Save workspace artifacts: character-controller, gdextension scaffold, network scripts, map-pipeline, server config

Includes code from task workspaces that was never pushed:
- client/characters/ — fps_character_controller.gd (400 lines), fps_camera.gd, input_handler.gd
- gdextension/simulation/ — C++ GDExtension scaffold: entity, movement, hit detection, simulation server, state serializer, bitstream (14 files)
- scripts/network/ — ENet-based network_manager.gd, server/client_main.gd, player.gd
- scripts/map_packaging/ — PCK pipeline: pack_map.gd, map_downloader.gd, map_registry_server.py, README
- scripts/config/ — server_config.gd (480 lines)
- scenes/ — client_main, server_main, player, test_range
- project.godot, export_presets.cfg
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# FPS Character Controller — Tactical Shooter
First-person character controller for the tactical shooter GDExtension simulation core.
## Architecture
The character controller is a **GDScript bridge** between Godot's input/physics system and the C++ `SimulationServer` (built in task `t_aca0f251`).
```
Godot Input
├─► FPSCharacterController._physics_process()
│ ├─ capture input (WASD, mouse, jump, sprint, crouch, shoot)
│ ├─ build EntityInput Dictionary
│ ├─ SimulationServer.apply_input(entity_id, input_dict)
│ ├─ SimulationServer.fire_weapon(entity_id) [if shoot]
│ ├─ read entity position from server → apply to CharacterBody3D
│ └─ apply mouse look (yaw on body, pitch on camera)
├─► FpsCamera._process()
│ ├─ view bobbing (head bob from movement)
│ ├─ weapon sway
│ └─ sprint FOV kick
└─► SimulationServer (C++ GDExtension)
├─ process_tick() @ 128Hz
├─ MovementComponent.update()
├─ HitDetection.process_shot()
└─→ returns serialized snapshot
```
## Files
| File | Purpose |
|------|---------|
| `character/fps_character_controller.gd` | Main controller (CharacterBody3D). Input capture, simulation bridge, walk toggle, crouch, jump. |
| `character/fps_camera.gd` | First-person camera (Camera3D). Mouse look pitch, view bobbing, weapon sway, FOV kick. |
| `input/input_handler.gd` | Documentation of expected input map bindings. |
## Scene Setup
1. **Create a CharacterBody3D scene:**
```
FPSCharacterController (CharacterBody3D) — script: fps_character_controller.gd
├── FpsCamera (Camera3D) — script: fps_camera.gd
├── CollisionShape3D (CapsuleShape3D) — radius: 0.4, height: 1.8
└── Weapon (Node3D, optional) — child of camera, rest transform tracked
```
2. **Configure exports** on the root node:
- `mouse_sensitivity`: 0.10.2 for typical tactical feel
- `walk_toggle`: `true` = tap Shift to toggle sprint (CS-style)
- `crouch_toggle`: `false` = hold Ctrl to crouch (tactical-style)
- `eye_height_stand` / `eye_height_crouch`: match your capsule height
3. **Set up Input Map** in Project Settings:
- `move_forward` → W
- `move_backward` → S
- `move_left` → A
- `move_right` → D
- `jump` → Space
- `sprint` → Shift
- `crouch` → Ctrl
- `shoot` → Mouse LMB
- `aim` → Mouse RMB
- `ui_cancel` → Esc (built-in, releases mouse capture)
4. **Integration with SimulationServer:**
```gdscript
# In your game manager (autoload or scene root):
var server = SimulationServer.new()
server.set_tick_rate(128)
server.start()
var player_id = server.spawn_entity(Vector3(0, 0, 0))
# When player scene is ready:
$Player/FPSCharacterController.set_entity_id(player_id)
# In _process(delta):
while server.can_tick(delta):
var snapshot = server.tick()
# send snapshot to network layer
```
## Walk Toggle Behavior
- **`walk_toggle = true`** (default): Press Shift to toggle between walk and sprint. Press again to toggle off. Same feel as Counter-Strike's walk/run toggle.
- **`walk_toggle = false`**: Hold Shift for temporary sprint. Release to decelerate to walk speed.
## Crouch Behavior
- **`crouch_toggle = false`** (default): Hold Ctrl to crouch. Release to stand up.
- **`crouch_toggle = true`**: Press Ctrl once to crouch, press again to stand.
Crouch transitions are smooth lerps over `crouch_transition_time` seconds. The collision capsule height and camera eye height both lerp simultaneously.
## Standalone Mode
When no `SimulationServer` singleton is available, the controller falls back to built-in `CharacterBody3D` movement (`_move_local()`). This is useful for:
- Testing the character controller in isolation
- Prototyping without the GDExtension compiled
- Single-player scenarios without the full simulation stack
Configure `local_walk_speed`, `local_sprint_speed`, `local_crouch_speed`, etc. for standalone tuning.
## Dependencies
- **Godot 4.2+** (for `Input.get_vector`, `move_toward`, `StringName` literals)
- **SimulationServer GDExtension** (from task `t_aca0f251`) for server-authoritative mode
- Input map actions listed above
## See Also
- Scaffold: `t_aca0f251` — `src/movement_component.h` (C++ Quake/CS movement physics)
- Greybox map: `t_p1_greybox` — test environment for this controller
- Hitscan weapon: `t_p1_hitscan` — weapon firing + lag compensation
- Client prediction: `t_p1_pred` — client-side prediction + server reconciliation
- Round system: `t_p1_round` — win/loss/sudden death on top of character controller
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## FpsCamera — first-person camera view effects for tactical FPS.
##
## Manages view bobbing (head bob from movement), weapon sway, and FOV kick.
## The parent FPSCharacterController handles mouse look (yaw/pitch).
##
## Place as a Camera3D child of FPSCharacterController.
class_name FpsCamera
extends Camera3D
# ---------------------------------------------------------------------------
# Exports
# ---------------------------------------------------------------------------
## Enable view bobbing (head bob when walking/running).
@export var view_bob_enabled: bool = true
## How much the camera bobs horizontally (units).
@export_range(0.0, 0.5) var bob_amplitude_h: float = 0.04
## How much the camera bobs vertically.
@export_range(0.0, 0.5) var bob_amplitude_v: float = 0.04
## Frequency multiplier for bobbing (higher = faster).
@export_range(0.5, 5.0) var bob_frequency: float = 2.5
## Sprint bob multiplier (more aggressive).
@export_range(1.0, 3.0) var bob_sprint_mult: float = 1.6
## Crouch bob multiplier (less movement).
@export_range(0.1, 1.0) var bob_crouch_mult: float = 0.4
## FOV kick on sprint (tactical FOV increase).
@export_range(0.0, 10.0) var sprint_fov_kick: float = 3.0
## FOV kick when firing weapon.
@export_range(-5.0, 10.0) var shoot_fov_kick: float = 0.5
## How fast FOV recovers.
@export var fov_recovery_speed: float = 6.0
## Enable weapon sway (subtle rotation from movement).
@export var weapon_sway_enabled: bool = true
## Maximum weapon sway rotation (degrees).
@export_range(0.0, 5.0) var sway_max_rotation: float = 1.5
## Sway responsiveness (higher = snappier).
@export_range(1.0, 20.0) var sway_response: float = 8.0
# ---------------------------------------------------------------------------
# Internal
# ---------------------------------------------------------------------------
## Reference to parent controller.
var _controller: FPSCharacterController = null
## Bob time accumulator.
var _bob_time: float = 0.0
## Current bob offset.
var _bob_offset: Vector2 = Vector2.ZERO
## Current weapon node (child named "Weapon" or first MeshInstance3D).
var _weapon: Node3D = null
## Weapon rest position (local transform when no sway).
var _weapon_rest: Transform3D
## FOV state.
var _base_fov: float = 75.0
var _current_fov_offset: float = 0.0
## Sway state.
var _sway_current: Vector2 = Vector2.ZERO
var _sway_target: Vector2 = Vector2.ZERO
## Sprint state cache (detect transition for FOV kick).
var _was_sprinting: bool = false
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
_controller = get_parent() as FPSCharacterController
if _controller == null:
push_warning("FpsCamera: Parent is not an FPSCharacterController. View features disabled.")
_base_fov = fov
# Find weapon node (for sway)
for child in get_children():
if child is Node3D:
_weapon = child
_weapon_rest = child.transform
break
func _process(delta: float) -> void:
if _controller == null:
return
# FOV management
_update_fov(delta)
# View bobbing
if view_bob_enabled:
_update_bob(delta)
# Weapon sway
if weapon_sway_enabled and _weapon:
_update_sway(delta)
# ---------------------------------------------------------------------------
# FOV
# ---------------------------------------------------------------------------
func _update_fov(delta: float) -> void:
var target_offset: float = 0.0
# Sprint FOV kick
if _controller.is_sprinting() and not _was_sprinting:
target_offset = sprint_fov_kick
# Shoot FOV kick is triggered externally via trigger_shoot_fov()
_current_fov_offset = move_toward(_current_fov_offset, target_offset, fov_recovery_speed * delta)
fov = _base_fov + _current_fov_offset
_was_sprinting = _controller.is_sprinting()
# ---------------------------------------------------------------------------
# View bobbing
# ---------------------------------------------------------------------------
func _update_bob(delta: float) -> void:
var crouch_amount: float = _controller.get_crouch_amount()
var sprinting: bool = _controller.is_sprinting()
# Calculate bob speed multiplier from controller state
var speed_mult: float = 1.0
if sprinting:
speed_mult = bob_sprint_mult
elif crouch_amount > 0.0:
speed_mult = lerpf(1.0, bob_crouch_mult, crouch_amount)
if speed_mult < 0.01:
# Stationary — reset to zero
_bob_offset = _bob_offset.move_toward(Vector2.ZERO, delta * 10.0)
else:
_bob_time += delta * bob_frequency * speed_mult
_bob_offset = Vector2(
sin(_bob_time * 2.0) * bob_amplitude_h * speed_mult,
sin(_bob_time) * bob_amplitude_v * speed_mult
)
# Apply bob to camera position (relative to parent's eye offset)
position.x = _bob_offset.x
position.y = _bob_offset.y
# ---------------------------------------------------------------------------
# Weapon sway
# ---------------------------------------------------------------------------
func _update_sway(delta: float) -> void:
# Sway follows mouse movement indirectly via controller yaw/pitch changes
# Use velocity for physics-based sway: recentre over time
var vel: Vector3 = _controller.velocity
var sway_h := clamp(vel.x * 0.003, -sway_max_rotation, sway_max_rotation)
var sway_v := clamp(vel.z * 0.003, -sway_max_rotation, sway_max_rotation)
# Add a tiny amount from pitch/yaw delta (not mouse, from movement direction change)
_sway_target = Vector2(
move_toward(_sway_target.x, sway_h, sway_response * delta),
move_toward(_sway_target.y, sway_v, sway_response * delta)
)
# Apply to weapon node as small rotation offsets
if _weapon:
var target := Transform3D(
Basis.from_euler(Vector3(
deg_to_rad(_sway_target.y),
deg_to_rad(_sway_target.x),
0.0
)),
_weapon_rest.origin
)
_weapon.transform = _weapon.transform.interpolate_with(target, sway_response * delta * 0.5)
# ---------------------------------------------------------------------------
# Public API
# ---------------------------------------------------------------------------
## Trigger a shoot FOV kick. Call from weapon script.
func trigger_shoot_fov() -> void:
_current_fov_offset += shoot_fov_kick
## Reset view to resting state (for respawn).
func reset_view() -> void:
_bob_time = 0.0
_bob_offset = Vector2.ZERO
_current_fov_offset = 0.0
_sway_current = Vector2.ZERO
_sway_target = Vector2.ZERO
fov = _base_fov
if _weapon:
_weapon.transform = _weapon_rest
## Get the current bob offset for external effects.
func get_bob_offset() -> Vector2:
return _bob_offset
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## FPSCharacterController — first-person character for a networked tactical shooter.
##
## Bridges Godot Input → SimulationServer (GDExtension C++ core).
## Handles mouse look, WASD movement, sprint toggle, hold-to-crouch, jump.
##
## Usage (scene tree):
## FPSCharacterController (CharacterBody3D)
## ├── FpsCamera (Camera3D) — script: fps_camera.gd
## ├── CollisionShape3D (capsule)
## └── (optional weapons/arms child)
##
## Connects to SimulationServer via `apply_input()` each frame.
## Reads server snapshot data and updates the node transform.
##
## Walk Toggle: Tap Shift to toggle sprint on/off.
## Crouch: Hold Ctrl to crouch. Smooth lerp transition.
## Jump: Press Space.
## Mouse Look: Capture mouse on click, yaw rotates body, pitch rotates camera.
class_name FPSCharacterController
extends CharacterBody3D
# ---------------------------------------------------------------------------
# Exports — tune per weapon / game feel
# ---------------------------------------------------------------------------
## Mouse look sensitivity. At default 0.005, 100 px mouse motion = 0.5° rotation.
@export_range(0.001, 0.1, 0.0005) var mouse_sensitivity: float = 0.005
## Mouse vertical sensitivity multiplier (1.0 = same as horizontal).
@export_range(0.1, 2.0, 0.05) var mouse_vertical_ratio: float = 0.8
## Invert vertical look.
@export var invert_y: bool = false
## Maximum pitch angle (degrees) — prevents looking upside down.
@export_range(1, 89) var max_pitch: float = 89.0
## Entity ID assigned by SimulationServer. Set via spawn_entity() response.
@export var entity_id: int = -1
## If true, pressing Sprint toggles between walk/sprint. If false, hold to sprint.
@export var walk_toggle: bool = true
## If true, crouch toggles on press. If false, hold Ctrl to crouch.
@export var crouch_toggle: bool = false
## Time in seconds for crouch height transition (lerp).
@export var crouch_transition_time: float = 0.15
## Eye height when standing (Godot units, from feet).
@export var eye_height_stand: float = 1.7
## Eye height when crouching.
@export var eye_height_crouch: float = 0.9
## Collision shape height when standing.
@export var collision_height_stand: float = 1.8
## Collision shape height when crouching.
@export var collision_height_crouch: float = 1.0
# ---------------------------------------------------------------------------
# Internal state
# ---------------------------------------------------------------------------
## Reference to SimulationServer singleton (set in _ready).
var _server: Object = null
## Current look rotation.
var _yaw: float = 0.0
var _pitch: float = 0.0
## Crouch lerp target (0.0 = standing, 1.0 = full crouch).
var _crouch_target: float = 0.0
var _crouch_current: float = 0.0
## Walk-toggle state. If walk_toggle is true, toggles each time sprint input activates.
var _sprint_active: bool = false
var _sprint_pressed_last: bool = false
## Crouch toggle state.
var _crouch_active: bool = false
var _crouch_pressed_last: bool = false
## Input sequence counter — increment each frame for server reconciliation.
var _input_sequence: int = 0
## Cached input dictionary (avoids alloc per frame).
var _input_dict: Dictionary = {}
## Mouse capture state.
var _mouse_captured: bool = false
var _mouse_clicked_this_frame: bool = false
# ---------------------------------------------------------------------------
# Node references (set in _ready)
# ---------------------------------------------------------------------------
var _camera: Node3D = null
var _collision_shape: CollisionShape3D = null
var _capsule_shape: CapsuleShape3D = null
# Cached standing/crouching shape parameters.
var _stand_capsule_height: float = 0.0
var _crouch_capsule_height: float = 0.0
var _capsule_radius: float = 0.0
# ---------------------------------------------------------------------------
# Lifecycle
# ---------------------------------------------------------------------------
func _ready() -> void:
# Find SimulationServer
if Engine.has_singleton("SimulationServer"):
_server = Engine.get_singleton("SimulationServer")
else:
push_warning("FPSCharacterController: SimulationServer singleton not found. " +
"Running in standalone (local physics) mode.")
# Locate camera
_camera = get_node_or_null("%FpsCamera")
if _camera == null:
# Try to find any Camera3D child
for child in get_children():
if child is Camera3D:
_camera = child
break
if _camera == null:
push_error("FPSCharacterController: No Camera3D child found. Mouse look disabled.")
# Locate collision shape
for child in get_children():
if child is CollisionShape3D:
_collision_shape = child
if child.shape is CapsuleShape3D:
_capsule_shape = child.shape
_capsule_radius = _capsule_shape.radius
_stand_capsule_height = collision_height_stand - 2.0 * _capsule_radius
_crouch_capsule_height = collision_height_crouch - 2.0 * _capsule_radius
_capsule_shape.height = _stand_capsule_height
break
# Start with mouse captured
_capture_mouse(true)
# Initialize yaw/pitch from current transform
_yaw = rotation.y
if _camera:
_pitch = _camera.rotation.x
# Initialize crouch animation state
_crouch_current = 0.0
_update_crouch(0.0)
func _input(event: InputEvent) -> void:
# Mouse look
if event is InputEventMouseMotion and _mouse_captured:
var rel: Vector2 = event.relative
# Yaw (body rotation)
_yaw -= rel.x * mouse_sensitivity
# Pitch (camera rotation) — negative = look down, positive = look up
var invert: float = -1.0 if invert_y else 1.0
_pitch += rel.y * mouse_sensitivity * mouse_vertical_ratio * invert
_pitch = clamp(_pitch, deg_to_rad(-max_pitch), deg_to_rad(max_pitch))
# Mouse capture toggle
if event is InputEventMouseButton and event.button_index == MOUSE_BUTTON_LEFT and event.pressed:
if not _mouse_captured:
_capture_mouse(true)
else:
# LMB fires weapon — handled in _physics_process via shoot_pressed
_mouse_clicked_this_frame = true
func _unhandled_input(event: InputEvent) -> void:
# Escape to release mouse
if event.is_action_pressed("ui_cancel"):
_capture_mouse(false)
# ---------------------------------------------------------------------------
# Main loop
# ---------------------------------------------------------------------------
func _physics_process(delta: float) -> void:
# 1. Capture input state
var input_dir := _get_move_direction()
var jump_pressed := Input.is_action_just_pressed(&"jump") or Input.is_action_pressed(&"jump")
var sprint_pressed := Input.is_action_pressed(&"sprint")
var crouch_pressed := Input.is_action_pressed(&"crouch")
var shoot_pressed := _mouse_clicked_this_frame or Input.is_action_pressed(&"shoot")
var aim_pressed := Input.is_action_pressed(&"aim")
_mouse_clicked_this_frame = false
# 2. Walk toggle logic
if walk_toggle:
if sprint_pressed and not _sprint_pressed_last:
_sprint_active = not _sprint_active
_sprint_pressed_last = sprint_pressed
else:
_sprint_active = sprint_pressed
# 3. Crouch toggle logic
if crouch_toggle:
if crouch_pressed and not _crouch_pressed_last:
_crouch_active = not _crouch_active
_crouch_pressed_last = crouch_pressed
else:
_crouch_active = crouch_pressed
# 4. Crouch height transition
var target_crouch: float = 1.0 if _crouch_active else 0.0
_crouch_target = target_crouch
var crouch_speed: float = 1.0 / max(crouch_transition_time, 0.001)
if _crouch_current < _crouch_target:
_crouch_current = min(_crouch_current + crouch_speed * delta, _crouch_target)
elif _crouch_current > _crouch_target:
_crouch_current = max(_crouch_current - crouch_speed * delta, _crouch_target)
_update_crouch(_crouch_current)
# 5. Apply rotation
rotation.y = _yaw
if _camera:
_camera.rotation.x = _pitch
# 6. Send input to simulation server
if _server != null and entity_id >= 0:
# Build input for SimulationServer
_input_dict.merge({
"move_direction": input_dir,
"look_yaw": rad_to_deg(_yaw),
"look_pitch": rad_to_deg(_pitch),
"jump": jump_pressed,
"crouch": _crouch_active,
"sprint": _sprint_active,
"shoot": shoot_pressed,
"aim": aim_pressed,
"input_sequence": _input_sequence,
}, true)
_server.apply_input(entity_id, _input_dict)
if shoot_pressed:
_server.fire_weapon(entity_id)
_input_sequence += 1
# 7. Read server state back (for local simulation / listen server)
# The SimulationServer.tick() call happens in the game manager / network layer.
# Here we read the entity's canonical position from the server.
if _server != null and entity_id >= 0:
var entity = _server.get_entity(entity_id)
if entity != null and entity.is_alive():
# Server position is ground truth — apply it to the visual body
global_position = entity.position
# Note: rotation is already set from yaw/pitch above (client-side)
# On a pure client the server snapshot override is applied differently.
else:
# Standalone mode: do local CharacterBody3D physics
_move_local(input_dir, delta, jump_pressed)
# ---------------------------------------------------------------------------
# Local movement (standalone / no-server fallback)
# ---------------------------------------------------------------------------
## Walk speed (standalone mode).
@export var local_walk_speed: float = 5.0
## Sprint speed (standalone mode).
@export var local_sprint_speed: float = 8.0
## Crouch speed (standalone mode).
@export var local_crouch_speed: float = 2.5
## Jump velocity (standalone mode).
@export var local_jump_velocity: float = 4.5
## Gravity (standalone mode).
@export var local_gravity: float = 15.0
## Acceleration (standalone mode).
@export var local_acceleration: float = 12.0
func _move_local(input_dir: Vector3, delta: float, jump: bool) -> void:
# Simple CharacterBody3D movement for standalone testing
var target_speed: float = local_walk_speed
if _sprint_active:
target_speed = local_sprint_speed
if _crouch_active:
target_speed = local_crouch_speed
var wish_dir := (transform.basis * input_dir).normalized()
var target_vel := wish_dir * target_speed
# Horizontal acceleration
var h_vel := Vector3(velocity.x, 0.0, velocity.z)
h_vel = h_vel.move_toward(target_vel, local_acceleration * delta)
velocity.x = h_vel.x
velocity.z = h_vel.z
# Gravity
if not is_on_floor():
velocity.y -= local_gravity * delta
# Jump
if jump and is_on_floor():
velocity.y = local_jump_velocity
move_and_slide()
# ---------------------------------------------------------------------------
# Crouch height management
# ---------------------------------------------------------------------------
func _update_crouch(amount: float) -> void:
## amount: 0.0 = standing, 1.0 = fully crouched
# Eye height — camera position relative to body origin (character feet at origin)
if _camera:
_camera.position.y = lerpf(eye_height_stand, eye_height_crouch, amount)
# Collision shape — capsule height (cylindrical section)
if _capsule_shape:
_capsule_shape.height = lerpf(_stand_capsule_height, _crouch_capsule_height, amount)
# Move the collision shape center so the capsule base stays on the ground:
# shift = (crouch_total - stand_total) / 2, negative = moves down
if _collision_shape:
_collision_shape.position.y = lerpf(0.0, (collision_height_crouch - collision_height_stand) * 0.5, amount)
# ---------------------------------------------------------------------------
# Input helpers
# ---------------------------------------------------------------------------
func _get_move_direction() -> Vector3:
var dir := Vector3.ZERO
if Input.is_action_pressed(&"move_forward") or Input.is_action_pressed(&"move_up"):
dir.z -= 1.0
if Input.is_action_pressed(&"move_backward") or Input.is_action_pressed(&"move_down"):
dir.z += 1.0
if Input.is_action_pressed(&"move_left"):
dir.x -= 1.0
if Input.is_action_pressed(&"move_right"):
dir.x += 1.0
# Normalize for analog stick deadzone
if dir.length_squared() > 0.0:
dir = dir.normalized()
return dir
func _capture_mouse(capture: bool) -> void:
if capture == _mouse_captured:
return
_mouse_captured = capture
if capture:
Input.set_mouse_mode(Input.MOUSE_MODE_CAPTURED)
else:
Input.set_mouse_mode(Input.MOUSE_MODE_VISIBLE)
# ---------------------------------------------------------------------------
# Public API
# ---------------------------------------------------------------------------
## Set the entity ID assigned by SimulationServer after spawning.
func set_entity_id(id: int) -> void:
entity_id = id
## Get current crouch amount (0.0 = standing, 1.0 = fully crouched).
func get_crouch_amount() -> float:
return _crouch_current
## Is the player currently sprinting?
func is_sprinting() -> bool:
return _sprint_active
## Is the player currently crouching?
func is_crouching() -> bool:
return _crouch_active
## Force look direction (useful for spectator / spawn reset).
func set_look(yaw_rad: float, pitch_rad: float) -> void:
_yaw = yaw_rad
_pitch = clamp(pitch_rad, deg_to_rad(-max_pitch), deg_to_rad(max_pitch))
## Reset to default standing state.
func reset_pose() -> void:
_sprint_active = false
_crouch_active = false
_sprint_pressed_last = false
_crouch_pressed_last = false
_crouch_current = 0.0
_crouch_target = 0.0
_update_crouch(0.0)
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## InputHandler — maps Godot Input Actions to FPS character controls.
##
## This script is NOT required at runtime — it exists to document the input
## map bindings that FPSCharacterController expects. Add these actions to
## your Project → Input Map (or load this script as an autoload for reference).
##
## Bindings (tactical FPS layout):
##
## Action Key Description
## ───────────────────────────────────────────────────────
## move_forward W Walk forward
## move_backward S Walk backward
## move_left A Strafe left
## move_right D Strafe right
## jump Space Jump
## sprint Shift Sprint / walk-toggle
## crouch Ctrl Crouch (hold or toggle)
## shoot Mouse LMB Fire weapon
## aim Mouse RMB Aim down sights
## reload R Reload weapon
## interact E Use/interact
## toggle_walk_toggle (not bound) Toggle walk-toggle mode
## toggle_crouch_toggle (not bound) Toggle crouch-toggle mode
## ui_cancel Esc Release mouse capture
##
## Implementation note:
## FPSCharacterController reads input directly via Input.is_action_pressed()
## in _physics_process. No separate InputHandler node is needed unless you
## want to add rebinding, analog input smoothing, or input buffering.
extends Node
func _ready() -> void:
# This script documents bindings only — no runtime logic.
# To enforce default bindings at startup, uncomment the next lines:
# _ensure_action(&"move_forward", KEY_W)
# _ensure_action(&"move_backward", KEY_S)
# _ensure_action(&"move_left", KEY_A)
# _ensure_action(&"move_right", KEY_D)
# _ensure_action(&"jump", KEY_SPACE)
# _ensure_action(&"sprint", KEY_SHIFT)
# _ensure_action(&"crouch", KEY_CTRL)
# _ensure_action(&"shoot", MOUSE_BUTTON_LEFT)
# _ensure_action(&"aim", MOUSE_BUTTON_RIGHT)
# _ensure_action(&"reload", KEY_R)
# _ensure_action(&"interact", KEY_E)
pass
## Ensure an input action exists with the given default key binding.
## Only sets the binding if the action does not already exist.
func _ensure_action(action_name: StringName, key: Key) -> void:
if InputMap.has_action(action_name):
return
var ev := InputEventKey.new()
ev.keycode = key
InputMap.add_action(action_name)
InputMap.action_add_event(action_name, ev)