order: Stun > HitReaction > Spell > Charge > Combat > Activity > Locomotion
//
// No idle fallback: if all FSMs return {valid=false}, last animation continues.
//
// Overlay layer (stealth, sprint) substitutes the resolved anim without
// changing sub-FSM state.
// ============================================================================
class CharacterAnimator final : public ICharacterAnimator {
public:
CharacterAnimator();
// ── IAnimator ───────────────────────────────────────────────────────
void onEvent(AnimEvent event) override;
void update(float dt) override;
// ── ICharacterAnimator ──────────────────────────────────────────────
void startSpellCast(uint32_t precast, uint32_t cast, bool loop, uint32_t finalize) override;
void stopSpellCast() override;
void triggerMeleeSwing() override;
void triggerRangedShot() override;
void triggerHitReaction(uint32_t animId) override;
void triggerSpecialAttack(uint32_t spellId) override;
void setEquippedWeaponType(const WeaponLoadout& loadout) override;
void setEquippedRangedType(RangedWeaponType type) override;
void playEmote(uint32_t animId, bool loop) override;
void cancelEmote() override;
void startLooting() override;
void stopLooting() override;
void setStunned(bool stunned) override;
void setCharging(bool charging) override;
void setStandState(uint8_t state) override;
void setStealthed(bool stealth) override;
void setInCombat(bool combat) override;
void setLowHealth(bool low) override;
void setSprintAuraActive(bool active) override;
// ── Configuration ───────────────────────────────────────────────────
void setCapabilities(const AnimCapabilitySet& caps) { caps_ = caps; }
const AnimCapabilitySet& getCapabilities() const { return caps_; }
void setWeaponLoadout(const WeaponLoadout& loadout) { loadout_ = loadout; }
const WeaponLoadout& getWeaponLoadout() const { return loadout_; }
// ── Mount ───────────────────────────────────────────────────────────
void configureMountFSM(const MountFSM::MountAnimSet& anims, bool taxiFlight);
void clearMountFSM();
bool isMountActive() const { return mount_.isActive(); }
MountFSM& getMountFSM() { return mount_; }
// ── Sub-FSM access (for transition queries) ─────────────────────────
LocomotionFSM& getLocomotion() { return locomotion_; }
const LocomotionFSM& getLocomotion() const { return locomotion_; }
CombatFSM& getCombat() { return combat_; }
const CombatFSM& getCombat() const { return combat_; }
ActivityFSM& getActivity() { return activity_; }
const ActivityFSM& getActivity() const { return activity_; }
// ── Last resolved output ────────────────────────────────────────────
AnimOutput getLastOutput() const { return lastOutput_; }
// ── Input injection (set per-frame from AnimationController) ────────
struct FrameInput {
// From camera controller
bool moving = false;
bool sprinting = false;
bool movingForward = false;
bool movingBackward = false;
bool autoRunning = false;
bool strafeLeft = false;
bool strafeRight = false;
bool grounded = true;
bool jumping = false;
bool swimming = false;
bool sitting = false;
bool flyingActive = false;
bool ascending = false;
bool descending = false;
bool jumpKeyPressed = false;
float characterYaw = 0.0f;
// Melee/ranged timers
float meleeSwingTimer = 0.0f;
float rangedShootTimer = 0.0f;
uint32_t specialAttackAnimId = 0;
uint32_t rangedAnimId = 0;
// Animation state query
uint32_t currentAnimId = 0;
float currentAnimTime = 0.0f;
float currentAnimDuration = 0.0f;
bool haveAnimState = false;
// Mount state query
uint32_t curMountAnim = 0;
float curMountTime = 0.0f;
float curMountDuration = 0.0f;
bool haveMountState = false;
};
void setFrameInput(const FrameInput& input) { frameInput_ = input; }
private:
AnimCapabilitySet caps_;
WeaponLoadout loadout_;
LocomotionFSM locomotion_;
CombatFSM combat_;
ActivityFSM activity_;
MountFSM mount_;
// Overlay flags
bool stealthed_ = false;
bool sprintAura_ = false;
bool lowHealth_ = false;
bool inCombat_ = false;
float lastDt_ = 0.0f;
FrameInput frameInput_;
AnimOutput lastOutput_;
/// Priority resolver: highest-priority active FSM wins.
AnimOutput resolveAnimation();
/// Apply stealth/sprint overlays to the resolved animation.
AnimOutput applyOverlays(AnimOutput base) const;
};
} // namespace rendering
} // namespace wowee