From b96bec7981322f121664219306bfeda7f31d97d2 Mon Sep 17 00:00:00 2001 From: VinPropane Date: Sun, 12 Apr 2026 00:45:02 -0400 Subject: [PATCH] =?UTF-8?q?NEON-29:=20Teal=20cardinal=20=E2=80=94=20snap?= =?UTF-8?q?=20cap=20during=20climb,=20descend=20stall,=20assist=20tune?= MIME-Version: 1.0 Content-Type: text/plain; charset=UTF-8 Content-Transfer-Encoding: 8bit Cap walk floor snap to WALK_STEP_ASSIST_SNAP when climbing into a blocking wall (stops 0.32m snap fighting step assist). Restore descend lip snap cap; relax floor_block when descend stalls (low vh, still far in xz). Step assist lift 0.16 m, cooldown 1 tick. --- client/scripts/player.gd | 36 ++++++++++++++++++----- docs/plans/NEON-29-implementation-plan.md | 1 + 2 files changed, 29 insertions(+), 8 deletions(-) diff --git a/client/scripts/player.gd b/client/scripts/player.gd index 9c9649c..65730af 100644 --- a/client/scripts/player.gd +++ b/client/scripts/player.gd @@ -29,9 +29,11 @@ const IDLE_MANUAL_CORRECTION_MAX_TICKS: int = 8 const IDLE_RIM_SETTLE_STEP: float = 0.004 ## Used by tests and vertical routing checks (feet vs goal surface). const DESCEND_GOAL_Y_MARGIN: float = 0.06 +## Cap snap while dropping off a pad so Jolt cannot glue the capsule to the upper surface. +const DESCEND_LIP_SNAP_CAP: float = 0.1 ## Y lift when blocked by wall-ish slide but nav goal is higher (stepped bumps). -const WALK_STEP_ASSIST_DELTA: float = 0.11 -const WALK_STEP_ASSIST_COOLDOWN_TICKS: int = 8 +const WALK_STEP_ASSIST_DELTA: float = 0.16 +const WALK_STEP_ASSIST_COOLDOWN_TICKS: int = 1 ## Floor-snap length while step-climbing. Small enough that it cannot reach the lower floor ## (~0.11 m away after the first lift) but large enough to catch the step surface once the ## capsule clears the face (~0.03 m away after the third lift for a 0.3 m step). @@ -263,19 +265,35 @@ func _apply_walk_air_gravity(delta: float) -> void: velocity += get_gravity() * delta -func _walk_floor_snap_length() -> float: - return WALK_STEP_ASSIST_SNAP if _step_assist_active else FLOOR_SNAP_MOVING +func _walk_floor_snap_length(feet_y: float, want_goal_h: Vector3) -> float: + if _step_assist_active: + return WALK_STEP_ASSIST_SNAP + if _has_walk_goal: + if want_goal_h.length_squared() > 1e-10: + var want: Vector3 = want_goal_h.normalized() + # Climb: FLOOR_SNAP_MOVING reaches past the lip and snaps the capsule back to the slab + # below every tick — fights step assist on cardinal box faces (teal pad). + if _auth_walk_goal.y > feet_y + 0.035 and _step_assist_wallish_blocks(want): + return WALK_STEP_ASSIST_SNAP + if ( + _auth_walk_goal.y < feet_y - DESCEND_GOAL_Y_MARGIN + and feet_y > _auth_walk_goal.y + 0.08 + ): + return minf(FLOOR_SNAP_MOVING, DESCEND_LIP_SNAP_CAP) + return FLOOR_SNAP_MOVING ## Descend only: relax `floor_block_on_wall` when pressed against a vertical face so Jolt can ## slide off terrace lips. Never when the goal is above the feet (climb) — avoids platform-wide ## toggling that broke horizontal motion. -func _apply_floor_block_for_descend_at_wall(feet_y: float) -> void: +func _apply_floor_block_for_descend_at_wall(feet_y: float, horiz_dist: float) -> void: floor_block_on_wall = true if not _has_walk_goal: return if _auth_walk_goal.y >= feet_y - DESCEND_GOAL_Y_MARGIN: return + var vh: float = Vector2(velocity.x, velocity.z).length() + var descending_stall: bool = horiz_dist > 0.12 and vh < 0.55 if is_on_wall(): floor_block_on_wall = false return @@ -288,6 +306,8 @@ func _apply_floor_block_for_descend_at_wall(feet_y: float) -> void: if absf(n.y) < 0.58: floor_block_on_wall = false return + if descending_stall: + floor_block_on_wall = false ## When the authoritative goal shares XZ with the capsule (e.g. terrace above), horizontal @@ -643,13 +663,13 @@ func _physics_process(delta: float) -> void: var feet_y: float = capsule_feet_y( global_position.y, CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS ) - _apply_floor_block_for_descend_at_wall(feet_y) + _apply_floor_block_for_descend_at_wall(feet_y, horiz_dist) 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, want_goal_h) _apply_walk_air_gravity(delta) - floor_snap_length = _walk_floor_snap_length() + floor_snap_length = _walk_floor_snap_length(feet_y, want_goal_h) move_and_slide() _after_walk_move_and_slide() if ( @@ -683,7 +703,7 @@ func _physics_process(delta: float) -> void: _set_horizontal_velocity_toward(_auth_walk_goal, want_goal_h) _apply_walk_air_gravity(delta) - floor_snap_length = _walk_floor_snap_length() + floor_snap_length = _walk_floor_snap_length(feet_y, want_goal_h) move_and_slide() _after_walk_move_and_slide() if _step_assist_active: diff --git a/docs/plans/NEON-29-implementation-plan.md b/docs/plans/NEON-29-implementation-plan.md index 3e559b0..b818586 100644 --- a/docs/plans/NEON-29-implementation-plan.md +++ b/docs/plans/NEON-29-implementation-plan.md @@ -112,6 +112,7 @@ No new automated GDScript tests are added for this story — there is no new GDS - **Terrace B descend / climb (resolved, iterated):** Scene lifts and **descend-bypass** bee-lines caused regressions (stuck climbs, lip oscillation, wrong-direction slides). **Removed the descend bypass:** vertical moves (e.g. platform ↔ floor) use the **baked nav path + step assist** only. **Walk gravity** is **`!is_on_floor()`** again — never “goal below feet” while still walking on an upper surface (that applied gravity across the whole **TerracePlatformB** deck and destroyed horizontal motion). **`velocity.y`** is cleared by the horizontal steer each tick as before. - **Lip stuck (floor→platform / platform→floor):** QA screenshots for this were on **`TerracePlatformA`** (10 × 10 large SE pad, **0.3 m** single step — not the NW **Terrace B** step/platform pair). Step assist required **`vel_h.dot(want) ≤ 0.52`**, so a **head-on** push into the vertical face (dot ≈ 1) **never** triggered the lift. **Removed** that gate. For **platform→floor**, **`floor_block_on_wall = false`** only when the nav goal is **below** the feet **and** **`is_on_wall()`** or a **wall-ish slide normal** exists, so open deck walking stays stable. - **Teal pad still stuck (follow-up):** Step assist used **slide normals only**; Jolt often exposes the lip via **`is_on_wall()`** / **`get_wall_normal()`** instead — re-added a **directional** wall check (`wnh.dot(want) < -0.02`). Descend relax now also triggers on **shallow floor normal** (`get_floor_normal().dot(UP) < 0.992`) and slightly wider vertical-ish slide band. **`TerracePlatformA`** root **Y = 0.012 m** breaks **coplanarity** with the main floor without the larger gap that hurt **TerraceStepB** approach. +- **Teal cardinal both ways (follow-up):** **Climb:** **`FLOOR_SNAP_MOVING` (0.32 m)** was still active while **`_step_assist_wallish_blocks`** was true, snapping the capsule back to the lower floor each tick and cancelling lifts — cap snap to **`WALK_STEP_ASSIST_SNAP`** in that state; **bigger per-tick lift** (`WALK_STEP_ASSIST_DELTA` **0.16**) and **cooldown 1** tick. **Descend:** reintroduced **`DESCEND_LIP_SNAP_CAP`** when clearly above the lower goal, plus **`descending_stall`** (`horiz_dist` not trivial, **`vh < 0.55`**) to relax **`floor_block_on_wall`** when Jolt reports neither wall nor shallow floor at a cardinal lip. ## Open questions / risks