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 StateSlide
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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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var elapsed: float = 0.0
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func enter(_data: Dictionary = {}) -> void:
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elapsed = 0.0
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machine.register_chain_mechanic("slide")
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# Lower player capsule
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var player_node = machine.player
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var shape: CapsuleShape3D = player_node.shape_owner_get_shape(0)
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if shape:
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shape.height = shape.height * 0.5
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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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elapsed += delta
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var vel: Vector3 = machine.player.velocity
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var forward: Vector3 = -machine.player.global_transform.basis.z
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if forward.length_squared() > 1.0:
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forward = forward.normalized()
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vel.x = forward.x * params.slide_speed * machine.get_effective_speed(1.0)
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vel.z = forward.z * params.slide_speed * machine.get_effective_speed(1.0)
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vel.x *= pow(params.slide_friction, delta)
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vel.z *= pow(params.slide_friction, delta)
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machine.player.velocity = vel
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machine.player.move_and_slide()
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if machine.player.is_on_floor():
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machine.on_ground = true
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var speed := Vector3(vel.x, 0.0, vel.z).length()
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if speed < params.slide_min_speed or elapsed > params.slide_duration:
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var shape: CapsuleShape3D = machine.player.shape_owner_get_shape(0)
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if shape:
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shape.height = shape.height * 2.0
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machine.register_chain_mechanic("slide_end")
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machine.switch_to("ground")
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return
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else:
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var shape2: CapsuleShape3D = machine.player.shape_owner_get_shape(0)
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if shape2:
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shape2.height = shape2.height * 2.0
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machine.on_ground = false
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machine.switch_to("air")
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if not machine.input_crouch or not machine.input_sprint:
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var shape3: CapsuleShape3D = machine.player.shape_owner_get_shape(0)
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if shape3:
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shape3.height = shape3.height * 2.0
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machine.register_chain_mechanic("slide_cancel")
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machine.switch_to("ground")
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