feat(client): move-here path preview + RMB gesture vocabulary (T-1088, Q-084)

Hover marker + optimal path line over the KNOWN tile store only — the
character plans through what they know; fog is unpathable (info boundary at
the planning layer; the follower additionally revalidates every remaining
tile per step). Pure static 8-dir A*: uniform cost 1 incl. diagonals (D-248
time-optimal, no sqrt2), no corner-cutting, terrain-cost provider seam for
Phase-4 terrain. Execution streams ordinary Move* steps through the existing
throttle — zero protocol change, server validates every step.

RMB vocabulary (live-session spec): click = walk there at current stance;
double-click = sprint there (ToggleStanceUp burst — server toggle handler
verified cooldown-free so bursts climb deterministically — with net-zero
restore on arrival; a double upgrades the active follow in place);
long-press >=400ms = go there then Crouch on arrival, no restore (input-
vocabulary prototype; real cover mechanics are future combat design).
Cancellation: WASD override (stance kept), invalidation, teleport,
suppression. Two additive InputMapper seams (queue_move_step,
queue_stance_toggle); mouse unproject shared with the facing provider
(ground_hit_local). 44 new gdUnit tests across finder + follower ladders.

Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
This commit is contained in:
2026-07-06 19:52:03 +02:00
co-authored by Claude Fable 5
parent 98032e9d5a
commit 49c8994943
8 changed files with 1034 additions and 10 deletions
+24 -10
View File
@@ -79,20 +79,34 @@ static func compute_facing_angle(
rig_local_pos: Vector3,
deadzone_m: float
) -> float:
# Ray -> y=0 ground plane, world space.
if absf(ray_dir.y) < _RAY_PARALLEL_EPS:
var hit_local: Variant = ground_hit_local(ray_origin, ray_dir, world_root_transform)
if hit_local == null:
return NAN
var t := -ray_origin.y / ray_dir.y
if t < 0.0:
return NAN
var hit_world := ray_origin + ray_dir * t
# Undo the 45° map rotation: WorldRoot-local axes are sim axes (SandboxSpace §2:
# local +X = sim East, local +Z = sim South).
var hit_local := world_root_transform.affine_inverse() * hit_world
var delta := hit_local - rig_local_pos
var delta: Vector3 = (hit_local as Vector3) - rig_local_pos
var planar := Vector2(delta.x, delta.z)
if planar.length_squared() < deadzone_m * deadzone_m:
return NAN
# atan2(z, x) IS the sim convention (0 = East, +PI/2 = South) because local
# +Z = sim +y (South, Y-down radians — server vision_cone.rs).
return atan2(delta.z, delta.x)
## Pure ground-plane pick (headless-testable): a world-space mouse ray -> its y=0
## ground-plane intersection expressed in WorldRoot-LOCAL metres (undoing the 45°
## map rotation, so the result is sim-aligned space per SandboxSpace §2). Shared by
## the facing provider above and the T-1088 hover-tile picker (path_preview.gd),
## which feeds the returned point straight into SandboxSpace.world_to_tile — one
## unproject, one place. Returns null (not a Vector3) when the ray is parallel to
## the ground or the plane sits behind the ray origin.
static func ground_hit_local(
ray_origin: Vector3, ray_dir: Vector3, world_root_transform: Transform3D
) -> Variant:
if absf(ray_dir.y) < _RAY_PARALLEL_EPS:
return null
var t := -ray_origin.y / ray_dir.y
if t < 0.0:
return null
var hit_world := ray_origin + ray_dir * t
# Undo the 45° map rotation: WorldRoot-local axes are sim axes (SandboxSpace §2:
# local +X = sim East, local +Z = sim South).
return world_root_transform.affine_inverse() * hit_world