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
5.7 KiB
5.7 KiB
M02-GMP-TERRAIN-QUERY-001 — Player terrain query boundary
Ownership
- Target: M02
- Program: GMP/RND
- Owner/Agent ID: sindo-main-codex
- Branch:
work/sindo-main-codex/m02-terrain-query - Lease expires UTC: 2026-07-16
- Integrator: M02 milestone integrator
Outcome
Introduce a typed TerrainQuery boundary and move ADT loading, caching, chunk
selection and height interpolation out of ThirdPersonWowController without
changing current spawn/ground-snap behavior.
Non-goals
- Change ADT topology, coordinate formulas, terrain mesh or renderer caches.
- Add physics collision, slopes, water, jump/fall/swim or server movement.
- Reuse the streaming renderer cache before its public terrain-query contract exists.
- Extract camera or character presentation.
- Mark M02 complete or edit its checklist/Evidence.
Paths
- Exclusive:
src/gameplay/terrain/,src/tools/verify_terrain_query.gd,docs/modules/terrain-query.md, this claim - Shared/hotspots:
src/scenes/player/third_person_wow_controller.gd,src/tools/verify_player_input.gd,src/tools/verify_coordinate_conversion_boundaries.gd,docs/modules/local-player-movement.md,docs/modules/README.md - Generated/ignored: local
.godot, native DLL, generated ADT resources and renderer corpus
Contracts and data
- Public API:
TerrainQuery.sample_ground_height(GodotWorldPosition)returning immutableTerrainGroundSample - Production adapter:
AdtTerrainQuerywith owned per-tile parse cache - Test/data-source seam: optional ADT tile loader callable at construction
- Coordinate contract version, ADT format, renderer cache and persistence: unchanged
- Consumers: current player scene; future movement/collision policies
Dependencies
- Requires: merged movement controller on master
5206c42 - Blocks: camera/presentation extraction from the player hotspot
- External state: production uses existing native
ADTLoader; synthetic tests need no proprietary data
Verification
- Commands: synthetic height/cache/failure verifier, player input/movement regressions, asset-free scene, coordinate/StreamingFocus gates, renderer dry-run and repository gates
- Fixtures: synthetic 145-height chunk payload and injected flat terrain query
- Fidelity evidence: preserves existing outer-grid bilinear interpolation, spawn ground offset and per-tick snap formula only
- Performance budget: one cached tile lookup and local interpolation per ground query; no new I/O after first tile load
Documentation deliverables
- Inline public API docs for query, sample and ADT adapter
- Terrain-query module spec with inputs/outputs, data-flow, cache lifecycle and sequence diagrams
- Updated movement/coordinate consumer boundaries, source maps and module registry
Simplicity and naming
- Important names:
TerrainQuery,TerrainGroundSample,AdtTerrainQuery - Simplest approach: one narrow query contract, one typed result and one existing-format adapter
- Rejected complexity: general collision framework, terrain service locator and renderer-cache coupling
- Unavoidable complexity: ADT 145-height layout and chunk lookup stay isolated in adapter
- Measured optimization evidence: existing per-tile cache retained; no new optimization
Status
- State: ready-for-review
- Done: typed query/sample contract, cached ADT adapter, player migration, synthetic interpolation/cache/failure tests, injected scene regression and documentation
- Next: M02 integrator reviews and merges before camera-rig extraction
- Blocked by:
Handoff
- Commit:
a45d521 - Branch:
work/sindo-main-codex/m02-terrain-query - Outcome:
ThirdPersonWowControllerno longer loads ADTs, caches tile dictionaries, selects chunks or interpolates height grids. It consumes a replaceable typedTerrainQueryand retains only existing offset/snap policy. - Public contracts: additive immutable
TerrainGroundSample, replaceableTerrainQuery, cachedAdtTerrainQueryand playerset_terrain_query. Coordinate contract version, ADT/native format and renderer caches are unchanged. - Verification:
TERRAIN_QUERY PASS contract=4 interpolation=1 cache=1 failures=2 player_injection=1; player-input and local-movement regressions passed; asset-free scene exited0; coordinate boundary passed with five required consumers and StreamingFocus passed; renderer dry-run passed eight pre-capture gates and seven checkpoint plans; coordination/documentation/diff gates passed. - Fidelity: synthetic fractional-grid fixture locks the inherited 145-height
outer-grid bilinear result within
0.002Godot units; injected scene locks spawn offset0.05and physics snap. This is sandbox-regression evidence, not build-12340 triangle/hole/collision parity. - Local verification inputs: 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 all contract steps returned success.
- Rebuild/migration: none; caches are transient and existing formats remain unchanged.
- Remaining risks: first ADT parse remains synchronous as before; unavailable tiles cache until query replacement; player still owns snap policy; exact ADT triangle choice, holes, slopes, liquids and collision remain open.
- Documentation: inline public APIs plus
docs/modules/terrain-query.mdwith inputs/outputs, data-flow, cache state and cross-boundary sequence diagrams, ownership, failure/recovery, capability status and source map. Coordinate and movement consumer specifications were updated.