0ce3cae208
Work-Package: M02-GMP-TERRAIN-QUERY-001 Agent: sindo-main-codex Tests: coordination and documentation gates; diff check Fidelity: documents inherited height/snap regression and remaining collision evidence gap
119 lines
5.7 KiB
Markdown
119 lines
5.7 KiB
Markdown
# M02-GMP-TERRAIN-QUERY-001 — Player terrain query boundary
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<!-- OPENWC_CLAIM:M02-GMP-TERRAIN-QUERY-001:sindo-main-codex:2026-07-16 -->
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<!-- OPENWC_HANDOFF:READY:M02-GMP-TERRAIN-QUERY-001:a45d521 -->
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## Ownership
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- Target: M02
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- Program: GMP/RND
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- Owner/Agent ID: sindo-main-codex
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- Branch: `work/sindo-main-codex/m02-terrain-query`
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- Lease expires UTC: 2026-07-16
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- Integrator: M02 milestone integrator
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## Outcome
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Introduce a typed `TerrainQuery` boundary and move ADT loading, caching, chunk
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selection and height interpolation out of `ThirdPersonWowController` without
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changing current spawn/ground-snap behavior.
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## Non-goals
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- Change ADT topology, coordinate formulas, terrain mesh or renderer caches.
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- Add physics collision, slopes, water, jump/fall/swim or server movement.
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- Reuse the streaming renderer cache before its public terrain-query contract exists.
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- Extract camera or character presentation.
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- Mark M02 complete or edit its checklist/Evidence.
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## Paths
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- Exclusive: `src/gameplay/terrain/`, `src/tools/verify_terrain_query.gd`,
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`docs/modules/terrain-query.md`, this claim
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- Shared/hotspots: `src/scenes/player/third_person_wow_controller.gd`,
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`src/tools/verify_player_input.gd`,
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`src/tools/verify_coordinate_conversion_boundaries.gd`,
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`docs/modules/local-player-movement.md`,
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`docs/modules/README.md`
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- Generated/ignored: local `.godot`, native DLL, generated ADT resources and renderer corpus
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## Contracts and data
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- Public API: `TerrainQuery.sample_ground_height(GodotWorldPosition)` returning
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immutable `TerrainGroundSample`
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- Production adapter: `AdtTerrainQuery` with owned per-tile parse cache
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- Test/data-source seam: optional ADT tile loader callable at construction
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- Coordinate contract version, ADT format, renderer cache and persistence: unchanged
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- Consumers: current player scene; future movement/collision policies
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## Dependencies
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- Requires: merged movement controller on master `5206c42`
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- Blocks: camera/presentation extraction from the player hotspot
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- External state: production uses existing native `ADTLoader`; synthetic tests need no proprietary data
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## Verification
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- Commands: synthetic height/cache/failure verifier, player input/movement
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regressions, asset-free scene, coordinate/StreamingFocus gates, renderer dry-run
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and repository gates
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- Fixtures: synthetic 145-height chunk payload and injected flat terrain query
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- Fidelity evidence: preserves existing outer-grid bilinear interpolation,
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spawn ground offset and per-tick snap formula only
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- Performance budget: one cached tile lookup and local interpolation per ground query;
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no new I/O after first tile load
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## Documentation deliverables
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- Inline public API docs for query, sample and ADT adapter
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- Terrain-query module spec with inputs/outputs, data-flow, cache lifecycle and sequence diagrams
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- Updated movement/coordinate consumer boundaries, source maps and module registry
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## Simplicity and naming
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- Important names: `TerrainQuery`, `TerrainGroundSample`, `AdtTerrainQuery`
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- Simplest approach: one narrow query contract, one typed result and one existing-format adapter
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- Rejected complexity: general collision framework, terrain service locator and renderer-cache coupling
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- Unavoidable complexity: ADT 145-height layout and chunk lookup stay isolated in adapter
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- Measured optimization evidence: existing per-tile cache retained; no new optimization
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## Status
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- State: ready-for-review
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- Done: typed query/sample contract, cached ADT adapter, player migration,
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synthetic interpolation/cache/failure tests, injected scene regression and documentation
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- Next: M02 integrator reviews and merges before camera-rig extraction
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- Blocked by:
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## Handoff
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- Commit: `a45d521`
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- Branch: `work/sindo-main-codex/m02-terrain-query`
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- Outcome: `ThirdPersonWowController` no longer loads ADTs, caches tile
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dictionaries, selects chunks or interpolates height grids. It consumes a
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replaceable typed `TerrainQuery` and retains only existing offset/snap policy.
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- Public contracts: additive immutable `TerrainGroundSample`, replaceable
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`TerrainQuery`, cached `AdtTerrainQuery` and player `set_terrain_query`.
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Coordinate contract version, ADT/native format and renderer caches are unchanged.
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- Verification: `TERRAIN_QUERY PASS contract=4 interpolation=1 cache=1
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failures=2 player_injection=1`; player-input and local-movement regressions
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passed; asset-free scene exited `0`; coordinate boundary passed with five
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required consumers and StreamingFocus passed; renderer dry-run passed eight
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pre-capture gates and seven checkpoint plans; coordination/documentation/diff gates passed.
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- Fidelity: synthetic fractional-grid fixture locks the inherited 145-height
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outer-grid bilinear result within `0.002` Godot units; injected scene locks
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spawn offset `0.05` and physics snap. This is sandbox-regression evidence,
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not build-12340 triangle/hole/collision parity.
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- Local verification inputs: isolated worktree reused the existing ignored
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native DLL and generated ADT resource scripts. Proprietary extracted data and
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character GLB were absent, so renderer dry-run logged expected missing-corpus
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diagnostics while all contract steps returned success.
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- Rebuild/migration: none; caches are transient and existing formats remain unchanged.
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- Remaining risks: first ADT parse remains synchronous as before; unavailable
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tiles cache until query replacement; player still owns snap policy; exact
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ADT triangle choice, holes, slopes, liquids and collision remain open.
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- Documentation: inline public APIs plus `docs/modules/terrain-query.md` with
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inputs/outputs, data-flow, cache state and cross-boundary sequence diagrams,
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ownership, failure/recovery, capability status and source map. Coordinate and
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movement consumer specifications were updated.
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