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
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@@ -5,21 +5,86 @@ extends RefCounted
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## This adapter owns no movement state and may be replaced independently of the
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## local movement controller.
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const RENDER_SANDBOX_PROFILE_ID := &"RenderSandbox"
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const BLIZZLIKE_335_PROFILE_ID := &"Blizzlike335"
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## Samples the current Input singleton state for one physics tick.
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func sample_move_intent() -> MoveIntent:
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return compose_move_intent(
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Input.get_action_strength(PlayerInputActions.MOVE_FORWARD),
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Input.get_action_strength(PlayerInputActions.MOVE_BACKWARD),
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Input.get_action_strength(PlayerInputActions.STRAFE_LEFT),
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Input.get_action_strength(PlayerInputActions.STRAFE_RIGHT),
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Input.get_action_strength(PlayerInputActions.DEBUG_FLY_UP),
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Input.get_action_strength(PlayerInputActions.DEBUG_FLY_DOWN),
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Input.is_action_pressed(PlayerInputActions.DEBUG_SPRINT)
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var input_profile_id: StringName:
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get:
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return _input_profile_id
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var _input_profile_id: StringName
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## Selects one supported action layout. Unknown profiles fail closed to Blizzlike335.
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func _init(requested_profile_id: StringName = BLIZZLIKE_335_PROFILE_ID) -> void:
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_input_profile_id = (
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RENDER_SANDBOX_PROFILE_ID
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if requested_profile_id == RENDER_SANDBOX_PROFILE_ID
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else BLIZZLIKE_335_PROFILE_ID
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)
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## Builds a normalized intent from action strengths for deterministic tests and
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## Samples the current Input singleton state for one physics tick.
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func sample_move_intent() -> MoveIntent:
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if _input_profile_id == RENDER_SANDBOX_PROFILE_ID:
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return compose_move_intent(
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Input.get_action_strength(PlayerInputActions.MOVE_FORWARD),
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Input.get_action_strength(PlayerInputActions.MOVE_BACKWARD),
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Input.get_action_strength(PlayerInputActions.STRAFE_LEFT),
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Input.get_action_strength(PlayerInputActions.STRAFE_RIGHT),
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Input.get_action_strength(PlayerInputActions.DEBUG_FLY_UP),
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Input.get_action_strength(PlayerInputActions.DEBUG_FLY_DOWN),
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Input.is_action_pressed(PlayerInputActions.DEBUG_SPRINT)
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)
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return compose_blizzlike_335_move_intent(
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Input.get_action_strength(PlayerInputActions.MOVE_FORWARD),
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Input.get_action_strength(PlayerInputActions.MOVE_BACKWARD),
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Input.get_action_strength(PlayerInputActions.BLIZZLIKE_STRAFE_LEFT),
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Input.get_action_strength(PlayerInputActions.BLIZZLIKE_STRAFE_RIGHT),
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Input.get_action_strength(PlayerInputActions.TURN_LEFT),
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Input.get_action_strength(PlayerInputActions.TURN_RIGHT),
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Input.is_action_pressed(PlayerInputActions.CAMERA_ROTATE)
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)
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## Builds the compatibility layout: Q/E always strafe; A/D turn unless
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## right-mouse camera rotation is active, when A/D also strafe. Default bindings
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## come from build 12340; conditional routing is reference-implementation evidence.
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static func compose_blizzlike_335_move_intent(
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forward_strength: float,
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backward_strength: float,
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strafe_left_strength: float,
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strafe_right_strength: float,
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turn_left_strength: float,
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turn_right_strength: float,
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camera_rotate_active: bool
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) -> MoveIntent:
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var effective_strafe_left := strafe_left_strength
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var effective_strafe_right := strafe_right_strength
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var turn_axis := clampf(turn_right_strength, 0.0, 1.0) - clampf(turn_left_strength, 0.0, 1.0)
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if camera_rotate_active:
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effective_strafe_left += turn_left_strength
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effective_strafe_right += turn_right_strength
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turn_axis = 0.0
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var move_intent := compose_move_intent(
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forward_strength,
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backward_strength,
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effective_strafe_left,
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effective_strafe_right,
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0.0,
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0.0,
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false
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)
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return MoveIntent.new(
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move_intent.forward_axis,
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move_intent.strafe_axis,
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0.0,
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false,
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turn_axis
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)
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## Builds a normalized sandbox intent from action strengths for deterministic tests and
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## alternative input adapters. Strengths outside `[0, 1]` are clamped.
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static func compose_move_intent(
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forward_strength: float,
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