extends CharacterBody3D ## NS-23 path-follow; NS-24 idle. NEO-22: WASD locomotion via [method set_locomotion_wish_world_xz]. ## 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). ## Post-walk window for wider [member floor_max_angle] (~0.4 s @ 120 Hz); shorter tightens idle ## contact sooner and helps the anchor latch feel snappy on flat / mild slopes. const FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP: int = 48 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 ## First path waypoint used for column steer must be at least this far in XZ. [method ## NavigationAgent3D.get_next_path_position] ## can sit ~4 cm from the capsule; Jolt slides ~4 cm/tick → the “toward next” vector flips 180° ## every frame ## (`vlat && ncol` NEON-16 traces). A 22 cm gate matches foot-scale probes and stays stable on ## treads. const NAV_PATH_STEER_MIN_LOOKAHEAD: float = 0.22 ## If lookahead steering points more than ~105° from the click direction (XZ), use direct goal steer ## instead. const NAV_PATH_STEER_MIN_GOAL_DOT: float = -0.25 ## When the new lookahead unit is almost opposite the last applied nav steer, slerp slowly — stops ## ±[code]MOVE_SPEED[/code] ## flips while [code]vlat && ncol[/code] (Jolt nudges XZ → different first waypoint past [member ## NAV_PATH_STEER_MIN_LOOKAHEAD]). const NAV_PATH_STEER_SMOOTH_DOT: float = 0.22 const NAV_PATH_STEER_SMOOTH_SLERP: float = 0.58 const NAV_PATH_STEER_SMOOTH_SLERP_OPPOSING: float = 0.16 ## While [code]vlat && ncol[/code], ledge peel + zero floor snap fight [method move_and_slide] on ## approach treads ## (3-cycle NEON-16 traces: same XZ triplet, Y/feet_y ping-pong). Suspend only when ## [code]vsep[/code] is ## **tread-scale** — if this matched tall-pad descents (~0.48 m), column steering stays true while ## [code]vsep[/code] ## shrinks from metres to zero and peel was off for the last ~half metre (orange block slow float). ## Just above **two** QA tread drops (~0.208 m) so double risers still suspend. const WALK_PEEL_COLUMN_SUSPEND_MAX_VSEP: float = 0.23 ## Fallback when [code]vlat[/code] has unlatched (feet and goal both near the same slab Y) but ## [code]ncol[/code] is false because [code]horiz_dist[/code] is past column hysteresis — peel + ## zero ## snap still oscillates on violet treads (NEON-16 ~y=0.92). Slightly below a single tall lip so ## shallow ## lips (~0.35–0.47 m) still peel vs [member WALK_PEEL_SUSPEND_HORIZ_VERT_SEP]. const WALK_PEEL_SUSPEND_HORIZ_VERT_SEP: float = 0.46 const WALK_PEEL_SUSPEND_HORIZ_DIST: float = 5.0 ## Broad [method _walk_peel_suspend_near_goal] (horiz + [member WALK_PEEL_SUSPEND_HORIZ_VERT_SEP]) ## is for ## tread-height wobble when XZ is already near the click. On **tall pads** (orange reject block, ## terraces), ## feet can stay tens of cm above the goal while [code]horiz_dist < 5[/code] — suspend then kills ## ledge peel ## for the whole last ~0.46 m of drop → [code]is_on_floor()[/code] + no [code]velocity.y[/code] ## feels like a slow float. ## Only allow that broad branch once the feet are within this of the goal surface **while ## descending**. const WALK_PEEL_SUSPEND_BROAD_MAX_FEET_ABOVE_GOAL: float = 0.22 ## With [method _walk_peel_suspend_near_goal] (tread snap/peel stability), zero XZ [member velocity] ## when ## close in XZ but vertical arrival still unresolved — avoids band-edge flicker from a tight ## [code]vert_sep[/code] ## window. [member WALK_PEEL_SUSPEND_HORIZ_DIST] can be 5 m; cap XZ here so we never freeze long ## crosses. const WALK_TREAD_FREEZE_HORIZ_MAX: float = 0.38 ## Freeze only while vertical error is in a “tread wobble” band (past arrival noise, not a big ## drop). const WALK_TREAD_FREEZE_VERT_ERR_MAX: float = 0.18 ## [method _walk_has_close_floor_probe_below] often flips on stairs: next tread is ~0.104 m down but ## [member WALK_CONTINUATION_MAX_BELOW_FEET] is 0.078 m, so rays reject the hit → peel + zero snap ## alternate with full snap each tick (~y≈1.0 jitter). Require this many consecutive probe-fail ## frames ## before arming peel/snap aggression; [member WALK_DEEP_DESCENT_FEET_ABOVE_GOAL] still arms ## immediately. const WALK_PEEL_PROBE_FALSE_FRAMES: int = 2 ## [member VERT_ARRIVE_EPS] is too tight on column stairs: feet oscillate ~±6 cm vs goal surface ## while XZ is ## already inside [member ARRIVE_EPS] → never [code]has_goal=false[/code], full [member MOVE_SPEED] ## path ## steer flips forever (looks like “idle” jitter; NEON-16 traces). const WALK_COLUMN_NEAR_ARRIVE_VERT: float = 0.36 ## Only apply [member WALK_COLUMN_NEAR_ARRIVE_VERT] when vertical error is already in this band — ## avoids ## treating a **plaza / block** drop (feet still >20 cm above goal) as “column stair wobble” while ## [code]horiz_dist[/code] is inside column steering (NEON-29-style skate + slow float after XZ). const WALK_COLUMN_NEAR_ARRIVE_GATE_VERT_ERR: float = 0.22 ## If [code]vlat && ncol[/code] and net displacement stays below this for [member ## WALK_COLUMN_STUCK_FRAMES], ## clear the walk goal — path lookahead limit cycle with no progress (backup if widened arrival is ## not enough). const WALK_COLUMN_STUCK_FRAMES: int = 28 const WALK_COLUMN_STUCK_MAX_DRIFT: float = 0.045 const WALK_COLUMN_STUCK_HORIZ_MAX: float = 0.68 ## After [method _walk_clip_horizontal_velocity_against_vertical_contacts], Jolt can alternate which ## vertical face “wins” on stair/column seams → post-clip [code]velocity.xz[/code] flips ~180° at ## ~[code]MOVE_SPEED[/code] while [code]horiz_dist[/code] stays large ([code]ncol[/code] ## hysteresis). ## Dot below this vs last tick’s post-clip XZ → zero horizontal + brief suppress (NEO-14 traces). const WALK_COL_SEAM_FLIP_DOT: float = -0.7 ## Treat post-clip speed as “full fight” when above this fraction of [member MOVE_SPEED]. const WALK_COL_SEAM_SPEED_FRAC: float = 0.82 ## Physics ticks to hold [code]velocity.xz == 0[/code] after a seam flip (odd/even frame ## alternation). const WALK_COL_SEAM_SUPPRESS_TICKS: int = 3 ## 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 ## Stay below [member WALK_VERT_ROUTE_LATCH_ON_SEP]. Old 0.038 unlatched while descending toward ## floor ## (vert_sep under ~4 cm) → [code]vlat[/code]/[code]ncol[/code] false → peel suspend never ran. const WALK_VERT_ROUTE_LATCH_OFF_SEP: float = 0.085 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 ## Uniform walkable slopes (e.g. physics QA ramp ~18°): stable idle when not tread+riser ridged. ## Below ~cos(28°): treat as too steep for this fast-path (leave corrective / rim logic). const IDLE_SLOPE_STABLE_MIN_UP_DOT: float = 0.88 ## 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 = 5 ## Consecutive [code]raw_stable[/code] ticks before first idle anchor latch. Two was safe but Jolt ## heightmaps / slopes often insert a one-frame false negative → ~1 s extra jitter before latch. const STABLE_IDLE_ENTER_STREAK_FRAMES: int = 1 ## When not [code]raw_stable[/code] and not yet latched, decay the enter streak instead of zeroing ## (brief floor-normal flicker no longer wipes two good ticks). const STABLE_IDLE_ENTER_MISS_DECAY: int = 1 ## 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]). ## Down-ray length under the capsule foot disk while walking (~[member ## NavigationMesh.agent_max_climb]). const WALK_SUPPORT_PROBE_DEPTH: float = 0.32 const WALK_SUPPORT_PROBE_MIN_UP_DOT: float = 0.42 ## Ignore ray hits farther below the feet than this (m). Set just **above** QA tread rise (~0.104 m ## in ## [code]main.tscn[/code]) so the next tread usually counts as continuation — stabilizes debounced ## peel/snap ## on violet stairs. Must stay **below** ~0.25 m so a gold→floor (~0.3 m) void still rejects the ## slab hit ## (no horizontal skate off the deck). const WALK_CONTINUATION_MAX_BELOW_FEET: float = 0.108 ## If capsule feet are farther above the click’s surface Y than this, always arm ledge peel (bypass ## probe streak). Keep this **just above** a single QA tread drop (~0.104 m) so stair treads still ## use ## [method _walk_has_close_floor_probe_below]; use a **small** value so tall drops (block ~2 m, ## terrace ## ~0.6 m) never exit this “deep” band until feet are almost on the goal surface — otherwise the ## last ## ~40 cm reverted to probe-only, lip [code]is_on_floor()[/code] + full snap could **horizontal ## skate** ## with almost no peel until XZ arrival. const WALK_DEEP_DESCENT_FEET_ABOVE_GOAL: float = 0.12 ## [method get_gravity] can be ~0 with missing/odd project defaults; ledge peel + airborne walk ## still need a pull. const WALK_FALLBACK_GRAVITY_Y: float = -9.81 ## Multiplier on project gravity for walk ledge peel, walk-airborne, and idle-airborne (arcade ## descent). const PLAYER_VERTICAL_ACCEL_MULTIPLIER: float = 9.0 ## Scale [method _apply_walk_post_slide_ledge_peel] integration when feet are still far above a ## **lower** ## goal (block / terrace lip). Keeps peel sub-linear time from feeling like a hover; tread-sized ## drops stay ~1×. const WALK_LEDGE_PEEL_BOOST_SEP_1: float = 0.28 const WALK_LEDGE_PEEL_BOOST_SEP_2: float = 0.75 const WALK_LEDGE_PEEL_BOOST_SEP_3: float = 1.35 const WALK_LEDGE_PEEL_BOOST_MUL_1: float = 1.65 const WALK_LEDGE_PEEL_BOOST_MUL_2: float = 2.75 const WALK_LEDGE_PEEL_BOOST_MUL_3: float = 4.25 ## 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 ## Last horizontal nav-path steer unit (XZ); eases 180° waypoint switches (see [member ## NAV_PATH_STEER_SMOOTH_DOT]). var _walk_nav_path_steer_hz: Vector3 = Vector3.ZERO ## Schmitt latch for vertical routing (see [member WALK_VERT_ROUTE_LATCH_ON_SEP]). var _walk_vert_route_latched: bool = false ## GROUNDED [method move_and_slide] clears downward [code]velocity.y[/code] on floor; accumulate ## peel ## speed here and apply [code]global_position.y[/code] so terrace lips can actually drop. var _walk_ledge_peel_vy: float = 0.0 ## Pre-[method move_and_slide] debounce for probe flicker (see [member ## WALK_PEEL_PROBE_FALSE_FRAMES]). var _walk_peel_no_probe_streak: int = 0 ## True after streak / deep-descent check; drives zero snap and [method ## _apply_walk_post_slide_ledge_peel]. var _walk_debounced_wants_ledge_peel: bool = false var _walk_column_stuck_frame: int = 0 var _walk_column_stuck_origin: Vector3 = Vector3.ZERO ## Post-clip XZ from last physics tick; used with [member WALK_COL_SEAM_FLIP_DOT] while [code]vlat ## && ncol[/code]. var _walk_col_seam_prev_hz: Vector2 = Vector2.ZERO var _walk_col_seam_suppress_ticks: int = 0 @onready var _nav_agent: NavigationAgent3D = $NavigationAgent3D ## Normalized world XZ direction from WASD (Y ignored). Zero when idle. var _locomotion_wish_world_xz: Vector3 = Vector3.ZERO 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 _walk_nav_path_steer_hz = Vector3.ZERO _walk_ledge_peel_vy = 0.0 _walk_peel_no_probe_streak = 0 _walk_debounced_wants_ledge_peel = false _walk_column_stuck_frame = 0 _walk_col_seam_prev_hz = Vector2.ZERO _walk_col_seam_suppress_ticks = 0 _nav_agent.set_target_position(world_pos) func clear_nav_goal() -> void: velocity = Vector3.ZERO _walk_ledge_peel_vy = 0.0 _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 _walk_nav_path_steer_hz = Vector3.ZERO _walk_peel_no_probe_streak = 0 _walk_debounced_wants_ledge_peel = false _walk_column_stuck_frame = 0 _walk_col_seam_prev_hz = Vector2.ZERO _walk_col_seam_suppress_ticks = 0 _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 set_locomotion_wish_world_xz(dir: Vector3) -> void: var h := Vector3(dir.x, 0.0, dir.z) if h.length_squared() < 1e-10: _locomotion_wish_world_xz = Vector3.ZERO else: _locomotion_wish_world_xz = h.normalized() 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 _walk_ledge_peel_vy = 0.0 _walk_peel_no_probe_streak = 0 _walk_debounced_wants_ledge_peel = false # Force corrective idle ticks so Jolt resolves any residual physics state before walking. _floor_angle_loose_ticks = FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP _step_assist_cooldown = 0 _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 _walk_nav_path_steer_hz = Vector3.ZERO _walk_col_seam_prev_hz = Vector2.ZERO _walk_col_seam_suppress_ticks = 0 _nav_agent.set_target_position(settled) reset_physics_interpolation() _locomotion_wish_world_xz = Vector3.ZERO func _physics_process_locomotion_wasd(delta: float) -> void: if _has_walk_goal: clear_nav_goal() floor_block_on_wall = true var feet_y: float = capsule_feet_y( global_position.y, CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS ) velocity.x = _locomotion_wish_world_xz.x * MOVE_SPEED velocity.z = _locomotion_wish_world_xz.z * MOVE_SPEED if is_on_floor(): velocity.y = 0.0 else: _apply_walk_air_gravity(delta, feet_y, Vector2.ZERO) _walk_clip_horizontal_velocity_against_vertical_contacts(_locomotion_wish_world_xz) floor_snap_length = FLOOR_SNAP_MOVING move_and_slide() _snap_capsule_upright() _debug_trace_transform("physics") ## 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 ## Remove horizontal velocity into **vertical** contacts using last tick's slide normals (and ## [method get_wall_normal] when [method is_on_wall]). Capsule lips / floor seams often never set ## [method is_on_wall] while [method move_and_slide] still fights full [code]MOVE_SPEED[/code] into ## the face → jitter. Same plane test as [method _step_assist_wallish_blocks]: [code]dot < ## -0.02[/code]. func _walk_clip_horizontal_velocity_against_vertical_contacts(want_goal_h: Vector3) -> void: var v2 := Vector2(velocity.x, velocity.z) for _iter: int in range(4): var v_before: Vector2 = v2 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-10: continue n2 = n2.normalized() var dot_v: float = v2.dot(n2) if dot_v < -0.02: v2 -= n2 * dot_v if is_on_wall(): var wn: Vector3 = get_wall_normal() if wn.y <= 0.35: var wnh := Vector2(wn.x, wn.z) if wnh.length_squared() > 1e-10: wnh = wnh.normalized() var dot_w: float = v2.dot(wnh) if dot_w < -0.02: v2 -= wnh * dot_w if v2.distance_squared_to(v_before) < 1e-12: break # Goal through a vertical blocker but only micro tangential slip survives → kill floaty XZ. var want3 := Vector3(want_goal_h.x, 0.0, want_goal_h.z) if want3.length_squared() > 1e-10 and _step_assist_wallish_blocks(want3.normalized()): if v2.length_squared() < 0.0025: v2 = Vector2.ZERO velocity.x = v2.x velocity.z = v2.y ## While [code]_walk_vert_route_latched && _walk_nav_column_steering[/code], seam contacts can make ## [method _walk_clip_horizontal_velocity_against_vertical_contacts] output ~opposite ## [code]velocity.xz[/code] ## on consecutive ticks at nearly [member MOVE_SPEED] (slide normal order / riser vs tread). func _walk_damp_vert_route_column_seam_flip() -> void: if not (_walk_vert_route_latched and _walk_nav_column_steering): _walk_col_seam_prev_hz = Vector2.ZERO _walk_col_seam_suppress_ticks = 0 return if _walk_col_seam_suppress_ticks > 0: _walk_col_seam_suppress_ticks -= 1 velocity.x = 0.0 velocity.z = 0.0 _walk_col_seam_prev_hz = Vector2.ZERO return var hz := Vector2(velocity.x, velocity.z) var len2: float = hz.length_squared() var thr: float = MOVE_SPEED * WALK_COL_SEAM_SPEED_FRAC var thr2: float = thr * thr if len2 < thr2 * 0.2: if len2 > 1e-8: _walk_col_seam_prev_hz = hz else: _walk_col_seam_prev_hz = Vector2.ZERO return var pl2: float = _walk_col_seam_prev_hz.length_squared() if pl2 < thr2 * 0.16: _walk_col_seam_prev_hz = hz return if hz.normalized().dot(_walk_col_seam_prev_hz.normalized()) < WALK_COL_SEAM_FLIP_DOT: velocity.x = 0.0 velocity.z = 0.0 _walk_col_seam_prev_hz = Vector2.ZERO _walk_col_seam_suppress_ticks = WALK_COL_SEAM_SUPPRESS_TICKS else: _walk_col_seam_prev_hz = hz 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 or _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 var want: Vector3 = to_h.normalized() if not (_step_assist_wallish_blocks(want) and _step_assist_has_support(want)): return false 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() # Same tick as [method _apply_walk_air_gravity]: zeroing [code]velocity.y[/code] every frame while # airborne capped fall to one gravity delta per tick (~constant sink rate off tall pads). var vy_air: float = velocity.y velocity = dh * MOVE_SPEED velocity.y = 0.0 if is_on_floor() else vy_air func _walk_probe_xz_offsets(move_dir_xz: Vector2) -> Array[Vector2]: var offs: Array[Vector2] = [Vector2.ZERO] var len2: float = move_dir_xz.length_squared() var r: float = PLAYER_CAPSULE_RADIUS if len2 > 1e-8: var inv_len: float = 1.0 / sqrt(len2) var f := Vector2(move_dir_xz.x * inv_len, move_dir_xz.y * inv_len) var perp := Vector2(-f.y, f.x) offs.append(f * r * 0.58) offs.append(f * r * 0.30 + perp * r * 0.42) offs.append(f * r * 0.30 - perp * r * 0.42) else: offs.append(Vector2(1.0, 0.0) * r * 0.52) offs.append(Vector2(-1.0, 0.0) * r * 0.52) offs.append(Vector2(0.0, 1.0) * r * 0.52) offs.append(Vector2(0.0, -1.0) * r * 0.52) return offs 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 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 ) 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") or not res.has("position"): return false var hit_y: float = (res["position"] as Vector3).y if hit_y < feet.y - WALK_CONTINUATION_MAX_BELOW_FEET: return false var n: Vector3 = res["normal"] return n.dot(Vector3.UP) > WALK_SUPPORT_PROBE_MIN_UP_DOT ## 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] ## 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: var pos := global_position 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 out: Vector2 if descending: if to_g.length_squared() >= 1e-6: 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]. ## Requires a hit under the foot origin **and** at least one sample **ahead** in [param move_dir_xz] ## (same construction as [method _walk_probe_xz_offsets]). If only the center hits while the leading ## foot is over a void, [method CharacterBody3D.is_on_floor] can stay true from a lip — returning ## true here would suppress gravity and keep moving snap until XZ arrival (ledge skate). ## When [param move_dir_xz] is ~zero (idle / no horizontal intent), center-only is enough. func _walk_has_close_floor_probe_below(move_dir_xz: Vector2) -> bool: var w3d := get_world_3d() if w3d == null: return true var space: PhysicsDirectSpaceState3D = w3d.direct_space_state if not _walk_ray_hit_up_floor(space, Vector2.ZERO): return false var len2: float = move_dir_xz.length_squared() if len2 < 1e-10: return true var inv_len: float = 1.0 / sqrt(len2) var md := Vector2(move_dir_xz.x * inv_len, move_dir_xz.y * inv_len) for off2: Vector2 in _walk_probe_xz_offsets(move_dir_xz): if off2.length_squared() < 1e-12: continue if off2.dot(md) > 0.0: if _walk_ray_hit_up_floor(space, off2): return true 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 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 func _walk_try_release_column_stuck_orbit(horiz_dist: float) -> bool: if not _has_walk_goal or not is_on_floor(): _walk_column_stuck_frame = 0 return false if not (_walk_vert_route_latched and _walk_nav_column_steering): _walk_column_stuck_frame = 0 return false if horiz_dist > WALK_COLUMN_STUCK_HORIZ_MAX: _walk_column_stuck_frame = 0 return false if _walk_column_stuck_frame == 0: _walk_column_stuck_origin = global_position _walk_column_stuck_frame += 1 if _walk_column_stuck_frame < WALK_COLUMN_STUCK_FRAMES: return false var drift: float = global_position.distance_to(_walk_column_stuck_origin) _walk_column_stuck_frame = 0 if drift > WALK_COLUMN_STUCK_MAX_DRIFT: return false clear_nav_goal() return true 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 ): 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: return false return vsep <= WALK_PEEL_SUSPEND_HORIZ_VERT_SEP and horiz_dist <= WALK_PEEL_SUSPEND_HORIZ_DIST 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 if _auth_walk_goal.y > _feet_y + 0.04: return false if not _walk_peel_suspend_near_goal(_feet_y, horiz_dist): return false if horiz_dist > WALK_TREAD_FREEZE_HORIZ_MAX: 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) 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: var probe_ok: bool = _walk_has_close_floor_probe_below(move_dir_xz) var deep: bool = feet_y > _auth_walk_goal.y + WALK_DEEP_DESCENT_FEET_ABOVE_GOAL if deep: _walk_peel_no_probe_streak = WALK_PEEL_PROBE_FALSE_FRAMES elif not probe_ok: _walk_peel_no_probe_streak += 1 else: _walk_peel_no_probe_streak = 0 _walk_debounced_wants_ledge_peel = ( deep or _walk_peel_no_probe_streak >= WALK_PEEL_PROBE_FALSE_FRAMES ) ## After [method move_and_slide], peel the capsule down when the authoritative goal is below the ## feet ## but the engine still reports floor contact (GROUNDED mode ate negative [code]velocity.y[/code]). ## Uses a small accumulated peel speed so displacement matches [code]∫ g dt[/code], not [code]g ## Δt[/code] (wrong units). func _apply_walk_post_slide_ledge_peel( delta: float, feet_y: float, _move_dir_xz: Vector2, horiz_dist: float ) -> void: if not _has_walk_goal: _walk_ledge_peel_vy = 0.0 return if not is_on_floor(): _walk_ledge_peel_vy = 0.0 return # 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 return if _auth_walk_goal.y > feet_y + 0.04: _walk_ledge_peel_vy = 0.0 return if _walk_peel_suspend_near_goal(feet_y, horiz_dist): _walk_ledge_peel_vy = 0.0 return if not _walk_debounced_wants_ledge_peel: _walk_ledge_peel_vy = 0.0 return # Debounce was computed pre-slide; do not re-probe here (post-slide rays re-flicker on treads). var sep_below_feet: float = feet_y - _auth_walk_goal.y var peel_boost: float = 1.0 if sep_below_feet > WALK_LEDGE_PEEL_BOOST_SEP_3: peel_boost = WALK_LEDGE_PEEL_BOOST_MUL_3 elif sep_below_feet > WALK_LEDGE_PEEL_BOOST_SEP_2: peel_boost = WALK_LEDGE_PEEL_BOOST_MUL_2 elif sep_below_feet > WALK_LEDGE_PEEL_BOOST_SEP_1: peel_boost = WALK_LEDGE_PEEL_BOOST_MUL_1 _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 may be overwritten vs Jolt after [method move_and_slide]. move_and_collide(Vector3(0.0, dy, 0.0), false, safe_margin, false) func _walk_floor_snap_length( feet_y: float, want_goal_h: Vector3, _move_dir_xz: Vector2 = Vector2.ZERO, horiz_dist: float = INF, ) -> float: if _step_assist_active: return WALK_STEP_ASSIST_SNAP if _has_walk_goal: # Strong moving snap + lip [code]is_on_floor()[/code] otherwise cancels gravity every tick. if ( is_on_floor() and not _walk_peel_suspend_near_goal(feet_y, horiz_dist) and _walk_debounced_wants_ledge_peel ): return 0.0 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 # Lip cap only while debounced peel is armed. Otherwise [code]feet_y[/code] wobble on treads # 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 ) if ( descend_lip_geom and _walk_debounced_wants_ledge_peel and not _walk_peel_suspend_near_goal(feet_y, horiz_dist) ): 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: # `get_next_path_position()` alone still ping-pongs: the engine’s “next” point can sit within # Jolt’s per-tick slide distance, so the horizontal seek vector flips 180° each tick. # Scan the baked path for the first XZ waypoint at least [member NAV_PATH_STEER_MIN_LOOKAHEAD] # away (unlike the old 5 cm scan). Reject segments that point opposite the click (XZ). if _nav_agent.is_navigation_finished(): _walk_nav_path_steer_hz = Vector3.ZERO _set_horizontal_velocity_toward(_auth_walk_goal, fallback_goal_xz) return var pos := global_position var min_l2: float = NAV_PATH_STEER_MIN_LOOKAHEAD * NAV_PATH_STEER_MIN_LOOKAHEAD var steer_point: Vector3 = _auth_walk_goal var path: PackedVector3Array = _nav_agent.get_current_navigation_path() if path.size() > 0: var chosen: bool = false for i: int in range(path.size()): var wp: Vector3 = path[i] var dx: float = wp.x - pos.x var dz: float = wp.z - pos.z if dx * dx + dz * dz >= min_l2: steer_point = wp chosen = true break if not chosen: steer_point = path[path.size() - 1] var dh: Vector3 = Vector3(steer_point.x - pos.x, 0.0, steer_point.z - pos.z) if dh.length_squared() < 1e-10: _walk_nav_path_steer_hz = Vector3.ZERO _set_horizontal_velocity_toward(_auth_walk_goal, fallback_goal_xz) return var dir: Vector3 = dh.normalized() var gh: Vector3 = Vector3(fallback_goal_xz.x, 0.0, fallback_goal_xz.z) if gh.length_squared() > 1e-10: gh = gh.normalized() if dir.dot(gh) < NAV_PATH_STEER_MIN_GOAL_DOT: _walk_nav_path_steer_hz = Vector3.ZERO _set_horizontal_velocity_toward(_auth_walk_goal, fallback_goal_xz) return var dir_hz := Vector3(dir.x, 0.0, dir.z) if dir_hz.length_squared() < 1e-10: _walk_nav_path_steer_hz = Vector3.ZERO _set_horizontal_velocity_toward(_auth_walk_goal, fallback_goal_xz) return dir_hz = dir_hz.normalized() if _walk_nav_path_steer_hz.length_squared() > 1e-10: var prev := Vector3(_walk_nav_path_steer_hz.x, 0.0, _walk_nav_path_steer_hz.z).normalized() var dotp: float = dir_hz.dot(prev) var t: float = ( NAV_PATH_STEER_SMOOTH_SLERP_OPPOSING if dotp < NAV_PATH_STEER_SMOOTH_DOT else NAV_PATH_STEER_SMOOTH_SLERP ) dir_hz = prev.slerp(dir_hz, t).normalized() _walk_nav_path_steer_hz = dir_hz var vy_air: float = velocity.y velocity = dir_hz * MOVE_SPEED velocity.y = 0.0 if is_on_floor() else vy_air func _effective_gravity(_delta: float) -> Vector3: var g: Vector3 = get_gravity() if g.length_squared() < 0.25: return Vector3(0.0, WALK_FALLBACK_GRAVITY_Y, 0.0) return g func _player_vertical_accel(_delta: float) -> Vector3: return _effective_gravity(_delta) * PLAYER_VERTICAL_ACCEL_MULTIPLIER 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 += _player_vertical_accel(delta) * 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 ## [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 ## 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. 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: return false return true 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 var up_dot: float = floor_normal.dot(Vector3.UP) var ridged: bool = idle_ridged_stair_lip_only(slide_normals, up_dot) # Single-surface inclines (walk ramps): flatter than [member STABLE_IDLE_FLOOR_MIN_UP_DOT] but not # stair lip geometry — latch stable idle instead of endless corrective [method _physics_idle_tick]. if ( not ridged and up_dot >= IDLE_SLOPE_STABLE_MIN_UP_DOT and up_dot < STABLE_IDLE_FLOOR_MIN_UP_DOT ): return true # Entering stable idle uses [member STABLE_IDLE_FLOOR_MIN_UP_DOT] (0.998). On stair treads, # [code]get_floor_normal()[/code] often sits ~0.996–0.997 with a riser contact — never latches, # so idle stays in corrective [method _maybe_idle_rim_settle_nudge] + [method _physics_idle_tick] # forever (HUD jitter while **not** walking). Use the latched hold threshold (0.992) when ridged. var required_up: float = min_flat_up_dot if ridged and min_flat_up_dot >= STABLE_IDLE_FLOOR_MIN_UP_DOT - 1e-6: required_up = STABLE_IDLE_FLOOR_HOLD_MIN_UP_DOT if up_dot < required_up: 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 ridged and up_dot < 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( ( ( "NEO-14 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( ( ( "NEO-14 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 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 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: 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_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: 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) var shallow_idle_floor: bool = is_on_floor() and floor_up_dot < IDLE_RIM_MIN_FLOOR_UP_DOT # Raw facet ridging reads true on a heightmap **crest** while [code]get_floor_normal()[/code] is # already ~level; widening [member floor_max_angle] there makes [method move_and_slide] hunt # forever (HUD jitter on the pink hill tip). if ( (shallow_idle_floor or idle_slide_contacts_are_ridged(_current_slide_normals())) and floor_up_dot < STABLE_IDLE_FLOOR_MIN_UP_DOT ): 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 ) var wish_active: bool = _locomotion_wish_world_xz.length_squared() > 1e-10 if wish_active: use_loose_floor_angle = true floor_max_angle = deg_to_rad(FLOOR_MAX_ANGLE_MOVING_DEG) _physics_process_locomotion_wasd(delta) return if not _has_walk_goal: _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 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 ) 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 var vert_err: float = vertical_arrival_error( _auth_walk_goal.y, global_position.y, CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS ) var vert_ok: float = VERT_ARRIVE_EPS if ( is_on_floor() and _walk_vert_route_latched and _walk_nav_column_steering and vert_err < WALK_COLUMN_NEAR_ARRIVE_GATE_VERT_ERR ): vert_ok = maxf(VERT_ARRIVE_EPS, WALK_COLUMN_NEAR_ARRIVE_VERT) if horiz_dist <= ARRIVE_EPS and vert_err <= vert_ok: velocity = Vector3.ZERO _has_walk_goal = false _walk_ledge_peel_vy = 0.0 _walk_peel_no_probe_streak = 0 _walk_debounced_wants_ledge_peel = false floor_block_on_wall = true _floor_angle_loose_ticks = FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP _step_assist_active = false _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 _walk_col_seam_prev_hz = Vector2.ZERO _walk_col_seam_suppress_ticks = 0 _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 if _walk_try_release_column_stuck_orbit(horiz_dist): floor_block_on_wall = true _floor_angle_loose_ticks = FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP _physics_idle_tick(delta) _debug_trace_transform("physics") _snap_capsule_upright() return _idle_manual_correction_ticks = 0 _apply_floor_block_for_descend_at_wall(feet_y) # Horizontal motion toward the **authoritative** click target (XZ) by default. Use the baked # path only while **airborne** with column vertical routing (`on_floor=false` + `vlat && ncol`): # 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 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: _walk_nav_path_steer_hz = Vector3.ZERO _set_horizontal_velocity_toward(_auth_walk_goal, want_goal_h) _walk_clip_horizontal_velocity_against_vertical_contacts(want_goal_h) _walk_damp_vert_route_column_seam_flip() if _walk_tread_freeze_horizontal_active(feet_y, horiz_dist): velocity.x = 0.0 velocity.z = 0.0 var walk_move_dir_xz: Vector2 = _resolve_walk_probe_dir_xz(feet_y, want_goal_h) _walk_refresh_ledge_peel_debounce(feet_y, walk_move_dir_xz) _apply_walk_air_gravity(delta, feet_y, walk_move_dir_xz) floor_snap_length = _walk_floor_snap_length(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 ) _apply_walk_post_slide_ledge_peel(delta, feet_after, walk_move_dir_xz, horiz_dist) _after_walk_move_and_slide() _clear_step_assist_after_walk_move() _debug_trace_transform("physics") _snap_capsule_upright()