NS-23: Direct step-down while on ns19_bump up to auth horiz limit

Nav paths often wrap along bump rims when the goal is far; the 8 m cap then
disabled step-off and left rim-following. Detect NS-19 bumps via
group on footprint rays; when any hit is a bump and vertical drop is in the
NS-19 band, steer straight to the goal up to 18 m (server max step). Non-bump
podiums keep the 8 m close cap. Single footprint pass returns max_y + bump.
pull/23/head
VinPropane 2026-04-05 01:52:04 -04:00
parent f67705f4a3
commit 003750c7ae
1 changed files with 61 additions and 16 deletions

View File

@ -3,7 +3,7 @@ extends CharacterBody3D
## NS-23: Follow server move target on walkable geometry. ## NS-23: Follow server move target on walkable geometry.
## ##
## Horizontal velocity toward nav waypoint or goal; `velocity.y` stays 0 except a short **step-off** ## Horizontal velocity toward nav waypoint or goal; `velocity.y` stays 0 except a short **step-off**
## nudge (see `_nav_short_step_down_use_goal_direct`) so NS-19 bumps can drop without full gravity. ## nudge (see `_use_direct_step_down_steering`) so NS-19 bumps can drop without full gravity.
## Move **legality** is server MoveCommand only — not reimplemented here. ## Move **legality** is server MoveCommand only — not reimplemented here.
## ##
## Nav for detours; short local step-down (feet vs goal Y, not body origin) may bypass waypoints. ## Nav for detours; short local step-down (feet vs goal Y, not body origin) may bypass waypoints.
@ -17,7 +17,10 @@ const STEP_OFF_FLOOR_MARGIN: float = 0.04
## Only NS-19-sized step downs (not cliffs); allows a wider horiz cap without bee-lining big drops. ## Only NS-19-sized step downs (not cliffs); allows a wider horiz cap without bee-lining big drops.
const STEP_OFF_MIN_DROP: float = 0.055 const STEP_OFF_MIN_DROP: float = 0.055
const STEP_OFF_MAX_DROP: float = 0.24 const STEP_OFF_MAX_DROP: float = 0.24
const STEP_OFF_MAX_HORIZ: float = 8.0 ## Past this, only direct step-down when footprint still touches `ns19_bump` (nav rim paths).
const STEP_OFF_CLOSE_HORIZ: float = 8.0
## Match server `MovementValidation.MaxHorizontalStep` default; no bee-line past this.
const STEP_OFF_MAX_HORIZ_AUTH: float = 18.0
const FLOOR_PROBE_BODY_Y_OFFSET: float = -0.55 const FLOOR_PROBE_BODY_Y_OFFSET: float = -0.55
## Extra xz rays for step-off; max Y keeps bump support when center ray sees floor first. ## Extra xz rays for step-off; max Y keeps bump support when center ray sees floor first.
const STEP_FOOTPRINT_HALF: float = 0.2 const STEP_FOOTPRINT_HALF: float = 0.2
@ -55,13 +58,17 @@ func snap_to_server(world_pos: Vector3) -> void:
_nav_agent.set_target_position(world_pos) _nav_agent.set_target_position(world_pos)
func _ray_floor_y_at(from: Vector3) -> float: func _ray_floor_hit(from: Vector3) -> Dictionary:
var space: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state var space: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state
var to: Vector3 = from + Vector3(0.0, -FLOOR_PROBE_DOWN, 0.0) var to: Vector3 = from + Vector3(0.0, -FLOOR_PROBE_DOWN, 0.0)
var q: PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(from, to) var q: PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(from, to)
q.collision_mask = 1 q.collision_mask = 1
q.exclude = [get_rid()] q.exclude = [get_rid()]
var hit: Dictionary = space.intersect_ray(q) return space.intersect_ray(q)
func _ray_floor_y_at(from: Vector3) -> float:
var hit: Dictionary = _ray_floor_hit(from)
if hit.is_empty(): if hit.is_empty():
return from.y return from.y
var pv: Variant = hit.get("position") var pv: Variant = hit.get("position")
@ -70,6 +77,15 @@ func _ray_floor_y_at(from: Vector3) -> float:
return from.y return from.y
func _collider_in_ns19_bump(collider: Variant) -> bool:
var n: Node = collider as Node
while n:
if n.is_in_group("ns19_bump"):
return true
n = n.get_parent()
return false
func _floor_y_under_body() -> float: func _floor_y_under_body() -> float:
var y_center: float = _ray_floor_y_at(global_position) var y_center: float = _ray_floor_y_at(global_position)
var lower: Vector3 = global_position + Vector3(0.0, FLOOR_PROBE_BODY_Y_OFFSET, 0.0) var lower: Vector3 = global_position + Vector3(0.0, FLOOR_PROBE_BODY_Y_OFFSET, 0.0)
@ -77,9 +93,8 @@ func _floor_y_under_body() -> float:
return maxf(y_center, y_lower) return maxf(y_center, y_lower)
## Max floor Y under capsule + xz offsets (step-off). Fights lip rays that hit ground too early. ## One ray pass: max floor Y under footprint + whether any hit is an NS-19 bump (`ns19_bump` group).
func _floor_y_max_under_capsule_footprint() -> float: func _footprint_step_down_state() -> Dictionary:
var best: float = _floor_y_under_body()
var p: Vector3 = global_position var p: Vector3 = global_position
var h: float = STEP_FOOTPRINT_HALF var h: float = STEP_FOOTPRINT_HALF
var oxz: Array[Vector3] = [ var oxz: Array[Vector3] = [
@ -92,11 +107,37 @@ func _floor_y_max_under_capsule_footprint() -> float:
Vector3(-h, 0.0, h), Vector3(-h, 0.0, h),
Vector3(-h, 0.0, -h), Vector3(-h, 0.0, -h),
] ]
var best_y: float = 0.0
var got: bool = false
var on_bump: bool = false
for yoff: float in [0.0, FLOOR_PROBE_BODY_Y_OFFSET]:
var from_c: Vector3 = p + Vector3(0.0, yoff, 0.0)
var hit_c: Dictionary = _ray_floor_hit(from_c)
if not hit_c.is_empty():
var yc: float = (hit_c.get("position") as Vector3).y
if not got:
best_y = yc
got = true
else:
best_y = maxf(best_y, yc)
if not on_bump and _collider_in_ns19_bump(hit_c.get("collider")):
on_bump = true
for d: Vector3 in oxz: for d: Vector3 in oxz:
best = maxf(best, _ray_floor_y_at(p + d)) for yoff2: float in [0.0, FLOOR_PROBE_BODY_Y_OFFSET]:
var lower_from: Vector3 = p + d + Vector3(0.0, FLOOR_PROBE_BODY_Y_OFFSET, 0.0) var from_o: Vector3 = p + d + Vector3(0.0, yoff2, 0.0)
best = maxf(best, _ray_floor_y_at(lower_from)) var hit_o: Dictionary = _ray_floor_hit(from_o)
return best if not hit_o.is_empty():
var yo: float = (hit_o.get("position") as Vector3).y
if not got:
best_y = yo
got = true
else:
best_y = maxf(best_y, yo)
if not on_bump and _collider_in_ns19_bump(hit_o.get("collider")):
on_bump = true
if not got:
best_y = _floor_y_under_body()
return {"max_y": best_y, "touches_ns19_bump": on_bump}
## Footing under goal xz (surface Y). Server goal.y may be capsule center (e.g. 0.9) or pick surface ## Footing under goal xz (surface Y). Server goal.y may be capsule center (e.g. 0.9) or pick surface
@ -111,8 +152,10 @@ func _destination_footing_y() -> float:
return y return y
func _nav_short_step_down_use_goal_direct() -> bool: func _use_direct_step_down_steering() -> bool:
var floor_y: float = _floor_y_max_under_capsule_footprint() var st: Dictionary = _footprint_step_down_state()
var floor_y: float = float(st["max_y"])
var on_bump: bool = bool(st["touches_ns19_bump"])
var dest_floor_y: float = _destination_footing_y() var dest_floor_y: float = _destination_footing_y()
if dest_floor_y >= floor_y - STEP_OFF_FLOOR_MARGIN: if dest_floor_y >= floor_y - STEP_OFF_FLOOR_MARGIN:
return false return false
@ -122,9 +165,11 @@ func _nav_short_step_down_use_goal_direct() -> bool:
var hd: float = Vector2( var hd: float = Vector2(
_auth_walk_goal.x - global_position.x, _auth_walk_goal.z - global_position.z _auth_walk_goal.x - global_position.x, _auth_walk_goal.z - global_position.z
).length() ).length()
if hd > STEP_OFF_MAX_HORIZ: if hd > STEP_OFF_MAX_HORIZ_AUTH:
return false return false
return true if on_bump:
return true
return hd <= STEP_OFF_CLOSE_HORIZ
func _set_horizontal_velocity_toward(point: Vector3) -> void: func _set_horizontal_velocity_toward(point: Vector3) -> void:
@ -161,7 +206,7 @@ func _physics_process(_delta: float) -> void:
move_and_slide() move_and_slide()
return return
if _nav_short_step_down_use_goal_direct(): if _use_direct_step_down_steering():
_set_horizontal_velocity_toward(_auth_walk_goal) _set_horizontal_velocity_toward(_auth_walk_goal)
velocity.y = -STEP_OFF_DESCEND_SPEED velocity.y = -STEP_OFF_DESCEND_SPEED
move_and_slide() move_and_slide()