Kelsidavis-WoWee/tests/test_animation_ids.cpp
Paul b4989dc11f feat(animation): decompose AnimationController into FSM-based architecture
Replace the 2,200-line monolithic AnimationController (goto-driven,
single class, untestable) with a composed FSM architecture per
refactor.md.

New subsystem (src/rendering/animation/ — 16 headers, 10 sources):
- CharacterAnimator: FSM composer implementing ICharacterAnimator
- LocomotionFSM: idle/walk/run/sprint/jump/swim/strafe
- CombatFSM: melee/ranged/spell cast/stun/hit reaction/charge
- ActivityFSM: emote/loot/sit-down/sitting/sit-up
- MountFSM: idle/run/flight/taxi/fidget/rear-up (per-instance RNG)
- AnimCapabilitySet + AnimCapabilityProbe: probe once at model load,
  eliminate per-frame hasAnimation() linear search
- AnimationManager: registry of CharacterAnimator by GUID
- EmoteRegistry: DBC-backed emote command → animId singleton
- FootstepDriver, SfxStateDriver: extracted from AnimationController

animation_ids.hpp/.cpp moved to animation/ subdirectory (452 named
constants); all include paths updated.

AnimationController retained as thin adapter (~400 LOC): collects
FrameInput, delegates to CharacterAnimator, applies AnimOutput.

Priority order: Mount > Stun > HitReaction > Spell > Charge >
Melee/Ranged > CombatIdle > Emote > Loot > Sit > Locomotion.
STAY_IN_STATE policy when all FSMs return valid=false.

Bugs fixed:
- Remove static mt19937 in mount fidget (shared state across all
  mounted units) — replaced with per-instance seeded RNG
- Remove goto from mounted animation branch (skipped init)
- Remove per-frame hasAnimation() calls (now one probe at load)
- Fix VK_INDEX_TYPE_UINT16 → UINT32 in shadow pass

Tests (4 new suites, all ASAN+UBSan clean):
- test_locomotion_fsm: 167 assertions
- test_combat_fsm: 125 cases
- test_activity_fsm: 112 cases
- test_anim_capability: 56 cases

docs/ANIMATION_SYSTEM.md added (architecture reference).
2026-04-05 12:27:35 +03:00

184 lines
7.1 KiB
C++

// Animation ID validation tests — covers nameFromId() and validateAgainstDBC()
#include <catch_amalgamated.hpp>
#include "rendering/animation/animation_ids.hpp"
#include "pipeline/dbc_loader.hpp"
#include <cstring>
#include <vector>
using wowee::pipeline::DBCFile;
namespace anim = wowee::rendering::anim;
// Build a synthetic AnimationData.dbc in memory.
// AnimationData.dbc layout: each record has at least 1 field (the animation ID).
// We use numFields=2 (id + dummy) to mirror the real DBC which has multiple fields.
static std::vector<uint8_t> buildAnimationDBC(const std::vector<uint32_t>& animIds) {
const uint32_t numRecords = static_cast<uint32_t>(animIds.size());
const uint32_t numFields = 2; // id + a dummy field
const uint32_t recordSize = numFields * 4;
const uint32_t stringBlockSize = 1; // single null byte
std::vector<uint8_t> data;
data.reserve(20 + numRecords * recordSize + stringBlockSize);
// Magic "WDBC"
data.push_back('W'); data.push_back('D'); data.push_back('B'); data.push_back('C');
auto writeU32 = [&](uint32_t v) {
data.push_back(static_cast<uint8_t>(v & 0xFF));
data.push_back(static_cast<uint8_t>((v >> 8) & 0xFF));
data.push_back(static_cast<uint8_t>((v >> 16) & 0xFF));
data.push_back(static_cast<uint8_t>((v >> 24) & 0xFF));
};
writeU32(numRecords);
writeU32(numFields);
writeU32(recordSize);
writeU32(stringBlockSize);
// Records: [animId, 0]
for (uint32_t id : animIds) {
writeU32(id);
writeU32(0);
}
// String block: single null
data.push_back('\0');
return data;
}
// ── nameFromId tests ────────────────────────────────────────────────────────
TEST_CASE("nameFromId returns correct names for known IDs", "[animation]") {
REQUIRE(std::string(anim::nameFromId(anim::STAND)) == "STAND");
REQUIRE(std::string(anim::nameFromId(anim::DEATH)) == "DEATH");
REQUIRE(std::string(anim::nameFromId(anim::WALK)) == "WALK");
REQUIRE(std::string(anim::nameFromId(anim::RUN)) == "RUN");
REQUIRE(std::string(anim::nameFromId(anim::ATTACK_UNARMED)) == "ATTACK_UNARMED");
REQUIRE(std::string(anim::nameFromId(anim::ATTACK_1H)) == "ATTACK_1H");
REQUIRE(std::string(anim::nameFromId(anim::ATTACK_2H)) == "ATTACK_2H");
REQUIRE(std::string(anim::nameFromId(anim::ATTACK_2H_LOOSE)) == "ATTACK_2H_LOOSE");
REQUIRE(std::string(anim::nameFromId(anim::SPELL_CAST_DIRECTED)) == "SPELL_CAST_DIRECTED");
REQUIRE(std::string(anim::nameFromId(anim::SPELL_CAST_OMNI)) == "SPELL_CAST_OMNI");
REQUIRE(std::string(anim::nameFromId(anim::READY_1H)) == "READY_1H");
REQUIRE(std::string(anim::nameFromId(anim::READY_2H)) == "READY_2H");
REQUIRE(std::string(anim::nameFromId(anim::READY_2H_LOOSE)) == "READY_2H_LOOSE");
REQUIRE(std::string(anim::nameFromId(anim::READY_UNARMED)) == "READY_UNARMED");
REQUIRE(std::string(anim::nameFromId(anim::EMOTE_DANCE)) == "EMOTE_DANCE");
}
TEST_CASE("nameFromId returns UNKNOWN for out-of-range IDs", "[animation]") {
REQUIRE(std::string(anim::nameFromId(anim::ANIM_COUNT)) == "UNKNOWN");
REQUIRE(std::string(anim::nameFromId(anim::ANIM_COUNT + 1)) == "UNKNOWN");
REQUIRE(std::string(anim::nameFromId(9999)) == "UNKNOWN");
REQUIRE(std::string(anim::nameFromId(UINT32_MAX)) == "UNKNOWN");
}
TEST_CASE("nameFromId covers first and last IDs", "[animation]") {
REQUIRE(std::string(anim::nameFromId(0)) == "STAND");
REQUIRE(std::string(anim::nameFromId(anim::ANIM_COUNT - 1)) == "FLY_GUILD_CHAMPION_2");
}
// ── validateAgainstDBC tests ────────────────────────────────────────────────
TEST_CASE("validateAgainstDBC handles null DBC", "[animation][dbc]") {
// Should not crash — just logs a warning
anim::validateAgainstDBC(nullptr);
}
TEST_CASE("validateAgainstDBC handles unloaded DBC", "[animation][dbc]") {
auto dbc = std::make_shared<DBCFile>();
REQUIRE_FALSE(dbc->isLoaded());
// Should not crash — just logs a warning
anim::validateAgainstDBC(dbc);
}
TEST_CASE("validateAgainstDBC with perfect match", "[animation][dbc]") {
// Build a DBC containing IDs 0..ANIM_COUNT-1 (exact match)
std::vector<uint32_t> allIds;
for (uint32_t i = 0; i < anim::ANIM_COUNT; ++i) {
allIds.push_back(i);
}
auto data = buildAnimationDBC(allIds);
auto dbc = std::make_shared<DBCFile>();
REQUIRE(dbc->load(data));
REQUIRE(dbc->getRecordCount() == anim::ANIM_COUNT);
// Should complete without crashing — all IDs match
anim::validateAgainstDBC(dbc);
}
TEST_CASE("validateAgainstDBC with missing IDs in DBC", "[animation][dbc]") {
// DBC only contains a subset of IDs — misses many
std::vector<uint32_t> partialIds = {0, 1, 2, 4, 5};
auto data = buildAnimationDBC(partialIds);
auto dbc = std::make_shared<DBCFile>();
REQUIRE(dbc->load(data));
REQUIRE(dbc->getRecordCount() == 5);
// Should log warnings for missing IDs but not crash
anim::validateAgainstDBC(dbc);
}
TEST_CASE("validateAgainstDBC with extra IDs beyond range", "[animation][dbc]") {
// DBC has some IDs beyond ANIM_COUNT
std::vector<uint32_t> extraIds = {0, 1, 500, 600, 1000};
auto data = buildAnimationDBC(extraIds);
auto dbc = std::make_shared<DBCFile>();
REQUIRE(dbc->load(data));
REQUIRE(dbc->getRecordCount() == 5);
// Should log info about extra DBC-only IDs but not crash
anim::validateAgainstDBC(dbc);
}
TEST_CASE("validateAgainstDBC with empty DBC", "[animation][dbc]") {
// DBC with zero records
auto data = buildAnimationDBC({});
auto dbc = std::make_shared<DBCFile>();
REQUIRE(dbc->load(data));
REQUIRE(dbc->getRecordCount() == 0);
// Should log warnings for all ANIM_COUNT missing IDs but not crash
anim::validateAgainstDBC(dbc);
}
TEST_CASE("validateAgainstDBC with single ID", "[animation][dbc]") {
// DBC with just STAND (id=0)
auto data = buildAnimationDBC({0});
auto dbc = std::make_shared<DBCFile>();
REQUIRE(dbc->load(data));
REQUIRE(dbc->getRecordCount() == 1);
anim::validateAgainstDBC(dbc);
}
TEST_CASE("ANIM_COUNT matches expected value", "[animation]") {
REQUIRE(anim::ANIM_COUNT == 452);
}
TEST_CASE("Animation constant IDs are unique and sequential from documentation", "[animation]") {
// Verify key animation ID values match WoW's AnimationData.dbc layout
REQUIRE(anim::STAND == 0);
REQUIRE(anim::DEATH == 1);
REQUIRE(anim::SPELL == 2);
REQUIRE(anim::ATTACK_UNARMED == 16);
REQUIRE(anim::ATTACK_1H == 17);
REQUIRE(anim::ATTACK_2H == 18);
REQUIRE(anim::ATTACK_2H_LOOSE == 19);
REQUIRE(anim::READY_UNARMED == 25);
REQUIRE(anim::READY_1H == 26);
REQUIRE(anim::READY_2H == 27);
REQUIRE(anim::READY_2H_LOOSE == 28);
REQUIRE(anim::SPELL_CAST == 32);
REQUIRE(anim::SPELL_CAST_DIRECTED == 53);
REQUIRE(anim::SPELL_CAST_OMNI == 54);
REQUIRE(anim::CHANNEL_CAST_DIRECTED == 124);
REQUIRE(anim::CHANNEL_CAST_OMNI == 125);
REQUIRE(anim::EMOTE_DANCE == 69);
}