docs(anim): Phase L.1a animation system audit
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@ -305,6 +305,49 @@ with retail's MMB-hold mouse-look.
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---
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### Phase L.1 — Animation system completion
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**Status:** IN PROGRESS on `feature/animation-system-complete`.
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**Goal:** complete the retail-faithful animation surface beyond the
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locomotion/jump K-fix series: combat swings, spell casting, emotes, death,
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item-use, NPC/monster special actions, remote observer parity, and the
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remaining floating-point polish around style transitions, modifiers, action
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queues, speed scaling, and PosFrame root motion.
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**Plan of record:** `docs/plans/animation-system-audit.md`.
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**Sub-pieces:**
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- **L.1a — Audit & inventory.** Map retail named-decomp evidence, ACE
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cross-references, existing acdream hook points, and current gaps for each
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animation category. Output: `docs/plans/animation-system-audit.md`.
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- **L.1b — Command router + motion-state cleanup.** Extract tested
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`SetCycle` vs `PlayAction` routing, add missing `MotionCommand` constants,
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and split death `Sanctuary` action from persistent `Dead` substate.
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- **L.1c — Combat animation wiring.** Combat mode tracking, draw/sheath
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style transitions, attack swings by stance/power/height, hit reactions,
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evades/blocks/parries, and death handoff.
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- **L.1d — Spell casting wiring.** Cast command classification, windup,
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release, fizzle/interruption, recoil, and school/effect distinctions.
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- **L.1e — Emotes + postures.** Outbound slash emotes, inbound
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command-list emotes, and persistent sit/lie/kneel/sleep states.
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- **L.1f — NPC/monster + item-use coverage.** Scripted gestures, monster
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special actions, potion/food/scroll/recall cycles, and remote parity.
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- **L.1g — Polish + conformance.** Style-transition chain, durable
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modifiers/action queues, root-motion handling, speed scaling, and broad
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synthetic MotionTable tests.
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**Acceptance:**
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- `dotnet build` and `dotnet test` green at each commit.
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- Test count grows by at least 30 with one representative cycle/action test
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per major animation category.
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- Every AC-specific behavior cites named retail decomp or ACE/holtburger
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cross-reference evidence in code comments, tests, or commit notes.
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- User visual sign-off for local and remote attack, spell, emote, death, and
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item-use animation parity before marking shipped.
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---
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### Phase J — Long-tail (deferred / low-priority)
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Not detailed here; each gets its own brainstorm when it becomes relevant.
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