- Implement test for popup anchor behavior in rule-builder menus to ensure consistent anchor positioning during menu transitions. - Create tests for stage logic, including mode transitions, toolbar visibility, and status bar updates. - Add terrain drag-painting tests to verify correct block placement behavior and conflict handling. - Introduce walk waypoint tests to check for arrival conditions and position stability after navigation.
1420 lines
56 KiB
GDScript
1420 lines
56 KiB
GDScript
class_name StickmanRig
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extends Node2D
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## StickmanRig - Runtime owner of facing direction and per-joint bone bend for
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## master_rig.tscn (Phase 9 / Task 4).
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##
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## Attached to the `Master` root node of master_rig.tscn. Owns the facing
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## preset, the four per-joint TwoBoneIK "Flip Bend Direction" flags, and the
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## Body/* draw order. Non-@tool: node resolution, flag writes and z-order
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## reordering run only at runtime (_ready + setters on a live instance).
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# ---------------------------------------------------------------------------
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# Enums
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# ---------------------------------------------------------------------------
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## Facing profiles. Values are used directly as facing-menu item ids in the
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## harness (0/1/2), so they must stay stable.
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enum FacingProfile { LEFT, RIGHT, FORWARD }
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## Per-joint bend direction. INVERTED == flip_bend_direction = true.
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enum BendDirection { NORMAL, INVERTED }
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## Rig physics mode. ANIMATED drives the skeleton + IK; RAGDOLL swaps in a
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## procedural RigidBody2D + PinJoint2D network (see _build_ragdoll);
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## RECOVERING snaps the skeleton back to the captured rest pose and tweens the
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## IK targets to the standing pose before returning to ANIMATED.
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enum RigState { ANIMATED, RAGDOLL, RECOVERING }
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## Director action-runner execution state (Phase 3a).
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enum RunnerState { IDLE, EXECUTING }
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## Which kind of queued action is currently executing (Phase 3a).
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enum ActionPhase { NONE, WALKING, SPEAKING, WAITING, RAGDOLLING, RECOVERING }
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# ---------------------------------------------------------------------------
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# Constants
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# ---------------------------------------------------------------------------
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const SKELETON_PATH := "Skeleton2D"
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const BODY_CONTAINER_PATH := "Body"
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## Bend joints (upper↔lower limb connectors) whose TwoBoneIK "Flip Bend
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## Direction" flag is user-controllable.
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const BEND_JOINTS: Array[String] = ["LeftArm", "RightArm", "LeftLeg", "RightLeg"]
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## Lower-bone NodePath (relative to Skeleton2D) per bend joint. Used both to
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## resolve the TwoBoneIK modification (via joint_two_bone2d_node) and to report
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## each joint's world position for hit-testing.
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const BEND_JOINT_BONE_PATHS: Dictionary = {
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"LeftArm": "Torso/LeftUpperArm/LeftLowerArm",
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"RightArm": "Torso/RightUpperArm/RightLowerArm",
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"LeftLeg": "Torso/LeftUpperLeg/LeftLowerLeg",
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"RightLeg": "Torso/RightUpperLeg/RightLowerLeg",
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}
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## flip_bend_direction value per facing profile, keyed by bend-joint name.
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const PROFILE_FLAGS: Dictionary = {
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FacingProfile.LEFT: { "LeftArm": false, "RightArm": false, "LeftLeg": true, "RightLeg": true },
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FacingProfile.RIGHT: { "LeftArm": true, "RightArm": true, "LeftLeg": false, "RightLeg": false },
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FacingProfile.FORWARD: { "LeftArm": false, "RightArm": true, "LeftLeg": true, "RightLeg": false },
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}
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## Body/* visual part node names in draw order (back-to-front) per profile.
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## First entry backmost, last frontmost. Upper limbs behind lower limbs; on the
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## far (behind-torso) side the arm pair draws behind the leg pair, on the near
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## side the arm pair draws in front; head always frontmost.
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const Z_ORDER_BY_PROFILE: Dictionary = {
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FacingProfile.FORWARD: [
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"Body",
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"LeftUpperLeg", "RightUpperLeg",
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"LeftLowerLeg", "RightLowerLeg",
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"LeftUpperArm", "RightUpperArm",
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"LeftLowerArm", "RightLowerArm",
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"Head",
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],
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FacingProfile.LEFT: [
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"LeftUpperArm", "LeftLowerArm",
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"LeftUpperLeg", "LeftLowerLeg",
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"Body",
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"RightUpperLeg", "RightLowerLeg",
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"RightUpperArm", "RightLowerArm",
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"Head",
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],
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FacingProfile.RIGHT: [
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"RightUpperArm", "RightLowerArm",
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"RightUpperLeg", "RightLowerLeg",
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"Body",
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"LeftUpperLeg", "LeftLowerLeg",
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"LeftUpperArm", "LeftLowerArm",
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"Head",
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],
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}
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# ---------------------------------------------------------------------------
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# Ragdoll constants
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# ---------------------------------------------------------------------------
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const ANIMATION_PLAYER_PATH := "AnimationPlayer"
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const RAGDOLL_CONTAINER_NAME := "RagdollBodyContainer"
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const RAGDOLL_LIMB_RADIUS := 8.0
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const RAGDOLL_TORSO_RADIUS := 12.0
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const RAGDOLL_HEAD_RADIUS := 100.0
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## Visual mesh colors: the rig's authored part color (gray Line2D limbs) and the
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## head's filled white circle. Collision shapes are invisible in-game, so each
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## ragdoll body gets a matching visible mesh (Line2D capsule / Polygon2D circle).
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const RAGDOLL_VISUAL_COLOR := Color(0.445488, 0.445488, 0.445488)
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const RAGDOLL_HEAD_VISUAL_COLOR := Color.WHITE
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const RAGDOLL_CIRCLE_SEGMENTS := 32
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# ---------------------------------------------------------------------------
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# Blend / recovery constants
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# ---------------------------------------------------------------------------
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## Rest detection thresholds (linear px/s, angular rad/s) for the ragdoll
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## torso. 5.0 px/s (not the plan's 0.1) — a soft-pinned ragdoll micro-jitters
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## around ~0.5 px/s even when fully settled, so 0.1 is never reached. A body
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## that the physics engine has put to sleep also counts as at rest.
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const REST_LINEAR_THRESHOLD := 5.0
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const REST_ANGULAR_THRESHOLD := 0.1
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## Duration of the stand-up tween (captured pose -> STAND_POSE).
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const STAND_UP_DURATION := 0.8
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## Extra hold after rest is detected before recovery captures the pose.
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const STABILIZATION_DELAY := 0.1
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## Pin softness applied to every ragdoll joint at build time.
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const RAGDOLL_TARGET_SOFTNESS := 0.2
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## IK-target standing positions (rig-local), matching master_rig.tscn defaults.
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const STAND_POSE: Dictionary = {
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"Torso": { "pos": Vector2(0, 10), "rot": 0.0 },
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"Head": { "pos": Vector2(100, -614), "rot": 0.0 },
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"Left_Hand": { "pos": Vector2(90, 110), "rot": 0.0 },
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"Right_Hand": { "pos": Vector2(-90, 110), "rot": 0.0 },
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"Left_Leg": { "pos": Vector2(-110, 380), "rot": 0.0 },
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"Right_Leg": { "pos": Vector2(110, 390), "rot": 0.0 },
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}
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## IK-target marker node paths (rig-root relative), keyed by marker name.
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const IK_TARGET_PATHS: Dictionary = {
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"Torso": "IK_Targets/Torso",
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"Head": "IK_Targets/Head",
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"Left_Hand": "IK_Targets/Left_Hand",
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"Right_Hand": "IK_Targets/Right_Hand",
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"Left_Leg": "IK_Targets/Left_Leg",
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"Right_Leg": "IK_Targets/Right_Leg",
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}
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# ---------------------------------------------------------------------------
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# Director / navigation constants (Phase 3a)
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# ---------------------------------------------------------------------------
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## Feet -> root translation (a ground point -> the hip/root position).
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const FOOT_OFFSET := Vector2(0.0, -385.0)
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## The navigation agent sits at the feet, on the nav mesh.
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const NAV_AGENT_LOCAL_POS := Vector2(0.0, 385.0)
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## Fallback arrival distance (px) to the root destination.
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const ARRIVE_DISTANCE := 8.0
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const NAV_PATH_DESIRED_DISTANCE := 8.0
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const NAV_TARGET_DESIRED_DISTANCE := 12.0
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## How many post-sync physics frames to wait for the nav agent's reachability
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## flag before deciding the walk is genuinely off-mesh (latch "direct").
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const LATCH_PROBE_MAX_FRAMES := 6
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## Rig-local anchor for the speech bubble, above the head.
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const SPEECH_BUBBLE_OFFSET := Vector2(0.0, -640.0)
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## Debug gate for the Phase 3a walk/runner trace. Ship OFF.
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const DEBUG_WALK := false
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## Prints a `[walk] `-prefixed message only when DEBUG_WALK is on.
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func _walk_dbg(msg: String) -> void:
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if DEBUG_WALK:
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print("[walk] ", msg)
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## Preloaded (not a class_name type) so this script compiles even when the
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## editor's global class cache is stale.
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const SPEECH_BUBBLE_SCRIPT := preload("res://scripts/stickman_speech_bubble.gd")
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## Ragdoll body definitions, ordered parent-before-child. `node_path` is
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## Skeleton2D-relative for bones and rig-root-relative for the head visual.
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## `kind` is "bone" (capsule along a Bone2D) or "visual" (circle at Body/Head).
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const RAGDOLL_BODIES: Array[Dictionary] = [
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{ "key": "torso", "kind": "bone", "node_path": "Torso", "parent": "", "shape": "capsule", "radius": RAGDOLL_TORSO_RADIUS, "mass": 8.0, "linear_damp": 1.0, "angular_damp": 4.0 },
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{ "key": "head", "kind": "visual", "node_path": "Body/Head", "parent": "torso", "shape": "circle", "radius": RAGDOLL_HEAD_RADIUS, "mass": 2.0, "linear_damp": 0.5, "angular_damp": 2.0 },
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{ "key": "left_upper_arm", "kind": "bone", "node_path": "Torso/LeftUpperArm", "parent": "torso", "shape": "capsule", "radius": RAGDOLL_LIMB_RADIUS, "mass": 1.5, "linear_damp": 0.5, "angular_damp": 3.0 },
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{ "key": "left_lower_arm", "kind": "bone", "node_path": "Torso/LeftUpperArm/LeftLowerArm", "parent": "left_upper_arm", "shape": "capsule", "radius": RAGDOLL_LIMB_RADIUS, "mass": 1.0, "linear_damp": 0.5, "angular_damp": 3.0 },
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{ "key": "right_upper_arm", "kind": "bone", "node_path": "Torso/RightUpperArm", "parent": "torso", "shape": "capsule", "radius": RAGDOLL_LIMB_RADIUS, "mass": 1.5, "linear_damp": 0.5, "angular_damp": 3.0 },
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{ "key": "right_lower_arm", "kind": "bone", "node_path": "Torso/RightUpperArm/RightLowerArm", "parent": "right_upper_arm", "shape": "capsule", "radius": RAGDOLL_LIMB_RADIUS, "mass": 1.0, "linear_damp": 0.5, "angular_damp": 3.0 },
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{ "key": "left_upper_leg", "kind": "bone", "node_path": "Torso/LeftUpperLeg", "parent": "torso", "shape": "capsule", "radius": RAGDOLL_LIMB_RADIUS, "mass": 2.0, "linear_damp": 0.5, "angular_damp": 3.0 },
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{ "key": "left_lower_leg", "kind": "bone", "node_path": "Torso/LeftUpperLeg/LeftLowerLeg", "parent": "left_upper_leg", "shape": "capsule", "radius": RAGDOLL_LIMB_RADIUS, "mass": 1.5, "linear_damp": 0.5, "angular_damp": 3.0 },
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{ "key": "right_upper_leg", "kind": "bone", "node_path": "Torso/RightUpperLeg", "parent": "torso", "shape": "capsule", "radius": RAGDOLL_LIMB_RADIUS, "mass": 2.0, "linear_damp": 0.5, "angular_damp": 3.0 },
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{ "key": "right_lower_leg", "kind": "bone", "node_path": "Torso/RightUpperLeg/RightLowerLeg", "parent": "right_upper_leg", "shape": "capsule", "radius": RAGDOLL_LIMB_RADIUS, "mass": 1.5, "linear_damp": 0.5, "angular_damp": 3.0 },
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]
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## Ragdoll joint definitions: one PinJoint2D per non-root body, pinned at the
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## child bone's origin. `limit` selects the angular-limit band (neck free,
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## shoulder/hip ±160°, elbow/knee −5°..+150°, or its mirrored CCW variant).
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const RAGDOLL_JOINTS: Array[Dictionary] = [
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{ "child": "head", "parent": "torso", "pin_node_path": "Torso/Head", "limit": "neck" },
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{ "child": "left_upper_arm", "parent": "torso", "pin_node_path": "Torso/LeftUpperArm", "limit": "shoulder_hip" },
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{ "child": "left_lower_arm", "parent": "left_upper_arm", "pin_node_path": "Torso/LeftUpperArm/LeftLowerArm", "limit": "elbow_knee" },
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{ "child": "right_upper_arm", "parent": "torso", "pin_node_path": "Torso/RightUpperArm", "limit": "shoulder_hip" },
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{ "child": "right_lower_arm", "parent": "right_upper_arm", "pin_node_path": "Torso/RightUpperArm/RightLowerArm", "limit": "elbow_knee_ccw" },
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{ "child": "left_upper_leg", "parent": "torso", "pin_node_path": "Torso/LeftUpperLeg", "limit": "shoulder_hip" },
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{ "child": "left_lower_leg", "parent": "left_upper_leg", "pin_node_path": "Torso/LeftUpperLeg/LeftLowerLeg", "limit": "elbow_knee_ccw" },
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{ "child": "right_upper_leg", "parent": "torso", "pin_node_path": "Torso/RightUpperLeg", "limit": "shoulder_hip" },
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{ "child": "right_lower_leg", "parent": "right_upper_leg", "pin_node_path": "Torso/RightUpperLeg/RightLowerLeg", "limit": "elbow_knee" },
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]
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# ---------------------------------------------------------------------------
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# Exported controls
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# ---------------------------------------------------------------------------
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## Facing preset. Setting it overwrites the four per-joint bend values from
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## PROFILE_FLAGS and reorders Body/* children. Default FORWARD.
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@export var facing_profile: FacingProfile = FacingProfile.FORWARD:
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set(value):
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if facing_profile == value:
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return
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facing_profile = value
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if _nodes_ready:
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_apply_profile()
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## Per-joint bend direction (the actual flip_bend_direction source of truth).
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## Defaults match the FORWARD profile. Individually overridable after a profile
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## is applied (drifting away from the preset, matching the harness right-click).
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@export_group("Bend Direction")
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@export_enum("Normal", "Inverted") var left_arm_bend: int = BendDirection.NORMAL:
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set(value):
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left_arm_bend = value
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_set_joint_bend_inverted("LeftArm", value == BendDirection.INVERTED)
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@export_enum("Normal", "Inverted") var right_arm_bend: int = BendDirection.INVERTED:
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set(value):
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right_arm_bend = value
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_set_joint_bend_inverted("RightArm", value == BendDirection.INVERTED)
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@export_enum("Normal", "Inverted") var left_leg_bend: int = BendDirection.INVERTED:
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set(value):
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left_leg_bend = value
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_set_joint_bend_inverted("LeftLeg", value == BendDirection.INVERTED)
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@export_enum("Normal", "Inverted") var right_leg_bend: int = BendDirection.NORMAL:
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set(value):
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right_leg_bend = value
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_set_joint_bend_inverted("RightLeg", value == BendDirection.INVERTED)
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@export_group("Ragdoll Transition")
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## How long the ragdoll torso must be at rest before auto-recovery (seconds).
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@export var rest_timeout: float = 2.0
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## When true, a rested ragdoll automatically stands back up. When false, the
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## ragdoll stays down until request_recovery() is called manually.
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@export var auto_recover: bool = true
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@export_group("Director")
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## Walk speed (px/s) used by walk_to when no per-action speed is given.
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@export var walk_speed: float = 300.0
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# ---------------------------------------------------------------------------
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# Signals
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# ---------------------------------------------------------------------------
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## Emitted when the facing preset changes (after flags + z-order are applied).
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signal facing_profile_changed(profile: int)
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## Emitted when a single joint's bend direction changes. `flipped` is the new
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## flip_bend_direction value (true == inverted).
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signal bend_flag_changed(joint: String, flipped: bool)
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## Emitted when the rig's ANIMATED/RAGDOLL state changes. `new_state` carries
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## the RigState enum value.
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signal state_changed(new_state: int)
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# ---------------------------------------------------------------------------
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# Director signals (Phase 3a)
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# ---------------------------------------------------------------------------
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signal arrived(target: Vector2) # walk_to reached its destination
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signal action_started(action: Dictionary, index: int)
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signal action_finished(action: Dictionary, index: int)
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signal queue_finished # queue ran to completion (not on stop)
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signal queue_changed # any queue mutation
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signal speech_finished # bubble auto-hid after speak()
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# ---------------------------------------------------------------------------
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# Internal state
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# ---------------------------------------------------------------------------
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var _nodes_ready: bool = false
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var _skeleton: Skeleton2D = null
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var _body_container: Node2D = null
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var _torso_bone: Bone2D = null
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var _bend_joint_bones: Dictionary = {} # { String : Bone2D } (lower bones)
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var _bend_modifications: Dictionary = {} # { String : SkeletonModification2DTwoBoneIK }
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# ---------------------------------------------------------------------------
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# Rig state (ANIMATED / RAGDOLL)
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# ---------------------------------------------------------------------------
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var state: RigState = RigState.ANIMATED
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var _ragdoll_root: Node2D = null
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var _ragdoll_bodies: Dictionary = {} # { String : RigidBody2D }
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var _anim_player: AnimationPlayer = null
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var _prev_global_pos: Vector2 = Vector2.ZERO
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var _prev_global_rot: float = 0.0
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var _cached_linear_velocity: Vector2 = Vector2.ZERO
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var _cached_angular_velocity: float = 0.0
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# ---------------------------------------------------------------------------
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# Recovery state
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# ---------------------------------------------------------------------------
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var _rest_timer: float = 0.0
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var _stabilize_timer: float = 0.0
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var _captured_pose: Dictionary = {} # { String : {pos, rot, half} } (rig-local)
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var _stand_up_tween: Tween = null
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# ---------------------------------------------------------------------------
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# Director / navigation state (Phase 3a)
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# ---------------------------------------------------------------------------
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var action_queue: Array[Dictionary] = []
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var _runner_state: RunnerState = RunnerState.IDLE
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var _action_phase: ActionPhase = ActionPhase.NONE
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var _current_index: int = -1
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var _stop_requested: bool = false
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var _nav_agent: NavigationAgent2D = null
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## NavigationAgent2D is a plain Node (not Node2D): it has no `position`; it
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## derives its agent position from its parent Node2D's global position. This
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## anchor sits at the feet (NAV_AGENT_LOCAL_POS) so the agent paths from
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## ground level.
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var _nav_anchor: Node2D = null
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var _walking: bool = false
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var _walk_target_feet: Vector2 = Vector2.ZERO
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var _walk_speed_current: float = 300.0
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var _walk_mode: String = "nav" # "nav" (follow mesh) | "direct" (off-mesh straight line)
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var _walk_mode_latched: bool = false
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var _walk_latch_probe_frames: int = 0
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var _walk_settle_frames: int = 0
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var _walk_done: bool = false
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var _ragdoll_at_rest: bool = false
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var _speech_bubble = null # SpeechBubble (preloaded script)
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var _speech_active: bool = false
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var _speech_time_left: float = 0.0
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var _phase_timer: float = 0.0
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# ---------------------------------------------------------------------------
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# Lifecycle
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# ---------------------------------------------------------------------------
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func _ready() -> void:
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# Resolve all runtime node references.
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_skeleton = get_node_or_null(NodePath(SKELETON_PATH)) as Skeleton2D
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if _skeleton == null:
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push_warning("StickmanRig: missing '%s' node in rig." % SKELETON_PATH)
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_body_container = get_node_or_null(NodePath(BODY_CONTAINER_PATH)) as Node2D
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if _body_container == null:
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push_warning("StickmanRig: missing '%s' node in rig." % BODY_CONTAINER_PATH)
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if _skeleton != null:
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_torso_bone = _skeleton.get_node_or_null(NodePath("Torso")) as Bone2D
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if _torso_bone == null:
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push_warning("StickmanRig: missing 'Torso' bone in Skeleton2D.")
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_anim_player = get_node_or_null(NodePath(ANIMATION_PLAYER_PATH)) as AnimationPlayer
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if _anim_player == null:
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push_warning("StickmanRig: missing '%s' node in rig." % ANIMATION_PLAYER_PATH)
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_resolve_bend_modifications()
|
||
|
||
# Enable the modification stack (IK solves only at runtime).
|
||
if _skeleton != null:
|
||
var stack: SkeletonModificationStack2D = _skeleton.modification_stack
|
||
if stack != null:
|
||
stack.enabled = true
|
||
else:
|
||
push_warning("StickmanRig: Skeleton2D has no modification_stack assigned.")
|
||
|
||
# Apply the authored/default profile once: writes the four mod flags from the
|
||
# current var values, reorders Body/* children, and emits the profile signal.
|
||
# _nodes_ready is set first so the per-joint setters route their mod updates
|
||
# + signal emissions through the live apply path (during instantiation the
|
||
# setters only stored values).
|
||
_nodes_ready = true
|
||
_apply_profile()
|
||
|
||
# Build the navigation agent at the feet (Phase 3a). It shares the default
|
||
# navigation map/layer with the stage's NavigationRegion2D.
|
||
# NavigationAgent2D is a plain Node: it has no `position`; it derives its
|
||
# agent position from its parent Node2D's global position, so we anchor it
|
||
# under a Node2D placed at the feet.
|
||
_nav_anchor = Node2D.new()
|
||
_nav_anchor.name = "NavigationAgentAnchor"
|
||
_nav_anchor.position = NAV_AGENT_LOCAL_POS
|
||
add_child(_nav_anchor)
|
||
_nav_agent = NavigationAgent2D.new()
|
||
_nav_agent.name = "NavigationAgent2D"
|
||
_nav_agent.path_desired_distance = NAV_PATH_DESIRED_DISTANCE
|
||
_nav_agent.target_desired_distance = NAV_TARGET_DESIRED_DISTANCE
|
||
_nav_agent.path_max_distance = 100.0
|
||
_nav_agent.max_speed = walk_speed
|
||
_nav_agent.avoidance_enabled = false
|
||
_nav_anchor.add_child(_nav_agent)
|
||
|
||
_prev_global_pos = global_position
|
||
_prev_global_rot = global_rotation
|
||
|
||
|
||
func _physics_process(delta: float) -> void:
|
||
_track_momentum(delta)
|
||
_update_rest_detection(delta)
|
||
_update_walking(delta)
|
||
_settle_walk_markers()
|
||
_update_speech(delta)
|
||
_update_runner(delta)
|
||
|
||
|
||
func _track_momentum(delta: float) -> void:
|
||
if delta > 0.0:
|
||
_cached_linear_velocity = (global_position - _prev_global_pos) / delta
|
||
_cached_angular_velocity = wrapf(global_rotation - _prev_global_rot, -PI, PI) / delta
|
||
_prev_global_pos = global_position
|
||
_prev_global_rot = global_rotation
|
||
|
||
# ---------------------------------------------------------------------------
|
||
# Per-frame rest detection
|
||
# ---------------------------------------------------------------------------
|
||
|
||
## RAGDOLL rest detection: when the torso sits still long enough (and
|
||
## auto_recover is on), trigger recovery after a short stabilization delay.
|
||
func _update_rest_detection(delta: float) -> void:
|
||
if state != RigState.RAGDOLL:
|
||
return
|
||
var torso := _ragdoll_bodies.get("torso") as RigidBody2D
|
||
if torso == null or not is_instance_valid(torso):
|
||
return
|
||
var at_rest := torso.sleeping \
|
||
or (torso.linear_velocity.length() <= REST_LINEAR_THRESHOLD \
|
||
and absf(torso.angular_velocity) <= REST_ANGULAR_THRESHOLD)
|
||
if not at_rest:
|
||
_rest_timer = 0.0
|
||
_stabilize_timer = 0.0
|
||
return
|
||
# Publish rest regardless of auto_recover (the director runner polls it).
|
||
if not _ragdoll_at_rest:
|
||
_ragdoll_at_rest = true
|
||
if not auto_recover:
|
||
_rest_timer = 0.0
|
||
return
|
||
_rest_timer += delta
|
||
if _rest_timer < rest_timeout:
|
||
return
|
||
_stabilize_timer += delta
|
||
if _stabilize_timer >= STABILIZATION_DELAY:
|
||
_start_recovery()
|
||
|
||
# ---------------------------------------------------------------------------
|
||
# Public API
|
||
# ---------------------------------------------------------------------------
|
||
|
||
func set_facing_profile(profile: int) -> void:
|
||
if not PROFILE_FLAGS.has(profile):
|
||
push_warning("StickmanRig: unknown facing profile %d; ignored." % profile)
|
||
return
|
||
facing_profile = profile
|
||
|
||
|
||
func get_facing_profile() -> int:
|
||
return int(facing_profile)
|
||
|
||
|
||
func set_joint_bend_flipped(joint: String, flipped: bool) -> void:
|
||
match joint:
|
||
"LeftArm":
|
||
left_arm_bend = BendDirection.INVERTED if flipped else BendDirection.NORMAL
|
||
"RightArm":
|
||
right_arm_bend = BendDirection.INVERTED if flipped else BendDirection.NORMAL
|
||
"LeftLeg":
|
||
left_leg_bend = BendDirection.INVERTED if flipped else BendDirection.NORMAL
|
||
"RightLeg":
|
||
right_leg_bend = BendDirection.INVERTED if flipped else BendDirection.NORMAL
|
||
_:
|
||
push_warning("StickmanRig: unknown bend joint '%s'; ignored." % joint)
|
||
|
||
|
||
func get_joint_bend_flipped(joint: String) -> bool:
|
||
match joint:
|
||
"LeftArm":
|
||
return left_arm_bend == BendDirection.INVERTED
|
||
"RightArm":
|
||
return right_arm_bend == BendDirection.INVERTED
|
||
"LeftLeg":
|
||
return left_leg_bend == BendDirection.INVERTED
|
||
"RightLeg":
|
||
return right_leg_bend == BendDirection.INVERTED
|
||
_:
|
||
push_warning("StickmanRig: unknown bend joint '%s'." % joint)
|
||
return false
|
||
|
||
|
||
func get_bend_joints() -> Array[String]:
|
||
return BEND_JOINTS
|
||
|
||
|
||
func get_bend_joint_global_position(joint: String) -> Vector2:
|
||
var bone := _bend_joint_bones.get(joint) as Bone2D
|
||
if bone == null or not is_instance_valid(bone):
|
||
push_warning("StickmanRig: unknown or missing bend joint '%s'." % joint)
|
||
return Vector2.ZERO
|
||
return bone.global_position
|
||
|
||
|
||
func is_in_ragdoll() -> bool:
|
||
return state == RigState.RAGDOLL
|
||
|
||
|
||
func set_ragdoll(enabled: bool) -> void:
|
||
if enabled:
|
||
match state:
|
||
RigState.RAGDOLL:
|
||
return
|
||
RigState.RECOVERING:
|
||
_cancel_recovery()
|
||
_enter_ragdoll()
|
||
_:
|
||
_enter_ragdoll()
|
||
else:
|
||
if state == RigState.RAGDOLL:
|
||
_start_recovery()
|
||
# else ANIMATED / RECOVERING: no-op
|
||
|
||
|
||
func toggle_ragdoll() -> void:
|
||
set_ragdoll(not is_in_ragdoll())
|
||
|
||
|
||
## Public stand-up request. No-op unless the rig is in RAGDOLL.
|
||
func request_recovery() -> void:
|
||
if state == RigState.RAGDOLL:
|
||
_start_recovery()
|
||
|
||
|
||
## Instantly snaps the rig back to its authored standing pose — no stand-up
|
||
## tween. Used by the sandbox stage so a stickman "reappears" at its starting
|
||
## position/state on return to EDIT (instead of animating the recovery glide).
|
||
func snap_to_standing() -> void:
|
||
if state == RigState.ANIMATED:
|
||
return
|
||
if state == RigState.RAGDOLL:
|
||
_destroy_ragdoll()
|
||
else:
|
||
_cancel_recovery()
|
||
_restore_standing_markers()
|
||
# Re-show the kinematic puppet and re-enable IK.
|
||
if _skeleton != null and is_instance_valid(_skeleton) and _skeleton.modification_stack != null:
|
||
_skeleton.modification_stack.enabled = true
|
||
if _body_container != null and is_instance_valid(_body_container):
|
||
_body_container.visible = true
|
||
_body_container.modulate.a = 1.0
|
||
state = RigState.ANIMATED
|
||
state_changed.emit(int(state))
|
||
|
||
|
||
## Writes STAND_POSE onto the 6 IK-target markers (no tween, no state change).
|
||
func _restore_standing_markers() -> void:
|
||
for marker_name: String in STAND_POSE:
|
||
var marker := _get_ik_marker(marker_name)
|
||
if marker == null:
|
||
continue
|
||
var target: Dictionary = STAND_POSE[marker_name]
|
||
marker.position = target.get("pos", marker.position)
|
||
if marker_name == "Torso":
|
||
marker.rotation = target.get("rot", marker.rotation)
|
||
|
||
|
||
## Applies the same velocity delta to every ragdoll body via a mass-scaled
|
||
## central impulse, preserving the ragdoll's internal structure. No-op outside
|
||
## RAGDOLL mode. Used by the physics harness "Knock Up" button.
|
||
func apply_ragdoll_velocity_boost(velocity: Vector2) -> void:
|
||
if not is_in_ragdoll():
|
||
return
|
||
for key: String in _ragdoll_bodies:
|
||
var body := _ragdoll_bodies[key] as RigidBody2D
|
||
if body != null and is_instance_valid(body):
|
||
body.apply_central_impulse(velocity * body.mass)
|
||
|
||
# ---------------------------------------------------------------------------
|
||
# Internal resolution / apply
|
||
# ---------------------------------------------------------------------------
|
||
|
||
func _resolve_bend_modifications() -> void:
|
||
_bend_joint_bones.clear()
|
||
_bend_modifications.clear()
|
||
if _skeleton == null:
|
||
return
|
||
|
||
for joint: String in BEND_JOINTS:
|
||
var path: String = BEND_JOINT_BONE_PATHS[joint]
|
||
var bone := _skeleton.get_node_or_null(NodePath(path)) as Bone2D
|
||
if bone != null and is_instance_valid(bone):
|
||
_bend_joint_bones[joint] = bone
|
||
else:
|
||
push_warning("StickmanRig: missing bend-joint bone '%s'." % path)
|
||
|
||
var stack: SkeletonModificationStack2D = _skeleton.modification_stack
|
||
if stack == null:
|
||
return
|
||
for i: int in stack.modification_count:
|
||
var mod := stack.get_modification(i)
|
||
if not (mod is SkeletonModification2DTwoBoneIK):
|
||
continue
|
||
var ik := mod as SkeletonModification2DTwoBoneIK
|
||
for joint: String in BEND_JOINTS:
|
||
if ik.joint_two_bone2d_node == NodePath(BEND_JOINT_BONE_PATHS[joint]):
|
||
_bend_modifications[joint] = ik
|
||
break
|
||
|
||
for joint: String in BEND_JOINTS:
|
||
if not _bend_modifications.has(joint):
|
||
push_warning("StickmanRig: missing TwoBoneIK modification for bend joint '%s'." % joint)
|
||
|
||
|
||
## Writes the four per-joint bend vars from PROFILE_FLAGS (through their setters,
|
||
## so the live mods stay in sync), reorders Body/* children, then emits
|
||
## facing_profile_changed.
|
||
func _apply_profile() -> void:
|
||
var flags: Dictionary = PROFILE_FLAGS.get(facing_profile, PROFILE_FLAGS[FacingProfile.FORWARD])
|
||
left_arm_bend = BendDirection.INVERTED if bool(flags.get("LeftArm", false)) else BendDirection.NORMAL
|
||
right_arm_bend = BendDirection.INVERTED if bool(flags.get("RightArm", false)) else BendDirection.NORMAL
|
||
left_leg_bend = BendDirection.INVERTED if bool(flags.get("LeftLeg", false)) else BendDirection.NORMAL
|
||
right_leg_bend = BendDirection.INVERTED if bool(flags.get("RightLeg", false)) else BendDirection.NORMAL
|
||
_apply_body_z_order()
|
||
_apply_head_flip()
|
||
facing_profile_changed.emit(int(facing_profile))
|
||
|
||
func _apply_head_flip() -> void:
|
||
var head := get_node_or_null("Skeleton2D/Torso/Head") as Node2D
|
||
var pivot := get_node_or_null("Skeleton2D/Torso/Head/Pivot") as Node2D
|
||
if pivot != null:
|
||
var is_left := (facing_profile == FacingProfile.LEFT)
|
||
if is_left:
|
||
# Mirror local X and invert double the bone's rotation to mirror in world space
|
||
pivot.scale = Vector2(-1.0, 1.0)
|
||
pivot.rotation = -1.0 * head.rotation
|
||
else:
|
||
pivot.scale = Vector2(1.0, 1.0)
|
||
pivot.rotation = 0.0
|
||
|
||
## Per-joint setter notify: updates the resolved TwoBoneIK mod's
|
||
## flip_bend_direction and emits bend_flag_changed. No-op before _ready (the
|
||
## setter only stored the backing value during instantiation).
|
||
func _set_joint_bend_inverted(joint: String, inverted: bool) -> void:
|
||
if not _nodes_ready:
|
||
return
|
||
var mod: SkeletonModification2DTwoBoneIK = _bend_modifications.get(joint) as SkeletonModification2DTwoBoneIK
|
||
if mod != null:
|
||
mod.flip_bend_direction = inverted
|
||
bend_flag_changed.emit(joint, inverted)
|
||
|
||
|
||
## Task 2 algorithm: walk the profile's ordered part names back-to-front and
|
||
## move_child(part, count - 1) each existing part; unknown/extra children stay
|
||
## at the back; missing parts skipped silently.
|
||
func _apply_body_z_order() -> void:
|
||
if _body_container == null or not is_instance_valid(_body_container):
|
||
return
|
||
var order: Array = Z_ORDER_BY_PROFILE.get(facing_profile, Z_ORDER_BY_PROFILE[FacingProfile.FORWARD])
|
||
for part_name: String in order:
|
||
var part := _body_container.get_node_or_null(NodePath(part_name))
|
||
if part != null:
|
||
_body_container.move_child(part, _body_container.get_child_count() - 1)
|
||
|
||
# ---------------------------------------------------------------------------
|
||
# Ragdoll translation (kinematic -> physics)
|
||
# ---------------------------------------------------------------------------
|
||
|
||
func _enter_ragdoll() -> void:
|
||
if _skeleton == null or _body_container == null:
|
||
push_warning("StickmanRig: cannot enter ragdoll; missing rig nodes.")
|
||
return
|
||
_cancel_walking()
|
||
_ragdoll_at_rest = false
|
||
# Instant handoff: stop the player without resetting it (keep_state) and
|
||
# build the ragdoll from the CURRENT solved bone positions while the IK
|
||
# stack is still enabled (disabling it first would revert the bones to the
|
||
# authored rest pose). Body/* is then hidden immediately and IK disabled —
|
||
# no crossfade, because the ragdoll is spawned at exactly the same pose, so
|
||
# a fade would only read as ghosting.
|
||
if _anim_player != null and is_instance_valid(_anim_player):
|
||
_anim_player.stop(true)
|
||
_build_ragdoll()
|
||
if is_instance_valid(_body_container):
|
||
_body_container.visible = false
|
||
_body_container.modulate.a = 1.0
|
||
if _skeleton.modification_stack != null:
|
||
_skeleton.modification_stack.enabled = false
|
||
state = RigState.RAGDOLL
|
||
state_changed.emit(int(state))
|
||
_rest_timer = 0.0
|
||
_stabilize_timer = 0.0
|
||
|
||
|
||
# ---------------------------------------------------------------------------
|
||
# Recovery (ragdoll -> kinematic stand-up)
|
||
# ---------------------------------------------------------------------------
|
||
|
||
## Captures every ragdoll body's global transform into rig-local space, plus
|
||
## each capsule's half-length (from build-time metadata) so the snap can derive
|
||
## the real joint ends (hip / wrist / ankle) instead of body midpoints.
|
||
func _capture_ragdoll_pose() -> void:
|
||
_captured_pose.clear()
|
||
for key: String in _ragdoll_bodies:
|
||
var body := _ragdoll_bodies[key] as RigidBody2D
|
||
if body == null or not is_instance_valid(body):
|
||
continue
|
||
_captured_pose[key] = {
|
||
"pos": to_local(body.global_position),
|
||
"rot": body.global_rotation - global_rotation,
|
||
"half": float(body.get_meta("half_height", 0.0)),
|
||
}
|
||
|
||
|
||
func _start_recovery() -> void:
|
||
_capture_ragdoll_pose()
|
||
_destroy_ragdoll()
|
||
state = RigState.RECOVERING
|
||
state_changed.emit(int(state))
|
||
_snap_skeleton_to_pose()
|
||
_play_stand_up()
|
||
|
||
|
||
## Kills any in-flight stand-up tween so a re-entry into RAGDOLL starts from a
|
||
## clean slate.
|
||
func _cancel_recovery() -> void:
|
||
if _stand_up_tween != null and _stand_up_tween.is_valid():
|
||
_stand_up_tween.kill()
|
||
_stand_up_tween = null
|
||
|
||
|
||
## Marker-driven kinematic snap: writes the captured pose onto the 6 IK-target
|
||
## markers (NOT the Torso Bone2D, which is slaved to its marker via
|
||
## RemoteTransform2D), then re-enables IK so TwoBoneIK solves the limbs toward
|
||
## the captured end-effectors.
|
||
##
|
||
## Geometry notes: the ragdoll capsules span joint origin -> tip along their
|
||
## +X (body.rotation IS the segment direction), so the real joints are at
|
||
## center ± direction * half_height. The Torso marker rotation must also
|
||
## subtract the Torso Bone2D's `bone_angle` (bone world angle = marker rotation
|
||
## + bone_angle); using the body rotation directly would slam the whole
|
||
## skeleton -90° and lay the figure flat.
|
||
func _snap_skeleton_to_pose() -> void:
|
||
var torso_marker := _get_ik_marker("Torso")
|
||
if torso_marker != null:
|
||
var torso_pose: Dictionary = _captured_pose.get("torso", {})
|
||
if not torso_pose.is_empty():
|
||
var spine_dir := Vector2.from_angle(torso_pose.get("rot", 0.0))
|
||
var half := float(torso_pose.get("half", 0.0))
|
||
var bone_angle_rad := 0.0
|
||
if _torso_bone != null:
|
||
bone_angle_rad = deg_to_rad(_torso_bone.bone_angle)
|
||
# Hip = spine bottom end of the torso capsule.
|
||
torso_marker.position = torso_pose.get("pos", torso_marker.position) - spine_dir * half
|
||
torso_marker.rotation = torso_pose.get("rot", 0.0) - bone_angle_rad
|
||
|
||
var head_marker := _get_ik_marker("Head")
|
||
if head_marker != null:
|
||
var head_pose: Dictionary = _captured_pose.get("head", {})
|
||
if not head_pose.is_empty():
|
||
head_marker.position = head_pose.get("pos", head_marker.position)
|
||
|
||
_set_marker_from_body("Left_Hand", "left_lower_arm")
|
||
_set_marker_from_body("Right_Hand", "right_lower_arm")
|
||
_set_marker_from_body("Left_Leg", "left_lower_leg")
|
||
_set_marker_from_body("Right_Leg", "right_lower_leg")
|
||
|
||
# Show the kinematic puppet first so it appears already in the captured
|
||
# pose, then re-enable IK to solve toward the end-effector markers.
|
||
if _body_container != null and is_instance_valid(_body_container):
|
||
_body_container.visible = true
|
||
_body_container.modulate.a = 1.0
|
||
if _skeleton != null and is_instance_valid(_skeleton) and _skeleton.modification_stack != null:
|
||
_skeleton.modification_stack.enabled = true
|
||
|
||
|
||
func _set_marker_from_body(marker_name: String, body_key: String) -> void:
|
||
var marker := _get_ik_marker(marker_name)
|
||
if marker == null:
|
||
return
|
||
var pose: Dictionary = _captured_pose.get(body_key, {})
|
||
if pose.is_empty():
|
||
return
|
||
# Far end (wrist / ankle) = body center + segment direction * half.
|
||
var dir := Vector2.from_angle(pose.get("rot", 0.0))
|
||
var half := float(pose.get("half", 0.0))
|
||
marker.position = pose.get("pos", marker.position) + dir * half
|
||
|
||
|
||
func _get_ik_marker(name: String) -> Marker2D:
|
||
var path: String = IK_TARGET_PATHS.get(name, "")
|
||
if path.is_empty():
|
||
return null
|
||
return get_node_or_null(NodePath(path)) as Marker2D
|
||
|
||
|
||
## Stand-up: tweens the 6 IK markers from the captured pose to STAND_POSE
|
||
## (sine ease-in-out). No baked animation — a fixed first keyframe can never
|
||
## match an arbitrary ragdoll rest pose, so the tween starts from wherever the
|
||
## snap left the markers.
|
||
func _play_stand_up() -> void:
|
||
_stand_up_tween = _tween_markers_to(STAND_POSE, STAND_UP_DURATION)
|
||
if _stand_up_tween != null:
|
||
_stand_up_tween.finished.connect(_on_stand_up_finished)
|
||
|
||
|
||
## Tweens the 6 IK markers from their current (captured) values to the target
|
||
## pose over `duration` (sine ease-in-out), all in parallel.
|
||
func _tween_markers_to(target_pose: Dictionary, duration: float) -> Tween:
|
||
var tween := create_tween()
|
||
tween.set_parallel(true)
|
||
tween.set_trans(Tween.TRANS_SINE)
|
||
tween.set_ease(Tween.EASE_IN_OUT)
|
||
for marker_name: String in target_pose:
|
||
var marker := _get_ik_marker(marker_name)
|
||
if marker == null:
|
||
continue
|
||
var target: Dictionary = target_pose[marker_name]
|
||
tween.tween_property(marker, "position", target.get("pos", marker.position), duration)
|
||
if marker_name == "Torso":
|
||
tween.tween_property(marker, "rotation", target.get("rot", marker.rotation), duration)
|
||
return tween
|
||
|
||
|
||
## Stand-up tween complete: settle into ANIMATED.
|
||
func _on_stand_up_finished() -> void:
|
||
if _skeleton != null and is_instance_valid(_skeleton) and _skeleton.modification_stack != null:
|
||
_skeleton.modification_stack.enabled = true
|
||
if _body_container != null and is_instance_valid(_body_container):
|
||
_body_container.visible = true
|
||
_body_container.modulate.a = 1.0
|
||
state = RigState.ANIMATED
|
||
state_changed.emit(int(state))
|
||
|
||
|
||
func _build_ragdoll() -> void:
|
||
var parent: Node = get_parent()
|
||
if parent == null:
|
||
parent = get_tree().current_scene
|
||
if parent == null:
|
||
push_warning("StickmanRig: cannot reparent ragdoll container; no parent or current scene.")
|
||
return
|
||
|
||
_ragdoll_root = Node2D.new()
|
||
_ragdoll_root.name = RAGDOLL_CONTAINER_NAME
|
||
parent.add_child(_ragdoll_root)
|
||
|
||
_ragdoll_bodies.clear()
|
||
for entry: Dictionary in RAGDOLL_BODIES:
|
||
_build_ragdoll_body(entry)
|
||
for entry: Dictionary in RAGDOLL_JOINTS:
|
||
_build_ragdoll_joint(entry)
|
||
|
||
var torso := _ragdoll_bodies.get("torso") as RigidBody2D
|
||
if torso != null:
|
||
torso.linear_velocity = _cached_linear_velocity
|
||
torso.angular_velocity = _cached_angular_velocity
|
||
|
||
|
||
func _build_ragdoll_body(entry: Dictionary) -> void:
|
||
var key: String = entry["key"]
|
||
var body := RigidBody2D.new()
|
||
body.name = "Ragdoll_" + key
|
||
body.mass = float(entry["mass"])
|
||
body.linear_damp = float(entry["linear_damp"])
|
||
body.angular_damp = float(entry["angular_damp"])
|
||
body.gravity_scale = 1.0
|
||
body.lock_rotation = false
|
||
body.freeze = false
|
||
body.collision_layer = 1
|
||
body.collision_mask = 1
|
||
|
||
var shape := CollisionShape2D.new()
|
||
shape.name = "CollisionShape2D"
|
||
|
||
if entry["kind"] == "visual":
|
||
var visual := get_node_or_null(NodePath(entry["node_path"])) as Node2D
|
||
if visual == null or not is_instance_valid(visual):
|
||
push_warning("StickmanRig: missing ragdoll visual node '%s'." % entry["node_path"])
|
||
body.queue_free()
|
||
return
|
||
var circle := CircleShape2D.new()
|
||
circle.radius = float(entry["radius"])
|
||
shape.shape = circle
|
||
body.add_child(shape)
|
||
body.position = visual.global_position
|
||
body.rotation = 0.0
|
||
body.set_meta("half_height", 0.0)
|
||
_add_ragdoll_visual_circle(body, float(entry["radius"]), RAGDOLL_HEAD_VISUAL_COLOR)
|
||
else:
|
||
var bone := _skeleton.get_node_or_null(NodePath(entry["node_path"])) as Bone2D
|
||
if bone == null or not is_instance_valid(bone):
|
||
push_warning("StickmanRig: missing ragdoll bone '%s'." % entry["node_path"])
|
||
body.queue_free()
|
||
return
|
||
var origin: Vector2 = bone.global_position
|
||
var tip: Vector2
|
||
if key == "torso":
|
||
var head_bone := _skeleton.get_node_or_null(NodePath("Torso/Head")) as Bone2D
|
||
if head_bone == null or not is_instance_valid(head_bone):
|
||
push_warning("StickmanRig: missing Head bone for torso ragdoll body.")
|
||
body.queue_free()
|
||
return
|
||
tip = head_bone.global_position
|
||
else:
|
||
# A Bone2D's length runs along its local +X rotated by `bone_angle`
|
||
# (stored in degrees). to_global(Vector2(length, 0)) alone ignores
|
||
# bone_angle, so rotate the tip vector by it to reach the real
|
||
# far-end joint (which coincides with the child bone's origin).
|
||
tip = bone.to_global(Vector2(bone.length, 0.0).rotated(deg_to_rad(bone.bone_angle)))
|
||
var length: float = origin.distance_to(tip)
|
||
var midpoint: Vector2 = (origin + tip) * 0.5
|
||
var capsule := CapsuleShape2D.new()
|
||
capsule.height = length
|
||
capsule.radius = float(entry["radius"])
|
||
shape.shape = capsule
|
||
# CapsuleShape2D spans local +Y, but a Bone2D's length runs along local
|
||
# +X: rotate the shape -90° so the capsule aligns with the body's +X,
|
||
# which we point along the bone's origin->tip direction below.
|
||
shape.rotation = -PI / 2.0
|
||
body.add_child(shape)
|
||
body.position = midpoint
|
||
body.rotation = (tip - origin).angle()
|
||
# Half the capsule's length along the body's +X — lets recovery derive
|
||
# the joint ends (hip/wrist/ankle) from the body center at capture time.
|
||
body.set_meta("half_height", length * 0.5)
|
||
_add_ragdoll_visual_capsule(body, length, float(entry["radius"]), RAGDOLL_VISUAL_COLOR)
|
||
|
||
_ragdoll_root.add_child(body)
|
||
_ragdoll_bodies[key] = body
|
||
|
||
|
||
## Visible capsule mesh (Line2D with round caps) spanning the body's local +X,
|
||
## which `_build_ragdoll_body` already aligns with the bone's origin->tip
|
||
## direction. Collision shapes never render in-game, so this is what the player
|
||
## actually sees in RAGDOLL mode.
|
||
func _add_ragdoll_visual_capsule(body: RigidBody2D, length: float, radius: float, color: Color) -> void:
|
||
var line := Line2D.new()
|
||
line.name = "VisualCapsule"
|
||
line.points = PackedVector2Array([Vector2(-length * 0.5, 0.0), Vector2(length * 0.5, 0.0)])
|
||
line.width = radius * 2.0
|
||
line.default_color = color
|
||
line.begin_cap_mode = Line2D.LINE_CAP_ROUND
|
||
line.end_cap_mode = Line2D.LINE_CAP_ROUND
|
||
line.joint_mode = Line2D.LINE_JOINT_ROUND
|
||
body.add_child(line)
|
||
|
||
|
||
## Visible filled circle for the head body, matching the authored head circle.
|
||
func _add_ragdoll_visual_circle(body: RigidBody2D, radius: float, color: Color) -> void:
|
||
var poly := Polygon2D.new()
|
||
poly.name = "VisualCircle"
|
||
var points := PackedVector2Array()
|
||
for i: int in RAGDOLL_CIRCLE_SEGMENTS:
|
||
var angle: float = TAU * float(i) / float(RAGDOLL_CIRCLE_SEGMENTS)
|
||
points.append(Vector2(cos(angle), sin(angle)) * radius)
|
||
poly.polygon = points
|
||
poly.color = color
|
||
body.add_child(poly)
|
||
|
||
|
||
func _build_ragdoll_joint(entry: Dictionary) -> void:
|
||
var child_key: String = entry["child"]
|
||
var parent_key: String = entry["parent"]
|
||
var child_body := _ragdoll_bodies.get(child_key) as RigidBody2D
|
||
var parent_body := _ragdoll_bodies.get(parent_key) as RigidBody2D
|
||
if child_body == null or parent_body == null:
|
||
return
|
||
var pin_bone := _skeleton.get_node_or_null(NodePath(entry["pin_node_path"])) as Bone2D
|
||
if pin_bone == null or not is_instance_valid(pin_bone):
|
||
push_warning("StickmanRig: missing pin bone '%s' for ragdoll joint '%s'." % [entry["pin_node_path"], child_key])
|
||
return
|
||
|
||
var pin := PinJoint2D.new()
|
||
pin.name = "RagdollPin_" + child_key
|
||
pin.position = pin_bone.global_position
|
||
_ragdoll_root.add_child(pin)
|
||
pin.node_a = pin.get_path_to(parent_body)
|
||
pin.node_b = pin.get_path_to(child_body)
|
||
pin.softness = RAGDOLL_TARGET_SOFTNESS
|
||
_apply_ragdoll_joint_limits(pin, entry["limit"])
|
||
|
||
|
||
func _apply_ragdoll_joint_limits(pin: PinJoint2D, limit: String) -> void:
|
||
match limit:
|
||
"elbow_knee":
|
||
# Fold (natural bend) toward +CW, resist hyperextension past -5°.
|
||
pin.angular_limit_enabled = true
|
||
pin.angular_limit_lower = -deg_to_rad(5.0)
|
||
pin.angular_limit_upper = deg_to_rad(150.0)
|
||
"elbow_knee_ccw":
|
||
# Mirrored limb: its natural bend folds -CCW (the rig's TwoBoneIK
|
||
# bend flag for this limb is inverted), so the large allowance goes
|
||
# on the negative side and hyperextension is capped at +5°.
|
||
pin.angular_limit_enabled = true
|
||
pin.angular_limit_lower = -deg_to_rad(150.0)
|
||
pin.angular_limit_upper = deg_to_rad(5.0)
|
||
"shoulder_hip":
|
||
pin.angular_limit_enabled = true
|
||
pin.angular_limit_lower = -deg_to_rad(160.0)
|
||
pin.angular_limit_upper = deg_to_rad(160.0)
|
||
_:
|
||
pin.angular_limit_enabled = false
|
||
|
||
|
||
func _destroy_ragdoll() -> void:
|
||
if _ragdoll_root != null and is_instance_valid(_ragdoll_root):
|
||
# Retire the name immediately so a same-frame _build_ragdoll (e.g.
|
||
# set_ragdoll(true) during RECOVERING) does not get its fresh container
|
||
# auto-renamed by Godot's sibling-name de-duplication while the old one
|
||
# is still awaiting its deferred queue_free().
|
||
_ragdoll_root.name = RAGDOLL_CONTAINER_NAME + "_retired"
|
||
_ragdoll_root.queue_free()
|
||
_ragdoll_root = null
|
||
_ragdoll_bodies.clear()
|
||
|
||
# ---------------------------------------------------------------------------
|
||
# Navigation / walking (Phase 3a)
|
||
# ---------------------------------------------------------------------------
|
||
|
||
## Start walking so the feet land at `target` (world/ground space). `speed <= 0`
|
||
## uses walk_speed. No-op (push_warning) unless state == ANIMATED.
|
||
func walk_to(target: Vector2, speed: float = -1.0) -> void:
|
||
if state != RigState.ANIMATED:
|
||
push_warning("StickmanRig: walk_to ignored; not ANIMATED.")
|
||
return
|
||
_walk_target_feet = target
|
||
_walk_speed_current = speed if speed > 0.0 else walk_speed
|
||
_nav_agent.max_speed = _walk_speed_current
|
||
_nav_agent.target_position = target
|
||
|
||
_walk_dbg("walk_to target=(%.1f, %.1f) speed=%.1f root=(%.1f, %.1f) feet=(%.1f, %.1f)" % [
|
||
target.x, target.y, _walk_speed_current,
|
||
global_position.x, global_position.y,
|
||
_nav_anchor.global_position.x, _nav_anchor.global_position.y,
|
||
])
|
||
|
||
var dx := target.x - global_position.x
|
||
var anim_name: String
|
||
if dx < -0.5:
|
||
set_facing_profile(FacingProfile.LEFT)
|
||
anim_name = "walk_left"
|
||
elif dx > 0.5:
|
||
set_facing_profile(FacingProfile.RIGHT)
|
||
anim_name = "walk_right"
|
||
else:
|
||
anim_name = "walk_right"
|
||
if _anim_player != null and is_instance_valid(_anim_player) and _anim_player.has_animation(anim_name):
|
||
_anim_player.play(anim_name)
|
||
_walking = true
|
||
_walk_done = false
|
||
# The nav/direct steering mode is latched once per walk (on the first
|
||
# post-sync frame) so it cannot flip between frames and oscillate the rig.
|
||
_walk_mode = "nav"
|
||
_walk_mode_latched = false
|
||
_walk_latch_probe_frames = 0
|
||
_walk_settle_frames = 0
|
||
|
||
|
||
func is_walking() -> bool:
|
||
return _walking
|
||
|
||
|
||
func _update_walking(delta: float) -> void:
|
||
if not _walking:
|
||
return
|
||
if state != RigState.ANIMATED:
|
||
_cancel_walking()
|
||
return
|
||
# Defer all nav reads until the map has actually synchronized. An unsynced
|
||
# agent reports an empty, finished path (map iteration id == 0), which would
|
||
# otherwise end the walk after a single move_toward step (~5 px).
|
||
if NavigationServer2D.map_get_iteration_id(_nav_agent.get_navigation_map()) == 0:
|
||
_walk_dbg("sync pending")
|
||
return
|
||
# Latch the steering mode once the map is synced, so a waypoint that sits
|
||
# near the mesh boundary can't flip nav<->direct between frames (that flip
|
||
# swaps between two vertically-offset targets and reads as up/down jitter).
|
||
# Reachability only becomes meaningful a frame or two AFTER the map syncs and
|
||
# a forced path query round-trips, so probe for up to LATCH_PROBE_MAX_FRAMES:
|
||
# latch "nav" as soon as the agent reports the target reachable; if it never
|
||
# does within the bound (genuinely off-mesh), latch "direct".
|
||
if not _walk_mode_latched:
|
||
if _walk_latch_probe_frames < LATCH_PROBE_MAX_FRAMES:
|
||
_walk_latch_probe_frames += 1
|
||
_nav_agent.get_next_path_position()
|
||
if _nav_agent.is_target_reachable():
|
||
_walk_mode_latched = true
|
||
_walk_mode = "nav"
|
||
_walk_dbg("latch mode=nav (probe %d)" % _walk_latch_probe_frames)
|
||
else:
|
||
_walk_dbg("latch probe %d (not reachable yet)" % _walk_latch_probe_frames)
|
||
return
|
||
else:
|
||
_walk_mode_latched = true
|
||
_walk_mode = "direct"
|
||
_walk_dbg("latch mode=direct (probe bound reached)")
|
||
# Ask the agent for its next waypoint FIRST. This forces the agent's internal
|
||
# path update (_update_navigation), which re-queries the map whenever the
|
||
# stored path is empty (set_target_position resets it via _request_repath).
|
||
# The read-only get_current_navigation_path() accessor alone never triggers a
|
||
# repath, so checking it directly would leave the path empty forever.
|
||
var next_feet := _nav_agent.get_next_path_position()
|
||
var final_root := _walk_target_feet + FOOT_OFFSET
|
||
var dist_to_final := global_position.distance_to(final_root)
|
||
var root_target: Vector2
|
||
if _walk_mode == "nav":
|
||
# Terminate once the nav agent reports its path complete AND the rig is
|
||
# close enough: the agent finishes at target_desired_distance (12 px,
|
||
# feet-space) while the rig's hard arrival radius is 8 px, so chasing the
|
||
# last stale next-waypoint would oscillate the rig around the 16-px band.
|
||
if _nav_agent.is_navigation_finished() and dist_to_final <= 2.0 * ARRIVE_DISTANCE:
|
||
global_position = final_root
|
||
_finish_walk("arrive")
|
||
return
|
||
# Near the destination, ignore the (possibly behind-path) next waypoint
|
||
# and steer straight at the final target so the rig cannot reverse.
|
||
if dist_to_final <= 2.0 * ARRIVE_DISTANCE:
|
||
root_target = final_root
|
||
else:
|
||
root_target = next_feet + FOOT_OFFSET
|
||
else:
|
||
# DIRECT branch: an off-mesh waypoint is a supported case — steer
|
||
# straight at the clicked point, ignoring the nav mesh.
|
||
root_target = final_root
|
||
global_position = global_position.move_toward(root_target, _walk_speed_current * delta)
|
||
# Unified arrival radius against the FINAL target, in both branches. Snap
|
||
# the residual offset away so the rig lands exactly on the waypoint.
|
||
if dist_to_final <= ARRIVE_DISTANCE:
|
||
global_position = final_root
|
||
_finish_walk("arrive")
|
||
return
|
||
_walk_dbg("frame=%d idx=%d mode=%s root=(%.1f, %.1f) feet=(%.1f, %.1f) target=(%.1f, %.1f) dist=%.1f finished=%s reachable=%s final=(%.1f, %.1f) pts=%d next=(%.1f, %.1f) map_iter=%d" % [
|
||
Engine.get_physics_frames(),
|
||
_current_index,
|
||
_walk_mode,
|
||
global_position.x, global_position.y,
|
||
_nav_anchor.global_position.x, _nav_anchor.global_position.y,
|
||
_walk_target_feet.x, _walk_target_feet.y,
|
||
global_position.distance_to(_walk_target_feet + FOOT_OFFSET),
|
||
str(_nav_agent.is_navigation_finished()),
|
||
str(_nav_agent.is_target_reachable()),
|
||
_nav_agent.get_final_position().x, _nav_agent.get_final_position().y,
|
||
_nav_agent.get_current_navigation_path().size(),
|
||
next_feet.x, next_feet.y,
|
||
NavigationServer2D.map_get_iteration_id(_nav_agent.get_navigation_map()),
|
||
])
|
||
|
||
|
||
## Re-asserts the standing pose one extra physics frame after a walk ends, so
|
||
## any residual walk-animation body bob (a ±12.5 px torso keyframe) is not left
|
||
## on the markers when the animation stop and marker restore race.
|
||
func _settle_walk_markers() -> void:
|
||
if _walk_settle_frames > 0:
|
||
_walk_settle_frames -= 1
|
||
_restore_standing_markers()
|
||
|
||
|
||
func _finish_walk(reason: String = "") -> void:
|
||
if DEBUG_WALK:
|
||
var map_iter := -1
|
||
if _nav_agent != null:
|
||
map_iter = NavigationServer2D.map_get_iteration_id(_nav_agent.get_navigation_map())
|
||
_walk_dbg("finish reason=%s root=(%.1f, %.1f) dist_to_target=%.1f map_iter=%d" % [
|
||
reason,
|
||
global_position.x, global_position.y,
|
||
global_position.distance_to(_walk_target_feet + FOOT_OFFSET),
|
||
map_iter,
|
||
])
|
||
if _anim_player != null and is_instance_valid(_anim_player):
|
||
_anim_player.stop()
|
||
_restore_standing_markers()
|
||
_walk_settle_frames = 1
|
||
_walk_done = true
|
||
_walking = false
|
||
arrived.emit(_walk_target_feet)
|
||
|
||
|
||
func _cancel_walking() -> void:
|
||
_walk_dbg("cancel (state=%s)" % RigState.keys()[state])
|
||
if _anim_player != null and is_instance_valid(_anim_player):
|
||
_anim_player.stop()
|
||
if _nav_agent != null and _nav_anchor != null:
|
||
_nav_agent.target_position = _nav_anchor.global_position
|
||
_walking = false
|
||
_walk_done = false
|
||
_walk_mode_latched = false
|
||
_walk_latch_probe_frames = 0
|
||
_walk_settle_frames = 0
|
||
|
||
|
||
# ---------------------------------------------------------------------------
|
||
# Speech (Phase 3a)
|
||
# ---------------------------------------------------------------------------
|
||
|
||
## Show the speech bubble with `text` for `duration` seconds; auto-hides and
|
||
## emits speech_finished. Lazily creates the SpeechBubble child on first use.
|
||
func speak(text: String, duration: float) -> void:
|
||
if _speech_bubble == null or not is_instance_valid(_speech_bubble):
|
||
_speech_bubble = SPEECH_BUBBLE_SCRIPT.new()
|
||
_speech_bubble.name = "SpeechBubble"
|
||
_speech_bubble.position = SPEECH_BUBBLE_OFFSET
|
||
add_child(_speech_bubble)
|
||
_speech_bubble.show_text(text)
|
||
_speech_active = true
|
||
_speech_time_left = maxf(duration, 0.0)
|
||
|
||
|
||
func _update_speech(delta: float) -> void:
|
||
if not _speech_active:
|
||
return
|
||
_speech_time_left -= delta
|
||
if _speech_time_left <= 0.0:
|
||
_hide_speech()
|
||
speech_finished.emit()
|
||
|
||
|
||
func _hide_speech() -> void:
|
||
_speech_active = false
|
||
_speech_time_left = 0.0
|
||
if _speech_bubble != null and is_instance_valid(_speech_bubble):
|
||
_speech_bubble.hide_bubble()
|
||
|
||
|
||
# ---------------------------------------------------------------------------
|
||
# Action queue (Phase 3a)
|
||
# ---------------------------------------------------------------------------
|
||
|
||
func queue_action(action: Dictionary) -> void:
|
||
action_queue.append(action)
|
||
queue_changed.emit()
|
||
|
||
|
||
func clear_queue() -> void:
|
||
action_queue.clear()
|
||
queue_changed.emit()
|
||
|
||
|
||
func get_queue() -> Array[Dictionary]:
|
||
return action_queue.duplicate()
|
||
|
||
|
||
func remove_action(index: int) -> void:
|
||
if index < 0 or index >= action_queue.size():
|
||
push_warning("StickmanRig: remove_action index %d out of range." % index)
|
||
return
|
||
action_queue.remove_at(index)
|
||
queue_changed.emit()
|
||
|
||
|
||
func insert_action(index: int, action: Dictionary) -> void:
|
||
action_queue.insert(clampi(index, 0, action_queue.size()), action)
|
||
queue_changed.emit()
|
||
|
||
|
||
func queue_size() -> int:
|
||
return action_queue.size()
|
||
|
||
|
||
## Append `actions` to the queue and, when the runner is idle, resume execution
|
||
## at the first newly-appended action WITHOUT replaying the existing queue.
|
||
## Used by the Phase 4 event engine to inject reactive actions onto a stickman.
|
||
func enqueue_reactive(actions: Array[Dictionary]) -> void:
|
||
if actions.is_empty():
|
||
return
|
||
for action: Dictionary in actions:
|
||
action["reactive"] = true
|
||
var start := action_queue.size()
|
||
action_queue.append_array(actions)
|
||
queue_changed.emit()
|
||
if _runner_state == RunnerState.IDLE:
|
||
# Resume at the first appended action (not at index 0), so any queued
|
||
# sequential actions are skipped over rather than replayed.
|
||
_current_index = start - 1
|
||
_runner_state = RunnerState.EXECUTING
|
||
_action_phase = ActionPhase.NONE
|
||
_stop_requested = false
|
||
|
||
|
||
## Drops rule-injected ("reactive") actions from the queue, restoring the
|
||
## authored sequential queue after a Play session. No-op while the runner is
|
||
## executing (callers invoke it on mode exit, after stop_queue()).
|
||
func clear_reactive_actions() -> void:
|
||
if _runner_state == RunnerState.EXECUTING:
|
||
return
|
||
var kept: Array[Dictionary] = []
|
||
for action: Dictionary in action_queue:
|
||
if not bool(action.get("reactive", false)):
|
||
kept.append(action)
|
||
if kept.size() != action_queue.size():
|
||
action_queue = kept
|
||
queue_changed.emit()
|
||
|
||
|
||
# ---------------------------------------------------------------------------
|
||
# Runner state machine (Phase 3a)
|
||
# ---------------------------------------------------------------------------
|
||
|
||
## Start running the queue. Empty queue emits queue_finished immediately.
|
||
func start_queue() -> void:
|
||
if _runner_state == RunnerState.EXECUTING:
|
||
return
|
||
if DEBUG_WALK:
|
||
print("[runner] start_queue size=%d" % action_queue.size())
|
||
if action_queue.is_empty():
|
||
queue_finished.emit()
|
||
return
|
||
_runner_state = RunnerState.EXECUTING
|
||
_action_phase = ActionPhase.NONE
|
||
_current_index = -1
|
||
_stop_requested = false
|
||
|
||
|
||
## Abort the current action and return to IDLE. Does not emit queue_finished.
|
||
func stop_queue() -> void:
|
||
_stop_requested = true
|
||
_cancel_walking()
|
||
_hide_speech()
|
||
_runner_state = RunnerState.IDLE
|
||
_action_phase = ActionPhase.NONE
|
||
_current_index = -1
|
||
|
||
|
||
func is_queue_running() -> bool:
|
||
return _runner_state == RunnerState.EXECUTING
|
||
|
||
|
||
func is_ragdoll_at_rest() -> bool:
|
||
return _ragdoll_at_rest
|
||
|
||
|
||
func _update_runner(delta: float) -> void:
|
||
if _runner_state != RunnerState.EXECUTING:
|
||
return
|
||
match _action_phase:
|
||
ActionPhase.NONE:
|
||
_advance_to_next_action()
|
||
ActionPhase.WALKING:
|
||
if _walk_done:
|
||
_finish_action()
|
||
ActionPhase.SPEAKING:
|
||
if not _speech_active:
|
||
_finish_action()
|
||
ActionPhase.WAITING:
|
||
_phase_timer -= delta
|
||
if _phase_timer <= 0.0:
|
||
_finish_action()
|
||
ActionPhase.RAGDOLLING:
|
||
if is_ragdoll_at_rest():
|
||
_finish_action()
|
||
ActionPhase.RECOVERING:
|
||
if state == RigState.ANIMATED:
|
||
_finish_action()
|
||
|
||
|
||
func _advance_to_next_action() -> void:
|
||
_current_index += 1
|
||
if _current_index >= action_queue.size():
|
||
_runner_state = RunnerState.IDLE
|
||
_action_phase = ActionPhase.NONE
|
||
_current_index = -1
|
||
queue_finished.emit()
|
||
return
|
||
var action := action_queue[_current_index]
|
||
if DEBUG_WALK:
|
||
print("[runner] start idx=%d type=%s" % [_current_index, String(action.get("type", ""))])
|
||
action_started.emit(action, _current_index)
|
||
_begin_action(action)
|
||
|
||
|
||
func _begin_action(action: Dictionary) -> void:
|
||
match String(action.get("type", "")):
|
||
"walk_to":
|
||
_action_phase = ActionPhase.WALKING
|
||
_walk_done = false
|
||
walk_to(action.get("target", Vector2.ZERO), float(action.get("speed", -1.0)))
|
||
if not _walking:
|
||
# walk_to self-guarded (e.g. not ANIMATED): complete immediately
|
||
# so the runner never hangs.
|
||
_walk_done = true
|
||
"speak":
|
||
_action_phase = ActionPhase.SPEAKING
|
||
speak(String(action.get("text", "")), float(action.get("duration", 2.0)))
|
||
"wait":
|
||
_phase_timer = float(action.get("duration", 0.0))
|
||
_action_phase = ActionPhase.WAITING
|
||
"ragdoll":
|
||
_action_phase = ActionPhase.RAGDOLLING
|
||
set_ragdoll(true)
|
||
"recover":
|
||
_action_phase = ActionPhase.RECOVERING
|
||
request_recovery()
|
||
_:
|
||
push_warning("StickmanRig: unknown action type '%s'; skipped." % String(action.get("type", "")))
|
||
_finish_action()
|
||
|
||
|
||
func _finish_action() -> void:
|
||
if DEBUG_WALK and _current_index >= 0 and _current_index < action_queue.size():
|
||
print("[runner] finish idx=%d type=%s" % [_current_index, String(action_queue[_current_index].get("type", ""))])
|
||
if _current_index >= 0 and _current_index < action_queue.size():
|
||
action_finished.emit(action_queue[_current_index], _current_index)
|
||
_action_phase = ActionPhase.NONE
|