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 StateWallRun
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const FLAG: int = 0 # unused
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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("wall_run")
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machine.player.velocity.y = params.wall_run_vertical_speed
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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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if elapsed > params.wall_run_duration:
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machine.wall_normal = Vector3.ZERO
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machine.switch_to("air")
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return
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var vel: Vector3 = machine.player.velocity
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# Stick to wall
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vel.y = min(vel.y, params.wall_run_vertical_speed)
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# Move along wall: project velocity onto wall tangent
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var wall_tangent := (machine.wall_normal.cross(Vector3.UP)).normalized()
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if machine.input_dir.y < 0.0:
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wall_tangent = -wall_tangent
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var move_dir: Vector3 = wall_tangent * params.wall_run_speed
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vel.x = move_dir.x
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vel.z = move_dir.z
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if machine.input_jump_just_pressed:
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var jump_vel: Vector3 = vel + (machine.wall_normal * params.wall_run_jump_off_normal)
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jump_vel.y = params.wall_run_auto_jump_speed
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machine.player.velocity = jump_vel
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machine.wall_normal = Vector3.ZERO
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machine.register_chain_mechanic("wall_jump")
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machine.switch_to("air")
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return
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# Wall cling fall-through
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if machine.input_dir.length() < 0.1:
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machine.switch_to("wall_cling")
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return
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# Lose wall contact
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var still_on_wall := machine.wall_normal != Vector3.ZERO and
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detect_wall(machine.wall_normal).length_squared() > 0.0
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if not still_on_wall:
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machine.wall_normal = Vector3.ZERO
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machine.register_chain_mechanic("wall_run_off")
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machine.switch_to("air")
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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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machine.wall_normal = Vector3.ZERO
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machine.current_jump_count = 0
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machine.register_chain_mechanic("wall_run_land")
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machine.switch_to("ground")
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func detect_wall(expected_normal: Vector3) -> Vector3:
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var origin := machine.player.global_position
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var offset := expected_normal.cross(Vector3.UP).normalized()
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var space_state := machine.player.get_world_3d().direct_space_state
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for side in [1.0, -1.0]:
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var ray_origin := origin + offset * side * params.wall_detect_distance + Vector3.UP * params.wall_ray_up_height
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var ray_end := origin + offset * side * params.wall_detect_distance - Vector3.DOWN * params.wall_ray_down_height
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var ray := PhysicsRayQueryParameters3D.create(ray_origin, ray_end)
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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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return hit.get("normal", Vector3.ZERO).normalized()
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return Vector3.ZERO
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