435e1c95d2
Work-Package: M02-GMP-MOVEMENT-001 Agent: sindo-main-codex Tests: local movement and player input regressions; asset-free scene; renderer dry-run; coordinate, streaming, documentation and coordination gates Fidelity: preserves current sandbox speed, acceleration, sprint and camera-relative flight behavior; build-12340 parity remains unverified
3.3 KiB
3.3 KiB
M02-GMP-MOVEMENT-001 — Local movement state/controller
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: active
- Done: claim and isolated worktree from updated master
- Next: implement controller, migrate scene consumer, test and document
- Blocked by: