extends Node # Semantic actions — NO raw key codes cross the bridge # Movement uses hold-to-move (polled each frame in _process). # Discrete actions (interact, stance, etc.) use press events (_unhandled_input). # # D-054: Mouse-relative facing and movement. # Mouse position determines facing direction (client-side float). # WASD is relative to facing: W = toward cursor, S = away, A/D = strafe. # Server receives facing octant only — the full float stays client-side. # # Movement throttle: client-side rate limit per stance (D-053). # Sprint=5/s, Walk=2.5/s, Careful=1.7/s, Crouch=1.25/s. # Server cooldown is authoritative, but the client throttle prevents # flooding and gives correct movement feel in test mode. enum Action { MOVE_NORTH, MOVE_NORTHEAST, MOVE_EAST, MOVE_SOUTHEAST, MOVE_SOUTH, MOVE_SOUTHWEST, MOVE_WEST, MOVE_NORTHWEST, INTERACT, USE_PERCEPTION_MODE, OPEN_MENU, PAUSE, UNPAUSE, TOGGLE_STANCE_UP, TOGGLE_STANCE_DOWN, BUG_REPORT, # #495: F12 WRONG button — client-only, not sent to server OPEN_JOURNAL, # #264: J key — toggle knowledge journal panel, client-only SET_FACING, # D-054: facing octant update (no movement) TELEPORT_HUB, # #501: Home key — Gauntlet dev teleport (not production fast-travel) SAVE_GAME, # #554: F5 quicksave — sends SaveGame to server with save path LOAD_GAME, # #554: F6 quickload — sends LoadGame to server with save path DEBUG_COMMAND, # #581: debug console command dispatch — sends DebugCommandKind to server CHANGE_SETTINGS, # #646: persist a setting to server SQLite — sends {key, value} to server REQUEST_ALL_SETTINGS, # #646: request full settings dump from server after handshake (unit variant) DELETE_SETTING, # #646: delete a setting by key from server SQLite (struct variant) } # Minimum milliseconds between movement commands, per stance. # Tuned so Walk feels like walking, Sprint feels fast but readable. const MOVE_INTERVAL_MS := { "Sprint": 200, # 5/sec — fast but trackable "Walk": 400, # 2.5/sec — comfortable walking pace "Careful": 600, # ~1.7/sec — deliberate, scanning "Crouch": 800, # 1.25/sec — creeping } var input_queue: Array[Dictionary] = [] # D-054: Client-side facing angle (radians). 0=East, -PI/2=North, PI/2=South. # Updated every frame from mouse position. EntityRenderer reads this for indicator. var facing_angle: float = -PI / 2.0 # Default: North var facing_octant: String = "North" # Derived from facing_angle var _last_sent_octant: String = "North" # Track to avoid redundant sends var _last_move_msec: int = 0 # Hold-to-move: poll held direction keys each frame, throttled by stance. # D-054: WASD is now mouse-relative. W = toward cursor, A/D = strafe. # Server-side cooldown (D-053) is authoritative; this prevents client flooding. # D-064: movement suppressed during dialogue (walk-away handled by dialogue_box). func _process(_delta: float) -> void: # D-054: Update facing angle from mouse position every frame _update_facing_from_mouse() if GameState.dialogue_active: return # D-054: Send facing octant to server when it changes (even without movement) if facing_octant != _last_sent_octant: _last_sent_octant = facing_octant input_queue.append({ "action": Action.SET_FACING, "timestamp_msec": Time.get_ticks_msec(), "action_data": {"facing": facing_octant}, }) # Poll held WASD keys var raw_dir := Vector2i.ZERO if Input.is_action_pressed("move_north"): raw_dir.y -= 1 if Input.is_action_pressed("move_south"): raw_dir.y += 1 if Input.is_action_pressed("move_east"): raw_dir.x += 1 if Input.is_action_pressed("move_west"): raw_dir.x -= 1 if raw_dir != Vector2i.ZERO: var now := Time.get_ticks_msec() var interval: int = MOVE_INTERVAL_MS.get(GameState.player_stance, 200) if now - _last_move_msec >= interval: _last_move_msec = now # D-054: Transform WASD input relative to mouse facing var world_dir := _wasd_to_world_dir(raw_dir) var action: Action = _dir_to_action(world_dir) input_queue.append({ "action": action, "timestamp_msec": now, }) # Discrete actions: fire once on key press (not held). func _unhandled_input(event: InputEvent) -> void: var action: Action = -1 if event.is_action_pressed("interact"): action = Action.INTERACT elif event.is_action_pressed("perception_mode"): action = Action.USE_PERCEPTION_MODE elif event.is_action_pressed("open_menu"): action = Action.OPEN_MENU elif event.is_action_pressed("pause"): var tick_rate = GameState.game_time.get("tick_rate", "Full") action = Action.UNPAUSE if tick_rate == "Paused" else Action.PAUSE elif event.is_action_pressed("stance_up"): action = Action.TOGGLE_STANCE_UP elif event.is_action_pressed("stance_down"): action = Action.TOGGLE_STANCE_DOWN elif event.is_action_pressed("bug_report"): action = Action.BUG_REPORT elif event.is_action_pressed("open_journal"): action = Action.OPEN_JOURNAL elif event.is_action_pressed("teleport_hub"): if GameState.gauntlet_mode: action = Action.TELEPORT_HUB elif event.is_action_pressed("quicksave"): action = Action.SAVE_GAME elif event.is_action_pressed("quickload"): action = Action.LOAD_GAME if action != -1: var entry := { "action": action, "timestamp_msec": Time.get_ticks_msec(), } # #554: Attach save path for SaveGame/LoadGame actions if action == Action.SAVE_GAME or action == Action.LOAD_GAME: var game_id := GameState.current_game_id if game_id.is_empty(): get_viewport().set_input_as_handled() return # No active session — ignore save/load entry["action_data"] = {"path": "user://saves/" + game_id + "/quicksave.sav"} input_queue.append(entry) get_viewport().set_input_as_handled() func flush_queue() -> Array[Dictionary]: var queue = input_queue.duplicate() input_queue.clear() return queue ## Reset facing state to default (North). Use in tests per D-030 testability. func reset_facing_state() -> void: facing_angle = -PI / 2.0 facing_octant = "North" _last_sent_octant = "North" # D-054: Compute facing angle from mouse position relative to player screen position. # Uses viewport canvas transform to convert world coords to screen coords. # Intentional coupling: reads GameState.player_position directly — InputMapper is an # autoload that runs before game loop rendering, so position is always current-tick. func _update_facing_from_mouse() -> void: var vp := get_viewport() if vp == null: return var canvas_xf := vp.get_canvas_transform() var player_world_px := GameState.player_position * Constants.TILE_SIZE var player_screen := canvas_xf * player_world_px var mouse_screen := vp.get_mouse_position() var delta := mouse_screen - player_screen # Only update if mouse is meaningfully distant from player (avoid jitter at center) if delta.length_squared() > 4.0: facing_angle = delta.angle() facing_octant = _angle_to_octant(facing_angle) # D-054: Transform raw WASD input (screen-space) to world direction relative to mouse facing. # W (+Y up in input, mapped to forward), S (backward), A (strafe left), D (strafe right). # Raw input: W=(-Y), S=(+Y), A=(-X), D=(+X) in screen coords. # Forward = facing_angle direction. Output: nearest octant direction vector. func _wasd_to_world_dir(raw_dir: Vector2i) -> Vector2i: # Build a continuous direction vector relative to facing. # raw_dir.y: -1 = W (forward), +1 = S (backward) # raw_dir.x: -1 = A (strafe left), +1 = D (strafe right) var forward := Vector2(cos(facing_angle), sin(facing_angle)) var right := Vector2(-forward.y, forward.x) # 90° clockwise # Combine: forward/back from W/S, strafe from A/D var world_float := forward * float(-raw_dir.y) + right * float(raw_dir.x) # Snap to nearest octant direction return _snap_to_octant_dir(world_float) # Snap a floating-point direction vector to the nearest of 8 cardinal/diagonal directions. static func _snap_to_octant_dir(dir: Vector2) -> Vector2i: if dir.length_squared() < 0.001: return Vector2i.ZERO var angle := dir.angle() # Quantize to nearest 45° (PI/4) var octant := roundi(angle / (PI / 4.0)) match octant: 0: return Vector2i(1, 0) # East 1: return Vector2i(1, 1) # Southeast 2, -6: return Vector2i(0, 1) # South 3, -5: return Vector2i(-1, 1) # Southwest 4, -4: return Vector2i(-1, 0) # West -3, 5: return Vector2i(-1, -1) # Northwest -2: return Vector2i(0, -1) # North -1: return Vector2i(1, -1) # Northeast _: return Vector2i.ZERO # D-054: Convert a facing angle (radians) to the nearest octant name. # Godot 2D: 0=East, PI/2=South, -PI/2=North. static func _angle_to_octant(angle: float) -> String: var octant := roundi(angle / (PI / 4.0)) match octant: 0: return "East" 1: return "Southeast" 2, -6: return "South" 3, -5: return "Southwest" 4, -4: return "West" -3, 5: return "Northwest" -2: return "North" -1: return "Northeast" _: return "East" # Map a direction vector to the corresponding movement Action. # Handles all 8 directions via composite W+D, W+A, etc. static func _dir_to_action(dir: Vector2i) -> Action: match dir: Vector2i(0, -1): return Action.MOVE_NORTH Vector2i(1, -1): return Action.MOVE_NORTHEAST Vector2i(1, 0): return Action.MOVE_EAST Vector2i(1, 1): return Action.MOVE_SOUTHEAST Vector2i(0, 1): return Action.MOVE_SOUTH Vector2i(-1, 1): return Action.MOVE_SOUTHWEST Vector2i(-1, 0): return Action.MOVE_WEST Vector2i(-1, -1): return Action.MOVE_NORTHWEST _: return Action.MOVE_NORTH