feat: implement ground movement state with integrated jumping, sliding, and stair-stepping logic
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@@ -70,20 +70,32 @@ func _process(delta: float) -> void:
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var sm = player.get_node_or_null("MovementStateMachine")
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var is_sliding = sm and sm.current_state == "slide"
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var target_bob_y = 0.0
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var target_bob_x = 0.0
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if player.is_on_floor() and hspeed > 1.0 and not is_sliding:
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_bob_timer += delta * params.head_bob_frequency * (hspeed / params.walk_speed)
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var bob_y := sin(_bob_timer) * params.head_bob_amplitude
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var bob_x := cos(_bob_timer * 0.5) * params.head_bob_amplitude * 0.5
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camera.position.y = lerp(camera.position.y, bob_y, 0.3)
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camera.position.x = lerp(camera.position.x, bob_x, 0.3)
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target_bob_y = sin(_bob_timer) * params.head_bob_amplitude
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target_bob_x = cos(_bob_timer * 0.5) * params.head_bob_amplitude * 0.5
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else:
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_bob_timer = 0.0
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camera.position.y = lerp(camera.position.y, 0.0, 0.15)
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camera.position.x = lerp(camera.position.x, 0.0, 0.15)
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# Smooth the head bob (using 15.0 * delta for framerate independence, roughly equivalent to lerp 0.3 at 60fps)
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if not has_meta("smooth_bob_y"):
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set_meta("smooth_bob_y", 0.0)
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set_meta("smooth_bob_x", 0.0)
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var sby = lerpf(get_meta("smooth_bob_y"), target_bob_y, 15.0 * delta)
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var sbx = lerpf(get_meta("smooth_bob_x"), target_bob_x, 15.0 * delta)
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set_meta("smooth_bob_y", sby)
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set_meta("smooth_bob_x", sbx)
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# ── Step Smoothing ─────────────────────────────────────────────────────
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_step_offset_y = lerpf(_step_offset_y, 0.0, 15.0 * delta)
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camera.position.y += _step_offset_y
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# Apply final absolute position
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camera.position.y = sby + _step_offset_y
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camera.position.x = sbx
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# ── Wall-run tilt ─────────────────────────────────────────────────────
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_current_tilt = lerpf(_current_tilt, _target_tilt, 1.0 - exp(-params.wall_run_tilt_speed * delta))
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@@ -101,9 +101,15 @@ func update(delta: float) -> void:
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var space_state = player.get_world_3d().direct_space_state
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var feet_y = player.global_position.y - (machine.original_capsule_height / 2.0)
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# Raycast down from above the step
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var fwd = wish_dir.normalized()
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var ray_start = player.global_position + fwd * 0.65
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# Raycast down from above the step using wall contact point
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var push_dir = -col.get_normal()
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push_dir.y = 0.0
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if push_dir.length_squared() < 0.01:
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push_dir = wish_dir.normalized()
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else:
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push_dir = push_dir.normalized()
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var ray_start = col.get_position() + push_dir * 0.1
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ray_start.y = feet_y + max_step_height + 0.1
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var ray_end = ray_start - Vector3.UP * (max_step_height + 0.2)
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@@ -125,13 +131,13 @@ func update(delta: float) -> void:
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# Check if there is enough space to move forward after stepping up
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var test_transform = player.global_transform
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test_transform.origin.y += step_height + 0.05
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if not player.test_move(test_transform, fwd * 0.15):
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if not player.test_move(test_transform, push_dir * 0.15):
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# We can safely step up
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player.global_position.y += step_height + 0.01
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if player.head_pivot and player.head_pivot.has_method("add_step_offset"):
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player.head_pivot.add_step_offset(-(step_height + 0.01))
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# Push slightly forward to get onto the step
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player.global_position += fwd * 0.1
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player.global_position += push_dir * 0.1
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# Restore horizontal velocity that was lost from hitting the wall
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player.velocity.x = hvel.x
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player.velocity.z = hvel.z
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