extends CharacterBody3D ## NS-23: Nav waypoints + stored server goal for arrival. ## NS-19: bump collision is one convex frustum (plateau + slopes); no autostep. const MOVE_SPEED: float = 5.0 const ARRIVE_EPS: float = 0.35 const VERT_ARRIVE_EPS: float = 0.16 const MAX_CLIMB_SPEED: float = 2.6 const MAX_DESCENT_SPEED: float = 2.2 const DIRECT_APPROACH_RADIUS: float = 0.85 var _has_walk_goal: bool = false var _auth_walk_goal: Vector3 = Vector3.ZERO @onready var _nav_agent: NavigationAgent3D = $NavigationAgent3D func _ready() -> void: _nav_agent.set_target_position(global_position) func set_authoritative_nav_goal(world_pos: Vector3) -> void: _auth_walk_goal = world_pos _has_walk_goal = true _nav_agent.set_target_position(world_pos) func clear_nav_goal() -> void: velocity = Vector3.ZERO _has_walk_goal = false _nav_agent.set_target_position(global_position) func snap_to_server(world_pos: Vector3) -> void: global_position = world_pos velocity = Vector3.ZERO _has_walk_goal = false _nav_agent.set_target_position(world_pos) func _steer_toward_world_point(point: Vector3) -> void: var pos := global_position var delta_h: Vector3 = Vector3(point.x - pos.x, 0.0, point.z - pos.z) # Full 3D toward a waypoint that is mostly *below* (same xz, on the slope) while standing on # the plateau yields almost no horizontal speed, so you never reach the rim. Nav in xz + floor # slide handles ramps and departure from bump tops. if delta_h.length_squared() > 1e-8: velocity = delta_h.normalized() * MOVE_SPEED return var dy: float = point.y - pos.y if dy > 0.08: var delta: Vector3 = point - pos if delta.length_squared() < 1e-8: velocity = Vector3.ZERO return var desired: Vector3 = delta.normalized() * MOVE_SPEED desired.y = clampf(desired.y, -MAX_DESCENT_SPEED, MAX_CLIMB_SPEED) velocity = desired else: velocity = Vector3.ZERO func _physics_process(_delta: float) -> void: if not _has_walk_goal: velocity = Vector3.ZERO move_and_slide() 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 vert_err: float = absf(full_to_goal.y) if horiz_dist <= ARRIVE_EPS and vert_err <= VERT_ARRIVE_EPS: velocity = Vector3.ZERO _has_walk_goal = false _nav_agent.set_target_position(global_position) move_and_slide() return var nav_map: RID = _nav_agent.get_navigation_map() if NavigationServer3D.map_get_iteration_id(nav_map) == 0: _steer_toward_world_point(_auth_walk_goal) move_and_slide() return if horiz_dist <= DIRECT_APPROACH_RADIUS: _steer_toward_world_point(_auth_walk_goal) else: var next_path_position: Vector3 = _nav_agent.get_next_path_position() var to_next_h: Vector3 = Vector3( next_path_position.x - global_position.x, 0.0, next_path_position.z - global_position.z ) if to_next_h.length_squared() > 0.0025: _steer_toward_world_point(next_path_position) else: _steer_toward_world_point(_auth_walk_goal) move_and_slide()