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11 Commits
| Author | SHA1 | Date | |
|---|---|---|---|
| 5206c42cf0 | |||
| d2d6df3655 | |||
| 435e1c95d2 | |||
| 14dead194b | |||
| e794764269 | |||
| 6bd2e84048 | |||
| 62eece991c | |||
| fc81059dfa | |||
| dd412e6d0d | |||
| 07f08044f4 | |||
| c8e99f28d6 |
@@ -1,7 +1,7 @@
|
||||
# M01-FND-COORD-BOUNDARY-GATE-001 — Coordinate conversion boundary gate
|
||||
|
||||
<!-- OPENWC_CLAIM:M01-FND-COORD-BOUNDARY-GATE-001:sindo-main-codex:2026-07-15 -->
|
||||
<!-- OPENWC_HANDOFF:READY:M01-FND-COORD-BOUNDARY-GATE-001:47dec6c -->
|
||||
<!-- OPENWC_INTEGRATION:ACCEPTED:M01-FND-COORD-BOUNDARY-GATE-001:c8e99f2 -->
|
||||
|
||||
## Ownership
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
# M01-FND-COORD-TILE-AXIS-002 — ADT filename axis correction
|
||||
|
||||
<!-- OPENWC_CLAIM:M01-FND-COORD-TILE-AXIS-002:sindo-main-codex:2026-07-15 -->
|
||||
<!-- OPENWC_HANDOFF:READY:M01-FND-COORD-TILE-AXIS-002:a7072e3 -->
|
||||
<!-- OPENWC_INTEGRATION:ACCEPTED:M01-FND-COORD-TILE-AXIS-002:c8e99f2 -->
|
||||
|
||||
## Ownership
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
# M01-FND-COORDS-001 — Canonical coordinate contracts
|
||||
|
||||
<!-- OPENWC_CLAIM:M01-FND-COORDS-001:sindo-main-codex:2026-07-15 -->
|
||||
<!-- OPENWC_HANDOFF:READY:M01-FND-COORDS-001:f45695c -->
|
||||
<!-- OPENWC_INTEGRATION:ACCEPTED:M01-FND-COORDS-001:c8e99f2 -->
|
||||
|
||||
## Ownership
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
# M01-FND-DOMAIN-IDENTITIES-001 — Stable domain identity namespaces
|
||||
|
||||
<!-- OPENWC_CLAIM:M01-FND-DOMAIN-IDENTITIES-001:sindo-main-codex:2026-07-15 -->
|
||||
<!-- OPENWC_HANDOFF:READY:M01-FND-DOMAIN-IDENTITIES-001:c1dc07c -->
|
||||
<!-- OPENWC_INTEGRATION:ACCEPTED:M01-FND-DOMAIN-IDENTITIES-001:c8e99f2 -->
|
||||
|
||||
## Ownership
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
# M01-QAR-COORD-FIXTURES-001 — Coordinate golden fixtures
|
||||
|
||||
<!-- OPENWC_CLAIM:M01-QAR-COORD-FIXTURES-001:sindo-main-codex:2026-07-15 -->
|
||||
<!-- OPENWC_HANDOFF:READY:M01-QAR-COORD-FIXTURES-001:ce4f7ec -->
|
||||
<!-- OPENWC_INTEGRATION:ACCEPTED:M01-QAR-COORD-FIXTURES-001:c8e99f2 -->
|
||||
|
||||
## Ownership
|
||||
|
||||
|
||||
@@ -0,0 +1,101 @@
|
||||
# M01-QAR-INTEGRATOR-CLOSEOUT-001 — M01 milestone closeout
|
||||
|
||||
<!-- OPENWC_CLAIM:M01-QAR-INTEGRATOR-CLOSEOUT-001:sindo-main-codex:2026-07-16 -->
|
||||
<!-- OPENWC_HANDOFF:READY:M01-QAR-INTEGRATOR-CLOSEOUT-001:dd412e6 -->
|
||||
|
||||
## Ownership
|
||||
|
||||
- Target: M01
|
||||
- Program: QAR
|
||||
- Owner/Agent ID: sindo-main-codex
|
||||
- Branch: `work/sindo-main-codex/m01-integrator-closeout`
|
||||
- Lease expires UTC: 2026-07-16
|
||||
- Integrator: sindo-main-codex, continuing the user-directed milestone workflow on 2026-07-14
|
||||
|
||||
## Outcome
|
||||
|
||||
Audit every merged M01 work package on current `master`, record final evidence,
|
||||
close M01 and activate M02 only if all target verification and documentation
|
||||
criteria pass.
|
||||
|
||||
## Non-goals
|
||||
|
||||
- Change coordinate, identity, streaming or renderer behavior.
|
||||
- Start M02 implementation.
|
||||
- Add new compatibility or visual-parity claims.
|
||||
- Commit proprietary assets, generated UIDs, caches or capture output.
|
||||
|
||||
## Paths
|
||||
|
||||
- Exclusive: M01/M02 target status, M01 final Evidence and M01 claim acceptance markers
|
||||
- Shared/hotspots: `targets/README.md`, `targets/DEVELOPMENT_ROADMAP.md`, this claim
|
||||
- Generated/ignored: local Godot imports, renderer corpus and `user://` reports
|
||||
|
||||
## Contracts and data
|
||||
|
||||
- Public APIs, schemas, cache formats and migrations: unchanged
|
||||
- Coordinate contract remains version 2
|
||||
- Fixture schema remains version 1
|
||||
- Consumers: milestone sequence and M02 work packages
|
||||
|
||||
## Dependencies
|
||||
|
||||
- Requires: all seven M01 READY commits integrated through master `c8e99f2`
|
||||
- Blocks: M02 activation
|
||||
- External state: server-spawn GUI hashes and original-client numeric evidence are recorded; proprietary files remain outside Git
|
||||
|
||||
## Verification
|
||||
|
||||
- Commands: all M01 domain/fixture/boundary/focus/identity/spawn gates,
|
||||
unified renderer dry-run, coordination/documentation checks and diff hygiene
|
||||
- Fidelity evidence: five build-12340 points, raw ADT metadata, pinned
|
||||
AzerothCore spawn and cache-complete GUI marker capture
|
||||
- Performance: no runtime change; preserve recorded renderer cold/warm evidence
|
||||
|
||||
## Documentation deliverables
|
||||
|
||||
- M01 final target Evidence and checklist
|
||||
- M01 claim integration-acceptance markers
|
||||
- Target index and roadmap transition to M02
|
||||
- API/module specifications and diagrams are audited, not changed unless a gap is found
|
||||
|
||||
## Simplicity and naming
|
||||
|
||||
- Important names introduced: none beyond the closeout work-package ID
|
||||
- Simplest approach: evidence/status-only integrator patch
|
||||
- Rejected complexity: new one-off closeout framework or behavioral changes
|
||||
- Unavoidable complexity: none
|
||||
|
||||
## Status
|
||||
|
||||
- State: ready-for-review
|
||||
- Done: accepted seven M01 packages, reran post-merge gates, recorded complete
|
||||
target Evidence, closed M01 and activated M02
|
||||
- Next: merge closeout commit before starting an M02 implementation claim
|
||||
- Blocked by:
|
||||
|
||||
## Handoff
|
||||
|
||||
- Commit: `dd412e6`
|
||||
- Branch: `work/sindo-main-codex/m01-integrator-closeout`
|
||||
- Outcome: M01 is `DONE` with all seven checklist items and complete Evidence;
|
||||
M02 is the only `ACTIVE` target and `targets/README.md` points to it.
|
||||
- Integration audit: all seven M01 READY commits are ancestors of master
|
||||
`c8e99f2`; their claims now carry `OPENWC_INTEGRATION:ACCEPTED` markers.
|
||||
- Verification: unified renderer dry-run passed project load, material/dedupe/
|
||||
shutdown gates, manifest `7/7/7`, calibration maximum error `0.000015`,
|
||||
coordinate boundary (`84` files) and server-spawn renderer `(32,48)/(3,12)`;
|
||||
coordinate mapper, golden fixtures, StreamingFocus and domain identity gates
|
||||
passed. Coordination and documentation gates passed; coordination reports
|
||||
only five already-expired M00 claim warnings.
|
||||
- Fidelity: closeout preserves five build-12340 coordinate observations, raw ADT
|
||||
evidence, pinned AzerothCore spawn mapping and cache-complete Northshire GUI
|
||||
evidence without claiming original-client visual parity or TrinityCore row
|
||||
equivalence.
|
||||
- Rebuild/migration: none. Coordinate contract remains version 2; fixture schema
|
||||
remains version 1; renderer cache formats are unchanged.
|
||||
- Remaining risks: recorded in M01 Evidence—TrinityCore populated spawn,
|
||||
placement Euler parity, native parser boundary and broader renderer parity.
|
||||
- Documentation: M01 target Evidence/checklist, target index and roadmap current
|
||||
state updated. Existing coordinate, identity and renderer module specs/API/
|
||||
diagrams were audited and passed the documentation gate.
|
||||
@@ -1,7 +1,7 @@
|
||||
# M01-QAR-SERVER-SPAWN-RENDERER-001 — Golden server spawn renderer evidence
|
||||
|
||||
<!-- OPENWC_CLAIM:M01-QAR-SERVER-SPAWN-RENDERER-001:sindo-main-codex:2026-07-15 -->
|
||||
<!-- OPENWC_HANDOFF:READY:M01-QAR-SERVER-SPAWN-RENDERER-001:318e6ae -->
|
||||
<!-- OPENWC_INTEGRATION:ACCEPTED:M01-QAR-SERVER-SPAWN-RENDERER-001:c8e99f2 -->
|
||||
|
||||
## Ownership
|
||||
|
||||
|
||||
@@ -1,7 +1,7 @@
|
||||
# M01-RND-STREAMING-FOCUS-001 — Explicit streaming focus contract
|
||||
|
||||
<!-- OPENWC_CLAIM:M01-RND-STREAMING-FOCUS-001:sindo-main-codex:2026-07-15 -->
|
||||
<!-- OPENWC_HANDOFF:READY:M01-RND-STREAMING-FOCUS-001:7815385 -->
|
||||
<!-- OPENWC_INTEGRATION:ACCEPTED:M01-RND-STREAMING-FOCUS-001:c8e99f2 -->
|
||||
|
||||
## Ownership
|
||||
|
||||
|
||||
@@ -0,0 +1,112 @@
|
||||
# M02-GMP-INPUT-001 — Player input intent seam
|
||||
|
||||
<!-- OPENWC_CLAIM:M02-GMP-INPUT-001:sindo-main-codex:2026-07-16 -->
|
||||
<!-- OPENWC_HANDOFF:READY:M02-GMP-INPUT-001:6bd2e84 -->
|
||||
|
||||
## Ownership
|
||||
|
||||
- Target: M02
|
||||
- Program: GMP/FND
|
||||
- Owner/Agent ID: sindo-main-codex
|
||||
- Branch: `work/sindo-main-codex/m02-player-input`
|
||||
- Lease expires UTC: 2026-07-16
|
||||
- Integrator: M02 milestone integrator
|
||||
|
||||
## Outcome
|
||||
|
||||
Replace direct keyboard polling in the runtime player with remappable Input Map
|
||||
actions and an immutable `PlayerInputSource → MoveIntent` boundary while
|
||||
preserving the current render-sandbox movement behavior.
|
||||
|
||||
## Non-goals
|
||||
|
||||
- Extract local movement, terrain query, camera rig or character presenters.
|
||||
- Claim exact build-12340 movement/keybinding parity before original-client fixtures.
|
||||
- Change movement speeds, camera geometry, terrain sampling or renderer behavior.
|
||||
- Mark M02 complete or edit its checklist/Evidence.
|
||||
|
||||
## Paths
|
||||
|
||||
- Exclusive: `src/domain/input/`, `src/gameplay/input/`,
|
||||
`src/tests/scenes/player_input_regression.tscn`,
|
||||
`src/tools/verify_player_input.gd`, `docs/modules/player-input.md`, this claim
|
||||
- Shared/hotspots: `project.godot`,
|
||||
`src/scenes/player/third_person_wow_controller.gd`, `docs/modules/README.md`
|
||||
- Generated/ignored: Godot import metadata, `.uid` files and local renderer corpus
|
||||
|
||||
## Contracts and data
|
||||
|
||||
- Public API: immutable `MoveIntent`; `PlayerInputSource.sample_move_intent`
|
||||
- Configuration: additive `openwc_player_*` Input Map actions
|
||||
- Persistence/schema/cache: unchanged
|
||||
- Consumers: current sandbox player controller; later local movement controller
|
||||
|
||||
## Dependencies
|
||||
|
||||
- Requires: merged M01 coordinate/streaming-focus contracts on master `62eece9`
|
||||
- Blocks: later M02 movement-controller extraction
|
||||
- External state: none; tests use synthetic Input Map events
|
||||
|
||||
## Verification
|
||||
|
||||
- Commands: dedicated player-input verifier, headless project load, coordinate
|
||||
boundary gate, coordination/documentation gates and diff hygiene
|
||||
- Fixtures: synthetic action strengths and configured default bindings
|
||||
- Fidelity evidence: current W/S/A/D, Shift, E/Q and Space sandbox behavior remains
|
||||
mapped through actions; exact 3.3.5a semantics remain unverified
|
||||
- Performance budget: one immutable intent allocation per physics tick; no I/O
|
||||
|
||||
## Documentation deliverables
|
||||
|
||||
- Inline API documentation for `MoveIntent`, `PlayerInputActions` and
|
||||
`PlayerInputSource`
|
||||
- Player-input module specification with inputs/outputs, data-flow and sequence diagrams
|
||||
- Module registry/source map and honest capability status
|
||||
|
||||
## Simplicity and naming
|
||||
|
||||
- Important names: `MoveIntent`, `PlayerInputSource`, `PlayerInputActions`
|
||||
- Simplest approach: immutable value, one input adapter and one controller consumer
|
||||
- Rejected complexity: input provider hierarchy, event bus and generic command framework
|
||||
- Unavoidable complexity: none
|
||||
- Measured optimization evidence: not applicable
|
||||
|
||||
## Status
|
||||
|
||||
- State: ready-for-review
|
||||
- Done: twelve remappable actions, immutable `MoveIntent`, stateless
|
||||
`PlayerInputSource`, controller migration, asset-free regression scene,
|
||||
dedicated verifier and module specification
|
||||
- Next: M02 integrator reviews and merges before local movement extraction
|
||||
- Blocked by:
|
||||
|
||||
## Handoff
|
||||
|
||||
- Commit: `6bd2e84`
|
||||
- Branch: `work/sindo-main-codex/m02-player-input`
|
||||
- Outcome: the runtime player no longer polls physical keyboard keys. Movement
|
||||
action strengths cross an immutable `MoveIntent` seam; camera and immediate
|
||||
sandbox-flight events use the same remappable action catalog.
|
||||
- Public contract: additive `MoveIntent`, `PlayerInputActions` and
|
||||
`PlayerInputSource`; no schema, cache, coordinate or renderer contract change.
|
||||
- Verification: `PLAYER_INPUT PASS actions=12 intent_cases=6 controller=1
|
||||
regression_scene=1`; asset-free scene smoke exited `0`; coordinate boundary
|
||||
(`88` files) and StreamingFocus gates passed; unified renderer dry-run passed
|
||||
all eight pre-capture gates and produced seven dry-run checkpoint results;
|
||||
coordination/documentation/diff gates passed.
|
||||
- Fidelity: W/S/A/D, Shift, E/Q, Space, right mouse, wheel and Escape remain the
|
||||
default sandbox bindings. Regression drives forward movement, camera zoom and
|
||||
immediate flight toggle through the real controller. This does not establish
|
||||
exact build-12340 default bindings, turn/strafe policy or gameplay movement parity.
|
||||
- Local verification inputs: the isolated worktree reused the existing ignored
|
||||
native DLL and generated ADT resource scripts. Proprietary extracted data and
|
||||
the character GLB were absent, so the renderer dry-run logged the expected
|
||||
missing-corpus diagnostics while all contract steps returned success.
|
||||
- Rebuild/migration: none. Action names are additive; persisted user-binding
|
||||
migration does not exist yet and is documented as a gap.
|
||||
- Remaining risks: production profile gating for sprint/free flight, exact
|
||||
3.3.5a bindings, local movement/terrain/camera/presentation extraction and
|
||||
broader movement/camera state tests remain M02 work.
|
||||
- Documentation: inline API comments plus `docs/modules/player-input.md` with
|
||||
inputs/outputs, data-flow and sequence diagrams, ownership, recovery,
|
||||
capability status, known gaps and source map.
|
||||
@@ -0,0 +1,117 @@
|
||||
# M02-GMP-MOVEMENT-001 — Local movement state/controller
|
||||
|
||||
<!-- OPENWC_CLAIM:M02-GMP-MOVEMENT-001:sindo-main-codex:2026-07-16 -->
|
||||
<!-- OPENWC_HANDOFF:READY:M02-GMP-MOVEMENT-001:435e1c9 -->
|
||||
|
||||
## Ownership
|
||||
|
||||
- Target: M02
|
||||
- Program: GMP
|
||||
- Owner/Agent ID: sindo-main-codex
|
||||
- Branch: `work/sindo-main-codex/m02-local-movement`
|
||||
- Lease expires UTC: 2026-07-16
|
||||
- Integrator: M02 milestone integrator
|
||||
|
||||
## Outcome
|
||||
|
||||
Move local velocity, sandbox flight state, acceleration and directional speed
|
||||
calculation from `ThirdPersonWowController` into a scene-free,
|
||||
independently-testable local movement controller without changing current
|
||||
sandbox motion.
|
||||
|
||||
## Non-goals
|
||||
|
||||
- Extract terrain queries, camera rig, character presentation or animation.
|
||||
- Add jump/fall/swim, server prediction or reconciliation.
|
||||
- Change current movement speeds, acceleration, camera-relative flight or ground snap.
|
||||
- Gate debug movement by build profile; that remains a separate M02 package.
|
||||
- Mark M02 complete or edit its checklist/Evidence.
|
||||
|
||||
## Paths
|
||||
|
||||
- Exclusive: `src/gameplay/movement/`,
|
||||
`src/tools/verify_local_player_movement.gd`,
|
||||
`docs/modules/local-player-movement.md`, this claim
|
||||
- Shared/hotspots: `src/scenes/player/third_person_wow_controller.gd`,
|
||||
`src/tools/verify_player_input.gd`, `docs/modules/player-input.md`,
|
||||
`docs/modules/README.md`
|
||||
- Generated/ignored: local `.godot`, native DLL, generated ADT resources and renderer corpus
|
||||
|
||||
## Contracts and data
|
||||
|
||||
- Public API: stateful `LocalPlayerMovementController`
|
||||
- Inputs: immutable `MoveIntent`, local Godot movement basis and physics delta seconds
|
||||
- Outputs: local Godot displacement and read-only velocity/flight state
|
||||
- Schema/cache/coordinate contracts: unchanged
|
||||
- Consumer: current sandbox player scene; later gameplay composition root
|
||||
|
||||
## Dependencies
|
||||
|
||||
- Requires: merged input seam on master `14dead1`
|
||||
- Blocks: terrain query and camera/presentation extraction from the player hotspot
|
||||
- External state: none; unit tests use synthetic intents and bases
|
||||
|
||||
## Verification
|
||||
|
||||
- Commands: dedicated pure movement verifier, player-input regression, asset-free
|
||||
scene smoke, coordinate/StreamingFocus gates, renderer dry-run and repository gates
|
||||
- Fixtures: identity/rotated/pitched bases, acceleration steps, sprint and flight transitions
|
||||
- Fidelity evidence: exact current 7.0/4.5/4.5 speeds, 28.0 acceleration,
|
||||
6x sandbox sprint and camera-relative free flight are regression-locked only
|
||||
- Performance budget: one small state update per physics tick; no allocation, I/O or scene lookup
|
||||
|
||||
## Documentation deliverables
|
||||
|
||||
- Inline public API docs for movement state/configuration and update methods
|
||||
- Local movement module specification with data-flow, state and sequence diagrams
|
||||
- Updated player-input consumer diagram/status and module registry
|
||||
|
||||
## Simplicity and naming
|
||||
|
||||
- Important name: `LocalPlayerMovementController`
|
||||
- Simplest approach: one stateful RefCounted owning velocity and flight toggle
|
||||
- Rejected complexity: generic locomotion framework, ECS component hierarchy and event bus
|
||||
- Unavoidable complexity: movement basis remains an explicit local-space input
|
||||
so the pure controller does not discover player/camera Nodes
|
||||
- Measured optimization evidence: not applicable
|
||||
|
||||
## Status
|
||||
|
||||
- State: ready-for-review
|
||||
- Done: scene-free movement state/controller, player scene migration, twelve
|
||||
numeric cases, two flight transitions, integrated regression and module documentation
|
||||
- Next: M02 integrator reviews and merges before TerrainQuery extraction
|
||||
- Blocked by:
|
||||
|
||||
## Handoff
|
||||
|
||||
- Commit: `435e1c9`
|
||||
- Branch: `work/sindo-main-codex/m02-local-movement`
|
||||
- Outcome: `ThirdPersonWowController` no longer owns velocity, flight state,
|
||||
acceleration or directional speed calculation. It selects an explicit
|
||||
Godot-world basis, applies returned displacement, and retains terrain and
|
||||
presentation adapters for later M02 packages.
|
||||
- Public contract: additive `LocalPlayerMovementController` with read-only
|
||||
Godot-world velocity/flight state, `toggle_sandbox_flight` and `advance`.
|
||||
Input, coordinate, cache and renderer contracts remain unchanged.
|
||||
- Verification: `LOCAL_PLAYER_MOVEMENT PASS cases=12 state_transitions=2
|
||||
scene_boundary=1`; `PLAYER_INPUT PASS actions=12 intent_cases=6 controller=1
|
||||
regression_scene=1`; asset-free scene smoke exited `0`; coordinate boundary
|
||||
and StreamingFocus passed; renderer dry-run passed all eight pre-capture gates
|
||||
and seven checkpoint plans; coordination/documentation/diff gates passed.
|
||||
- Fidelity: exact existing defaults are regression-locked—forward `7.0`,
|
||||
backward/strafe `4.5`, acceleration `28.0`, sandbox sprint `6x`, vertical
|
||||
flight `7.0`, velocity reset on toggle and camera-relative pitched flight.
|
||||
This preserves the sandbox baseline but is not original-client evidence.
|
||||
- Local verification inputs: the isolated worktree reused the existing ignored
|
||||
native DLL and generated ADT resource scripts. Proprietary extracted data and
|
||||
character GLB were absent, so renderer dry-run logged expected missing-corpus
|
||||
diagnostics while every contract step returned success.
|
||||
- Rebuild/migration: none; transient movement state is not persisted.
|
||||
- Remaining risks: exported speed changes after `_ready` do not reconfigure the
|
||||
controller; exact build-12340 movement semantics, terrain/collision state,
|
||||
jump/fall/swim, server prediction and debug profile gating remain open.
|
||||
- Documentation: inline public API plus `docs/modules/local-player-movement.md`
|
||||
with inputs/outputs, data-flow, state and sequence diagrams, ownership,
|
||||
recovery, capability status, risks and source map; player-input consumer
|
||||
diagrams/status were updated.
|
||||
@@ -9,6 +9,8 @@
|
||||
| Foundation/data | Planned/Partial | [`../../targets/roadmap/01-foundation-and-data.md`](../../targets/roadmap/01-foundation-and-data.md) |
|
||||
| Coordinate mapping | Implemented | [`coordinate-mapping.md`](coordinate-mapping.md) |
|
||||
| Domain identities | Implemented contract | [`domain-identities.md`](domain-identities.md) |
|
||||
| Player input | Partial | [`player-input.md`](player-input.md) |
|
||||
| Local player movement | Implemented | [`local-player-movement.md`](local-player-movement.md) |
|
||||
| Renderer | Partial | [`world-renderer.md`](world-renderer.md), [`../../RENDER.md`](../../RENDER.md) |
|
||||
| Network/session | Planned | [`../../targets/roadmap/03-network-and-session.md`](../../targets/roadmap/03-network-and-session.md) |
|
||||
| Gameplay | Prototype/Planned | [`../../targets/roadmap/04-gameplay-systems.md`](../../targets/roadmap/04-gameplay-systems.md) |
|
||||
|
||||
@@ -0,0 +1,242 @@
|
||||
# Local Player Movement
|
||||
|
||||
## Metadata
|
||||
|
||||
| Field | Value |
|
||||
|---|---|
|
||||
| Status | Implemented |
|
||||
| Target/work package | M02 / M02-GMP-MOVEMENT-001 |
|
||||
| Owners | Gameplay local movement state; scene composition owns the instance |
|
||||
| Last verified | `435e1c9`, 2026-07-14 |
|
||||
| Profiles/capabilities | Current render sandbox; production/debug profile gate pending |
|
||||
|
||||
## 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.
|
||||
|
||||
## Non-goals
|
||||
|
||||
- Apply world transforms or own a `CharacterBody3D`.
|
||||
- Query terrain height, collision, water or slopes.
|
||||
- Implement jump, fall, swim, server prediction or reconciliation.
|
||||
- Select the player basis versus camera-pivot basis; the scene adapter owns that decision.
|
||||
- Claim build-12340 movement fidelity from sandbox regression alone.
|
||||
|
||||
## Context and boundaries
|
||||
|
||||
```mermaid
|
||||
flowchart LR
|
||||
Input[MoveIntent] --> Movement[LocalPlayerMovementController]
|
||||
Basis[Explicit local movement Basis] --> Movement
|
||||
Delta[Physics delta seconds] --> Movement
|
||||
Movement --> Displacement[Godot-world displacement]
|
||||
Movement --> Velocity[Read-only velocity state]
|
||||
Scene[ThirdPersonWowController] --> Basis
|
||||
Displacement --> Scene
|
||||
Scene --> Transform[Player world transform]
|
||||
Scene --> Terrain[Ground snap adapter]
|
||||
Velocity --> Presentation[Visual facing and animation adapter]
|
||||
```
|
||||
|
||||
Allowed dependencies:
|
||||
|
||||
- `MoveIntent` from the gameplay input boundary.
|
||||
- Godot value types `Basis` and `Vector3` for renderer world-space direction math.
|
||||
- Main-thread scene adapter for basis selection and displacement application.
|
||||
|
||||
Forbidden dependencies:
|
||||
|
||||
- `Node`, `Resource`, `Input`, `Camera3D`, `ADTLoader` or scene lookup.
|
||||
- World-coordinate conversion or manual ADT/tile formulas.
|
||||
- Character assets, animation players, materials, packets or server state.
|
||||
|
||||
## Public API
|
||||
|
||||
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|
||||
|---|---|---|---|---|
|
||||
| `LocalPlayerMovementController.new(...)` | Constructor | Sets explicit speeds, acceleration and sandbox sprint multiplier | Created by composition root; retained for player scene lifetime | Caller owns configuration validation |
|
||||
| `godot_world_velocity_units_per_second` | Read-only state | Current Godot-world velocity after the last update | Stable until next mutation on owning thread | None |
|
||||
| `is_flight_enabled` | Read-only state | Current sandbox free-flight mode | Stable until toggle | None |
|
||||
| `toggle_sandbox_flight()` | Command | Toggles flight and clears velocity | Owning physics/input thread | Returns new flight state |
|
||||
| `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 |
|
||||
|
||||
Constructor units:
|
||||
|
||||
| Parameter | Unit/meaning |
|
||||
|---|---|
|
||||
| `run_speed_units_per_second` | Forward Godot units per second |
|
||||
| `backward_speed_units_per_second` | Backward Godot units per second |
|
||||
| `strafe_speed_units_per_second` | Lateral Godot units per second |
|
||||
| `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 |
|
||||
|
||||
## Inputs and outputs
|
||||
|
||||
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|
||||
|---|---|---|---|---|---|
|
||||
| Input | `MoveIntent` | `PlayerInputSource` | Movement controller | Immutable caller-held value | One physics tick |
|
||||
| Input | Godot-world `Basis` | Player scene adapter | Movement controller | Value copy | One physics tick |
|
||||
| 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 | Velocity `Vector3` | Movement controller | Facing/animation adapter | Read-only value copy | Until next update |
|
||||
| Output | Flight state | Movement controller | Basis/terrain scene adapter | Read-only boolean | Until next toggle |
|
||||
|
||||
Side effects:
|
||||
|
||||
- Mutates only controller-owned velocity and flight state.
|
||||
- Does not mutate scene tree, transforms, resources, filesystem, network or cache.
|
||||
- The scene adapter remains responsible for transform mutation and ground snap.
|
||||
|
||||
## Data flow
|
||||
|
||||
```mermaid
|
||||
flowchart LR
|
||||
Intent[MoveIntent axes] --> Target[Calculate target velocity]
|
||||
Basis[Player or camera-pivot Basis] --> Directions[Forward/right directions]
|
||||
Directions --> Target
|
||||
Config[Speeds and sprint multiplier] --> Target
|
||||
Previous[Owned velocity] --> Integrate[move_toward by acceleration × delta]
|
||||
Target --> Integrate
|
||||
Integrate --> Current[Updated velocity]
|
||||
Current --> Step[velocity × delta]
|
||||
Step --> Displacement[Scene-applied displacement]
|
||||
```
|
||||
|
||||
## Lifecycle/state
|
||||
|
||||
```mermaid
|
||||
stateDiagram-v2
|
||||
[*] --> GroundedSandbox
|
||||
GroundedSandbox --> FlyingSandbox: toggle / clear velocity
|
||||
FlyingSandbox --> GroundedSandbox: toggle / clear velocity
|
||||
GroundedSandbox --> GroundedSandbox: advance
|
||||
FlyingSandbox --> FlyingSandbox: advance
|
||||
```
|
||||
|
||||
The names describe the existing sandbox mode only. They are not authoritative
|
||||
gameplay movement states and do not imply terrain contact or server permission.
|
||||
|
||||
## Main sequence
|
||||
|
||||
```mermaid
|
||||
sequenceDiagram
|
||||
participant Input as PlayerInputSource
|
||||
participant Scene as ThirdPersonWowController
|
||||
participant Move as LocalPlayerMovementController
|
||||
participant Present as Facing/Animation adapter
|
||||
Input-->>Scene: MoveIntent
|
||||
Scene->>Move: advance(intent, selected basis, delta)
|
||||
Move-->>Scene: displacement
|
||||
Scene->>Scene: apply global position and ground snap
|
||||
Scene->>Move: godot_world_velocity_units_per_second
|
||||
Scene->>Present: horizontal motion
|
||||
```
|
||||
|
||||
## Ownership, threading and resources
|
||||
|
||||
- The player scene creates and exclusively owns one movement controller.
|
||||
- Velocity and flight state have the same lifetime as that controller.
|
||||
- All mutations currently occur on the main input/physics thread.
|
||||
- Read-only value returns are copies; consumers cannot mutate owned state.
|
||||
- No Nodes, Resources, RIDs, files, jobs or worker threads are created.
|
||||
- The supplied `Basis` is a Godot-world direction basis, not a typed world-position contract or coordinate conversion.
|
||||
|
||||
## Errors, cancellation and recovery
|
||||
|
||||
| Failure | Detection | Behavior | Diagnostic | Recovery |
|
||||
|---|---|---|---|---|
|
||||
| Negative physics delta | `advance` guard | Returns zero displacement; velocity unchanged | Unit regression | Resume with valid non-negative delta |
|
||||
| Missing scene basis owner | Scene composition defect | Controller cannot be called correctly | Scene/parser error or boundary test | Restore explicit scene dependency |
|
||||
| Flight toggle during motion | Command path | Velocity clears before next step | State-transition regression | Continue from zero velocity |
|
||||
| Missing terrain data | Outside module | Scene skips existing ground snap | Existing terrain diagnostics | TerrainQuery extraction will own policy |
|
||||
|
||||
There is no asynchronous cancellation, retry or rollback. Recreating the
|
||||
controller resets velocity and flight state deterministically.
|
||||
|
||||
## Configuration and capabilities
|
||||
|
||||
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|
||||
|---|---|---|---|---|
|
||||
| Forward speed | `7.0` units/s | Current sandbox | Fixed for controller lifetime | Target forward velocity |
|
||||
| Backward speed | `4.5` units/s | Current sandbox | Fixed for controller lifetime | Target backward velocity |
|
||||
| Strafe speed | `4.5` units/s | Current sandbox | Fixed for controller lifetime | Target lateral velocity |
|
||||
| Acceleration | `28.0` units/s² | Current sandbox | Fixed for controller lifetime | Acceleration and deceleration |
|
||||
| Flight vertical speed | `7.0` units/s | Sandbox debug | Fixed for controller lifetime | Vertical free-flight target |
|
||||
| Sprint multiplier | `6.0` | Sandbox debug | Fixed for controller lifetime | Multiplies planar and vertical targets |
|
||||
| Camera-relative basis | Selected only while flight is enabled | Sandbox debug | Per tick | Preserves existing pitched flight direction |
|
||||
|
||||
## Persistence, cache and migration
|
||||
|
||||
Movement state is transient and not serialized. No schema, cache, migration or
|
||||
saved settings change is introduced. Future reconnect/replay state requires a
|
||||
separate versioned movement snapshot contract.
|
||||
|
||||
## Diagnostics and observability
|
||||
|
||||
- Logs: verifier emits `LOCAL_PLAYER_MOVEMENT PASS` or named invariant failures.
|
||||
- Metrics: none yet; update is constant-time vector math.
|
||||
- Debug views: current character facing and animation remain observable scene outputs.
|
||||
- Correlation IDs: not applicable to synchronous local sandbox state.
|
||||
|
||||
## Verification
|
||||
|
||||
- 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.
|
||||
- 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.
|
||||
- Performance budget: constant-time vector math, no per-tick I/O or scene lookup;
|
||||
`MoveIntent` allocation remains owned by the input package.
|
||||
|
||||
## Extension points
|
||||
|
||||
- Terrain/collision policy can consume displacement without changing input or velocity ownership.
|
||||
- A future server-aware predictor may replace this controller behind the scene composition boundary.
|
||||
- A typed movement snapshot may expose deterministic replay state when M08/M09 require it.
|
||||
- Sandbox debug capability gating can reject sprint/flight before commands reach this controller.
|
||||
|
||||
## Capability status
|
||||
|
||||
| Capability | Status | Evidence | Gap/next step |
|
||||
|---|---|---|---|
|
||||
| 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 |
|
||||
| Existing camera-relative free flight | Implemented | Pitched-basis and toggle/reset cases | Restrict to sandbox profile |
|
||||
| Terrain/collision movement policy | Planned | Outside module by design | Extract `TerrainQuery` next |
|
||||
| Jump/fall/swim | Planned | M02/M09 roadmap | Requires terrain/liquid and server contracts |
|
||||
| Prediction/reconciliation | Planned | M08/M09 roadmap | Requires movement snapshot/network contract |
|
||||
|
||||
## Known gaps and risks
|
||||
|
||||
- Numeric defaults preserve the existing sandbox but 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 until `TerrainQuery` extraction.
|
||||
- Sprint and free flight still lack a typed sandbox capability gate.
|
||||
- The module uses Godot math value types; a future engine-independent gameplay
|
||||
predictor may require scalar/domain movement contracts.
|
||||
|
||||
## Source map
|
||||
|
||||
| Path | Responsibility |
|
||||
|---|---|
|
||||
| `src/gameplay/movement/local_player_movement_controller.gd` | Owned velocity/flight state and deterministic integration |
|
||||
| `src/scenes/player/third_person_wow_controller.gd` | Composition, basis selection, displacement/terrain/presentation adapters |
|
||||
| `src/tools/verify_local_player_movement.gd` | Pure numeric, state-transition and dependency regression |
|
||||
| `src/tests/scenes/player_input_regression.tscn` | Asset-free integrated player fixture |
|
||||
| `src/tools/verify_player_input.gd` | Input-to-movement scene regression |
|
||||
|
||||
## Related decisions and references
|
||||
|
||||
- ADR: none; this follows the existing M02 decomposition boundary.
|
||||
- Upstream/reference: `targets/02-player-decomposition.md`,
|
||||
`targets/roadmap/04-gameplay-systems.md`, `docs/ARCHITECTURE.md`.
|
||||
@@ -0,0 +1,215 @@
|
||||
# Player Input
|
||||
|
||||
## Metadata
|
||||
|
||||
| Field | Value |
|
||||
|---|---|
|
||||
| Status | Partial |
|
||||
| Target/work package | M02 / M02-GMP-INPUT-001, M02-GMP-MOVEMENT-001 consumer update |
|
||||
| Owners | Gameplay input boundary; `sindo-main-codex` for current package |
|
||||
| Last verified | `435e1c9`, 2026-07-14 |
|
||||
| Profiles/capabilities | Current render-sandbox defaults; `Blizzlike335` binding semantics not yet verified |
|
||||
|
||||
## Purpose
|
||||
|
||||
Convert remappable Godot Input Map actions into an immutable, scene-free
|
||||
`MoveIntent` that can be consumed by the current player controller and a later
|
||||
independently testable local movement controller.
|
||||
|
||||
## Non-goals
|
||||
|
||||
- Define authoritative server movement, prediction or reconciliation.
|
||||
- Own character transform, terrain queries, camera state or animation state.
|
||||
- Claim that the current W/S/A/D sandbox mapping exactly matches build 12340.
|
||||
- Make sprint or free flight available to the production compatibility profile;
|
||||
their profile gate remains a later M02 package.
|
||||
|
||||
## Context and boundaries
|
||||
|
||||
```mermaid
|
||||
flowchart LR
|
||||
Devices[Keyboard and mouse] --> InputMap[Godot Input Map]
|
||||
InputMap --> Source[PlayerInputSource]
|
||||
Source --> Intent[MoveIntent]
|
||||
Intent --> Movement[LocalPlayerMovementController]
|
||||
Movement --> Controller[ThirdPersonWowController adapter]
|
||||
Controller --> Camera[Current camera adapter]
|
||||
```
|
||||
|
||||
Allowed dependencies:
|
||||
|
||||
- `PlayerInputSource` may read Godot's process-wide `Input` adapter.
|
||||
- The scene controller may consume `MoveIntent` and camera-specific action names.
|
||||
- `MoveIntent` may contain scalar axes and request flags only.
|
||||
|
||||
Forbidden dependencies:
|
||||
|
||||
- `MoveIntent` must not read `Input`, inherit `Node`/`Resource`, or contain world coordinates.
|
||||
- The input source must not mutate player transforms, camera nodes or animation state.
|
||||
- Renderer, terrain parsers and network codecs must not read Input Map actions.
|
||||
|
||||
## Public API
|
||||
|
||||
| Symbol | Kind | Purpose | Thread/lifetime | Errors |
|
||||
|---|---|---|---|---|
|
||||
| `MoveIntent` | Immutable value | Carries normalized forward, strafe and vertical axes plus the sandbox sprint request | Created and consumed on the main physics tick; caller retains reference | Constructor clamps axes; no I/O failure |
|
||||
| `MoveIntent.has_translation()` | Query | Reports whether any translation axis is non-zero | Any thread while value remains immutable | None |
|
||||
| `PlayerInputActions` | Constants | Provides stable action names shared by configuration and adapters | Process lifetime | Missing project actions are detected by verification |
|
||||
| `PlayerInputSource.sample_move_intent()` | Adapter method | Samples configured actions for one physics tick | Main thread; returned intent is independent of adapter lifetime | Missing actions resolve to zero strength and are a configuration defect |
|
||||
| `PlayerInputSource.compose_move_intent(...)` | Pure factory | Clamps strengths, cancels opposites and normalizes diagonal planar input | Any thread with scalar inputs | None |
|
||||
|
||||
## Inputs and outputs
|
||||
|
||||
| Direction | Contract/data | Producer | Consumer | Ownership | Thread/lifetime |
|
||||
|---|---|---|---|---|---|
|
||||
| Input | Movement action strengths | Godot `InputMap`/`Input` | `PlayerInputSource` | Engine-owned snapshot | Sampled on main physics tick |
|
||||
| Input | Mouse action events | Godot `_unhandled_input` dispatch | Current scene controller | Engine-owned event | Current input dispatch only |
|
||||
| Output | `MoveIntent` | `PlayerInputSource` | `LocalPlayerMovementController` through scene composition | Immutable caller-held value | One physics tick |
|
||||
| Output | Camera action names | `PlayerInputActions` | Current scene controller | Static constants | Process lifetime |
|
||||
|
||||
Side effects:
|
||||
|
||||
- `PlayerInputSource` has no side effects beyond reading current engine input.
|
||||
- The existing controller still mutates player/camera transforms and mouse mode;
|
||||
those responsibilities are intentionally not moved by this package.
|
||||
- No filesystem, cache, network, database or renderer-resource mutation occurs.
|
||||
|
||||
## Data flow
|
||||
|
||||
```mermaid
|
||||
flowchart LR
|
||||
Project[project.godot action defaults] --> Map[InputMap]
|
||||
Remap[User or editor remapping] --> Map
|
||||
Map -->|movement strengths| Source[PlayerInputSource]
|
||||
Source -->|clamp cancel normalize| Intent[MoveIntent]
|
||||
Intent --> Consumer[LocalPlayerMovementController]
|
||||
Consumer --> Adapter[ThirdPersonWowController]
|
||||
```
|
||||
|
||||
## Lifecycle/state
|
||||
|
||||
The adapter is stateless. The scene composition root creates one
|
||||
`PlayerInputSource` and `LocalPlayerMovementController` in `_ready`; each physics
|
||||
tick produces a new immutable intent. Flight enabled/disabled state is owned by
|
||||
the movement controller and is not hidden in the input adapter.
|
||||
|
||||
## Main sequence
|
||||
|
||||
```mermaid
|
||||
sequenceDiagram
|
||||
participant Engine as Godot Input
|
||||
participant Source as PlayerInputSource
|
||||
participant Intent as MoveIntent
|
||||
participant Move as LocalPlayerMovementController
|
||||
participant Player as ThirdPersonWowController adapter
|
||||
Engine->>Source: movement action strengths
|
||||
Source->>Intent: compose normalized axes and requests
|
||||
Source-->>Player: sample_move_intent()
|
||||
Player->>Move: advance(intent, selected basis, delta)
|
||||
Move-->>Player: displacement and velocity state
|
||||
```
|
||||
|
||||
## Ownership, threading and resources
|
||||
|
||||
- The controller owns the input-source reference for its scene lifetime.
|
||||
- Each `MoveIntent` is immutable and retained only by its consumer.
|
||||
- Sampling and controller mutation occur on the main physics thread.
|
||||
- The module creates no Nodes, Resources, RIDs, workers or background jobs.
|
||||
- Input Map definitions are project configuration; runtime remapping remains
|
||||
engine-owned and does not mutate the domain value.
|
||||
|
||||
## Errors, cancellation and recovery
|
||||
|
||||
| Failure | Detection | Behavior | Diagnostic | Recovery |
|
||||
|---|---|---|---|---|
|
||||
| Required action missing | Headless contract verifier | Godot returns zero input for that action | `PLAYER_INPUT` failure naming action | Restore action or user mapping |
|
||||
| Conflicting opposite actions | Pure composition | Strengths cancel deterministically | Covered by contract test | Release/remap one action |
|
||||
| Strength outside range | Pure composition | Value clamps to `[0, 1]` before axis calculation | Covered by contract test | Input adapter may be corrected independently |
|
||||
| Controller disabled/unloaded | Scene lifecycle | Sampling stops with physics processing | Existing scene lifecycle | Re-enable or recreate scene |
|
||||
|
||||
There is no asynchronous operation to cancel and no persisted state to roll back.
|
||||
|
||||
## Configuration and capabilities
|
||||
|
||||
| Setting/capability | Default | Profile | Runtime mutable | Effect |
|
||||
|---|---|---|---|---|
|
||||
| Forward/backward | Physical W/S | Current render sandbox | Yes, through Input Map | Produces signed forward axis |
|
||||
| Strafe left/right | Physical A/D | Current render sandbox | Yes | Produces signed right axis |
|
||||
| Camera rotate | Right mouse button | Current render sandbox | Yes | Captures/releases mouse for orbit |
|
||||
| Camera zoom | Mouse wheel | Current render sandbox | Yes | Adjusts current camera distance |
|
||||
| Debug sprint | Shift | Sandbox debug only by intent; profile gate pending | Yes | Requests existing speed multiplier |
|
||||
| Debug flight up/down/toggle | E/Q/Space | Sandbox debug only by intent; profile gate pending | Yes | Requests existing free-flight controls |
|
||||
|
||||
## Persistence, cache and migration
|
||||
|
||||
The action names are additive project configuration. No saved binding schema,
|
||||
cache or migration exists yet. Renaming an action is a contract change and must
|
||||
provide a settings migration once user settings are persisted.
|
||||
|
||||
## Diagnostics and observability
|
||||
|
||||
- Logs: dedicated verifier emits `PLAYER_INPUT PASS` or one failure per invariant.
|
||||
- Metrics: none; sampling cost is one small value allocation per physics tick.
|
||||
- Debug views: none.
|
||||
- Correlation IDs: not applicable to local synchronous input.
|
||||
|
||||
## Verification
|
||||
|
||||
- Unit/contract tests: `src/tools/verify_player_input.gd` validates all actions,
|
||||
default bindings, axis cancellation/clamping/normalization and debug request flags.
|
||||
- Integration/E2E: `src/tests/scenes/player_input_regression.tscn` is loaded by
|
||||
the verifier, which drives forward, camera-zoom and immediate sandbox-flight
|
||||
actions through the real scene controller and also rejects direct
|
||||
physical-key polling.
|
||||
- Fidelity evidence: current sandbox defaults retain W/S/A/D, E/Q, Shift, Space,
|
||||
right mouse and wheel bindings. This is observable-regression coverage only.
|
||||
- Performance budgets: no I/O, jobs or scene lookup per sample; one immutable
|
||||
intent allocation per physics tick.
|
||||
- Manual diagnostics: run the Eastern Kingdoms scene and remap one movement
|
||||
action in Project Settings before checking movement.
|
||||
|
||||
## Extension points
|
||||
|
||||
- A gamepad/accessibility adapter may call `compose_move_intent` without changing
|
||||
movement consumers.
|
||||
- A later input-context owner may suppress gameplay actions while preserving the
|
||||
same intent contract.
|
||||
- A future server-aware movement predictor may replace the current local
|
||||
movement consumer without changing `PlayerInputSource`.
|
||||
|
||||
## Capability status
|
||||
|
||||
| Capability | Status | Evidence | Gap/next step |
|
||||
|---|---|---|---|
|
||||
| Remappable current sandbox controls | Implemented | `verify_player_input.gd` action/default checks | Add persisted user binding settings later |
|
||||
| `PlayerInputSource → MoveIntent` seam | Implemented | Pure composition and controller boundary checks | Local movement consumer is now extracted |
|
||||
| Exact 3.3.5a default semantics | Unknown | No original-client binding fixture in this package | Capture build-12340 defaults and mouse-turn/strafe policy |
|
||||
| Production profile exclusion of sprint/flight | Partial | Debug actions are named explicitly | Add typed profile/capability gate in M02 |
|
||||
| Jump/fall/swim/fly gameplay semantics | Planned | M02 target and gameplay roadmap | Implement after terrain/movement state extraction |
|
||||
|
||||
## Known gaps and risks
|
||||
|
||||
- The defaults preserve the pre-M02 sandbox behavior, not verified original-client semantics.
|
||||
- Sprint and free flight are still executable by the sandbox controller until a
|
||||
typed build-profile gate is introduced.
|
||||
- Camera input is action-mapped but camera state/collision remains in the monolithic controller.
|
||||
- There is no persisted user keybinding format or UI yet.
|
||||
|
||||
## Source map
|
||||
|
||||
| Path | Responsibility |
|
||||
|---|---|
|
||||
| `project.godot` | Additive default Input Map bindings |
|
||||
| `src/domain/input/move_intent.gd` | Immutable locomotion request contract |
|
||||
| `src/gameplay/input/player_input_actions.gd` | Stable project action names |
|
||||
| `src/gameplay/input/player_input_source.gd` | Engine Input Map adapter and pure composition |
|
||||
| `src/gameplay/movement/local_player_movement_controller.gd` | Scene-free movement consumer |
|
||||
| `src/scenes/player/third_person_wow_controller.gd` | Composition and camera/input-event adapter |
|
||||
| `src/tests/scenes/player_input_regression.tscn` | Asset-free controller movement/camera regression fixture |
|
||||
| `src/tools/verify_player_input.gd` | Headless contract/integration regression |
|
||||
|
||||
## Related decisions and references
|
||||
|
||||
- ADR: none; this implements the existing architecture and M02 seam.
|
||||
- Upstream/reference: `targets/02-player-decomposition.md`,
|
||||
`targets/roadmap/04-gameplay-systems.md`, `docs/ARCHITECTURE.md`.
|
||||
@@ -19,6 +19,69 @@ config/icon="res://icon.svg"
|
||||
|
||||
enabled=PackedStringArray("res://addons/mpq_extractor/plugin.cfg")
|
||||
|
||||
[input]
|
||||
|
||||
openwc_player_move_forward={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":87,"key_label":0,"unicode":119,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
openwc_player_move_backward={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":83,"key_label":0,"unicode":115,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
openwc_player_strafe_left={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":65,"key_label":0,"unicode":97,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
openwc_player_strafe_right={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":68,"key_label":0,"unicode":100,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
openwc_player_debug_fly_up={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":69,"key_label":0,"unicode":101,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
openwc_player_debug_fly_down={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":0,"physical_keycode":81,"key_label":0,"unicode":113,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
openwc_player_debug_sprint={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194325,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
openwc_player_debug_toggle_flight={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":32,"physical_keycode":32,"key_label":32,"unicode":32,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
openwc_player_camera_rotate={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":2,"canceled":false,"pressed":false,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
openwc_player_camera_zoom_in={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":4,"canceled":false,"pressed":false,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
openwc_player_camera_zoom_out={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventMouseButton,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"button_mask":0,"position":Vector2(0, 0),"global_position":Vector2(0, 0),"factor":1.0,"button_index":5,"canceled":false,"pressed":false,"double_click":false,"script":null)
|
||||
]
|
||||
}
|
||||
openwc_player_release_cursor={
|
||||
"deadzone": 0.5,
|
||||
"events": [Object(InputEventKey,"resource_local_to_scene":false,"resource_name":"","device":-1,"window_id":0,"alt_pressed":false,"shift_pressed":false,"ctrl_pressed":false,"meta_pressed":false,"pressed":false,"keycode":4194305,"physical_keycode":0,"key_label":0,"unicode":0,"location":0,"echo":false,"script":null)
|
||||
]
|
||||
}
|
||||
|
||||
[physics]
|
||||
|
||||
3d/physics_engine="Jolt Physics"
|
||||
|
||||
@@ -0,0 +1,47 @@
|
||||
class_name MoveIntent
|
||||
extends RefCounted
|
||||
|
||||
## Immutable player locomotion request expressed in character-local axes.
|
||||
## Axis values are normalized to `[-1, 1]`: forward/right/up are positive.
|
||||
## The intent contains no world coordinates, engine input events or presentation state.
|
||||
|
||||
var forward_axis: float:
|
||||
get:
|
||||
return _forward_axis
|
||||
|
||||
var strafe_axis: float:
|
||||
get:
|
||||
return _strafe_axis
|
||||
|
||||
var vertical_axis: float:
|
||||
get:
|
||||
return _vertical_axis
|
||||
|
||||
var is_sprint_requested: bool:
|
||||
get:
|
||||
return _is_sprint_requested
|
||||
|
||||
var _forward_axis: float
|
||||
var _strafe_axis: float
|
||||
var _vertical_axis: float
|
||||
var _is_sprint_requested: bool
|
||||
|
||||
|
||||
## Creates one frame's movement request without retaining mutable input state.
|
||||
func _init(
|
||||
forward_axis_value: float = 0.0,
|
||||
strafe_axis_value: float = 0.0,
|
||||
vertical_axis_value: float = 0.0,
|
||||
sprint_requested: bool = false
|
||||
) -> void:
|
||||
_forward_axis = clampf(forward_axis_value, -1.0, 1.0)
|
||||
_strafe_axis = clampf(strafe_axis_value, -1.0, 1.0)
|
||||
_vertical_axis = clampf(vertical_axis_value, -1.0, 1.0)
|
||||
_is_sprint_requested = sprint_requested
|
||||
|
||||
|
||||
## Returns true when the intent requests planar or vertical translation.
|
||||
func has_translation() -> bool:
|
||||
return not is_zero_approx(_forward_axis) \
|
||||
or not is_zero_approx(_strafe_axis) \
|
||||
or not is_zero_approx(_vertical_axis)
|
||||
@@ -0,0 +1 @@
|
||||
uid://btk7brcavbeec
|
||||
@@ -0,0 +1,34 @@
|
||||
class_name PlayerInputActions
|
||||
extends RefCounted
|
||||
|
||||
## Stable Input Map action names consumed by the runtime player input adapter.
|
||||
## Defaults preserve the current render-sandbox controls; users may remap every
|
||||
## action through Godot's Input Map without changing gameplay code.
|
||||
|
||||
const MOVE_FORWARD := &"openwc_player_move_forward"
|
||||
const MOVE_BACKWARD := &"openwc_player_move_backward"
|
||||
const STRAFE_LEFT := &"openwc_player_strafe_left"
|
||||
const STRAFE_RIGHT := &"openwc_player_strafe_right"
|
||||
const DEBUG_FLY_UP := &"openwc_player_debug_fly_up"
|
||||
const DEBUG_FLY_DOWN := &"openwc_player_debug_fly_down"
|
||||
const DEBUG_SPRINT := &"openwc_player_debug_sprint"
|
||||
const DEBUG_TOGGLE_FLIGHT := &"openwc_player_debug_toggle_flight"
|
||||
const CAMERA_ROTATE := &"openwc_player_camera_rotate"
|
||||
const CAMERA_ZOOM_IN := &"openwc_player_camera_zoom_in"
|
||||
const CAMERA_ZOOM_OUT := &"openwc_player_camera_zoom_out"
|
||||
const RELEASE_CURSOR := &"openwc_player_release_cursor"
|
||||
|
||||
const REQUIRED_ACTIONS: Array[StringName] = [
|
||||
MOVE_FORWARD,
|
||||
MOVE_BACKWARD,
|
||||
STRAFE_LEFT,
|
||||
STRAFE_RIGHT,
|
||||
DEBUG_FLY_UP,
|
||||
DEBUG_FLY_DOWN,
|
||||
DEBUG_SPRINT,
|
||||
DEBUG_TOGGLE_FLIGHT,
|
||||
CAMERA_ROTATE,
|
||||
CAMERA_ZOOM_IN,
|
||||
CAMERA_ZOOM_OUT,
|
||||
RELEASE_CURSOR,
|
||||
]
|
||||
@@ -0,0 +1 @@
|
||||
uid://bbhtyxm428bkm
|
||||
@@ -0,0 +1,45 @@
|
||||
class_name PlayerInputSource
|
||||
extends RefCounted
|
||||
|
||||
## Converts remappable Godot Input Map actions into immutable [MoveIntent] values.
|
||||
## This adapter owns no movement state and may be replaced independently of the
|
||||
## local movement controller.
|
||||
|
||||
|
||||
## Samples the current Input singleton state for one physics tick.
|
||||
func sample_move_intent() -> MoveIntent:
|
||||
return compose_move_intent(
|
||||
Input.get_action_strength(PlayerInputActions.MOVE_FORWARD),
|
||||
Input.get_action_strength(PlayerInputActions.MOVE_BACKWARD),
|
||||
Input.get_action_strength(PlayerInputActions.STRAFE_LEFT),
|
||||
Input.get_action_strength(PlayerInputActions.STRAFE_RIGHT),
|
||||
Input.get_action_strength(PlayerInputActions.DEBUG_FLY_UP),
|
||||
Input.get_action_strength(PlayerInputActions.DEBUG_FLY_DOWN),
|
||||
Input.is_action_pressed(PlayerInputActions.DEBUG_SPRINT)
|
||||
)
|
||||
|
||||
|
||||
## Builds a normalized intent from action strengths for deterministic tests and
|
||||
## alternative input adapters. Strengths outside `[0, 1]` are clamped.
|
||||
static func compose_move_intent(
|
||||
forward_strength: float,
|
||||
backward_strength: float,
|
||||
strafe_left_strength: float,
|
||||
strafe_right_strength: float,
|
||||
fly_up_strength: float,
|
||||
fly_down_strength: float,
|
||||
sprint_requested: bool
|
||||
) -> MoveIntent:
|
||||
var planar_axis := Vector2(
|
||||
clampf(strafe_right_strength, 0.0, 1.0) - clampf(strafe_left_strength, 0.0, 1.0),
|
||||
clampf(forward_strength, 0.0, 1.0) - clampf(backward_strength, 0.0, 1.0)
|
||||
)
|
||||
if planar_axis.length_squared() > 1.0:
|
||||
planar_axis = planar_axis.normalized()
|
||||
var vertical_axis := clampf(fly_up_strength, 0.0, 1.0) - clampf(fly_down_strength, 0.0, 1.0)
|
||||
return MoveIntent.new(
|
||||
planar_axis.y,
|
||||
planar_axis.x,
|
||||
vertical_axis,
|
||||
sprint_requested
|
||||
)
|
||||
@@ -0,0 +1 @@
|
||||
uid://b050i2lnei8qq
|
||||
@@ -0,0 +1,97 @@
|
||||
class_name LocalPlayerMovementController
|
||||
extends RefCounted
|
||||
|
||||
## Scene-free state and velocity integrator for the current local sandbox player.
|
||||
## Direction inputs use a Godot-world movement basis selected by the scene
|
||||
## adapter. This class does not discover Nodes, query terrain or mutate transforms.
|
||||
|
||||
var godot_world_velocity_units_per_second: Vector3:
|
||||
get:
|
||||
return _godot_world_velocity_units_per_second
|
||||
|
||||
var is_flight_enabled: bool:
|
||||
get:
|
||||
return _is_flight_enabled
|
||||
|
||||
var _run_speed_units_per_second: float
|
||||
var _backward_speed_units_per_second: float
|
||||
var _strafe_speed_units_per_second: float
|
||||
var _flight_vertical_speed_units_per_second: float
|
||||
var _acceleration_units_per_second_squared: float
|
||||
var _sandbox_sprint_multiplier: float
|
||||
var _godot_world_velocity_units_per_second := Vector3.ZERO
|
||||
var _is_flight_enabled := false
|
||||
|
||||
|
||||
## Creates a movement state with explicit Godot-unit speeds and acceleration.
|
||||
## The current compatibility renderer treats one Godot unit as one WoW yard.
|
||||
func _init(
|
||||
run_speed_units_per_second: float,
|
||||
backward_speed_units_per_second: float,
|
||||
strafe_speed_units_per_second: float,
|
||||
flight_vertical_speed_units_per_second: float,
|
||||
acceleration_units_per_second_squared: float,
|
||||
sandbox_sprint_multiplier: float
|
||||
) -> void:
|
||||
_run_speed_units_per_second = run_speed_units_per_second
|
||||
_backward_speed_units_per_second = backward_speed_units_per_second
|
||||
_strafe_speed_units_per_second = strafe_speed_units_per_second
|
||||
_flight_vertical_speed_units_per_second = flight_vertical_speed_units_per_second
|
||||
_acceleration_units_per_second_squared = acceleration_units_per_second_squared
|
||||
_sandbox_sprint_multiplier = sandbox_sprint_multiplier
|
||||
|
||||
|
||||
## Toggles sandbox free flight and clears velocity exactly like the pre-M02 controller.
|
||||
## Returns the new flight state.
|
||||
func toggle_sandbox_flight() -> bool:
|
||||
_is_flight_enabled = not _is_flight_enabled
|
||||
_godot_world_velocity_units_per_second = Vector3.ZERO
|
||||
return _is_flight_enabled
|
||||
|
||||
|
||||
## Advances velocity by one physics step and returns local-world displacement.
|
||||
## `godot_world_movement_basis` is the player basis on ground and camera-pivot basis in flight.
|
||||
## Negative delta values are treated as zero and do not mutate velocity.
|
||||
func advance(
|
||||
move_intent: MoveIntent,
|
||||
godot_world_movement_basis: Basis,
|
||||
delta_seconds: float
|
||||
) -> Vector3:
|
||||
var safe_delta_seconds := maxf(delta_seconds, 0.0)
|
||||
if is_zero_approx(safe_delta_seconds):
|
||||
return Vector3.ZERO
|
||||
|
||||
var target_velocity := _calculate_target_velocity(move_intent, godot_world_movement_basis)
|
||||
_godot_world_velocity_units_per_second = _godot_world_velocity_units_per_second.move_toward(
|
||||
target_velocity,
|
||||
_acceleration_units_per_second_squared * safe_delta_seconds
|
||||
)
|
||||
return _godot_world_velocity_units_per_second * safe_delta_seconds
|
||||
|
||||
|
||||
func _calculate_target_velocity(move_intent: MoveIntent, godot_world_movement_basis: Basis) -> Vector3:
|
||||
var forward_direction := -godot_world_movement_basis.z
|
||||
var right_direction := godot_world_movement_basis.x
|
||||
if not _is_flight_enabled:
|
||||
forward_direction.y = 0.0
|
||||
right_direction.y = 0.0
|
||||
forward_direction = forward_direction.normalized()
|
||||
right_direction = right_direction.normalized()
|
||||
|
||||
var forward_speed := (
|
||||
_run_speed_units_per_second
|
||||
if move_intent.forward_axis > 0.0
|
||||
else _backward_speed_units_per_second
|
||||
)
|
||||
var speed_multiplier := _sandbox_sprint_multiplier if move_intent.is_sprint_requested else 1.0
|
||||
var target_velocity := (
|
||||
forward_direction * move_intent.forward_axis * forward_speed
|
||||
+ right_direction * move_intent.strafe_axis * _strafe_speed_units_per_second
|
||||
) * speed_multiplier
|
||||
if _is_flight_enabled:
|
||||
target_velocity.y += (
|
||||
move_intent.vertical_axis
|
||||
* _flight_vertical_speed_units_per_second
|
||||
* speed_multiplier
|
||||
)
|
||||
return target_velocity
|
||||
@@ -0,0 +1 @@
|
||||
uid://dxlx5kloh7p5c
|
||||
@@ -7,6 +7,9 @@ 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 LOCAL_PLAYER_MOVEMENT_CONTROLLER_SCRIPT := preload("res://src/gameplay/movement/local_player_movement_controller.gd")
|
||||
|
||||
const CHUNK_SIZE := COORDINATE_MAPPER_SCRIPT.ADT_CHUNK_SIZE_YARDS
|
||||
const UNIT_SIZE := CHUNK_SIZE / 8.0
|
||||
@@ -52,12 +55,21 @@ var _active_animation := ""
|
||||
var _captured := false
|
||||
var _yaw := 0.0
|
||||
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
|
||||
var _local_movement_controller: LocalPlayerMovementController
|
||||
|
||||
|
||||
func _ready() -> void:
|
||||
_player_input_source = PLAYER_INPUT_SOURCE_SCRIPT.new()
|
||||
_local_movement_controller = LOCAL_PLAYER_MOVEMENT_CONTROLLER_SCRIPT.new(
|
||||
run_speed,
|
||||
backward_speed,
|
||||
strafe_speed,
|
||||
flight_vertical_speed,
|
||||
acceleration,
|
||||
sprint_multiplier
|
||||
)
|
||||
_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
|
||||
@@ -79,21 +91,23 @@ 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:
|
||||
_flight_enabled = not _flight_enabled
|
||||
_horizontal_velocity = Vector3.ZERO
|
||||
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():
|
||||
_local_movement_controller.toggle_sandbox_flight()
|
||||
|
||||
if _captured and event is InputEventMouseMotion:
|
||||
_yaw -= event.relative.x * mouse_sensitivity
|
||||
@@ -103,72 +117,27 @@ func _unhandled_input(event: InputEvent) -> void:
|
||||
|
||||
|
||||
func _physics_process(delta: float) -> void:
|
||||
var input_dir := _get_input_dir()
|
||||
var target_velocity := Vector3.ZERO
|
||||
if input_dir.length_squared() > 0.0:
|
||||
target_velocity = _movement_vector(input_dir)
|
||||
if _flight_enabled:
|
||||
target_velocity.y += _flight_vertical_velocity()
|
||||
var move_intent := _player_input_source.sample_move_intent()
|
||||
var godot_world_movement_basis := global_basis
|
||||
if _local_movement_controller.is_flight_enabled and _camera_pivot:
|
||||
godot_world_movement_basis = _camera_pivot.global_basis
|
||||
global_position += _local_movement_controller.advance(move_intent, godot_world_movement_basis, delta)
|
||||
|
||||
_horizontal_velocity = _horizontal_velocity.move_toward(target_velocity, acceleration * delta)
|
||||
global_position += _horizontal_velocity * delta
|
||||
|
||||
if not _flight_enabled:
|
||||
if not _local_movement_controller.is_flight_enabled:
|
||||
var ground := _sample_ground_height(global_position)
|
||||
if is_finite(ground):
|
||||
var target_y := ground + ground_offset
|
||||
global_position.y = lerpf(global_position.y, target_y, clampf(ground_snap_speed * delta, 0.0, 1.0))
|
||||
|
||||
var horizontal_motion := Vector2(_horizontal_velocity.x, _horizontal_velocity.z)
|
||||
var movement_velocity := _local_movement_controller.godot_world_velocity_units_per_second
|
||||
var horizontal_motion := Vector2(movement_velocity.x, movement_velocity.z)
|
||||
if _visual and horizontal_motion.length_squared() > 0.01:
|
||||
_visual.global_rotation.y = atan2(-_horizontal_velocity.x, -_horizontal_velocity.z)
|
||||
_visual.global_rotation.y = atan2(-movement_velocity.x, -movement_velocity.z)
|
||||
|
||||
_update_character_animation(horizontal_motion.length_squared() > 0.04)
|
||||
|
||||
_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:
|
||||
var forward := -global_basis.z
|
||||
var right := global_basis.x
|
||||
if _flight_enabled and _camera_pivot:
|
||||
forward = -_camera_pivot.global_basis.z
|
||||
right = _camera_pivot.global_basis.x
|
||||
else:
|
||||
forward.y = 0.0
|
||||
right.y = 0.0
|
||||
forward = forward.normalized()
|
||||
right = right.normalized()
|
||||
|
||||
var speed_z := run_speed if input_dir.y < 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
|
||||
|
||||
|
||||
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 _load_character_visual() -> void:
|
||||
if character_model_path.is_empty() or _visual == null:
|
||||
return
|
||||
|
||||
@@ -0,0 +1,14 @@
|
||||
[gd_scene load_steps=2 format=3]
|
||||
|
||||
[ext_resource type="Script" path="res://src/scenes/player/third_person_wow_controller.gd" id="1_player"]
|
||||
|
||||
[node name="PlayerInputRegression" type="CharacterBody3D"]
|
||||
script = ExtResource("1_player")
|
||||
spawn_at_tile_center = false
|
||||
character_model_path = ""
|
||||
|
||||
[node name="Visual" type="Node3D" parent="."]
|
||||
|
||||
[node name="CameraPivot" type="Node3D" parent="."]
|
||||
|
||||
[node name="Camera3D" type="Camera3D" parent="CameraPivot"]
|
||||
@@ -0,0 +1,137 @@
|
||||
extends SceneTree
|
||||
|
||||
## Headless M02 unit and boundary regression for local player movement state.
|
||||
|
||||
const MOVEMENT_CONTROLLER_PATH := "res://src/gameplay/movement/local_player_movement_controller.gd"
|
||||
const PLAYER_CONTROLLER_PATH := "res://src/scenes/player/third_person_wow_controller.gd"
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
var failures: Array[String] = []
|
||||
_verify_directional_speeds(failures)
|
||||
_verify_acceleration_and_deceleration(failures)
|
||||
_verify_sandbox_sprint(failures)
|
||||
_verify_flight_state_and_basis(failures)
|
||||
_verify_invalid_delta(failures)
|
||||
_verify_scene_boundary(failures)
|
||||
|
||||
if not failures.is_empty():
|
||||
for failure in failures:
|
||||
push_error("LOCAL_PLAYER_MOVEMENT: %s" % failure)
|
||||
quit(1)
|
||||
return
|
||||
|
||||
print("LOCAL_PLAYER_MOVEMENT PASS cases=12 state_transitions=2 scene_boundary=1")
|
||||
quit(0)
|
||||
|
||||
|
||||
func _verify_directional_speeds(failures: Array[String]) -> void:
|
||||
var forward_controller := _new_controller()
|
||||
var forward_displacement := forward_controller.advance(_intent(1.0, 0.0), Basis.IDENTITY, 1.0)
|
||||
_expect_vector_near(forward_controller.godot_world_velocity_units_per_second, Vector3(0.0, 0.0, -7.0), "forward velocity", failures)
|
||||
_expect_vector_near(forward_displacement, Vector3(0.0, 0.0, -7.0), "forward displacement", failures)
|
||||
|
||||
var backward_controller := _new_controller()
|
||||
backward_controller.advance(_intent(-1.0, 0.0), Basis.IDENTITY, 1.0)
|
||||
_expect_vector_near(backward_controller.godot_world_velocity_units_per_second, Vector3(0.0, 0.0, 4.5), "backward velocity", failures)
|
||||
|
||||
var strafe_controller := _new_controller()
|
||||
strafe_controller.advance(_intent(0.0, 1.0), Basis.IDENTITY, 1.0)
|
||||
_expect_vector_near(strafe_controller.godot_world_velocity_units_per_second, Vector3(4.5, 0.0, 0.0), "strafe velocity", failures)
|
||||
|
||||
var rotated_controller := _new_controller()
|
||||
var rotated_basis := Basis(Vector3.UP, deg_to_rad(90.0))
|
||||
rotated_controller.advance(_intent(1.0, 0.0), rotated_basis, 1.0)
|
||||
_expect_vector_near(
|
||||
rotated_controller.godot_world_velocity_units_per_second,
|
||||
(-rotated_basis.z).normalized() * 7.0,
|
||||
"rotated character basis",
|
||||
failures
|
||||
)
|
||||
|
||||
|
||||
func _verify_acceleration_and_deceleration(failures: Array[String]) -> void:
|
||||
var controller := _new_controller()
|
||||
var forward_intent := _intent(1.0, 0.0)
|
||||
_expect_vector_near(controller.advance(forward_intent, Basis.IDENTITY, 0.1), Vector3(0.0, 0.0, -0.28), "first acceleration displacement", failures)
|
||||
_expect_vector_near(controller.godot_world_velocity_units_per_second, Vector3(0.0, 0.0, -2.8), "first acceleration velocity", failures)
|
||||
controller.advance(forward_intent, Basis.IDENTITY, 0.1)
|
||||
_expect_vector_near(controller.godot_world_velocity_units_per_second, Vector3(0.0, 0.0, -5.6), "second acceleration velocity", failures)
|
||||
controller.advance(_intent(0.0, 0.0), Basis.IDENTITY, 0.1)
|
||||
_expect_vector_near(controller.godot_world_velocity_units_per_second, Vector3(0.0, 0.0, -2.8), "deceleration velocity", failures)
|
||||
|
||||
|
||||
func _verify_sandbox_sprint(failures: Array[String]) -> void:
|
||||
var controller := _new_controller()
|
||||
controller.advance(_intent(1.0, 0.0, 0.0, true), Basis.IDENTITY, 2.0)
|
||||
_expect_vector_near(controller.godot_world_velocity_units_per_second, Vector3(0.0, 0.0, -42.0), "sandbox sprint velocity", failures)
|
||||
|
||||
|
||||
func _verify_flight_state_and_basis(failures: Array[String]) -> void:
|
||||
var controller := _new_controller()
|
||||
controller.advance(_intent(1.0, 0.0), Basis.IDENTITY, 1.0)
|
||||
_expect_true(controller.toggle_sandbox_flight(), "flight toggles on", failures)
|
||||
_expect_vector_near(controller.godot_world_velocity_units_per_second, Vector3.ZERO, "flight toggle clears velocity", failures)
|
||||
|
||||
var pitched_basis := Basis(Vector3.RIGHT, deg_to_rad(30.0))
|
||||
controller.advance(_intent(1.0, 0.0, 1.0), pitched_basis, 1.0)
|
||||
var expected_flight_velocity := (-pitched_basis.z).normalized() * 7.0 + Vector3.UP * 7.0
|
||||
_expect_vector_near(controller.godot_world_velocity_units_per_second, expected_flight_velocity, "camera-relative flight velocity", failures)
|
||||
_expect_true(not controller.toggle_sandbox_flight(), "flight toggles off", failures)
|
||||
_expect_vector_near(controller.godot_world_velocity_units_per_second, Vector3.ZERO, "landing toggle clears velocity", failures)
|
||||
|
||||
|
||||
func _verify_invalid_delta(failures: Array[String]) -> void:
|
||||
var controller := _new_controller()
|
||||
var displacement := controller.advance(_intent(1.0, 0.0), Basis.IDENTITY, -1.0)
|
||||
_expect_vector_near(displacement, Vector3.ZERO, "negative delta displacement", failures)
|
||||
_expect_vector_near(controller.godot_world_velocity_units_per_second, Vector3.ZERO, "negative delta state", failures)
|
||||
|
||||
|
||||
func _verify_scene_boundary(failures: Array[String]) -> void:
|
||||
var movement_source := _read_text(MOVEMENT_CONTROLLER_PATH, failures)
|
||||
for forbidden_text in ["extends Node", "extends Resource", "Input.", "Camera3D", "ADTLoader", "global_position"]:
|
||||
_expect_true(not movement_source.contains(forbidden_text), "movement controller omits %s" % forbidden_text, failures)
|
||||
|
||||
var player_source := _read_text(PLAYER_CONTROLLER_PATH, failures)
|
||||
_expect_true(player_source.contains("_local_movement_controller.advance"), "scene delegates movement update", failures)
|
||||
_expect_true(not player_source.contains("move_toward(target_velocity"), "scene omits velocity integration", failures)
|
||||
_expect_true(not player_source.contains("func _movement_vector"), "scene omits movement-vector calculation", failures)
|
||||
_expect_true(not player_source.contains("_horizontal_velocity"), "scene omits movement velocity state", failures)
|
||||
_expect_true(not player_source.contains("var _flight_enabled"), "scene omits flight state", failures)
|
||||
|
||||
|
||||
func _new_controller() -> LocalPlayerMovementController:
|
||||
return LocalPlayerMovementController.new(7.0, 4.5, 4.5, 7.0, 28.0, 6.0)
|
||||
|
||||
|
||||
func _intent(
|
||||
forward_axis: float,
|
||||
strafe_axis: float,
|
||||
vertical_axis: float = 0.0,
|
||||
sprint_requested: bool = false
|
||||
) -> MoveIntent:
|
||||
return MoveIntent.new(forward_axis, strafe_axis, vertical_axis, sprint_requested)
|
||||
|
||||
|
||||
func _read_text(path: String, failures: Array[String]) -> String:
|
||||
var file := FileAccess.open(path, FileAccess.READ)
|
||||
if file == null:
|
||||
failures.append("cannot open %s" % path)
|
||||
return ""
|
||||
return file.get_as_text()
|
||||
|
||||
|
||||
func _expect_vector_near(
|
||||
actual_value: Vector3,
|
||||
expected_value: Vector3,
|
||||
label: String,
|
||||
failures: Array[String]
|
||||
) -> void:
|
||||
if not actual_value.is_equal_approx(expected_value):
|
||||
failures.append("%s expected %s, got %s" % [label, expected_value, actual_value])
|
||||
|
||||
|
||||
func _expect_true(actual_value: bool, label: String, failures: Array[String]) -> void:
|
||||
if not actual_value:
|
||||
failures.append("%s expected true" % label)
|
||||
@@ -0,0 +1,162 @@
|
||||
extends SceneTree
|
||||
|
||||
## Headless M02 contract regression for remappable actions and MoveIntent composition.
|
||||
|
||||
const MOVE_INTENT_PATH := "res://src/domain/input/move_intent.gd"
|
||||
const PLAYER_INPUT_SOURCE_PATH := "res://src/gameplay/input/player_input_source.gd"
|
||||
const PLAYER_CONTROLLER_PATH := "res://src/scenes/player/third_person_wow_controller.gd"
|
||||
const REGRESSION_SCENE_PATH := "res://src/tests/scenes/player_input_regression.tscn"
|
||||
|
||||
|
||||
func _initialize() -> void:
|
||||
_run_verification.call_deferred()
|
||||
|
||||
|
||||
func _run_verification() -> void:
|
||||
var failures: Array[String] = []
|
||||
_verify_default_input_actions(failures)
|
||||
_verify_move_intent_composition(failures)
|
||||
_verify_controller_boundary(failures)
|
||||
_verify_regression_scene(failures)
|
||||
|
||||
if not failures.is_empty():
|
||||
for failure in failures:
|
||||
push_error("PLAYER_INPUT: %s" % failure)
|
||||
quit(1)
|
||||
return
|
||||
|
||||
print("PLAYER_INPUT PASS actions=%d intent_cases=6 controller=1 regression_scene=1" % PlayerInputActions.REQUIRED_ACTIONS.size())
|
||||
quit(0)
|
||||
|
||||
|
||||
func _verify_default_input_actions(failures: Array[String]) -> void:
|
||||
for action_name in PlayerInputActions.REQUIRED_ACTIONS:
|
||||
_expect_true(InputMap.has_action(action_name), "Input Map contains %s" % action_name, failures)
|
||||
|
||||
_expect_key_binding(PlayerInputActions.MOVE_FORWARD, KEY_W, true, failures)
|
||||
_expect_key_binding(PlayerInputActions.MOVE_BACKWARD, KEY_S, true, failures)
|
||||
_expect_key_binding(PlayerInputActions.STRAFE_LEFT, KEY_A, true, failures)
|
||||
_expect_key_binding(PlayerInputActions.STRAFE_RIGHT, KEY_D, true, failures)
|
||||
_expect_key_binding(PlayerInputActions.DEBUG_FLY_UP, KEY_E, true, failures)
|
||||
_expect_key_binding(PlayerInputActions.DEBUG_FLY_DOWN, KEY_Q, true, failures)
|
||||
_expect_key_binding(PlayerInputActions.DEBUG_SPRINT, KEY_SHIFT, false, failures)
|
||||
_expect_key_binding(PlayerInputActions.DEBUG_TOGGLE_FLIGHT, KEY_SPACE, true, failures)
|
||||
_expect_key_binding(PlayerInputActions.RELEASE_CURSOR, KEY_ESCAPE, false, failures)
|
||||
_expect_mouse_binding(PlayerInputActions.CAMERA_ROTATE, MOUSE_BUTTON_RIGHT, failures)
|
||||
_expect_mouse_binding(PlayerInputActions.CAMERA_ZOOM_IN, MOUSE_BUTTON_WHEEL_UP, failures)
|
||||
_expect_mouse_binding(PlayerInputActions.CAMERA_ZOOM_OUT, MOUSE_BUTTON_WHEEL_DOWN, failures)
|
||||
|
||||
|
||||
func _verify_move_intent_composition(failures: Array[String]) -> void:
|
||||
var neutral := PlayerInputSource.compose_move_intent(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, false)
|
||||
_expect_near(neutral.forward_axis, 0.0, "neutral forward", failures)
|
||||
_expect_true(not neutral.has_translation(), "neutral has no translation", failures)
|
||||
|
||||
var forward := PlayerInputSource.compose_move_intent(1.0, 0.0, 0.0, 0.0, 0.0, 0.0, false)
|
||||
_expect_near(forward.forward_axis, 1.0, "forward axis", failures)
|
||||
|
||||
var canceled := PlayerInputSource.compose_move_intent(1.0, 1.0, 1.0, 1.0, 1.0, 1.0, false)
|
||||
_expect_true(not canceled.has_translation(), "opposite actions cancel", failures)
|
||||
|
||||
var diagonal := PlayerInputSource.compose_move_intent(1.0, 0.0, 0.0, 1.0, 0.0, 0.0, false)
|
||||
_expect_near(Vector2(diagonal.strafe_axis, diagonal.forward_axis).length(), 1.0, "diagonal normalized", failures)
|
||||
|
||||
var vertical := PlayerInputSource.compose_move_intent(0.0, 0.0, 0.0, 0.0, 1.5, -0.5, false)
|
||||
_expect_near(vertical.vertical_axis, 1.0, "vertical strengths clamped", failures)
|
||||
|
||||
var debug_requests := PlayerInputSource.compose_move_intent(0.0, 0.0, 0.0, 0.0, 0.0, 0.0, true)
|
||||
_expect_true(debug_requests.is_sprint_requested, "sprint request retained", failures)
|
||||
|
||||
|
||||
func _verify_controller_boundary(failures: Array[String]) -> void:
|
||||
var controller_source := _read_text(PLAYER_CONTROLLER_PATH, failures)
|
||||
_expect_true(controller_source.contains("sample_move_intent()"), "controller samples PlayerInputSource", failures)
|
||||
_expect_true(not controller_source.contains("Input.is_key_pressed"), "controller omits direct keyboard polling", failures)
|
||||
_expect_true(not controller_source.contains("KEY_"), "controller omits hardcoded key constants", failures)
|
||||
|
||||
var move_intent_source := _read_text(MOVE_INTENT_PATH, failures)
|
||||
_expect_true(not move_intent_source.contains("extends Node"), "MoveIntent does not inherit Node", failures)
|
||||
_expect_true(not move_intent_source.contains("extends Resource"), "MoveIntent does not inherit Resource", failures)
|
||||
_expect_true(not move_intent_source.contains("Input."), "MoveIntent does not read engine input", failures)
|
||||
|
||||
var input_source := _read_text(PLAYER_INPUT_SOURCE_PATH, failures)
|
||||
_expect_true(input_source.contains("Input.get_action_strength"), "input source reads action strengths", failures)
|
||||
_expect_true(not input_source.contains("is_key_pressed"), "input source omits physical-key polling", failures)
|
||||
|
||||
|
||||
func _verify_regression_scene(failures: Array[String]) -> void:
|
||||
var packed_scene := load(REGRESSION_SCENE_PATH) as PackedScene
|
||||
_expect_true(packed_scene != null, "regression scene loads", failures)
|
||||
if packed_scene == null:
|
||||
return
|
||||
|
||||
var player := packed_scene.instantiate() as CharacterBody3D
|
||||
_expect_true(player != null, "regression player instantiates", failures)
|
||||
if player == null:
|
||||
return
|
||||
root.add_child(player)
|
||||
player.set_physics_process(false)
|
||||
|
||||
Input.action_press(PlayerInputActions.MOVE_FORWARD)
|
||||
player.call("_physics_process", 1.0)
|
||||
Input.action_release(PlayerInputActions.MOVE_FORWARD)
|
||||
_expect_near(player.position.z, -7.0, "forward action moves current sandbox controller", failures)
|
||||
|
||||
var camera_distance_before: float = player.get("camera_distance")
|
||||
var zoom_event := InputEventMouseButton.new()
|
||||
zoom_event.button_index = MOUSE_BUTTON_WHEEL_UP
|
||||
zoom_event.pressed = true
|
||||
player.call("_unhandled_input", zoom_event)
|
||||
_expect_near(player.get("camera_distance"), camera_distance_before - 1.0, "zoom action updates camera distance", failures)
|
||||
|
||||
var flight_toggle_event := InputEventAction.new()
|
||||
flight_toggle_event.action = PlayerInputActions.DEBUG_TOGGLE_FLIGHT
|
||||
flight_toggle_event.pressed = true
|
||||
player.call("_unhandled_input", flight_toggle_event)
|
||||
var movement_controller: LocalPlayerMovementController = player.get("_local_movement_controller")
|
||||
_expect_true(movement_controller.is_flight_enabled, "flight action preserves immediate sandbox toggle", failures)
|
||||
player.free()
|
||||
|
||||
|
||||
func _expect_key_binding(
|
||||
action_name: StringName,
|
||||
expected_keycode: Key,
|
||||
uses_physical_keycode: bool,
|
||||
failures: Array[String]
|
||||
) -> void:
|
||||
for input_event in InputMap.action_get_events(action_name):
|
||||
if input_event is InputEventKey:
|
||||
var key_event := input_event as InputEventKey
|
||||
var configured_keycode := key_event.physical_keycode if uses_physical_keycode else key_event.keycode
|
||||
if configured_keycode == expected_keycode:
|
||||
return
|
||||
failures.append("%s missing expected key binding %s" % [action_name, expected_keycode])
|
||||
|
||||
|
||||
func _expect_mouse_binding(
|
||||
action_name: StringName,
|
||||
expected_button: MouseButton,
|
||||
failures: Array[String]
|
||||
) -> void:
|
||||
for input_event in InputMap.action_get_events(action_name):
|
||||
if input_event is InputEventMouseButton and input_event.button_index == expected_button:
|
||||
return
|
||||
failures.append("%s missing expected mouse binding %s" % [action_name, expected_button])
|
||||
|
||||
|
||||
func _read_text(path: String, failures: Array[String]) -> String:
|
||||
var file := FileAccess.open(path, FileAccess.READ)
|
||||
if file == null:
|
||||
failures.append("cannot open %s" % path)
|
||||
return ""
|
||||
return file.get_as_text()
|
||||
|
||||
|
||||
func _expect_near(actual_value: float, expected_value: float, label: String, failures: Array[String]) -> void:
|
||||
if absf(actual_value - expected_value) > 0.000001:
|
||||
failures.append("%s expected %.6f, got %.6f" % [label, expected_value, actual_value])
|
||||
|
||||
|
||||
func _expect_true(actual_value: bool, label: String, failures: Array[String]) -> void:
|
||||
if not actual_value:
|
||||
failures.append("%s expected true" % label)
|
||||
@@ -1,6 +1,7 @@
|
||||
# M01 — Coordinates and Architecture Seams
|
||||
|
||||
<!-- OPENWC_TARGET:ACTIVE -->
|
||||
<!-- OPENWC_TARGET:DONE -->
|
||||
<!-- OPENWC_TARGET_DONE:M01:work/sindo-main-codex/m01-integrator-closeout:2026-07-14 -->
|
||||
|
||||
## Outcome
|
||||
|
||||
@@ -8,13 +9,13 @@
|
||||
|
||||
## Steps
|
||||
|
||||
- [ ] Создать domain/value-object слой без `Node`/`Resource` dependencies.
|
||||
- [ ] Определить canonical WoW, Godot, ADT tile/chunk и local coordinate types.
|
||||
- [ ] Реализовать единственный `CoordinateMapper` для position и orientation.
|
||||
- [ ] Собрать golden points из ADT, server spawn и оригинального клиента.
|
||||
- [ ] Ввести `StreamingFocus` вместо неявной зависимости от active Camera3D.
|
||||
- [ ] Ввести stable `ContentId`, `EntityId` и отличить их от WoW GUID/server entry.
|
||||
- [ ] Запретить ручные axis conversion через code review rule/test search.
|
||||
- [x] Создать domain/value-object слой без `Node`/`Resource` dependencies.
|
||||
- [x] Определить canonical WoW, Godot, ADT tile/chunk и local coordinate types.
|
||||
- [x] Реализовать единственный `CoordinateMapper` для position и orientation.
|
||||
- [x] Собрать golden points из ADT, server spawn и оригинального клиента.
|
||||
- [x] Ввести `StreamingFocus` вместо неявной зависимости от active Camera3D.
|
||||
- [x] Ввести stable `ContentId`, `EntityId` и отличить их от WoW GUID/server entry.
|
||||
- [x] Запретить ручные axis conversion через code review rule/test search.
|
||||
|
||||
## Verification
|
||||
|
||||
@@ -28,10 +29,35 @@ Renderer/test scene получают focus через контракт; коор
|
||||
|
||||
## Evidence
|
||||
|
||||
- Date:
|
||||
- Revision/worktree:
|
||||
- Commands:
|
||||
- Results:
|
||||
- Fidelity comparison:
|
||||
- Changed files:
|
||||
- Remaining risks:
|
||||
- Date: 2026-07-14
|
||||
- Revision/worktree: merged master `c8e99f2`; closeout
|
||||
`work/sindo-main-codex/m01-integrator-closeout`
|
||||
- Commands: `tools/run_render_baseline.ps1 -DryRun -WaitSeconds 0.1
|
||||
-MeasureSeconds 0.1`; `verify_coordinate_mapper.gd`;
|
||||
`verify_coordinate_golden_fixtures.gd`; `verify_streaming_focus.gd`;
|
||||
`verify_domain_identities.gd`; coordination/documentation/diff gates.
|
||||
- Results: CoordinateMapper PASS (`5` golden points, `8` tile boundaries,
|
||||
`2` raw MCNK, `5` yaw); golden fixtures PASS (`1` server spawn, `1` raw ADT,
|
||||
`5` original-client points); StreamingFocus PASS (`1` contract, `2` runtime
|
||||
scenes, `3` capture tools); identities PASS (`5/5/6/5`); conversion boundary
|
||||
PASS (`84` files, one native boundary, one oracle, four consumers, six
|
||||
classifiers); server-spawn renderer PASS at ADT `(32,48)`, MCNK `(3,12)`;
|
||||
renderer manifest PASS (`7/7/7`) and calibration maximum error `0.000015`.
|
||||
- Fidelity comparison: five build-12340 camera observations, pinned AzerothCore
|
||||
Human Warrior spawn and private raw ADT metadata agree through coordinate
|
||||
contract version 2. Cache-complete cold/warm GUI capture places the mapped
|
||||
spawn marker on rendered Northshire terrain with focus `(32,48)`, quality
|
||||
`100/100`, missing cache `0`; PNG SHA-256 values are recorded in the server
|
||||
spawn handoff. The final ADT-boundary regression passed `2/2`; the full M01
|
||||
regression captured `14/14`, with `11` strict passes and three low-mean
|
||||
timing/animation-phase differences rather than coordinate drift.
|
||||
- Changed files: `src/domain/coordinates/`, `src/domain/identity/`,
|
||||
`src/domain/streaming/`, migrated sky/player/streaming/terrain consumers,
|
||||
coordinate/renderer fixtures and tools, runtime scenes, ADR 0001/0002,
|
||||
coordinate/domain/renderer module specs, coding/render documentation and
|
||||
M01 coordination claims.
|
||||
- Remaining risks: TrinityCore populated spawn equivalence is not verified;
|
||||
native parser conversion remains one separately calibrated boundary; MDDF/
|
||||
MODF placement Euler parity is outside world-yaw scope; renderer visual parity
|
||||
gaps and the known anonymous ObjectDB teardown warning continue. No `1:1`
|
||||
compatibility claim is made by M01.
|
||||
|
||||
@@ -1,6 +1,6 @@
|
||||
# M02 — Player Decomposition
|
||||
|
||||
<!-- OPENWC_TARGET:OPEN -->
|
||||
<!-- OPENWC_TARGET:ACTIVE -->
|
||||
|
||||
## Outcome
|
||||
|
||||
|
||||
@@ -21,7 +21,7 @@ OpenWC должен предоставить четыре согласованн
|
||||
|
||||
- MPQ/BLP/ADT/WDT/M2/WMO native parsing и renderer vertical slice уже существуют.
|
||||
- Runtime streaming, terrain quality, MultiMesh M2, WMO caches, liquids, sky и character experiments находятся в рабочем состоянии, но сосредоточены в крупных orchestration scripts.
|
||||
- Renderer baseline M00 завершён: paired comparison с оригинальным клиентом записывает измеренные gaps без заявления parity, а обязательные diagnostic gaps закрыты или явно классифицированы. Текущая работа M01 вводит coordinate и architecture seams.
|
||||
- Renderer baseline M00 завершён: paired comparison с оригинальным клиентом записывает измеренные gaps без заявления parity, а обязательные diagnostic gaps закрыты или явно классифицированы. M01 завершил coordinate, identity и streaming-focus seams; текущая работа M02 декомпозирует player input, movement, terrain query, camera и presentation без observable regression.
|
||||
- Gameplay domain, network protocol, production UI/Lua, audio orchestration и server adapters в основном предстоит реализовать.
|
||||
- Editor plugin пока решает extraction/preview задачи, но не является полноценной authoring platform.
|
||||
|
||||
|
||||
+3
-3
@@ -10,7 +10,7 @@
|
||||
|
||||
## Current target
|
||||
|
||||
`M01` — [01-coordinates-and-seams.md](01-coordinates-and-seams.md)
|
||||
`M02` — [02-player-decomposition.md](02-player-decomposition.md)
|
||||
|
||||
Одновременно `ACTIVE` может быть только одна цель. Следующая цель становится `ACTIVE` после появления валидной `OPENWC_TARGET_DONE` метки у предыдущей.
|
||||
|
||||
@@ -34,8 +34,8 @@
|
||||
| ID | Цель | Зависит от | Статус |
|
||||
|---|---|---|---|
|
||||
| M00 | [Renderer baseline](00-render-baseline.md) | — | DONE |
|
||||
| M01 | [Coordinates and architecture seams](01-coordinates-and-seams.md) | M00 | ACTIVE |
|
||||
| M02 | [Player decomposition](02-player-decomposition.md) | M01 | OPEN |
|
||||
| M01 | [Coordinates and architecture seams](01-coordinates-and-seams.md) | M00 | DONE |
|
||||
| M02 | [Player decomposition](02-player-decomposition.md) | M01 | ACTIVE |
|
||||
| M03 | [Renderer facade and extraction](03-renderer-facade.md) | M02 | OPEN |
|
||||
| M04 | [Godot Editor shell](04-editor-shell.md) | M03 | OPEN |
|
||||
| M05 | [Content Project](05-content-project.md) | M04 | OPEN |
|
||||
|
||||
Reference in New Issue
Block a user