extends CharacterBody3D ## NS-23: Follow server move target on walkable geometry. ## ## Horizontal velocity toward nav waypoint or goal only; `velocity.y` stays 0. Height along ramps ## and steps comes from `move_and_slide` + floor_* on CharacterBody3D. Move **legality** (step, ## distance, bounds) is server MoveCommand only — not reimplemented here. ## ## Nav for detours; short local step-down (feet vs goal Y, not body origin) may bypass waypoints. const MOVE_SPEED: float = 5.0 const ARRIVE_EPS: float = 0.35 const VERT_ARRIVE_EPS: float = 0.055 const DIRECT_APPROACH_RADIUS: float = 0.85 const FLOOR_PROBE_DOWN: float = 4.0 const STEP_OFF_FLOOR_MARGIN: float = 0.04 ## Only NS-19-sized step downs (not cliffs); allows a wider horiz cap without bee-lining big drops. const STEP_OFF_MIN_DROP: float = 0.055 const STEP_OFF_MAX_DROP: float = 0.24 const STEP_OFF_MAX_HORIZ: float = 3.0 const FLOOR_PROBE_BODY_Y_OFFSET: float = -0.55 ## If next waypoint is within this xz of us, steer to goal (rim / underfoot waypoints). const NEXT_WAYPOINT_MIN_HORIZ_SQ: float = 0.01 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 _ray_floor_y_at(from: Vector3) -> float: var space: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state var to: Vector3 = from + Vector3(0.0, -FLOOR_PROBE_DOWN, 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 from.y var pv: Variant = hit.get("position") if pv is Vector3: return (pv as Vector3).y return from.y func _floor_y_under_body() -> float: var y_center: float = _ray_floor_y_at(global_position) var lower: Vector3 = global_position + Vector3(0.0, FLOOR_PROBE_BODY_Y_OFFSET, 0.0) var y_lower: float = _ray_floor_y_at(lower) return maxf(y_center, y_lower) func _nav_short_step_down_use_goal_direct() -> bool: var floor_y: float = _floor_y_under_body() if _auth_walk_goal.y >= floor_y - STEP_OFF_FLOOR_MARGIN: return false var drop: float = floor_y - _auth_walk_goal.y if drop < STEP_OFF_MIN_DROP or drop > STEP_OFF_MAX_DROP: return false var hd: float = Vector2( _auth_walk_goal.x - global_position.x, _auth_walk_goal.z - global_position.z ).length() if hd > STEP_OFF_MAX_HORIZ: return false return true func _set_horizontal_velocity_toward(point: Vector3) -> 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: dh = Vector3(1.0, 0.0, 0.0) velocity = dh.normalized() * MOVE_SPEED velocity.y = 0.0 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: _set_horizontal_velocity_toward(_auth_walk_goal) move_and_slide() return if _nav_short_step_down_use_goal_direct(): _set_horizontal_velocity_toward(_auth_walk_goal) move_and_slide() return if horiz_dist <= DIRECT_APPROACH_RADIUS: _set_horizontal_velocity_toward(_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() > NEXT_WAYPOINT_MIN_HORIZ_SQ: _set_horizontal_velocity_toward(next_path_position) else: _set_horizontal_velocity_toward(_auth_walk_goal) move_and_slide()