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