feat(movement): add movement state machine with air/ground/wallrun/slide/dash/ground states
- MovementStateMachine: core state machine base - MovementParams: export-rich tunable resource - StateGround/StateAir: grounded & aeriel locomotion with coyote, buffered jump, bunny hop - StateWallRun / StateWallCling: wall-based traversal with wall-jump off - StateSlide: sprint-parallel slide with friction fallout - StateDash: burst dash with momentum brake - PlayerMovementController: entry point wiring to CharacterBody3D - input_map.cfg: full action map reference file - characters/player/player_base.tscn: placeholder scene - movement/tests/test_fsm_runner.gd: 9-state unit test runner Closes #1
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extends Node
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class_name StateGround
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var machine: MovementStateMachine
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var params: MovementParams:
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get: return machine.params
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func enter(_data: Dictionary = {}) -> void:
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pass
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func exit() -> void:
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pass
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func update(delta: float) -> void:
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var vel: Vector3 = machine.player.velocity
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# Input direction
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var input_v := machine.input_dir
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var wish_dir := Vector3(input_v.x, 0.0, -input_v.y)
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if wish_dir.length_squared() > 1.0:
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wish_dir = wish_dir.normalized()
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var speed := params.walk_speed
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if machine.input_sprint and wish_dir.length_squared() > 0.1:
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speed = params.sprint_speed
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var effective_speed := machine.get_effective_speed(speed)
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# Horizontal movement
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var hvel := Vector3(vel.x, 0.0, vel.z)
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var target_vel := wish_dir * effective_speed
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if wish_dir.length_squared() > 0.0:
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var accel := params.ground_acceleration
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hvel = hvel.lerp(target_vel, 1.0 - exp(-accel * delta))
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else:
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hvel = hvel.lerp(Vector3.ZERO, 1.0 - exp(-params.ground_deceleration * delta))
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vel.x = hvel.x
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vel.z = hvel.z
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# Gravity (we apply tuned gravity so we don't double-apply from _velocity)
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var actual_gravity := params.gravity
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if vel.y < 0.0:
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vel.y += actual_gravity * params.fall_multiplier * delta
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elif vel.y > 0.0 and not machine.input_jump_pressed:
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vel.y += actual_gravity * params.low_jump_multiplier * delta
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else:
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vel.y -= actual_gravity * delta
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machine.player.velocity = vel
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machine.player.move_and_slide()
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var on_wall := detect_wall()
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if on_wall and machine.input_dir.length() > 0.0:
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machine.wall_normal = on_wall
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machine.switch_to("wall_run")
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if machine.input_jump_just_pressed and machine.coyote_timer > 0.0:
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machine.player.velocity.y = params.jump_velocity
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machine.current_jump_count = 1
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machine.on_ground = false
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machine.register_chain_mechanic("jump")
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machine.switch_to("air")
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if machine.player.is_on_floor():
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machine.on_ground = true
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machine.last_ground_time = machine.get_process_delta_time()
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machine.current_jump_count = 0
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else:
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machine.on_ground = false
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if machine.input_jump_just_pressed and machine.jump_buffer_time > 0.0:
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machine.player.velocity.y = params.jump_velocity
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machine.current_jump_count = 1
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machine.register_chain_mechanic("jump")
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machine.switch_to("air")
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elif vel.y < 0.0:
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machine.switch_to("air")
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# Slide
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if machine.input_crouch and machine.input_sprint and machine.player.velocity.length() > params.slide_min_speed:
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machine.switch_to("slide")
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return
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# Dash
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if machine.input_dash and machine.player.velocity.length() > 0.0:
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machine.switch_to("dash")
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func detect_wall() -> Vector3:
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var origin := machine.player.global_position
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var hvel := Vector3(machine.player.velocity.x, 0.0, machine.player.velocity.z).normalized()
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if hvel.length_squared() < 0.01:
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hvel = Vector3.FORWARD
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var space_state := machine.player.get_world_3d().direct_space_state
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for offset_sign in [1.0, -1.0]:
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var offset := hvel.cross(Vector3.UP) * offset_sign * machine.player.shape_owner_get_owner(0).shape_get_radius() if false else hvel.cross(Vector3.UP) * offset_sign * 0.4
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var ray := PhysicsRayQueryParameters3D.create(origin + offset + Vector3.UP * params.wall_ray_up_height, origin + offset + Vector3.DOWN * params.wall_ray_down_height)
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ray.exclude = [machine.player.get_rid()]
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var hit := space_state.intersect_ray(ray)
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if not hit.is_empty():
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var n := hit.get("normal", Vector3.ZERO)
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if n.y < 0.3 and n.length_squared() > 0.0:
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return n.normalized()
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return Vector3.ZERO
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