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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).
42 lines
1.6 KiB
C++
42 lines
1.6 KiB
C++
#pragma once
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#include "rendering/animation/i_animator.hpp"
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#include "rendering/animation/weapon_type.hpp"
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#include <cstdint>
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#include <string>
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namespace wowee {
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namespace rendering {
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// ============================================================================
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// ICharacterAnimator
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//
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// Player-specific animation interface. Extends IAnimator with combat,
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// spell, emote, and mount operations.
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// ============================================================================
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class ICharacterAnimator : public IAnimator {
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public:
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virtual void startSpellCast(uint32_t precast, uint32_t cast, bool loop, uint32_t finalize) = 0;
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virtual void stopSpellCast() = 0;
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virtual void triggerMeleeSwing() = 0;
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virtual void triggerRangedShot() = 0;
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virtual void triggerHitReaction(uint32_t animId) = 0;
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virtual void triggerSpecialAttack(uint32_t spellId) = 0;
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virtual void setEquippedWeaponType(const WeaponLoadout& loadout) = 0;
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virtual void setEquippedRangedType(RangedWeaponType type) = 0;
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virtual void playEmote(uint32_t animId, bool loop) = 0;
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virtual void cancelEmote() = 0;
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virtual void startLooting() = 0;
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virtual void stopLooting() = 0;
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virtual void setStunned(bool stunned) = 0;
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virtual void setCharging(bool charging) = 0;
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virtual void setStandState(uint8_t state) = 0;
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virtual void setStealthed(bool stealth) = 0;
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virtual void setInCombat(bool combat) = 0;
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virtual void setLowHealth(bool low) = 0;
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virtual void setSprintAuraActive(bool active) = 0;
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virtual ~ICharacterAnimator() = default;
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};
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} // namespace rendering
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} // namespace wowee
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