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#ifndef CHARACTER_CLASS
#define CHARACTER_CLASS
#include <vector>
#include <string>
#include <functional>
#include <algorithm>
#include <set>
#include "t.h"
#include "Rig.h"
#include "Object.h"
#include "Animator.h"
class Character;
class CharacterManager;
class CharacterBody;
class BodyComponent;
struct Hitbox {
t transform;
int damage = 0;
float knockback = 0.0f;
bool active = false;
std::set<Character*> hitTargets;
bool CanHit(Character* target) const {
return target && hitTargets.find(target) == hitTargets.end();
}
void RegisterHit(Character* target) {
if (target) hitTargets.insert(target);
}
};
class Action {
public:
std::string Name;
std::function<void(CharacterBody*, BodyComponent*)> FunctionPointer;
};
class InputAction {
public:
std::string BodyComponentName;
std::string ActionName;
};
class BodyComponent {
public:
std::string name;
BodyComponent* ParentComponent = nullptr;
std::vector<Action*> Actions;
};
class CharacterBody : public t_package {
public:
int Health = 100;
Rig* rig = nullptr;
std::vector<Animator*> animators;
Animator* animator = nullptr; // back-compat: base animator at weight 0
std::vector<BodyComponent*> components;
BodyComponent* RootComponent = nullptr;
CharacterBody() {
animator = AddAnimator(0);
animator->blendWeight = 1.0f; // base always fully visible
}
Animator* AddAnimator(int weight) {
Animator* a = new Animator();
a->weight = weight;
if (rig) a->SetRig(rig);
animators.push_back(a);
std::sort(animators.begin(), animators.end(),
[](Animator* a, Animator* b) { return a->weight < b->weight; });
return a;
}
// Returns weighted blend of all playing animators.
// Base (weight 0) is always the foundation; higher-weight animators
// blend in on top based on their blendWeight (0?1).
std::vector<glm::mat4> GetBlendedBoneMatrices() const {
// Start from the base animator
std::vector<glm::mat4> result = animator->GetFinalBoneMatrices();
const int count = (int)result.size();
// Blend each higher-priority playing animator on top
for (int i = 1; i < (int)animators.size(); i++) {
Animator* a = animators[i];
if (!a->isPlaying || !a->m_CurrentAnimation || a->blendWeight <= 0.0f) continue;
const auto& matrices = a->GetFinalBoneMatrices();
for (int j = 0; j < count && j < (int)matrices.size(); j++)
result[j] = glm::mix(result[j], matrices[j], a->blendWeight);
}
return result;
}
// Returns the highest-weight playing animator (for back-compat)
Animator* GetActiveAnimator() const {
for (int i = (int)animators.size() - 1; i >= 0; i--)
if (animators[i]->isPlaying && animators[i]->m_CurrentAnimation)
return animators[i];
return animator;
}
void SetRig(Rig* r) {
rig = r;
for (Animator* a : animators)
a->SetRig(r);
}
void SetAnimation(Animation* anim) {
animator->SetAnimation(anim);
animator->PlayAnimation();
animator->blendWeight = 1.0f; // base never blends � always instant
}
void LoadAnimation(Animation* anim) { SetAnimation(anim); }
void Step(float dt) {
for (Animator* a : animators)
a->Step(dt);
}
BodyComponent* GetComponentOfName(std::string name);
void ExecuteAction(InputAction* action);
};
class CharacterMind {
public:
InputAction* ProduceAction();
};
class Character : public Object, public Renderable {
public:
CharacterMind* mind = nullptr;
CharacterBody* body = nullptr;
glm::vec4 colorOverride = glm::vec4(0.0f); // rgb + strength (0 = keep the rig's own texture)
float visualScale = 1.4f; // rig is ~1.8 tall natively; hitbox is 2.5
float metallic = 0.0f;
float roughness = 0.7f;
float ao = 1.0f;
float turnSpeed = 12.0f;
float punchDamage = 12.0f;
float punchReach = 1.15f;
float punchAnimationSpeed = 0.6f;
glm::vec3 punchHitboxSize = glm::vec3(1.1f, 1.5f, 1.4f);
void PressInput(char letter);
void ReleaseInput(char letter);
void ClearInput();
glm::vec3 GetMovementDirection(const glm::vec3& forward, const glm::vec3& right) const;
void SetTurnDirection(const glm::vec3& direction);
const glm::vec3& GetTurnDirection() const { return turnDirection; }
void SetPunchAnimation(Animation* animation);
void SetPunchLooping(bool looping);
void Punch(const glm::vec3& lookDirection = glm::vec3(0.0f));
void SetWalking(bool walking);
glm::vec3 GetForwardDirection() const;
const Hitbox& GetPunchHitbox() const { return punchHitbox; }
Character();
void Render(Shader& shader) override;
void Step(float dt) {
if (punchLookLocked && punchAnimator && punchAnimator->isPlaying)
turnDirection = punchLookDirection;
TurnToDirection(dt);
punchHitbox.active = false;
body->Step(dt);
}
private:
friend class CharacterManager;
void TurnToDirection(float dt);
void OnPunchAnimationEnd();
std::set<char> inputLetters;
glm::vec3 turnDirection = glm::vec3(0.0f);
Animation* punchAnimation = nullptr;
Animator* punchAnimator = nullptr;
Hitbox punchHitbox;
glm::vec3 punchLookDirection = glm::vec3(0.0f);
bool punchLookLocked = false;
};
#endif