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Player Input

This page explains how player input works in Eldiron.

At a high level, player input is routed through commands:

  • control.*: direct movement or turning commands such as control.forward, control.left, control.right, and control.backward
  • intent.*: programmable interaction modes such as intent.use, intent.attack, intent.look, intent.take, or intent.drop
  • rules.*: ruleset actions such as rules.basic_attack, rules.minor_heal, or rules.gather_wood
  • screen.*: screen flow commands such as screen.goto.Title or screen.goto.Play
  • game.*: game flow commands such as game.start or game.start_class.Warrior
  • ui.*: user-interface commands such as ui.inventory for future action bars and panels

Keyboard input is configured in character data via Input Mapping.
UI buttons on screens can also trigger the same actions and intents. Button fields such as action = "forward" and intent = "attack" are read as command = "control.forward" and command = "intent.attack" when projects are loaded. Use intent = "" or command = "intent." for a Walk button which clears active targeting commands.

Rules commands are also rules-aware on the UI side. A button assigned to rules.minor_heal can show the action name, description, costs, reagent requirements, and cooldown state from the active ruleset. If that command is cooling down, the button is dimmed and receives a cooldown overlay.

Control Commands

Control commands are immediate movement-style commands.

Examples:

  • forward
  • left
  • right
  • backward
  • strafe_left
  • strafe_right

They are sent as runtime EntityAction values and are interpreted based on the current player camera mode:

  • 2D / Isometric: directional movement
  • 2D Grid: cardinal one-tile movement with smooth interpolation
  • First-Person: forward/backward movement plus left/right turning, with optional strafing via strafe_left / strafe_right
  • First-Person Grid: one-tile forward/backward/strafe movement with smooth interpolation, plus 90-degree left/right turning

If no intent is active, pressing an action key simply moves or turns the player.

The input mapping mode is controlled at runtime with set_player_camera. This affects how actions are interpreted, but it does not change the visual render camera by itself.

Intents

Intents describe what the player wants to do, not how they move.

Common intents:

  • use
  • attack
  • look
  • take
  • drop
  • spell

An intent can be selected by:

  • a keyboard mapping like intent(use)
  • a spell shortcut like spell(Fireball)
  • a screen button with an intent attribute

Once selected, the intent is stored on the player and used for the next interaction.

2D, Isometric, And First-Person Behavior

Intents behave differently in 2D and 3D.

2D

In 2D-style play, an intent is usually one-shot:

  1. select an intent like use or attack
  2. press a directional action like forward
  3. the engine looks in that direction and sends the matching intent event

If no valid target is found, the engine sends the localized fallback {system.cant_do_that}.

This applies to both:

  • 2d
  • 2d_grid

You can opt into click-targeted 2D intent behavior with:

[game]
click_intents_2d = true

With that enabled, 2D behaves more like 3D:

  1. select an intent like use, attack, or spell
  2. move the cursor over an entity or item
  3. click the target to apply that intent
  4. the selected intent stays active until you switch it

Movement keys still walk normally. Intent hover / clicked cursors from screen buttons also apply in 2D when this mode is enabled.

For a rules-driven top-down game, the recommended starting point is:

[game]
auto_walk_2d = true
click_intents_2d = false

This gives the player mouse click-to-walk in Walk mode while keeping keyboard intents one-shot. A typical player input map then keeps movement, targeting, and rules actions separate:

[input]
w = "control.forward"
a = "control.left"
s = "control.backward"
d = "control.right"
t = "command(rules.basic_attack)"
u = "intent(use)"
l = "intent(look)"

For the screen action bar, use a Walk/default button plus rules command buttons:

[ui]
role = "button"
command = "intent."

# Another button:
[ui]
role = "button"
command = "rules.basic_attack"

command = "intent." selects Walk mode and clears active targeting commands. Intent and rules command buttons can resolve their icons through the active ruleset's [icons] catalog. Rules command buttons also get their name, description, cooldown, reagent/cost status, disabled state, and shortcut hint from the active ruleset and the active player's [input] table.

Class-driven action bars can bind buttons to command slots instead of hardcoding one command per screen:

[ui]
role = "button"
command_slot = "main.0"

[ui]
role = "button"
command_slot = "main.1"

Command slots resolve through the active player. A player attribute such as command_slot_main_0 = "rules.minor_heal" can override a slot; otherwise Eldiron reads the active ruleset class, for example [classes.Cleric.action_bar] main = ["rules.basic_attack", "rules.minor_heal", "rules.holy_light", "rules.gather_herbs", "rules.craft_blessed_herb"]. This keeps fixed world intents like Walk, Look, and Use separate from class actions.

Screen flow buttons use the same command field:

[ui]
role = "button"
command = "screen.goto.Play"

[ui]
role = "button"
command = "game.start"

game.start creates the configured player template using generic screen UI state. Start screens usually bind class buttons to start.class and text input to start.name:

[ui]
role = "button"
bind = "start.class"
value = "Warrior"
selection = "single"

[ui]
role = "input"
bind = "start.name"
text = "Eldiron"

Text widgets on the start screen can preview those choices with placeholders such as {START.CLASS}, {START.CLASS_ROLE}, {START.CLASS_ATTRIBUTES}, {START.CLASS_ABILITIES}, and {START.CLASS_EQUIPMENT}. The class details come from the active ruleset.

game.start_class.<Class> starts immediately with the requested class. If [game].play_screen is set, Eldiron switches to that screen after starting.

For a readable action bar overlay, place a role = "deco" widget behind the buttons and give it layer = -1. Negative-layer deco widgets draw below screen-rendered command icons, so a semi-transparent background can dim the game without dimming the icons.

Isometric / First-Person

In isometric and first-person play, intents behave more like a persistent interaction mode:

  1. select an intent like use, attack, or spell
  2. move the cursor over an entity or item
  3. click the target to apply that intent

The active intent can also change the cursor if the corresponding button widget defines intent cursor tiles.

This applies to:

  • iso
  • firstp
  • firstp_grid

Camera Input Modes

The current player input mode can be:

  • 2d: freeform cardinal movement
  • 2d_grid: smooth grid-based cardinal movement, one tile / world unit per action
  • iso: same movement semantics as 2d, usually paired with an isometric render camera
  • iso_grid: alias of 2d_grid, usually paired with an isometric render camera
  • firstp: freeform first-person movement and turning
  • firstp_grid: smooth grid-based first-person movement, one tile / world unit per step and 90-degree turns

Intent Events

When an intent is triggered successfully, the engine sends an intent event.

That event is sent to:

  • the player character
  • the clicked target entity, if the target is a character
  • the clicked target item, if the target is an item

The event payload includes:

  • intent
  • entity_id
  • item_id
  • distance

This lets either side handle the interaction.

Examples:

  • the player handles attack and calls attack()
  • an item handles use and toggles itself
  • a character handles talk and opens dialogue

Built-In Shortcuts

Some common intents have built-in convenience behavior before or alongside script handling.

Examples include:

  • look
  • use
  • take / pickup
  • drop
  • spell:<template>

Character and item attributes such as on_look, on_use, and on_drop can provide shortcuts for common cases.

Spells

Spell shortcuts are encoded as intent payloads of the form:

spell:Fireball

Keyboard mapping:

[input]
f = "command(intent.spell:Fireball)"

Screen button mapping:

command = "intent.spell:Fireball"

In both cases the runtime treats this as a spell intent and routes it through the normal intent system.

Where To Configure What