741 lines
27 KiB
GDScript
741 lines
27 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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const FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP: int = 96
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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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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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## Stable flat idle support: skip corrective idle motion when support is effectively level.
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## Below 1.0 so Jolt seam normals do not flicker across the threshold (idle XZ noise).
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const STABLE_IDLE_FLOOR_MIN_UP_DOT: float = 0.999
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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 = 8
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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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## 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_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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@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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_walk_nav_column_steering = false
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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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_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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_walk_nav_column_steering = false
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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):
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map_rid = NavigationServer3D.region_get_map(nav_region.get_region_rid())
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if map_rid != RID():
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_nav_agent.set_navigation_map(map_rid)
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if _has_walk_goal:
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_nav_agent.set_target_position(_auth_walk_goal)
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else:
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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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# The server stores the surface Y of the last move target, not the capsule body-centre Y.
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# Clamping to the minimum standing height (total half = 0.9 m) prevents the player from
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# being placed underground (which, combined with a stale is_on_floor() returning true,
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# would skip all corrective move_and_slide() calls and leave the capsule stuck).
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var total_half: float = CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS
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var settled := Vector3(world_pos.x, maxf(world_pos.y, total_half), world_pos.z)
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global_position = settled
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velocity = Vector3.ZERO
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_has_walk_goal = false
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# Force corrective idle ticks so Jolt resolves any residual physics state before walking.
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_floor_angle_loose_ticks = FLOOR_ANGLE_LOOSE_TICKS_AFTER_STOP
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_step_assist_cooldown = 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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_walk_nav_column_steering = false
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_nav_agent.set_target_position(settled)
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reset_physics_interpolation()
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## Returns true when the capsule has something to stand on **or** is pressing against a step face
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## in the direction of travel. `want_dir_xz` is the normalised horizontal goal direction.
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## Using `is_on_wall()` as a blanket short-circuit was too broad: any floor-bump side-contact
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## satisfied it, causing the assist to fire prematurely and then be unable to snap back.
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func _step_assist_has_support(want_dir_xz: Vector3) -> bool:
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if is_on_floor():
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return true
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var w2 := Vector2(want_dir_xz.x, want_dir_xz.z)
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var have_dir: bool = w2.length_squared() > 1e-8
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if have_dir:
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w2 = w2.normalized()
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for i: int in get_slide_collision_count():
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var n: Vector3 = get_slide_collision(i).get_normal()
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if n.y > 0.35:
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return true # upward-facing = floor support
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# Wall-ish contact opposing forward direction = step face immediately ahead.
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if have_dir and abs(n.y) < 0.52:
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var n2 := Vector2(n.x, n.z)
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if n2.length_squared() > 1e-8 and n2.normalized().dot(w2) < -0.2:
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return true
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return false
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## True when a vertical-ish contact opposes motion toward the goal. Jolt often reports a wall
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## via `is_on_wall()` + `get_wall_normal()` at box lips while slide normals are ambiguous; the
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## old slide-only loop missed head-on climbs onto e.g. TerracePlatformA (teal pad).
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func _step_assist_wallish_blocks(want_dir_xz: Vector3) -> bool:
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var w2 := Vector2(want_dir_xz.x, want_dir_xz.z)
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if w2.length_squared() < 1e-8:
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return false
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w2 = w2.normalized()
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if is_on_wall():
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var wn: Vector3 = get_wall_normal()
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var wnh := Vector2(wn.x, wn.z)
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if wnh.length_squared() > 1e-10:
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wnh = wnh.normalized()
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# Wall pushes back against forward (not parallel skimming along the face).
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if wnh.dot(w2) < -0.02:
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return true
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for i: int in get_slide_collision_count():
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var n: Vector3 = get_slide_collision(i).get_normal()
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if n.y > 0.52:
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continue
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var n2 := Vector2(n.x, n.z)
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if n2.length_squared() < 1e-8:
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continue
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n2 = n2.normalized()
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if n2.dot(w2) < -0.02:
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return true
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return false
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func _step_assist_can_raise_by(dy: float) -> bool:
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if dy <= 0.0001:
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return false
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return not test_move(global_transform, Vector3(0.0, dy, 0.0), null, safe_margin)
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func _try_walk_step_assist() -> bool:
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if not _has_walk_goal:
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return false
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# Use actual capsule bottom (cylindrical half-height + hemisphere radius) so the guard
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# triggers whenever the goal surface is meaningfully above the player's feet — not the
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# capsule centre, which sits ~0.9 m above the floor.
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var actual_feet_y: float = global_position.y - CAPSULE_HALF_HEIGHT - PLAYER_CAPSULE_RADIUS
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if _auth_walk_goal.y < actual_feet_y + 0.025:
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return false
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if _auth_walk_goal.y > actual_feet_y + WALK_STEP_ASSIST_MAX_SURFACE_DELTA:
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return false
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var pos: Vector3 = global_position
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var to_h: Vector3 = Vector3(_auth_walk_goal.x - pos.x, 0.0, _auth_walk_goal.z - pos.z)
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if to_h.length_squared() < 0.03:
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return false
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# Compute want direction before the support/blocking checks so both can use it.
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var want: Vector3 = to_h.normalized()
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if not _step_assist_wallish_blocks(want):
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return false
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if not _step_assist_has_support(want):
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return false
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# Target capsule centre once standing on the goal surface.
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var target_center_y: float = _auth_walk_goal.y + CAPSULE_HALF_HEIGHT + PLAYER_CAPSULE_RADIUS
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var lift: float = clampf(target_center_y - global_position.y, 0.0, WALK_STEP_ASSIST_DELTA)
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if lift <= 0.002 or not _step_assist_can_raise_by(lift):
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return false
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global_position.y += lift
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return true
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func _after_walk_move_and_slide() -> void:
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if _step_assist_cooldown > 0:
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_step_assist_cooldown -= 1
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if _step_assist_cooldown > 0:
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return
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if _try_walk_step_assist():
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_step_assist_active = true
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_step_assist_cooldown = WALK_STEP_ASSIST_COOLDOWN_TICKS
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# Reduced snap so the lower floor (0.11 m below lifted capsule) is out of range.
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floor_snap_length = WALK_STEP_ASSIST_SNAP
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move_and_slide()
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func _clear_step_assist_after_walk_move() -> void:
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if not _step_assist_active:
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return
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if is_on_floor() and not is_on_wall():
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_step_assist_active = false
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elif not is_on_floor() and get_slide_collision_count() == 0:
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_step_assist_active = false
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func _set_horizontal_velocity_toward(
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point: Vector3, fallback_dir_xz: Vector3 = Vector3.ZERO
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) -> void:
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var pos := global_position
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var dh: Vector3 = Vector3(point.x - pos.x, 0.0, point.z - pos.z)
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if dh.length_squared() < 1e-10:
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var fb2 := Vector2(fallback_dir_xz.x, fallback_dir_xz.z)
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if fb2.length_squared() > 1e-10:
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fb2 = fb2.normalized()
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dh = Vector3(fb2.x, 0.0, fb2.y)
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else:
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dh = Vector3(1.0, 0.0, 0.0)
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else:
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dh = dh.normalized()
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velocity = dh * MOVE_SPEED
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velocity.y = 0.0
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## Airborne walk ticks only. Do **not** add gravity just because the nav goal is below the
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## feet — that stays true for the whole cross of a raised pad (e.g. TerracePlatformA / B)
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## toward a floor click and poisons horizontal motion / slide resolution.
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func _apply_walk_air_gravity(delta: float) -> void:
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if not is_on_floor():
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velocity += get_gravity() * delta
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func _walk_floor_snap_length(feet_y: float, want_goal_h: Vector3) -> float:
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if _step_assist_active:
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return WALK_STEP_ASSIST_SNAP
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if _has_walk_goal:
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if want_goal_h.length_squared() > 1e-10:
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var want: Vector3 = want_goal_h.normalized()
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# Climb: cap snap only for a **meaningful** rise (not shallow tread-to-tread), or we
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# fight the approach stairs with snap ↔ assist oscillation.
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if _auth_walk_goal.y > feet_y + 0.12 and _step_assist_wallish_blocks(want):
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return WALK_STEP_ASSIST_SNAP
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if (
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_auth_walk_goal.y < feet_y - DESCEND_GOAL_Y_MARGIN
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and feet_y > _auth_walk_goal.y + 0.08
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):
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return minf(FLOOR_SNAP_MOVING, DESCEND_LIP_SNAP_CAP)
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return FLOOR_SNAP_MOVING
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## Descend only: relax `floor_block_on_wall` when pressed against a vertical face so Jolt can
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## slide off terrace lips. Never when the goal is above the feet (climb) — avoids platform-wide
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## toggling that broke horizontal motion.
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func _apply_floor_block_for_descend_at_wall(feet_y: float) -> void:
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floor_block_on_wall = true
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if not _has_walk_goal:
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return
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if _auth_walk_goal.y >= feet_y - DESCEND_GOAL_Y_MARGIN:
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return
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if is_on_wall():
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floor_block_on_wall = false
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return
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# Terrace lip: floor normal tilts off UP when straddling an internal edge (teal pad, etc.).
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if is_on_floor() and get_floor_normal().dot(Vector3.UP) < 0.992:
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floor_block_on_wall = false
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return
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for i: int in range(get_slide_collision_count()):
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var n: Vector3 = get_slide_collision(i).get_normal()
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if absf(n.y) < 0.58:
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floor_block_on_wall = false
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return
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## When the authoritative goal shares XZ with the capsule (e.g. terrace above), horizontal
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## `full_to_goal` is zero and steering must follow the baked path toward a ramp/step, not +X.
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func _set_horizontal_velocity_from_nav_path_or_goal(fallback_goal_xz: Vector3) -> void:
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var pos: Vector3 = global_position
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var path: PackedVector3Array = _nav_agent.get_current_navigation_path()
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for i: int in range(path.size()):
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var p: Vector3 = path[i]
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var dh: Vector3 = Vector3(p.x - pos.x, 0.0, p.z - pos.z)
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if dh.length_squared() > 0.0025:
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_set_horizontal_velocity_toward(p, fallback_goal_xz)
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return
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_set_horizontal_velocity_toward(_auth_walk_goal, fallback_goal_xz)
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static func capsule_feet_y(body_origin_y: float, capsule_half_height: float) -> float:
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return body_origin_y - capsule_half_height
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static func vertical_arrival_error(
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goal_y: float, body_origin_y: float, capsule_half_height: float
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) -> float:
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return absf(goal_y - capsule_feet_y(body_origin_y, capsule_half_height))
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func _physics_idle_tick(delta: float) -> void:
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if is_on_floor():
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velocity = Vector3.ZERO
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floor_snap_length = FLOOR_SNAP_IDLE
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else:
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# Ledge / post-arrival hover: without gravity, vy stays 0 and FLOOR_SNAP_IDLE (0.11 m)
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# cannot reach the lower floor — the capsule idles in mid-air until a new walk goal runs.
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velocity.x = 0.0
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velocity.z = 0.0
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velocity += get_gravity() * delta
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floor_snap_length = FLOOR_SNAP_MOVING
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move_and_slide()
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static func idle_slide_contacts_are_ridged(slide_normals: Array[Vector3]) -> bool:
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var upish := 0
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var wallish := 0
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for n: Vector3 in slide_normals:
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var ny: float = n.y
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if ny > 0.65:
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upish += 1
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# Steeper than ~70° from horizontal — shallow seam faces (ny≈0.4) are not “lip” walls.
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elif ny < 0.35:
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wallish += 1
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return upish >= 1 and wallish >= 1
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static func idle_support_is_stable(
|
|
on_floor: bool, floor_normal: Vector3, slide_normals: Array[Vector3], loose_ticks: int
|
|
) -> bool:
|
|
if not on_floor:
|
|
return false
|
|
if floor_normal.dot(Vector3.UP) < STABLE_IDLE_FLOOR_MIN_UP_DOT:
|
|
return false
|
|
# Previously any `_floor_angle_loose_ticks > 0` blocked stable idle for the full post-stop
|
|
# window (~0.8 s), forcing rim nudges + `move_and_slide` on **flat** approach treads — XZ/Y
|
|
# jitter next to thin steps. Keep corrective settle only when slides show floor + wall (lip).
|
|
if loose_ticks > 0 and idle_slide_contacts_are_ridged(slide_normals):
|
|
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:
|
|
return idle_support_is_stable(
|
|
is_on_floor(), get_floor_normal(), _current_slide_normals(), _floor_angle_loose_ticks
|
|
)
|
|
|
|
|
|
func _hold_idle_anchor() -> void:
|
|
var pos := global_position
|
|
if not _idle_anchor_active:
|
|
_idle_anchor_xz = Vector2(pos.x, pos.z)
|
|
_idle_anchor_active = true
|
|
return
|
|
global_position = Vector3(_idle_anchor_xz.x, pos.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
|
|
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"
|
|
)
|
|
% [
|
|
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,
|
|
]
|
|
)
|
|
)
|
|
_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
|
|
if _stable_idle_support():
|
|
_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
|
|
_walk_nav_column_steering = false
|
|
_nav_agent.set_target_position(global_position)
|
|
_physics_idle_tick(delta)
|
|
if _stable_idle_support():
|
|
_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 needs_vertical_routing: bool = (
|
|
_auth_walk_goal.y > feet_y + DESCEND_GOAL_Y_MARGIN
|
|
or _auth_walk_goal.y < feet_y - DESCEND_GOAL_Y_MARGIN
|
|
)
|
|
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()
|