extends Node class_name StateGround var machine: MovementStateMachine var params: MovementParams: get: return machine.params var _footstep_timer: float = 0.0 func enter(_data: Dictionary = {}) -> void: machine.on_ground = true machine.current_jump_count = 0 machine.can_wall_climb = true # Clear wall tilt on landing var rig = _get_camera_rig() if rig: rig.clear_wall_tilt() func exit() -> void: pass func update(delta: float) -> void: var player := machine.player var vel: Vector3 = player.velocity # ── Jump (direct press w/ coyote, or buffered from before landing) ──── if machine.jump_cooldown_timer <= 0.0: var pressed := machine.input_jump_just_pressed and machine.coyote_timer > 0.0 var buffered := machine.on_ground and machine.jump_buffer_time > 0.0 if pressed or buffered: machine.do_jump() machine.switch_to("air") return # ── Slide (crouch while moving fast enough) ─────────────────────────── if machine.input_crouch and machine.slide_cooldown_timer <= 0.0: var hspeed := Vector3(player.velocity.x, 0.0, player.velocity.z).length() if hspeed > params.slide_min_speed + 1.0: machine.switch_to("slide") return # ── Determine target speed ──────────────────────────────────────────── var wish_dir: Vector3 = machine.wish_dir_world var speed := params.walk_speed if machine.input_crouch: speed = params.crouch_speed var effective_speed := machine.get_effective_speed(speed) # ── Horizontal movement (exponential interpolation for smoothness) ─── var hvel := Vector3(vel.x, 0.0, vel.z) var target_vel := wish_dir * effective_speed hvel = _next_horizontal_velocity( hvel, target_vel, wish_dir.length_squared() > 0.0, delta) vel.x = hvel.x vel.z = hvel.z # ── Gravity / floor snap ────────────────────────────────────────────── if not player.is_on_floor(): vel.y -= params.gravity * delta else: # Snap to floor: small downward velocity keeps is_on_floor() stable # ONLY if we aren't being launched upward by an impulse! if vel.y <= 0.0: vel.y = -0.5 player.velocity = vel player.move_and_slide() # ── Stair Stepping ──────────────────────────────────────────────────── if wish_dir.length_squared() > 0.01 and not machine.input_crouch: _try_step_up(player, wish_dir, hvel) var current_hspeed = Vector2(player.velocity.x, player.velocity.z).length() if current_hspeed > 1.0 and player.is_on_floor(): _footstep_timer -= delta if _footstep_timer <= 0.0: if player.has_method("play_footstep"): player.play_footstep(current_hspeed) _footstep_timer = max(0.2, 3.0 / current_hspeed) else: _footstep_timer = 0.0 # ── Update ground status ────────────────────────────────────────────── if player.is_on_floor(): machine.on_ground = true machine.current_jump_count = 0 else: machine.on_ground = false # ── Launch or Falling off ledge → air state ─────────────────────────── if not machine.on_ground: if player.velocity.y > 0.0 or machine.coyote_timer <= 0.0: machine.switch_to("air") return # ── Wall interaction (Vault, Climb) ─────────────────────────────────── if machine.input_dir.length() > 0.1 and machine.input_dir.y <= 0.0 \ and machine.wall_cooldown_timer <= 0.0 and not machine.input_crouch: var fwd_wall = machine.detect_wall_forward() if fwd_wall.hit: var hspeed := Vector3(player.velocity.x, 0.0, player.velocity.z).length() if fwd_wall.is_short and hspeed > 3.0: machine.do_vault() machine.switch_to("air") return elif not fwd_wall.is_short: # Check if moving directly into wall and looking generally towards it var look_dir := -player.global_transform.basis.z var looking_towards := look_dir.dot(-fwd_wall.normal) > 0.0 var moving_towards := machine.wish_dir_world.dot(-fwd_wall.normal) > cos(deg_to_rad(params.wall_climb_max_angle)) if looking_towards and moving_towards and machine.can_wall_climb: machine.wall_normal = fwd_wall.normal machine.switch_to("wall_climb") return # ── Dash ────────────────────────────────────────────────────────────── if machine.input_dash and machine.can_dash(): machine.switch_to("dash") return func _next_horizontal_velocity(current: Vector3, target: Vector3, has_input: bool, delta: float) -> Vector3: var response := params.ground_acceleration \ if has_input else params.ground_deceleration return current.lerp(target if has_input else Vector3.ZERO, 1.0 - exp(-response * delta)) func _try_step_up(player: CharacterBody3D, wish_dir: Vector3, hvel: Vector3) -> void: for i in range(player.get_slide_collision_count()): var col = player.get_slide_collision(i) if abs(col.get_normal().y) < 0.3: # Hit a wall var max_step_height = 0.95 var space_state = player.get_world_3d().direct_space_state var feet_y = player.global_position.y - (machine.original_capsule_height / 2.0) # Raycast down from above the step var fwd = wish_dir.normalized() var ray_start = player.global_position + fwd * 0.65 ray_start.y = feet_y + max_step_height + 0.1 var ray_end = ray_start - Vector3.UP * (max_step_height + 0.2) var ray = PhysicsRayQueryParameters3D.create(ray_start, ray_end) ray.exclude = [player.get_rid()] var hit = space_state.intersect_ray(ray) if not hit.is_empty() and hit.normal.y > 0.7: var step_height = hit.position.y - feet_y if step_height > 0.01 and step_height <= max_step_height: # Check if we have headroom to move up var head_ray_start = player.global_position head_ray_start.y += (machine.original_capsule_height / 2.0) var head_ray_end = head_ray_start + Vector3.UP * (step_height + 0.1) var head_ray = PhysicsRayQueryParameters3D.create(head_ray_start, head_ray_end) head_ray.exclude = [player.get_rid()] if space_state.intersect_ray(head_ray).is_empty(): # Check if there is enough space to move forward after stepping up var test_transform = player.global_transform test_transform.origin.y += step_height + 0.05 if not player.test_move(test_transform, fwd * 0.15): # We can safely step up player.global_position.y += step_height + 0.01 if player.head_pivot and player.head_pivot.has_method("add_step_offset"): player.head_pivot.add_step_offset(-(step_height + 0.01)) # Push slightly forward to get onto the step player.global_position += fwd * 0.1 # Restore horizontal velocity that was lost from hitting the wall player.velocity.x = hvel.x player.velocity.z = hvel.z break func _get_camera_rig(): if machine.player and machine.player.has_node("HeadPivot"): return machine.player.get_node("HeadPivot") return null