NEON-29: fix step-climb regression (snap Y floor + step assist snap)
Two independent root causes kept the player from climbing terrace steps: 1. snap_to_server used the raw surface Y from the server (e.g. 0.6 m for a platform) as global_position.y directly. With capsule total half-height = 0.9 m this placed the bottom at -0.3 m underground. The stale is_on_floor()==true + _floor_angle_loose_ticks==0 path skipped every move_and_slide(), so Jolt never resolved the penetration and the capsule froze at an intermediate Y. Fix: clamp global_position.y >= CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS (0.9 m) in snap_to_server; force FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP corrective idle ticks afterwards. 2. Each _try_walk_step_assist() lift (0.11 m) was immediately undone by floor_snap_length = FLOOR_SNAP_MOVING = 0.32 m snapping the capsule back to the lower floor, which was only 0.11 m below the lifted bottom. Fix: add WALK_STEP_ASSIST_SNAP = 0.09 m constant and _step_assist_active bool. While climbing, floor_snap_length uses the smaller constant in both _after_walk_move_and_slide() and the main physics loop. The flag is cleared when the capsule lands cleanly (is_on_floor && !is_on_wall), or when the nav goal is cleared/snapped to server. Also: is_on_wall() now counts as support in _step_assist_has_support() so the assist fires while the capsule is floating but pressed against a step face; _step_assist_active cleared on arrival, snap, and goal-clear; all temporary DBG print() statements removed.pull/41/head
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f0b7ac02eb
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453000d721
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@ -33,7 +33,15 @@ const WALK_STEP_ASSIST_DELTA: float = 0.11
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## Skip assist when horizontal velocity already aligns enough with want-dir (corners slide slowly).
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const WALK_STEP_ASSIST_MAX_FORWARD_DOT: float = 0.52
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const WALK_STEP_ASSIST_COOLDOWN_TICKS: int = 8
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## Capsule height 1.0 in scene: origin at center, feet ~ **`y - 0.5`**.
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## Floor-snap length while step-climbing. Small enough that it cannot reach the lower floor
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## (~0.11 m away after the first lift) but large enough to catch the step surface once the
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## capsule clears the face (~0.03 m away after the third lift for a 0.3 m step).
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const WALK_STEP_ASSIST_SNAP: float = 0.09
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## CapsuleShape3D in scene: height = 1.0 (cylinder portion), radius = 0.4.
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## Total half-height from body origin to physical bottom = 0.5 + 0.4 = 0.9
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## (`CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS`).
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## `CAPSULE_HALF_HEIGHT` alone (0.5) is the cylinder half; used only where that
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## distinction matters (e.g. the descend-bypass feet estimate).
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const CAPSULE_HALF_HEIGHT: float = 0.5
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const BUMP_COLLISION_CONSTS_SCRIPT: Script = preload(
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"res://scripts/random_floor_bump_collision_constants.gd"
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@ -51,6 +59,9 @@ var _has_walk_goal: bool = false
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var _auth_walk_goal: Vector3 = Vector3.ZERO
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var _floor_angle_loose_ticks: int = 0
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var _step_assist_cooldown: int = 0
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## True while the player is actively climbing a step; suppresses the normal large floor
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## snap so it cannot pull the capsule back to the lower surface between assist cycles.
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var _step_assist_active: bool = false
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var _idle_anchor_active: bool = false
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var _idle_anchor_xz: Vector2 = Vector2.ZERO
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var _idle_manual_correction_ticks: int = 0
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@ -75,6 +86,7 @@ func set_authoritative_nav_goal(world_pos: Vector3) -> void:
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_auth_walk_goal = world_pos
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_has_walk_goal = true
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_floor_angle_loose_ticks = 0
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_step_assist_active = false
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_idle_anchor_active = false
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_idle_manual_correction_ticks = 0
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_nav_agent.set_target_position(world_pos)
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@ -84,6 +96,7 @@ func clear_nav_goal() -> void:
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velocity = Vector3.ZERO
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_has_walk_goal = false
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_floor_angle_loose_ticks = FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP
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_step_assist_active = false
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_idle_anchor_active = false
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_idle_manual_correction_ticks = 0
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_nav_agent.set_target_position(global_position)
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@ -107,19 +120,27 @@ func sync_navigation_agent_after_map_rebuild(nav_region: NavigationRegion3D) ->
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func snap_to_server(world_pos: Vector3) -> void:
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global_position = world_pos
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# The server stores the surface Y of the last move target, not the capsule body-centre Y.
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# Clamping to the minimum standing height (total half = 0.9 m) prevents the player from
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# being placed underground (which, combined with a stale is_on_floor() returning true,
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# would skip all corrective move_and_slide() calls and leave the capsule stuck).
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var total_half: float = CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS
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var settled := Vector3(world_pos.x, maxf(world_pos.y, total_half), world_pos.z)
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global_position = settled
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velocity = Vector3.ZERO
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_has_walk_goal = false
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_floor_angle_loose_ticks = 0
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# Force corrective idle ticks so Jolt resolves any residual physics state before walking.
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_floor_angle_loose_ticks = FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP
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_step_assist_cooldown = 0
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_step_assist_active = false
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_idle_anchor_active = false
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_idle_manual_correction_ticks = 0
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_nav_agent.set_target_position(world_pos)
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_nav_agent.set_target_position(settled)
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reset_physics_interpolation()
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func _step_assist_has_support() -> bool:
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if is_on_floor():
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if is_on_floor() or is_on_wall():
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return true
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for i: int in get_slide_collision_count():
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if get_slide_collision(i).get_normal().y > 0.35:
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@ -187,8 +208,10 @@ func _after_walk_move_and_slide() -> void:
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if _step_assist_cooldown > 0:
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return
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if _try_walk_step_assist():
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_step_assist_active = true
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_step_assist_cooldown = WALK_STEP_ASSIST_COOLDOWN_TICKS
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floor_snap_length = FLOOR_SNAP_MOVING
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# Reduced snap so the lower floor (0.11 m below lifted capsule) is out of range.
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floor_snap_length = WALK_STEP_ASSIST_SNAP
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move_and_slide()
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@ -503,6 +526,7 @@ func _physics_process(_delta: float) -> void:
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velocity = Vector3.ZERO
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_has_walk_goal = false
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_floor_angle_loose_ticks = FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP
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_step_assist_active = false
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_idle_anchor_active = false
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_idle_manual_correction_ticks = 0
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_nav_agent.set_target_position(global_position)
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@ -518,9 +542,11 @@ func _physics_process(_delta: float) -> void:
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var nav_map: RID = _nav_agent.get_navigation_map()
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if NavigationServer3D.map_get_iteration_id(nav_map) == 0:
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_set_horizontal_velocity_toward(_auth_walk_goal)
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floor_snap_length = FLOOR_SNAP_MOVING
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floor_snap_length = WALK_STEP_ASSIST_SNAP if _step_assist_active else FLOOR_SNAP_MOVING
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move_and_slide()
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_after_walk_move_and_slide()
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if _step_assist_active and is_on_floor() and not is_on_wall():
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_step_assist_active = false
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_debug_trace_transform("physics")
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_snap_capsule_upright()
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return
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@ -531,6 +557,8 @@ func _physics_process(_delta: float) -> void:
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floor_snap_length = FLOOR_SNAP_MOVING
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move_and_slide()
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_after_walk_move_and_slide()
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if _step_assist_active and is_on_floor() and not is_on_wall():
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_step_assist_active = false
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_debug_trace_transform("physics")
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_snap_capsule_upright()
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return
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@ -547,8 +575,10 @@ func _physics_process(_delta: float) -> void:
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else:
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_set_horizontal_velocity_toward(_auth_walk_goal)
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floor_snap_length = FLOOR_SNAP_MOVING
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floor_snap_length = WALK_STEP_ASSIST_SNAP if _step_assist_active else FLOOR_SNAP_MOVING
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move_and_slide()
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_after_walk_move_and_slide()
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if _step_assist_active and is_on_floor() and not is_on_wall():
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_step_assist_active = false
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_debug_trace_transform("physics")
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_snap_capsule_upright()
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@ -107,6 +107,8 @@ No new automated GDScript tests are added for this story — there is no new GDS
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- **No horizontal step limit (resolved):** The server's `MaxHorizontalStep = 18 m` was too restrictive for the expanded 45 × 45 m floor (diagonal ≈ 63 m). Added `HorizontalStepEnabled` bool to `MovementValidationOptions` (defaults `false`), matching the `DistrictBoundsEnabled` pattern. The horizontal check is now skipped by default; the property remains available to opt back in via config. `MoveRejectFarPad` no longer exercises a horizontal range reject; it retains its walkable surface for vertical-step regression only.
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- **Step assist guard/lift bug fixed (resolved):** `_try_walk_step_assist` in `player.gd` compared the goal's surface Y against the **capsule centre** (`global_position.y ≈ 0.9`) instead of the actual capsule bottom (`global_position.y − CAPSULE_HALF_HEIGHT − PLAYER_CAPSULE_RADIUS = 0.0`). This disabled the assist for any surface below ≈ 0.925 m — including all three terrace platforms. The lift formula used offsets of 0.45/0.55 instead of the full total half-height (0.9), giving zero or negative lift. Fixed: guard now uses `actual_feet_y`; lift targets `goal.y + CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS` via `clampf`.
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- **Arrival check using wrong capsule reference (resolved):** `vertical_arrival_error` was called with `CAPSULE_HALF_HEIGHT = 0.5`, giving code-feet at `body_y − 0.5 = 0.4` at floor level. Step surfaces (Y = 0.3) are only 0.1 m from that reference. When the Jolt physics engine nudges the capsule body down to ~0.8 m (bottom hemisphere contacts the step edge), code-feet becomes 0.3 — matching the step surface Y and making `vert_err = 0 ≤ VERT_ARRIVE_EPS`. If the player is also within `ARRIVE_EPS = 0.35 m` horizontally, the arrival check fires immediately, clearing the nav goal before the capsule has moved. Fixed: pass `CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS` (= 0.9) to `vertical_arrival_error` so actual feet = `body_y − 0.9`. Step goal vert_err is now 0.3 >> 0.055 from floor height; arrival fires correctly only once the step assist has lifted the capsule onto the surface (body_y = 1.2, vert_err ≈ 0). Two regression tests added.
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- **snap_to_server places capsule underground (resolved):** The server stores the raw surface Y from the client's click (e.g. 0.6 for a terrace platform), not the capsule body-centre Y (which should be 0.6 + 0.9 = 1.5). `snap_to_server` was setting `global_position.y` directly to this surface Y, putting the capsule bottom at −0.3 m. With `_floor_angle_loose_ticks = 0` and a stale `is_on_floor() = true`, the idle path's `_stable_idle_support()` check passed and held the player without calling `move_and_slide()`, preventing Jolt from resolving the penetration. Fixed: clamp `global_position.y ≥ CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS` (= 0.9 m) in `snap_to_server`; also set `_floor_angle_loose_ticks = FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP` (96 ticks) to force corrective idle physics before the next walk goal.
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- **Step assist undone by floor snap (resolved):** Each `_try_walk_step_assist()` cycle lifts the capsule 0.11 m. The prior `floor_snap_length = FLOOR_SNAP_MOVING = 0.32 m` meant the snap always reached the lower floor (0.11 m below the lifted bottom), pulling the capsule straight back down every tick. The player "nudged and stopped" because each lift was immediately cancelled. Fixed: added `WALK_STEP_ASSIST_SNAP = 0.09 m` constant (below 0.11 m so the snap cannot reach the previous floor, but above 0.03 m so it catches the step surface once cleared) and a `_step_assist_active` boolean flag. During active climbing, `floor_snap_length` is set to `WALK_STEP_ASSIST_SNAP` in both `_after_walk_move_and_slide()` and the main physics loop. The flag is cleared when the player lands cleanly on a floor without wall contact (`is_on_floor() and not is_on_wall()`), or when the nav goal is cleared/snapped.
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## Open questions / risks
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