NS-23: Restore player.gd from e1beb82 (bumps ok, obstacle bee-line)
User-requested rollback to the pre-72eef09 behavior: skip nav waypoints when auth goal.y is below body (floor pick vs mid-capsule), steering xz straight at the goal — good for bump departure, bad for gray-box detours. Revert floor_snap_length to 0.28 to match that snapshot.pull/23/head
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ee6c4b2718
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6c73557c3b
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@ -201,7 +201,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5, 0.9, -5)
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collision_layer = 2
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collision_mask = 1
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floor_max_angle = 0.872665
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floor_snap_length = 0.38
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floor_snap_length = 0.28
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safe_margin = 0.045
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script = ExtResource("2_player")
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@ -2,15 +2,19 @@ extends CharacterBody3D
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## NS-23: Follow server move target on walkable geometry.
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##
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## Plain Godot pattern: horizontal `velocity` toward `NavigationAgent3D`’s next path point (or the
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## goal when finishing / final approach). `velocity.y` stays 0; height comes from `move_and_slide`
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## and floor handling. No custom step-down / bump heuristics — obstacle pathing is best-effort;
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## small steps rely on the engine + scene (snap, collider shapes). Move **legality** is server-only.
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## Horizontal velocity toward nav waypoint or goal only; `velocity.y` stays 0. Height along ramps
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## and steps comes from `move_and_slide` + floor_* on CharacterBody3D. Move **legality** (step,
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## distance, bounds) is server MoveCommand only — not reimplemented here.
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##
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## Nav detours except when goal Y is below us: then xz toward goal (waypoints sit under bump rims).
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const MOVE_SPEED: float = 5.0
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const ARRIVE_EPS: float = 0.35
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## Stop when close in xz only; server `y` may be surface or capsule center.
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const VERT_ARRIVE_EPS: float = 0.055
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const DIRECT_APPROACH_RADIUS: float = 0.85
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## Server goal clearly below us (descending). Nav mesh waypoints are often under the rim first;
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## steering at next gives almost no horizontal speed — walk out on xz toward the authorized goal.
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const DESCEND_GOAL_Y_MARGIN: float = 0.06
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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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@ -58,7 +62,8 @@ func _physics_process(_delta: float) -> void:
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var full_to_goal: Vector3 = _auth_walk_goal - global_position
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var horiz_dist: float = Vector2(full_to_goal.x, full_to_goal.z).length()
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if horiz_dist <= ARRIVE_EPS:
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var vert_err: float = absf(full_to_goal.y)
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if horiz_dist <= ARRIVE_EPS and vert_err <= VERT_ARRIVE_EPS:
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velocity = Vector3.ZERO
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_has_walk_goal = false
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_nav_agent.set_target_position(global_position)
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@ -71,9 +76,21 @@ func _physics_process(_delta: float) -> void:
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move_and_slide()
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return
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if _nav_agent.is_navigation_finished() or horiz_dist <= DIRECT_APPROACH_RADIUS:
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if _auth_walk_goal.y < global_position.y - DESCEND_GOAL_Y_MARGIN:
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_set_horizontal_velocity_toward(_auth_walk_goal)
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move_and_slide()
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return
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if horiz_dist <= DIRECT_APPROACH_RADIUS:
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_set_horizontal_velocity_toward(_auth_walk_goal)
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else:
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_set_horizontal_velocity_toward(_nav_agent.get_next_path_position())
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var next_path_position: Vector3 = _nav_agent.get_next_path_position()
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var to_next_h: Vector3 = Vector3(
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next_path_position.x - global_position.x, 0.0, next_path_position.z - global_position.z
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)
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if to_next_h.length_squared() > 0.0025:
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_set_horizontal_velocity_toward(next_path_position)
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else:
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_set_horizontal_velocity_toward(_auth_walk_goal)
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move_and_slide()
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