namespace AcDream.Core.World; // acclient.h:6871 — TeleportAnimState enum, verbatim order. public enum TeleportAnimState { Off = 0, WorldFadeOut = 1, TunnelFadeIn = 2, Tunnel = 3, TunnelContinue = 4, TunnelFadeOut = 5, WorldFadeIn = 6, } /// Why the teleport was triggered — drives per-entry start state (spec §2.5). public enum TeleportEntryKind { Portal, Login, Death, Logout } /// /// Edge-triggered events the sequencer emits on the tick they first occur. /// Consumers drive audio / placement / LoginComplete from these; the sequencer /// has no dependency on any of those systems. /// public enum TeleportAnimEvent { PlayEnterSound, // Begin(): sound_ui_enter_portal EnterTunnel, // Off/WorldFade* -> Tunnel: world is now hidden Place, // Tunnel -> TunnelContinue: world loaded; place the player PlayExitSound, // TunnelFadeOut -> WorldFadeIn: sound_ui_exit_portal FireLoginComplete, // WorldFadeIn -> Off: send GameAction 0xA1 } /// Immutable per-frame snapshot from the sequencer. public readonly record struct TeleportAnimSnapshot( TeleportAnimState State, float FadeAlpha, // 0 = clear world, 1 = full black bool ShowTunnel, // true during TunnelFadeIn..TunnelFadeOut bool ShowPleaseWait); // true during TunnelContinue only /// /// Pure 7-state teleport animation machine (spec §2.1, acclient gmSmartBoxUI::UseTime 0x004d6e30). /// No GL / dat / network dependency — fully unit-testable. /// public sealed class TeleportAnimSequencer { // Golden constants (spec §2.1, verified VAs): // TELEPORT_ANIM_FADE_TIME 0x007BD278 = 1.0s // TELEPORT_ANIM_MIN_CONTINUE_TIME 0x007BD268 = 2.0s // TELEPORT_ANIM_MAX_CONTINUE_TIME 0x007BD270 = 5.0s public const float FadeTime = 1.0f; public const float MinContinue = 2.0f; public const float MaxContinue = 5.0f; private TeleportAnimState _state = TeleportAnimState.Off; private float _elapsed = 0f; // time in current state private float _continueElapsed = 0f; // tracks time inside TunnelContinue private bool _enterSoundPending = false; private bool _enterTunnelPending = false; public bool IsActive => _state != TeleportAnimState.Off; public TeleportAnimState State => _state; /// /// Start the animation. Portal/Login/Death enter at Tunnel (skipping world-fade-out); /// Logout enters at WorldFadeOut (spec §2.5). /// public void Begin(TeleportEntryKind kind) { _state = kind == TeleportEntryKind.Logout ? TeleportAnimState.WorldFadeOut : TeleportAnimState.Tunnel; _elapsed = 0f; _continueElapsed = 0f; _enterSoundPending = true; _enterTunnelPending = _state == TeleportAnimState.Tunnel; // true for Portal/Login/Death } /// /// Advance the machine by seconds. /// = destination collision landblock is resident. /// Returns the current snapshot + edge-triggered events fired THIS tick. /// public (TeleportAnimSnapshot snapshot, IReadOnlyList events) Tick(float dt, bool worldReady) { var evts = new List(); // Edge events queued by Begin or a prior transition (enter-sound + enter-tunnel only; // exit-sound and login-complete are emitted inline at their transitions below): if (_enterSoundPending) { evts.Add(TeleportAnimEvent.PlayEnterSound); _enterSoundPending = false; } if (_enterTunnelPending) { evts.Add(TeleportAnimEvent.EnterTunnel); _enterTunnelPending = false; } _elapsed += dt; // State-machine transitions: switch (_state) { case TeleportAnimState.WorldFadeOut: if (_elapsed >= FadeTime) Advance(TeleportAnimState.TunnelFadeIn, enterTunnel: false); break; case TeleportAnimState.TunnelFadeIn: if (_elapsed >= FadeTime) Advance(TeleportAnimState.Tunnel, enterTunnel: true); break; case TeleportAnimState.Tunnel: // Hold here until worldReady (EndTeleportAnimation analogue). if (worldReady) { evts.Add(TeleportAnimEvent.Place); Advance(TeleportAnimState.TunnelContinue, enterTunnel: false); _continueElapsed = 0f; } break; case TeleportAnimState.TunnelContinue: _continueElapsed += dt; // worldReady stays true once the landblock loads, so this advances at the 2s // minimum in the normal case; gating min-advance on worldReady keeps the // MaxContinue safety net authoritative if readiness ever regresses mid-continue. bool minMet = worldReady && _continueElapsed >= MinContinue; bool maxForce = _continueElapsed >= MaxContinue; if (minMet || maxForce) Advance(TeleportAnimState.TunnelFadeOut, enterTunnel: false); break; case TeleportAnimState.TunnelFadeOut: if (_elapsed >= FadeTime) { Advance(TeleportAnimState.WorldFadeIn, enterTunnel: false); evts.Add(TeleportAnimEvent.PlayExitSound); } break; case TeleportAnimState.WorldFadeIn: if (_elapsed >= FadeTime) { Advance(TeleportAnimState.Off, enterTunnel: false); evts.Add(TeleportAnimEvent.FireLoginComplete); } break; case TeleportAnimState.Off: default: break; } return (BuildSnapshot(), evts); } private void Advance(TeleportAnimState next, bool enterTunnel) { _state = next; _elapsed = 0f; if (enterTunnel) _enterTunnelPending = true; } private TeleportAnimSnapshot BuildSnapshot() { float alpha = ComputeFadeAlpha(_state, _elapsed); bool showTunnel = _state is TeleportAnimState.TunnelFadeIn or TeleportAnimState.Tunnel or TeleportAnimState.TunnelContinue or TeleportAnimState.TunnelFadeOut; bool pleaseWait = _state == TeleportAnimState.TunnelContinue; return new TeleportAnimSnapshot(_state, alpha, showTunnel, pleaseWait); } private static float Smoothstep(float t) { t = Math.Clamp(t, 0f, 1f); return t * t * (3f - 2f * t); } private static float ComputeFadeAlpha(TeleportAnimState state, float elapsed) { float t = Math.Clamp(elapsed / FadeTime, 0f, 1f); return state switch { // Fading TO black (alpha 0→1): TeleportAnimState.WorldFadeOut => Smoothstep(t), TeleportAnimState.TunnelFadeIn => 1f - Smoothstep(t), // tunnel fades IN: overlay goes clear // Full black / fully clear inside tunnel states: TeleportAnimState.Tunnel => 0f, // world hidden, overlay not needed TeleportAnimState.TunnelContinue => 0f, // Fading back out of tunnel: TeleportAnimState.TunnelFadeOut => Smoothstep(t), // tunnel fades out: overlay goes black TeleportAnimState.WorldFadeIn => 1f - Smoothstep(t), // world fades in: overlay clears _ => 0f, }; } }