Code-review follow-up: the exit-sound/login-complete events are emitted inline at their transitions, so the _exitSoundPending/_loginCompletePending fields were set-then-cleared dead code — removed. Added a comment explaining why TunnelContinue's min-advance is gated on worldReady. No behavior change; 29/29 sequencer tests still green. Co-Authored-By: Claude Opus 4.8 (1M context) <noreply@anthropic.com>
193 lines
7.8 KiB
C#
193 lines
7.8 KiB
C#
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,
|
|
}
|
|
|
|
/// <summary>Why the teleport was triggered — drives per-entry start state (spec §2.5).</summary>
|
|
public enum TeleportEntryKind { Portal, Login, Death, Logout }
|
|
|
|
/// <summary>
|
|
/// 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.
|
|
/// </summary>
|
|
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
|
|
}
|
|
|
|
/// <summary>Immutable per-frame snapshot from the sequencer.</summary>
|
|
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
|
|
|
|
/// <summary>
|
|
/// Pure 7-state teleport animation machine (spec §2.1, acclient gmSmartBoxUI::UseTime 0x004d6e30).
|
|
/// No GL / dat / network dependency — fully unit-testable.
|
|
/// </summary>
|
|
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;
|
|
|
|
/// <summary>
|
|
/// Start the animation. Portal/Login/Death enter at Tunnel (skipping world-fade-out);
|
|
/// Logout enters at WorldFadeOut (spec §2.5).
|
|
/// </summary>
|
|
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
|
|
}
|
|
|
|
/// <summary>
|
|
/// Advance the machine by <paramref name="dt"/> seconds.
|
|
/// <paramref name="worldReady"/> = destination collision landblock is resident.
|
|
/// Returns the current snapshot + edge-triggered events fired THIS tick.
|
|
/// </summary>
|
|
public (TeleportAnimSnapshot snapshot, IReadOnlyList<TeleportAnimEvent> events)
|
|
Tick(float dt, bool worldReady)
|
|
{
|
|
var evts = new List<TeleportAnimEvent>();
|
|
|
|
// 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,
|
|
};
|
|
}
|
|
}
|