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:
notevil
2026-04-22 00:53:42 +02:00
parent 324e7fb984
commit f0d8408384
19 changed files with 324 additions and 157 deletions

View File

@@ -60,8 +60,7 @@ import yesman.epicfight.api.data.reloader.SkillManager;
import com.tiedup.remake.rig.exception.AssetLoadingException;
import com.tiedup.remake.rig.util.InstantiateInvoker;
import com.tiedup.remake.rig.util.MutableBoolean;
import yesman.epicfight.gameasset.Animations;
import yesman.epicfight.gameasset.Armatures;
import com.tiedup.remake.rig.TiedUpRigRegistry;
import com.tiedup.remake.rig.TiedUpRigConstants;
import yesman.epicfight.network.EpicFightNetworkManager;
import yesman.epicfight.network.client.CPCheckAnimationRegistryMatches;
@@ -172,7 +171,9 @@ public class AnimationManager extends SimplePreparableReloadListener<List<Resour
@Override
protected void apply(List<ResourceLocation> objects, ResourceManager resourceManager, ProfilerFiller profilerIn) {
Armatures.reload(resourceManager);
// RIG : Armatures.reload() (EF gameasset registry) retiré.
// TiedUpArmatures.reload() sera appelé ici en Phase 2 quand le registry
// sera créé. En Phase 0, no-op.
Set<ResourceLocation> registeredAnimation =
this.animationById.values().stream()
@@ -318,7 +319,7 @@ public class AnimationManager extends SimplePreparableReloadListener<List<Resour
} catch (Exception e) {
TiedUpRigConstants.LOGGER.warn("Failed at creating animation from server resource pack");
e.printStackTrace();
return Animations.EMPTY_ANIMATION;
return TiedUpRigRegistry.EMPTY_ANIMATION;
}
});