Combat overhaul: charge/gore, bear ram, matador taunt reactions

Bull charge damage:
- Tunnel-proof swept detection (prev→now segment) for matador gore and bear
  ram, so a 66 m/s dash no longer skips clean over the thin HitArea.
- Horns-first cone (bull_gore_arc): running into an enemy only wounds it when
  charging roughly at it, not a sideways brush.
- Dash is a committed lunge: bypasses the horns cone AND the survival roll, so a
  dash connect is a guaranteed kill. Cruise charges keep a speed-scaled roll
  (mat_charge_pierce). Roll ability defers to its own pop (is_rolling guard).

Bear:
- Horns-first swept ram detection (edge-triggered: one charge = one wound);
  a tunnelling or point-blank charge now lands where body_entered wouldn't.
- Overhead smash lane extends faster (0.1s) and further (20 m).
- Leap slam launches the bull from anywhere in the circle (ring_frac 0).
- Removed stray-quote syntax errors that broke the script.

Matador:
- Collider-driven stab (BladeHitbox) with recovery beat + taunt-after-hit so it
  stops machine-gunning the bull.
- A taunting matador answers a charge: spear from range, sword up close.

Spear projectile masks the BULL layer so throws connect.

Tests: matador_charge/stab/spear/taunt_react, bear_ram/hitbox/fx (+ unified
_fake_bull stand-in). Trimmed verbose comments.

Note: bear claw-emitter/death work is still WIP (3 bear_boss_test failures).

Co-Authored-By: Claude Opus 4.8 <noreply@anthropic.com>
This commit is contained in:
2026-09-03 00:59:23 +03:00
parent 4efc6763f0
commit 5c1e881a53
39 changed files with 1555 additions and 376 deletions
+25 -2
View File
@@ -10,6 +10,8 @@ extends RigidBody3D
# (see shed_all, which the bull's slam calls to fling them all off); other hits pin
# it in place until the despawn timer clears it.
const PhysicsLayers = preload("res://physics_layers.gd")
const _DESPAWN_SEC: float = 8.0
const _STUCK_GROUP: StringName = &"stuck_spear"
# Shaft geometry in spear.glb local space: tip at +Z, butt behind the origin.
@@ -34,16 +36,25 @@ static func launch(parent: Node, mesh: Node3D, origin: Vector3, velocity: Vector
var s := SpearProjectile.new()
s.gravity_scale = gravity
s.collision_layer = 0
s.collision_mask = 1
# Mask WORLD so a miss sticks in the arena, and BULL so it can actually hit the
# bull — the bull's body is on layer BULL, not WORLD, so a WORLD-only mask flew
# straight through it (every throw whiffed, even against a stationary bull).
s.collision_mask = PhysicsLayers.WORLD | PhysicsLayers.BULL
s.contact_monitor = true
s.max_contacts_reported = 6
parent.add_child(s)
# Seat the body so its local +Z (the shaft, see spear.glb) points along the throw.
s.global_transform = Transform3D(_aim_basis(velocity), origin)
# Take the editor-tweakable collider from the spear wrapper (Spear.tscn's HitShape)
# before reparenting, then drop the now-nested template.
var collider := _collider_from(mesh)
mesh.reparent(s, false)
mesh.transform = Transform3D.IDENTITY
s._mesh = mesh
s.add_child(_shaft_collider())
var tmpl := mesh.get_node_or_null("HitShape")
if tmpl != null:
tmpl.queue_free()
s.add_child(collider)
s.linear_velocity = velocity
_despawn(s)
return s
@@ -84,6 +95,18 @@ static func shed_all(bull: Node) -> void:
_despawn(rb)
# Clone the wrapper's editor-tweakable HitShape (Spear.tscn) into a fresh CollisionShape3D
# for the projectile body; falls back to the built-in shaft collider if it's missing.
static func _collider_from(source: Node) -> CollisionShape3D:
var tmpl := source.get_node_or_null("HitShape") as CollisionShape3D
if tmpl != null and tmpl.shape != null:
var cs := CollisionShape3D.new()
cs.shape = tmpl.shape
cs.transform = tmpl.transform
return cs
return _shaft_collider()
static func _shaft_collider() -> CollisionShape3D:
# Collider along local +Z (mesh runs z≈-0.34 … 1.92), fattened so a fast throw
# can't tunnel past the bull's collision spheres.