1427 lines
60 KiB
GDScript
1427 lines
60 KiB
GDScript
extends CharacterBody3D
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## NS-23 path-follow; NS-24 idle. Details in `client/README.md` (movement, idle).
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##
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## Summary: Jolt, no interp; dual floor_max_angle; rim/straddle, bump lip escape.
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## Snap upright after motion. Do not set global_transform in _process.
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## Walk assist may run a second move_and_slide().
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const MOVE_SPEED: float = 5.0
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## Moving: floor angle for seams onto stepped QA bumps (~50°).
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const FLOOR_MAX_ANGLE_MOVING_DEG: float = 50.0
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## Idle: tighter angle to reduce vertex / vertical-face flicker (~35°).
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const FLOOR_MAX_ANGLE_IDLE_DEG: float = 35.0
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## Physics ticks to keep moving floor angle after walk goal clears (arrival).
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## Post-walk window for wider [member floor_max_angle] (~0.4 s @ 120 Hz); shorter tightens idle
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## contact sooner and helps the anchor latch feel snappy on flat / mild slopes.
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const FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP: int = 48
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const ARRIVE_EPS: float = 0.35
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const VERT_ARRIVE_EPS: float = 0.055
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const DIRECT_APPROACH_RADIUS: float = 0.85
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## Hysteresis for nav-path column steering (see `_physics_process`). At exactly
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## [member DIRECT_APPROACH_RADIUS] the old test flipped every frame: path nudges
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## tangentially → [code]horiz_dist[/code] crosses the radius → direct vs path
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## alternates → velocity sign flips (Jolt ping-pong while [code]has_goal[/code]).
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const NAV_COLUMN_STEER_ENTER_DIST: float = 0.74
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const NAV_COLUMN_STEER_EXIT_DIST: float = 0.97
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## First path waypoint used for column steer must be at least this far in XZ. [method NavigationAgent3D.get_next_path_position]
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## can sit ~4 cm from the capsule; Jolt slides ~4 cm/tick → the “toward next” vector flips 180° every frame
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## (`vlat && ncol` NEON-16 traces). A 22 cm gate matches foot-scale probes and stays stable on treads.
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const NAV_PATH_STEER_MIN_LOOKAHEAD: float = 0.22
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## If lookahead steering points more than ~105° from the click direction (XZ), use direct goal steer instead.
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const NAV_PATH_STEER_MIN_GOAL_DOT: float = -0.25
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## When the new lookahead unit is almost opposite the last applied nav steer, slerp slowly — stops ±[code]MOVE_SPEED[/code]
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## flips while [code]vlat && ncol[/code] (Jolt nudges XZ → different first waypoint past [member NAV_PATH_STEER_MIN_LOOKAHEAD]).
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const NAV_PATH_STEER_SMOOTH_DOT: float = 0.22
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const NAV_PATH_STEER_SMOOTH_SLERP: float = 0.58
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const NAV_PATH_STEER_SMOOTH_SLERP_OPPOSING: float = 0.16
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## While [code]vlat && ncol[/code], ledge peel + zero floor snap fight [method move_and_slide] on approach treads
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## (3-cycle NEON-16 traces: same XZ triplet, Y/feet_y ping-pong). Suspend only when [code]vsep[/code] is
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## **tread-scale** — if this matched tall-pad descents (~0.48 m), column steering stays true while [code]vsep[/code]
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## shrinks from metres to zero and peel was off for the last ~half metre (orange block slow float).
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## Just above **two** QA tread drops (~0.208 m) so double risers still suspend.
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const WALK_PEEL_COLUMN_SUSPEND_MAX_VSEP: float = 0.23
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## Fallback when [code]vlat[/code] has unlatched (feet and goal both near the same slab Y) but
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## [code]ncol[/code] is false because [code]horiz_dist[/code] is past column hysteresis — peel + zero
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## snap still oscillates on violet treads (NEON-16 ~y=0.92). Slightly below a single tall lip so shallow
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## lips (~0.35–0.47 m) still peel vs [member WALK_PEEL_SUSPEND_HORIZ_VERT_SEP].
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const WALK_PEEL_SUSPEND_HORIZ_VERT_SEP: float = 0.46
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const WALK_PEEL_SUSPEND_HORIZ_DIST: float = 5.0
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## Broad [method _walk_peel_suspend_near_goal] (horiz + [member WALK_PEEL_SUSPEND_HORIZ_VERT_SEP]) is for
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## tread-height wobble when XZ is already near the click. On **tall pads** (orange reject block, terraces),
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## feet can stay tens of cm above the goal while [code]horiz_dist < 5[/code] — suspend then kills ledge peel
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## for the whole last ~0.46 m of drop → [code]is_on_floor()[/code] + no [code]velocity.y[/code] feels like a slow float.
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## Only allow that broad branch once the feet are within this of the goal surface **while descending**.
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const WALK_PEEL_SUSPEND_BROAD_MAX_FEET_ABOVE_GOAL: float = 0.22
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## With [method _walk_peel_suspend_near_goal] (tread snap/peel stability), zero XZ [member velocity] when
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## close in XZ but vertical arrival still unresolved — avoids band-edge flicker from a tight [code]vert_sep[/code]
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## window. [member WALK_PEEL_SUSPEND_HORIZ_DIST] can be 5 m; cap XZ here so we never freeze long crosses.
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const WALK_TREAD_FREEZE_HORIZ_MAX: float = 0.38
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## Freeze only while vertical error is in a “tread wobble” band (past arrival noise, not a big drop).
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const WALK_TREAD_FREEZE_VERT_ERR_MAX: float = 0.18
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## [method _walk_has_close_floor_probe_below] often flips on stairs: next tread is ~0.104 m down but
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## [member WALK_CONTINUATION_MAX_BELOW_FEET] is 0.078 m, so rays reject the hit → peel + zero snap
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## alternate with full snap each tick (~y≈1.0 jitter). Require this many consecutive probe-fail frames
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## before arming peel/snap aggression; [member WALK_DEEP_DESCENT_FEET_ABOVE_GOAL] still arms immediately.
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const WALK_PEEL_PROBE_FALSE_FRAMES: int = 2
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## [member VERT_ARRIVE_EPS] is too tight on column stairs: feet oscillate ~±6 cm vs goal surface while XZ is
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## already inside [member ARRIVE_EPS] → never [code]has_goal=false[/code], full [member MOVE_SPEED] path
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## steer flips forever (looks like “idle” jitter; NEON-16 traces).
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const WALK_COLUMN_NEAR_ARRIVE_VERT: float = 0.36
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## Only apply [member WALK_COLUMN_NEAR_ARRIVE_VERT] when vertical error is already in this band — avoids
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## treating a **plaza / block** drop (feet still >20 cm above goal) as “column stair wobble” while
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## [code]horiz_dist[/code] is inside column steering (NEON-29-style skate + slow float after XZ).
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const WALK_COLUMN_NEAR_ARRIVE_GATE_VERT_ERR: float = 0.22
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## If [code]vlat && ncol[/code] and net displacement stays below this for [member WALK_COLUMN_STUCK_FRAMES],
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## clear the walk goal — path lookahead limit cycle with no progress (backup if widened arrival is not enough).
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const WALK_COLUMN_STUCK_FRAMES: int = 28
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const WALK_COLUMN_STUCK_MAX_DRIFT: float = 0.045
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const WALK_COLUMN_STUCK_HORIZ_MAX: float = 0.68
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## After [method _walk_clip_horizontal_velocity_against_vertical_contacts], Jolt can alternate which
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## vertical face “wins” on stair/column seams → post-clip [code]velocity.xz[/code] flips ~180° at
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## ~[code]MOVE_SPEED[/code] while [code]horiz_dist[/code] stays large ([code]ncol[/code] hysteresis).
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## Dot below this vs last tick’s post-clip XZ → zero horizontal + brief suppress (NEO-14 traces).
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const WALK_COL_SEAM_FLIP_DOT: float = -0.7
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## Treat post-clip speed as “full fight” when above this fraction of [member MOVE_SPEED].
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const WALK_COL_SEAM_SPEED_FRAC: float = 0.82
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## Physics ticks to hold [code]velocity.xz == 0[/code] after a seam flip (odd/even frame alternation).
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const WALK_COL_SEAM_SUPPRESS_TICKS: int = 3
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## Hysteresis for [code]needs_vertical_routing[/code]: [code]feet_y[/code] wobbles with
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## [code]move_and_slide[/code] on treads (~7 cm), so a single margin (see [member DESCEND_GOAL_Y_MARGIN])
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## can flip path vs direct steering every tick → velocity sign ping-pong while [code]has_goal[/code].
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const WALK_VERT_ROUTE_LATCH_ON_SEP: float = 0.10
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## Stay below [member WALK_VERT_ROUTE_LATCH_ON_SEP]. Old 0.038 unlatched while descending toward floor
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## (vert_sep under ~4 cm) → [code]vlat[/code]/[code]ncol[/code] false → peel suspend never ran.
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const WALK_VERT_ROUTE_LATCH_OFF_SEP: float = 0.085
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const FLOOR_SNAP_MOVING: float = 0.32
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## Idle floor snap length (stronger to pin rim contacts).
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const FLOOR_SNAP_IDLE: float = 0.11
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## Below this floor-normal dot up, idle tick uses **moving** `floor_max_angle` (rim).
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const IDLE_RIM_MIN_FLOOR_UP_DOT: float = 0.968
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## Uniform walkable slopes (e.g. physics QA ramp ~18°): stable idle when not tread+riser ridged.
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## Below ~cos(28°): treat as too steep for this fast-path (leave corrective / rim logic).
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const IDLE_SLOPE_STABLE_MIN_UP_DOT: float = 0.88
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## Stable flat idle support: skip corrective idle motion when support is effectively level.
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## 0.998 (~3.6°): 0.999 still saw open-floor HUD drift — Jolt [code]get_floor_normal()[/code] often
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## reports ~0.9991–0.9992 on a flat box, so the old 0.999 gate rarely latched the idle anchor and
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## [code]move_and_slide[/code] + rim/bump nudges kept nudging XZ.
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const STABLE_IDLE_FLOOR_MIN_UP_DOT: float = 0.998
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## While [member _idle_stable_latched], allow slightly tilted reported normals (tread/riser edge).
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const STABLE_IDLE_FLOOR_HOLD_MIN_UP_DOT: float = 0.992
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## Rare edge contacts can keep corrective nudges alive forever; budget them, then hold x/z.
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const IDLE_MANUAL_CORRECTION_MAX_TICKS: int = 5
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## Consecutive [code]raw_stable[/code] ticks before first idle anchor latch. Two was safe but Jolt
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## heightmaps / slopes often insert a one-frame false negative → ~1 s extra jitter before latch.
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const STABLE_IDLE_ENTER_STREAK_FRAMES: int = 1
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## When not [code]raw_stable[/code] and not yet latched, decay the enter streak instead of zeroing
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## (brief floor-normal flicker no longer wipes two good ticks).
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const STABLE_IDLE_ENTER_MISS_DECAY: int = 1
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## Consecutive unstable-idle physics ticks before leaving latched stable idle (thin tread lip).
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const STABLE_IDLE_UNLATCH_TICKS: int = 10
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## Horizontal nudge per tick for rim / straddle settle (**`_maybe_idle_rim_settle_nudge`**).
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const IDLE_RIM_SETTLE_STEP: float = 0.004
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## Used by tests and vertical routing checks (feet vs goal surface).
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const DESCEND_GOAL_Y_MARGIN: float = 0.06
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## Cap snap while dropping off a pad so Jolt cannot glue the capsule to the upper surface.
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const DESCEND_LIP_SNAP_CAP: float = 0.1
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## Y lift when blocked by wall-ish slide but nav goal is higher (stepped bumps).
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const WALK_STEP_ASSIST_DELTA: float = 0.11
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const WALK_STEP_ASSIST_COOLDOWN_TICKS: int = 8
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## Floor-snap length while step-climbing. Small enough that it cannot reach the lower floor
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## (~0.11 m away after the first lift) but large enough to catch the step surface once the
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## capsule clears the face (~0.03 m away after the third lift for a 0.3 m step).
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const WALK_STEP_ASSIST_SNAP: float = 0.09
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## Do not step-assist when the goal surface is farther above the feet than this (meters).
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## Matches [NavigationMesh] `agent_max_climb` in `main.tscn` so repeated lifts cannot bypass a
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## two-level climb in one click (e.g. floor → **TerracePlatformB** violet deck at ~0.6 m — use
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## **TerraceStepB** gold first, or a second click after standing on the step).
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const WALK_STEP_ASSIST_MAX_SURFACE_DELTA: float = 0.35
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## Ray below capsule feet while walking: if [method CharacterBody3D.is_on_floor] stays true off a
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## ledge (snap + lip contacts), we still need gravity toward the lower floor — without re-applying
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## gravity for every “goal below feet” tick on a whole upper deck (see [member _apply_walk_air_gravity]).
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## Down-ray length under the capsule foot disk while walking (~[member NavigationMesh.agent_max_climb]).
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const WALK_SUPPORT_PROBE_DEPTH: float = 0.32
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const WALK_SUPPORT_PROBE_MIN_UP_DOT: float = 0.42
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## Ignore ray hits farther below the feet than this (m). Set just **above** QA tread rise (~0.104 m in
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## [code]main.tscn[/code]) so the next tread usually counts as continuation — stabilizes debounced peel/snap
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## on violet stairs. Must stay **below** ~0.25 m so a gold→floor (~0.3 m) void still rejects the slab hit
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## (no horizontal skate off the deck).
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const WALK_CONTINUATION_MAX_BELOW_FEET: float = 0.108
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## If capsule feet are farther above the click’s surface Y than this, always arm ledge peel (bypass
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## probe streak). Keep this **just above** a single QA tread drop (~0.104 m) so stair treads still use
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## [method _walk_has_close_floor_probe_below]; use a **small** value so tall drops (block ~2 m, terrace
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## ~0.6 m) never exit this “deep” band until feet are almost on the goal surface — otherwise the last
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## ~40 cm reverted to probe-only, lip [code]is_on_floor()[/code] + full snap could **horizontal skate**
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## with almost no peel until XZ arrival.
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const WALK_DEEP_DESCENT_FEET_ABOVE_GOAL: float = 0.12
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## [method get_gravity] can be ~0 with missing/odd project defaults; ledge peel + airborne walk still need a pull.
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const WALK_FALLBACK_GRAVITY_Y: float = -9.81
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## Multiplier on project gravity for walk ledge peel, walk-airborne, and idle-airborne (arcade descent).
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const PLAYER_VERTICAL_ACCEL_MULTIPLIER: float = 9.0
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## Scale [method _apply_walk_post_slide_ledge_peel] integration when feet are still far above a **lower**
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## goal (block / terrace lip). Keeps peel sub-linear time from feeling like a hover; tread-sized drops stay ~1×.
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const WALK_LEDGE_PEEL_BOOST_SEP_1: float = 0.28
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const WALK_LEDGE_PEEL_BOOST_SEP_2: float = 0.75
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const WALK_LEDGE_PEEL_BOOST_SEP_3: float = 1.35
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const WALK_LEDGE_PEEL_BOOST_MUL_1: float = 1.65
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const WALK_LEDGE_PEEL_BOOST_MUL_2: float = 2.75
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const WALK_LEDGE_PEEL_BOOST_MUL_3: float = 4.25
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## CapsuleShape3D in scene: height = 1.0 (cylinder portion), radius = 0.4.
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## Total half-height from body origin to physical bottom = 0.5 + 0.4 = 0.9
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## (`CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS`).
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## `CAPSULE_HALF_HEIGHT` alone (0.5) is the cylinder half; used only where that
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## distinction matters (e.g. the descend-bypass feet estimate).
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const CAPSULE_HALF_HEIGHT: float = 0.5
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const BUMP_COLLISION_CONSTS_SCRIPT: Script = preload(
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"res://scripts/random_floor_bump_collision_constants.gd"
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)
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## Idle radial push per tick off bump lip / wall (meters; 120 Hz physics).
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const IDLE_BUMP_ESCAPE_STEP: float = 0.014
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## Player capsule radius; wall touch can happen past axis distance **`col_r`**.
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const PLAYER_CAPSULE_RADIUS: float = 0.4
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const DEBUG_IDLE_TRACE_DELTA_EPS: float = 0.0001
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const DEBUG_IDLE_TRACE_HEARTBEAT_FRAMES: int = 60
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const DEBUG_TRANSFORM_TRACE_DELTA_EPS: float = 0.000001
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@export var debug_idle_trace: bool = false
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var _has_walk_goal: bool = false
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var _auth_walk_goal: Vector3 = Vector3.ZERO
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var _floor_angle_loose_ticks: int = 0
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var _step_assist_cooldown: int = 0
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## True while the player is actively climbing a step; suppresses the normal large floor
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## snap so it cannot pull the capsule back to the lower surface between assist cycles.
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var _step_assist_active: bool = false
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var _idle_anchor_active: bool = false
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var _idle_anchor_xz: Vector2 = Vector2.ZERO
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var _idle_anchor_y: float = 0.0
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## Latched stable idle: stay on zero-vel + anchor through brief Jolt false negatives on treads.
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var _idle_stable_latched: bool = false
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var _idle_stable_unlatch_streak: int = 0
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var _idle_stable_enter_streak: int = 0
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var _idle_manual_correction_ticks: int = 0
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var _debug_last_idle_xz: Vector2 = Vector2.INF
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var _debug_idle_heartbeat: int = 0
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var _debug_last_transform_xz: Vector2 = Vector2.INF
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var _debug_trace_frame: int = 0
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## True while we use [method _set_horizontal_velocity_from_nav_path_or_goal] for vertical routing.
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var _walk_nav_column_steering: bool = false
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## Last horizontal nav-path steer unit (XZ); eases 180° waypoint switches (see [member NAV_PATH_STEER_SMOOTH_DOT]).
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var _walk_nav_path_steer_hz: Vector3 = Vector3.ZERO
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## Schmitt latch for vertical routing (see [member WALK_VERT_ROUTE_LATCH_ON_SEP]).
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var _walk_vert_route_latched: bool = false
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## GROUNDED [method move_and_slide] clears downward [code]velocity.y[/code] on floor; accumulate peel
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## speed here and apply [code]global_position.y[/code] so terrace lips can actually drop.
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var _walk_ledge_peel_vy: float = 0.0
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## Pre-[method move_and_slide] debounce for probe flicker (see [member WALK_PEEL_PROBE_FALSE_FRAMES]).
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var _walk_peel_no_probe_streak: int = 0
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## True after streak / deep-descent check; drives zero snap and [method _apply_walk_post_slide_ledge_peel].
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var _walk_debounced_wants_ledge_peel: bool = false
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var _walk_column_stuck_frame: int = 0
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var _walk_column_stuck_origin: Vector3 = Vector3.ZERO
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## Post-clip XZ from last physics tick; used with [member WALK_COL_SEAM_FLIP_DOT] while [code]vlat && ncol[/code].
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var _walk_col_seam_prev_hz: Vector2 = Vector2.ZERO
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var _walk_col_seam_suppress_ticks: int = 0
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@onready var _nav_agent: NavigationAgent3D = $NavigationAgent3D
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func _ready() -> void:
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physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_OFF
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_nav_agent.avoidance_enabled = false
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_nav_agent.set_target_position(global_position)
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floor_block_on_wall = true
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if debug_idle_trace:
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set_notify_transform(true)
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func set_authoritative_nav_goal(world_pos: Vector3) -> void:
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_auth_walk_goal = world_pos
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_has_walk_goal = true
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_floor_angle_loose_ticks = 0
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_step_assist_active = false
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_idle_anchor_active = false
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_idle_manual_correction_ticks = 0
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_idle_stable_latched = false
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_idle_stable_unlatch_streak = 0
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_idle_stable_enter_streak = 0
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_walk_nav_column_steering = false
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_walk_vert_route_latched = false
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_walk_nav_path_steer_hz = Vector3.ZERO
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_walk_ledge_peel_vy = 0.0
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_walk_peel_no_probe_streak = 0
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_walk_debounced_wants_ledge_peel = false
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_walk_column_stuck_frame = 0
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_walk_col_seam_prev_hz = Vector2.ZERO
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_walk_col_seam_suppress_ticks = 0
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_nav_agent.set_target_position(world_pos)
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func clear_nav_goal() -> void:
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velocity = Vector3.ZERO
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_walk_ledge_peel_vy = 0.0
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_has_walk_goal = false
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_floor_angle_loose_ticks = FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP
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_step_assist_active = false
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_idle_anchor_active = false
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_idle_manual_correction_ticks = 0
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_idle_stable_latched = false
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_idle_stable_unlatch_streak = 0
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_idle_stable_enter_streak = 0
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_walk_nav_column_steering = false
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_walk_vert_route_latched = false
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_walk_nav_path_steer_hz = Vector3.ZERO
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_walk_peel_no_probe_streak = 0
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_walk_debounced_wants_ledge_peel = false
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_walk_column_stuck_frame = 0
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_walk_col_seam_prev_hz = Vector2.ZERO
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_walk_col_seam_suppress_ticks = 0
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_nav_agent.set_target_position(global_position)
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## Repath on a new nav map (e.g. after [NavigationRegion3D] rebake when geometry is removed).
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## Rebaking can leave [NavigationAgent3D] on a stale map RID; rebind to the world's map first.
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func sync_navigation_agent_after_map_rebuild(nav_region: NavigationRegion3D) -> void:
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var map_rid: RID = RID()
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var w3d := get_world_3d()
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if w3d != null:
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map_rid = w3d.navigation_map
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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 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()
|
||
|
||
|
||
## 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:
|
||
return false
|
||
if _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
|
||
# Compute want direction before the support/blocking checks so both can use it.
|
||
var want: Vector3 = to_h.normalized()
|
||
if not _step_assist_wallish_blocks(want):
|
||
return false
|
||
if not _step_assist_has_support(want):
|
||
return false
|
||
# Target capsule centre once standing on the goal surface.
|
||
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
|
||
)
|
||
if descending:
|
||
if to_g.length_squared() >= 1e-6:
|
||
return to_g
|
||
if wh.length_squared() >= 1e-8:
|
||
return wh
|
||
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:
|
||
return d
|
||
if to_g.length_squared() > 1e-12:
|
||
return to_g
|
||
if vxz.length_squared() >= 1e-8:
|
||
return vxz
|
||
return Vector2(1.0, 0.0)
|
||
if vxz.length_squared() < 1e-10:
|
||
return wh
|
||
return vxz
|
||
|
||
|
||
## 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 cross of a raised pad (e.g. TerracePlatformA / B)
|
||
## toward a floor click and poisons horizontal motion / slide resolution.
|
||
## Do apply gravity when [code]is_on_floor()[/code] is still true but there is no walkable surface
|
||
## within [member WALK_SUPPORT_PROBE_DEPTH] under the foot disk (ledge / void while moving).
|
||
## Only while **airborne**. With default [member MotionMode.MOTION_MODE_GROUNDED], [method move_and_slide]
|
||
## clears downward [code]velocity.y[/code] every tick while [method is_on_floor] — adding gravity on the
|
||
## velocity does **not** move the body off a terrace lip; use [method _apply_walk_post_slide_ledge_peel].
|
||
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
|
||
# Step-up / climb still needs XZ motion along the face.
|
||
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)
|
||
if verr <= VERT_ARRIVE_EPS:
|
||
return false
|
||
if verr > WALK_TREAD_FREEZE_VERT_ERR_MAX:
|
||
return false
|
||
return true
|
||
|
||
|
||
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: it stopped peel while feet were still ~6 cm above
|
||
# the goal surface → slow “float to rest” at XZ destination. Only stop 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 can be ignored/overwritten vs Jolt sync 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 walkable ramps (one dominant sloped floor, no tread+riser pair) still read as “shallow”
|
||
# vs [member IDLE_RIM_MIN_FLOOR_UP_DOT] — horizontal 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(delta: float) -> void:
|
||
_debug_trace_frame += 1
|
||
# Do not tie wide floor angle to `_floor_angle_loose_ticks` alone: after a walk on **flat**
|
||
# ground that still widened angle for the whole loose-tick window, `move_and_slide` + idle snap
|
||
# caused visible XZ jitter. 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
|
||
)
|
||
if not _has_walk_goal:
|
||
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
|
||
# Airborne: do not freeze XZ without a physics step — same mid-air hang as idle tick.
|
||
_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()
|
||
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 stair oscillation keeps [code]vert_err[/code]
|
||
# above [member VERT_ARRIVE_EPS] while XZ is already 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 therefore uses direct goal steer + [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()
|