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
This commit is contained in:
2026-07-14 22:59:33 +04:00
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# M02-GMP-MOVEMENT-001 — Local movement state/controller
<!-- OPENWC_CLAIM:M02-GMP-MOVEMENT-001:sindo-main-codex:2026-07-16 -->
## Ownership
- Target: M02
- Program: GMP
- Owner/Agent ID: sindo-main-codex
- Branch: `work/sindo-main-codex/m02-local-movement`
- Lease expires UTC: 2026-07-16
- Integrator: M02 milestone integrator
## Outcome
Move local velocity, sandbox flight state, acceleration and directional speed
calculation from `ThirdPersonWowController` into a scene-free,
independently-testable local movement controller without changing current
sandbox motion.
## Non-goals
- Extract terrain queries, camera rig, character presentation or animation.
- Add jump/fall/swim, server prediction or reconciliation.
- Change current movement speeds, acceleration, camera-relative flight or ground snap.
- Gate debug movement by build profile; that remains a separate M02 package.
- Mark M02 complete or edit its checklist/Evidence.
## Paths
- Exclusive: `src/gameplay/movement/`,
`src/tools/verify_local_player_movement.gd`,
`docs/modules/local-player-movement.md`, this claim
- Shared/hotspots: `src/scenes/player/third_person_wow_controller.gd`,
`src/tools/verify_player_input.gd`, `docs/modules/player-input.md`,
`docs/modules/README.md`
- Generated/ignored: local `.godot`, native DLL, generated ADT resources and renderer corpus
## Contracts and data
- Public API: stateful `LocalPlayerMovementController`
- Inputs: immutable `MoveIntent`, local Godot movement basis and physics delta seconds
- Outputs: local Godot displacement and read-only velocity/flight state
- Schema/cache/coordinate contracts: unchanged
- Consumer: current sandbox player scene; later gameplay composition root
## Dependencies
- Requires: merged input seam on master `14dead1`
- Blocks: terrain query and camera/presentation extraction from the player hotspot
- External state: none; unit tests use synthetic intents and bases
## Verification
- Commands: dedicated pure movement verifier, player-input regression, asset-free
scene smoke, coordinate/StreamingFocus gates, renderer dry-run and repository gates
- Fixtures: identity/rotated/pitched bases, acceleration steps, sprint and flight transitions
- Fidelity evidence: exact current 7.0/4.5/4.5 speeds, 28.0 acceleration,
6x sandbox sprint and camera-relative free flight are regression-locked only
- Performance budget: one small state update per physics tick; no allocation, I/O or scene lookup
## Documentation deliverables
- Inline public API docs for movement state/configuration and update methods
- Local movement module specification with data-flow, state and sequence diagrams
- Updated player-input consumer diagram/status and module registry
## Simplicity and naming
- Important name: `LocalPlayerMovementController`
- Simplest approach: one stateful RefCounted owning velocity and flight toggle
- Rejected complexity: generic locomotion framework, ECS component hierarchy and event bus
- Unavoidable complexity: movement basis remains an explicit local-space input
so the pure controller does not discover player/camera Nodes
- Measured optimization evidence: not applicable
## Status
- State: active
- Done: claim and isolated worktree from updated master
- Next: implement controller, migrate scene consumer, test and document
- Blocked by:
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| Coordinate mapping | Implemented | [`coordinate-mapping.md`](coordinate-mapping.md) | | Coordinate mapping | Implemented | [`coordinate-mapping.md`](coordinate-mapping.md) |
| Domain identities | Implemented contract | [`domain-identities.md`](domain-identities.md) | | Domain identities | Implemented contract | [`domain-identities.md`](domain-identities.md) |
| Player input | Partial | [`player-input.md`](player-input.md) | | Player input | Partial | [`player-input.md`](player-input.md) |
| Local player movement | Implemented | [`local-player-movement.md`](local-player-movement.md) |
| Renderer | Partial | [`world-renderer.md`](world-renderer.md), [`../../RENDER.md`](../../RENDER.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) | | 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) | | Gameplay | Prototype/Planned | [`../../targets/roadmap/04-gameplay-systems.md`](../../targets/roadmap/04-gameplay-systems.md) |
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# Local Player Movement
## Metadata
| Field | Value |
|---|---|
| Status | Implemented |
| Target/work package | M02 / M02-GMP-MOVEMENT-001 |
| Owners | Gameplay local movement state; scene composition owns the instance |
| Last verified | `working tree`, 2026-07-14 |
| Profiles/capabilities | Current render sandbox; production/debug profile gate pending |
## Purpose
Own current local velocity, acceleration and sandbox flight state independently
of the player scene. Convert an immutable `MoveIntent` plus an explicit
Godot-world movement basis into deterministic per-tick displacement without
querying terrain, cameras, input devices or visual assets.
## Non-goals
- Apply world transforms or own a `CharacterBody3D`.
- Query terrain height, collision, water or slopes.
- Implement jump, fall, swim, server prediction or reconciliation.
- Select the player basis versus camera-pivot basis; the scene adapter owns that decision.
- Claim build-12340 movement fidelity from sandbox regression alone.
## Context and boundaries
```mermaid
flowchart LR
Input[MoveIntent] --> Movement[LocalPlayerMovementController]
Basis[Explicit local movement Basis] --> Movement
Delta[Physics delta seconds] --> Movement
Movement --> Displacement[Godot-world displacement]
Movement --> Velocity[Read-only velocity state]
Scene[ThirdPersonWowController] --> Basis
Displacement --> Scene
Scene --> Transform[Player world transform]
Scene --> Terrain[Ground snap adapter]
Velocity --> Presentation[Visual facing and animation adapter]
```
Allowed dependencies:
- `MoveIntent` from the gameplay input boundary.
- Godot value types `Basis` and `Vector3` for renderer world-space direction math.
- Main-thread scene adapter for basis selection and displacement application.
Forbidden dependencies:
- `Node`, `Resource`, `Input`, `Camera3D`, `ADTLoader` or scene lookup.
- World-coordinate conversion or manual ADT/tile formulas.
- Character assets, animation players, materials, packets or server state.
## Public API
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|---|---|---|---|---|
| `LocalPlayerMovementController.new(...)` | Constructor | Sets explicit speeds, acceleration and sandbox sprint multiplier | Created by composition root; retained for player scene lifetime | Caller owns configuration validation |
| `godot_world_velocity_units_per_second` | Read-only state | Current Godot-world velocity after the last update | Stable until next mutation on owning thread | None |
| `is_flight_enabled` | Read-only state | Current sandbox free-flight mode | Stable until toggle | None |
| `toggle_sandbox_flight()` | Command | Toggles flight and clears velocity | Owning physics/input thread | Returns new flight state |
| `advance(move_intent, godot_world_movement_basis, delta_seconds)` | Stateful update | Accelerates toward requested velocity and returns displacement for the tick | Owning physics thread; one call per tick | Negative delta is treated as zero |
Constructor units:
| Parameter | Unit/meaning |
|---|---|
| `run_speed_units_per_second` | Forward Godot units per second |
| `backward_speed_units_per_second` | Backward Godot units per second |
| `strafe_speed_units_per_second` | Lateral Godot units per second |
| `flight_vertical_speed_units_per_second` | Sandbox vertical Godot units per second |
| `acceleration_units_per_second_squared` | Velocity change per second |
| `sandbox_sprint_multiplier` | Dimensionless debug multiplier |
## Inputs and outputs
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|---|---|---|---|---|---|
| Input | `MoveIntent` | `PlayerInputSource` | Movement controller | Immutable caller-held value | One physics tick |
| Input | Godot-world `Basis` | Player scene adapter | Movement controller | Value copy | One physics tick |
| Input | Delta seconds | Godot physics loop | Movement controller | Scalar value | One physics tick |
| Input | Flight toggle command | Remappable sandbox action via scene adapter | Movement controller | Synchronous command | Input event dispatch |
| Output | Displacement `Vector3` | Movement controller | Player scene adapter | Value copy | Applied in same tick |
| Output | Velocity `Vector3` | Movement controller | Facing/animation adapter | Read-only value copy | Until next update |
| Output | Flight state | Movement controller | Basis/terrain scene adapter | Read-only boolean | Until next toggle |
Side effects:
- Mutates only controller-owned velocity and flight state.
- Does not mutate scene tree, transforms, resources, filesystem, network or cache.
- The scene adapter remains responsible for transform mutation and ground snap.
## Data flow
```mermaid
flowchart LR
Intent[MoveIntent axes] --> Target[Calculate target velocity]
Basis[Player or camera-pivot Basis] --> Directions[Forward/right directions]
Directions --> Target
Config[Speeds and sprint multiplier] --> Target
Previous[Owned velocity] --> Integrate[move_toward by acceleration × delta]
Target --> Integrate
Integrate --> Current[Updated velocity]
Current --> Step[velocity × delta]
Step --> Displacement[Scene-applied displacement]
```
## Lifecycle/state
```mermaid
stateDiagram-v2
[*] --> GroundedSandbox
GroundedSandbox --> FlyingSandbox: toggle / clear velocity
FlyingSandbox --> GroundedSandbox: toggle / clear velocity
GroundedSandbox --> GroundedSandbox: advance
FlyingSandbox --> FlyingSandbox: advance
```
The names describe the existing sandbox mode only. They are not authoritative
gameplay movement states and do not imply terrain contact or server permission.
## Main sequence
```mermaid
sequenceDiagram
participant Input as PlayerInputSource
participant Scene as ThirdPersonWowController
participant Move as LocalPlayerMovementController
participant Present as Facing/Animation adapter
Input-->>Scene: MoveIntent
Scene->>Move: advance(intent, selected basis, delta)
Move-->>Scene: displacement
Scene->>Scene: apply global position and ground snap
Scene->>Move: godot_world_velocity_units_per_second
Scene->>Present: horizontal motion
```
## Ownership, threading and resources
- The player scene creates and exclusively owns one movement controller.
- Velocity and flight state have the same lifetime as that controller.
- All mutations currently occur on the main input/physics thread.
- Read-only value returns are copies; consumers cannot mutate owned state.
- No Nodes, Resources, RIDs, files, jobs or worker threads are created.
- The supplied `Basis` is a Godot-world direction basis, not a typed world-position contract or coordinate conversion.
## Errors, cancellation and recovery
| Failure | Detection | Behavior | Diagnostic | Recovery |
|---|---|---|---|---|
| Negative physics delta | `advance` guard | Returns zero displacement; velocity unchanged | Unit regression | Resume with valid non-negative delta |
| Missing scene basis owner | Scene composition defect | Controller cannot be called correctly | Scene/parser error or boundary test | Restore explicit scene dependency |
| Flight toggle during motion | Command path | Velocity clears before next step | State-transition regression | Continue from zero velocity |
| Missing terrain data | Outside module | Scene skips existing ground snap | Existing terrain diagnostics | TerrainQuery extraction will own policy |
There is no asynchronous cancellation, retry or rollback. Recreating the
controller resets velocity and flight state deterministically.
## Configuration and capabilities
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|---|---|---|---|---|
| Forward speed | `7.0` units/s | Current sandbox | Fixed for controller lifetime | Target forward velocity |
| Backward speed | `4.5` units/s | Current sandbox | Fixed for controller lifetime | Target backward velocity |
| Strafe speed | `4.5` units/s | Current sandbox | Fixed for controller lifetime | Target lateral velocity |
| Acceleration | `28.0` units/s² | Current sandbox | Fixed for controller lifetime | Acceleration and deceleration |
| Flight vertical speed | `7.0` units/s | Sandbox debug | Fixed for controller lifetime | Vertical free-flight target |
| Sprint multiplier | `6.0` | Sandbox debug | Fixed for controller lifetime | Multiplies planar and vertical targets |
| Camera-relative basis | Selected only while flight is enabled | Sandbox debug | Per tick | Preserves existing pitched flight direction |
## Persistence, cache and migration
Movement state is transient and not serialized. No schema, cache, migration or
saved settings change is introduced. Future reconnect/replay state requires a
separate versioned movement snapshot contract.
## Diagnostics and observability
- Logs: verifier emits `LOCAL_PLAYER_MOVEMENT PASS` or named invariant failures.
- Metrics: none yet; update is constant-time vector math.
- Debug views: current character facing and animation remain observable scene outputs.
- Correlation IDs: not applicable to synchronous local sandbox state.
## Verification
- Unit/contract: `src/tools/verify_local_player_movement.gd` covers forward,
backward, strafe, rotated basis, acceleration, deceleration, sprint, flight,
pitched camera basis, state reset and invalid delta.
- Boundary: verifier rejects Node/Input/Camera/ADT dependencies and movement
integration/state remaining in the player scene.
- Scene integration: `verify_player_input.gd` drives the asset-free player
regression scene through forward motion and immediate flight toggle.
- Fidelity evidence: default values and formulas are regression-locked against
the pre-extraction sandbox. No original-client comparison is claimed.
- Performance budget: constant-time vector math, no per-tick I/O or scene lookup;
`MoveIntent` allocation remains owned by the input package.
## Extension points
- Terrain/collision policy can consume displacement without changing input or velocity ownership.
- A future server-aware predictor may replace this controller behind the scene composition boundary.
- A typed movement snapshot may expose deterministic replay state when M08/M09 require it.
- Sandbox debug capability gating can reject sprint/flight before commands reach this controller.
## Capability status
| Capability | Status | Evidence | Gap/next step |
|---|---|---|---|
| Scene-free local velocity state | Implemented | Pure controller and source boundary regression | Integrate target checklist after review |
| Existing planar acceleration/speeds | Implemented | Exact numeric unit cases and real scene regression | Compare with build 12340 before fidelity claim |
| Existing camera-relative free flight | Implemented | Pitched-basis and toggle/reset cases | Restrict to sandbox profile |
| Terrain/collision movement policy | Planned | Outside module by design | Extract `TerrainQuery` next |
| Jump/fall/swim | Planned | M02/M09 roadmap | Requires terrain/liquid and server contracts |
| Prediction/reconciliation | Planned | M08/M09 roadmap | Requires movement snapshot/network contract |
## Known gaps and risks
- Numeric defaults preserve the existing sandbox but are not original-client evidence.
- Configuration is captured at scene `_ready`; runtime mutation of exported speed
properties does not reconfigure an existing controller.
- Ground snap remains in the player scene until `TerrainQuery` extraction.
- Sprint and free flight still lack a typed sandbox capability gate.
- The module uses Godot math value types; a future engine-independent gameplay
predictor may require scalar/domain movement contracts.
## Source map
| Path | Responsibility |
|---|---|
| `src/gameplay/movement/local_player_movement_controller.gd` | Owned velocity/flight state and deterministic integration |
| `src/scenes/player/third_person_wow_controller.gd` | Composition, basis selection, displacement/terrain/presentation adapters |
| `src/tools/verify_local_player_movement.gd` | Pure numeric, state-transition and dependency regression |
| `src/tests/scenes/player_input_regression.tscn` | Asset-free integrated player fixture |
| `src/tools/verify_player_input.gd` | Input-to-movement scene regression |
## Related decisions and references
- ADR: none; this follows the existing M02 decomposition boundary.
- Upstream/reference: `targets/02-player-decomposition.md`,
`targets/roadmap/04-gameplay-systems.md`, `docs/ARCHITECTURE.md`.
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| Field | Value | | Field | Value |
|---|---| |---|---|
| Status | Partial | | Status | Partial |
| Target/work package | M02 / M02-GMP-INPUT-001 | | Target/work package | M02 / M02-GMP-INPUT-001, M02-GMP-MOVEMENT-001 consumer update |
| Owners | Gameplay input boundary; `sindo-main-codex` for current package | | Owners | Gameplay input boundary; `sindo-main-codex` for current package |
| Last verified | `6bd2e84`, 2026-07-14 | | Last verified | `working tree`, 2026-07-14 |
| Profiles/capabilities | Current render-sandbox defaults; `Blizzlike335` binding semantics not yet verified | | Profiles/capabilities | Current render-sandbox defaults; `Blizzlike335` binding semantics not yet verified |
## Purpose ## Purpose
@@ -31,8 +31,8 @@ flowchart LR
Devices[Keyboard and mouse] --> InputMap[Godot Input Map] Devices[Keyboard and mouse] --> InputMap[Godot Input Map]
InputMap --> Source[PlayerInputSource] InputMap --> Source[PlayerInputSource]
Source --> Intent[MoveIntent] Source --> Intent[MoveIntent]
Intent --> Controller[ThirdPersonWowController] Intent --> Movement[LocalPlayerMovementController]
Controller --> Movement[Current sandbox movement] Movement --> Controller[ThirdPersonWowController adapter]
Controller --> Camera[Current camera adapter] Controller --> Camera[Current camera adapter]
``` ```
@@ -64,7 +64,7 @@ Forbidden dependencies:
|---|---|---|---|---|---| |---|---|---|---|---|---|
| Input | Movement action strengths | Godot `InputMap`/`Input` | `PlayerInputSource` | Engine-owned snapshot | Sampled on main physics tick | | 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 | | 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 | `MoveIntent` | `PlayerInputSource` | `LocalPlayerMovementController` through scene composition | Immutable caller-held value | One physics tick |
| Output | Camera action names | `PlayerInputActions` | Current scene controller | Static constants | Process lifetime | | Output | Camera action names | `PlayerInputActions` | Current scene controller | Static constants | Process lifetime |
Side effects: Side effects:
@@ -82,15 +82,16 @@ flowchart LR
Remap[User or editor remapping] --> Map Remap[User or editor remapping] --> Map
Map -->|movement strengths| Source[PlayerInputSource] Map -->|movement strengths| Source[PlayerInputSource]
Source -->|clamp cancel normalize| Intent[MoveIntent] Source -->|clamp cancel normalize| Intent[MoveIntent]
Intent --> Consumer[ThirdPersonWowController] Intent --> Consumer[LocalPlayerMovementController]
Consumer --> Adapter[ThirdPersonWowController]
``` ```
## Lifecycle/state ## Lifecycle/state
The adapter is stateless. The scene composition root creates one The adapter is stateless. The scene composition root creates one
`PlayerInputSource` in `_ready`; each physics tick produces a new immutable `PlayerInputSource` and `LocalPlayerMovementController` in `_ready`; each physics
intent. Flight enabled/disabled state remains owned by the current sandbox tick produces a new immutable intent. Flight enabled/disabled state is owned by
controller and is not hidden in the input adapter. the movement controller and is not hidden in the input adapter.
## Main sequence ## Main sequence
@@ -99,11 +100,13 @@ sequenceDiagram
participant Engine as Godot Input participant Engine as Godot Input
participant Source as PlayerInputSource participant Source as PlayerInputSource
participant Intent as MoveIntent participant Intent as MoveIntent
participant Player as ThirdPersonWowController participant Move as LocalPlayerMovementController
participant Player as ThirdPersonWowController adapter
Engine->>Source: movement action strengths Engine->>Source: movement action strengths
Source->>Intent: compose normalized axes and requests Source->>Intent: compose normalized axes and requests
Source-->>Player: sample_move_intent() Source-->>Player: sample_move_intent()
Player->>Player: update current sandbox movement state Player->>Move: advance(intent, selected basis, delta)
Move-->>Player: displacement and velocity state
``` ```
## Ownership, threading and resources ## Ownership, threading and resources
@@ -171,15 +174,15 @@ provide a settings migration once user settings are persisted.
movement consumers. movement consumers.
- A later input-context owner may suppress gameplay actions while preserving the - A later input-context owner may suppress gameplay actions while preserving the
same intent contract. same intent contract.
- The local movement controller may replace the current scene consumer without - A future server-aware movement predictor may replace the current local
changing `PlayerInputSource`. movement consumer without changing `PlayerInputSource`.
## Capability status ## Capability status
| Capability | Status | Evidence | Gap/next step | | Capability | Status | Evidence | Gap/next step |
|---|---|---|---| |---|---|---|---|
| Remappable current sandbox controls | Implemented | `verify_player_input.gd` action/default checks | Add persisted user binding settings later | | 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 | | `PlayerInputSource → MoveIntent` seam | Implemented | Pure composition and controller boundary checks | Local movement consumer is now extracted |
| Exact 3.3.5a default semantics | Unknown | No original-client binding fixture in this package | Capture build-12340 defaults and mouse-turn/strafe policy | | 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 | | 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 | | Jump/fall/swim/fly gameplay semantics | Planned | M02 target and gameplay roadmap | Implement after terrain/movement state extraction |
@@ -200,7 +203,8 @@ provide a settings migration once user settings are persisted.
| `src/domain/input/move_intent.gd` | Immutable locomotion request contract | | `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_actions.gd` | Stable project action names |
| `src/gameplay/input/player_input_source.gd` | Engine Input Map adapter and pure composition | | `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/gameplay/movement/local_player_movement_controller.gd` | Scene-free movement consumer |
| `src/scenes/player/third_person_wow_controller.gd` | Composition and camera/input-event adapter |
| `src/tests/scenes/player_input_regression.tscn` | Asset-free controller movement/camera regression fixture | | `src/tests/scenes/player_input_regression.tscn` | Asset-free controller movement/camera regression fixture |
| `src/tools/verify_player_input.gd` | Headless contract/integration regression | | `src/tools/verify_player_input.gd` | Headless contract/integration regression |
@@ -0,0 +1,97 @@
class_name LocalPlayerMovementController
extends RefCounted
## Scene-free state and velocity integrator for the current local sandbox player.
## Direction inputs use a Godot-world movement basis selected by the scene
## adapter. This class does not discover Nodes, query terrain or mutate transforms.
var godot_world_velocity_units_per_second: Vector3:
get:
return _godot_world_velocity_units_per_second
var is_flight_enabled: bool:
get:
return _is_flight_enabled
var _run_speed_units_per_second: float
var _backward_speed_units_per_second: float
var _strafe_speed_units_per_second: float
var _flight_vertical_speed_units_per_second: float
var _acceleration_units_per_second_squared: float
var _sandbox_sprint_multiplier: float
var _godot_world_velocity_units_per_second := Vector3.ZERO
var _is_flight_enabled := false
## Creates a movement state with explicit Godot-unit speeds and acceleration.
## The current compatibility renderer treats one Godot unit as one WoW yard.
func _init(
run_speed_units_per_second: float,
backward_speed_units_per_second: float,
strafe_speed_units_per_second: float,
flight_vertical_speed_units_per_second: float,
acceleration_units_per_second_squared: float,
sandbox_sprint_multiplier: float
) -> void:
_run_speed_units_per_second = run_speed_units_per_second
_backward_speed_units_per_second = backward_speed_units_per_second
_strafe_speed_units_per_second = strafe_speed_units_per_second
_flight_vertical_speed_units_per_second = flight_vertical_speed_units_per_second
_acceleration_units_per_second_squared = acceleration_units_per_second_squared
_sandbox_sprint_multiplier = sandbox_sprint_multiplier
## Toggles sandbox free flight and clears velocity exactly like the pre-M02 controller.
## Returns the new flight state.
func toggle_sandbox_flight() -> bool:
_is_flight_enabled = not _is_flight_enabled
_godot_world_velocity_units_per_second = Vector3.ZERO
return _is_flight_enabled
## Advances velocity by one physics step and returns local-world displacement.
## `godot_world_movement_basis` is the player basis on ground and camera-pivot basis in flight.
## Negative delta values are treated as zero and do not mutate velocity.
func advance(
move_intent: MoveIntent,
godot_world_movement_basis: Basis,
delta_seconds: float
) -> Vector3:
var safe_delta_seconds := maxf(delta_seconds, 0.0)
if is_zero_approx(safe_delta_seconds):
return Vector3.ZERO
var target_velocity := _calculate_target_velocity(move_intent, godot_world_movement_basis)
_godot_world_velocity_units_per_second = _godot_world_velocity_units_per_second.move_toward(
target_velocity,
_acceleration_units_per_second_squared * safe_delta_seconds
)
return _godot_world_velocity_units_per_second * safe_delta_seconds
func _calculate_target_velocity(move_intent: MoveIntent, godot_world_movement_basis: Basis) -> Vector3:
var forward_direction := -godot_world_movement_basis.z
var right_direction := godot_world_movement_basis.x
if not _is_flight_enabled:
forward_direction.y = 0.0
right_direction.y = 0.0
forward_direction = forward_direction.normalized()
right_direction = right_direction.normalized()
var forward_speed := (
_run_speed_units_per_second
if move_intent.forward_axis > 0.0
else _backward_speed_units_per_second
)
var speed_multiplier := _sandbox_sprint_multiplier if move_intent.is_sprint_requested else 1.0
var target_velocity := (
forward_direction * move_intent.forward_axis * forward_speed
+ right_direction * move_intent.strafe_axis * _strafe_speed_units_per_second
) * speed_multiplier
if _is_flight_enabled:
target_velocity.y += (
move_intent.vertical_axis
* _flight_vertical_speed_units_per_second
* speed_multiplier
)
return target_velocity
@@ -0,0 +1 @@
uid://dxlx5kloh7p5c
@@ -9,6 +9,7 @@ const ADT_TILE_COORDINATE_SCRIPT := preload("res://src/domain/coordinates/adt_ti
const ADT_TILE_LOCAL_POSITION_SCRIPT := preload("res://src/domain/coordinates/adt_tile_local_position.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_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 PLAYER_INPUT_ACTIONS_SCRIPT := preload("res://src/gameplay/input/player_input_actions.gd")
const LOCAL_PLAYER_MOVEMENT_CONTROLLER_SCRIPT := preload("res://src/gameplay/movement/local_player_movement_controller.gd")
const CHUNK_SIZE := COORDINATE_MAPPER_SCRIPT.ADT_CHUNK_SIZE_YARDS const CHUNK_SIZE := COORDINATE_MAPPER_SCRIPT.ADT_CHUNK_SIZE_YARDS
const UNIT_SIZE := CHUNK_SIZE / 8.0 const UNIT_SIZE := CHUNK_SIZE / 8.0
@@ -54,14 +55,21 @@ var _active_animation := ""
var _captured := false var _captured := false
var _yaw := 0.0 var _yaw := 0.0
var _pitch := deg_to_rad(-18.0) var _pitch := deg_to_rad(-18.0)
var _horizontal_velocity := Vector3.ZERO
var _flight_enabled := false
var _adt_cache: Dictionary = {} var _adt_cache: Dictionary = {}
var _player_input_source: PlayerInputSource var _player_input_source: PlayerInputSource
var _local_movement_controller: LocalPlayerMovementController
func _ready() -> void: func _ready() -> void:
_player_input_source = PLAYER_INPUT_SOURCE_SCRIPT.new() _player_input_source = PLAYER_INPUT_SOURCE_SCRIPT.new()
_local_movement_controller = LOCAL_PLAYER_MOVEMENT_CONTROLLER_SCRIPT.new(
run_speed,
backward_speed,
strafe_speed,
flight_vertical_speed,
acceleration,
sprint_multiplier
)
_camera_pivot = get_node_or_null(camera_pivot_path) as Node3D _camera_pivot = get_node_or_null(camera_pivot_path) as Node3D
_camera = get_node_or_null(camera_path) as Camera3D _camera = get_node_or_null(camera_path) as Camera3D
_visual = get_node_or_null(visual_path) as Node3D _visual = get_node_or_null(visual_path) as Node3D
@@ -99,8 +107,7 @@ func _unhandled_input(event: InputEvent) -> void:
_captured = false _captured = false
Input.mouse_mode = Input.MOUSE_MODE_CAPTURED if _captured else Input.MOUSE_MODE_VISIBLE 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(): elif event.is_action_pressed(PLAYER_INPUT_ACTIONS_SCRIPT.DEBUG_TOGGLE_FLIGHT) and not event.is_echo():
_flight_enabled = not _flight_enabled _local_movement_controller.toggle_sandbox_flight()
_horizontal_velocity = Vector3.ZERO
if _captured and event is InputEventMouseMotion: if _captured and event is InputEventMouseMotion:
_yaw -= event.relative.x * mouse_sensitivity _yaw -= event.relative.x * mouse_sensitivity
@@ -111,54 +118,26 @@ func _unhandled_input(event: InputEvent) -> void:
func _physics_process(delta: float) -> void: func _physics_process(delta: float) -> void:
var move_intent := _player_input_source.sample_move_intent() var move_intent := _player_input_source.sample_move_intent()
var target_velocity := Vector3.ZERO var godot_world_movement_basis := global_basis
if move_intent.has_translation(): if _local_movement_controller.is_flight_enabled and _camera_pivot:
target_velocity = _movement_vector(move_intent) godot_world_movement_basis = _camera_pivot.global_basis
if _flight_enabled: global_position += _local_movement_controller.advance(move_intent, godot_world_movement_basis, delta)
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) if not _local_movement_controller.is_flight_enabled:
global_position += _horizontal_velocity * delta
if not _flight_enabled:
var ground := _sample_ground_height(global_position) var ground := _sample_ground_height(global_position)
if is_finite(ground): if is_finite(ground):
var target_y := ground + ground_offset var target_y := ground + ground_offset
global_position.y = lerpf(global_position.y, target_y, clampf(ground_snap_speed * delta, 0.0, 1.0)) global_position.y = lerpf(global_position.y, target_y, clampf(ground_snap_speed * delta, 0.0, 1.0))
var horizontal_motion := Vector2(_horizontal_velocity.x, _horizontal_velocity.z) var movement_velocity := _local_movement_controller.godot_world_velocity_units_per_second
var horizontal_motion := Vector2(movement_velocity.x, movement_velocity.z)
if _visual and horizontal_motion.length_squared() > 0.01: if _visual and horizontal_motion.length_squared() > 0.01:
_visual.global_rotation.y = atan2(-_horizontal_velocity.x, -_horizontal_velocity.z) _visual.global_rotation.y = atan2(-movement_velocity.x, -movement_velocity.z)
_update_character_animation(horizontal_motion.length_squared() > 0.04) _update_character_animation(horizontal_motion.length_squared() > 0.04)
_apply_camera_transform() _apply_camera_transform()
func _movement_vector(move_intent: MoveIntent) -> Vector3:
var forward := -global_basis.z
var right := global_basis.x
if _flight_enabled and _camera_pivot:
forward = -_camera_pivot.global_basis.z
right = _camera_pivot.global_basis.x
else:
forward.y = 0.0
right.y = 0.0
forward = forward.normalized()
right = right.normalized()
var speed_z := run_speed if move_intent.forward_axis > 0.0 else backward_speed
var speed_x := strafe_speed
return (
forward * move_intent.forward_axis * speed_z
+ right * move_intent.strafe_axis * speed_x
) * _debug_speed_multiplier(move_intent)
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: func _load_character_visual() -> void:
if character_model_path.is_empty() or _visual == null: if character_model_path.is_empty() or _visual == null:
return return
+137
View File
@@ -0,0 +1,137 @@
extends SceneTree
## Headless M02 unit and boundary regression for local player movement state.
const MOVEMENT_CONTROLLER_PATH := "res://src/gameplay/movement/local_player_movement_controller.gd"
const PLAYER_CONTROLLER_PATH := "res://src/scenes/player/third_person_wow_controller.gd"
func _initialize() -> void:
var failures: Array[String] = []
_verify_directional_speeds(failures)
_verify_acceleration_and_deceleration(failures)
_verify_sandbox_sprint(failures)
_verify_flight_state_and_basis(failures)
_verify_invalid_delta(failures)
_verify_scene_boundary(failures)
if not failures.is_empty():
for failure in failures:
push_error("LOCAL_PLAYER_MOVEMENT: %s" % failure)
quit(1)
return
print("LOCAL_PLAYER_MOVEMENT PASS cases=12 state_transitions=2 scene_boundary=1")
quit(0)
func _verify_directional_speeds(failures: Array[String]) -> void:
var forward_controller := _new_controller()
var forward_displacement := forward_controller.advance(_intent(1.0, 0.0), Basis.IDENTITY, 1.0)
_expect_vector_near(forward_controller.godot_world_velocity_units_per_second, Vector3(0.0, 0.0, -7.0), "forward velocity", failures)
_expect_vector_near(forward_displacement, Vector3(0.0, 0.0, -7.0), "forward displacement", failures)
var backward_controller := _new_controller()
backward_controller.advance(_intent(-1.0, 0.0), Basis.IDENTITY, 1.0)
_expect_vector_near(backward_controller.godot_world_velocity_units_per_second, Vector3(0.0, 0.0, 4.5), "backward velocity", failures)
var strafe_controller := _new_controller()
strafe_controller.advance(_intent(0.0, 1.0), Basis.IDENTITY, 1.0)
_expect_vector_near(strafe_controller.godot_world_velocity_units_per_second, Vector3(4.5, 0.0, 0.0), "strafe velocity", failures)
var rotated_controller := _new_controller()
var rotated_basis := Basis(Vector3.UP, deg_to_rad(90.0))
rotated_controller.advance(_intent(1.0, 0.0), rotated_basis, 1.0)
_expect_vector_near(
rotated_controller.godot_world_velocity_units_per_second,
(-rotated_basis.z).normalized() * 7.0,
"rotated character basis",
failures
)
func _verify_acceleration_and_deceleration(failures: Array[String]) -> void:
var controller := _new_controller()
var forward_intent := _intent(1.0, 0.0)
_expect_vector_near(controller.advance(forward_intent, Basis.IDENTITY, 0.1), Vector3(0.0, 0.0, -0.28), "first acceleration displacement", failures)
_expect_vector_near(controller.godot_world_velocity_units_per_second, Vector3(0.0, 0.0, -2.8), "first acceleration velocity", failures)
controller.advance(forward_intent, Basis.IDENTITY, 0.1)
_expect_vector_near(controller.godot_world_velocity_units_per_second, Vector3(0.0, 0.0, -5.6), "second acceleration velocity", failures)
controller.advance(_intent(0.0, 0.0), Basis.IDENTITY, 0.1)
_expect_vector_near(controller.godot_world_velocity_units_per_second, Vector3(0.0, 0.0, -2.8), "deceleration velocity", failures)
func _verify_sandbox_sprint(failures: Array[String]) -> void:
var controller := _new_controller()
controller.advance(_intent(1.0, 0.0, 0.0, true), Basis.IDENTITY, 2.0)
_expect_vector_near(controller.godot_world_velocity_units_per_second, Vector3(0.0, 0.0, -42.0), "sandbox sprint velocity", failures)
func _verify_flight_state_and_basis(failures: Array[String]) -> void:
var controller := _new_controller()
controller.advance(_intent(1.0, 0.0), Basis.IDENTITY, 1.0)
_expect_true(controller.toggle_sandbox_flight(), "flight toggles on", failures)
_expect_vector_near(controller.godot_world_velocity_units_per_second, Vector3.ZERO, "flight toggle clears velocity", failures)
var pitched_basis := Basis(Vector3.RIGHT, deg_to_rad(30.0))
controller.advance(_intent(1.0, 0.0, 1.0), pitched_basis, 1.0)
var expected_flight_velocity := (-pitched_basis.z).normalized() * 7.0 + Vector3.UP * 7.0
_expect_vector_near(controller.godot_world_velocity_units_per_second, expected_flight_velocity, "camera-relative flight velocity", failures)
_expect_true(not controller.toggle_sandbox_flight(), "flight toggles off", failures)
_expect_vector_near(controller.godot_world_velocity_units_per_second, Vector3.ZERO, "landing toggle clears velocity", failures)
func _verify_invalid_delta(failures: Array[String]) -> void:
var controller := _new_controller()
var displacement := controller.advance(_intent(1.0, 0.0), Basis.IDENTITY, -1.0)
_expect_vector_near(displacement, Vector3.ZERO, "negative delta displacement", failures)
_expect_vector_near(controller.godot_world_velocity_units_per_second, Vector3.ZERO, "negative delta state", failures)
func _verify_scene_boundary(failures: Array[String]) -> void:
var movement_source := _read_text(MOVEMENT_CONTROLLER_PATH, failures)
for forbidden_text in ["extends Node", "extends Resource", "Input.", "Camera3D", "ADTLoader", "global_position"]:
_expect_true(not movement_source.contains(forbidden_text), "movement controller omits %s" % forbidden_text, failures)
var player_source := _read_text(PLAYER_CONTROLLER_PATH, failures)
_expect_true(player_source.contains("_local_movement_controller.advance"), "scene delegates movement update", failures)
_expect_true(not player_source.contains("move_toward(target_velocity"), "scene omits velocity integration", failures)
_expect_true(not player_source.contains("func _movement_vector"), "scene omits movement-vector calculation", failures)
_expect_true(not player_source.contains("_horizontal_velocity"), "scene omits movement velocity state", failures)
_expect_true(not player_source.contains("var _flight_enabled"), "scene omits flight state", failures)
func _new_controller() -> LocalPlayerMovementController:
return LocalPlayerMovementController.new(7.0, 4.5, 4.5, 7.0, 28.0, 6.0)
func _intent(
forward_axis: float,
strafe_axis: float,
vertical_axis: float = 0.0,
sprint_requested: bool = false
) -> MoveIntent:
return MoveIntent.new(forward_axis, strafe_axis, vertical_axis, sprint_requested)
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_vector_near(
actual_value: Vector3,
expected_value: Vector3,
label: String,
failures: Array[String]
) -> void:
if not actual_value.is_equal_approx(expected_value):
failures.append("%s expected %s, got %s" % [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)
+2 -1
View File
@@ -113,7 +113,8 @@ func _verify_regression_scene(failures: Array[String]) -> void:
flight_toggle_event.action = PlayerInputActions.DEBUG_TOGGLE_FLIGHT flight_toggle_event.action = PlayerInputActions.DEBUG_TOGGLE_FLIGHT
flight_toggle_event.pressed = true flight_toggle_event.pressed = true
player.call("_unhandled_input", flight_toggle_event) player.call("_unhandled_input", flight_toggle_event)
_expect_true(player.get("_flight_enabled"), "flight action preserves immediate sandbox toggle", failures) var movement_controller: LocalPlayerMovementController = player.get("_local_movement_controller")
_expect_true(movement_controller.is_flight_enabled, "flight action preserves immediate sandbox toggle", failures)
player.free() player.free()