neon-sprawl/client/scripts/player.gd

811 lines
30 KiB
GDScript

extends CharacterBody3D
## NS-23 path-follow; NS-24 idle. Details in `client/README.md` (movement, idle).
##
## Summary: Jolt, no interp; dual floor_max_angle; rim/straddle, bump lip escape.
## Snap upright after motion. Do not set global_transform in _process.
## Walk assist may run a second move_and_slide().
const MOVE_SPEED: float = 5.0
## Moving: floor angle for seams onto stepped QA bumps (~50°).
const FLOOR_MAX_ANGLE_MOVING_DEG: float = 50.0
## Idle: tighter angle to reduce vertex / vertical-face flicker (~35°).
const FLOOR_MAX_ANGLE_IDLE_DEG: float = 35.0
## Physics ticks to keep moving floor angle after walk goal clears (arrival).
const FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP: int = 96
const ARRIVE_EPS: float = 0.35
const VERT_ARRIVE_EPS: float = 0.055
const DIRECT_APPROACH_RADIUS: float = 0.85
## Hysteresis for nav-path column steering (see `_physics_process`). At exactly
## [member DIRECT_APPROACH_RADIUS] the old test flipped every frame: path nudges
## tangentially → [code]horiz_dist[/code] crosses the radius → direct vs path
## alternates → velocity sign flips (Jolt ping-pong while [code]has_goal[/code]).
const NAV_COLUMN_STEER_ENTER_DIST: float = 0.74
const NAV_COLUMN_STEER_EXIT_DIST: float = 0.97
## Hysteresis for [code]needs_vertical_routing[/code]: [code]feet_y[/code] wobbles with
## [code]move_and_slide[/code] on treads (~7 cm), so a single margin (see [member DESCEND_GOAL_Y_MARGIN])
## can flip path vs direct steering every tick → velocity sign ping-pong while [code]has_goal[/code].
const WALK_VERT_ROUTE_LATCH_ON_SEP: float = 0.10
const WALK_VERT_ROUTE_LATCH_OFF_SEP: float = 0.038
const FLOOR_SNAP_MOVING: float = 0.32
## Idle floor snap length (stronger to pin rim contacts).
const FLOOR_SNAP_IDLE: float = 0.11
## Below this floor-normal dot up, idle tick uses **moving** `floor_max_angle` (rim).
const IDLE_RIM_MIN_FLOOR_UP_DOT: float = 0.968
## Stable flat idle support: skip corrective idle motion when support is effectively level.
## Below 1.0 so Jolt seam normals do not flicker across the threshold (idle XZ noise).
const STABLE_IDLE_FLOOR_MIN_UP_DOT: float = 0.999
## While [member _idle_stable_latched], allow slightly tilted reported normals (tread/riser edge).
const STABLE_IDLE_FLOOR_HOLD_MIN_UP_DOT: float = 0.992
## Rare edge contacts can keep corrective nudges alive forever; budget them, then hold x/z.
const IDLE_MANUAL_CORRECTION_MAX_TICKS: int = 8
## Consecutive unstable-idle physics ticks before leaving latched stable idle (thin tread lip).
const STABLE_IDLE_UNLATCH_TICKS: int = 8
## Horizontal nudge per tick for rim / straddle settle (**`_maybe_idle_rim_settle_nudge`**).
const IDLE_RIM_SETTLE_STEP: float = 0.004
## Used by tests and vertical routing checks (feet vs goal surface).
const DESCEND_GOAL_Y_MARGIN: float = 0.06
## Cap snap while dropping off a pad so Jolt cannot glue the capsule to the upper surface.
const DESCEND_LIP_SNAP_CAP: float = 0.1
## Y lift when blocked by wall-ish slide but nav goal is higher (stepped bumps).
const WALK_STEP_ASSIST_DELTA: float = 0.11
const WALK_STEP_ASSIST_COOLDOWN_TICKS: int = 8
## Floor-snap length while step-climbing. Small enough that it cannot reach the lower floor
## (~0.11 m away after the first lift) but large enough to catch the step surface once the
## capsule clears the face (~0.03 m away after the third lift for a 0.3 m step).
const WALK_STEP_ASSIST_SNAP: float = 0.09
## Do not step-assist when the goal surface is farther above the feet than this (meters).
## Matches [NavigationMesh] `agent_max_climb` in `main.tscn` so repeated lifts cannot bypass a
## two-level climb in one click (e.g. floor → **TerracePlatformB** violet deck at ~0.6 m — use
## **TerraceStepB** gold first, or a second click after standing on the step).
const WALK_STEP_ASSIST_MAX_SURFACE_DELTA: float = 0.35
## CapsuleShape3D in scene: height = 1.0 (cylinder portion), radius = 0.4.
## Total half-height from body origin to physical bottom = 0.5 + 0.4 = 0.9
## (`CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS`).
## `CAPSULE_HALF_HEIGHT` alone (0.5) is the cylinder half; used only where that
## distinction matters (e.g. the descend-bypass feet estimate).
const CAPSULE_HALF_HEIGHT: float = 0.5
const BUMP_COLLISION_CONSTS_SCRIPT: Script = preload(
"res://scripts/random_floor_bump_collision_constants.gd"
)
## Idle radial push per tick off bump lip / wall (meters; 120 Hz physics).
const IDLE_BUMP_ESCAPE_STEP: float = 0.014
## Player capsule radius; wall touch can happen past axis distance **`col_r`**.
const PLAYER_CAPSULE_RADIUS: float = 0.4
const DEBUG_IDLE_TRACE_DELTA_EPS: float = 0.0001
const DEBUG_IDLE_TRACE_HEARTBEAT_FRAMES: int = 60
const DEBUG_TRANSFORM_TRACE_DELTA_EPS: float = 0.000001
@export var debug_idle_trace: bool = false
var _has_walk_goal: bool = false
var _auth_walk_goal: Vector3 = Vector3.ZERO
var _floor_angle_loose_ticks: int = 0
var _step_assist_cooldown: int = 0
## True while the player is actively climbing a step; suppresses the normal large floor
## snap so it cannot pull the capsule back to the lower surface between assist cycles.
var _step_assist_active: bool = false
var _idle_anchor_active: bool = false
var _idle_anchor_xz: Vector2 = Vector2.ZERO
var _idle_anchor_y: float = 0.0
## Latched stable idle: stay on zero-vel + anchor through brief Jolt false negatives on treads.
var _idle_stable_latched: bool = false
var _idle_stable_unlatch_streak: int = 0
var _idle_manual_correction_ticks: int = 0
var _debug_last_idle_xz: Vector2 = Vector2.INF
var _debug_idle_heartbeat: int = 0
var _debug_last_transform_xz: Vector2 = Vector2.INF
var _debug_trace_frame: int = 0
## True while we use [method _set_horizontal_velocity_from_nav_path_or_goal] for vertical routing.
var _walk_nav_column_steering: bool = false
## Schmitt latch for vertical routing (see [member WALK_VERT_ROUTE_LATCH_ON_SEP]).
var _walk_vert_route_latched: bool = false
@onready var _nav_agent: NavigationAgent3D = $NavigationAgent3D
func _ready() -> void:
physics_interpolation_mode = Node.PHYSICS_INTERPOLATION_MODE_OFF
_nav_agent.avoidance_enabled = false
_nav_agent.set_target_position(global_position)
floor_block_on_wall = true
if debug_idle_trace:
set_notify_transform(true)
func set_authoritative_nav_goal(world_pos: Vector3) -> void:
_auth_walk_goal = world_pos
_has_walk_goal = true
_floor_angle_loose_ticks = 0
_step_assist_active = false
_idle_anchor_active = false
_idle_manual_correction_ticks = 0
_idle_stable_latched = false
_idle_stable_unlatch_streak = 0
_walk_nav_column_steering = false
_walk_vert_route_latched = false
_nav_agent.set_target_position(world_pos)
func clear_nav_goal() -> void:
velocity = Vector3.ZERO
_has_walk_goal = false
_floor_angle_loose_ticks = FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP
_step_assist_active = false
_idle_anchor_active = false
_idle_manual_correction_ticks = 0
_idle_stable_latched = false
_idle_stable_unlatch_streak = 0
_walk_nav_column_steering = false
_walk_vert_route_latched = false
_nav_agent.set_target_position(global_position)
## Repath on a new nav map (e.g. after [NavigationRegion3D] rebake when geometry is removed).
## Rebaking can leave [NavigationAgent3D] on a stale map RID; rebind to the world's map first.
func sync_navigation_agent_after_map_rebuild(nav_region: NavigationRegion3D) -> void:
var map_rid: RID = RID()
var w3d := get_world_3d()
if w3d != null:
map_rid = w3d.navigation_map
if map_rid == RID() and is_instance_valid(nav_region):
map_rid = NavigationServer3D.region_get_map(nav_region.get_region_rid())
if map_rid != RID():
_nav_agent.set_navigation_map(map_rid)
if _has_walk_goal:
_nav_agent.set_target_position(_auth_walk_goal)
else:
_nav_agent.set_target_position(global_position)
func 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
# 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
_walk_nav_column_steering = false
_walk_vert_route_latched = false
_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
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()
velocity = dh * MOVE_SPEED
velocity.y = 0.0
## 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.
func _apply_walk_air_gravity(delta: float) -> void:
if not is_on_floor():
velocity += get_gravity() * delta
func _walk_floor_snap_length(feet_y: float, want_goal_h: Vector3) -> float:
if _step_assist_active:
return WALK_STEP_ASSIST_SNAP
if _has_walk_goal:
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
if (
_auth_walk_goal.y < feet_y - DESCEND_GOAL_Y_MARGIN
and feet_y > _auth_walk_goal.y + 0.08
):
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:
var pos: Vector3 = global_position
var path: PackedVector3Array = _nav_agent.get_current_navigation_path()
for i: int in range(path.size()):
var p: Vector3 = path[i]
var dh: Vector3 = Vector3(p.x - pos.x, 0.0, p.z - pos.z)
if dh.length_squared() > 0.0025:
_set_horizontal_velocity_toward(p, fallback_goal_xz)
return
_set_horizontal_velocity_toward(_auth_walk_goal, fallback_goal_xz)
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 += get_gravity() * 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
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
if floor_normal.dot(Vector3.UP) < min_flat_up_dot:
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 idle_slide_contacts_are_ridged(slide_normals)
and floor_normal.dot(Vector3.UP) < 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(
(
(
"NEON-16 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(
(
(
"NEON-16 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 shallow_floor: bool = (
is_on_floor() and get_floor_normal().dot(Vector3.UP) < IDLE_RIM_MIN_FLOOR_UP_DOT
)
if not shallow_floor and not _idle_ridged_floor_contacts():
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 ~0.8 s, `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
if shallow_idle_floor or _idle_ridged_floor_contacts():
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
_idle_stable_latched = true
elif _idle_stable_latched:
_idle_stable_unlatch_streak += 1
if _idle_stable_unlatch_streak >= STABLE_IDLE_UNLATCH_TICKS:
_idle_stable_latched = false
_idle_stable_unlatch_streak = 0
_idle_anchor_active = false
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)
# Use actual capsule bottom (CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS = 0.9) so that a
# step-surface goal (e.g. Y=0.3) is never considered "arrived" while the player is still at
# floor height. Using only CAPSULE_HALF_HEIGHT (0.5) gives code-feet at Y=0.4, which is too
# close to step surfaces and causes premature arrival when Jolt nudges the body down to ~0.8
# while the capsule hemisphere contacts the step edge.
var vert_err: float = vertical_arrival_error(
_auth_walk_goal.y, global_position.y, CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS
)
if horiz_dist <= ARRIVE_EPS and vert_err <= VERT_ARRIVE_EPS:
velocity = Vector3.ZERO
_has_walk_goal = 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
_walk_nav_column_steering = false
_walk_vert_route_latched = false
_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_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
_idle_manual_correction_ticks = 0
var feet_y: float = capsule_feet_y(
global_position.y, CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS
)
_apply_floor_block_for_descend_at_wall(feet_y)
# Horizontal motion toward the **authoritative** click target (XZ), not toward
# `NavigationAgent3D.get_next_path_position()`. Waypoint steering regressed badly under Jolt /
# 120 Hz (next point barely advancing, path finished edge cases, map iteration timing), which
# reads as “stuck” or a few centimeters per click. Use the baked path only when we are close in
# XZ but the goal surface is clearly above or below the feet — same column as a terrace /
# step / drop — so the mesh can steer us toward a ramp or tread instead of hugging a wall.
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
if needs_vertical_routing and _walk_nav_column_steering:
_set_horizontal_velocity_from_nav_path_or_goal(want_goal_h)
else:
_set_horizontal_velocity_toward(_auth_walk_goal, want_goal_h)
_apply_walk_air_gravity(delta)
floor_snap_length = _walk_floor_snap_length(feet_y, want_goal_h)
move_and_slide()
_after_walk_move_and_slide()
_clear_step_assist_after_walk_move()
_debug_trace_transform("physics")
_snap_capsule_upright()