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
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@ -3,7 +3,7 @@ extends CharacterBody3D
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## NS-23: Follow server move target on walkable geometry.
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##
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## Horizontal velocity toward nav waypoint or goal; `velocity.y` stays 0 except a short **step-off**
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## nudge (see `_use_direct_step_down_steering`) so NS-19 bumps can drop without full gravity.
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## nudge (see `_use_direct_step_down_steering`) so stepped bumps can drop without full gravity.
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## Move **legality** is server MoveCommand only — not reimplemented here.
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##
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## Nav for detours; short local step-down (feet vs goal Y, not body origin) may bypass waypoints.
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@ -14,10 +14,10 @@ const VERT_ARRIVE_EPS: float = 0.055
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const DIRECT_APPROACH_RADIUS: float = 0.85
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const FLOOR_PROBE_DOWN: float = 4.0
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const STEP_OFF_FLOOR_MARGIN: float = 0.04
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## Only NS-19-sized step downs (not cliffs); allows a wider horiz cap without bee-lining big drops.
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## Only small step-downs (not cliffs); allows a wider horiz cap without bee-lining big drops.
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const STEP_OFF_MIN_DROP: float = 0.055
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const STEP_OFF_MAX_DROP: float = 0.24
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## Past this, only direct step-down when footprint still touches `ns19_bump` (nav rim paths).
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## Past this, only direct step-down when footprint still touches a bump-step collider (nav rim).
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const STEP_OFF_CLOSE_HORIZ: float = 8.0
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## Match server `MovementValidation.MaxHorizontalStep` default; no bee-line past this.
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const STEP_OFF_MAX_HORIZ_AUTH: float = 18.0
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@ -33,6 +33,8 @@ const BUMP_RIM_GOAL_BOOST: float = 1.15
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const BUMP_RIM_MAX_HORIZ_MULT: float = 1.38
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## If next waypoint is within this xz of us, steer to goal (rim / underfoot waypoints).
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const NEXT_WAYPOINT_MIN_HORIZ_SQ: float = 0.01
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## Editor group on stepped bump colliders; value must match `main.tscn`.
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const WALK_BUMP_STEP_GROUP: StringName = &"ns19_bump"
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var _has_walk_goal: bool = false
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var _auth_walk_goal: Vector3 = Vector3.ZERO
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@ -84,10 +86,10 @@ func _ray_floor_y_at(from: Vector3) -> float:
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return from.y
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func _collider_in_ns19_bump(collider: Variant) -> bool:
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func _collider_in_bump_step_group(collider: Variant) -> bool:
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var n: Node = collider as Node
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while n:
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if n.is_in_group("ns19_bump"):
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if n.is_in_group(WALK_BUMP_STEP_GROUP):
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return true
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n = n.get_parent()
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return false
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@ -100,7 +102,7 @@ func _floor_y_under_body() -> float:
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return maxf(y_center, y_lower)
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## One ray pass: max floor Y under footprint + whether any hit is an NS-19 bump (`ns19_bump` group).
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## One ray pass: max floor Y under footprint + whether any hit uses `WALK_BUMP_STEP_GROUP`.
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func _compute_footprint_step_down_state() -> Dictionary:
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var p: Vector3 = global_position
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var h: float = STEP_FOOTPRINT_HALF
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@ -127,7 +129,7 @@ func _compute_footprint_step_down_state() -> Dictionary:
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got = true
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else:
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best_y = maxf(best_y, yc)
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if not on_bump and _collider_in_ns19_bump(hit_c.get("collider")):
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if not on_bump and _collider_in_bump_step_group(hit_c.get("collider")):
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on_bump = true
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for d: Vector3 in oxz:
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for yoff2: float in [0.0, FLOOR_PROBE_BODY_Y_OFFSET]:
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@ -140,11 +142,11 @@ func _compute_footprint_step_down_state() -> Dictionary:
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got = true
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else:
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best_y = maxf(best_y, yo)
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if not on_bump and _collider_in_ns19_bump(hit_o.get("collider")):
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if not on_bump and _collider_in_bump_step_group(hit_o.get("collider")):
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on_bump = true
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if not got:
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best_y = _floor_y_under_body()
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return {"max_y": best_y, "touches_ns19_bump": on_bump}
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return {"max_y": best_y, "touches_bump_step": on_bump}
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func _footprint_step_down_state() -> Dictionary:
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@ -170,7 +172,7 @@ func _destination_footing_y() -> float:
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func _use_direct_step_down_steering() -> bool:
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var st: Dictionary = _footprint_step_down_state()
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var floor_y: float = float(st["max_y"])
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var on_bump: bool = bool(st["touches_ns19_bump"])
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var on_bump: bool = bool(st["touches_bump_step"])
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var dest_floor_y: float = _destination_footing_y()
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if dest_floor_y >= floor_y - STEP_OFF_FLOOR_MARGIN:
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return false
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@ -196,9 +198,9 @@ func _set_horizontal_velocity_toward(point: Vector3) -> void:
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velocity.y = 0.0
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func _departing_ns19_bump_to_lower_floor() -> bool:
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func _departing_bump_step_to_lower_floor() -> bool:
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var fp: Dictionary = _footprint_step_down_state()
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if not bool(fp["touches_ns19_bump"]):
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if not bool(fp["touches_bump_step"]):
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return false
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var max_y: float = float(fp["max_y"])
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var dest_y: float = _destination_footing_y()
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@ -207,7 +209,7 @@ func _departing_ns19_bump_to_lower_floor() -> bool:
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## Frustum walls turn “toward goal” into tangential rim slide; nudge out + along goal, capped.
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func _apply_bump_rim_wall_unstick() -> void:
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if not _departing_ns19_bump_to_lower_floor():
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if not _departing_bump_step_to_lower_floor():
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return
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var pos: Vector3 = global_position
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var to_g: Vector3 = Vector3(_auth_walk_goal.x - pos.x, 0.0, _auth_walk_goal.z - pos.z)
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