gmp(M02): add 3.3.5 input profile

Work-Package: M02-GMP-INPUT-PROFILE-335-001
Agent: sindo-main-codex
Tests: player input/movement/capability/terrain/camera/presentation, coordinate/streaming, docs/coordination and renderer dry-run passed
Fidelity: build-12340 binding hashes and selected defaults pinned; TrinityCore turn rate and WoWee mouse routing are compatibility references with explicit limits
This commit is contained in:
2026-07-15 00:17:34 +04:00
parent c3094c9413
commit 8776a6b362
14 changed files with 468 additions and 59 deletions
+24 -9
View File
@@ -5,17 +5,18 @@
| Field | Value |
|---|---|
| Status | Implemented |
| Target/work package | M02 / M02-GMP-MOVEMENT-001, M02-GMP-SANDBOX-CAPABILITIES-001 and presentation consumers |
| Target/work package | M02 / M02-GMP-MOVEMENT-001, M02-GMP-SANDBOX-CAPABILITIES-001, M02-GMP-INPUT-PROFILE-335-001 and presentation consumers |
| Owners | Gameplay local movement state; scene composition owns the instance |
| Last verified | `742c415`, 2026-07-14 |
| Profiles/capabilities | `RenderSandbox` debug movement; `Blizzlike335` rejects debug sprint/flight |
| Last verified | M02-GMP-INPUT-PROFILE-335-001 worktree, 2026-07-15 |
| Profiles/capabilities | `RenderSandbox` debug movement; `Blizzlike335` selected bindings and keyboard turn with debug sprint/flight rejected |
## 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.
Godot-world movement basis into deterministic per-tick displacement and convert
signed turn intent into a yaw delta without querying terrain, cameras, input
devices or visual assets.
## Non-goals
@@ -35,6 +36,7 @@ flowchart LR
Profile[Scene profile ID] --> Capabilities[PlayerMovementCapabilities]
Capabilities --> Movement
Movement --> Displacement[Godot-world displacement]
Movement --> Yaw[Godot yaw delta radians]
Movement --> Velocity[Read-only velocity state]
Scene[ThirdPersonWowController] --> Basis
Displacement --> Scene
@@ -68,6 +70,7 @@ Forbidden dependencies:
| `movement_profile_id` | Read-only state | Effective capability profile ID | Controller lifetime | None |
| `toggle_sandbox_flight()` | Command | Toggles flight only when explicitly permitted and clears velocity | Owning physics/input thread | Rejected request returns `false` with state unchanged |
| `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 |
| `calculate_yaw_delta_radians(move_intent, delta_seconds)` | Pure query | Converts signed turn input to Godot yaw delta | Owning physics thread | Negative delta is treated as zero |
Constructor units:
@@ -79,6 +82,7 @@ Constructor units:
| `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 |
| `keyboard_turn_speed_radians_per_second` | Positive keyboard yaw speed; defaults to PI rad/s |
## Inputs and outputs
@@ -90,6 +94,7 @@ Constructor units:
| 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 | Yaw delta radians | Movement controller | Player scene adapter | Scalar value | Applied before movement basis selection |
| Output | Velocity `Vector3` | Movement controller | Facing and `CharacterAnimationPresenter` scene adapter | Read-only value copy | Until next update |
| Output | Flight state | Movement controller | Basis/terrain scene adapter | Read-only boolean | Until next toggle |
@@ -104,6 +109,8 @@ Side effects:
```mermaid
flowchart LR
Intent[MoveIntent axes] --> Target[Calculate target velocity]
Intent --> Turn[Calculate signed yaw delta]
Turn --> SceneYaw[Scene applies character yaw]
Basis[Player or camera-pivot Basis] --> Directions[Forward/right directions]
Directions --> Target
Config[Speeds and sprint multiplier] --> Target
@@ -144,6 +151,9 @@ sequenceDiagram
Input-->>Scene: MoveIntent
Scene->>Cap: map configured profile once
Scene->>Move: construct with immutable capabilities
Scene->>Move: calculate_yaw_delta_radians(intent, delta)
Move-->>Scene: yaw delta
Scene->>Scene: apply yaw and synchronize camera orbit yaw
Scene->>Move: advance(intent, selected basis, delta)
Move-->>Scene: displacement
Scene->>Scene: apply global position and ground snap
@@ -190,6 +200,7 @@ controller resets velocity and flight state deterministically.
| Debug sprint permission | Enabled | `RenderSandbox` only | Immutable | Allows sprint request multiplier |
| Debug free-flight permission | Enabled | `RenderSandbox` only | Immutable | Allows toggle and vertical movement |
| Compatibility-safe debug permissions | Disabled | `Blizzlike335` | Immutable | Ignores sprint/toggle requests |
| Keyboard turn rate | `3.141594` rad/s | `Blizzlike335` composition | Fixed for controller lifetime | Server-contract default applied to signed turn intent |
## Persistence, cache and migration
@@ -208,15 +219,17 @@ separate versioned movement snapshot contract.
- 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.
pitched camera basis, state reset, signed keyboard turn and invalid delta.
- Capability: `verify_player_movement_capabilities.gd` covers three profile-ID
cases, safe defaults, sprint/flight allow/reject behavior and two real scene compositions.
- 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.
- Fidelity evidence: translation defaults remain regression-locked against the
pre-extraction sandbox. The compatibility keyboard turn default is pinned to
TrinityCore 3.3.5 `playerBaseMoveSpeed[MOVE_TURN_RATE]`; that server contract
does not alone prove original-client timing parity.
- Performance budget: constant-time vector math, no per-tick I/O or scene lookup;
`MoveIntent` allocation remains owned by the input package.
@@ -234,6 +247,7 @@ separate versioned movement snapshot contract.
|---|---|---|---|
| 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 |
| Compatibility keyboard turn | Implemented | Pinned server-core value, signed pure cases and real-scene profile regression | Direct original-client timing comparison remains required |
| Existing camera-relative free flight | Implemented in `RenderSandbox` | Pitched-basis, profile and toggle/reset cases | Original-client flight semantics remain out of scope |
| Typed sprint/free-flight exclusion | Implemented | Pure and real-scene profile regressions | Application shell must select profile explicitly later |
| Terrain height query | Implemented | Typed `TerrainQuery` and injected player regression | Ground-snap policy remains scene-owned |
@@ -243,7 +257,7 @@ separate versioned movement snapshot contract.
## Known gaps and risks
- Numeric defaults preserve the existing sandbox but are not original-client evidence.
- Translation/acceleration defaults preserve the existing sandbox and 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, but its ADT data access is now behind
@@ -269,6 +283,7 @@ separate versioned movement snapshot contract.
| `src/tools/verify_player_movement_capabilities.gd` | Profile factory, allow/reject and real-scene regression |
| `src/tests/scenes/player_input_regression.tscn` | Asset-free integrated player fixture |
| `src/tools/verify_player_input.gd` | Input-to-movement scene regression |
| `src/tests/fixtures/player_input_profile_335.json` | Turn-rate and selected binding provenance |
## Related decisions and references