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
This commit is contained in:
Paul 2026-04-04 23:02:53 +03:00
parent d54e262048
commit e58f9b4b40
59 changed files with 3903 additions and 483 deletions

View file

@ -31,6 +31,7 @@
#include "pipeline/asset_manager.hpp"
#include "pipeline/dbc_loader.hpp"
#include "core/logger.hpp"
#include "rendering/animation_ids.hpp"
#include <glm/gtx/quaternion.hpp>
#include <algorithm>
#include <cmath>
@ -1275,12 +1276,25 @@ void GameHandler::registerOpcodeHandlers() {
};
// Consume silently — opcodes we receive but don't need to act on
for (auto op : {
Opcode::SMSG_GAMEOBJECT_DESPAWN_ANIM, Opcode::SMSG_GAMEOBJECT_RESET_STATE,
Opcode::SMSG_FLIGHT_SPLINE_SYNC, Opcode::SMSG_FORCE_DISPLAY_UPDATE,
Opcode::SMSG_FORCE_SEND_QUEUED_PACKETS, Opcode::SMSG_FORCE_SET_VEHICLE_REC_ID,
Opcode::SMSG_CORPSE_MAP_POSITION_QUERY_RESPONSE, Opcode::SMSG_DAMAGE_CALC_LOG,
Opcode::SMSG_DYNAMIC_DROP_ROLL_RESULT, Opcode::SMSG_DESTRUCTIBLE_BUILDING_DAMAGE,
}) { registerSkipHandler(op); }
// Game object despawn animation — reset state to closed before actual despawn
dispatchTable_[Opcode::SMSG_GAMEOBJECT_DESPAWN_ANIM] = [this](network::Packet& packet) {
if (!packet.hasRemaining(8)) return;
uint64_t guid = packet.readUInt64();
// Trigger a CLOSE animation / freeze before the object is removed
if (gameObjectStateCallback_) gameObjectStateCallback_(guid, 0);
};
// Game object reset state — return to READY(closed) state
dispatchTable_[Opcode::SMSG_GAMEOBJECT_RESET_STATE] = [this](network::Packet& packet) {
if (!packet.hasRemaining(8)) return;
uint64_t guid = packet.readUInt64();
if (gameObjectStateCallback_) gameObjectStateCallback_(guid, 0);
};
dispatchTable_[Opcode::SMSG_FORCED_DEATH_UPDATE] = [this](network::Packet& packet) {
playerDead_ = true;
if (ghostStateCallback_) ghostStateCallback_(false);
@ -2124,10 +2138,15 @@ void GameHandler::registerOpcodeHandlers() {
if (packet.hasRemaining(1)) {
(void)packet.readPackedGuid(); // player guid (unused)
}
uint32_t newVehicleId = 0;
if (packet.hasRemaining(4)) {
vehicleId_ = packet.readUInt32();
} else {
vehicleId_ = 0;
newVehicleId = packet.readUInt32();
}
bool wasInVehicle = vehicleId_ != 0;
bool nowInVehicle = newVehicleId != 0;
vehicleId_ = newVehicleId;
if (wasInVehicle != nowInVehicle && vehicleStateCallback_) {
vehicleStateCallback_(nowInVehicle, newVehicleId);
}
};
// guid(8) + status(1): status 1 = NPC has available/new routes for this player
@ -2842,6 +2861,9 @@ void GameHandler::registerOpcodeHandlers() {
};
dispatchTable_[Opcode::SMSG_ON_CANCEL_EXPECTED_RIDE_VEHICLE_AURA] = [this](network::Packet& packet) {
vehicleId_ = 0; // Vehicle ride cancelled; clear UI
if (vehicleStateCallback_) {
vehicleStateCallback_(false, 0);
}
packet.skipAll();
};
// uint32 type (0=normal, 1=heavy, 2=tired/restricted) + uint32 minutes played
@ -6048,6 +6070,12 @@ void GameHandler::preloadDBCCaches() const {
loadMapNameCache(); // Map.dbc
loadLfgDungeonDbc(); // LFGDungeons.dbc
// Validate animation constants against AnimationData.dbc
if (auto* am = services_.assetManager) {
auto animDbc = am->loadDBC("AnimationData.dbc");
rendering::anim::validateAgainstDBC(animDbc);
}
auto elapsed = std::chrono::duration_cast<std::chrono::milliseconds>(
std::chrono::steady_clock::now() - t0).count();
LOG_INFO("DBC cache pre-load complete in ", elapsed, " ms");