fix(gameplay): stabilize run animation and clean ghost/death visuals

This commit is contained in:
Kelsi 2026-03-14 08:27:32 -07:00
parent 1a4b21955c
commit cebca9a882
6 changed files with 51 additions and 27 deletions

View file

@ -3201,6 +3201,7 @@ private:
bool releasedSpirit_ = false;
uint32_t corpseMapId_ = 0;
float corpseX_ = 0.0f, corpseY_ = 0.0f, corpseZ_ = 0.0f;
uint64_t corpseGuid_ = 0;
// Death Knight runes (class 6): slots 0-1=Blood, 2-3=Unholy, 4-5=Frost initially
std::array<RuneSlot, 6> playerRunes_ = [] {
std::array<RuneSlot, 6> r{};

View file

@ -340,6 +340,10 @@ private:
// Character animation state
enum class CharAnimState { IDLE, WALK, RUN, JUMP_START, JUMP_MID, JUMP_END, SIT_DOWN, SITTING, EMOTE, SWIM_IDLE, SWIM, MELEE_SWING, MOUNT, CHARGE, COMBAT_IDLE };
CharAnimState charAnimState = CharAnimState::IDLE;
float locomotionStopGraceTimer_ = 0.0f;
bool locomotionWasSprinting_ = false;
uint32_t lastPlayerAnimRequest_ = UINT32_MAX;
bool lastPlayerAnimLoopRequest_ = true;
void updateCharacterAnimation();
bool isFootstepAnimationState() const;
bool shouldTriggerFootstepEvent(uint32_t animationId, float animationTimeMs, float animationDurationMs);

View file

@ -3081,9 +3081,11 @@ void Application::setupUICallbacks() {
if (charInstId == 0) return;
// WoW stand state → M2 animation ID mapping
// 0=Stand→0, 1-6=Sit variants→27 (SitGround), 7=Dead→1, 8=Kneel→72
// Do not force Stand(0) here: locomotion state machine already owns standing/running.
// Forcing Stand on packet timing causes visible run-cycle hitching while steering.
uint32_t animId = 0;
if (standState == 0) {
animId = 0; // Stand
return;
} else if (standState >= 1 && standState <= 6) {
animId = 27; // SitGround (covers sit-chair too; correct visual differs by chair height)
} else if (standState == 7) {

View file

@ -8506,6 +8506,7 @@ void GameHandler::selectCharacter(uint64_t characterGuid) {
castTimeTotal = 0.0f;
playerDead_ = false;
releasedSpirit_ = false;
corpseGuid_ = 0;
targetGuid = 0;
focusGuid = 0;
lastTargetGuid = 0;
@ -9963,6 +9964,7 @@ void GameHandler::forceClearTaxiAndMovementState() {
resurrectRequestPending_ = false;
playerDead_ = false;
releasedSpirit_ = false;
corpseGuid_ = 0;
repopPending_ = false;
pendingSpiritHealerGuid_ = 0;
resurrectCasterGuid_ = 0;
@ -10580,11 +10582,13 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
uint64_t ownerGuid = (static_cast<uint64_t>(ownerHigh) << 32) | ownerLow;
if (ownerGuid == playerGuid || ownerLow == static_cast<uint32_t>(playerGuid)) {
// Server coords from movement block
corpseGuid_ = block.guid;
corpseX_ = block.x;
corpseY_ = block.y;
corpseZ_ = block.z;
corpseMapId_ = currentMapId_;
LOG_INFO("Corpse object detected: server=(", block.x, ", ", block.y, ", ", block.z,
LOG_INFO("Corpse object detected: guid=0x", std::hex, corpseGuid_, std::dec,
" server=(", block.x, ", ", block.y, ", ", block.z,
") map=", corpseMapId_);
}
}
@ -11136,6 +11140,7 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
repopPending_ = false;
resurrectPending_ = false;
corpseMapId_ = 0; // corpse reclaimed
corpseGuid_ = 0;
LOG_INFO("Player resurrected (PLAYER_FLAGS ghost cleared)");
if (ghostStateCallback_) ghostStateCallback_(false);
}
@ -12908,9 +12913,12 @@ bool GameHandler::canReclaimCorpse() const {
void GameHandler::reclaimCorpse() {
if (!canReclaimCorpse() || !socket) return;
auto packet = ReclaimCorpsePacket::build(playerGuid);
// Reclaim expects the corpse object guid when known; fallback to player guid.
uint64_t reclaimGuid = (corpseGuid_ != 0) ? corpseGuid_ : playerGuid;
auto packet = ReclaimCorpsePacket::build(reclaimGuid);
socket->send(packet);
LOG_INFO("Sent CMSG_RECLAIM_CORPSE for guid=0x", std::hex, playerGuid, std::dec);
LOG_INFO("Sent CMSG_RECLAIM_CORPSE for guid=0x", std::hex, reclaimGuid, std::dec,
(corpseGuid_ == 0 ? " (fallback player guid)" : ""));
}
void GameHandler::activateSpiritHealer(uint64_t npcGuid) {
@ -20420,6 +20428,7 @@ void GameHandler::handleNewWorld(network::Packet& packet) {
pendingSpiritHealerGuid_ = 0;
resurrectCasterGuid_ = 0;
corpseMapId_ = 0;
corpseGuid_ = 0;
hostileAttackers_.clear();
stopAutoAttack();
tabCycleStale = true;

View file

@ -1031,9 +1031,8 @@ void Renderer::beginFrame() {
// FXAA resource management — FXAA can coexist with FSR1 and FSR3.
// When both FXAA and FSR3 are enabled, FXAA runs as a post-FSR3 pass.
// Ghost mode also reuses this post pass for true grayscale when FXAA is
// disabled in settings.
const bool useFXAAPostPass = (fxaa_.enabled || ghostMode_);
// Do not force this pass for ghost mode; keep AA quality strictly user-controlled.
const bool useFXAAPostPass = fxaa_.enabled;
if ((fxaa_.needsRecreate || !useFXAAPostPass) && fxaa_.sceneFramebuffer) {
destroyFXAAResources();
fxaa_.needsRecreate = false;
@ -1250,7 +1249,7 @@ void Renderer::endFrame() {
// FSR3+FXAA combined: re-point FXAA's descriptor to the FSR3 temporal output
// so renderFXAAPass() applies spatial AA on the temporally-stabilized frame.
// This must happen outside the render pass (descriptor updates are CPU-side).
if ((fxaa_.enabled || ghostMode_) && fxaa_.descSet && fxaa_.sceneSampler) {
if (fxaa_.enabled && fxaa_.descSet && fxaa_.sceneSampler) {
VkImageView fsr3OutputView = VK_NULL_HANDLE;
if (fsr2_.useAmdBackend) {
if (fsr2_.amdFsr3FramegenRuntimeActive && fsr2_.framegenOutput.image)
@ -1309,7 +1308,7 @@ void Renderer::endFrame() {
// of RCAS sharpening. FXAA descriptor is temporarily pointed to the FSR3
// history buffer (which is already in SHADER_READ_ONLY_OPTIMAL). This gives
// FSR3 temporal stability + FXAA spatial edge smoothing ("ultra quality native").
if ((fxaa_.enabled || ghostMode_) && fxaa_.pipeline && fxaa_.descSet) {
if (fxaa_.enabled && fxaa_.pipeline && fxaa_.descSet) {
renderFXAAPass();
} else {
// Draw RCAS sharpening from accumulated history buffer
@ -1318,7 +1317,7 @@ void Renderer::endFrame() {
// Restore FXAA descriptor to its normal scene color source so standalone
// FXAA frames are not affected by the FSR3 history pointer set above.
if ((fxaa_.enabled || ghostMode_) && fxaa_.descSet && fxaa_.sceneSampler && fxaa_.sceneColor.imageView) {
if (fxaa_.enabled && fxaa_.descSet && fxaa_.sceneSampler && fxaa_.sceneColor.imageView) {
VkDescriptorImageInfo restoreInfo{};
restoreInfo.imageLayout = VK_IMAGE_LAYOUT_SHADER_READ_ONLY_OPTIMAL;
restoreInfo.imageView = fxaa_.sceneColor.imageView;
@ -1342,7 +1341,7 @@ void Renderer::endFrame() {
}
fsr2_.frameIndex = (fsr2_.frameIndex + 1) % 256; // Wrap to keep Halton values well-distributed
} else if ((fxaa_.enabled || ghostMode_) && fxaa_.sceneFramebuffer) {
} else if (fxaa_.enabled && fxaa_.sceneFramebuffer) {
// End the off-screen scene render pass
vkCmdEndRenderPass(currentCmd);
@ -1857,7 +1856,18 @@ void Renderer::updateCharacterAnimation() {
CharAnimState newState = charAnimState;
bool moving = cameraController->isMoving();
const bool rawMoving = cameraController->isMoving();
const bool rawSprinting = cameraController->isSprinting();
constexpr float kLocomotionStopGraceSec = 0.12f;
if (rawMoving) {
locomotionStopGraceTimer_ = kLocomotionStopGraceSec;
locomotionWasSprinting_ = rawSprinting;
} else {
locomotionStopGraceTimer_ = std::max(0.0f, locomotionStopGraceTimer_ - lastDeltaTime_);
}
// Debounce brief input/state dropouts (notably during both-mouse steering) so
// locomotion clips do not restart every few frames.
bool moving = rawMoving || locomotionStopGraceTimer_ > 0.0f;
bool movingForward = cameraController->isMovingForward();
bool movingBackward = cameraController->isMovingBackward();
bool autoRunning = cameraController->isAutoRunning();
@ -1870,7 +1880,7 @@ void Renderer::updateCharacterAnimation() {
bool anyStrafeRight = strafeRight && !strafeLeft && pureStrafe;
bool grounded = cameraController->isGrounded();
bool jumping = cameraController->isJumping();
bool sprinting = cameraController->isSprinting();
bool sprinting = rawSprinting || (!rawMoving && moving && locomotionWasSprinting_);
bool sitting = cameraController->isSitting();
bool swim = cameraController->isSwimming();
bool forceMelee = meleeSwingTimer > 0.0f && grounded && !swim;
@ -2530,8 +2540,14 @@ void Renderer::updateCharacterAnimation() {
float currentAnimTimeMs = 0.0f;
float currentAnimDurationMs = 0.0f;
bool haveState = characterRenderer->getAnimationState(characterInstanceId, currentAnimId, currentAnimTimeMs, currentAnimDurationMs);
if (!haveState || currentAnimId != animId) {
// Some frames may transiently fail getAnimationState() while resources/instance state churn.
// Avoid reissuing the same clip on those frames, which restarts locomotion and causes hitches.
const bool requestChanged = (lastPlayerAnimRequest_ != animId) || (lastPlayerAnimLoopRequest_ != loop);
const bool shouldPlay = (haveState && currentAnimId != animId) || (!haveState && requestChanged);
if (shouldPlay) {
characterRenderer->playAnimation(characterInstanceId, animId, loop);
lastPlayerAnimRequest_ = animId;
lastPlayerAnimLoopRequest_ = loop;
}
}
@ -5075,7 +5091,7 @@ void Renderer::renderFXAAPass() {
vkCmdBindDescriptorSets(currentCmd, VK_PIPELINE_BIND_POINT_GRAPHICS,
fxaa_.pipelineLayout, 0, 1, &fxaa_.descSet, 0, nullptr);
// Pass rcpFrame + sharpness + desaturate (vec4, 16 bytes).
// Pass rcpFrame + sharpness + effect flag (vec4, 16 bytes).
// When FSR2/FSR3 is active alongside FXAA, forward FSR2's sharpness so the
// post-FXAA unsharp-mask step restores the crispness that FXAA's blur removes.
float sharpness = fsr2_.enabled ? fsr2_.sharpness : 0.0f;
@ -5083,7 +5099,7 @@ void Renderer::renderFXAAPass() {
1.0f / static_cast<float>(ext.width),
1.0f / static_cast<float>(ext.height),
sharpness,
ghostMode_ ? 1.0f : 0.0f // desaturate: 1=ghost grayscale, 0=normal
0.0f
};
vkCmdPushConstants(currentCmd, fxaa_.pipelineLayout,
VK_SHADER_STAGE_FRAGMENT_BIT, 0, 16, pc);
@ -5273,12 +5289,6 @@ void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
renderOverlay(tint, cmd);
}
}
// Ghost mode desaturation overlay (non-FXAA path approximation).
// When FXAA is active the FXAA shader applies true per-pixel desaturation;
// otherwise a high-opacity gray overlay gives a similar washed-out effect.
if (ghostMode_ && overlayPipeline && !(fxaa_.enabled || fxaa_.sceneFramebuffer)) {
renderOverlay(glm::vec4(0.5f, 0.5f, 0.55f, 0.82f), cmd);
}
if (minimap && minimap->isEnabled() && camera && window) {
glm::vec3 minimapCenter = camera->getPosition();
if (cameraController && cameraController->isThirdPerson())
@ -5413,10 +5423,6 @@ void Renderer::renderWorld(game::World* world, game::GameHandler* gameHandler) {
renderOverlay(tint);
}
}
// Ghost mode desaturation overlay (non-FXAA path approximation).
if (ghostMode_ && overlayPipeline && !(fxaa_.enabled || fxaa_.sceneFramebuffer)) {
renderOverlay(glm::vec4(0.5f, 0.5f, 0.55f, 0.82f));
}
if (minimap && minimap->isEnabled() && camera && window) {
glm::vec3 minimapCenter = camera->getPosition();
if (cameraController && cameraController->isThirdPerson())

View file

@ -845,7 +845,9 @@ void GameScreen::render(game::GameHandler& gameHandler) {
// Update renderer face-target position and selection circle
auto* renderer = core::Application::getInstance().getRenderer();
if (renderer) {
renderer->setInCombat(gameHandler.isInCombat());
renderer->setInCombat(gameHandler.isInCombat() &&
!gameHandler.isPlayerDead() &&
!gameHandler.isPlayerGhost());
static glm::vec3 targetGLPos;
if (gameHandler.hasTarget()) {
auto target = gameHandler.getTarget();