Major refactoring - internal server state machine implemented

This commit is contained in:
Vladislav Khorev committed 2026-10-29 00:09:16 +06:00
1 parent 71c654e5b6
commit 66e93d46f4
48 files changed
+3948 -3696

No files matched your search

+33 -46
View File
@@ -11,30 +11,25 @@
#include <cstdint>
#include <vector>
#include <unordered_map>
#include <utility>
#include "dialogue/TranslationDatabase.h"
#include "AudioPlayerAsync.h"
namespace FRG {
class TextRenderer;
class IGameServer;
class Character {
public:
Character(const CharacterState& boundState, IGameServer& server,
std::string locationId, std::string entityId)
: characterState(boundState), gameServer_(server),
locationId_(std::move(locationId)), entityId_(std::move(entityId)){}
const std::string& entityId() const { return entityId_; }
void bindToLocation(std::string locationId) { locationId_ = std::move(locationId); }
static constexpr float kAttackRange = 1.25f;
// Resolves a character index to a live Character pointer.
// kNoTarget (-1) → nullptr, kPlayerIndex (-2) → Location::player, 0..n → npcs[n].
using CharacterResolver = std::function<Character*(int index)>;
using PathPlanner = std::function<std::vector<Eigen::Vector3f>(
const Eigen::Vector3f& start,
const Eigen::Vector3f& end)>;
// All serializable game state (position, hp, flags, pathfinding, etc.)
CharacterState state;
int index = CharacterState::kNoTarget;
// ---- Asset loading ----
void loadAnimation(AnimationState animState, const std::string& filename, const std::string& zipFile = "");
void loadBinaryAnimation(AnimationState animState, const std::string& filename, const std::string& zipFile = "");
@@ -46,31 +41,19 @@ public:
// Creates a fully-loaded Character from a CharacterState (including its creationInfo).
// Loads all animations, textures, and weapon mesh/texture from the paths stored in creationInfo.
static std::unique_ptr<Character> createFromState(CharacterState st, Renderer& renderer, const char* zipFile);
static std::unique_ptr<Character> createFromState(
const CharacterState& initialState, IGameServer& server,
const std::string& locationId, const std::string& entityId,
Renderer& renderer, const char* zipFile);
// ---- Per-frame update ----
// resolver maps character indices to live pointers so attackTargetIndex / faceTargetIndex
// can be dereferenced inside update(). Pass nullptr only if no targets are set.
void update(int64_t deltaMs, const CharacterResolver& resolver = nullptr);
void setPathPlanner(PathPlanner planner);
// ---- Navigation (path data lives in state; pathPlanner lives here) ----
// callbackName, if given, is the global Lua function name backing onArrived —
// stored in state.onArrivedCallbackName so it survives save/load (see ScriptEngine::rehydrateNamedCallback).
void setTarget(const Eigen::Vector3f& target, std::function<void()> onArrived = nullptr, std::string callbackName = "");
void stopAndRotateToTarget(int npcId);
void forceReplan();
void stopInPlace() { state.stopInPlace(); }
// ---- Reset ----
void resetPlayerAfterDeath();
void tryAttackCombo();
// Applies authoritative animation state to runtime resources and consumes
// presentation-only events emitted by CharacterState::update.
void update(int64_t deltaMs, const CharacterUpdateEvents* events = nullptr);
// ---- Damage ----
void applyDamage(float damageAmount, const Eigen::Vector3f& attackDirection = Eigen::Vector3f::Zero(), int attackerIndex = CharacterState::kNoTarget);
void presentDamage(float hp, float maxHp, const Eigen::Vector3f& attackDirection,
const std::string& attackerId);
// ---- Spark setup ----
void setupHitSparks(std::shared_ptr<Texture> sparkTexture);
@@ -102,13 +85,10 @@ public:
const float* ambientColor, const float* fogColor);
// ---- Query helpers (delegate to state) ----
bool isMoving() const { return state.isMoving(); }
const Eigen::Vector3f& getRequestedWalkTarget() const { return state.getRequestedWalkTarget(); }
Eigen::Vector3f getCurrentNavigationTarget() const { return state.getCurrentNavigationTarget(); }
float getHp() const { return state.getHp(); }
void setHp(float newHp) { state.setHp(newHp); }
float getSpeedMultiplier(float transitionProgress) const;
bool isMoving() const { return characterState.isMoving(); }
const Eigen::Vector3f& getRequestedWalkTarget() const { return characterState.getRequestedWalkTarget(); }
Eigen::Vector3f getCurrentNavigationTarget() const { return characterState.getCurrentNavigationTarget(); }
float getHp() const { return characterState.getHp(); }
// ---- Weapon rendering data (initialized from state.creationInfo by createFromState) ----
VertexRenderStruct weaponMesh;
@@ -123,16 +103,23 @@ public:
static Dialogue::TranslationDatabase nameTranslations;
private:
friend class Game;
friend class Location;
friend class ScriptEngine;
friend class LocationEditor;
friend class PathVisualization;
friend class InternalGameServer;
const CharacterState& characterState; // private non-owning binding to server-owned storage
IGameServer& gameServer_;
std::string locationId_;
std::string entityId_;
std::function<void()> onDeathAnimComplete;
std::function<void(float, float, const std::string&)> onHpChanged;
std::map<AnimationState, BoneAnimationDataNew> animations;
VertexRenderStruct modelMutable;
VertexRenderStruct healthBarMesh;
std::unordered_map<std::string, std::shared_ptr<Texture>> meshTextures;
PathPlanner pathPlanner;
static constexpr float TARGET_REPLAN_THRESHOLD = 0.25f;
static constexpr float HOME_DRIFT_CHECK_INTERVAL = 5.0f;
AnimationState resolveActiveState() const;
bool prepareGpuSkinning();
void drawAttachedWeapon(Renderer& renderer);