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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@@ -10,9 +10,7 @@ const ADT_TILE_LOCAL_POSITION_SCRIPT := preload("res://src/domain/coordinates/ad
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const PLAYER_INPUT_SOURCE_SCRIPT := preload("res://src/gameplay/input/player_input_source.gd")
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const PLAYER_INPUT_ACTIONS_SCRIPT := preload("res://src/gameplay/input/player_input_actions.gd")
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const LOCAL_PLAYER_MOVEMENT_CONTROLLER_SCRIPT := preload("res://src/gameplay/movement/local_player_movement_controller.gd")
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const CHUNK_SIZE := COORDINATE_MAPPER_SCRIPT.ADT_CHUNK_SIZE_YARDS
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const UNIT_SIZE := CHUNK_SIZE / 8.0
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const ADT_TERRAIN_QUERY_SCRIPT := preload("res://src/gameplay/terrain/adt_terrain_query.gd")
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@export var extracted_dir: String = "res://data/extracted"
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@export var map_name: String = "Azeroth"
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@@ -55,13 +53,24 @@ var _active_animation := ""
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var _captured := false
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var _yaw := 0.0
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var _pitch := deg_to_rad(-18.0)
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var _adt_cache: Dictionary = {}
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var _player_input_source: PlayerInputSource
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var _local_movement_controller: LocalPlayerMovementController
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var _terrain_query: TerrainQuery
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## Replaces the ground-height backend without changing player movement or presentation.
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## Passing null is a composition error and leaves the current query unchanged.
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func set_terrain_query(terrain_query: TerrainQuery) -> void:
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if terrain_query == null:
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push_error("ThirdPersonWowController: terrain query cannot be null")
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return
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_terrain_query = terrain_query
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func _ready() -> void:
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_player_input_source = PLAYER_INPUT_SOURCE_SCRIPT.new()
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if _terrain_query == null:
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_terrain_query = ADT_TERRAIN_QUERY_SCRIPT.new(extracted_dir, map_name)
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_local_movement_controller = LOCAL_PLAYER_MOVEMENT_CONTROLLER_SCRIPT.new(
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run_speed,
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backward_speed,
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@@ -83,9 +92,9 @@ func _ready() -> void:
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var spawn_position = COORDINATE_MAPPER_SCRIPT.adt_tile_local_to_godot(spawn_tile, spawn_local)
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global_position = Vector3(spawn_position.x_units, spawn_position.y_units, spawn_position.z_units)
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_load_character_visual()
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var ground := _sample_ground_height(global_position)
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if is_finite(ground):
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global_position.y = ground + ground_offset
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var spawn_ground_sample := _sample_ground_height(global_position)
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if spawn_ground_sample.is_available:
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global_position.y = spawn_ground_sample.height_units + ground_offset
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_yaw = rotation.y
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_apply_camera_transform()
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@@ -124,9 +133,9 @@ func _physics_process(delta: float) -> void:
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global_position += _local_movement_controller.advance(move_intent, godot_world_movement_basis, delta)
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if not _local_movement_controller.is_flight_enabled:
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var ground := _sample_ground_height(global_position)
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if is_finite(ground):
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var target_y := ground + ground_offset
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var ground_sample := _sample_ground_height(global_position)
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if ground_sample.is_available:
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var target_y := ground_sample.height_units + ground_offset
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global_position.y = lerpf(global_position.y, target_y, clampf(ground_snap_speed * delta, 0.0, 1.0))
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var movement_velocity := _local_movement_controller.godot_world_velocity_units_per_second
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@@ -298,95 +307,11 @@ func _apply_camera_transform() -> void:
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_camera.rotation = Vector3.ZERO
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func _sample_ground_height(world_pos: Vector3) -> float:
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var typed_world_position = GODOT_WORLD_POSITION_SCRIPT.new(world_pos.x, world_pos.y, world_pos.z)
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var tile_coordinate = COORDINATE_MAPPER_SCRIPT.godot_to_adt_tile(typed_world_position)
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var tile_local_position = COORDINATE_MAPPER_SCRIPT.godot_to_adt_tile_local(typed_world_position)
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var chunk_coordinate = COORDINATE_MAPPER_SCRIPT.adt_tile_local_to_chunk(tile_coordinate, tile_local_position)
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var data := _load_adt(tile_coordinate.tile_x, tile_coordinate.tile_y)
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if data.is_empty():
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return NAN
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var tile_origin := _get_tile_origin(data)
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var chunk_x := clampi(chunk_coordinate.chunk_x, 0, 15)
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var chunk_y := clampi(chunk_coordinate.chunk_y, 0, 15)
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var chunk := _find_chunk(data, chunk_x, chunk_y, tile_origin)
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if chunk.is_empty():
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return NAN
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var origin: Vector3 = chunk.get("origin", Vector3.ZERO)
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var chunk_local := world_pos - origin
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var gx := clampf(chunk_local.x / UNIT_SIZE, 0.0, 8.0)
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var gz := clampf(chunk_local.z / UNIT_SIZE, 0.0, 8.0)
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var x0 := clampi(int(floor(gx)), 0, 8)
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var z0 := clampi(int(floor(gz)), 0, 8)
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var x1 := mini(x0 + 1, 8)
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var z1 := mini(z0 + 1, 8)
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var fx := gx - float(x0)
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var fz := gz - float(z0)
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var heights: PackedFloat32Array = chunk.get("heights", PackedFloat32Array())
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if heights.size() < 145:
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return NAN
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var h00 := heights[_outer(z0, x0)]
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var h10 := heights[_outer(z0, x1)]
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var h01 := heights[_outer(z1, x0)]
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var h11 := heights[_outer(z1, x1)]
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var hx0 := lerpf(h00, h10, fx)
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var hx1 := lerpf(h01, h11, fx)
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return origin.y + lerpf(hx0, hx1, fz)
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func _load_adt(tx: int, ty: int) -> Dictionary:
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var key := "%d_%d" % [tx, ty]
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if _adt_cache.has(key):
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return _adt_cache[key]
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if not ClassDB.class_exists("ADTLoader"):
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_adt_cache[key] = {}
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return {}
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var res_path := extracted_dir.path_join("World/Maps/%s/%s_%d_%d.adt" % [map_name, map_name, tx, ty])
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var abs_path := ProjectSettings.globalize_path(res_path)
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if not FileAccess.file_exists(abs_path):
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_adt_cache[key] = {}
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return {}
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var loader = ClassDB.instantiate("ADTLoader")
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var data: Dictionary = loader.call("load_adt", abs_path) if loader else {}
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_adt_cache[key] = data
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return data
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func _find_chunk(data: Dictionary, chunk_x: int, chunk_y: int, tile_origin: Vector3) -> Dictionary:
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for chunk in data.get("chunks", []) as Array:
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if chunk.is_empty():
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continue
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var origin: Vector3 = chunk.get("origin", Vector3.ZERO)
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var local := origin - tile_origin
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var cx := clampi(int(round(local.x / CHUNK_SIZE)), 0, 15)
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var cy := clampi(int(round(local.z / CHUNK_SIZE)), 0, 15)
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if cx == chunk_x and cy == chunk_y:
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return chunk
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return {}
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func _get_tile_origin(data: Dictionary) -> Vector3:
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var found := false
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var min_x := 0.0
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var min_z := 0.0
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for chunk in data.get("chunks", []) as Array:
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if chunk.is_empty():
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continue
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var origin: Vector3 = chunk.get("origin", Vector3.ZERO)
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if not found:
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min_x = origin.x
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min_z = origin.z
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found = true
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else:
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min_x = minf(min_x, origin.x)
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min_z = minf(min_z, origin.z)
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return Vector3(min_x, 0.0, min_z) if found else Vector3.ZERO
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func _outer(row: int, col: int) -> int:
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return row * 17 + col
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func _sample_ground_height(godot_world_position: Vector3) -> TerrainGroundSample:
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return _terrain_query.sample_ground_height(
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GODOT_WORLD_POSITION_SCRIPT.new(
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godot_world_position.x,
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godot_world_position.y,
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godot_world_position.z
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)
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)
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