extends CharacterBody3D ## NS-23: Nav waypoints + stored server goal for arrival. ## NS-19: convex frustum bumps; `ns19_bump` group — on flat plateau skip nav waypoints (departure). const MOVE_SPEED: float = 5.0 const ARRIVE_EPS: float = 0.35 ## Must be **below** NS-19 bump rise (~0.12–0.15) or we "arrive" while still on the plateau when the ## goal is on the floor beside the bump (small horiz offset + ~0.15 m vertical). const VERT_ARRIVE_EPS: float = 0.055 const MAX_CLIMB_SPEED: float = 2.6 const MAX_DESCENT_SPEED: float = 2.2 const DIRECT_APPROACH_RADIUS: float = 0.85 ## Floor normal must be this “flat” to count as bump plateau (slopes use nav waypoints). const NS19_BUMP_TOP_NORMAL_DOT: float = 0.992 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 _on_ns19_bump_plateau() -> bool: if not is_on_floor(): return false if get_floor_normal().dot(Vector3.UP) < NS19_BUMP_TOP_NORMAL_DOT: return false return _raycast_down_hits_group("ns19_bump", 2.5) func _raycast_down_hits_group(group_name: String, cast_len: float) -> bool: var space: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state var from: Vector3 = global_position var to: Vector3 = from + Vector3(0.0, -cast_len, 0.0) var q: PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(from, to) q.collision_mask = 1 q.exclude = [get_rid()] var hit: Dictionary = space.intersect_ray(q) if hit.is_empty(): return false var col: Variant = hit.get("collider") var n: Node = col as Node while n: if n.is_in_group(group_name): return true n = n.get_parent() return false 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 elif dy < -0.04: # Goal is lower and almost same xz (e.g. floor under the plateau): still need rim escape. var escape_h := Vector3(-global_transform.basis.z.x, 0.0, -global_transform.basis.z.z) if escape_h.length_squared() < 1e-8: escape_h = Vector3(1.0, 0.0, 0.0) velocity = escape_h.normalized() * MOVE_SPEED 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 # Waypoints route around obstacles; steering stays horizontal-only (see _steer_toward_world_point) # so bump plateaus do not get a mostly-vertical first segment. If next waypoint aligns under the # player (small xz delta), fall back to steering toward the goal xz. 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 # Nav waypoints on the plateau often point down the slope first; goal-only + horizontal steer # matches the NS-19 departure fix. Slopes stay on waypoints so obstacle routing still applies # when crossing the district. if _on_ns19_bump_plateau(): _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()