neon-sprawl/docs/decomposition/modules/E1_M4_AbilityInputScaffold.md

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# 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)) |
| **Linear** | Story slugs **E1M4-01** through **E1M4-05** in [E1M4 prototype backlog](../../plans/E1M4-prototype-backlog.md); label **`E1.M4`** per [decomposition README — Linear alignment](../README.md#linear-alignment) |
## 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.
## Implementation snapshot
- **Current state:** NEO-29 landed prototype `HotbarLoadout` v1 contract and hydration path (`GET`/`POST /game/players/{id}/hotbar-loadout`, fixed 8 slots, deny reason codes). `AbilityCastRequest` and `CooldownSnapshot` wiring are still pending.
- **Prototype persistence policy (NEO-29):** per-player loadout key; Postgres when `ConnectionStrings:NeonSprawl` exists, in-memory fallback otherwise.
- **Prototype backlog:** [E1M4 prototype backlog](../../plans/E1M4-prototype-backlog.md) defines five vertical slices from hotbar loadout contract to cast telemetry hooks.
- **Dependency expectation:** first implementation stories assume E1.M3 target selection flow exists and E5.M1 provides minimum cast accept/deny contract.
## Linear backlog
Parent epic: [Epic 1 — Core Player Runtime](https://linear.app/neon-sprawl/project/epic-1-core-player-runtime-client-controls-character-loop-66bd590cd016).
**Stories:** full acceptance checklists in **[docs/plans/E1M4-prototype-backlog.md](../../plans/E1M4-prototype-backlog.md)**.
| Slug | Linear |
|------|--------|
| **E1M4-01** | [NEO-29](https://linear.app/neon-sprawl/issue/NEO-29/e1m4-01-hotbarloadout-v1-contract-baseline-persistence-path) — `HotbarLoadout` v1 contract + baseline persistence path |
| **E1M4-02** | TBD — Input to `AbilityCastRequest` path |
| **E1M4-03** | TBD — Combat accept/deny integration + reason-code UX |
| **E1M4-04** | TBD — `CooldownSnapshot` sync + slot presentation |
| **E1M4-05** | TBD — Slice 3 telemetry hooks for cast funnel |
Issues should carry label **`E1.M4`** per [Linear alignment](../README.md#linear-alignment).
## Source anchors
- Master plan: [`neon_sprawl_vision.plan.md`](../../../neon_sprawl_vision.plan.md) — Epic 1.
- [Module dependency register](module_dependency_register.md)