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, andcontrol.backward - intent.*: programmable world interaction modes such as
intent.use,intent.look, orintent.drop - rules.*: ruleset actions such as
rules.basic_attack,rules.minor_heal, orrules.gather_wood - screen.*: screen flow commands such as
screen.goto.Titleorscreen.goto.Play - game.*: game flow commands such as
game.startorgame.start_class.Warrior - ui.*: local user-interface commands such as
ui.actions
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.
The terminal roguelike client uses the same active player [input] table. In an
interactive terminal it reads raw keypresses, so movement keys act immediately
without pressing Return. When stdin/stdout are not terminals, it falls back to
line input so scripted tests can still pipe commands.
Control Commands
Control commands are immediate movement-style commands.
Examples:
forwardleftrightbackwardstrafe_leftstrafe_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:
uselookdropspell
An intent can be selected by:
- a keyboard mapping like
intent.use - a spell shortcut like
spell(Fireball) - a screen button with an
intentattribute
Ruleset-owned actions such as attacking and taking items should normally use
rules.basic_attack and rules.take. Legacy or script-driven games may still
use custom attack and take intents.
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:
- select an intent like
useorattack - press a directional action like
forward - the engine looks in that direction and sends the matching
intentevent
If no valid target is found, the engine sends the localized fallback {system.cant_do_that}.
This applies to both:
2d2d_grid
You can opt into click-targeted 2D intent behavior with:
[game]
click_intents_2d = true
With that enabled, 2D behaves more like 3D:
- select an intent like
use,attack, orspell - move the cursor over an entity or item
- click the target to apply that intent
- 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.
Recommended Rules-Based 2D Setup
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 = "rules.basic_attack"
u = "intent.use"
l = "intent.look"
tab = "ui.actions"
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.
Actions Panel
The five visible command slots are a quick-access bar, not the complete list of
commands known by a character. ui.actions toggles a generic Actions panel:
[input]
tab = "ui.actions"
# Or on a screen button:
[ui]
role = "button"
command = "ui.actions"
label = "Actions"
show_icon = false
The panel reads all commands in the active class's [classes.<Class>.action_bar]
table. It removes duplicates and groups rules actions from their kind:
spellbecomes Spellsgather,craft, andinteractionbecome Utility- attacks, stances, and custom action kinds become Combat
Entries use the same rules-owned icons, tooltips, costs, reagent requirements,
cooldowns, and unlock checks as ordinary command-slot buttons. Selecting an
enabled entry highlights it and activates the normal rules action targeting
path; the panel stays open for subsequent choices until closed with its button,
close control, Tab, or Escape. This makes the panel suitable for martial
abilities and sandbox actions as well as magic; a game can later present a
spellbook as a themed or filtered view without changing the ruleset action
representation.
Drag a panel entry onto a command_slot button to replace that player's quick
slot. On touch or non-drag interfaces, use Assign, then click the action and
the destination slot. Eldiron persists the override on the player and validates
that the assigned command belongs to the active class action bar.
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}, {START.CLASS_SPELLS}, and {START.CLASS_EQUIPMENT}. The class details come from the active ruleset; abilities and spells use the class's starting unlocks.level_1 entries and their authored catalogue names.
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 can behave like a persistent interaction mode when the project enables:
[game]
persistent_intents = true
- select an intent like
use,attack, orspell - move the cursor over an entity or item
- click the target to apply that intent
The selected mode remains active after targeting, so repeated attacks do not
require reselecting Attack. Choosing another targeting command or the
Walk/default button replaces it. Without persistent_intents, the server clears
the intent after use.
The active intent can also change the cursor if the corresponding button widget defines intent cursor tiles.
This applies to:
isofirstpfirstp_grid
Camera Input Modes
The current player input mode can be:
2d: freeform cardinal movement2d_grid: smooth grid-based cardinal movement, one tile / world unit per actioniso: same movement semantics as2d, usually paired with an isometric render cameraiso_grid: alias of2d_grid, usually paired with an isometric render camerafirstp: freeform first-person movement and turningfirstp_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:
intententity_iditem_iddistance
This lets either side handle the interaction.
Examples:
- the player handles
attackand callsattack() - an item handles
useand toggles itself - a character handles
talkand opens dialogue
Built-In Shortcuts
Some common intents have built-in convenience behavior before or alongside script handling.
Examples include:
lookusetake/pickupdropspell:<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.
Ruleset Invocations
Rulesets may bind token sequences to ordinary actions. A game-specific screen can present the tokens as words, runes, icons, or any other controls and submit the assembled phrase:
command = "intent.invoke:words_of_power:{UI.spell.runes}"
For example, the official LO VI phrase resolves to action:minor_heal.
Resolution is server-side, and the action still owns its requirements, target,
costs, cooldown, and effects. Games that prefer direct spell or rules-action
buttons do not need to use invocation schemes.
When a Messages widget enables command_input, players can also type an
invocation directly:
LO VI
SAR IR at skeleton
invoke words_of_power:YA FUL at orc
The text path resolves these through the same invocation catalogue. Self and friendly-or-self actions infer the player when no target is written.
Where To Configure What
- Keyboard mappings: Input Mapping
- Intent event handling: Events
- Action/intention buttons on screens: Screen Widgets
- Character and item shortcut attributes: Attributes