Merge pull request 'gmp(M02): add player input intent seam' (#21) from work/sindo-main-codex/m02-player-input into master

Reviewed-on: #21
This commit was merged in pull request #21.
This commit is contained in:
2026-07-14 21:52:26 +03:00
13 changed files with 721 additions and 40 deletions
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# M02-GMP-INPUT-001 — Player input intent seam
<!-- OPENWC_CLAIM:M02-GMP-INPUT-001:sindo-main-codex:2026-07-16 -->
<!-- OPENWC_HANDOFF:READY:M02-GMP-INPUT-001:6bd2e84 -->
## Ownership
- Target: M02
- Program: GMP/FND
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m02-player-input`
- Lease expires UTC: 2026-07-16
- Integrator: M02 milestone integrator
## Outcome
Replace direct keyboard polling in the runtime player with remappable Input Map
actions and an immutable `PlayerInputSource → MoveIntent` boundary while
preserving the current render-sandbox movement behavior.
## Non-goals
- Extract local movement, terrain query, camera rig or character presenters.
- Claim exact build-12340 movement/keybinding parity before original-client fixtures.
- Change movement speeds, camera geometry, terrain sampling or renderer behavior.
- Mark M02 complete or edit its checklist/Evidence.
## Paths
- Exclusive: `src/domain/input/`, `src/gameplay/input/`,
`src/tests/scenes/player_input_regression.tscn`,
`src/tools/verify_player_input.gd`, `docs/modules/player-input.md`, this claim
- Shared/hotspots: `project.godot`,
`src/scenes/player/third_person_wow_controller.gd`, `docs/modules/README.md`
- Generated/ignored: Godot import metadata, `.uid` files and local renderer corpus
## Contracts and data
- Public API: immutable `MoveIntent`; `PlayerInputSource.sample_move_intent`
- Configuration: additive `openwc_player_*` Input Map actions
- Persistence/schema/cache: unchanged
- Consumers: current sandbox player controller; later local movement controller
## Dependencies
- Requires: merged M01 coordinate/streaming-focus contracts on master `62eece9`
- Blocks: later M02 movement-controller extraction
- External state: none; tests use synthetic Input Map events
## Verification
- Commands: dedicated player-input verifier, headless project load, coordinate
boundary gate, coordination/documentation gates and diff hygiene
- Fixtures: synthetic action strengths and configured default bindings
- Fidelity evidence: current W/S/A/D, Shift, E/Q and Space sandbox behavior remains
mapped through actions; exact 3.3.5a semantics remain unverified
- Performance budget: one immutable intent allocation per physics tick; no I/O
## Documentation deliverables
- Inline API documentation for `MoveIntent`, `PlayerInputActions` and
`PlayerInputSource`
- Player-input module specification with inputs/outputs, data-flow and sequence diagrams
- Module registry/source map and honest capability status
## Simplicity and naming
- Important names: `MoveIntent`, `PlayerInputSource`, `PlayerInputActions`
- Simplest approach: immutable value, one input adapter and one controller consumer
- Rejected complexity: input provider hierarchy, event bus and generic command framework
- Unavoidable complexity: none
- Measured optimization evidence: not applicable
## Status
- State: ready-for-review
- Done: twelve remappable actions, immutable `MoveIntent`, stateless
`PlayerInputSource`, controller migration, asset-free regression scene,
dedicated verifier and module specification
- Next: M02 integrator reviews and merges before local movement extraction
- Blocked by:
## Handoff
- Commit: `6bd2e84`
- Branch: `work/sindo-main-codex/m02-player-input`
- Outcome: the runtime player no longer polls physical keyboard keys. Movement
action strengths cross an immutable `MoveIntent` seam; camera and immediate
sandbox-flight events use the same remappable action catalog.
- Public contract: additive `MoveIntent`, `PlayerInputActions` and
`PlayerInputSource`; no schema, cache, coordinate or renderer contract change.
- Verification: `PLAYER_INPUT PASS actions=12 intent_cases=6 controller=1
regression_scene=1`; asset-free scene smoke exited `0`; coordinate boundary
(`88` files) and StreamingFocus gates passed; unified renderer dry-run passed
all eight pre-capture gates and produced seven dry-run checkpoint results;
coordination/documentation/diff gates passed.
- Fidelity: W/S/A/D, Shift, E/Q, Space, right mouse, wheel and Escape remain the
default sandbox bindings. Regression drives forward movement, camera zoom and
immediate flight toggle through the real controller. This does not establish
exact build-12340 default bindings, turn/strafe policy or gameplay movement parity.
- Local verification inputs: the isolated worktree reused the existing ignored
native DLL and generated ADT resource scripts. Proprietary extracted data and
the character GLB were absent, so the renderer dry-run logged the expected
missing-corpus diagnostics while all contract steps returned success.
- Rebuild/migration: none. Action names are additive; persisted user-binding
migration does not exist yet and is documented as a gap.
- Remaining risks: production profile gating for sprint/free flight, exact
3.3.5a bindings, local movement/terrain/camera/presentation extraction and
broader movement/camera state tests remain M02 work.
- Documentation: inline API comments plus `docs/modules/player-input.md` with
inputs/outputs, data-flow and sequence diagrams, ownership, recovery,
capability status, known gaps and source map.
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| Foundation/data | Planned/Partial | [`../../targets/roadmap/01-foundation-and-data.md`](../../targets/roadmap/01-foundation-and-data.md) |
| Coordinate mapping | Implemented | [`coordinate-mapping.md`](coordinate-mapping.md) |
| Domain identities | Implemented contract | [`domain-identities.md`](domain-identities.md) |
| Player input | Partial | [`player-input.md`](player-input.md) |
| Renderer | Partial | [`world-renderer.md`](world-renderer.md), [`../../RENDER.md`](../../RENDER.md) |
| Network/session | Planned | [`../../targets/roadmap/03-network-and-session.md`](../../targets/roadmap/03-network-and-session.md) |
| Gameplay | Prototype/Planned | [`../../targets/roadmap/04-gameplay-systems.md`](../../targets/roadmap/04-gameplay-systems.md) |
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# Player Input
## Metadata
| Field | Value |
|---|---|
| Status | Partial |
| Target/work package | M02 / M02-GMP-INPUT-001 |
| Owners | Gameplay input boundary; `sindo-main-codex` for current package |
| Last verified | `6bd2e84`, 2026-07-14 |
| Profiles/capabilities | Current render-sandbox defaults; `Blizzlike335` binding semantics not yet verified |
## Purpose
Convert remappable Godot Input Map actions into an immutable, scene-free
`MoveIntent` that can be consumed by the current player controller and a later
independently testable local movement controller.
## Non-goals
- Define authoritative server movement, prediction or reconciliation.
- Own character transform, terrain queries, camera state or animation state.
- Claim that the current W/S/A/D sandbox mapping exactly matches build 12340.
- Make sprint or free flight available to the production compatibility profile;
their profile gate remains a later M02 package.
## Context and boundaries
```mermaid
flowchart LR
Devices[Keyboard and mouse] --> InputMap[Godot Input Map]
InputMap --> Source[PlayerInputSource]
Source --> Intent[MoveIntent]
Intent --> Controller[ThirdPersonWowController]
Controller --> Movement[Current sandbox movement]
Controller --> Camera[Current camera adapter]
```
Allowed dependencies:
- `PlayerInputSource` may read Godot's process-wide `Input` adapter.
- The scene controller may consume `MoveIntent` and camera-specific action names.
- `MoveIntent` may contain scalar axes and request flags only.
Forbidden dependencies:
- `MoveIntent` must not read `Input`, inherit `Node`/`Resource`, or contain world coordinates.
- The input source must not mutate player transforms, camera nodes or animation state.
- Renderer, terrain parsers and network codecs must not read Input Map actions.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `MoveIntent` | Immutable value | Carries normalized forward, strafe and vertical axes plus the sandbox sprint request | Created and consumed on the main physics tick; caller retains reference | Constructor clamps axes; no I/O failure |
| `MoveIntent.has_translation()` | Query | Reports whether any translation axis is non-zero | Any thread while value remains immutable | None |
| `PlayerInputActions` | Constants | Provides stable action names shared by configuration and adapters | Process lifetime | Missing project actions are detected by verification |
| `PlayerInputSource.sample_move_intent()` | Adapter method | Samples configured actions for one physics tick | Main thread; returned intent is independent of adapter lifetime | Missing actions resolve to zero strength and are a configuration defect |
| `PlayerInputSource.compose_move_intent(...)` | Pure factory | Clamps strengths, cancels opposites and normalizes diagonal planar input | Any thread with scalar inputs | None |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | Movement action strengths | Godot `InputMap`/`Input` | `PlayerInputSource` | Engine-owned snapshot | Sampled on main physics tick |
| Input | Mouse action events | Godot `_unhandled_input` dispatch | Current scene controller | Engine-owned event | Current input dispatch only |
| Output | `MoveIntent` | `PlayerInputSource` | Current controller; later local movement controller | Immutable caller-held value | One physics tick |
| Output | Camera action names | `PlayerInputActions` | Current scene controller | Static constants | Process lifetime |
Side effects:
- `PlayerInputSource` has no side effects beyond reading current engine input.
- The existing controller still mutates player/camera transforms and mouse mode;
those responsibilities are intentionally not moved by this package.
- No filesystem, cache, network, database or renderer-resource mutation occurs.
## Data flow
```mermaid
flowchart LR
Project[project.godot action defaults] --> Map[InputMap]
Remap[User or editor remapping] --> Map
Map -->|movement strengths| Source[PlayerInputSource]
Source -->|clamp cancel normalize| Intent[MoveIntent]
Intent --> Consumer[ThirdPersonWowController]
```
## Lifecycle/state
The adapter is stateless. The scene composition root creates one
`PlayerInputSource` in `_ready`; each physics tick produces a new immutable
intent. Flight enabled/disabled state remains owned by the current sandbox
controller and is not hidden in the input adapter.
## Main sequence
```mermaid
sequenceDiagram
participant Engine as Godot Input
participant Source as PlayerInputSource
participant Intent as MoveIntent
participant Player as ThirdPersonWowController
Engine->>Source: movement action strengths
Source->>Intent: compose normalized axes and requests
Source-->>Player: sample_move_intent()
Player->>Player: update current sandbox movement state
```
## Ownership, threading and resources
- The controller owns the input-source reference for its scene lifetime.
- Each `MoveIntent` is immutable and retained only by its consumer.
- Sampling and controller mutation occur on the main physics thread.
- The module creates no Nodes, Resources, RIDs, workers or background jobs.
- Input Map definitions are project configuration; runtime remapping remains
engine-owned and does not mutate the domain value.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Required action missing | Headless contract verifier | Godot returns zero input for that action | `PLAYER_INPUT` failure naming action | Restore action or user mapping |
| Conflicting opposite actions | Pure composition | Strengths cancel deterministically | Covered by contract test | Release/remap one action |
| Strength outside range | Pure composition | Value clamps to `[0, 1]` before axis calculation | Covered by contract test | Input adapter may be corrected independently |
| Controller disabled/unloaded | Scene lifecycle | Sampling stops with physics processing | Existing scene lifecycle | Re-enable or recreate scene |
There is no asynchronous operation to cancel and no persisted state to roll back.
## Configuration and capabilities
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
| Forward/backward | Physical W/S | Current render sandbox | Yes, through Input Map | Produces signed forward axis |
| Strafe left/right | Physical A/D | Current render sandbox | Yes | Produces signed right axis |
| Camera rotate | Right mouse button | Current render sandbox | Yes | Captures/releases mouse for orbit |
| Camera zoom | Mouse wheel | Current render sandbox | Yes | Adjusts current camera distance |
| Debug sprint | Shift | Sandbox debug only by intent; profile gate pending | Yes | Requests existing speed multiplier |
| Debug flight up/down/toggle | E/Q/Space | Sandbox debug only by intent; profile gate pending | Yes | Requests existing free-flight controls |
## Persistence, cache and migration
The action names are additive project configuration. No saved binding schema,
cache or migration exists yet. Renaming an action is a contract change and must
provide a settings migration once user settings are persisted.
## Diagnostics and observability
- Logs: dedicated verifier emits `PLAYER_INPUT PASS` or one failure per invariant.
- Metrics: none; sampling cost is one small value allocation per physics tick.
- Debug views: none.
- Correlation IDs: not applicable to local synchronous input.
## Verification
- Unit/contract tests: `src/tools/verify_player_input.gd` validates all actions,
default bindings, axis cancellation/clamping/normalization and debug request flags.
- Integration/E2E: `src/tests/scenes/player_input_regression.tscn` is loaded by
the verifier, which drives forward, camera-zoom and immediate sandbox-flight
actions through the real scene controller and also rejects direct
physical-key polling.
- Fidelity evidence: current sandbox defaults retain W/S/A/D, E/Q, Shift, Space,
right mouse and wheel bindings. This is observable-regression coverage only.
- Performance budgets: no I/O, jobs or scene lookup per sample; one immutable
intent allocation per physics tick.
- Manual diagnostics: run the Eastern Kingdoms scene and remap one movement
action in Project Settings before checking movement.
## Extension points
- A gamepad/accessibility adapter may call `compose_move_intent` without changing
movement consumers.
- A later input-context owner may suppress gameplay actions while preserving the
same intent contract.
- The local movement controller may replace the current scene consumer without
changing `PlayerInputSource`.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Remappable current sandbox controls | Implemented | `verify_player_input.gd` action/default checks | Add persisted user binding settings later |
| `PlayerInputSource → MoveIntent` seam | Implemented | Pure composition and controller boundary checks | Extract local movement controller |
| Exact 3.3.5a default semantics | Unknown | No original-client binding fixture in this package | Capture build-12340 defaults and mouse-turn/strafe policy |
| Production profile exclusion of sprint/flight | Partial | Debug actions are named explicitly | Add typed profile/capability gate in M02 |
| Jump/fall/swim/fly gameplay semantics | Planned | M02 target and gameplay roadmap | Implement after terrain/movement state extraction |
## Known gaps and risks
- The defaults preserve the pre-M02 sandbox behavior, not verified original-client semantics.
- Sprint and free flight are still executable by the sandbox controller until a
typed build-profile gate is introduced.
- Camera input is action-mapped but camera state/collision remains in the monolithic controller.
- There is no persisted user keybinding format or UI yet.
## Source map
| Path | Responsibility |
|---|---|
| `project.godot` | Additive default Input Map bindings |
| `src/domain/input/move_intent.gd` | Immutable locomotion request contract |
| `src/gameplay/input/player_input_actions.gd` | Stable project action names |
| `src/gameplay/input/player_input_source.gd` | Engine Input Map adapter and pure composition |
| `src/scenes/player/third_person_wow_controller.gd` | Current consumer and camera-event adapter |
| `src/tests/scenes/player_input_regression.tscn` | Asset-free controller movement/camera regression fixture |
| `src/tools/verify_player_input.gd` | Headless contract/integration regression |
## Related decisions and references
- ADR: none; this implements the existing architecture and M02 seam.
- Upstream/reference: `targets/02-player-decomposition.md`,
`targets/roadmap/04-gameplay-systems.md`, `docs/ARCHITECTURE.md`.
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enabled=PackedStringArray("res://addons/mpq_extractor/plugin.cfg")
[input]
openwc_player_move_forward={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
]
}
openwc_player_move_backward={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
]
}
openwc_player_strafe_left={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
]
}
openwc_player_strafe_right={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
]
}
openwc_player_debug_fly_up={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
]
}
openwc_player_debug_fly_down={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":81,"key_label":0,"unicode":113,"location":0,"echo":false,"script":null)
]
}
openwc_player_debug_sprint={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194325,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
openwc_player_debug_toggle_flight={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":32,"key_label":32,"unicode":32,"location":0,"echo":false,"script":null)
]
}
openwc_player_camera_rotate={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":2,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
openwc_player_camera_zoom_in={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":4,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
openwc_player_camera_zoom_out={
"deadzone": 0.5,
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":5,"canceled":false,"pressed":false,"double_click":false,"script":null)
]
}
openwc_player_release_cursor={
"deadzone": 0.5,
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194305,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
]
}
[physics]
3d/physics_engine="Jolt Physics"
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class_name MoveIntent
extends RefCounted
## Immutable player locomotion request expressed in character-local axes.
## Axis values are normalized to `[-1, 1]`: forward/right/up are positive.
## The intent contains no world coordinates, engine input events or presentation state.
var forward_axis: float:
get:
return _forward_axis
var strafe_axis: float:
get:
return _strafe_axis
var vertical_axis: float:
get:
return _vertical_axis
var is_sprint_requested: bool:
get:
return _is_sprint_requested
var _forward_axis: float
var _strafe_axis: float
var _vertical_axis: float
var _is_sprint_requested: bool
## Creates one frame's movement request without retaining mutable input state.
func _init(
forward_axis_value: float = 0.0,
strafe_axis_value: float = 0.0,
vertical_axis_value: float = 0.0,
sprint_requested: bool = false
) -> void:
_forward_axis = clampf(forward_axis_value, -1.0, 1.0)
_strafe_axis = clampf(strafe_axis_value, -1.0, 1.0)
_vertical_axis = clampf(vertical_axis_value, -1.0, 1.0)
_is_sprint_requested = sprint_requested
## Returns true when the intent requests planar or vertical translation.
func has_translation() -> bool:
return not is_zero_approx(_forward_axis) \
or not is_zero_approx(_strafe_axis) \
or not is_zero_approx(_vertical_axis)
+1
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@@ -0,0 +1 @@
uid://btk7brcavbeec
@@ -0,0 +1,34 @@
class_name PlayerInputActions
extends RefCounted
## Stable Input Map action names consumed by the runtime player input adapter.
## Defaults preserve the current render-sandbox controls; users may remap every
## action through Godot's Input Map without changing gameplay code.
const MOVE_FORWARD := &"openwc_player_move_forward"
const MOVE_BACKWARD := &"openwc_player_move_backward"
const STRAFE_LEFT := &"openwc_player_strafe_left"
const STRAFE_RIGHT := &"openwc_player_strafe_right"
const DEBUG_FLY_UP := &"openwc_player_debug_fly_up"
const DEBUG_FLY_DOWN := &"openwc_player_debug_fly_down"
const DEBUG_SPRINT := &"openwc_player_debug_sprint"
const DEBUG_TOGGLE_FLIGHT := &"openwc_player_debug_toggle_flight"
const CAMERA_ROTATE := &"openwc_player_camera_rotate"
const CAMERA_ZOOM_IN := &"openwc_player_camera_zoom_in"
const CAMERA_ZOOM_OUT := &"openwc_player_camera_zoom_out"
const RELEASE_CURSOR := &"openwc_player_release_cursor"
const REQUIRED_ACTIONS: Array[StringName] = [
MOVE_FORWARD,
MOVE_BACKWARD,
STRAFE_LEFT,
STRAFE_RIGHT,
DEBUG_FLY_UP,
DEBUG_FLY_DOWN,
DEBUG_SPRINT,
DEBUG_TOGGLE_FLIGHT,
CAMERA_ROTATE,
CAMERA_ZOOM_IN,
CAMERA_ZOOM_OUT,
RELEASE_CURSOR,
]
@@ -0,0 +1 @@
uid://bbhtyxm428bkm
+45
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@@ -0,0 +1,45 @@
class_name PlayerInputSource
extends RefCounted
## Converts remappable Godot Input Map actions into immutable [MoveIntent] values.
## This adapter owns no movement state and may be replaced independently of the
## local movement controller.
## Samples the current Input singleton state for one physics tick.
func sample_move_intent() -> MoveIntent:
return compose_move_intent(
Input.get_action_strength(PlayerInputActions.MOVE_FORWARD),
Input.get_action_strength(PlayerInputActions.MOVE_BACKWARD),
Input.get_action_strength(PlayerInputActions.STRAFE_LEFT),
Input.get_action_strength(PlayerInputActions.STRAFE_RIGHT),
Input.get_action_strength(PlayerInputActions.DEBUG_FLY_UP),
Input.get_action_strength(PlayerInputActions.DEBUG_FLY_DOWN),
Input.is_action_pressed(PlayerInputActions.DEBUG_SPRINT)
)
## Builds a normalized intent from action strengths for deterministic tests and
## alternative input adapters. Strengths outside `[0, 1]` are clamped.
static func compose_move_intent(
forward_strength: float,
backward_strength: float,
strafe_left_strength: float,
strafe_right_strength: float,
fly_up_strength: float,
fly_down_strength: float,
sprint_requested: bool
) -> MoveIntent:
var planar_axis := Vector2(
clampf(strafe_right_strength, 0.0, 1.0) - clampf(strafe_left_strength, 0.0, 1.0),
clampf(forward_strength, 0.0, 1.0) - clampf(backward_strength, 0.0, 1.0)
)
if planar_axis.length_squared() > 1.0:
planar_axis = planar_axis.normalized()
var vertical_axis := clampf(fly_up_strength, 0.0, 1.0) - clampf(fly_down_strength, 0.0, 1.0)
return MoveIntent.new(
planar_axis.y,
planar_axis.x,
vertical_axis,
sprint_requested
)
@@ -0,0 +1 @@
uid://b050i2lnei8qq
@@ -7,6 +7,8 @@ const COORDINATE_MAPPER_SCRIPT := preload("res://src/domain/coordinates/coordina
const GODOT_WORLD_POSITION_SCRIPT := preload("res://src/domain/coordinates/godot_world_position.gd")
const ADT_TILE_COORDINATE_SCRIPT := preload("res://src/domain/coordinates/adt_tile_coordinate.gd")
const ADT_TILE_LOCAL_POSITION_SCRIPT := preload("res://src/domain/coordinates/adt_tile_local_position.gd")
const PLAYER_INPUT_SOURCE_SCRIPT := preload("res://src/gameplay/input/player_input_source.gd")
const PLAYER_INPUT_ACTIONS_SCRIPT := preload("res://src/gameplay/input/player_input_actions.gd")
const CHUNK_SIZE := COORDINATE_MAPPER_SCRIPT.ADT_CHUNK_SIZE_YARDS
const UNIT_SIZE := CHUNK_SIZE / 8.0
@@ -55,9 +57,11 @@ var _pitch := deg_to_rad(-18.0)
var _horizontal_velocity := Vector3.ZERO
var _flight_enabled := false
var _adt_cache: Dictionary = {}
var _player_input_source: PlayerInputSource
func _ready() -> void:
_player_input_source = PLAYER_INPUT_SOURCE_SCRIPT.new()
_camera_pivot = get_node_or_null(camera_pivot_path) as Node3D
_camera = get_node_or_null(camera_path) as Camera3D
_visual = get_node_or_null(visual_path) as Node3D
@@ -79,19 +83,22 @@ func _ready() -> void:
func _unhandled_input(event: InputEvent) -> void:
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_RIGHT:
_captured = event.pressed
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if _captured else Input.MOUSE_MODE_VISIBLE
elif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_WHEEL_UP:
camera_distance = clampf(camera_distance - camera_zoom_step, camera_min_distance, camera_max_distance)
_apply_camera_transform()
elif event is InputEventMouseButton and event.pressed and event.button_index == MOUSE_BUTTON_WHEEL_DOWN:
camera_distance = clampf(camera_distance + camera_zoom_step, camera_min_distance, camera_max_distance)
_apply_camera_transform()
elif event is InputEventKey and event.pressed and event.keycode == KEY_ESCAPE:
if event.is_action_pressed(PLAYER_INPUT_ACTIONS_SCRIPT.CAMERA_ROTATE):
_captured = true
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED
elif event.is_action_released(PLAYER_INPUT_ACTIONS_SCRIPT.CAMERA_ROTATE):
_captured = false
Input.mouse_mode = Input.MOUSE_MODE_VISIBLE
elif event is InputEventKey and event.pressed and not event.echo and event.keycode == KEY_SPACE:
elif event.is_action_pressed(PLAYER_INPUT_ACTIONS_SCRIPT.CAMERA_ZOOM_IN):
camera_distance = clampf(camera_distance - camera_zoom_step, camera_min_distance, camera_max_distance)
_apply_camera_transform()
elif event.is_action_pressed(PLAYER_INPUT_ACTIONS_SCRIPT.CAMERA_ZOOM_OUT):
camera_distance = clampf(camera_distance + camera_zoom_step, camera_min_distance, camera_max_distance)
_apply_camera_transform()
elif event.is_action_pressed(PLAYER_INPUT_ACTIONS_SCRIPT.RELEASE_CURSOR):
_captured = false
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if _captured else Input.MOUSE_MODE_VISIBLE
elif event.is_action_pressed(PLAYER_INPUT_ACTIONS_SCRIPT.DEBUG_TOGGLE_FLIGHT) and not event.is_echo():
_flight_enabled = not _flight_enabled
_horizontal_velocity = Vector3.ZERO
@@ -103,12 +110,12 @@ func _unhandled_input(event: InputEvent) -> void:
func _physics_process(delta: float) -> void:
var input_dir := _get_input_dir()
var move_intent := _player_input_source.sample_move_intent()
var target_velocity := Vector3.ZERO
if input_dir.length_squared() > 0.0:
target_velocity = _movement_vector(input_dir)
if move_intent.has_translation():
target_velocity = _movement_vector(move_intent)
if _flight_enabled:
target_velocity.y += _flight_vertical_velocity()
target_velocity.y += move_intent.vertical_axis * flight_vertical_speed * _debug_speed_multiplier(move_intent)
_horizontal_velocity = _horizontal_velocity.move_toward(target_velocity, acceleration * delta)
global_position += _horizontal_velocity * delta
@@ -128,20 +135,7 @@ func _physics_process(delta: float) -> void:
_apply_camera_transform()
func _get_input_dir() -> Vector2:
var dir := Vector2.ZERO
if Input.is_key_pressed(KEY_W):
dir.y -= 1.0
if Input.is_key_pressed(KEY_S):
dir.y += 1.0
if Input.is_key_pressed(KEY_A):
dir.x -= 1.0
if Input.is_key_pressed(KEY_D):
dir.x += 1.0
return dir.normalized()
func _movement_vector(input_dir: Vector2) -> Vector3:
func _movement_vector(move_intent: MoveIntent) -> Vector3:
var forward := -global_basis.z
var right := global_basis.x
if _flight_enabled and _camera_pivot:
@@ -153,20 +147,16 @@ func _movement_vector(input_dir: Vector2) -> Vector3:
forward = forward.normalized()
right = right.normalized()
var speed_z := run_speed if input_dir.y < 0.0 else backward_speed
var speed_z := run_speed if move_intent.forward_axis > 0.0 else backward_speed
var speed_x := strafe_speed
var sprint := sprint_multiplier if Input.is_key_pressed(KEY_SHIFT) else 1.0
return (forward * -input_dir.y * speed_z + right * input_dir.x * speed_x) * sprint
return (
forward * move_intent.forward_axis * speed_z
+ right * move_intent.strafe_axis * speed_x
) * _debug_speed_multiplier(move_intent)
func _flight_vertical_velocity() -> float:
var dir := 0.0
if Input.is_key_pressed(KEY_E):
dir += 1.0
if Input.is_key_pressed(KEY_Q):
dir -= 1.0
var sprint := sprint_multiplier if Input.is_key_pressed(KEY_SHIFT) else 1.0
return dir * flight_vertical_speed * sprint
func _debug_speed_multiplier(move_intent: MoveIntent) -> float:
return sprint_multiplier if move_intent.is_sprint_requested else 1.0
func _load_character_visual() -> void:
@@ -0,0 +1,14 @@
[gd_scene load_steps=2 format=3]
[ext_resource type="Script" path="res://src/scenes/player/third_person_wow_controller.gd" id="1_player"]
[node name="PlayerInputRegression" type="CharacterBody3D"]
script = ExtResource("1_player")
spawn_at_tile_center = false
character_model_path = ""
[node name="Visual" type="Node3D" parent="."]
[node name="CameraPivot" type="Node3D" parent="."]
[node name="Camera3D" type="Camera3D" parent="CameraPivot"]
+161
View File
@@ -0,0 +1,161 @@
extends SceneTree
## Headless M02 contract regression for remappable actions and MoveIntent composition.
const MOVE_INTENT_PATH := "res://src/domain/input/move_intent.gd"
const PLAYER_INPUT_SOURCE_PATH := "res://src/gameplay/input/player_input_source.gd"
const PLAYER_CONTROLLER_PATH := "res://src/scenes/player/third_person_wow_controller.gd"
const REGRESSION_SCENE_PATH := "res://src/tests/scenes/player_input_regression.tscn"
func _initialize() -> void:
_run_verification.call_deferred()
func _run_verification() -> void:
var failures: Array[String] = []
_verify_default_input_actions(failures)
_verify_move_intent_composition(failures)
_verify_controller_boundary(failures)
_verify_regression_scene(failures)
if not failures.is_empty():
for failure in failures:
push_error("PLAYER_INPUT: %s" % failure)
quit(1)
return
print("PLAYER_INPUT PASS actions=%d intent_cases=6 controller=1 regression_scene=1" % PlayerInputActions.REQUIRED_ACTIONS.size())
quit(0)
func _verify_default_input_actions(failures: Array[String]) -> void:
for action_name in PlayerInputActions.REQUIRED_ACTIONS:
_expect_true(InputMap.has_action(action_name), "Input Map contains %s" % action_name, failures)
_expect_key_binding(PlayerInputActions.MOVE_FORWARD, KEY_W, true, failures)
_expect_key_binding(PlayerInputActions.MOVE_BACKWARD, KEY_S, true, failures)
_expect_key_binding(PlayerInputActions.STRAFE_LEFT, KEY_A, true, failures)
_expect_key_binding(PlayerInputActions.STRAFE_RIGHT, KEY_D, true, failures)
_expect_key_binding(PlayerInputActions.DEBUG_FLY_UP, KEY_E, true, failures)
_expect_key_binding(PlayerInputActions.DEBUG_FLY_DOWN, KEY_Q, true, failures)
_expect_key_binding(PlayerInputActions.DEBUG_SPRINT, KEY_SHIFT, false, failures)
_expect_key_binding(PlayerInputActions.DEBUG_TOGGLE_FLIGHT, KEY_SPACE, true, failures)
_expect_key_binding(PlayerInputActions.RELEASE_CURSOR, KEY_ESCAPE, false, failures)
_expect_mouse_binding(PlayerInputActions.CAMERA_ROTATE, MOUSE_BUTTON_RIGHT, failures)
_expect_mouse_binding(PlayerInputActions.CAMERA_ZOOM_IN, MOUSE_BUTTON_WHEEL_UP, failures)
_expect_mouse_binding(PlayerInputActions.CAMERA_ZOOM_OUT, MOUSE_BUTTON_WHEEL_DOWN, failures)
func _verify_move_intent_composition(failures: Array[String]) -> void:
var neutral := PlayerInputSource.compose_move_intent(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, false)
_expect_near(neutral.forward_axis, 0.0, "neutral forward", failures)
_expect_true(not neutral.has_translation(), "neutral has no translation", failures)
var forward := PlayerInputSource.compose_move_intent(1.0, 0.0, 0.0, 0.0, 0.0, 0.0, false)
_expect_near(forward.forward_axis, 1.0, "forward axis", failures)
var canceled := PlayerInputSource.compose_move_intent(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, false)
_expect_true(not canceled.has_translation(), "opposite actions cancel", failures)
var diagonal := PlayerInputSource.compose_move_intent(1.0, 0.0, 0.0, 1.0, 0.0, 0.0, false)
_expect_near(Vector2(diagonal.strafe_axis, diagonal.forward_axis).length(), 1.0, "diagonal normalized", failures)
var vertical := PlayerInputSource.compose_move_intent(0.0, 0.0, 0.0, 0.0, 1.5, -0.5, false)
_expect_near(vertical.vertical_axis, 1.0, "vertical strengths clamped", failures)
var debug_requests := PlayerInputSource.compose_move_intent(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, true)
_expect_true(debug_requests.is_sprint_requested, "sprint request retained", failures)
func _verify_controller_boundary(failures: Array[String]) -> void:
var controller_source := _read_text(PLAYER_CONTROLLER_PATH, failures)
_expect_true(controller_source.contains("sample_move_intent()"), "controller samples PlayerInputSource", failures)
_expect_true(not controller_source.contains("Input.is_key_pressed"), "controller omits direct keyboard polling", failures)
_expect_true(not controller_source.contains("KEY_"), "controller omits hardcoded key constants", failures)
var move_intent_source := _read_text(MOVE_INTENT_PATH, failures)
_expect_true(not move_intent_source.contains("extends Node"), "MoveIntent does not inherit Node", failures)
_expect_true(not move_intent_source.contains("extends Resource"), "MoveIntent does not inherit Resource", failures)
_expect_true(not move_intent_source.contains("Input."), "MoveIntent does not read engine input", failures)
var input_source := _read_text(PLAYER_INPUT_SOURCE_PATH, failures)
_expect_true(input_source.contains("Input.get_action_strength"), "input source reads action strengths", failures)
_expect_true(not input_source.contains("is_key_pressed"), "input source omits physical-key polling", failures)
func _verify_regression_scene(failures: Array[String]) -> void:
var packed_scene := load(REGRESSION_SCENE_PATH) as PackedScene
_expect_true(packed_scene != null, "regression scene loads", failures)
if packed_scene == null:
return
var player := packed_scene.instantiate() as CharacterBody3D
_expect_true(player != null, "regression player instantiates", failures)
if player == null:
return
root.add_child(player)
player.set_physics_process(false)
Input.action_press(PlayerInputActions.MOVE_FORWARD)
player.call("_physics_process", 1.0)
Input.action_release(PlayerInputActions.MOVE_FORWARD)
_expect_near(player.position.z, -7.0, "forward action moves current sandbox controller", failures)
var camera_distance_before: float = player.get("camera_distance")
var zoom_event := InputEventMouseButton.new()
zoom_event.button_index = MOUSE_BUTTON_WHEEL_UP
zoom_event.pressed = true
player.call("_unhandled_input", zoom_event)
_expect_near(player.get("camera_distance"), camera_distance_before - 1.0, "zoom action updates camera distance", failures)
var flight_toggle_event := InputEventAction.new()
flight_toggle_event.action = PlayerInputActions.DEBUG_TOGGLE_FLIGHT
flight_toggle_event.pressed = true
player.call("_unhandled_input", flight_toggle_event)
_expect_true(player.get("_flight_enabled"), "flight action preserves immediate sandbox toggle", failures)
player.free()
func _expect_key_binding(
action_name: StringName,
expected_keycode: Key,
uses_physical_keycode: bool,
failures: Array[String]
) -> void:
for input_event in InputMap.action_get_events(action_name):
if input_event is InputEventKey:
var key_event := input_event as InputEventKey
var configured_keycode := key_event.physical_keycode if uses_physical_keycode else key_event.keycode
if configured_keycode == expected_keycode:
return
failures.append("%s missing expected key binding %s" % [action_name, expected_keycode])
func _expect_mouse_binding(
action_name: StringName,
expected_button: MouseButton,
failures: Array[String]
) -> void:
for input_event in InputMap.action_get_events(action_name):
if input_event is InputEventMouseButton and input_event.button_index == expected_button:
return
failures.append("%s missing expected mouse binding %s" % [action_name, expected_button])
func _read_text(path: String, failures: Array[String]) -> String:
var file := FileAccess.open(path, FileAccess.READ)
if file == null:
failures.append("cannot open %s" % path)
return ""
return file.get_as_text()
func _expect_near(actual_value: float, expected_value: float, label: String, failures: Array[String]) -> void:
if absf(actual_value - expected_value) > 0.000001:
failures.append("%s expected %.6f, got %.6f" % [label, expected_value, actual_value])
func _expect_true(actual_value: bool, label: String, failures: Array[String]) -> void:
if not actual_value:
failures.append("%s expected true" % label)