NS-23: Drive motion from stored server goal; ignore agent finished flag

pull/23/head
VinPropane 2026-04-05 00:33:28 -04:00
parent f49c8b88d2
commit 510422d8a2
1 changed files with 43 additions and 29 deletions

View File

@ -1,11 +1,15 @@
extends CharacterBody3D
## NS-23: `NavigationAgent3D` path-follow for click-to-move visuals. Server owns `PositionState` /
## `MoveCommand` (NS-16, NS-19); boot snap vs post-verify nav goal from `main.gd`.
## NS-23: Nav agent suggests waypoints; arrival uses stored server goal only (not agent “finished”).
## `is_navigation_finished()` / internal target can clear early while we are still far from goal.
const MOVE_SPEED: float = 5.0
## If the nav mesh is missing or the agent gives up, steer on XZ toward `target_position`.
const FALLBACK_ARRIVE_EPS: float = 0.4
const ARRIVE_EPS: float = 0.35
## Outside this XZ distance to server goal, use nav corners; inside, steer straight to goal.
const DIRECT_APPROACH_RADIUS: float = 0.85
var _has_walk_goal: bool = false
var _auth_walk_goal: Vector3 = Vector3.ZERO
@onready var _nav_agent: NavigationAgent3D = $NavigationAgent3D
@ -16,12 +20,15 @@ func _ready() -> void:
## After successful move POST + GET: walk to server target without teleporting.
func set_authoritative_nav_goal(world_pos: Vector3) -> void:
_auth_walk_goal = world_pos
_has_walk_goal = true
_nav_agent.set_target_position(world_pos)
## NS-19 rejection or cancel pending path without moving the body.
func clear_nav_goal() -> void:
velocity = Vector3.ZERO
_has_walk_goal = false
_nav_agent.set_target_position(global_position)
@ -29,40 +36,47 @@ func clear_nav_goal() -> void:
func snap_to_server(world_pos: Vector3) -> void:
global_position = world_pos
velocity = Vector3.ZERO
_has_walk_goal = false
_nav_agent.set_target_position(world_pos)
func _physics_process(_delta: float) -> void:
var nav_map: RID = _nav_agent.get_navigation_map()
if NavigationServer3D.map_get_iteration_id(nav_map) == 0:
if not _has_walk_goal:
velocity = Vector3.ZERO
move_and_slide()
return
if _nav_agent.is_navigation_finished():
var target: Vector3 = _nav_agent.target_position
var flat_target := Vector3(target.x, global_position.y, target.z)
var to_target: Vector3 = flat_target - global_position
to_target.y = 0.0
if to_target.length_squared() > FALLBACK_ARRIVE_EPS * FALLBACK_ARRIVE_EPS:
velocity = to_target.normalized() * MOVE_SPEED
velocity.y = 0.0
else:
velocity = Vector3.ZERO
var to_goal: Vector3 = Vector3(
_auth_walk_goal.x - global_position.x, 0.0, _auth_walk_goal.z - global_position.z
)
var dist_goal: float = to_goal.length()
if dist_goal <= ARRIVE_EPS:
velocity = Vector3.ZERO
_has_walk_goal = false
_nav_agent.set_target_position(global_position)
move_and_slide()
return
var next_path_position: Vector3 = _nav_agent.get_next_path_position()
var to_next: Vector3 = next_path_position - global_position
to_next.y = 0.0
if to_next.length_squared() < 0.0001:
var to_final: Vector3 = _nav_agent.target_position - global_position
to_final.y = 0.0
if to_final.length_squared() > 0.0001:
velocity = to_final.normalized() * MOVE_SPEED
velocity.y = 0.0
else:
velocity = Vector3.ZERO
else:
velocity = to_next.normalized() * MOVE_SPEED
var nav_map: RID = _nav_agent.get_navigation_map()
if NavigationServer3D.map_get_iteration_id(nav_map) == 0:
velocity = to_goal.normalized() * MOVE_SPEED
velocity.y = 0.0
move_and_slide()
return
var dir: Vector3
if dist_goal <= DIRECT_APPROACH_RADIUS:
dir = to_goal.normalized()
else:
var next_path_position: Vector3 = _nav_agent.get_next_path_position()
var to_next: Vector3 = Vector3(
next_path_position.x - global_position.x, 0.0, next_path_position.z - global_position.z
)
if to_next.length_squared() > 0.0025:
dir = to_next.normalized()
else:
dir = to_goal.normalized()
velocity = dir * MOVE_SPEED
velocity.y = 0.0
move_and_slide()