NS-23: Rename bump helpers; WALK_BUMP_STEP_GROUP for scene group

Remove ticket-style names from collider/footprint APIs (_collider_in_bump_step_group,
_departing_bump_step_to_lower_floor, touches_bump_step). Editor group string stays
ns19_bump in one const until main.tscn renames the group.
pull/23/head
VinPropane 2026-04-05 01:57:33 -04:00
parent 38aa4bfcd5
commit 430770e5bf
1 changed files with 15 additions and 13 deletions

View File

@ -3,7 +3,7 @@ extends CharacterBody3D
## 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**
## nudge (see `_use_direct_step_down_steering`) so NS-19 bumps can drop without full gravity.
## nudge (see `_use_direct_step_down_steering`) so stepped bumps can drop without full gravity.
## 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.
@ -14,10 +14,10 @@ const VERT_ARRIVE_EPS: float = 0.055
const DIRECT_APPROACH_RADIUS: float = 0.85
const FLOOR_PROBE_DOWN: float = 4.0
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 small 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_MAX_DROP: float = 0.24
## Past this, only direct step-down when footprint still touches `ns19_bump` (nav rim paths).
## Past this, only direct step-down when footprint still touches a bump-step collider (nav rim).
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
@ -33,6 +33,8 @@ const BUMP_RIM_GOAL_BOOST: float = 1.15
const BUMP_RIM_MAX_HORIZ_MULT: float = 1.38
## If next waypoint is within this xz of us, steer to goal (rim / underfoot waypoints).
const NEXT_WAYPOINT_MIN_HORIZ_SQ: float = 0.01
## Editor group on stepped bump colliders; value must match `main.tscn`.
const WALK_BUMP_STEP_GROUP: StringName = &"ns19_bump"
var _has_walk_goal: bool = false
var _auth_walk_goal: Vector3 = Vector3.ZERO
@ -84,10 +86,10 @@ func _ray_floor_y_at(from: Vector3) -> float:
return from.y
func _collider_in_ns19_bump(collider: Variant) -> bool:
func _collider_in_bump_step_group(collider: Variant) -> bool:
var n: Node = collider as Node
while n:
if n.is_in_group("ns19_bump"):
if n.is_in_group(WALK_BUMP_STEP_GROUP):
return true
n = n.get_parent()
return false
@ -100,7 +102,7 @@ func _floor_y_under_body() -> float:
return maxf(y_center, y_lower)
## One ray pass: max floor Y under footprint + whether any hit is an NS-19 bump (`ns19_bump` group).
## One ray pass: max floor Y under footprint + whether any hit uses `WALK_BUMP_STEP_GROUP`.
func _compute_footprint_step_down_state() -> Dictionary:
var p: Vector3 = global_position
var h: float = STEP_FOOTPRINT_HALF
@ -127,7 +129,7 @@ func _compute_footprint_step_down_state() -> Dictionary:
got = true
else:
best_y = maxf(best_y, yc)
if not on_bump and _collider_in_ns19_bump(hit_c.get("collider")):
if not on_bump and _collider_in_bump_step_group(hit_c.get("collider")):
on_bump = true
for d: Vector3 in oxz:
for yoff2: float in [0.0, FLOOR_PROBE_BODY_Y_OFFSET]:
@ -140,11 +142,11 @@ func _compute_footprint_step_down_state() -> Dictionary:
got = true
else:
best_y = maxf(best_y, yo)
if not on_bump and _collider_in_ns19_bump(hit_o.get("collider")):
if not on_bump and _collider_in_bump_step_group(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}
return {"max_y": best_y, "touches_bump_step": on_bump}
func _footprint_step_down_state() -> Dictionary:
@ -170,7 +172,7 @@ func _destination_footing_y() -> float:
func _use_direct_step_down_steering() -> bool:
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 on_bump: bool = bool(st["touches_bump_step"])
var dest_floor_y: float = _destination_footing_y()
if dest_floor_y >= floor_y - STEP_OFF_FLOOR_MARGIN:
return false
@ -196,9 +198,9 @@ func _set_horizontal_velocity_toward(point: Vector3) -> void:
velocity.y = 0.0
func _departing_ns19_bump_to_lower_floor() -> bool:
func _departing_bump_step_to_lower_floor() -> bool:
var fp: Dictionary = _footprint_step_down_state()
if not bool(fp["touches_ns19_bump"]):
if not bool(fp["touches_bump_step"]):
return false
var max_y: float = float(fp["max_y"])
var dest_y: float = _destination_footing_y()
@ -207,7 +209,7 @@ func _departing_ns19_bump_to_lower_floor() -> bool:
## Frustum walls turn “toward goal” into tangential rim slide; nudge out + along goal, capped.
func _apply_bump_rim_wall_unstick() -> void:
if not _departing_ns19_bump_to_lower_floor():
if not _departing_bump_step_to_lower_floor():
return
var pos: Vector3 = global_position
var to_g: Vector3 = Vector3(_auth_walk_goal.x - pos.x, 0.0, _auth_walk_goal.z - pos.z)