neon-sprawl/client/scripts/player.gd

99 lines
3.0 KiB
GDScript

extends CharacterBody3D
## NS-23: Nav waypoints + stored server goal for arrival.
## NS-19: bump collision is one convex frustum (plateau + slopes); no autostep.
const MOVE_SPEED: float = 5.0
const ARRIVE_EPS: float = 0.35
const VERT_ARRIVE_EPS: float = 0.16
const MAX_CLIMB_SPEED: float = 2.6
const MAX_DESCENT_SPEED: float = 2.2
const DIRECT_APPROACH_RADIUS: float = 0.85
var _has_walk_goal: bool = false
var _auth_walk_goal: Vector3 = Vector3.ZERO
@onready var _nav_agent: NavigationAgent3D = $NavigationAgent3D
func _ready() -> void:
_nav_agent.set_target_position(global_position)
func set_authoritative_nav_goal(world_pos: Vector3) -> void:
_auth_walk_goal = world_pos
_has_walk_goal = true
_nav_agent.set_target_position(world_pos)
func clear_nav_goal() -> void:
velocity = Vector3.ZERO
_has_walk_goal = false
_nav_agent.set_target_position(global_position)
func snap_to_server(world_pos: Vector3) -> void:
global_position = world_pos
velocity = Vector3.ZERO
_has_walk_goal = false
_nav_agent.set_target_position(world_pos)
func _steer_toward_world_point(point: Vector3) -> void:
var pos := global_position
var delta_h: Vector3 = Vector3(point.x - pos.x, 0.0, point.z - pos.z)
# Full 3D toward a waypoint that is mostly *below* (same xz, on the slope) while standing on
# the plateau yields almost no horizontal speed, so you never reach the rim. Nav in xz + floor
# slide handles ramps and departure from bump tops.
if delta_h.length_squared() > 1e-8:
velocity = delta_h.normalized() * MOVE_SPEED
return
var dy: float = point.y - pos.y
if dy > 0.08:
var delta: Vector3 = point - pos
if delta.length_squared() < 1e-8:
velocity = Vector3.ZERO
return
var desired: Vector3 = delta.normalized() * MOVE_SPEED
desired.y = clampf(desired.y, -MAX_DESCENT_SPEED, MAX_CLIMB_SPEED)
velocity = desired
else:
velocity = Vector3.ZERO
func _physics_process(_delta: float) -> void:
if not _has_walk_goal:
velocity = Vector3.ZERO
move_and_slide()
return
var full_to_goal: Vector3 = _auth_walk_goal - global_position
var horiz_dist: float = Vector2(full_to_goal.x, full_to_goal.z).length()
var vert_err: float = absf(full_to_goal.y)
if horiz_dist <= ARRIVE_EPS and vert_err <= VERT_ARRIVE_EPS:
velocity = Vector3.ZERO
_has_walk_goal = false
_nav_agent.set_target_position(global_position)
move_and_slide()
return
var nav_map: RID = _nav_agent.get_navigation_map()
if NavigationServer3D.map_get_iteration_id(nav_map) == 0:
_steer_toward_world_point(_auth_walk_goal)
move_and_slide()
return
if horiz_dist <= DIRECT_APPROACH_RADIUS:
_steer_toward_world_point(_auth_walk_goal)
else:
var next_path_position: Vector3 = _nav_agent.get_next_path_position()
var to_next_h: Vector3 = Vector3(
next_path_position.x - global_position.x, 0.0, next_path_position.z - global_position.z
)
if to_next_h.length_squared() > 0.0025:
_steer_toward_world_point(next_path_position)
else:
_steer_toward_world_point(_auth_walk_goal)
move_and_slide()