- Quake-style air-strafe accelerate (real speed gain from strafing; external speed from dash/rockets never clamped) - Wall run: keeps entry momentum (incl. upward carry), accelerates along the wall instead of hard-setting velocity, gravity fades in over the run - Slide: slope physics (gravity projected along floor accelerates downhill), flat-ground decel instead of multiplicative friction, entry boost, direct slide->wallrun and slide->dash transitions - Dash: cooldown 10s -> 2s, per-player (was a static shared across instances), momentum fully kept on exit, FOV punch event - Grapple: taut pendulum with active rope control (W reels in, S pays out), release keeps swing energy - Wall climb: carries upward momentum in, jump-off kick, shared vault helper - Crouch capsule: single owner in the machine, smoothly lerped, ceiling check; camera eye height follows via crouch factor (no more head snapping) - Landing: machine emits 'land' events scaled by impact; camera dip + pitched down thud; footsteps get pitch variation - Camera rig: event-driven (land dip, dash FOV kick, vault pitch impulse), slide roll tilt - Model: Jump vs Fall split by vertical velocity, Land one-shot on heavy landings, wall-run body lean (synced to remotes via synced_wall_side) Co-Authored-By: Claude Fable 5 <[email protected]>
149 lines
5.2 KiB
GDScript
149 lines
5.2 KiB
GDScript
extends Node
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class_name StateWallRun
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## Wall run that preserves momentum: on attach we keep speed along the wall
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## (plus some upward carry) and accelerate toward wall_run_speed instead of
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## hard-setting velocity, so entering fast stays fast and entering slow ramps
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## up smoothly. Gravity fades in over the run so the start feels planted.
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var machine: MovementStateMachine
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var params: MovementParams:
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get: return machine.params
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var elapsed: float = 0.0
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var _current_tangent: Vector3 = Vector3.ZERO
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func enter(_data: Dictionary = {}) -> void:
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elapsed = 0.0
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machine.register_chain_mechanic("wall_run")
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machine.on_ground = false
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# Keep some upward carry so jumping into a wall run flows; the wall
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# still "catches" downward momentum.
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machine.player.velocity.y = clampf(machine.player.velocity.y, 0.0, params.wall_run_entry_max_up)
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if machine.player.wallrun_player and not machine.player.wallrun_player.playing:
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machine.player.wallrun_player.play()
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var hvel := Vector3(machine.player.velocity.x, 0.0, machine.player.velocity.z)
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_current_tangent = machine.wall_normal.cross(Vector3.UP).normalized()
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if hvel.dot(_current_tangent) < 0.0:
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_current_tangent = -_current_tangent
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# Camera tilt
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var rig = _get_camera_rig()
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if rig:
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rig.set_wall_tilt(machine.wall_side)
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func exit() -> void:
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# Clear camera tilt
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var rig = _get_camera_rig()
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if rig:
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rig.clear_wall_tilt()
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if machine.player.wallrun_player:
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machine.player.wallrun_player.stop()
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func update(delta: float) -> void:
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elapsed += delta
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if elapsed > params.wall_run_duration:
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_detach(0.4)
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return
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var player := machine.player
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var vel: Vector3 = player.velocity
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if player.wallrun_player and not player.wallrun_player.playing:
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player.wallrun_player.play()
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# ── Gradual gravity pull (starts weightless, ramps up) ────────────────
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var gravity_factor := 0.05 + 0.95 * pow(elapsed / params.wall_run_duration, 1.5)
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vel.y -= params.wall_run_gravity * gravity_factor * delta
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# ── Accelerate along wall tangent (keeps momentum, no hard set) ───────
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var wall_tangent := machine.wall_normal.cross(Vector3.UP).normalized()
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if _current_tangent.dot(wall_tangent) < 0.0:
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wall_tangent = -wall_tangent
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_current_tangent = wall_tangent
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var hvel := Vector3(vel.x, 0.0, vel.z)
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var along := hvel.dot(wall_tangent)
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var target_speed: float = maxf(machine.get_effective_speed(params.wall_run_speed), along)
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along = move_toward(along, target_speed, params.wall_run_accel * delta)
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# Redirect all horizontal velocity along the wall (kills the into-wall part)
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hvel = wall_tangent * along
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vel.x = hvel.x
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vel.z = hvel.z
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# ── Look away to break wall run ───────────────────────────────────────
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var look_dir := -player.global_transform.basis.z
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if look_dir.dot(machine.wall_normal) > 0.4:
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_detach(0.3)
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return
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# ── Wall jump ─────────────────────────────────────────────────────────
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if machine.input_jump_just_pressed and machine.jump_cooldown_timer <= 0.0:
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# Base jump off velocity on current preserved momentum
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var jump_vel: Vector3 = _current_tangent * along
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# Spring off the wall
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jump_vel += machine.wall_normal * params.wall_run_jump_off_normal
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var h_look := Vector3(look_dir.x, 0.0, look_dir.z)
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if h_look.length_squared() > 0.01:
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jump_vel += h_look.normalized() * params.wall_run_jump_horizontal
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jump_vel.y = params.wall_run_auto_jump_speed
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player.velocity = jump_vel
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machine.wall_normal = Vector3.ZERO
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machine.wall_side = 0.0
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machine.wall_cooldown_timer = 0.3
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machine.register_chain_mechanic("wall_jump")
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machine.jump_cooldown_timer = params.jump_cooldown
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machine.movement_event.emit("jump", {})
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if player.jump_player:
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player.jump_player.play()
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machine.switch_to("air")
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return
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# ── Wall cling (no movement input) ────────────────────────────────────
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if machine.input_dir.length() < 0.1:
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machine.switch_to("wall_cling")
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return
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# ── Push slightly toward wall to maintain contact ─────────────────────
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vel -= machine.wall_normal * 2.0
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player.velocity = vel
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player.move_and_slide()
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# ── Check still on wall ───────────────────────────────────────────────
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var still_on_wall := machine.detect_wall_horizontal()
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if still_on_wall == Vector3.ZERO:
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_detach(0.0)
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return
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# ── Hit floor during wall run ─────────────────────────────────────────
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if player.is_on_floor():
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machine.on_ground = true
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machine.wall_normal = Vector3.ZERO
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machine.wall_side = 0.0
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machine.current_jump_count = 0
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machine.switch_to("ground")
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func _detach(cooldown: float) -> void:
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machine.wall_normal = Vector3.ZERO
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machine.wall_side = 0.0
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if cooldown > 0.0:
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machine.wall_cooldown_timer = cooldown
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machine.switch_to("air")
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func _get_camera_rig():
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if machine.player and machine.player.has_node("HeadPivot"):
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return machine.player.get_node("HeadPivot")
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return null
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