Files
open-wc/src/gameplay/input/player_input_source.gd
T
sindoring 8776a6b362 gmp(M02): add 3.3.5 input profile
Work-Package: M02-GMP-INPUT-PROFILE-335-001
Agent: sindo-main-codex
Tests: player input/movement/capability/terrain/camera/presentation, coordinate/streaming, docs/coordination and renderer dry-run passed
Fidelity: build-12340 binding hashes and selected defaults pinned; TrinityCore turn rate and WoWee mouse routing are compatibility references with explicit limits
2026-07-15 00:17:34 +04:00

111 lines
3.8 KiB
GDScript

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.
const RENDER_SANDBOX_PROFILE_ID := &"RenderSandbox"
const BLIZZLIKE_335_PROFILE_ID := &"Blizzlike335"
var input_profile_id: StringName:
get:
return _input_profile_id
var _input_profile_id: StringName
## Selects one supported action layout. Unknown profiles fail closed to Blizzlike335.
func _init(requested_profile_id: StringName = BLIZZLIKE_335_PROFILE_ID) -> void:
_input_profile_id = (
RENDER_SANDBOX_PROFILE_ID
if requested_profile_id == RENDER_SANDBOX_PROFILE_ID
else BLIZZLIKE_335_PROFILE_ID
)
## Samples the current Input singleton state for one physics tick.
func sample_move_intent() -> MoveIntent:
if _input_profile_id == RENDER_SANDBOX_PROFILE_ID:
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)
)
return compose_blizzlike_335_move_intent(
Input.get_action_strength(PlayerInputActions.MOVE_FORWARD),
Input.get_action_strength(PlayerInputActions.MOVE_BACKWARD),
Input.get_action_strength(PlayerInputActions.BLIZZLIKE_STRAFE_LEFT),
Input.get_action_strength(PlayerInputActions.BLIZZLIKE_STRAFE_RIGHT),
Input.get_action_strength(PlayerInputActions.TURN_LEFT),
Input.get_action_strength(PlayerInputActions.TURN_RIGHT),
Input.is_action_pressed(PlayerInputActions.CAMERA_ROTATE)
)
## Builds the compatibility layout: Q/E always strafe; A/D turn unless
## right-mouse camera rotation is active, when A/D also strafe. Default bindings
## come from build 12340; conditional routing is reference-implementation evidence.
static func compose_blizzlike_335_move_intent(
forward_strength: float,
backward_strength: float,
strafe_left_strength: float,
strafe_right_strength: float,
turn_left_strength: float,
turn_right_strength: float,
camera_rotate_active: bool
) -> MoveIntent:
var effective_strafe_left := strafe_left_strength
var effective_strafe_right := strafe_right_strength
var turn_axis := clampf(turn_right_strength, 0.0, 1.0) - clampf(turn_left_strength, 0.0, 1.0)
if camera_rotate_active:
effective_strafe_left += turn_left_strength
effective_strafe_right += turn_right_strength
turn_axis = 0.0
var move_intent := compose_move_intent(
forward_strength,
backward_strength,
effective_strafe_left,
effective_strafe_right,
0.0,
0.0,
false
)
return MoveIntent.new(
move_intent.forward_axis,
move_intent.strafe_axis,
0.0,
false,
turn_axis
)
## Builds a normalized sandbox 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
)