Adjust player locomotion logic to prioritize ground probe for grounded state determination
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@@ -641,7 +641,7 @@ export function stepPlayerLocomotion(
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!ascending &&
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!ascending &&
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activeShape.mode !== "none" &&
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activeShape.mode !== "none" &&
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!nextSwimmableWater &&
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!nextSwimmableWater &&
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(resolvedMotion.grounded || groundProbe.grounded);
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groundProbe.grounded;
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if (activeShape.mode === "none" || grounded || headBump) {
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if (activeShape.mode === "none" || grounded || headBump) {
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verticalVelocity = 0;
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verticalVelocity = 0;
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@@ -327,6 +327,61 @@ describe("player-locomotion", () => {
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expect(step?.verticalVelocity).toBeCloseTo(DEFAULT_MOVEMENT.jump.speed);
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expect(step?.verticalVelocity).toBeCloseTo(DEFAULT_MOVEMENT.jump.speed);
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});
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});
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it("stays airborne when a wall edge reports grounded without floor support", () => {
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const step = stepPlayerLocomotion({
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dt: 0.1,
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feetPosition: {
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x: 0,
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y: 1,
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z: 0
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},
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movementYawRadians: 0,
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standingShape: FIRST_PERSON_PLAYER_SHAPE,
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verticalVelocity: -1.5,
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previousLocomotionState: createIdleRuntimeLocomotionState("airborne"),
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previousPlanarDisplacement: {
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x: 0,
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y: 0,
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z: 0.45
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},
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jumpBufferRemainingMs: 0,
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coyoteTimeRemainingMs: 0,
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jumpHoldRemainingMs: 0,
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crouched: false,
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wasJumpPressed: false,
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input: FORWARD_INPUT,
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movement: DEFAULT_MOVEMENT,
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resolveMotion: (feetPosition, motion): ResolvedPlayerMotion => ({
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feetPosition: {
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x: feetPosition.x + motion.x * 0.2,
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y: feetPosition.y + motion.y * 0.2,
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z: feetPosition.z + motion.z * 0.2
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},
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grounded: true,
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collisionCount: 1,
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groundCollisionNormal: null,
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collidedAxes: {
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x: true,
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y: false,
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z: false
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}
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}),
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resolveVolumeState: () => createVolumeState(),
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probeGround: () => ({
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grounded: false,
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distance: null,
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normal: null,
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slopeDegrees: null
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}),
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canOccupyShape: () => true
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});
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expect(step).not.toBeNull();
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expect(step?.locomotionState.grounded).toBe(false);
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expect(step?.locomotionState.locomotionMode).toBe("airborne");
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expect(step?.verticalVelocity).toBeLessThan(0);
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});
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it("sinks toward the water surface while keeping the head above water", () => {
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it("sinks toward the water surface while keeping the head above water", () => {
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const step = stepPlayerLocomotion({
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const step = stepPlayerLocomotion({
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dt: 0.1,
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dt: 0.1,
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