# E1.M4 — AbilityInputScaffold ## Summary | Field | Value | |--------|--------| | **Module ID** | E1.M4 | | **Epic** | [Epic 1 — Core Player Runtime](../epics/epic_01_core_player_runtime.md) | | **Stage target** | Prototype | | **Status** | Planned (see [dependency register](module_dependency_register.md)) | ## Purpose Hotbar bindings, cooldown slot UI hooks, and the client/input path that issues `AbilityCastRequest` into [E5.M1 — CombatRulesEngine](E5_M1_CombatRulesEngine.md), using targeting from [E1.M3](E1_M3_InteractionAndTargetingLayer.md). ## Responsibilities - Map hotbar slots to abilities and emit `AbilityCastRequest` with validation hints. - Surface `HotbarLoadout` and `CooldownSnapshot` for UI sync. ## Key contracts | Contract | Role | |----------|------| | `AbilityCastRequest` | Intent sent to combat resolution. | | `HotbarLoadout` | Bound abilities per slot. | | `CooldownSnapshot` | Client/server-visible cooldown state for UI. | ## Module dependencies - **E1.M3** — InteractionAndTargetingLayer: target lock and cast validity. - **E5.M1** — CombatRulesEngine: authoritative accept/deny of casts. ## Dependents (by design) - Consumed by UX and telemetry; combat engine remains the authority. ## Related implementation slices Epic 1 **Slice 3** — `ability_cast_requested`, `ability_cast_denied` with reason codes. ## Source anchors - Master plan: [`neon_sprawl_vision.plan.md`](../../../neon_sprawl_vision.plan.md) — Epic 1. - [Module dependency register](module_dependency_register.md)