Files
WoWee/include/rendering/animation/combat_fsm.hpp

122 lines
3.9 KiB
C++

#pragma once
#include "rendering/animation/anim_capability_set.hpp"
#include "rendering/animation/anim_event.hpp"
#include "rendering/animation/weapon_type.hpp"
#include <cstdint>
namespace wowee {
namespace rendering {
// ============================================================================
// CombatFSM
//
// Pure logic state machine for combat animation. No renderer dependency.
// States: INACTIVE · COMBAT_IDLE · MELEE_SWING · RANGED_SHOOT · RANGED_LOAD ·
// SPELL_PRECAST · SPELL_CASTING · SPELL_FINALIZE · HIT_REACTION ·
// STUNNED · CHARGE · UNSHEATHE · SHEATHE
//
// Stun overrides all combat states. Spell state cleared on interrupts.
// offHandTurn_ alternation managed internally.
// ============================================================================
class CombatFSM {
public:
enum class State : uint8_t {
INACTIVE,
COMBAT_IDLE,
MELEE_SWING,
RANGED_SHOOT,
RANGED_LOAD,
SPELL_PRECAST,
SPELL_CASTING,
SPELL_FINALIZE,
HIT_REACTION,
STUNNED,
CHARGE,
UNSHEATHE,
SHEATHE,
};
struct Input {
bool inCombat = false;
bool grounded = true;
bool jumping = false;
bool swimming = false;
bool moving = false;
bool sprinting = false;
bool lowHealth = false;
bool rangedWeaponActive = false;
float meleeSwingTimer = 0.0f; // >0 = melee active
float rangedShootTimer = 0.0f; // >0 = ranged active
uint32_t specialAttackAnimId = 0;
uint32_t rangedAnimId = 0;
// Animation state query for one-shot completion detection
uint32_t currentAnimId = 0;
float currentAnimTime = 0.0f;
float currentAnimDuration = 0.0f;
bool haveAnimState = false;
// Whether model has specific one-shot animations
bool hasUnsheathe = false;
bool hasSheathe = false;
};
void onEvent(AnimEvent event);
/// Evaluate current state against input and capabilities.
AnimOutput resolve(const Input& in, const AnimCapabilitySet& caps,
const WeaponLoadout& loadout);
State getState() const { return state_; }
void setState(State s) { state_ = s; }
bool isStunned() const { return state_ == State::STUNNED; }
bool isActive() const { return state_ != State::INACTIVE; }
void reset();
// ── Spell cast management ───────────────────────────────────────────
void startSpellCast(uint32_t precast, uint32_t cast, bool castLoop, uint32_t finalize);
void stopSpellCast();
void clearSpellState();
// ── Hit/stun management ─────────────────────────────────────────────
void triggerHitReaction(uint32_t animId);
void setStunned(bool stunned);
void setCharging(bool charging);
static constexpr uint8_t PRIORITY = 50;
private:
State state_ = State::INACTIVE;
// Spell cast sequence
uint32_t spellPrecastAnimId_ = 0;
uint32_t spellCastAnimId_ = 0;
uint32_t spellFinalizeAnimId_ = 0;
bool spellCastLoop_ = false;
bool spellPrecastAnimSeen_ = false;
uint8_t spellPrecastFrames_ = 0;
bool spellFinalizeAnimSeen_ = false;
uint8_t spellFinalizeFrames_ = 0;
// Hit reaction
uint32_t hitReactionAnimId_ = 0;
// Stun
bool stunned_ = false;
// Charge
bool charging_ = false;
// Off-hand alternation for dual wielding
bool offHandTurn_ = false;
/// Internal: update state transitions based on input.
void updateTransitions(const Input& in);
/// Detect if a one-shot animation has completed.
bool oneShotComplete(const Input& in, uint32_t expectedAnimId) const;
};
} // namespace rendering
} // namespace wowee