NEON-29: Fix walk steering when goal shares XZ; air gravity; player mask

- _set_horizontal_velocity_toward: optional fallback xz when delta.xz ~ 0 (avoids +X hack).
- Direct-approach branch: if horiz_dist to goal is ~0 but not arrived vertically, steer
  using the first navigation path point with horizontal separation.
- Apply get_gravity()*delta while walking and not on_floor so capsules land and Jolt
  registers floor contacts.
- Set Player collision_mask=3 explicitly; README collision bullet updated.
pull/41/head
VinPropane 2026-04-11 23:46:09 -04:00
parent ae66b6b313
commit 6b471b2102
3 changed files with 50 additions and 10 deletions

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@ -98,7 +98,7 @@ The main scene includes a **prototype terminal** at the map center (same world *
**`player.gd`** uses **`NavigationAgent3D.get_next_path_position()`** + **`move_and_slide()`** for horizontal motion when following the mesh; it may steer **directly at the goal** in xz when the descend bypass applies (NEON-8). **`snap_to_server()`** remains for **boot** (and would apply for any future hard reconcile).
- The avatar is on **physics layer 2** with **mask 1** (it scans walkables on layer **1**). Environment **StaticBody3D** nodes stay on **collision_layer** **1** but use **collision_mask** **3** (layers **1** and **2**) so they also scan the player layer—otherwise Godot never pairs the capsule with the floor and **`is_on_floor()`** / **`move_and_slide()`** contacts break. The pick ray uses **mask 1** so clicks pass through the avatar and hit the floor.
- The avatar is on **physics layer 2** with **collision_mask** **3** (scans layers **1** and **2** so all walkables/occluders pair reliably). Environment **StaticBody3D** nodes stay on **collision_layer** **1** with **collision_mask** **3** as well. The pick ray uses **mask 1** only, so clicks pass through the avatar and hit the floor.
### Manual check (remnants)

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@ -308,6 +308,7 @@ surface_material_override/0 = SubResource("Mat_marker_base")
[node name="Player" type="CharacterBody3D" parent="World" unique_id=352931696]
transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5, 0.9, -5)
collision_layer = 2
collision_mask = 3
floor_max_angle = 0.872665
floor_snap_length = 0.22
safe_margin = 0.055

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@ -231,15 +231,44 @@ func _after_walk_move_and_slide() -> void:
move_and_slide()
func _set_horizontal_velocity_toward(point: Vector3) -> void:
func _set_horizontal_velocity_toward(point: Vector3, fallback_dir_xz: Vector3 = Vector3.ZERO) -> void:
var pos := global_position
var dh: Vector3 = Vector3(point.x - pos.x, 0.0, point.z - pos.z)
if dh.length_squared() < 1e-10:
dh = Vector3(1.0, 0.0, 0.0)
velocity = dh.normalized() * MOVE_SPEED
var fb2 := Vector2(fallback_dir_xz.x, fallback_dir_xz.z)
if fb2.length_squared() > 1e-10:
fb2 = fb2.normalized()
dh = Vector3(fb2.x, 0.0, fb2.y)
else:
dh = Vector3(1.0, 0.0, 0.0)
else:
dh = dh.normalized()
velocity = dh * MOVE_SPEED
velocity.y = 0.0
## While walking, integrate gravity when airborne so Jolt can register floor contacts and
## `move_and_slide` is not stuck with vy=0 above the surface (expanded district / terraces).
func _apply_walk_air_gravity(delta: float) -> void:
if is_on_floor():
return
velocity += get_gravity() * delta
## When the authoritative goal shares XZ with the capsule (e.g. terrace above), horizontal
## `full_to_goal` is zero and steering must follow the baked path toward a ramp/step, not +X.
func _set_horizontal_velocity_from_nav_path_or_goal(fallback_goal_xz: Vector3) -> void:
var pos: Vector3 = global_position
var path: PackedVector3Array = _nav_agent.get_current_navigation_path()
for i: int in range(path.size()):
var p: Vector3 = path[i]
var dh: Vector3 = Vector3(p.x - pos.x, 0.0, p.z - pos.z)
if dh.length_squared() > 0.0025:
_set_horizontal_velocity_toward(p, fallback_goal_xz)
return
_set_horizontal_velocity_toward(_auth_walk_goal, fallback_goal_xz)
static func capsule_feet_y(body_origin_y: float, capsule_half_height: float) -> float:
return body_origin_y - capsule_half_height
@ -484,7 +513,7 @@ func _snap_capsule_upright() -> void:
global_transform = Transform3D(Basis.IDENTITY, p)
func _physics_process(_delta: float) -> void:
func _physics_process(delta: float) -> void:
_debug_trace_frame += 1
var use_loose_floor_angle: bool = _has_walk_goal or _floor_angle_loose_ticks > 0
if not _has_walk_goal:
@ -530,6 +559,7 @@ func _physics_process(_delta: float) -> void:
var full_to_goal: Vector3 = _auth_walk_goal - global_position
var horiz_dist: float = Vector2(full_to_goal.x, full_to_goal.z).length()
var want_goal_h: Vector3 = Vector3(full_to_goal.x, 0.0, full_to_goal.z)
# Use actual capsule bottom (CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS = 0.9) so that a
# step-surface goal (e.g. Y=0.3) is never considered "arrived" while the player is still at
# floor height. Using only CAPSULE_HALF_HEIGHT (0.5) gives code-feet at Y=0.4, which is too
@ -557,7 +587,8 @@ func _physics_process(_delta: float) -> void:
var nav_map: RID = _nav_agent.get_navigation_map()
if NavigationServer3D.map_get_iteration_id(nav_map) == 0:
_set_horizontal_velocity_toward(_auth_walk_goal)
_set_horizontal_velocity_toward(_auth_walk_goal, want_goal_h)
_apply_walk_air_gravity(delta)
floor_snap_length = WALK_STEP_ASSIST_SNAP if _step_assist_active else FLOOR_SNAP_MOVING
move_and_slide()
_after_walk_move_and_slide()
@ -577,7 +608,8 @@ func _physics_process(_delta: float) -> void:
# using FLOOR_SNAP_MOVING to pull the capsule back to the step after every assist lift.
var feet_y: float = capsule_feet_y(global_position.y, CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS)
if _auth_walk_goal.y < feet_y - DESCEND_GOAL_Y_MARGIN:
_set_horizontal_velocity_toward(_auth_walk_goal)
_set_horizontal_velocity_toward(_auth_walk_goal, want_goal_h)
_apply_walk_air_gravity(delta)
floor_snap_length = WALK_STEP_ASSIST_SNAP if _step_assist_active else FLOOR_SNAP_MOVING
move_and_slide()
_after_walk_move_and_slide()
@ -591,17 +623,24 @@ func _physics_process(_delta: float) -> void:
return
if horiz_dist <= DIRECT_APPROACH_RADIUS:
_set_horizontal_velocity_toward(_auth_walk_goal)
if want_goal_h.length_squared() > 1e-12:
_set_horizontal_velocity_toward(_auth_walk_goal, want_goal_h)
else:
_set_horizontal_velocity_from_nav_path_or_goal(want_goal_h)
else:
var next_path_position: Vector3 = _nav_agent.get_next_path_position()
var to_next_h: Vector3 = Vector3(
next_path_position.x - global_position.x, 0.0, next_path_position.z - global_position.z
)
# When the next mesh point is almost under the capsule (same XZ), still steer using the
# segment from agent to next point if it has length; else fall back to full goal direction
# (not arbitrary +X) so vertical-offset goals and nav edges resolve.
if to_next_h.length_squared() > 0.0025:
_set_horizontal_velocity_toward(next_path_position)
_set_horizontal_velocity_toward(next_path_position, want_goal_h)
else:
_set_horizontal_velocity_toward(_auth_walk_goal)
_set_horizontal_velocity_toward(_auth_walk_goal, want_goal_h)
_apply_walk_air_gravity(delta)
floor_snap_length = WALK_STEP_ASSIST_SNAP if _step_assist_active else FLOOR_SNAP_MOVING
move_and_slide()
_after_walk_move_and_slide()