docs(anim): Phase L.1a animation system audit

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Erik 2026-04-28 10:38:58 +02:00
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### Phase L.1 — Animation system completion
**Status:** IN PROGRESS on `feature/animation-system-complete`.
**Goal:** complete the retail-faithful animation surface beyond the
locomotion/jump K-fix series: combat swings, spell casting, emotes, death,
item-use, NPC/monster special actions, remote observer parity, and the
remaining floating-point polish around style transitions, modifiers, action
queues, speed scaling, and PosFrame root motion.
**Plan of record:** `docs/plans/animation-system-audit.md`.
**Sub-pieces:**
- **L.1a — Audit & inventory.** Map retail named-decomp evidence, ACE
cross-references, existing acdream hook points, and current gaps for each
animation category. Output: `docs/plans/animation-system-audit.md`.
- **L.1b — Command router + motion-state cleanup.** Extract tested
`SetCycle` vs `PlayAction` routing, add missing `MotionCommand` constants,
and split death `Sanctuary` action from persistent `Dead` substate.
- **L.1c — Combat animation wiring.** Combat mode tracking, draw/sheath
style transitions, attack swings by stance/power/height, hit reactions,
evades/blocks/parries, and death handoff.
- **L.1d — Spell casting wiring.** Cast command classification, windup,
release, fizzle/interruption, recoil, and school/effect distinctions.
- **L.1e — Emotes + postures.** Outbound slash emotes, inbound
command-list emotes, and persistent sit/lie/kneel/sleep states.
- **L.1f — NPC/monster + item-use coverage.** Scripted gestures, monster
special actions, potion/food/scroll/recall cycles, and remote parity.
- **L.1g — Polish + conformance.** Style-transition chain, durable
modifiers/action queues, root-motion handling, speed scaling, and broad
synthetic MotionTable tests.
**Acceptance:**
- `dotnet build` and `dotnet test` green at each commit.
- Test count grows by at least 30 with one representative cycle/action test
per major animation category.
- Every AC-specific behavior cites named retail decomp or ACE/holtburger
cross-reference evidence in code comments, tests, or commit notes.
- User visual sign-off for local and remote attack, spell, emote, death, and
item-use animation parity before marking shipped.
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### Phase J — Long-tail (deferred / low-priority)
Not detailed here; each gets its own brainstorm when it becomes relevant.