NEON-29: Fix gdlint (player returns/lines, split idle tests, gdlintrc cap)
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2b72d6bcb9
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9bdd928c80
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@ -24,73 +24,105 @@ const DIRECT_APPROACH_RADIUS: float = 0.85
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## alternates → velocity sign flips (Jolt ping-pong while [code]has_goal[/code]).
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const NAV_COLUMN_STEER_ENTER_DIST: float = 0.74
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const NAV_COLUMN_STEER_EXIT_DIST: float = 0.97
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## First path waypoint used for column steer must be at least this far in XZ. [method NavigationAgent3D.get_next_path_position]
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## can sit ~4 cm from the capsule; Jolt slides ~4 cm/tick → the “toward next” vector flips 180° every frame
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## (`vlat && ncol` NEON-16 traces). A 22 cm gate matches foot-scale probes and stays stable on treads.
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## First path waypoint used for column steer must be at least this far in XZ. [method
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## NavigationAgent3D.get_next_path_position]
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## can sit ~4 cm from the capsule; Jolt slides ~4 cm/tick → the “toward next” vector flips 180°
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## every frame
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## (`vlat && ncol` NEON-16 traces). A 22 cm gate matches foot-scale probes and stays stable on
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## treads.
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const NAV_PATH_STEER_MIN_LOOKAHEAD: float = 0.22
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## If lookahead steering points more than ~105° from the click direction (XZ), use direct goal steer instead.
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## If lookahead steering points more than ~105° from the click direction (XZ), use direct goal steer
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## instead.
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const NAV_PATH_STEER_MIN_GOAL_DOT: float = -0.25
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## When the new lookahead unit is almost opposite the last applied nav steer, slerp slowly — stops ±[code]MOVE_SPEED[/code]
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## flips while [code]vlat && ncol[/code] (Jolt nudges XZ → different first waypoint past [member NAV_PATH_STEER_MIN_LOOKAHEAD]).
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## When the new lookahead unit is almost opposite the last applied nav steer, slerp slowly — stops
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## ±[code]MOVE_SPEED[/code]
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## flips while [code]vlat && ncol[/code] (Jolt nudges XZ → different first waypoint past [member
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## NAV_PATH_STEER_MIN_LOOKAHEAD]).
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const NAV_PATH_STEER_SMOOTH_DOT: float = 0.22
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const NAV_PATH_STEER_SMOOTH_SLERP: float = 0.58
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const NAV_PATH_STEER_SMOOTH_SLERP_OPPOSING: float = 0.16
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## While [code]vlat && ncol[/code], ledge peel + zero floor snap fight [method move_and_slide] on approach treads
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## (3-cycle NEON-16 traces: same XZ triplet, Y/feet_y ping-pong). Suspend only when [code]vsep[/code] is
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## **tread-scale** — if this matched tall-pad descents (~0.48 m), column steering stays true while [code]vsep[/code]
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## While [code]vlat && ncol[/code], ledge peel + zero floor snap fight [method move_and_slide] on
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## approach treads
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## (3-cycle NEON-16 traces: same XZ triplet, Y/feet_y ping-pong). Suspend only when
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## [code]vsep[/code] is
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## **tread-scale** — if this matched tall-pad descents (~0.48 m), column steering stays true while
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## [code]vsep[/code]
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## shrinks from metres to zero and peel was off for the last ~half metre (orange block slow float).
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## Just above **two** QA tread drops (~0.208 m) so double risers still suspend.
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const WALK_PEEL_COLUMN_SUSPEND_MAX_VSEP: float = 0.23
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## Fallback when [code]vlat[/code] has unlatched (feet and goal both near the same slab Y) but
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## [code]ncol[/code] is false because [code]horiz_dist[/code] is past column hysteresis — peel + zero
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## snap still oscillates on violet treads (NEON-16 ~y=0.92). Slightly below a single tall lip so shallow
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## [code]ncol[/code] is false because [code]horiz_dist[/code] is past column hysteresis — peel +
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## zero
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## snap still oscillates on violet treads (NEON-16 ~y=0.92). Slightly below a single tall lip so
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## shallow
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## lips (~0.35–0.47 m) still peel vs [member WALK_PEEL_SUSPEND_HORIZ_VERT_SEP].
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const WALK_PEEL_SUSPEND_HORIZ_VERT_SEP: float = 0.46
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const WALK_PEEL_SUSPEND_HORIZ_DIST: float = 5.0
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## Broad [method _walk_peel_suspend_near_goal] (horiz + [member WALK_PEEL_SUSPEND_HORIZ_VERT_SEP]) is for
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## tread-height wobble when XZ is already near the click. On **tall pads** (orange reject block, terraces),
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## feet can stay tens of cm above the goal while [code]horiz_dist < 5[/code] — suspend then kills ledge peel
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## for the whole last ~0.46 m of drop → [code]is_on_floor()[/code] + no [code]velocity.y[/code] feels like a slow float.
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## Only allow that broad branch once the feet are within this of the goal surface **while descending**.
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## Broad [method _walk_peel_suspend_near_goal] (horiz + [member WALK_PEEL_SUSPEND_HORIZ_VERT_SEP])
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## is for
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## tread-height wobble when XZ is already near the click. On **tall pads** (orange reject block,
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## terraces),
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## feet can stay tens of cm above the goal while [code]horiz_dist < 5[/code] — suspend then kills
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## ledge peel
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## for the whole last ~0.46 m of drop → [code]is_on_floor()[/code] + no [code]velocity.y[/code]
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## feels like a slow float.
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## Only allow that broad branch once the feet are within this of the goal surface **while
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## descending**.
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const WALK_PEEL_SUSPEND_BROAD_MAX_FEET_ABOVE_GOAL: float = 0.22
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## With [method _walk_peel_suspend_near_goal] (tread snap/peel stability), zero XZ [member velocity] when
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## close in XZ but vertical arrival still unresolved — avoids band-edge flicker from a tight [code]vert_sep[/code]
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## window. [member WALK_PEEL_SUSPEND_HORIZ_DIST] can be 5 m; cap XZ here so we never freeze long crosses.
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## With [method _walk_peel_suspend_near_goal] (tread snap/peel stability), zero XZ [member velocity]
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## when
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## close in XZ but vertical arrival still unresolved — avoids band-edge flicker from a tight
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## [code]vert_sep[/code]
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## window. [member WALK_PEEL_SUSPEND_HORIZ_DIST] can be 5 m; cap XZ here so we never freeze long
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## crosses.
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const WALK_TREAD_FREEZE_HORIZ_MAX: float = 0.38
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## Freeze only while vertical error is in a “tread wobble” band (past arrival noise, not a big drop).
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## Freeze only while vertical error is in a “tread wobble” band (past arrival noise, not a big
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## drop).
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const WALK_TREAD_FREEZE_VERT_ERR_MAX: float = 0.18
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## [method _walk_has_close_floor_probe_below] often flips on stairs: next tread is ~0.104 m down but
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## [member WALK_CONTINUATION_MAX_BELOW_FEET] is 0.078 m, so rays reject the hit → peel + zero snap
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## alternate with full snap each tick (~y≈1.0 jitter). Require this many consecutive probe-fail frames
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## before arming peel/snap aggression; [member WALK_DEEP_DESCENT_FEET_ABOVE_GOAL] still arms immediately.
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## alternate with full snap each tick (~y≈1.0 jitter). Require this many consecutive probe-fail
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## frames
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## before arming peel/snap aggression; [member WALK_DEEP_DESCENT_FEET_ABOVE_GOAL] still arms
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## immediately.
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const WALK_PEEL_PROBE_FALSE_FRAMES: int = 2
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## [member VERT_ARRIVE_EPS] is too tight on column stairs: feet oscillate ~±6 cm vs goal surface while XZ is
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## already inside [member ARRIVE_EPS] → never [code]has_goal=false[/code], full [member MOVE_SPEED] path
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## [member VERT_ARRIVE_EPS] is too tight on column stairs: feet oscillate ~±6 cm vs goal surface
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## while XZ is
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## already inside [member ARRIVE_EPS] → never [code]has_goal=false[/code], full [member MOVE_SPEED]
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## path
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## steer flips forever (looks like “idle” jitter; NEON-16 traces).
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const WALK_COLUMN_NEAR_ARRIVE_VERT: float = 0.36
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## Only apply [member WALK_COLUMN_NEAR_ARRIVE_VERT] when vertical error is already in this band — avoids
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## Only apply [member WALK_COLUMN_NEAR_ARRIVE_VERT] when vertical error is already in this band —
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## avoids
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## treating a **plaza / block** drop (feet still >20 cm above goal) as “column stair wobble” while
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## [code]horiz_dist[/code] is inside column steering (NEON-29-style skate + slow float after XZ).
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const WALK_COLUMN_NEAR_ARRIVE_GATE_VERT_ERR: float = 0.22
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## If [code]vlat && ncol[/code] and net displacement stays below this for [member WALK_COLUMN_STUCK_FRAMES],
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## clear the walk goal — path lookahead limit cycle with no progress (backup if widened arrival is not enough).
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## If [code]vlat && ncol[/code] and net displacement stays below this for [member
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## WALK_COLUMN_STUCK_FRAMES],
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## clear the walk goal — path lookahead limit cycle with no progress (backup if widened arrival is
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## not enough).
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const WALK_COLUMN_STUCK_FRAMES: int = 28
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const WALK_COLUMN_STUCK_MAX_DRIFT: float = 0.045
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const WALK_COLUMN_STUCK_HORIZ_MAX: float = 0.68
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## After [method _walk_clip_horizontal_velocity_against_vertical_contacts], Jolt can alternate which
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## vertical face “wins” on stair/column seams → post-clip [code]velocity.xz[/code] flips ~180° at
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## ~[code]MOVE_SPEED[/code] while [code]horiz_dist[/code] stays large ([code]ncol[/code] hysteresis).
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## ~[code]MOVE_SPEED[/code] while [code]horiz_dist[/code] stays large ([code]ncol[/code]
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## hysteresis).
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## Dot below this vs last tick’s post-clip XZ → zero horizontal + brief suppress (NEO-14 traces).
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const WALK_COL_SEAM_FLIP_DOT: float = -0.7
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## Treat post-clip speed as “full fight” when above this fraction of [member MOVE_SPEED].
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const WALK_COL_SEAM_SPEED_FRAC: float = 0.82
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## Physics ticks to hold [code]velocity.xz == 0[/code] after a seam flip (odd/even frame alternation).
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## Physics ticks to hold [code]velocity.xz == 0[/code] after a seam flip (odd/even frame
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## alternation).
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const WALK_COL_SEAM_SUPPRESS_TICKS: int = 3
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## Hysteresis for [code]needs_vertical_routing[/code]: [code]feet_y[/code] wobbles with
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## [code]move_and_slide[/code] on treads (~7 cm), so a single margin (see [member DESCEND_GOAL_Y_MARGIN])
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## can flip path vs direct steering every tick → velocity sign ping-pong while [code]has_goal[/code].
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## [code]move_and_slide[/code] on treads (~7 cm), so a single margin (see [member
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## DESCEND_GOAL_Y_MARGIN])
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## can flip path vs direct steering every tick → velocity sign ping-pong while
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## [code]has_goal[/code].
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const WALK_VERT_ROUTE_LATCH_ON_SEP: float = 0.10
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## Stay below [member WALK_VERT_ROUTE_LATCH_ON_SEP]. Old 0.038 unlatched while descending toward floor
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## Stay below [member WALK_VERT_ROUTE_LATCH_ON_SEP]. Old 0.038 unlatched while descending toward
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## floor
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## (vert_sep under ~4 cm) → [code]vlat[/code]/[code]ncol[/code] false → peel suspend never ran.
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const WALK_VERT_ROUTE_LATCH_OFF_SEP: float = 0.085
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const FLOOR_SNAP_MOVING: float = 0.32
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@ -138,28 +170,41 @@ const WALK_STEP_ASSIST_SNAP: float = 0.09
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const WALK_STEP_ASSIST_MAX_SURFACE_DELTA: float = 0.35
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## Ray below capsule feet while walking: if [method CharacterBody3D.is_on_floor] stays true off a
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## ledge (snap + lip contacts), we still need gravity toward the lower floor — without re-applying
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## gravity for every “goal below feet” tick on a whole upper deck (see [member _apply_walk_air_gravity]).
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## Down-ray length under the capsule foot disk while walking (~[member NavigationMesh.agent_max_climb]).
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## gravity for every “goal below feet” tick on a whole upper deck (see [member
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## _apply_walk_air_gravity]).
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## Down-ray length under the capsule foot disk while walking (~[member
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## NavigationMesh.agent_max_climb]).
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const WALK_SUPPORT_PROBE_DEPTH: float = 0.32
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const WALK_SUPPORT_PROBE_MIN_UP_DOT: float = 0.42
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## Ignore ray hits farther below the feet than this (m). Set just **above** QA tread rise (~0.104 m in
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## [code]main.tscn[/code]) so the next tread usually counts as continuation — stabilizes debounced peel/snap
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## on violet stairs. Must stay **below** ~0.25 m so a gold→floor (~0.3 m) void still rejects the slab hit
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## Ignore ray hits farther below the feet than this (m). Set just **above** QA tread rise (~0.104 m
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## in
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## [code]main.tscn[/code]) so the next tread usually counts as continuation — stabilizes debounced
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## peel/snap
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## on violet stairs. Must stay **below** ~0.25 m so a gold→floor (~0.3 m) void still rejects the
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## slab hit
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## (no horizontal skate off the deck).
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const WALK_CONTINUATION_MAX_BELOW_FEET: float = 0.108
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## If capsule feet are farther above the click’s surface Y than this, always arm ledge peel (bypass
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## probe streak). Keep this **just above** a single QA tread drop (~0.104 m) so stair treads still use
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## [method _walk_has_close_floor_probe_below]; use a **small** value so tall drops (block ~2 m, terrace
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## ~0.6 m) never exit this “deep” band until feet are almost on the goal surface — otherwise the last
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## ~40 cm reverted to probe-only, lip [code]is_on_floor()[/code] + full snap could **horizontal skate**
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## probe streak). Keep this **just above** a single QA tread drop (~0.104 m) so stair treads still
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## use
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## [method _walk_has_close_floor_probe_below]; use a **small** value so tall drops (block ~2 m,
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## terrace
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## ~0.6 m) never exit this “deep” band until feet are almost on the goal surface — otherwise the
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## last
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## ~40 cm reverted to probe-only, lip [code]is_on_floor()[/code] + full snap could **horizontal
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## skate**
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## with almost no peel until XZ arrival.
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const WALK_DEEP_DESCENT_FEET_ABOVE_GOAL: float = 0.12
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## [method get_gravity] can be ~0 with missing/odd project defaults; ledge peel + airborne walk still need a pull.
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## [method get_gravity] can be ~0 with missing/odd project defaults; ledge peel + airborne walk
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## still need a pull.
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const WALK_FALLBACK_GRAVITY_Y: float = -9.81
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## Multiplier on project gravity for walk ledge peel, walk-airborne, and idle-airborne (arcade descent).
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## Multiplier on project gravity for walk ledge peel, walk-airborne, and idle-airborne (arcade
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## descent).
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const PLAYER_VERTICAL_ACCEL_MULTIPLIER: float = 9.0
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## Scale [method _apply_walk_post_slide_ledge_peel] integration when feet are still far above a **lower**
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## goal (block / terrace lip). Keeps peel sub-linear time from feeling like a hover; tread-sized drops stay ~1×.
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## Scale [method _apply_walk_post_slide_ledge_peel] integration when feet are still far above a
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## **lower**
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## goal (block / terrace lip). Keeps peel sub-linear time from feeling like a hover; tread-sized
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## drops stay ~1×.
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const WALK_LEDGE_PEEL_BOOST_SEP_1: float = 0.28
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const WALK_LEDGE_PEEL_BOOST_SEP_2: float = 0.75
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const WALK_LEDGE_PEEL_BOOST_SEP_3: float = 1.35
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@ -205,20 +250,25 @@ var _debug_last_transform_xz: Vector2 = Vector2.INF
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var _debug_trace_frame: int = 0
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## True while we use [method _set_horizontal_velocity_from_nav_path_or_goal] for vertical routing.
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var _walk_nav_column_steering: bool = false
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## Last horizontal nav-path steer unit (XZ); eases 180° waypoint switches (see [member NAV_PATH_STEER_SMOOTH_DOT]).
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## Last horizontal nav-path steer unit (XZ); eases 180° waypoint switches (see [member
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## NAV_PATH_STEER_SMOOTH_DOT]).
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var _walk_nav_path_steer_hz: Vector3 = Vector3.ZERO
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## Schmitt latch for vertical routing (see [member WALK_VERT_ROUTE_LATCH_ON_SEP]).
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var _walk_vert_route_latched: bool = false
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## GROUNDED [method move_and_slide] clears downward [code]velocity.y[/code] on floor; accumulate peel
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## GROUNDED [method move_and_slide] clears downward [code]velocity.y[/code] on floor; accumulate
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## peel
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## speed here and apply [code]global_position.y[/code] so terrace lips can actually drop.
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var _walk_ledge_peel_vy: float = 0.0
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## Pre-[method move_and_slide] debounce for probe flicker (see [member WALK_PEEL_PROBE_FALSE_FRAMES]).
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## Pre-[method move_and_slide] debounce for probe flicker (see [member
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## WALK_PEEL_PROBE_FALSE_FRAMES]).
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var _walk_peel_no_probe_streak: int = 0
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## True after streak / deep-descent check; drives zero snap and [method _apply_walk_post_slide_ledge_peel].
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## True after streak / deep-descent check; drives zero snap and [method
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## _apply_walk_post_slide_ledge_peel].
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var _walk_debounced_wants_ledge_peel: bool = false
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var _walk_column_stuck_frame: int = 0
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var _walk_column_stuck_origin: Vector3 = Vector3.ZERO
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## Post-clip XZ from last physics tick; used with [member WALK_COL_SEAM_FLIP_DOT] while [code]vlat && ncol[/code].
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## Post-clip XZ from last physics tick; used with [member WALK_COL_SEAM_FLIP_DOT] while [code]vlat
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## && ncol[/code].
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var _walk_col_seam_prev_hz: Vector2 = Vector2.ZERO
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var _walk_col_seam_suppress_ticks: int = 0
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@onready var _nav_agent: NavigationAgent3D = $NavigationAgent3D
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@ -380,7 +430,8 @@ func _step_assist_wallish_blocks(want_dir_xz: Vector3) -> bool:
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## Remove horizontal velocity into **vertical** contacts using last tick's slide normals (and
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## [method get_wall_normal] when [method is_on_wall]). Capsule lips / floor seams often never set
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## [method is_on_wall] while [method move_and_slide] still fights full [code]MOVE_SPEED[/code] into
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## the face → jitter. Same plane test as [method _step_assist_wallish_blocks]: [code]dot < -0.02[/code].
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## the face → jitter. Same plane test as [method _step_assist_wallish_blocks]: [code]dot <
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## -0.02[/code].
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func _walk_clip_horizontal_velocity_against_vertical_contacts(want_goal_h: Vector3) -> void:
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var v2 := Vector2(velocity.x, velocity.z)
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for _iter: int in range(4):
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@ -417,7 +468,8 @@ func _walk_clip_horizontal_velocity_against_vertical_contacts(want_goal_h: Vecto
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## While [code]_walk_vert_route_latched && _walk_nav_column_steering[/code], seam contacts can make
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## [method _walk_clip_horizontal_velocity_against_vertical_contacts] output ~opposite [code]velocity.xz[/code]
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## [method _walk_clip_horizontal_velocity_against_vertical_contacts] output ~opposite
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## [code]velocity.xz[/code]
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## on consecutive ticks at nearly [member MOVE_SPEED] (slide normal order / riser vs tread).
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func _walk_damp_vert_route_column_seam_flip() -> void:
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if not (_walk_vert_route_latched and _walk_nav_column_steering):
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@ -466,21 +518,18 @@ func _try_walk_step_assist() -> bool:
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# triggers whenever the goal surface is meaningfully above the player's feet — not the
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# capsule centre, which sits ~0.9 m above the floor.
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var actual_feet_y: float = global_position.y - CAPSULE_HALF_HEIGHT - PLAYER_CAPSULE_RADIUS
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if _auth_walk_goal.y < actual_feet_y + 0.025:
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return false
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if _auth_walk_goal.y > actual_feet_y + WALK_STEP_ASSIST_MAX_SURFACE_DELTA:
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if (
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_auth_walk_goal.y < actual_feet_y + 0.025
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or _auth_walk_goal.y > actual_feet_y + WALK_STEP_ASSIST_MAX_SURFACE_DELTA
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):
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return false
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var pos: Vector3 = global_position
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var to_h: Vector3 = Vector3(_auth_walk_goal.x - pos.x, 0.0, _auth_walk_goal.z - pos.z)
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if to_h.length_squared() < 0.03:
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return false
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# Compute want direction before the support/blocking checks so both can use it.
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var want: Vector3 = to_h.normalized()
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if not _step_assist_wallish_blocks(want):
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if not (_step_assist_wallish_blocks(want) and _step_assist_has_support(want)):
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return false
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if not _step_assist_has_support(want):
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return false
|
||||
# Target capsule centre once standing on the goal surface.
|
||||
var target_center_y: float = _auth_walk_goal.y + CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS
|
||||
var lift: float = clampf(target_center_y - global_position.y, 0.0, WALK_STEP_ASSIST_DELTA)
|
||||
if lift <= 0.002 or not _step_assist_can_raise_by(lift):
|
||||
|
|
@ -552,7 +601,9 @@ func _walk_probe_xz_offsets(move_dir_xz: Vector2) -> Array[Vector2]:
|
|||
|
||||
|
||||
func _walk_ray_hit_up_floor(space: PhysicsDirectSpaceState3D, off_xz: Vector2) -> bool:
|
||||
var feet: Vector3 = global_position - Vector3(0.0, CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS, 0.0)
|
||||
var feet: Vector3 = (
|
||||
global_position - Vector3(0.0, CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS, 0.0)
|
||||
)
|
||||
var probe_from := Vector3(feet.x + off_xz.x, feet.y + 0.04, feet.z + off_xz.y)
|
||||
var probe_end := Vector3(
|
||||
feet.x + off_xz.x, feet.y - WALK_SUPPORT_PROBE_DEPTH, feet.z + off_xz.y
|
||||
|
|
@ -573,7 +624,8 @@ func _walk_ray_hit_up_floor(space: PhysicsDirectSpaceState3D, off_xz: Vector2) -
|
|||
|
||||
|
||||
## Horizontal bearing for walk ledge / continuation rays. Must not stay ~zero while descending: a
|
||||
## floor click **under** the capsule ([code]want_goal_h ≈ 0[/code]) used to leave [code]walk_move_dir_xz[/code]
|
||||
## floor click **under** the capsule ([code]want_goal_h ≈ 0[/code]) used to leave
|
||||
## [code]walk_move_dir_xz[/code]
|
||||
## empty so [method _walk_has_close_floor_probe_below] took the center-only fast path and never
|
||||
## applied ledge gravity until XZ arrival.
|
||||
func _resolve_walk_probe_dir_xz(feet_y: float, want_goal_h: Vector3) -> Vector2:
|
||||
|
|
@ -581,28 +633,36 @@ func _resolve_walk_probe_dir_xz(feet_y: float, want_goal_h: Vector3) -> Vector2:
|
|||
var to_g := Vector2(_auth_walk_goal.x - pos.x, _auth_walk_goal.z - pos.z)
|
||||
var vxz := Vector2(velocity.x, velocity.z)
|
||||
var wh := Vector2(want_goal_h.x, want_goal_h.z)
|
||||
var descending: bool = (
|
||||
_has_walk_goal and _auth_walk_goal.y < feet_y - DESCEND_GOAL_Y_MARGIN
|
||||
)
|
||||
var descending: bool = _has_walk_goal and _auth_walk_goal.y < feet_y - DESCEND_GOAL_Y_MARGIN
|
||||
var out: Vector2
|
||||
if descending:
|
||||
if to_g.length_squared() >= 1e-6:
|
||||
return to_g
|
||||
if wh.length_squared() >= 1e-8:
|
||||
return wh
|
||||
var path: PackedVector3Array = _nav_agent.get_current_navigation_path()
|
||||
var min_l2: float = NAV_PATH_STEER_MIN_LOOKAHEAD * NAV_PATH_STEER_MIN_LOOKAHEAD
|
||||
for i: int in range(path.size()):
|
||||
var d := Vector2(path[i].x - pos.x, path[i].z - pos.z)
|
||||
if d.length_squared() >= min_l2:
|
||||
return d
|
||||
if to_g.length_squared() > 1e-12:
|
||||
return to_g
|
||||
if vxz.length_squared() >= 1e-8:
|
||||
return vxz
|
||||
return Vector2(1.0, 0.0)
|
||||
if vxz.length_squared() < 1e-10:
|
||||
return wh
|
||||
return vxz
|
||||
out = to_g
|
||||
elif wh.length_squared() >= 1e-8:
|
||||
out = wh
|
||||
else:
|
||||
var picked_from_path: bool = false
|
||||
var path: PackedVector3Array = _nav_agent.get_current_navigation_path()
|
||||
var min_l2: float = NAV_PATH_STEER_MIN_LOOKAHEAD * NAV_PATH_STEER_MIN_LOOKAHEAD
|
||||
for i: int in range(path.size()):
|
||||
var d := Vector2(path[i].x - pos.x, path[i].z - pos.z)
|
||||
if d.length_squared() >= min_l2:
|
||||
out = d
|
||||
picked_from_path = true
|
||||
break
|
||||
if not picked_from_path:
|
||||
if to_g.length_squared() > 1e-12:
|
||||
out = to_g
|
||||
elif vxz.length_squared() >= 1e-8:
|
||||
out = vxz
|
||||
else:
|
||||
out = Vector2(1.0, 0.0)
|
||||
else:
|
||||
if vxz.length_squared() < 1e-10:
|
||||
out = wh
|
||||
else:
|
||||
out = vxz
|
||||
return out
|
||||
|
||||
|
||||
## Walkable support for **continued** forward motion within [member WALK_SUPPORT_PROBE_DEPTH].
|
||||
|
|
@ -632,15 +692,14 @@ func _walk_has_close_floor_probe_below(move_dir_xz: Vector2) -> bool:
|
|||
return false
|
||||
|
||||
|
||||
## Airborne walk ticks only. Do **not** add gravity just because the nav goal is below the
|
||||
## feet — that stays true for the whole cross of a raised pad (e.g. TerracePlatformA / B)
|
||||
## toward a floor click and poisons horizontal motion / slide resolution.
|
||||
## Do apply gravity when [code]is_on_floor()[/code] is still true but there is no walkable surface
|
||||
## within [member WALK_SUPPORT_PROBE_DEPTH] under the foot disk (ledge / void while moving).
|
||||
## Only while **airborne**. With default [member MotionMode.MOTION_MODE_GROUNDED], [method move_and_slide]
|
||||
## clears downward [code]velocity.y[/code] every tick while [method is_on_floor] — adding gravity on the
|
||||
## velocity does **not** move the body off a terrace lip; use [method _apply_walk_post_slide_ledge_peel].
|
||||
func _apply_walk_air_gravity(delta: float, _feet_y: float, _move_dir_xz: Vector2 = Vector2.ZERO) -> void:
|
||||
## Airborne walk ticks only. Do **not** add gravity just because the nav goal is below the feet —
|
||||
## that stays true for the whole pad cross and poisons horizontal motion.
|
||||
## Do apply gravity when on floor but no walkable surface lies under the foot disk (ledge void).
|
||||
## With GROUNDED [method move_and_slide], [code]velocity.y[/code] clears on floor; terrace lips use
|
||||
## [method _apply_walk_post_slide_ledge_peel] instead of gravity-on-velocity alone.
|
||||
func _apply_walk_air_gravity(
|
||||
delta: float, _feet_y: float, _move_dir_xz: Vector2 = Vector2.ZERO
|
||||
) -> void:
|
||||
if not is_on_floor():
|
||||
velocity += _player_vertical_accel(delta) * delta
|
||||
|
||||
|
|
@ -670,13 +729,14 @@ func _walk_try_release_column_stuck_orbit(horiz_dist: float) -> bool:
|
|||
|
||||
func _walk_peel_suspend_near_goal(feet_y: float, horiz_dist: float) -> bool:
|
||||
var vsep: float = absf(_auth_walk_goal.y - feet_y)
|
||||
if _walk_vert_route_latched and _walk_nav_column_steering and vsep < WALK_PEEL_COLUMN_SUSPEND_MAX_VSEP:
|
||||
if (
|
||||
_walk_vert_route_latched
|
||||
and _walk_nav_column_steering
|
||||
and vsep < WALK_PEEL_COLUMN_SUSPEND_MAX_VSEP
|
||||
):
|
||||
return true
|
||||
var descending: bool = _auth_walk_goal.y < feet_y - DESCEND_GOAL_Y_MARGIN
|
||||
if (
|
||||
descending
|
||||
and feet_y > _auth_walk_goal.y + WALK_PEEL_SUSPEND_BROAD_MAX_FEET_ABOVE_GOAL
|
||||
):
|
||||
if descending and feet_y > _auth_walk_goal.y + WALK_PEEL_SUSPEND_BROAD_MAX_FEET_ABOVE_GOAL:
|
||||
return false
|
||||
return vsep <= WALK_PEEL_SUSPEND_HORIZ_VERT_SEP and horiz_dist <= WALK_PEEL_SUSPEND_HORIZ_DIST
|
||||
|
||||
|
|
@ -684,7 +744,6 @@ func _walk_peel_suspend_near_goal(feet_y: float, horiz_dist: float) -> bool:
|
|||
func _walk_tread_freeze_horizontal_active(_feet_y: float, horiz_dist: float) -> bool:
|
||||
if not is_on_floor() or not _has_walk_goal:
|
||||
return false
|
||||
# Step-up / climb still needs XZ motion along the face.
|
||||
if _auth_walk_goal.y > _feet_y + 0.04:
|
||||
return false
|
||||
if not _walk_peel_suspend_near_goal(_feet_y, horiz_dist):
|
||||
|
|
@ -693,11 +752,7 @@ func _walk_tread_freeze_horizontal_active(_feet_y: float, horiz_dist: float) ->
|
|||
return false
|
||||
var cap_half: float = CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS
|
||||
var verr: float = vertical_arrival_error(_auth_walk_goal.y, global_position.y, cap_half)
|
||||
if verr <= VERT_ARRIVE_EPS:
|
||||
return false
|
||||
if verr > WALK_TREAD_FREEZE_VERT_ERR_MAX:
|
||||
return false
|
||||
return true
|
||||
return verr > VERT_ARRIVE_EPS and verr <= WALK_TREAD_FREEZE_VERT_ERR_MAX
|
||||
|
||||
|
||||
func _walk_refresh_ledge_peel_debounce(feet_y: float, move_dir_xz: Vector2) -> void:
|
||||
|
|
@ -714,9 +769,11 @@ func _walk_refresh_ledge_peel_debounce(feet_y: float, move_dir_xz: Vector2) -> v
|
|||
)
|
||||
|
||||
|
||||
## After [method move_and_slide], peel the capsule down when the authoritative goal is below the feet
|
||||
## 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).
|
||||
## 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
|
||||
) -> void:
|
||||
|
|
@ -726,8 +783,8 @@ func _apply_walk_post_slide_ledge_peel(
|
|||
if not is_on_floor():
|
||||
_walk_ledge_peel_vy = 0.0
|
||||
return
|
||||
# Do not use [member DESCEND_GOAL_Y_MARGIN] here: it stopped peel while feet were still ~6 cm above
|
||||
# the goal surface → slow “float to rest” at XZ destination. Only stop once vertical arrival matches.
|
||||
# Do not use [member DESCEND_GOAL_Y_MARGIN] here: peel stopped while feet were still ~6 cm above
|
||||
# the goal surface (slow float to rest at XZ). Stop only once vertical arrival matches.
|
||||
var cap_half: float = CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS
|
||||
if vertical_arrival_error(_auth_walk_goal.y, global_position.y, cap_half) <= VERT_ARRIVE_EPS:
|
||||
_walk_ledge_peel_vy = 0.0
|
||||
|
|
@ -753,7 +810,7 @@ func _apply_walk_post_slide_ledge_peel(
|
|||
_walk_ledge_peel_vy += _player_vertical_accel(delta).y * delta * peel_boost
|
||||
var dy: float = _walk_ledge_peel_vy * delta
|
||||
if absf(dy) > 1e-9:
|
||||
# Raw [code]global_position[/code] edits can be ignored/overwritten vs Jolt sync after [method move_and_slide].
|
||||
# Raw [code]global_position[/code] edits may be overwritten vs Jolt after [method move_and_slide].
|
||||
move_and_collide(Vector3(0.0, dy, 0.0), false, safe_margin, false)
|
||||
|
||||
|
||||
|
|
@ -783,8 +840,7 @@ func _walk_floor_snap_length(
|
|||
# crosses [code]feet_y > goal + 0.08[/code] / margins → 0.32 m vs 0.1 m snap flips each tick
|
||||
# (~2–3 cm body Y jitter on green stairs, x≈19).
|
||||
var descend_lip_geom: bool = (
|
||||
_auth_walk_goal.y < feet_y - DESCEND_GOAL_Y_MARGIN
|
||||
and feet_y > _auth_walk_goal.y + 0.08
|
||||
_auth_walk_goal.y < feet_y - DESCEND_GOAL_Y_MARGIN and feet_y > _auth_walk_goal.y + 0.08
|
||||
)
|
||||
if (
|
||||
descend_lip_geom
|
||||
|
|
@ -928,18 +984,17 @@ static func idle_slide_contacts_are_ridged(slide_normals: Array[Vector3]) -> boo
|
|||
|
||||
|
||||
## [method idle_slide_contacts_are_ridged] is true on heightmap facet seams (up + shallow “wall”
|
||||
## micro-normals) while the floor normal’s up component still sits in the smooth single-slope band. Treat
|
||||
## micro-normals) while the floor normal’s up component still sits in the smooth single-slope band.
|
||||
## Treat
|
||||
## that like a uniform ramp: do not run idle rim nudges / stair-lip stability against it (QA hill).
|
||||
## Same for **nearly level** aggregate normals (hill crest / corner): facet pairs are not tread+riser.
|
||||
## Same for **nearly level** aggregate normals (hill crest / corner): facet pairs are not
|
||||
## tread+riser.
|
||||
static func idle_ridged_stair_lip_only(slide_normals: Array[Vector3], floor_up_dot: float) -> bool:
|
||||
if not idle_slide_contacts_are_ridged(slide_normals):
|
||||
return false
|
||||
if floor_up_dot >= STABLE_IDLE_FLOOR_MIN_UP_DOT:
|
||||
return false
|
||||
if (
|
||||
floor_up_dot >= IDLE_SLOPE_STABLE_MIN_UP_DOT
|
||||
and floor_up_dot < IDLE_RIM_MIN_FLOOR_UP_DOT
|
||||
):
|
||||
if floor_up_dot >= IDLE_SLOPE_STABLE_MIN_UP_DOT and floor_up_dot < IDLE_RIM_MIN_FLOOR_UP_DOT:
|
||||
return false
|
||||
return true
|
||||
|
||||
|
|
@ -977,11 +1032,7 @@ static func idle_support_is_stable(
|
|||
# hugging a vertical face stayed in corrective `move_and_slide` ~0.8 s (HUD X/Y/Z noise).
|
||||
# Only demand rim settle when the reported floor is already shallow (lip straddle), not mere
|
||||
# proximity to a riser on an otherwise flat tread.
|
||||
if (
|
||||
loose_ticks > 0
|
||||
and ridged
|
||||
and up_dot < IDLE_RIM_MIN_FLOOR_UP_DOT
|
||||
):
|
||||
if loose_ticks > 0 and ridged and up_dot < IDLE_RIM_MIN_FLOOR_UP_DOT:
|
||||
return false
|
||||
return true
|
||||
|
||||
|
|
@ -995,12 +1046,14 @@ func _current_slide_normals() -> Array[Vector3]:
|
|||
|
||||
func _stable_idle_support() -> bool:
|
||||
var min_dot: float = (
|
||||
STABLE_IDLE_FLOOR_HOLD_MIN_UP_DOT
|
||||
if _idle_stable_latched
|
||||
else STABLE_IDLE_FLOOR_MIN_UP_DOT
|
||||
STABLE_IDLE_FLOOR_HOLD_MIN_UP_DOT if _idle_stable_latched else STABLE_IDLE_FLOOR_MIN_UP_DOT
|
||||
)
|
||||
return idle_support_is_stable(
|
||||
is_on_floor(), get_floor_normal(), _current_slide_normals(), _floor_angle_loose_ticks, min_dot
|
||||
is_on_floor(),
|
||||
get_floor_normal(),
|
||||
_current_slide_normals(),
|
||||
_floor_angle_loose_ticks,
|
||||
min_dot
|
||||
)
|
||||
|
||||
|
||||
|
|
@ -1113,8 +1166,8 @@ func _maybe_idle_rim_settle_nudge() -> bool:
|
|||
var floor_up_dot: float = get_floor_normal().dot(Vector3.UP)
|
||||
var shallow_floor: bool = is_on_floor() and floor_up_dot < IDLE_RIM_MIN_FLOOR_UP_DOT
|
||||
var ridged: bool = idle_ridged_stair_lip_only(_current_slide_normals(), floor_up_dot)
|
||||
# Uniform walkable ramps (one dominant sloped floor, no tread+riser pair) still read as “shallow”
|
||||
# vs [member IDLE_RIM_MIN_FLOOR_UP_DOT] — horizontal rim nudges slide along the ramp every tick → jitter.
|
||||
# Uniform ramps (one sloped floor, no tread+riser) still read “shallow” vs
|
||||
# [member IDLE_RIM_MIN_FLOOR_UP_DOT]; rim nudges slide along the ramp every tick (jitter).
|
||||
if shallow_floor and not ridged:
|
||||
return false
|
||||
if not shallow_floor and not ridged:
|
||||
|
|
@ -1216,11 +1269,81 @@ func _snap_capsule_upright() -> void:
|
|||
global_transform = Transform3D(Basis.IDENTITY, p)
|
||||
|
||||
|
||||
func _physics_process_no_walk_goal(delta: float) -> void:
|
||||
floor_block_on_wall = true
|
||||
var raw_stable: bool = _stable_idle_support()
|
||||
if raw_stable:
|
||||
_idle_stable_unlatch_streak = 0
|
||||
if not _idle_stable_latched:
|
||||
_idle_stable_enter_streak += 1
|
||||
if _idle_stable_enter_streak >= STABLE_IDLE_ENTER_STREAK_FRAMES:
|
||||
_idle_stable_latched = true
|
||||
else:
|
||||
_idle_stable_enter_streak = 0
|
||||
elif _idle_stable_latched:
|
||||
var crest_quiet: bool = (
|
||||
is_on_floor()
|
||||
and get_floor_normal().dot(Vector3.UP) >= STABLE_IDLE_FLOOR_MIN_UP_DOT - 0.001
|
||||
)
|
||||
if raw_stable or crest_quiet:
|
||||
_idle_stable_unlatch_streak = 0
|
||||
else:
|
||||
_idle_stable_unlatch_streak += 1
|
||||
if _idle_stable_unlatch_streak >= STABLE_IDLE_UNLATCH_TICKS:
|
||||
_idle_stable_latched = false
|
||||
_idle_stable_unlatch_streak = 0
|
||||
_idle_stable_enter_streak = 0
|
||||
_idle_anchor_active = false
|
||||
else:
|
||||
_idle_stable_enter_streak = maxi(
|
||||
0, _idle_stable_enter_streak - STABLE_IDLE_ENTER_MISS_DECAY
|
||||
)
|
||||
if _idle_stable_latched:
|
||||
_idle_manual_correction_ticks = 0
|
||||
velocity = Vector3.ZERO
|
||||
floor_snap_length = FLOOR_SNAP_IDLE
|
||||
_hold_idle_anchor()
|
||||
_debug_trace_idle_state("stable")
|
||||
_debug_trace_transform("physics")
|
||||
_snap_capsule_upright()
|
||||
return
|
||||
if _idle_manual_correction_ticks >= IDLE_MANUAL_CORRECTION_MAX_TICKS:
|
||||
if is_on_floor():
|
||||
velocity = Vector3.ZERO
|
||||
floor_snap_length = FLOOR_SNAP_IDLE
|
||||
if _floor_angle_loose_ticks > 0:
|
||||
_floor_angle_loose_ticks -= 1
|
||||
_hold_idle_anchor()
|
||||
_debug_trace_idle_state("budgeted")
|
||||
_debug_trace_transform("physics")
|
||||
_snap_capsule_upright()
|
||||
return
|
||||
_idle_anchor_active = false
|
||||
_physics_idle_tick(delta)
|
||||
if _floor_angle_loose_ticks > 0:
|
||||
_floor_angle_loose_ticks -= 1
|
||||
_debug_trace_idle_state("budgeted")
|
||||
_debug_trace_transform("physics")
|
||||
_snap_capsule_upright()
|
||||
return
|
||||
_idle_anchor_active = false
|
||||
_physics_idle_tick(delta)
|
||||
if _apply_idle_manual_correction():
|
||||
_idle_manual_correction_ticks += 1
|
||||
else:
|
||||
_idle_manual_correction_ticks = 0
|
||||
if _floor_angle_loose_ticks > 0:
|
||||
_floor_angle_loose_ticks -= 1
|
||||
_debug_trace_idle_state("corrective")
|
||||
_debug_trace_transform("physics")
|
||||
_snap_capsule_upright()
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
_debug_trace_frame += 1
|
||||
# Do not tie wide floor angle to `_floor_angle_loose_ticks` alone: after a walk on **flat**
|
||||
# ground that still widened angle for the whole loose-tick window, `move_and_slide` + idle snap
|
||||
# caused visible XZ jitter. Use moving max angle only while walking or when idle support is shallow / ridged.
|
||||
# Do not tie wide floor angle to `_floor_angle_loose_ticks` alone: flat walks that kept a wide
|
||||
# angle for the whole loose window made `move_and_slide` + idle snap jitter XZ. Use moving max
|
||||
# angle only while walking or when idle support is shallow / ridged.
|
||||
var use_loose_floor_angle: bool = _has_walk_goal
|
||||
if not _has_walk_goal:
|
||||
var floor_up_dot: float = get_floor_normal().dot(Vector3.UP)
|
||||
|
|
@ -1237,80 +1360,15 @@ func _physics_process(delta: float) -> void:
|
|||
FLOOR_MAX_ANGLE_MOVING_DEG if use_loose_floor_angle else FLOOR_MAX_ANGLE_IDLE_DEG
|
||||
)
|
||||
if not _has_walk_goal:
|
||||
floor_block_on_wall = true
|
||||
var raw_stable: bool = _stable_idle_support()
|
||||
if raw_stable:
|
||||
_idle_stable_unlatch_streak = 0
|
||||
if not _idle_stable_latched:
|
||||
_idle_stable_enter_streak += 1
|
||||
if _idle_stable_enter_streak >= STABLE_IDLE_ENTER_STREAK_FRAMES:
|
||||
_idle_stable_latched = true
|
||||
else:
|
||||
_idle_stable_enter_streak = 0
|
||||
elif _idle_stable_latched:
|
||||
var crest_quiet: bool = (
|
||||
is_on_floor()
|
||||
and get_floor_normal().dot(Vector3.UP) >= STABLE_IDLE_FLOOR_MIN_UP_DOT - 0.001
|
||||
)
|
||||
if raw_stable or crest_quiet:
|
||||
_idle_stable_unlatch_streak = 0
|
||||
else:
|
||||
_idle_stable_unlatch_streak += 1
|
||||
if _idle_stable_unlatch_streak >= STABLE_IDLE_UNLATCH_TICKS:
|
||||
_idle_stable_latched = false
|
||||
_idle_stable_unlatch_streak = 0
|
||||
_idle_stable_enter_streak = 0
|
||||
_idle_anchor_active = false
|
||||
else:
|
||||
_idle_stable_enter_streak = maxi(0, _idle_stable_enter_streak - STABLE_IDLE_ENTER_MISS_DECAY)
|
||||
if _idle_stable_latched:
|
||||
_idle_manual_correction_ticks = 0
|
||||
velocity = Vector3.ZERO
|
||||
floor_snap_length = FLOOR_SNAP_IDLE
|
||||
_hold_idle_anchor()
|
||||
_debug_trace_idle_state("stable")
|
||||
_debug_trace_transform("physics")
|
||||
_snap_capsule_upright()
|
||||
return
|
||||
if _idle_manual_correction_ticks >= IDLE_MANUAL_CORRECTION_MAX_TICKS:
|
||||
if is_on_floor():
|
||||
velocity = Vector3.ZERO
|
||||
floor_snap_length = FLOOR_SNAP_IDLE
|
||||
if _floor_angle_loose_ticks > 0:
|
||||
_floor_angle_loose_ticks -= 1
|
||||
_hold_idle_anchor()
|
||||
_debug_trace_idle_state("budgeted")
|
||||
_debug_trace_transform("physics")
|
||||
_snap_capsule_upright()
|
||||
return
|
||||
# Airborne: do not freeze XZ without a physics step — same mid-air hang as idle tick.
|
||||
_idle_anchor_active = false
|
||||
_physics_idle_tick(delta)
|
||||
if _floor_angle_loose_ticks > 0:
|
||||
_floor_angle_loose_ticks -= 1
|
||||
_debug_trace_idle_state("budgeted")
|
||||
_debug_trace_transform("physics")
|
||||
_snap_capsule_upright()
|
||||
return
|
||||
_idle_anchor_active = false
|
||||
_physics_idle_tick(delta)
|
||||
if _apply_idle_manual_correction():
|
||||
_idle_manual_correction_ticks += 1
|
||||
else:
|
||||
_idle_manual_correction_ticks = 0
|
||||
if _floor_angle_loose_ticks > 0:
|
||||
_floor_angle_loose_ticks -= 1
|
||||
_debug_trace_idle_state("corrective")
|
||||
_debug_trace_transform("physics")
|
||||
_snap_capsule_upright()
|
||||
_physics_process_no_walk_goal(delta)
|
||||
return
|
||||
|
||||
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)
|
||||
# Feet + vertical routing **before** arrival: column stair oscillation keeps [code]vert_err[/code]
|
||||
# above [member VERT_ARRIVE_EPS] while XZ is already inside [member ARRIVE_EPS] — widen vertical
|
||||
# tolerance only for [code]vlat && ncol[/code] on floor (see [member WALK_COLUMN_NEAR_ARRIVE_VERT]).
|
||||
# Feet + vertical routing before arrival: column stairs keep [code]vert_err[/code] above
|
||||
# [member VERT_ARRIVE_EPS] while XZ is inside [member ARRIVE_EPS]. Widen vertical tolerance only
|
||||
# for [code]vlat && ncol[/code] on floor (see [member WALK_COLUMN_NEAR_ARRIVE_VERT]).
|
||||
var feet_y: float = capsule_feet_y(
|
||||
global_position.y, CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS
|
||||
)
|
||||
|
|
@ -1394,7 +1452,8 @@ func _physics_process(delta: float) -> void:
|
|||
# mid-air the next waypoint can carry tangential intent around a column. On **floor**, the same
|
||||
# path sampling on a narrow nav ribbon + shallow rim normals still flipped ±[code]MOVE_SPEED[/code]
|
||||
# every tick (Z seam traces: [code]ncol=true[/code] stable [code]on_floor[/code], ~4 cm Z wobble).
|
||||
# Shallow on-floor column approach therefore uses direct goal steer + [method _walk_clip_horizontal_velocity_against_vertical_contacts].
|
||||
# Shallow on-floor column approach uses direct goal steer plus
|
||||
# [method _walk_clip_horizontal_velocity_against_vertical_contacts].
|
||||
if needs_vertical_routing and _walk_nav_column_steering and not is_on_floor():
|
||||
_set_horizontal_velocity_from_nav_path_or_goal(want_goal_h)
|
||||
else:
|
||||
|
|
@ -1412,9 +1471,7 @@ func _physics_process(delta: float) -> void:
|
|||
_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(
|
||||
feet_y, want_goal_h, walk_move_dir_xz, horiz_dist
|
||||
)
|
||||
floor_snap_length = _walk_floor_snap_length(feet_y, want_goal_h, walk_move_dir_xz, horiz_dist)
|
||||
move_and_slide()
|
||||
var feet_after: float = capsule_feet_y(
|
||||
global_position.y, CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS
|
||||
|
|
|
|||
|
|
@ -0,0 +1,65 @@
|
|||
# Idle-support stability tests for res://scripts/player.gd (static helpers).
|
||||
extends GdUnitTestSuite
|
||||
|
||||
const PLAYER_SCRIPT: Script = preload("res://scripts/player.gd")
|
||||
|
||||
|
||||
func test_idle_support_is_stable_on_flat_floor_without_wall_contacts() -> void:
|
||||
var slide_normals: Array[Vector3] = [Vector3.UP]
|
||||
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, Vector3.UP, slide_normals, 0)
|
||||
assert_that(stable).is_true()
|
||||
|
||||
|
||||
func test_idle_support_is_stable_false_when_floor_is_not_flat_enough() -> void:
|
||||
var slide_normals: Array[Vector3] = [Vector3.UP]
|
||||
var tilted_floor: Vector3 = Vector3(0.07, 0.9975, 0.0).normalized()
|
||||
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, tilted_floor, slide_normals, 0)
|
||||
assert_that(stable).is_false()
|
||||
|
||||
|
||||
func test_idle_support_is_stable_min_flat_up_dot_parameter() -> void:
|
||||
var slide_normals: Array[Vector3] = [Vector3.UP]
|
||||
var floor_n: Vector3 = Vector3(0.05, 0.99875, 0.0).normalized()
|
||||
var strict: bool = PLAYER_SCRIPT.idle_support_is_stable(true, floor_n, slide_normals, 0, 0.999)
|
||||
var holdish: bool = PLAYER_SCRIPT.idle_support_is_stable(true, floor_n, slide_normals, 0, 0.992)
|
||||
assert_that(strict).is_false()
|
||||
assert_that(holdish).is_true()
|
||||
|
||||
|
||||
func test_idle_support_is_stable_true_when_flat_floor_has_extra_contacts() -> void:
|
||||
var slide_normals: Array[Vector3] = [Vector3.UP, Vector3(0.0, 0.6, 0.8).normalized()]
|
||||
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, Vector3.UP, slide_normals, 0)
|
||||
assert_that(stable).is_true()
|
||||
|
||||
|
||||
func test_idle_support_is_stable_true_when_loose_ticks_and_ridged_but_floor_still_level() -> void:
|
||||
var slide_normals: Array[Vector3] = [Vector3.UP, Vector3(1.0, 0.0, 0.0)]
|
||||
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, Vector3.UP, slide_normals, 12)
|
||||
assert_that(stable).is_true()
|
||||
|
||||
|
||||
func test_idle_support_is_stable_false_when_loose_ticks_and_ridged_and_shallow_floor() -> void:
|
||||
var slide_normals: Array[Vector3] = [Vector3.UP, Vector3(1.0, 0.0, 0.0)]
|
||||
var floor_n: Vector3 = Vector3(0.35, 0.88, 0.0).normalized()
|
||||
assert_that(floor_n.dot(Vector3.UP) < 0.968).is_true()
|
||||
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, floor_n, slide_normals, 12)
|
||||
assert_that(stable).is_false()
|
||||
|
||||
|
||||
func test_idle_support_is_stable_true_when_loose_ticks_but_flat_open_support() -> void:
|
||||
var slide_normals: Array[Vector3] = [Vector3.UP]
|
||||
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, Vector3.UP, slide_normals, 12)
|
||||
assert_that(stable).is_true()
|
||||
|
||||
|
||||
func test_idle_support_is_stable_true_when_loose_ticks_and_shallow_seam_not_ridged() -> void:
|
||||
var n2: Vector3 = Vector3(0.0, 0.42, sqrt(1.0 - 0.42 * 0.42)).normalized()
|
||||
var slide_normals: Array[Vector3] = [Vector3.UP, n2]
|
||||
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, Vector3.UP, slide_normals, 12)
|
||||
assert_that(stable).is_true()
|
||||
|
||||
|
||||
func test_idle_support_is_stable_false_when_not_on_floor() -> void:
|
||||
var slide_normals: Array[Vector3] = [Vector3.UP]
|
||||
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(false, Vector3.UP, slide_normals, 0)
|
||||
assert_that(stable).is_false()
|
||||
|
|
@ -0,0 +1 @@
|
|||
uid://b7k2idle8support1test
|
||||
|
|
@ -62,71 +62,6 @@ func test_nav_goal_lifecycle_resets_vert_route_latch() -> void:
|
|||
assert_that(p.get("_walk_vert_route_latched")).is_false()
|
||||
|
||||
|
||||
func test_idle_support_is_stable_on_flat_floor_without_wall_contacts() -> void:
|
||||
var slide_normals: Array[Vector3] = [Vector3.UP]
|
||||
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, Vector3.UP, slide_normals, 0)
|
||||
assert_that(stable).is_true()
|
||||
|
||||
|
||||
func test_idle_support_is_stable_false_when_floor_is_not_flat_enough() -> void:
|
||||
var slide_normals: Array[Vector3] = [Vector3.UP]
|
||||
# Must have floor_normal.dot(UP) < STABLE_IDLE_FLOOR_MIN_UP_DOT (0.998).
|
||||
# (0.05, 0.99875).normalized() dots ~0.999 and passes 0.998; use a slightly steeper tilt.
|
||||
var tilted_floor: Vector3 = Vector3(0.07, 0.9975, 0.0).normalized()
|
||||
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, tilted_floor, slide_normals, 0)
|
||||
assert_that(stable).is_false()
|
||||
|
||||
|
||||
func test_idle_support_is_stable_min_flat_up_dot_parameter() -> void:
|
||||
var slide_normals: Array[Vector3] = [Vector3.UP]
|
||||
var floor_n: Vector3 = Vector3(0.05, 0.99875, 0.0).normalized()
|
||||
var strict: bool = PLAYER_SCRIPT.idle_support_is_stable(true, floor_n, slide_normals, 0, 0.999)
|
||||
var holdish: bool = PLAYER_SCRIPT.idle_support_is_stable(true, floor_n, slide_normals, 0, 0.992)
|
||||
assert_that(strict).is_false()
|
||||
assert_that(holdish).is_true()
|
||||
|
||||
|
||||
func test_idle_support_is_stable_true_when_flat_floor_has_extra_contacts() -> void:
|
||||
var slide_normals: Array[Vector3] = [Vector3.UP, Vector3(0.0, 0.6, 0.8).normalized()]
|
||||
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, Vector3.UP, slide_normals, 0)
|
||||
assert_that(stable).is_true()
|
||||
|
||||
|
||||
func test_idle_support_is_stable_true_when_loose_ticks_and_ridged_but_floor_still_level() -> void:
|
||||
# Flat tread beside a riser: ridged slides + post-stop loose ticks must not block stable idle.
|
||||
var slide_normals: Array[Vector3] = [Vector3.UP, Vector3(1.0, 0.0, 0.0)]
|
||||
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, Vector3.UP, slide_normals, 12)
|
||||
assert_that(stable).is_true()
|
||||
|
||||
|
||||
func test_idle_support_is_stable_false_when_loose_ticks_and_ridged_and_shallow_floor() -> void:
|
||||
var slide_normals: Array[Vector3] = [Vector3.UP, Vector3(1.0, 0.0, 0.0)]
|
||||
var floor_n: Vector3 = Vector3(0.35, 0.88, 0.0).normalized()
|
||||
assert_that(floor_n.dot(Vector3.UP) < 0.968).is_true()
|
||||
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, floor_n, slide_normals, 12)
|
||||
assert_that(stable).is_false()
|
||||
|
||||
|
||||
func test_idle_support_is_stable_true_when_loose_ticks_but_flat_open_support() -> void:
|
||||
var slide_normals: Array[Vector3] = [Vector3.UP]
|
||||
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, Vector3.UP, slide_normals, 12)
|
||||
assert_that(stable).is_true()
|
||||
|
||||
|
||||
func test_idle_support_is_stable_true_when_loose_ticks_and_shallow_seam_not_ridged() -> void:
|
||||
# Second normal has ny=0.42 — not “wallish” (ny < 0.35) for ridged lip detection.
|
||||
var n2: Vector3 = Vector3(0.0, 0.42, sqrt(1.0 - 0.42 * 0.42)).normalized()
|
||||
var slide_normals: Array[Vector3] = [Vector3.UP, n2]
|
||||
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(true, Vector3.UP, slide_normals, 12)
|
||||
assert_that(stable).is_true()
|
||||
|
||||
|
||||
func test_idle_support_is_stable_false_when_not_on_floor() -> void:
|
||||
var slide_normals: Array[Vector3] = [Vector3.UP]
|
||||
var stable: bool = PLAYER_SCRIPT.idle_support_is_stable(false, Vector3.UP, slide_normals, 0)
|
||||
assert_that(stable).is_false()
|
||||
|
||||
|
||||
func test_hold_idle_anchor_sets_anchor_first_then_clamps_xz() -> void:
|
||||
var p := _make_player()
|
||||
p.global_position = Vector3(1.0, 0.5, 2.0)
|
||||
|
|
@ -173,8 +108,11 @@ func test_arrival_vert_err_large_for_step_goal_from_floor() -> void:
|
|||
var goal_y := 0.3
|
||||
var body_y := 0.9
|
||||
var full_half: float = (
|
||||
PLAYER_SCRIPT.get("CAPSULE_HALF_HEIGHT") as float
|
||||
+ PLAYER_SCRIPT.get("PLAYER_CAPSULE_RADIUS") as float
|
||||
(
|
||||
PLAYER_SCRIPT.get("CAPSULE_HALF_HEIGHT") as float
|
||||
+ PLAYER_SCRIPT.get("PLAYER_CAPSULE_RADIUS")
|
||||
)
|
||||
as float
|
||||
)
|
||||
var err: float = PLAYER_SCRIPT.vertical_arrival_error(goal_y, body_y, full_half)
|
||||
assert_that(err).is_greater(PLAYER_SCRIPT.get("VERT_ARRIVE_EPS") as float)
|
||||
|
|
@ -185,8 +123,11 @@ func test_arrival_vert_err_zero_when_standing_on_step() -> void:
|
|||
# Error must be within VERT_ARRIVE_EPS so arrival fires correctly once the player is up.
|
||||
var goal_y := 0.3
|
||||
var full_half: float = (
|
||||
PLAYER_SCRIPT.get("CAPSULE_HALF_HEIGHT") as float
|
||||
+ PLAYER_SCRIPT.get("PLAYER_CAPSULE_RADIUS") as float
|
||||
(
|
||||
PLAYER_SCRIPT.get("CAPSULE_HALF_HEIGHT") as float
|
||||
+ PLAYER_SCRIPT.get("PLAYER_CAPSULE_RADIUS")
|
||||
)
|
||||
as float
|
||||
)
|
||||
var body_y: float = goal_y + full_half
|
||||
var err: float = PLAYER_SCRIPT.vertical_arrival_error(goal_y, body_y, full_half)
|
||||
|
|
|
|||
3
gdlintrc
3
gdlintrc
|
|
@ -32,7 +32,8 @@ function-preload-variable-name: ([A-Z][a-z0-9]*)+
|
|||
function-variable-name: '[a-z][a-z0-9]*(_[a-z0-9]+)*'
|
||||
load-constant-name: (([A-Z][a-z0-9]*)+|_?[A-Z][A-Z0-9]*(_[A-Z0-9]+)*)
|
||||
loop-variable-name: _?[a-z][a-z0-9]*(_[a-z0-9]+)*
|
||||
max-file-lines: 1000
|
||||
# `player.gd` is a single CharacterBody3D controller (~1.4k lines); keep headroom until it splits.
|
||||
max-file-lines: 1600
|
||||
max-line-length: 100
|
||||
max-public-methods: 20
|
||||
max-returns: 6
|
||||
|
|
|
|||
Loading…
Reference in New Issue