gmp(M02): extract player terrain query
Work-Package: M02-GMP-TERRAIN-QUERY-001 Agent: sindo-main-codex Tests: terrain query, player input and movement regressions; asset-free scene; renderer dry-run; coordinate, streaming, documentation and coordination gates Fidelity: preserves existing ADT outer-grid interpolation and player ground snap; build-12340 collision parity remains unverified
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# M02-GMP-TERRAIN-QUERY-001 — Player terrain query boundary
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<!-- OPENWC_CLAIM:M02-GMP-TERRAIN-QUERY-001:sindo-main-codex:2026-07-16 -->
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## Ownership
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- Target: M02
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- Program: GMP/RND
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- Owner/Agent ID: sindo-main-codex
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- Branch: `work/sindo-main-codex/m02-terrain-query`
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- Lease expires UTC: 2026-07-16
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- Integrator: M02 milestone integrator
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## Outcome
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Introduce a typed `TerrainQuery` boundary and move ADT loading, caching, chunk
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selection and height interpolation out of `ThirdPersonWowController` without
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changing current spawn/ground-snap behavior.
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## Non-goals
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- Change ADT topology, coordinate formulas, terrain mesh or renderer caches.
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- Add physics collision, slopes, water, jump/fall/swim or server movement.
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- Reuse the streaming renderer cache before its public terrain-query contract exists.
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- Extract camera or character presentation.
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- Mark M02 complete or edit its checklist/Evidence.
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## Paths
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- Exclusive: `src/gameplay/terrain/`, `src/tools/verify_terrain_query.gd`,
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`docs/modules/terrain-query.md`, this claim
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- Shared/hotspots: `src/scenes/player/third_person_wow_controller.gd`,
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`src/tools/verify_player_input.gd`,
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`src/tools/verify_coordinate_conversion_boundaries.gd`,
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`docs/modules/local-player-movement.md`,
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`docs/modules/README.md`
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- Generated/ignored: local `.godot`, native DLL, generated ADT resources and renderer corpus
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## Contracts and data
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- Public API: `TerrainQuery.sample_ground_height(GodotWorldPosition)` returning
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immutable `TerrainGroundSample`
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- Production adapter: `AdtTerrainQuery` with owned per-tile parse cache
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- Test/data-source seam: optional ADT tile loader callable at construction
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- Coordinate contract version, ADT format, renderer cache and persistence: unchanged
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- Consumers: current player scene; future movement/collision policies
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## Dependencies
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- Requires: merged movement controller on master `5206c42`
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- Blocks: camera/presentation extraction from the player hotspot
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- External state: production uses existing native `ADTLoader`; synthetic tests need no proprietary data
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## Verification
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- Commands: synthetic height/cache/failure verifier, player input/movement
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regressions, asset-free scene, coordinate/StreamingFocus gates, renderer dry-run
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and repository gates
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- Fixtures: synthetic 145-height chunk payload and injected flat terrain query
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- Fidelity evidence: preserves existing outer-grid bilinear interpolation,
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spawn ground offset and per-tick snap formula only
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- Performance budget: one cached tile lookup and local interpolation per ground query;
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no new I/O after first tile load
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## Documentation deliverables
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- Inline public API docs for query, sample and ADT adapter
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- Terrain-query module spec with inputs/outputs, data-flow, cache lifecycle and sequence diagrams
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- Updated movement/coordinate consumer boundaries, source maps and module registry
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## Simplicity and naming
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- Important names: `TerrainQuery`, `TerrainGroundSample`, `AdtTerrainQuery`
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- Simplest approach: one narrow query contract, one typed result and one existing-format adapter
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- Rejected complexity: general collision framework, terrain service locator and renderer-cache coupling
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- Unavoidable complexity: ADT 145-height layout and chunk lookup stay isolated in adapter
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- Measured optimization evidence: existing per-tile cache retained; no new optimization
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## Status
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- State: active
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- Done: claim and isolated worktree from updated master
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- Next: implement contract/adapter, migrate player, test and document
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- Blocked by:
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