gmp(M02): add player input intent seam

Work-Package: M02-GMP-INPUT-001
Agent: sindo-main-codex
Tests: verify_player_input; renderer baseline dry-run; coordinate, streaming, documentation and coordination gates
Fidelity: preserves current sandbox bindings and movement/camera behavior; exact build-12340 semantics remain unverified
This commit is contained in:
2026-07-14 22:44:44 +04:00
parent 62eece991c
commit 6bd2e84048
13 changed files with 687 additions and 40 deletions
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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,
]
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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
)
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