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feat(animation): 452 named constants, 30-phase character animation state machine
Add animation_ids.hpp/cpp with all 452 WoW animation ID constants (anim::STAND, anim::RUN, anim::FIRE_BOW, ... anim::FLY_BACKWARDS, etc.), nameFromId() O(1) lookup, and flyVariant() compact 218-element ground→FLY_* resolver. Expand AnimationController into a full state machine with 20+ named states: spell cast (directed→omni→cast fallback chain, instant one-shot release), hit reactions (WOUND/CRIT/DODGE/BLOCK/SHIELD_BLOCK), stun, wounded idle, stealth animation substitution, loot, fishing channel, sit/sleep/kneel down→loop→up transitions, sheathe/unsheathe combat enter/exit, ranged weapons (BOW/GUN/CROSSBOW/THROWN with reload states), game object OPEN/CLOSE/DESTROY, vehicle enter/exit, mount flight directionals (FLY_LEFT/RIGHT/UP/DOWN/BACKWARDS), emote state variants, off-hand/pierce/dual-wield alternation, NPC birth/spawn/drown/rise, sprint aura override, totem idle, NPC greeting/farewell. Add spell_defines.hpp with SpellEffect (~45 constants) and SpellMissInfo (12 constants) namespaces; replace all magic numbers in spell_handler.cpp. Add GAMEOBJECT_BYTES_1 to update field table (all 4 expansion JSONs) and wire GameObjectStateCallback. Add DBC cross-validation on world entry. Expand tools/_ANIM_NAMES from ~35 to 452 entries in m2_viewer.py and asset_pipeline_gui.py. Add tests/test_animation_ids.cpp. Bug fixes included: - Stand state 1 was animating READY_2H(27) — fixed to SITTING(97) - Spell casts ended freeze-frame — add one-shot release animation - NPC 2H swing probe chain missing ATTACK_2H_LOOSE (polearm/staff) - Chair sits (states 2/4/5/6) incorrectly played floor-sit transition - STOP(3) used for all spell casts — replaced with model-aware chain
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59 changed files with 3903 additions and 483 deletions
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@ -123,6 +123,9 @@ void CombatHandler::registerOpcodes(DispatchTable& table) {
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addCombatText(CombatTextEntry::ABSORB, static_cast<int32_t>(envAbs), 0, false, 0, 0, victimGuid);
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if (envRes > 0)
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addCombatText(CombatTextEntry::RESIST, static_cast<int32_t>(envRes), 0, false, 0, 0, victimGuid);
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// Drowning damage → play DROWN one-shot on player
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if (envType == 1 && dmg > 0 && owner_.emoteAnimCallback_)
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owner_.emoteAnimCallback_(victimGuid, 131); // anim::DROWN
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}
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packet.skipAll();
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};
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@ -440,7 +443,7 @@ void CombatHandler::handleAttackerStateUpdate(network::Packet& packet) {
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lastMeleeSwingMs_ = static_cast<uint64_t>(
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std::chrono::duration_cast<std::chrono::milliseconds>(
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std::chrono::system_clock::now().time_since_epoch()).count());
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if (owner_.meleeSwingCallback_) owner_.meleeSwingCallback_();
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if (owner_.meleeSwingCallback_) owner_.meleeSwingCallback_(0);
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}
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if (!isPlayerAttacker && owner_.npcSwingCallback_) {
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owner_.npcSwingCallback_(data.attackerGuid);
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@ -520,6 +523,17 @@ void CombatHandler::handleAttackerStateUpdate(network::Packet& packet) {
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addCombatText(CombatTextEntry::RESIST, static_cast<int32_t>(totalResisted), 0, isPlayerAttacker, 0, data.attackerGuid, data.targetGuid);
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}
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// Fire hit reaction animation on the victim
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if (owner_.hitReactionCallback_ && !data.isMiss()) {
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using HR = GameHandler::HitReaction;
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HR reaction = HR::WOUND;
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if (data.victimState == 1) reaction = HR::DODGE;
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else if (data.victimState == 2) reaction = HR::PARRY;
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else if (data.victimState == 4) reaction = HR::BLOCK;
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else if (data.isCrit()) reaction = HR::CRIT_WOUND;
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owner_.hitReactionCallback_(data.targetGuid, reaction);
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}
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}
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void CombatHandler::handleSpellDamageLog(network::Packet& packet) {
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