WIP: stub ClientConfig + gameasset registries, strip Meshes mobs
Nouveaux stubs core :
- TiedUpAnimationConfig — remplace yesman.epicfight.config.ClientConfig.
Flags animation/rendu, no-op pour combat.
- TiedUpRigRegistry — remplace gameasset.Animations.EMPTY_ANIMATION +
gameasset.Armatures.ArmatureContructor.
Fichiers forkés additionnels (dépendances transitives découvertes) :
- anim/types/DirectStaticAnimation.java (EMPTY_ANIMATION est un DirectStaticAnimation)
- event/InitAnimatorEvent.java (postInit() forge event)
- event/EntityPatchRegistryEvent.java (mod bus event pour register patches)
Strip combat :
- Meshes.java : retiré les 11 mob meshes (CreeperMesh, DragonMesh, VexMesh,
WitherMesh, etc.) + armor + particle + cape. Garde BIPED
et ALEX / BIPED_OLD_TEX / BIPED_OUTLAYER (variants joueur).
- Animator.playDeathAnimation : Animations.BIPED_DEATH (ARR asset) →
EMPTY_ANIMATION fallback.
- AnimationManager.apply : Armatures.reload() stripped (no-op, à rebrancher
Phase 2 sur TiedUpArmatures).
- ClientPlayerPatch.entityPairing : body entier strippé (combat skills
Technician/Adrenaline/Emergency Escape).
sed global : ClientConfig.* → TiedUpAnimationConfig.*
sed global : Animations.EMPTY_ANIMATION → TiedUpRigRegistry.EMPTY_ANIMATION
sed global : Armatures.ArmatureContructor → TiedUpRigRegistry.ArmatureContructor
Résidus yesman.epicfight : 86 → 74 (-12)
Reste : physics (16) + network (13) + world combat (10) + particle (3) +
collider (2) + client misc (2) + skill (2). Tous combat-entangled,
demandent strip méthode par méthode.
This commit is contained in:
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/*
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* Derived from Epic Fight (https://github.com/Epic-Fight/epicfight)
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* by the Epic Fight Team, licensed under GPLv3.
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* Modifications © 2026 TiedUp! Remake Contributors, distributed under GPLv3.
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*/
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package com.tiedup.remake.rig;
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import java.util.Set;
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/**
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* Remplace {@code yesman.epicfight.config.ClientConfig} du fork upstream.
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* Expose uniquement les flags pertinents au pipeline animation/rendu RIG.
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*
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* <p><b>Note Phase 0</b> : tous les flags sont des {@code static final} avec
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* valeurs par défaut hardcodées. À convertir en {@code ForgeConfigSpec} réel
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* (TOML config file) Phase 2 ou plus tard si on veut permettre la
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* configuration utilisateur.</p>
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*
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* <p>Valeurs combat (autoSwitchCamera, preferenceWork, combatPreferredItems,
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* miningPreferredItems) = defaults no-op, on ne les utilise pas. Les refs
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* restantes dans LocalPlayerPatch/ClientPlayerPatch seront strippées en
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* Phase 2 quand on simplifiera ces classes.</p>
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*/
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public final class TiedUpAnimationConfig {
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private TiedUpAnimationConfig() {}
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// Rendu
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public static final boolean activateComputeShader = false;
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public static final boolean enableOriginalModel = true; // rendu vanilla model = on par défaut
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public static final boolean enableAnimatedFirstPersonModel = true;
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public static final boolean enableCosmetics = true;
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public static final boolean enablePovAction = false; // POV action combat → off
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public static final boolean autoSwitchCamera = false; // combat camera switch → off
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// Combat (stubs pour compat refs LocalPlayerPatch Phase 0 — à supprimer
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// en Phase 2 avec le reste du strip combat)
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public static final Object preferenceWork = new Object() {
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public boolean checkHitResult() { return false; }
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};
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public static final Set<Object> combatPreferredItems = Set.of();
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public static final Set<Object> miningPreferredItems = Set.of();
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}
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