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