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feat: stumble-step execution — first active survival behavior (0.4.0)#85

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feat: stumble-step execution — first active survival behavior (0.4.0)#85
blugart-dev wants to merge 2 commits into
feat/0.4.0-stumble-decisionfrom
feat/0.4.0-stumble-execution

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What

PR 3 of 0.4.0 Self-Preservation, and the milestone's first visible result: a staggering character now takes a procedural recovery step to catch its balance instead of just toppling over.

Stacked on #84 (base = feat/0.4.0-stumble-decision). Review/merge #84 first; this PR's diff is only the execution layer. Retarget to main once #84 lands.

How it works

During STAGGER, each frame _update_stagger calls _try_stumble_step before the tip-over check:

  1. GateStumblePlanner.can_step() (pure) fires only in the band between wobbling (stumble_step_threshold) and tipping over (balance_ragdoll_threshold), off cooldown, under the step cap.
  2. DecideStumblePlanner (from feat: stumble-step decision logic + tuning (0.4.0) #84) picks the trailing foot and a balance-scaled, reach-clamped ground target.
  3. ExecuteFootIKSolver.begin_stumble() animates that pinned foot from its current spot to the step goal (smoothstep over stumble_step_duration), then plants it — reusing the existing pin / two-bone-IK / spring-override plumbing.

The step shifts the support polygon under the falling CoM, so balance_ratio drops back below the ragdoll threshold — the catch works. If stepping can't keep up, the existing tip-over path still ragdolls — the catch fails. No new states; it all hangs off the existing machine. Reflects the locked decisions (configurable max steps default 2, foot-placement only — root stays put).

Changes

  • foot_ik_solver.gdbegin_stumble(foot_rig, target, duration), is_stepping(), per-foot step animation (_advance_steps), cleared on end_stagger()/reset().
  • stumble_planner.gdcan_step() pure gate.
  • active_ragdoll_controller.gd_try_stumble_step() wired into _update_stagger; per-stagger step count + cooldown (reset on stagger entry); new stumble_step_started(foot_rig, target) signal.

Validation

  • GUT 123 → 131: 5 pure can_step gate tests + 3 live-rig integration tests (a staggering rig naturally tips and fires a step end-to-end; respects the enable flag and the step cap). Stable across 4 headless runs; import clean.
  • The integration tests intentionally use real physics tipping rather than fabricated state — proving the whole chain (stagger → tip → decide → step → plant) actually runs.

Visual

Pending in-editor validation (shoot characters into a stagger and watch them step to catch themselves). Will confirm feel before the milestone release.

🤖 Generated with Claude Code

@blugart-dev blugart-dev force-pushed the feat/0.4.0-stumble-decision branch from 7d8e749 to 976b0b8 Compare June 23, 2026 21:40
blugart-dev and others added 2 commits June 23, 2026 23:40
Wire StumblePlanner into the stagger loop so a tipping character takes a
procedural recovery step instead of just toppling. During STAGGER, when
the CoM enters the band between wobbling (stumble_step_threshold) and
tipping over (balance_ragdoll_threshold), the controller selects the
trailing foot and drives it to a recovery step through the foot IK solver,
shifting the support polygon under the falling CoM so balance can drop back
below the ragdoll threshold (the catch). If stepping can't keep up, the
existing tip-over path still ragdolls (the catch failed).

- FootIKSolver.begin_stumble(foot_rig, target, duration): animates the
  pinned foot from its current spot to the step goal (smoothstep over the
  duration) then plants it; reuses the existing pin/IK/override plumbing.
  Added is_stepping(); steps cleared on end_stagger()/reset().
- StumblePlanner.can_step(): pure trigger/cooldown/cap gate, unit-testable
  without a live rig.
- ActiveRagdollController._try_stumble_step() in _update_stagger, before the
  tip-over check; per-stagger step count + cooldown reset on stagger entry.
- New signal stumble_step_started(foot_rig, target).

Tests: 5 pure can_step gate tests + 3 live-rig integration tests (a
staggering rig naturally tips and fires a step end-to-end; respects the
enable flag and the step cap). Suite 123 -> 131, stable across 4 headless
runs; import clean.

Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
After rebasing onto the substrate-hardening fixes (foot-IK orientation +
spring settle deadband), the staggering harness rig holds its balance much
better, so it no longer naturally topples into the stumble band — the two
integration tests that relied on gravity-driven tipping stopped firing.

Drive the imbalance deterministically instead: force the torso column
laterally while the feet stay IK-pinned, shifting the CoM off the support
polygon. Widen the trigger band in the test tuning so the WIRING test fires
on any real imbalance (the exact band/cooldown/cap thresholds are already
covered precisely by the pure StumblePlanner.can_step tests). Dropped the
redundant "capped at max steps" integration test — the cap is a pure
can_step case.

This is a better test anyway (deterministic, not dependent on the rig's
emergent fall behavior). Suite 130, stable across 4 headless runs.

Co-Authored-By: Claude Opus 4.8 (1M context) <[email protected]>
@blugart-dev blugart-dev force-pushed the feat/0.4.0-stumble-execution branch from 9f59565 to d29b105 Compare June 23, 2026 21:48
@blugart-dev blugart-dev deleted the branch feat/0.4.0-stumble-decision June 23, 2026 23:13
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Superseded by #89, which consolidates the 0.4.0 stumble work into a single clean PR. The approach was reworked from the emergent balance-band catch (this PR) to a directed, displacing stumble (#89), and the design doc/changelog/tests were rewritten to match. Closing in favor of #89.

@blugart-dev blugart-dev deleted the feat/0.4.0-stumble-execution branch June 23, 2026 23:13
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