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

@ -679,6 +679,7 @@ void InventoryHandler::closeLoot() {
owner_.socket->send(packet);
}
lootWindowOpen_ = false;
if (owner_.lootWindowCallback_) owner_.lootWindowCallback_(false);
if (owner_.addonEventCallback_) owner_.addonEventCallback_("LOOT_CLOSED", {});
currentLoot_ = LootResponseData{};
}
@ -704,6 +705,7 @@ void InventoryHandler::handleLootResponse(network::Packet& packet) {
return;
}
lootWindowOpen_ = true;
if (owner_.lootWindowCallback_) owner_.lootWindowCallback_(true);
if (owner_.addonEventCallback_) {
owner_.addonEventCallback_("LOOT_OPENED", {});
owner_.addonEventCallback_("LOOT_READY", {});
@ -749,6 +751,7 @@ void InventoryHandler::handleLootReleaseResponse(network::Packet& packet) {
(void)packet;
localLootState_.erase(currentLoot_.lootGuid);
lootWindowOpen_ = false;
if (owner_.lootWindowCallback_) owner_.lootWindowCallback_(false);
if (owner_.addonEventCallback_) owner_.addonEventCallback_("LOOT_CLOSED", {});
currentLoot_ = LootResponseData{};
}