extends CharacterBody3D ## NS-23 path-follow; NS-24 idle. Details in `client/README.md` (movement, idle). ## ## Summary: Jolt, no interp; dual floor_max_angle; rim/straddle, bump lip escape. ## Snap upright after motion. Do not set global_transform in _process. ## Walk assist may run a second move_and_slide(). const MOVE_SPEED: float = 5.0 ## Moving: floor angle for seams onto stepped QA bumps (~50°). const FLOOR_MAX_ANGLE_MOVING_DEG: float = 50.0 ## Idle: tighter angle to reduce vertex / vertical-face flicker (~35°). const FLOOR_MAX_ANGLE_IDLE_DEG: float = 35.0 ## Physics ticks to keep moving floor angle after walk goal clears (arrival). const FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP: int = 96 const ARRIVE_EPS: float = 0.35 const VERT_ARRIVE_EPS: float = 0.055 const DIRECT_APPROACH_RADIUS: float = 0.85 ## Hysteresis for nav-path column steering (see `_physics_process`). At exactly ## [member DIRECT_APPROACH_RADIUS] the old test flipped every frame: path nudges ## tangentially → [code]horiz_dist[/code] crosses the radius → direct vs path ## alternates → velocity sign flips (Jolt ping-pong while [code]has_goal[/code]). const NAV_COLUMN_STEER_ENTER_DIST: float = 0.74 const NAV_COLUMN_STEER_EXIT_DIST: float = 0.97 ## 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]. const WALK_VERT_ROUTE_LATCH_ON_SEP: float = 0.10 const WALK_VERT_ROUTE_LATCH_OFF_SEP: float = 0.038 const FLOOR_SNAP_MOVING: float = 0.32 ## Idle floor snap length (stronger to pin rim contacts). const FLOOR_SNAP_IDLE: float = 0.11 ## Below this floor-normal dot up, idle tick uses **moving** `floor_max_angle` (rim). const IDLE_RIM_MIN_FLOOR_UP_DOT: float = 0.968 ## Stable flat idle support: skip corrective idle motion when support is effectively level. ## 0.998 (~3.6°): 0.999 still saw open-floor HUD drift — Jolt [code]get_floor_normal()[/code] often ## reports ~0.9991–0.9992 on a flat box, so the old 0.999 gate rarely latched the idle anchor and ## [code]move_and_slide[/code] + rim/bump nudges kept nudging XZ. const STABLE_IDLE_FLOOR_MIN_UP_DOT: float = 0.998 ## While [member _idle_stable_latched], allow slightly tilted reported normals (tread/riser edge). const STABLE_IDLE_FLOOR_HOLD_MIN_UP_DOT: float = 0.992 ## Rare edge contacts can keep corrective nudges alive forever; budget them, then hold x/z. const IDLE_MANUAL_CORRECTION_MAX_TICKS: int = 8 ## Consecutive [code]raw_stable[/code] ticks required before first idle anchor latch (entry debounce). const STABLE_IDLE_ENTER_STREAK_FRAMES: int = 2 ## Consecutive unstable-idle physics ticks before leaving latched stable idle (thin tread lip). const STABLE_IDLE_UNLATCH_TICKS: int = 10 ## Horizontal nudge per tick for rim / straddle settle (**`_maybe_idle_rim_settle_nudge`**). 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 ## 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). const WALK_STEP_ASSIST_SNAP: float = 0.09 ## Do not step-assist when the goal surface is farther above the feet than this (meters). ## Matches [NavigationMesh] `agent_max_climb` in `main.tscn` so repeated lifts cannot bypass a ## two-level climb in one click (e.g. floor → **TerracePlatformB** violet deck at ~0.6 m — use ## **TerraceStepB** gold first, or a second click after standing on the step). const WALK_STEP_ASSIST_MAX_SURFACE_DELTA: float = 0.35 ## Ray below capsule feet while walking: if [method CharacterBody3D.is_on_floor] stays true off a ## ledge (snap + lip contacts), we still need gravity toward the lower floor — without re-applying ## gravity for every “goal below feet” tick on a whole upper deck (see [member _apply_walk_air_gravity]). const WALK_SUPPORT_PROBE_DEPTH: float = 0.22 const WALK_SUPPORT_PROBE_MIN_UP_DOT: float = 0.42 ## Only second-guess [code]is_on_floor()[/code] when the reported floor is fairly level (skip ## stair risers / seam normals where a down ray often hits vertical mesh). const WALK_LEDGE_PROBE_MAX_FLOOR_UP_DOT: float = 0.92 ## CapsuleShape3D in scene: height = 1.0 (cylinder portion), radius = 0.4. ## Total half-height from body origin to physical bottom = 0.5 + 0.4 = 0.9 ## (`CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS`). ## `CAPSULE_HALF_HEIGHT` alone (0.5) is the cylinder half; used only where that ## distinction matters (e.g. the descend-bypass feet estimate). const CAPSULE_HALF_HEIGHT: float = 0.5 const BUMP_COLLISION_CONSTS_SCRIPT: Script = preload( "res://scripts/random_floor_bump_collision_constants.gd" ) ## Idle radial push per tick off bump lip / wall (meters; 120 Hz physics). const IDLE_BUMP_ESCAPE_STEP: float = 0.014 ## Player capsule radius; wall touch can happen past axis distance **`col_r`**. const PLAYER_CAPSULE_RADIUS: float = 0.4 const DEBUG_IDLE_TRACE_DELTA_EPS: float = 0.0001 const DEBUG_IDLE_TRACE_HEARTBEAT_FRAMES: int = 60 const DEBUG_TRANSFORM_TRACE_DELTA_EPS: float = 0.000001 @export var debug_idle_trace: bool = false var _has_walk_goal: bool = false var _auth_walk_goal: Vector3 = Vector3.ZERO var _floor_angle_loose_ticks: int = 0 var _step_assist_cooldown: int = 0 ## True while the player is actively climbing a step; suppresses the normal large floor ## snap so it cannot pull the capsule back to the lower surface between assist cycles. var _step_assist_active: bool = false var _idle_anchor_active: bool = false var _idle_anchor_xz: Vector2 = Vector2.ZERO var _idle_anchor_y: float = 0.0 ## Latched stable idle: stay on zero-vel + anchor through brief Jolt false negatives on treads. var _idle_stable_latched: bool = false var _idle_stable_unlatch_streak: int = 0 var _idle_stable_enter_streak: int = 0 var _idle_manual_correction_ticks: int = 0 var _debug_last_idle_xz: Vector2 = Vector2.INF var _debug_idle_heartbeat: int = 0 var _debug_last_transform_xz: Vector2 = Vector2.INF var _debug_trace_frame: int = 0 ## True while we use [method _set_horizontal_velocity_from_nav_path_or_goal] for vertical routing. var _walk_nav_column_steering: bool = false ## Schmitt latch for vertical routing (see [member WALK_VERT_ROUTE_LATCH_ON_SEP]). var _walk_vert_route_latched: bool = false @onready var _nav_agent: NavigationAgent3D = $NavigationAgent3D func _ready() -> void: physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_OFF _nav_agent.avoidance_enabled = false _nav_agent.set_target_position(global_position) floor_block_on_wall = true if debug_idle_trace: set_notify_transform(true) func set_authoritative_nav_goal(world_pos: Vector3) -> void: _auth_walk_goal = world_pos _has_walk_goal = true _floor_angle_loose_ticks = 0 _step_assist_active = false _idle_anchor_active = false _idle_manual_correction_ticks = 0 _idle_stable_latched = false _idle_stable_unlatch_streak = 0 _idle_stable_enter_streak = 0 _walk_nav_column_steering = false _walk_vert_route_latched = false _nav_agent.set_target_position(world_pos) func clear_nav_goal() -> void: velocity = Vector3.ZERO _has_walk_goal = false _floor_angle_loose_ticks = FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP _step_assist_active = false _idle_anchor_active = false _idle_manual_correction_ticks = 0 _idle_stable_latched = false _idle_stable_unlatch_streak = 0 _idle_stable_enter_streak = 0 _walk_nav_column_steering = false _walk_vert_route_latched = false _nav_agent.set_target_position(global_position) ## Repath on a new nav map (e.g. after [NavigationRegion3D] rebake when geometry is removed). ## Rebaking can leave [NavigationAgent3D] on a stale map RID; rebind to the world's map first. func sync_navigation_agent_after_map_rebuild(nav_region: NavigationRegion3D) -> void: var map_rid: RID = RID() var w3d := get_world_3d() if w3d != null: map_rid = w3d.navigation_map if map_rid == RID() and is_instance_valid(nav_region): map_rid = NavigationServer3D.region_get_map(nav_region.get_region_rid()) if map_rid != RID(): _nav_agent.set_navigation_map(map_rid) if _has_walk_goal: _nav_agent.set_target_position(_auth_walk_goal) else: _nav_agent.set_target_position(global_position) func snap_to_server(world_pos: Vector3) -> void: # The server stores the surface Y of the last move target, not the capsule body-centre Y. # Clamping to the minimum standing height (total half = 0.9 m) prevents the player from # being placed underground (which, combined with a stale is_on_floor() returning true, # would skip all corrective move_and_slide() calls and leave the capsule stuck). var total_half: float = CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS var settled := Vector3(world_pos.x, maxf(world_pos.y, total_half), world_pos.z) global_position = settled velocity = Vector3.ZERO _has_walk_goal = 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 _step_assist_active = false _idle_anchor_active = false _idle_manual_correction_ticks = 0 _idle_stable_latched = false _idle_stable_unlatch_streak = 0 _idle_stable_enter_streak = 0 _walk_nav_column_steering = false _walk_vert_route_latched = false _nav_agent.set_target_position(settled) reset_physics_interpolation() ## Returns true when the capsule has something to stand on **or** is pressing against a step face ## in the direction of travel. `want_dir_xz` is the normalised horizontal goal direction. ## Using `is_on_wall()` as a blanket short-circuit was too broad: any floor-bump side-contact ## satisfied it, causing the assist to fire prematurely and then be unable to snap back. func _step_assist_has_support(want_dir_xz: Vector3) -> bool: if is_on_floor(): return true var w2 := Vector2(want_dir_xz.x, want_dir_xz.z) var have_dir: bool = w2.length_squared() > 1e-8 if have_dir: w2 = w2.normalized() for i: int in get_slide_collision_count(): var n: Vector3 = get_slide_collision(i).get_normal() if n.y > 0.35: return true # upward-facing = floor support # Wall-ish contact opposing forward direction = step face immediately ahead. if have_dir and abs(n.y) < 0.52: var n2 := Vector2(n.x, n.z) if n2.length_squared() > 1e-8 and n2.normalized().dot(w2) < -0.2: return true return false ## True when a vertical-ish contact opposes motion toward the goal. Jolt often reports a wall ## via `is_on_wall()` + `get_wall_normal()` at box lips while slide normals are ambiguous; the ## old slide-only loop missed head-on climbs onto e.g. TerracePlatformA (teal pad). func _step_assist_wallish_blocks(want_dir_xz: Vector3) -> bool: var w2 := Vector2(want_dir_xz.x, want_dir_xz.z) if w2.length_squared() < 1e-8: return false w2 = w2.normalized() if is_on_wall(): var wn: Vector3 = get_wall_normal() var wnh := Vector2(wn.x, wn.z) if wnh.length_squared() > 1e-10: wnh = wnh.normalized() # Wall pushes back against forward (not parallel skimming along the face). if wnh.dot(w2) < -0.02: return true for i: int in get_slide_collision_count(): var n: Vector3 = get_slide_collision(i).get_normal() if n.y > 0.52: continue var n2 := Vector2(n.x, n.z) if n2.length_squared() < 1e-8: continue n2 = n2.normalized() if n2.dot(w2) < -0.02: return true return false func _step_assist_can_raise_by(dy: float) -> bool: if dy <= 0.0001: return false return not test_move(global_transform, Vector3(0.0, dy, 0.0), null, safe_margin) func _try_walk_step_assist() -> bool: if not _has_walk_goal: return false # Use actual capsule bottom (cylindrical half-height + hemisphere radius) so the guard # triggers whenever the goal surface is meaningfully above the player's feet — not the # capsule centre, which sits ~0.9 m above the floor. var actual_feet_y: float = global_position.y - CAPSULE_HALF_HEIGHT - PLAYER_CAPSULE_RADIUS if _auth_walk_goal.y < actual_feet_y + 0.025: return false if _auth_walk_goal.y > actual_feet_y + WALK_STEP_ASSIST_MAX_SURFACE_DELTA: return false var pos: Vector3 = global_position var to_h: Vector3 = Vector3(_auth_walk_goal.x - pos.x, 0.0, _auth_walk_goal.z - pos.z) if to_h.length_squared() < 0.03: return false # Compute want direction before the support/blocking checks so both can use it. var want: Vector3 = to_h.normalized() if not _step_assist_wallish_blocks(want): return false if not _step_assist_has_support(want): 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): return false global_position.y += lift return true func _after_walk_move_and_slide() -> void: if _step_assist_cooldown > 0: _step_assist_cooldown -= 1 if _step_assist_cooldown > 0: return if _try_walk_step_assist(): _step_assist_active = true _step_assist_cooldown = WALK_STEP_ASSIST_COOLDOWN_TICKS # Reduced snap so the lower floor (0.11 m below lifted capsule) is out of range. floor_snap_length = WALK_STEP_ASSIST_SNAP move_and_slide() func _clear_step_assist_after_walk_move() -> void: if not _step_assist_active: return if is_on_floor() and not is_on_wall(): _step_assist_active = false elif not is_on_floor() and get_slide_collision_count() == 0: _step_assist_active = false func _set_horizontal_velocity_toward( point: Vector3, fallback_dir_xz: Vector3 = Vector3.ZERO ) -> void: var pos := global_position var dh: Vector3 = Vector3(point.x - pos.x, 0.0, point.z - pos.z) if dh.length_squared() < 1e-10: var fb2 := Vector2(fallback_dir_xz.x, fallback_dir_xz.z) if fb2.length_squared() > 1e-10: fb2 = fb2.normalized() dh = Vector3(fb2.x, 0.0, fb2.y) else: dh = Vector3(1.0, 0.0, 0.0) else: dh = dh.normalized() velocity = dh * MOVE_SPEED velocity.y = 0.0 func _walk_has_close_floor_probe_below() -> bool: var w3d := get_world_3d() if w3d == null: return true var space := w3d.direct_space_state var feet: Vector3 = global_position - Vector3(0.0, CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS, 0.0) # Start slightly above the foot line so the ray is not born inside the deck collider after snap. var probe_from: Vector3 = feet + Vector3.UP * 0.04 var probe_end: Vector3 = feet + Vector3.DOWN * WALK_SUPPORT_PROBE_DEPTH var q := PhysicsRayQueryParameters3D.create(probe_from, probe_end) q.collision_mask = collision_mask q.exclude = [get_rid()] var res: Dictionary = space.intersect_ray(q) if res.is_empty(): return false if not res.has("normal"): return false var n: Vector3 = res["normal"] return n.dot(Vector3.UP) > WALK_SUPPORT_PROBE_MIN_UP_DOT ## 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 feet (ledge / void while moving). func _apply_walk_air_gravity(delta: float) -> void: var apply_gravity: bool = not is_on_floor() if ( not apply_gravity and _has_walk_goal and is_on_floor() and get_floor_normal().dot(Vector3.UP) > WALK_LEDGE_PROBE_MAX_FLOOR_UP_DOT and not _walk_has_close_floor_probe_below() ): apply_gravity = true if apply_gravity: velocity += get_gravity() * delta 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: cap snap only for a **meaningful** rise (not shallow tread-to-tread), or we # fight the approach stairs with snap ↔ assist oscillation. if _auth_walk_goal.y > feet_y + 0.12 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: floor_block_on_wall = true if not _has_walk_goal: return if _auth_walk_goal.y >= feet_y - DESCEND_GOAL_Y_MARGIN: return if is_on_wall(): floor_block_on_wall = false return # Terrace lip: floor normal tilts off UP when straddling an internal edge (teal pad, etc.). if is_on_floor() and get_floor_normal().dot(Vector3.UP) < 0.992: floor_block_on_wall = false return for i: int in range(get_slide_collision_count()): var n: Vector3 = get_slide_collision(i).get_normal() if absf(n.y) < 0.58: floor_block_on_wall = false return ## When the authoritative goal shares XZ with the capsule (e.g. terrace above), horizontal ## `full_to_goal` is zero and steering must follow the baked path toward a ramp/step, not +X. func _set_horizontal_velocity_from_nav_path_or_goal(fallback_goal_xz: Vector3) -> void: # Do **not** scan `get_current_navigation_path()` for the first point with # `dh.length_squared() > 0.0025` (5 cm). Jolt nudges the capsule across that radius every # physics tick → the chosen waypoint alternates → velocity sign flips 180° while # `needs_vertical_routing && _walk_nav_column_steering` (NEON-16 debug trace). if _nav_agent.is_navigation_finished(): _set_horizontal_velocity_toward(_auth_walk_goal, fallback_goal_xz) return var next_pos: Vector3 = _nav_agent.get_next_path_position() var dh: Vector3 = Vector3( next_pos.x - global_position.x, 0.0, next_pos.z - global_position.z ) if dh.length_squared() < 1e-8: _set_horizontal_velocity_toward(_auth_walk_goal, fallback_goal_xz) else: _set_horizontal_velocity_toward(next_pos, fallback_goal_xz) static func capsule_feet_y(body_origin_y: float, capsule_half_height: float) -> float: return body_origin_y - capsule_half_height static func vertical_arrival_error( goal_y: float, body_origin_y: float, capsule_half_height: float ) -> float: return absf(goal_y - capsule_feet_y(body_origin_y, capsule_half_height)) func _physics_idle_tick(delta: float) -> void: if is_on_floor(): velocity = Vector3.ZERO floor_snap_length = FLOOR_SNAP_IDLE else: # Ledge / post-arrival hover: without gravity, vy stays 0 and FLOOR_SNAP_IDLE (0.11 m) # cannot reach the lower floor — the capsule idles in mid-air until a new walk goal runs. velocity.x = 0.0 velocity.z = 0.0 velocity += get_gravity() * delta floor_snap_length = FLOOR_SNAP_MOVING move_and_slide() static func idle_slide_contacts_are_ridged(slide_normals: Array[Vector3]) -> bool: var upish := 0 var wallish := 0 for n: Vector3 in slide_normals: var ny: float = n.y if ny > 0.65: upish += 1 # Steeper than ~70° from horizontal — shallow seam faces (ny≈0.4) are not “lip” walls. elif ny < 0.35: wallish += 1 return upish >= 1 and wallish >= 1 static func idle_support_is_stable( on_floor: bool, floor_normal: Vector3, slide_normals: Array[Vector3], loose_ticks: int, min_flat_up_dot: float = STABLE_IDLE_FLOOR_MIN_UP_DOT, ) -> bool: if not on_floor: return false if floor_normal.dot(Vector3.UP) < min_flat_up_dot: return false # Post-stop **ridged** slides (tread + riser) used to force unstable idle for the entire # `loose_ticks` window even when the **floor** is level — e.g. idle on a flat approach tread # 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 idle_slide_contacts_are_ridged(slide_normals) and floor_normal.dot(Vector3.UP) < IDLE_RIM_MIN_FLOOR_UP_DOT ): return false return true func _current_slide_normals() -> Array[Vector3]: var normals: Array[Vector3] = [] for i: int in get_slide_collision_count(): normals.append(get_slide_collision(i).get_normal()) return normals 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 ) return idle_support_is_stable( is_on_floor(), get_floor_normal(), _current_slide_normals(), _floor_angle_loose_ticks, min_dot ) func _hold_idle_anchor() -> void: var pos := global_position if not _idle_anchor_active: _idle_anchor_xz = Vector2(pos.x, pos.z) _idle_anchor_y = pos.y _idle_anchor_active = true return global_position = Vector3(_idle_anchor_xz.x, _idle_anchor_y, _idle_anchor_xz.y) func _debug_trace_idle_state(tag: String) -> void: if not debug_idle_trace or _has_walk_goal: _debug_idle_heartbeat = 0 _debug_last_idle_xz = Vector2.INF return var pos_xz := Vector2(global_position.x, global_position.z) var should_log: bool = false if _debug_last_idle_xz == Vector2.INF: should_log = true elif pos_xz.distance_to(_debug_last_idle_xz) > DEBUG_IDLE_TRACE_DELTA_EPS: should_log = true elif _debug_idle_heartbeat >= DEBUG_IDLE_TRACE_HEARTBEAT_FRAMES: should_log = true if should_log: push_warning( ( ( "NEON-16 idle trace [%s] pos=%s vel=%s on_floor=%s loose=%d " + "stable=%s anchor=%s anchor_xz=%s floor=%s slides=%s" ) % [ tag, global_position, velocity, is_on_floor(), _floor_angle_loose_ticks, _stable_idle_support(), _idle_anchor_active, _idle_anchor_xz, get_floor_normal(), _current_slide_normals(), ] ) ) _debug_last_idle_xz = pos_xz _debug_idle_heartbeat = 0 else: _debug_idle_heartbeat += 1 func _debug_trace_transform(tag: String) -> void: if not debug_idle_trace: return var pos_xz := Vector2(global_position.x, global_position.z) if ( _debug_last_transform_xz != Vector2.INF and pos_xz.distance_to(_debug_last_transform_xz) < DEBUG_TRANSFORM_TRACE_DELTA_EPS and tag != "physics" ): return var extra: String = "" if _has_walk_goal: var fy: float = capsule_feet_y( global_position.y, CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS ) var vsep: float = absf(_auth_walk_goal.y - fy) extra = ( " feet_y=%s vert_sep=%.4f vlat=%s ncol=%s" % [fy, vsep, _walk_vert_route_latched, _walk_nav_column_steering] ) print( ( ( "NEON-16 transform trace [%s] frame=%d pos=%s vel=%s has_goal=%s " + "on_floor=%s loose=%d stable=%s anchor=%s anchor_xz=%s%s" ) % [ tag, _debug_trace_frame, global_position, velocity, _has_walk_goal, is_on_floor(), _floor_angle_loose_ticks, _stable_idle_support(), _idle_anchor_active, _idle_anchor_xz, extra, ] ) ) _debug_last_transform_xz = pos_xz func _notification(what: int) -> void: if what == NOTIFICATION_TRANSFORM_CHANGED: _debug_trace_transform("notify") func _idle_ridged_floor_contacts() -> bool: return idle_slide_contacts_are_ridged(_current_slide_normals()) func _maybe_idle_rim_settle_nudge() -> bool: if get_slide_collision_count() < 1: return false var shallow_floor: bool = ( is_on_floor() and get_floor_normal().dot(Vector3.UP) < IDLE_RIM_MIN_FLOOR_UP_DOT ) if not shallow_floor and not _idle_ridged_floor_contacts(): return false var h := Vector3.ZERO if shallow_floor: h = Vector3(get_floor_normal().x, 0.0, get_floor_normal().z) if h.length_squared() < 1e-12: for i: int in get_slide_collision_count(): var n: Vector3 = get_slide_collision(i).get_normal() if n.y < 0.5: var nh: Vector3 = Vector3(n.x, 0.0, n.z) if nh.length_squared() > h.length_squared(): h = nh if h.length_squared() < 1e-12: return false var step: Vector3 = -h.normalized() * IDLE_RIM_SETTLE_STEP if test_move(global_transform, step, null, safe_margin): return false global_position += step return true func _maybe_idle_bump_proximity_escape() -> bool: var feet_y: float = global_position.y - CAPSULE_HALF_HEIGHT for node: Node in get_tree().get_nodes_in_group( BUMP_COLLISION_CONSTS_SCRIPT.RANDOM_FLOOR_BUMP_MESH_GROUP ): if not node is MeshInstance3D: continue var mi := node as MeshInstance3D var mesh: Mesh = mi.mesh if not mesh is CylinderMesh: continue var cyl := mesh as CylinderMesh var c: Vector3 = mi.global_position var r_mesh: float = cyl.top_radius var h: float = cyl.height var col_r: float = minf( r_mesh + BUMP_COLLISION_CONSTS_SCRIPT.COLLISION_RADIUS_EXTRA, BUMP_COLLISION_CONSTS_SCRIPT.COLLISION_RADIUS_MAX ) var dx: float = global_position.x - c.x var dz: float = global_position.z - c.z var d: float = sqrt(dx * dx + dz * dz) if d < 1e-5: continue var bottom_y: float = c.y - h * 0.5 var top_y: float = c.y + h * 0.5 if feet_y < bottom_y - 0.22 or feet_y > top_y + 0.4: continue var radial: Vector3 = Vector3(dx / d, 0.0, dz / d) var away: Vector3 = radial * IDLE_BUMP_ESCAPE_STEP var wall_band_outer: float = col_r + PLAYER_CAPSULE_RADIUS + 0.22 var should_escape: bool = d > r_mesh * 0.9 and d < col_r + 0.32 # On / above the disc, hugging the **visual** rim — step onto open slab. should_escape = ( should_escape or ( feet_y >= bottom_y - 0.06 and feet_y <= top_y + 0.1 and d >= r_mesh * 0.86 and d <= r_mesh + 0.14 ) ) # Beside vertical cylinder: axis distance may exceed **`col_r`** while capsule still touches wall. should_escape = ( should_escape or ( feet_y <= top_y + 0.14 and d > r_mesh * 0.82 and d < wall_band_outer and (is_on_wall() or _idle_ridged_floor_contacts()) ) ) if not should_escape: continue if test_move(global_transform, away, null, safe_margin): return false global_position += away return true return false func _apply_idle_manual_correction() -> bool: # Prefer explicit bump-rim escape over the generic shallow-floor settle so spawned # cylinder edges resolve radially off the lip instead of orbiting around it. if _maybe_idle_bump_proximity_escape(): return true return _maybe_idle_rim_settle_nudge() func _snap_capsule_upright() -> void: # TODO(NS-24 follow-on): With facing yaw, clear pitch/roll only; keep Y rotation. # Full **`Basis.IDENTITY`** would erase look direction. if global_transform.basis.orthonormalized().is_equal_approx(Basis.IDENTITY): return var p: Vector3 = global_position global_transform = Transform3D(Basis.IDENTITY, p) 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 ~0.8 s, `move_and_slide` + idle snap caused visible XZ # jitter. 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) var shallow_idle_floor: bool = is_on_floor() and floor_up_dot < IDLE_RIM_MIN_FLOOR_UP_DOT if shallow_idle_floor or _idle_ridged_floor_contacts(): use_loose_floor_angle = true floor_max_angle = deg_to_rad( 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: _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 = 0 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() 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) # Use actual capsule bottom (CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS = 0.9) so that a # step-surface goal (e.g. Y=0.3) is never considered "arrived" while the player is still at # floor height. Using only CAPSULE_HALF_HEIGHT (0.5) gives code-feet at Y=0.4, which is too # close to step surfaces and causes premature arrival when Jolt nudges the body down to ~0.8 # while the capsule hemisphere contacts the step edge. var vert_err: float = vertical_arrival_error( _auth_walk_goal.y, global_position.y, CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS ) if horiz_dist <= ARRIVE_EPS and vert_err <= VERT_ARRIVE_EPS: velocity = Vector3.ZERO _has_walk_goal = false floor_block_on_wall = true _floor_angle_loose_ticks = FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP _step_assist_active = false _idle_anchor_active = false _idle_manual_correction_ticks = 0 _idle_stable_latched = false _idle_stable_unlatch_streak = 0 _idle_stable_enter_streak = 0 _walk_nav_column_steering = false _walk_vert_route_latched = false _nav_agent.set_target_position(global_position) _physics_idle_tick(delta) if _stable_idle_support(): _idle_stable_latched = true _idle_stable_unlatch_streak = 0 _idle_stable_enter_streak = 0 _idle_manual_correction_ticks = 0 velocity = Vector3.ZERO floor_snap_length = FLOOR_SNAP_IDLE _hold_idle_anchor() _debug_trace_idle_state("arrival_stable") _debug_trace_transform("physics") _snap_capsule_upright() return if _apply_idle_manual_correction(): _idle_manual_correction_ticks += 1 _debug_trace_transform("physics") _snap_capsule_upright() return _idle_manual_correction_ticks = 0 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) # Horizontal motion toward the **authoritative** click target (XZ) by default. A **global** # `get_next_path_position()` steer regressed under Jolt / 120 Hz (“stuck” / slow advance). # Use the baked path only when vertical routing is latched **and** column hysteresis says so; # then **`_set_horizontal_velocity_from_nav_path_or_goal`** uses **`get_next_path_position()`** # (not a 5 cm path scan — that ping-ponged waypoints every tick). var vert_sep: float = absf(_auth_walk_goal.y - feet_y) if not _walk_vert_route_latched: if vert_sep > WALK_VERT_ROUTE_LATCH_ON_SEP: _walk_vert_route_latched = true else: if vert_sep < WALK_VERT_ROUTE_LATCH_OFF_SEP: _walk_vert_route_latched = false var needs_vertical_routing: bool = _walk_vert_route_latched if not needs_vertical_routing: _walk_nav_column_steering = false elif horiz_dist <= NAV_COLUMN_STEER_ENTER_DIST: _walk_nav_column_steering = true elif horiz_dist >= NAV_COLUMN_STEER_EXIT_DIST: _walk_nav_column_steering = false if needs_vertical_routing and _walk_nav_column_steering: _set_horizontal_velocity_from_nav_path_or_goal(want_goal_h) else: _set_horizontal_velocity_toward(_auth_walk_goal, want_goal_h) _apply_walk_air_gravity(delta) floor_snap_length = _walk_floor_snap_length(feet_y, want_goal_h) move_and_slide() _after_walk_move_and_slide() _clear_step_assist_after_walk_move() _debug_trace_transform("physics") _snap_capsule_upright()