neon-sprawl/client/scripts/player.gd

111 lines
3.7 KiB
GDScript

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 detours except when goal Y is below us: then xz toward goal (waypoints sit under bump rims).
##
## Idle: skip `move_and_slide()` when on floor and velocity is zero — repeated slide + floor snap
## causes visible micro-vibration at rest.
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
## Descend bypass: compares auth goal Y (often floor **surface** from pick) to `global_position.y`
## (**mid-capsule**). True for most floor clicks — smooth bumps; skips nav (bee-line xz), so
## obstacles may need multi-click. Nav waypoints under bump rims gave almost no horizontal speed.
const DESCEND_GOAL_Y_MARGIN: float = 0.06
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 _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
## `is_on_floor()` comes from the last `move_and_slide()`. Skipping slide while idle reuses that
## stale floor state — OK for static floors; revisit if walkable geometry moves.
func _skip_move_when_idle_on_floor() -> bool:
return is_on_floor() and velocity.length_squared() < 1e-12
func _physics_process(_delta: float) -> void:
if not _has_walk_goal:
velocity = Vector3.ZERO
if _skip_move_when_idle_on_floor():
return
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)
if _skip_move_when_idle_on_floor():
return
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 _auth_walk_goal.y < global_position.y - DESCEND_GOAL_Y_MARGIN:
_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() > 0.0025:
_set_horizontal_velocity_toward(next_path_position)
else:
_set_horizontal_velocity_toward(_auth_walk_goal)
move_and_slide()