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
@@ -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: