diff --git a/client/scripts/player.gd b/client/scripts/player.gd index 35e446d..eb1be30 100644 --- a/client/scripts/player.gd +++ b/client/scripts/player.gd @@ -34,10 +34,15 @@ const NAV_PATH_STEER_MIN_GOAL_DOT: float = -0.25 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 ~0.45–0.55 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 +## snap still oscillates on violet treads (NEON-16 ~y=0.92). Slightly below [member WALK_PEEL_SUSPEND_VERT_SEP] +## so shallow lips (~0.48 m) still peel; widened from 0.34 to cover ~0.35–0.47 m stair/goal gaps. +const WALK_PEEL_SUSPEND_HORIZ_VERT_SEP: float = 0.46 +const WALK_PEEL_SUSPEND_HORIZ_DIST: float = 5.0 +## [method _walk_has_close_floor_probe_below] often flips on stairs: next tread is ~0.104 m down but +## [member WALK_CONTINUATION_MAX_BELOW_FEET] is 0.078 m, so rays reject the hit → peel + zero snap +## alternate with full snap each tick (~y≈1.0 jitter). Require this many consecutive probe-fail frames +## before arming peel/snap aggression; [member WALK_DEEP_DESCENT_FEET_ABOVE_GOAL] still arms immediately. +const WALK_PEEL_PROBE_FALSE_FRAMES: int = 2 ## 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]. @@ -146,6 +151,10 @@ var _walk_vert_route_latched: bool = false ## GROUNDED [method move_and_slide] clears downward [code]velocity.y[/code] on floor; accumulate peel ## speed here and apply [code]global_position.y[/code] so terrace lips can actually drop. var _walk_ledge_peel_vy: float = 0.0 +## Pre-[method move_and_slide] debounce for probe flicker (see [member WALK_PEEL_PROBE_FALSE_FRAMES]). +var _walk_peel_no_probe_streak: int = 0 +## True after streak / deep-descent check; drives zero snap and [method _apply_walk_post_slide_ledge_peel]. +var _walk_debounced_wants_ledge_peel: bool = false @onready var _nav_agent: NavigationAgent3D = $NavigationAgent3D @@ -171,6 +180,8 @@ func set_authoritative_nav_goal(world_pos: Vector3) -> void: _walk_nav_column_steering = false _walk_vert_route_latched = false _walk_ledge_peel_vy = 0.0 + _walk_peel_no_probe_streak = 0 + _walk_debounced_wants_ledge_peel = false _nav_agent.set_target_position(world_pos) @@ -187,6 +198,8 @@ func clear_nav_goal() -> void: _idle_stable_enter_streak = 0 _walk_nav_column_steering = false _walk_vert_route_latched = false + _walk_peel_no_probe_streak = 0 + _walk_debounced_wants_ledge_peel = false _nav_agent.set_target_position(global_position) @@ -218,6 +231,8 @@ func snap_to_server(world_pos: Vector3) -> void: velocity = Vector3.ZERO _has_walk_goal = false _walk_ledge_peel_vy = 0.0 + _walk_peel_no_probe_streak = 0 + _walk_debounced_wants_ledge_peel = false # Force corrective idle ticks so Jolt resolves any residual physics state before walking. _floor_angle_loose_ticks = FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP _step_assist_cooldown = 0 @@ -481,11 +496,25 @@ func _walk_peel_suspend_near_goal(feet_y: float, horiz_dist: float) -> bool: return vsep <= WALK_PEEL_SUSPEND_HORIZ_VERT_SEP and horiz_dist <= WALK_PEEL_SUSPEND_HORIZ_DIST +func _walk_refresh_ledge_peel_debounce(feet_y: float, move_dir_xz: Vector2) -> void: + var probe_ok: bool = _walk_has_close_floor_probe_below(move_dir_xz) + var deep: bool = feet_y > _auth_walk_goal.y + WALK_DEEP_DESCENT_FEET_ABOVE_GOAL + if deep: + _walk_peel_no_probe_streak = WALK_PEEL_PROBE_FALSE_FRAMES + elif not probe_ok: + _walk_peel_no_probe_streak += 1 + else: + _walk_peel_no_probe_streak = 0 + _walk_debounced_wants_ledge_peel = ( + deep or _walk_peel_no_probe_streak >= WALK_PEEL_PROBE_FALSE_FRAMES + ) + + ## 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, horiz_dist: float + delta: float, feet_y: float, _move_dir_xz: Vector2, horiz_dist: float ) -> void: if not _has_walk_goal: _walk_ledge_peel_vy = 0.0 @@ -505,13 +534,10 @@ func _apply_walk_post_slide_ledge_peel( if _walk_peel_suspend_near_goal(feet_y, horiz_dist): _walk_ledge_peel_vy = 0.0 return - var peel: bool = ( - feet_y > _auth_walk_goal.y + WALK_DEEP_DESCENT_FEET_ABOVE_GOAL - or not _walk_has_close_floor_probe_below(move_dir_xz) - ) - if not peel: + if not _walk_debounced_wants_ledge_peel: _walk_ledge_peel_vy = 0.0 return + # Debounce was computed pre-slide; do not re-probe here (post-slide rays re-flicker on treads). _walk_ledge_peel_vy += _player_vertical_accel(delta).y * delta var dy: float = _walk_ledge_peel_vy * delta if absf(dy) > 1e-9: @@ -522,7 +548,7 @@ 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, + _move_dir_xz: Vector2 = Vector2.ZERO, horiz_dist: float = INF, ) -> float: if _step_assist_active: @@ -532,10 +558,7 @@ func _walk_floor_snap_length( if ( is_on_floor() 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 - ) + and _walk_debounced_wants_ledge_peel ): return 0.0 if want_goal_h.length_squared() > 1e-10: @@ -1006,6 +1029,8 @@ func _physics_process(delta: float) -> void: velocity = Vector3.ZERO _has_walk_goal = false _walk_ledge_peel_vy = 0.0 + _walk_peel_no_probe_streak = 0 + _walk_debounced_wants_ledge_peel = false floor_block_on_wall = true _floor_angle_loose_ticks = FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP _step_assist_active = false @@ -1067,6 +1092,7 @@ func _physics_process(delta: float) -> void: _set_horizontal_velocity_toward(_auth_walk_goal, want_goal_h) var walk_move_dir_xz: Vector2 = _resolve_walk_probe_dir_xz(feet_y, want_goal_h) + _walk_refresh_ledge_peel_debounce(feet_y, walk_move_dir_xz) _apply_walk_air_gravity(delta, feet_y, walk_move_dir_xz) floor_snap_length = _walk_floor_snap_length(