neon-sprawl/client/scripts/player.gd

183 lines
6.1 KiB
GDScript

extends CharacterBody3D
## NS-23: Follow server move target on walkable geometry.
##
## Horizontal velocity toward nav waypoint or goal; `velocity.y` stays 0 except a short **step-off**
## nudge (see `_nav_short_step_down_use_goal_direct`) so NS-19 bumps can drop without full gravity.
## Move **legality** is server MoveCommand only — not reimplemented here.
##
## Nav for detours; short local step-down (feet vs goal Y, not body origin) may bypass waypoints.
const MOVE_SPEED: float = 5.0
const ARRIVE_EPS: float = 0.35
const VERT_ARRIVE_EPS: float = 0.055
const DIRECT_APPROACH_RADIUS: float = 0.85
const FLOOR_PROBE_DOWN: float = 4.0
const STEP_OFF_FLOOR_MARGIN: float = 0.04
## Only NS-19-sized step downs (not cliffs); allows a wider horiz cap without bee-lining big drops.
const STEP_OFF_MIN_DROP: float = 0.055
const STEP_OFF_MAX_DROP: float = 0.24
const STEP_OFF_MAX_HORIZ: float = 8.0
const FLOOR_PROBE_BODY_Y_OFFSET: float = -0.55
## Extra xz rays for step-off; max Y keeps bump support when center ray sees floor first.
const STEP_FOOTPRINT_HALF: float = 0.2
## Downward vy only while step-off bypass is active (not global gravity).
const STEP_OFF_DESCEND_SPEED: float = 1.6
## If next waypoint is within this xz of us, steer to goal (rim / underfoot waypoints).
const NEXT_WAYPOINT_MIN_HORIZ_SQ: float = 0.01
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 _ray_floor_y_at(from: Vector3) -> float:
var space: PhysicsDirectSpaceState3D = get_world_3d().direct_space_state
var to: Vector3 = from + Vector3(0.0, -FLOOR_PROBE_DOWN, 0.0)
var q: PhysicsRayQueryParameters3D = PhysicsRayQueryParameters3D.create(from, to)
q.collision_mask = 1
q.exclude = [get_rid()]
var hit: Dictionary = space.intersect_ray(q)
if hit.is_empty():
return from.y
var pv: Variant = hit.get("position")
if pv is Vector3:
return (pv as Vector3).y
return from.y
func _floor_y_under_body() -> float:
var y_center: float = _ray_floor_y_at(global_position)
var lower: Vector3 = global_position + Vector3(0.0, FLOOR_PROBE_BODY_Y_OFFSET, 0.0)
var y_lower: float = _ray_floor_y_at(lower)
return maxf(y_center, y_lower)
## Max floor Y under capsule + xz offsets (step-off). Fights lip rays that hit ground too early.
func _floor_y_max_under_capsule_footprint() -> float:
var best: float = _floor_y_under_body()
var p: Vector3 = global_position
var h: float = STEP_FOOTPRINT_HALF
var oxz: Array[Vector3] = [
Vector3(h, 0.0, 0.0),
Vector3(-h, 0.0, 0.0),
Vector3(0.0, 0.0, h),
Vector3(0.0, 0.0, -h),
Vector3(h, 0.0, h),
Vector3(h, 0.0, -h),
Vector3(-h, 0.0, h),
Vector3(-h, 0.0, -h),
]
for d: Vector3 in oxz:
best = maxf(best, _ray_floor_y_at(p + d))
var lower_from: Vector3 = p + d + Vector3(0.0, FLOOR_PROBE_BODY_Y_OFFSET, 0.0)
best = maxf(best, _ray_floor_y_at(lower_from))
return best
## Footing under goal xz (surface Y). Server goal.y may be capsule center (e.g. 0.9) or pick surface
## (e.g. 0) — do not compare that directly to `_floor_y_under_body()` (always surface).
func _destination_footing_y() -> float:
var g: Vector3 = _auth_walk_goal
var probe_top: float = maxf(global_position.y, g.y) + 4.0
var probe: Vector3 = Vector3(g.x, probe_top, g.z)
var y: float = _ray_floor_y_at(probe)
if y >= probe_top - 0.05:
return g.y
return y
func _nav_short_step_down_use_goal_direct() -> bool:
var floor_y: float = _floor_y_max_under_capsule_footprint()
var dest_floor_y: float = _destination_footing_y()
if dest_floor_y >= floor_y - STEP_OFF_FLOOR_MARGIN:
return false
var drop: float = floor_y - dest_floor_y
if drop < STEP_OFF_MIN_DROP or drop > STEP_OFF_MAX_DROP:
return false
var hd: float = Vector2(
_auth_walk_goal.x - global_position.x, _auth_walk_goal.z - global_position.z
).length()
if hd > STEP_OFF_MAX_HORIZ:
return false
return true
func _set_horizontal_velocity_toward(point: Vector3) -> void:
var pos := global_position
var dh: Vector3 = Vector3(point.x - pos.x, 0.0, point.z - pos.z)
if dh.length_squared() < 1e-10:
dh = Vector3(1.0, 0.0, 0.0)
velocity = dh.normalized() * MOVE_SPEED
velocity.y = 0.0
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_capsule: float = absf(full_to_goal.y)
var footing_match: bool = (
absf(_floor_y_under_body() - _destination_footing_y()) <= VERT_ARRIVE_EPS
)
if horiz_dist <= ARRIVE_EPS and (vert_err_capsule <= VERT_ARRIVE_EPS or footing_match):
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:
_set_horizontal_velocity_toward(_auth_walk_goal)
move_and_slide()
return
if _nav_short_step_down_use_goal_direct():
_set_horizontal_velocity_toward(_auth_walk_goal)
velocity.y = -STEP_OFF_DESCEND_SPEED
move_and_slide()
return
if horiz_dist <= DIRECT_APPROACH_RADIUS:
_set_horizontal_velocity_toward(_auth_walk_goal)
else:
var next_path_position: Vector3 = _nav_agent.get_next_path_position()
var to_next_h: Vector3 = Vector3(
next_path_position.x - global_position.x, 0.0, next_path_position.z - global_position.z
)
if to_next_h.length_squared() > NEXT_WAYPOINT_MIN_HORIZ_SQ:
_set_horizontal_velocity_toward(next_path_position)
else:
_set_horizontal_velocity_toward(_auth_walk_goal)
move_and_slide()