160 lines
5.0 KiB
GDScript
160 lines
5.0 KiB
GDScript
extends CharacterBody3D
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## NS-23: Nav agent suggests waypoints; arrival uses stored server goal only (not agent “finished”).
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## NS-19 bumps: **autostep** via `test_move` — up+forward to mount, down+forward to leave (pure down
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## hits the bump volume you’re standing on).
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const MOVE_SPEED: float = 5.0
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const ARRIVE_EPS: float = 0.35
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const VERT_ARRIVE_EPS: float = 0.16
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const MAX_CLIMB_SPEED: float = 2.6
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const MAX_DESCENT_SPEED: float = 2.2
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const DIRECT_APPROACH_RADIUS: float = 0.85
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const STEP_MAX_HEIGHT: float = 0.32
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const STEP_PROBE_FWD: float = 0.38
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const STUCK_HORIZ_SPEED: float = 0.28
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## Drop tries when leaving a bump (combined with forward over the lip).
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const LEDGE_DROP_STEPS: PackedFloat32Array = PackedFloat32Array([0.08, 0.12, 0.18, 0.24, 0.32])
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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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@onready var _nav_agent: NavigationAgent3D = $NavigationAgent3D
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func _ready() -> void:
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_nav_agent.set_target_position(global_position)
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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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_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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_has_walk_goal = false
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_nav_agent.set_target_position(global_position)
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func snap_to_server(world_pos: Vector3) -> void:
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global_position = world_pos
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velocity = Vector3.ZERO
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_has_walk_goal = false
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_nav_agent.set_target_position(world_pos)
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func _steer_toward_world_point(point: Vector3) -> void:
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var delta: Vector3 = point - global_position
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if delta.length_squared() < 1e-8:
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velocity = Vector3.ZERO
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return
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var desired: Vector3 = delta.normalized() * MOVE_SPEED
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desired.y = clampf(desired.y, -MAX_DESCENT_SPEED, MAX_CLIMB_SPEED)
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velocity = desired
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## Godot `test_move`: returns **true** if the motion would hit something (blocked).
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func _try_autostep(delta: float, full_to_goal: Vector3) -> bool:
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var to_goal_h: Vector3 = Vector3(
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full_to_goal.x, 0.0, full_to_goal.z
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)
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if to_goal_h.length_squared() < 0.0225:
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return false
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var dir_h: Vector3 = to_goal_h.normalized()
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var fwd_len: float = maxf(MOVE_SPEED * delta, 0.1)
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var motion_fwd: Vector3 = dir_h * minf(fwd_len, STEP_PROBE_FWD)
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var xf: Transform3D = global_transform
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if not test_move(xf, motion_fwd):
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return false
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if full_to_goal.y > 0.02:
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return _autostep_up(xf, motion_fwd, dir_h)
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if full_to_goal.y < -0.02:
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return _autostep_down(xf, motion_fwd, dir_h)
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return false
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func _autostep_up(xf: Transform3D, motion_fwd: Vector3, dir_h: Vector3) -> bool:
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var motion_up: Vector3 = Vector3(0.0, STEP_MAX_HEIGHT, 0.0)
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if test_move(xf, motion_up):
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return false
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var xf_up := Transform3D(xf.basis, xf.origin + motion_up)
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if test_move(xf_up, motion_fwd):
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return false
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global_position += motion_up + motion_fwd
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velocity.x = dir_h.x * MOVE_SPEED
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velocity.z = dir_h.z * MOVE_SPEED
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velocity.y = 0.0
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return true
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func _autostep_down(xf: Transform3D, motion_fwd: Vector3, dir_h: Vector3) -> bool:
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for i: int in range(LEDGE_DROP_STEPS.size()):
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var drop: float = LEDGE_DROP_STEPS[i]
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var motion_off: Vector3 = motion_fwd + Vector3(0.0, -drop, 0.0)
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if test_move(xf, motion_off):
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continue
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global_position += motion_off
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velocity.x = dir_h.x * MOVE_SPEED
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velocity.z = dir_h.z * MOVE_SPEED
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velocity.y = -minf(MAX_DESCENT_SPEED, 1.2)
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return true
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return false
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func _physics_process(delta: float) -> void:
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if not _has_walk_goal:
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velocity = Vector3.ZERO
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move_and_slide()
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return
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var full_to_goal: Vector3 = _auth_walk_goal - global_position
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var horiz_dist: float = Vector2(full_to_goal.x, full_to_goal.z).length()
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var vert_err: float = absf(full_to_goal.y)
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if horiz_dist <= ARRIVE_EPS and vert_err <= VERT_ARRIVE_EPS:
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velocity = Vector3.ZERO
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_has_walk_goal = false
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_nav_agent.set_target_position(global_position)
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move_and_slide()
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return
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var nav_map: RID = _nav_agent.get_navigation_map()
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if NavigationServer3D.map_get_iteration_id(nav_map) == 0:
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_steer_toward_world_point(_auth_walk_goal)
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move_and_slide()
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_maybe_autostep_after_slide(delta, full_to_goal, horiz_dist)
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return
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if horiz_dist <= DIRECT_APPROACH_RADIUS:
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_steer_toward_world_point(_auth_walk_goal)
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else:
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var next_path_position: Vector3 = _nav_agent.get_next_path_position()
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var to_next_h: Vector3 = Vector3(
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next_path_position.x - global_position.x, 0.0, next_path_position.z - global_position.z
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)
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if to_next_h.length_squared() > 0.0025:
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_steer_toward_world_point(next_path_position)
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else:
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_steer_toward_world_point(_auth_walk_goal)
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move_and_slide()
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_maybe_autostep_after_slide(delta, full_to_goal, horiz_dist)
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func _maybe_autostep_after_slide(
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delta: float, full_to_goal: Vector3, horiz_dist: float
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) -> void:
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if not _has_walk_goal:
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return
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if not is_on_floor() and not is_on_wall():
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return
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var hspd: float = Vector2(velocity.x, velocity.z).length()
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var want_step: bool = hspd < STUCK_HORIZ_SPEED
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if not want_step and is_on_wall():
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want_step = horiz_dist > 0.12 and (
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full_to_goal.y > 0.03 or full_to_goal.y < -0.03
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)
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if want_step and _try_autostep(delta, full_to_goal):
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move_and_slide()
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