character: a seated body is held by its seat alone - no step to the walker while sitting, and a hold no longer turns it off the seat's heading

The user's play of the bundle: the character shook while seated. chr_sit_tick eased the body onto the
seat point at the ground's height, then the same frame's chr_travel handed it to the walker, which
pushed it off a log, a bench or a boulder beside the seat; the next frame pulled it back. Unwalked, the
game's walker parks as it does under a rider. A hold's turn toward the work fought the seat's yaw the
same way. The new test sits the body against the boulder: 4.63 m from a seat at 5.7 before, still after.

Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
This commit is contained in:
Orkun ÇAKILKAYA 2026-09-29 13:12:22 +03:00
parent 614f030407
commit 6029d10e62
3 changed files with 23 additions and 2 deletions

View file

@ -14,7 +14,7 @@ function chr_steer(character_st: mut CharacterState, dx: float, dz: float, mag:
if run { top = character_st.chr_run_speed * CharacterBody.pace() }
if CharacterBody.sneaking() { top = 1.3 }
target = mag * top * lined
} else if CharacterBody.holding() and not character_st.chr_air {
} else if CharacterBody.holding() and not character_st.chr_air and not character_st.chr_sit {
# a hold turns the body to the thing being worked, so the work is seen being done
chr_turn_to(character_st, CharacterBody.hold_x() - character_st.chr_x, CharacterBody.hold_z() - character_st.chr_z, 6.0 * dt)
}

View file

@ -289,6 +289,24 @@ program CharacterTest {
character_test_st.riding = false
}
test "a seat against the boulder holds the body still: the walker never pushes it off the seat" (character_st: mut CharacterState, character_test_st: mut CharacterTestState) {
fresh(character_st, 0.0, 4.5, 0.0)
char_update(character_st, 0.0, 0.0, false, false, 0.0, 0.0, 1.0 / 60.0)
char_sit(character_st, 0.0, 5.7, 0.0, CHAR_SIT_SEAT)
for i in 0 .. 90 { char_update(character_st, 0.0, 0.0, false, false, 0.0, 0.0, 1.0 / 60.0) }
var most = 0.0
for i in 0 .. 120 {
let x0 = body_x(character_st)
let y0 = body_y(character_st)
let z0 = body_z(character_st)
char_update(character_st, 0.0, 0.0, false, false, 0.0, 0.0, 1.0 / 60.0)
most = Math.max(most, Math.abs(body_x(character_st) - x0) + Math.abs(body_y(character_st) - y0) + Math.abs(body_z(character_st) - z0))
}
expect(body_sitting(character_st))
expect(most < 0.0005)
expect_near(body_z(character_st), 5.7, 0.01)
}
test "a hold stops the stick, and only its own reason lets it go" (character_st: mut CharacterState, character_test_st: mut CharacterTestState) {
fresh(character_st, 0.0, 0.0, 0.0)
character_test_st.mz = 1.0

View file

@ -32,7 +32,10 @@ export function char_update(character_st: mut CharacterState, ix0: float, iz0: f
mag = 1.0
}
chr_steer(character_st, dx, dz, mag, run, dt)
let dist = chr_travel(character_st, dx, dz, -Math.sin(character_st.chr_yaw), -Math.cos(character_st.chr_yaw), jump, dt)
# seated, the seat holds the body (chr_sit_tick): handed to the walker too, it was pushed off a
# log or a bench and pulled back each frame, and shook
var dist = 0.0
if not character_st.chr_sit or character_st.chr_swim { dist = chr_travel(character_st, dx, dz, -Math.sin(character_st.chr_yaw), -Math.cos(character_st.chr_yaw), jump, dt) }
chr_gait(character_st, dist, dyaw, dpitch, dt)
char_camera(character_st, dt)
}