gmp(M02): extract local player movement
Work-Package: M02-GMP-MOVEMENT-001 Agent: sindo-main-codex Tests: local movement and player input regressions; asset-free scene; renderer dry-run; coordinate, streaming, documentation and coordination gates Fidelity: preserves current sandbox speed, acceleration, sprint and camera-relative flight behavior; build-12340 parity remains unverified
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# M02-GMP-MOVEMENT-001 — Local movement state/controller
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<!-- OPENWC_CLAIM:M02-GMP-MOVEMENT-001:sindo-main-codex:2026-07-16 -->
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## Ownership
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- Target: M02
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- Program: GMP
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- Owner/Agent ID: sindo-main-codex
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- Branch: `work/sindo-main-codex/m02-local-movement`
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- Lease expires UTC: 2026-07-16
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- Integrator: M02 milestone integrator
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## Outcome
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Move local velocity, sandbox flight state, acceleration and directional speed
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calculation from `ThirdPersonWowController` into a scene-free,
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independently-testable local movement controller without changing current
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sandbox motion.
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## Non-goals
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- Extract terrain queries, camera rig, character presentation or animation.
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- Add jump/fall/swim, server prediction or reconciliation.
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- Change current movement speeds, acceleration, camera-relative flight or ground snap.
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- Gate debug movement by build profile; that remains a separate M02 package.
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- Mark M02 complete or edit its checklist/Evidence.
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## Paths
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- Exclusive: `src/gameplay/movement/`,
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`src/tools/verify_local_player_movement.gd`,
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`docs/modules/local-player-movement.md`, this claim
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- Shared/hotspots: `src/scenes/player/third_person_wow_controller.gd`,
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`src/tools/verify_player_input.gd`, `docs/modules/player-input.md`,
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`docs/modules/README.md`
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- Generated/ignored: local `.godot`, native DLL, generated ADT resources and renderer corpus
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## Contracts and data
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- Public API: stateful `LocalPlayerMovementController`
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- Inputs: immutable `MoveIntent`, local Godot movement basis and physics delta seconds
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- Outputs: local Godot displacement and read-only velocity/flight state
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- Schema/cache/coordinate contracts: unchanged
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- Consumer: current sandbox player scene; later gameplay composition root
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## Dependencies
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- Requires: merged input seam on master `14dead1`
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- Blocks: terrain query and camera/presentation extraction from the player hotspot
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- External state: none; unit tests use synthetic intents and bases
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## Verification
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- Commands: dedicated pure movement verifier, player-input regression, asset-free
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scene smoke, coordinate/StreamingFocus gates, renderer dry-run and repository gates
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- Fixtures: identity/rotated/pitched bases, acceleration steps, sprint and flight transitions
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- Fidelity evidence: exact current 7.0/4.5/4.5 speeds, 28.0 acceleration,
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6x sandbox sprint and camera-relative free flight are regression-locked only
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- Performance budget: one small state update per physics tick; no allocation, I/O or scene lookup
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## Documentation deliverables
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- Inline public API docs for movement state/configuration and update methods
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- Local movement module specification with data-flow, state and sequence diagrams
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- Updated player-input consumer diagram/status and module registry
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## Simplicity and naming
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- Important name: `LocalPlayerMovementController`
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- Simplest approach: one stateful RefCounted owning velocity and flight toggle
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- Rejected complexity: generic locomotion framework, ECS component hierarchy and event bus
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- Unavoidable complexity: movement basis remains an explicit local-space input
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so the pure controller does not discover player/camera Nodes
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- Measured optimization evidence: not applicable
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## Status
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- State: active
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- Done: claim and isolated worktree from updated master
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- Next: implement controller, migrate scene consumer, test and document
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- Blocked by:
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