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
VinPropane 2026-04-05 02:02:57 -04:00
parent ee6c4b2718
commit 6c73557c3b
2 changed files with 26 additions and 9 deletions

View File

@ -201,7 +201,7 @@ transform = Transform3D(1, 0, 0, 0, 1, 0, 0, 0, 1, -5, 0.9, -5)
collision_layer = 2 collision_layer = 2
collision_mask = 1 collision_mask = 1
floor_max_angle = 0.872665 floor_max_angle = 0.872665
floor_snap_length = 0.38 floor_snap_length = 0.28
safe_margin = 0.045 safe_margin = 0.045
script = ExtResource("2_player") script = ExtResource("2_player")

View File

@ -2,15 +2,19 @@ extends CharacterBody3D
## NS-23: Follow server move target on walkable geometry. ## NS-23: Follow server move target on walkable geometry.
## ##
## Plain Godot pattern: horizontal `velocity` toward `NavigationAgent3D`s next path point (or the ## Horizontal velocity toward nav waypoint or goal only; `velocity.y` stays 0. Height along ramps
## goal when finishing / final approach). `velocity.y` stays 0; height comes from `move_and_slide` ## and steps comes from `move_and_slide` + floor_* on CharacterBody3D. Move **legality** (step,
## and floor handling. No custom step-down / bump heuristics — obstacle pathing is best-effort; ## distance, bounds) is server MoveCommand only — not reimplemented here.
## small steps rely on the engine + scene (snap, collider shapes). Move **legality** is server-only. ##
## Nav detours except when goal Y is below us: then xz toward goal (waypoints sit under bump rims).
const MOVE_SPEED: float = 5.0 const MOVE_SPEED: float = 5.0
const ARRIVE_EPS: float = 0.35 const ARRIVE_EPS: float = 0.35
## Stop when close in xz only; server `y` may be surface or capsule center. const VERT_ARRIVE_EPS: float = 0.055
const DIRECT_APPROACH_RADIUS: float = 0.85 const DIRECT_APPROACH_RADIUS: float = 0.85
## Server goal clearly below us (descending). Nav mesh waypoints are often under the rim first;
## steering at next gives almost no horizontal speed — walk out on xz toward the authorized goal.
const DESCEND_GOAL_Y_MARGIN: float = 0.06
var _has_walk_goal: bool = false var _has_walk_goal: bool = false
var _auth_walk_goal: Vector3 = Vector3.ZERO var _auth_walk_goal: Vector3 = Vector3.ZERO
@ -58,7 +62,8 @@ func _physics_process(_delta: float) -> void:
var full_to_goal: Vector3 = _auth_walk_goal - global_position 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 horiz_dist: float = Vector2(full_to_goal.x, full_to_goal.z).length()
if horiz_dist <= ARRIVE_EPS: var vert_err: float = absf(full_to_goal.y)
if horiz_dist <= ARRIVE_EPS and vert_err <= VERT_ARRIVE_EPS:
velocity = Vector3.ZERO velocity = Vector3.ZERO
_has_walk_goal = false _has_walk_goal = false
_nav_agent.set_target_position(global_position) _nav_agent.set_target_position(global_position)
@ -71,9 +76,21 @@ func _physics_process(_delta: float) -> void:
move_and_slide() move_and_slide()
return return
if _nav_agent.is_navigation_finished() or horiz_dist <= DIRECT_APPROACH_RADIUS: if _auth_walk_goal.y < global_position.y - DESCEND_GOAL_Y_MARGIN:
_set_horizontal_velocity_toward(_auth_walk_goal)
move_and_slide()
return
if horiz_dist <= DIRECT_APPROACH_RADIUS:
_set_horizontal_velocity_toward(_auth_walk_goal) _set_horizontal_velocity_toward(_auth_walk_goal)
else: else:
_set_horizontal_velocity_toward(_nav_agent.get_next_path_position()) 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
)
if to_next_h.length_squared() > 0.0025:
_set_horizontal_velocity_toward(next_path_position)
else:
_set_horizontal_velocity_toward(_auth_walk_goal)
move_and_slide() move_and_slide()