# M02 — Player Decomposition ## Outcome Разделить тестового player controller на input, movement, camera, terrain query и presentation без изменения наблюдаемого поведения. ## Steps - [x] Заменить hardcoded keys на remappable Input Map actions с профилем 3.3.5a. - [x] Выделить `PlayerInputSource → MoveIntent`. - [x] Выделить local movement state/controller. - [x] Выделить `TerrainQuery` и убрать прямой ADT parsing из player. - [x] Выделить third-person camera rig и camera collision policy. - [x] Выделить character appearance и animation presenters. - [x] Оставить sprint/flight debug-функции только в sandbox profile. - [x] Добавить movement/camera state tests и regression scene. ## Fidelity evidence Скорости, повороты, jump/fall/swim/fly, camera orbit/zoom и input semantics сверяются с клиентом 3.3.5a. Debug sprint не считается gameplay parity. ## Exit criteria Каждый компонент заменяем независимо; sandbox управляется не хуже baseline; gameplay logic не загружает визуальные assets. ## Evidence - Date: 2026-07-15 - Revision/worktree: merged master `eb122d5`; closeout `work/sindo-main-codex/m02-integrator-closeout`. - Commands: `verify_player_input.gd`; `verify_local_player_movement.gd`; `verify_player_movement_capabilities.gd`; `verify_terrain_query.gd`; `verify_third_person_camera_rig.gd`; `verify_character_presentation.gd`; `verify_coordinate_conversion_boundaries.gd`; `verify_streaming_focus.gd`; `tools/run_render_baseline.ps1 -DryRun`; documentation, coordination and diff-hygiene gates. - Results: input PASS (`16` actions, `9` intent cases, `3` profiles, one provenance fixture, `3` real-scene cases); movement PASS (`15` cases, `2` state transitions); profile capabilities PASS (`3` profiles, sprint/flight allow/reject and `2` scenes); terrain PASS (`4` contract, interpolation, cache and `2` failure cases); camera PASS (`12` state and `3` policy cases); presentation PASS (`9` appearance and `10` animation cases across `3` scenes); coordinate boundary PASS (`103` files, `5` consumers); StreamingFocus PASS (`2` runtime scenes, `3` capture tools). Renderer dry-run passed project, material, dedupe and shutdown gates, manifest `7/7/7`, calibration maximum error `0.000015`, server-spawn renderer and all seven planned checkpoints. - Fidelity comparison: selected build-12340 default bindings are direct private observations pinned by `DefaultBindings.wtf` SHA-256 `35FFA0E4E2356A13A0633A848F9E57ABE7DF9D8A16C2245E15D33013AD2F56A5` and `Bindings.xml` SHA-256 `2E01276AFB7462F1417710F13B4BF1A456341F7F28CC8AE0D6D9C7442D7F6793`; only sanitized selected facts are committed. `3.141594` rad/s keyboard turn is pinned to TrinityCore 3.3.5 revision `2853a621d6af91a803787a2b8a509f4ce3e0300d`; right-mouse A/D strafe routing is supported by WoWee revision `626243e937fb93965fa583a6507ed5a1aa7dda4b`. These two sources are compatibility references, not direct client timing/ conditional-behavior proof. Translation speeds and camera values remain sandbox regression baselines rather than original-client parity evidence; jump/fall/swim/fly gameplay is not implemented by this decomposition target. Debug sprint/free flight is proven unable to execute in `Blizzlike335`. - Changed files: typed input intent/actions/source, local movement/capabilities, terrain query, camera rig/collision policy, character appearance/animation presenters, player composition, Input Map configuration, asset-free regression scenes, sanitized input fixture, M02 verifiers, module specifications and M02 coordination claims. - Remaining risks: direct build-12340 timing evidence for movement/camera, jump/fall/swim/fly, autorun, left-button camera/select behavior, active camera collision, terrain slopes/holes/liquids, persisted keybindings, server authority, prediction and reconciliation remain for M09/M10/M12. Runtime renderer scenes continue to default to explicit `RenderSandbox` until an application shell selects `Blizzlike335`. M02 makes no complete `1:1` compatibility claim.