NEON-29: Extend tread peel suspend when vlat unlatches.

Widen vertical-route latch off-sep (0.038→0.085) so descent toward floor
does not drop vlat while feet still wobble on stairs.

Add horiz+vert fallback: suspend peel and restore snap when vert_sep ≤0.34 m
and horiz_dist ≤2 m, covering ncol=false paths where goal Y matches slab
height but tread peel still fought snap (violet stairs ~y=0.92).
pull/41/head
VinPropane 2026-04-12 18:55:41 -04:00
parent 26ad33230d
commit 4e47e9a037
1 changed files with 25 additions and 13 deletions

View File

@ -32,11 +32,19 @@ const NAV_PATH_STEER_MIN_GOAL_DOT: float = -0.25
## (3-cycle NEON-16 traces: same XZ triplet, Y/feet_y ping-pong). Suspend peel and allow normal snap when the
## feet are within this vertical distance of the goal **surface** (m).
const WALK_PEEL_SUSPEND_VERT_SEP: float = 0.48
## Fallback when [code]vlat[/code] has unlatched (feet and goal both near the same slab Y) but
## [code]ncol[/code] is false because [code]horiz_dist[/code] is past column hysteresis — peel + zero
## snap still oscillates on violet treads (NEON-16 ~y=0.92). Tighter than [member WALK_PEEL_SUSPEND_VERT_SEP]
## so terrace lips with ~0.450.55 m drop keep peel until XZ is tighter.
const WALK_PEEL_SUSPEND_HORIZ_VERT_SEP: float = 0.34
const WALK_PEEL_SUSPEND_HORIZ_DIST: float = 2.0
## Hysteresis for [code]needs_vertical_routing[/code]: [code]feet_y[/code] wobbles with
## [code]move_and_slide[/code] on treads (~7 cm), so a single margin (see [member DESCEND_GOAL_Y_MARGIN])
## can flip path vs direct steering every tick → velocity sign ping-pong while [code]has_goal[/code].
const WALK_VERT_ROUTE_LATCH_ON_SEP: float = 0.10
const WALK_VERT_ROUTE_LATCH_OFF_SEP: float = 0.038
## Stay below [member WALK_VERT_ROUTE_LATCH_ON_SEP]. Old 0.038 unlatched while descending toward floor
## (vert_sep under ~4 cm) → [code]vlat[/code]/[code]ncol[/code] false → peel suspend never ran.
const WALK_VERT_ROUTE_LATCH_OFF_SEP: float = 0.085
const FLOOR_SNAP_MOVING: float = 0.32
## Idle floor snap length (stronger to pin rim contacts).
const FLOOR_SNAP_IDLE: float = 0.11
@ -466,19 +474,18 @@ func _apply_walk_air_gravity(delta: float, _feet_y: float, _move_dir_xz: Vector2
velocity += _player_vertical_accel(delta) * delta
func _walk_peel_suspend_on_column_treads(feet_y: float) -> bool:
return (
_walk_vert_route_latched
and _walk_nav_column_steering
and absf(_auth_walk_goal.y - feet_y) < WALK_PEEL_SUSPEND_VERT_SEP
)
func _walk_peel_suspend_near_goal(feet_y: float, horiz_dist: float) -> bool:
var vsep: float = absf(_auth_walk_goal.y - feet_y)
if _walk_vert_route_latched and _walk_nav_column_steering and vsep < WALK_PEEL_SUSPEND_VERT_SEP:
return true
return vsep <= WALK_PEEL_SUSPEND_HORIZ_VERT_SEP and horiz_dist <= WALK_PEEL_SUSPEND_HORIZ_DIST
## After [method move_and_slide], peel the capsule down when the authoritative goal is below the feet
## but the engine still reports floor contact (GROUNDED mode ate negative [code]velocity.y[/code]).
## Uses a small accumulated peel speed so displacement matches [code]∫ g dt[/code], not [code]g Δt[/code] (wrong units).
func _apply_walk_post_slide_ledge_peel(
delta: float, feet_y: float, move_dir_xz: Vector2
delta: float, feet_y: float, move_dir_xz: Vector2, horiz_dist: float
) -> void:
if not _has_walk_goal:
_walk_ledge_peel_vy = 0.0
@ -495,7 +502,7 @@ func _apply_walk_post_slide_ledge_peel(
if _auth_walk_goal.y > feet_y + 0.04:
_walk_ledge_peel_vy = 0.0
return
if _walk_peel_suspend_on_column_treads(feet_y):
if _walk_peel_suspend_near_goal(feet_y, horiz_dist):
_walk_ledge_peel_vy = 0.0
return
var peel: bool = (
@ -513,7 +520,10 @@ func _apply_walk_post_slide_ledge_peel(
func _walk_floor_snap_length(
feet_y: float, want_goal_h: Vector3, move_dir_xz: Vector2 = Vector2.ZERO
feet_y: float,
want_goal_h: Vector3,
move_dir_xz: Vector2 = Vector2.ZERO,
horiz_dist: float = INF,
) -> float:
if _step_assist_active:
return WALK_STEP_ASSIST_SNAP
@ -521,7 +531,7 @@ func _walk_floor_snap_length(
# Strong moving snap + lip [code]is_on_floor()[/code] otherwise cancels gravity every tick.
if (
is_on_floor()
and not _walk_peel_suspend_on_column_treads(feet_y)
and not _walk_peel_suspend_near_goal(feet_y, horiz_dist)
and (
not _walk_has_close_floor_probe_below(move_dir_xz)
or feet_y > _auth_walk_goal.y + WALK_DEEP_DESCENT_FEET_ABOVE_GOAL
@ -1059,12 +1069,14 @@ func _physics_process(delta: float) -> void:
var walk_move_dir_xz: Vector2 = _resolve_walk_probe_dir_xz(feet_y, want_goal_h)
_apply_walk_air_gravity(delta, feet_y, walk_move_dir_xz)
floor_snap_length = _walk_floor_snap_length(feet_y, want_goal_h, walk_move_dir_xz)
floor_snap_length = _walk_floor_snap_length(
feet_y, want_goal_h, walk_move_dir_xz, horiz_dist
)
move_and_slide()
var feet_after: float = capsule_feet_y(
global_position.y, CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS
)
_apply_walk_post_slide_ledge_peel(delta, feet_after, walk_move_dir_xz)
_apply_walk_post_slide_ledge_peel(delta, feet_after, walk_move_dir_xz, horiz_dist)
_after_walk_move_and_slide()
_clear_step_assist_after_walk_move()
_debug_trace_transform("physics")