Held repair
held-repair · an adoption of Control options, version 1
Use in your game
Opens the authoring tool with these answers and settings already filled in. You still add your game's own rules and tuning.
What is in the ZIP
The ZIP holds the adoption and its acceptance tests. In the authoring tool, choose Add contract and pick this ZIP. If you keep your design as files, put them in contracts/.
The contract behind it
Covers which physical inputs produce each action on every platform. It also covers complete input methods, named control presets, remapping, press styles, simpler alternatives, and device-motion inputs. Action prompts, input timing help, shared-action choice, and event order stay elsewhere.
Questions
The supplied answer is marked on each question. Pick other answers to see what changes. Nothing is saved here: the ZIP and the authoring tool use the supplied answers.
How can players normally change the controls?
- Asked when
- the platform control sets list has at least one row.
- If not asked
- With no platform control set, this adoption makes no game-wide remapping promise.
Why this is asked
A platform may offer fixed controls, named layouts, or free changes. This answer supplies the ordinary choice before a platform states another one.
What normally happens when an action needs a difficult press?
- Asked when
- the platform control sets list has at least one row.
- If not asked
- With no platform control set, this adoption makes no game-wide demanding-input promise.
Why this is asked
Holds, rapid presses, double presses, and button combinations can block an otherwise known action. This answer supplies the ordinary choice.
Numbersno numbers
This contract has no numbers to set.
Rules1 rule
A rule is a check between the numbers. Validation reports a rule that fails.
-
Forbidden when Remapping default is Action and press style, and Demanding input default is Required as written.
Lists4 lists
Each list holds the rows this adoption supplies. A list can be empty.
Platform control sets
platform-control-sets
| Id | Platform declared in | Methods declared in | Input method coverage | Remapping | Settings rule declared in |
|---|---|---|---|---|---|
console | platforms.console | controls.gamepad | one-method-covers-all | use-game-default | controls.fixed-gamepad |
Control presets
control-presets
This adoption declares no control presets.
Action bindings
action-bindings
| Id | Platform control set | Preset | Context declared in | Action declared in | Physical input declared in | Action input | Press style | Motion use | Demanding input |
|---|---|---|---|---|---|---|---|---|---|
console-repair-hold | console | — | — | workshop.repair | controls.right-trigger | — | hold | no-motion | use-game-default |
Simpler inputs
simpler-inputs
| Id | Action binding | Alternative declared in | Distinction rule declared in |
|---|---|---|---|
repair-button-alternative | console-repair-hold | controls.repair-face-button | workshop.separate-repair-inputs |
Test inputsscope and seeds
Some tests need a scope or seeds from the adoption before they can run.
This adoption supplies none; every test uses its defaults.
Acceptance tests33 tests apply
The contract comes with 64 tests. A test that runs once per row is counted once for each row. Tests that do not apply to these answers are still listed, with the reason.
control-options-vocabulary
control options uses control sets, presets, bindings, action inputs, and demanding inputs
Applies to held-repair.
A control set is the complete current mapping for one platform and input method. A preset is an immutable named source set that can become current. A binding joins one physical input and press style to one candidate action. One physical activation emits one action input carrying every matched binding's action. A demanding input is a timed, held, rapid, repeated, double, simultaneous, input-sequence, or required-device-motion input.
Test steps and diagnostics
- Given
the
held-repairadoption and its cited control rules- When
- the control path is identified from platform selection through physical activation
- Then
- a control set is the complete current mapping for one platform and input method
- a preset is an immutable named source set that can become current
- a binding joins one physical input and press style to one candidate action
- one physical activation emits one action input carrying every matched binding's action
- a demanding input is a timed, held, rapid, repeated, double, simultaneous, input-sequence, or required-device-motion input
- Diagnostics
held-repair-current-setheld-repair-action-input-log
platform-row-selects-exactly-when-cited · console
console is selected exactly for its cited platform and devices
Applies to the console row.
Platform row console is the one selected row exactly on the platform, edition, and supported devices at platforms.console. It is not selected where that citation excludes it. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
platform-control-set row
consoleand the Fixed platform rule atplatforms.console- When
- the game runs on each cited platform, edition, and supported device combination and on the nearest combination the citation excludes
- Then
consoleis the one selected row for every combination the citation coversconsoleis not selected for a combination the citation excludes- the test leaves the covered combinations to
platforms.consoleand restates nothing from it
- Diagnostics
held-repair-platform-selection
starting-control-set-follows-platform-rule · console
console starts with the control set chosen by its cited rule
Applies to the console row.
On first play for console, the complete starting control set comes from controls.fixed-gamepad, and every first binding lookup reads it as current. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
a first play on platform row
consoleand the Fixed settings rule atcontrols.fixed-gamepad- When
- the current set is first established
- Then
- the complete starting control set is the one selected through
controls.fixed-gamepad - every first binding lookup reads that current set
- the test restates nothing from the cited rule
- the complete starting control set is the one selected through
- Diagnostics
held-repair-current-set
preset-selection-copies-complete-set
preset Row.id becomes current through its cited route
Does not apply to held-repair: control-presets has no rows.
input-method-coverage-holds · console
console input methods cover its actions as promised
Applies to the console row.
Audit class: observer-judged. An observer, not the running game, judges this in each preset-derived current set console can make current. For every action bound on the platform, under the complete methods and any required switch at controls.gamepad: the one complete method named by the citation performs every action bound on the platform without another method. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
platform row
console, every action bound on that platform, and the complete methods and any required switch atcontrols.gamepad- When
- in each preset-derived current set the platform can make current, an observer performs every action bound on the platform using the named method or methods
- Then
- the one complete method named by the citation performs every action bound on the platform without another method
- an observer, not the running game, judges this
- the test restates nothing from the cited rule
- Diagnostics
held-repair-console-observer-result
remapping-fixed-override
Row.id keeps fixed bindings by its row answer
Does not apply to held-repair: no row in platform-control-sets matches remapping fixed bindings.
remapping-fixed-default · console
console keeps fixed bindings by the game default
Applies to the console row.
Audit class: observer-judged. An observer, not the running game, judges this. The row uses the game default: every attempted change to an action's physical input or press style is refused, the current set stays unchanged, and the existing binding performs the action. Where this platform has a movable or resizable touch control, changing its layout while keeping its action is not a control change; where it has none, this comparison asserts nothing. The route is at controls.fixed-gamepad; the test restates nothing from it.
Test steps and diagnostics
- Given
the current set for
consoleand its control setting route atcontrols.fixed-gamepad- When
- an observer attempts to change an action's physical input and press style, then performs the action
- Then
- every control change is refused and the current set is unchanged
- the existing binding still performs the action
- where this platform has a movable or resizable touch control, changing its layout while keeping its action is not a control change; where it has none, this comparison asserts nothing
- an observer, not the running game, judges this
- Diagnostics
held-repair-console-observer-resultheld-repair-change-logheld-repair-current-set
remapping-swap-override
Row.id permits only exchanges by its row answer
Does not apply to held-repair: no row in platform-control-sets matches remapping swap only.
remapping-swap-default
Row.id permits only exchanges by the game default
Does not apply to held-repair: remapping default is fixed bindings, not swap only.
remapping-presets-override
Row.id permits only preset selection by its row answer
Does not apply to held-repair: no row in platform-control-sets matches remapping presets only.
remapping-presets-default
Row.id permits only preset selection by the game default
Does not apply to held-repair: remapping default is fixed bindings, not presets only.
remapping-free-override
Row.id permits free assignment by its row answer
Does not apply to held-repair: no row in platform-control-sets matches remapping any action any input.
remapping-free-default
Row.id permits free assignment by the game default
Does not apply to held-repair: remapping default is fixed bindings, not any action any input.
remapping-press-style-override
Row.id permits input and press-style changes by its row answer
Does not apply to held-repair: no row in platform-control-sets matches remapping action and press style.
remapping-press-style-default
Row.id permits input and press-style changes by the game default
Does not apply to held-repair: remapping default is fixed bindings, not action and press style.
binding-scope-follows-current-set · console-repair-hold
console-repair-hold exists in its declared control-set scope
Applies to the console-repair-hold row.
Binding console-repair-hold belongs to its named preset while that preset is current, where the row names one; otherwise it belongs to console's base or freely remappable set. It exists throughout the selected control set, or only in the cited context where the row names one. A preset or context the row does not name asserts nothing.
Test steps and diagnostics
- Given
binding
console-repair-holdon platform rowconsole- When
- the current set is inspected across its reachable control-set and play contexts
- Then
- the binding belongs to its named preset while that preset is current, where the row names one; otherwise it belongs to the platform's base or freely remappable set
- the binding exists throughout the selected control set, or only in the cited context where the row names one
- a preset or context the row does not name asserts nothing
- Diagnostics
held-repair-current-setheld-repair-match-trace
binding-matches-cited-performance · console-repair-hold
console-repair-hold matches only its cited hold performance
Applies to the console-repair-hold row.
For console-repair-hold, when the cited input is held for its cited completion under controls.right-trigger, one action input carries the action at workshop.repair. The nearest non-matching performance emits nothing from this binding. The test names both addresses and restates nothing from them.
Test steps and diagnostics
- Given
binding
console-repair-hold, actionworkshop.repair, and the physical input, device, and performance atcontrols.right-trigger- When
- the cited input is held for its cited completion in the current platform, device, method, and set, then the nearest non-matching performance is attempted
- Then
- the matching performance emits one action input carrying the action at
workshop.repair - the non-matching performance emits nothing from this binding
- the test leaves the physical details to
controls.right-triggerand restates nothing from it
- the matching performance emits one action input carrying the action at
- Diagnostics
held-repair-match-traceheld-repair-action-input-log
binding-context-settles-at-accepted-moment
Row.id settles its context at the accepted moment
Does not apply to held-repair: no matching row in action-bindings has every field this test uses (context-declared-in).
binding-preset-is-current
Row.id exists only while preset Bind preset is current
Does not apply to held-repair: no matching row in action-bindings has every field this test uses (preset).
shared-physical-activation-stays-one-input
Row.id shares action input Bind action input consistently
Does not apply to held-repair: no matching row in action-bindings has every field this test uses (action-input).
simpler-input-matches-named-binding · repair-button-alternative
repair-button-alternative matches as binding console-repair-hold
Applies to the repair-button-alternative row.
Simpler route repair-button-alternative uses the input at controls.repair-face-button. It matches as if it were binding console-repair-hold, emits that binding's action input, and contributes the same action. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
simpler route
repair-button-alternativeatcontrols.repair-face-buttonfor bindingconsole-repair-hold- When
- the cited alternative input is performed and the current set contains the named binding
- Then
- the input matches as if it were
console-repair-hold - it emits that binding's action input
- it contributes the same action as the named binding
- the test restates nothing from the cited alternative rule
- the input matches as if it were
- Diagnostics
held-repair-match-traceheld-repair-action-input-log
demanding-none-override
Row.id has an ordinary route by its row answer
Does not apply to held-repair: no row in action-bindings matches demanding-input no demanding presses.
demanding-none-default
Row.id has an ordinary route by the game default
Does not apply to held-repair: demanding input default is simpler alternative, not no demanding presses.
demanding-simpler-press-style-override
the demanding press style of Row.id follows simpler-alternative by its row answer
Does not apply to held-repair: no row in action-bindings matches demanding-input simpler alternative and press-style timed press or hold or rapid presses or repeated presses or double press or simultaneous inputs or input sequence and motion-use no motion or optional motion.
demanding-simpler-required-motion-override
the required motion of Row.id follows simpler-alternative by its row answer
Does not apply to held-repair: no row in action-bindings matches demanding-input simpler alternative and motion-use required motion.
demanding-simpler-press-style-default · console-repair-hold
the demanding press style of console-repair-hold follows simpler-alternative by the game default
Applies to the console-repair-hold row.
Audit class: observer-judged. An observer, not the running game, judges this. The row uses the game default. The contract treats the press style of console-repair-hold as demanding. Its completed demanding route and every declared simpler route stay available together without configuration and emit the same action through distinct inputs; failing to finish the demanding route triggers neither route.
Test steps and diagnostics
- Given
binding
console-repair-hold, its cited demanding press style, and every simpler-inputs row naming it- When
- an observer completes the demanding press style, performs every simpler route without configuration, and separately stops before completion
- Then
- the completed demanding route emits the binding's action input
- every simpler route remains available at the same time and emits the same action through its distinct input
- failure to finish the demanding route emits neither the demanding action input nor a simpler alternative by itself
- an observer, not the running game, judges this
- Diagnostics
held-repair-console-repair-hold-observer-resultheld-repair-match-traceheld-repair-action-input-log
demanding-simpler-required-motion-default
the required motion of Row.id follows simpler-alternative by the game default
Does not apply to held-repair: no row in action-bindings matches demanding-input use game default and motion-use required motion.
demanding-setting-press-style-override
the demanding press style of Row.id follows player-can-change-it by its row answer
Does not apply to held-repair: no row in action-bindings matches demanding-input player can change it and press-style timed press or hold or rapid presses or repeated presses or double press or simultaneous inputs or input sequence and motion-use no motion or optional motion.
demanding-setting-required-motion-override
the required motion of Row.id follows player-can-change-it by its row answer
Does not apply to held-repair: no row in action-bindings matches demanding-input player can change it and motion-use required motion.
demanding-setting-press-style-default
the demanding press style of Row.id follows player-can-change-it by the game default
Does not apply to held-repair: demanding input default is simpler alternative, not player can change it.
demanding-setting-required-motion-default
the required motion of Row.id follows player-can-change-it by the game default
Does not apply to held-repair: demanding input default is simpler alternative, not player can change it.
demanding-required-press-style-override
the demanding press style of Row.id follows required-as-written by its row answer
Does not apply to held-repair: no row in action-bindings matches demanding-input required as written and press-style timed press or hold or rapid presses or repeated presses or double press or simultaneous inputs or input sequence and motion-use no motion or optional motion.
demanding-required-required-motion-override
the required motion of Row.id follows required-as-written by its row answer
Does not apply to held-repair: no row in action-bindings matches demanding-input required as written and motion-use required motion.
demanding-required-press-style-default
the demanding press style of Row.id follows required-as-written by the game default
Does not apply to held-repair: demanding input default is simpler alternative, not required as written.
demanding-required-required-motion-default
the required motion of Row.id follows required-as-written by the game default
Does not apply to held-repair: demanding input default is simpler alternative, not required as written.
simpler-route-is-distinct · repair-button-alternative
repair-button-alternative performs the same action without resembling a failed demanding input
Applies to the repair-button-alternative row.
Audit class: observer-judged. An observer, not the running game, judges this. Performing repair-button-alternative through controls.repair-face-button emits binding console-repair-hold's action input and contributes the same action. Failing to finish the demanding route does not trigger the alternative, and workshop.separate-repair-inputs keeps the records distinguishable. The test names both addresses and restates nothing from them.
Test steps and diagnostics
- Given
simpler route
repair-button-alternative, its ordinary input atcontrols.repair-face-button, and its distinction rule atworkshop.separate-repair-inputs- When
- an observer successfully performs the simpler route and separately fails to finish binding
console-repair-hold
- an observer successfully performs the simpler route and separately fails to finish binding
- Then
- the successful simpler route emits the named binding's action input and contributes the same action
- the failed demanding route emits no alternative action input by itself
- the two records remain distinguishable under
workshop.separate-repair-inputs - an observer, not the running game, judges this
- the test restates nothing from either cited rule
- Diagnostics
held-repair-repair-button-alternative-observer-resultheld-repair-match-traceheld-repair-action-input-log
device-motion-rule-holds · console-repair-hold
console-repair-hold follows its no-motion device-motion rule
Applies to the console-repair-hold row.
For console-repair-hold under controls.right-trigger: no device motion is read while the cited non-motion performance emits the action input. The test names the address, restates nothing from it, and asserts nothing about device-motion quality.
Test steps and diagnostics
- Given
binding
console-repair-holdand its physical input and device atcontrols.right-trigger- When
- the cited performance and the corresponding motion or non-motion comparison are each attempted
- Then
- no device motion is read while the cited non-motion performance emits the action input
- the test asserts nothing about device-motion quality
- Diagnostics
held-repair-match-traceheld-repair-action-input-log
one-physical-activation-emits-one-action-input
one physical activation emits one action input with all matched candidates
Applies to held-repair.
Each reachable physical activation emits one action input carrying every matched binding's action as a candidate. N matched actions remain one input with N candidates, never N inputs. Where no activation matches several bindings, that comparison asserts nothing.
Test steps and diagnostics
- Given
each reachable physical activation in the
held-repairadoption, including one that matches several bindings where the adoption declares one- When
- the current set is matched and the contract emits its game-facing result
- Then
- the activation emits one action input
- that one input carries every matched binding's action as a candidate
- N matched actions remain one input with N candidates and never become N inputs
- where no activation matches several bindings, the multi-candidate comparison asserts nothing
- Diagnostics
held-repair-match-traceheld-repair-action-input-logheld-repair-candidate-set
action-input-stops-at-handoff
the action input stops at the contract boundary
Applies to held-repair.
The contract emits one action input with all matched candidates and stops there. Input forgiveness can supply the accepted moment; Action legibility, when adopted, selects a candidate before one action proposal. Otherwise the game's cited Fixed selection rule owns shared-candidate selection. This test asserts nothing about forgiveness windows, offered-action presentation, candidate ordering, proposal rejection, or action effects.
Test steps and diagnostics
- Given
one action input emitted by the
held-repairadoption with all matched candidates- When
- the input crosses the contract boundary
- Then
- the emitted input is handed to Input forgiveness when adopted, which can supply the accepted moment, and then to Action legibility when adopted for candidate selection before one action proposal
- without Action legibility, the game's cited Fixed selection rule owns shared-candidate selection
- this test stops at emission and asserts nothing about forgiveness windows, offered-action presentation, candidate ordering, proposal rejection, or action effects
- Diagnostics
held-repair-action-input-log
control-options-authority-order
control options keeps its authority order
Applies to held-repair.
The authority order is platform, defaults, starting set, accepted control change, current set, physical match, demanding-input answer, simpler route, device-motion rule, one action-input creation, accepted-moment shared-action choice, and one action proposal. A later stage does not rewrite an earlier decision.
Test steps and diagnostics
- Given
a run that reaches platform selection, control setup, a physical activation, and the action-input boundary
- When
- the decision trace is read in order
- Then
- the trace orders platform, defaults, starting set, accepted control change, current set, physical match, demanding-input answer, simpler route, device-motion rule, one action-input creation, accepted-moment shared-action choice, and one action proposal
- a later stage does not rewrite an earlier decision
- Diagnostics
held-repair-platform-selectionheld-repair-change-logheld-repair-current-setheld-repair-match-traceheld-repair-action-input-log
control-options-boundaries
the adoption makes no promise beyond control options
Applies to held-repair.
The contract asserts nothing about system-level remapping, virtual-control layout editing, chord member lists, device-motion quality, or saved profiles. Moving or resizing a touch control while keeping its action is not a control change. Presentation of the current binding is owned by Action legibility when adopted, otherwise by the game's UI rules. Beyond its stated hand-off order, the contract asserts nothing about an action input after emission.
Test steps and diagnostics
- Given
the
held-repairadoption and features adjacent to its control rules- When
- the adoption's promise boundary is reviewed
- Then
- the contract asserts nothing about system-level remapping, virtual-control layout editing, chord member lists, device-motion quality, or saved profiles
- moving or resizing a touch control while keeping its action is not a control change
- presentation of the current binding is owned by Action legibility when adopted, otherwise by the game's UI rules
- the contract asserts nothing about action-input behavior after emission except the stated hand-off order
- Diagnostics
held-repair-declaration-record
empty-row-sets-make-no-promise
empty row sets and unanswered defaults make no promise
Applies to held-repair.
This declaration check reads the adoption, not the running game. Where no platform row exists, no platform receives a physical-control promise, and the adoption makes no game-wide remapping or demanding-input promise; where a platform row exists, each clause asserts nothing. Where no preset, binding, or simpler-input row exists, its row set makes its stated empty-set promise; where a row exists, that clause asserts nothing.
Test steps and diagnostics
- Given
the
held-repairadoption, not the running game- When
- a reviewer checks each row set and the two defaults that depend on a platform row
- Then
- where no platform-control-sets row exists, no platform receives a physical-control promise from this adoption; where a row exists, this clause asserts nothing
- where no control-presets row exists, no named control preset is offered; where a row exists, this clause asserts nothing
- where no action-bindings row exists, no physical input is promised to produce a game action; where a row exists, this clause asserts nothing
- where no simpler-inputs row exists, no demanding binding promises a separate simpler input without a setting change; where a row exists, this clause asserts nothing
- where no platform-control-sets row exists, this adoption makes no game-wide remapping promise; where a platform row exists, this clause asserts nothing
- where no platform-control-sets row exists, this adoption makes no game-wide demanding-input promise; where a platform row exists, this clause asserts nothing
- Diagnostics
held-repair-declaration-record
preset-platform-join
declaration check: preset Row.id names a platform row in this adoption
Does not apply to held-repair: control-presets has no rows.
binding-platform-join · console-repair-hold
declaration check: binding console-repair-hold names a platform row in this adoption
Applies to the console-repair-hold row.
This declaration check reads the adoption, not the running game. Binding console-repair-hold must name an existing platform-control-sets row in this adoption: console. A missing or misspelled join is a defect this test fails by construction.
Test steps and diagnostics
- Given
the
held-repairadoption and bindingconsole-repair-hold, not the running game- When
- a reviewer checks its platform-control-set join
- Then
- a platform-control-sets row with id
consoleexists in this adoption - a missing or misspelled platform row is a defect this test fails by construction
- a platform-control-sets row with id
- Diagnostics
held-repair-declaration-record
binding-preset-join
declaration check: binding Row.id names a preset on the same platform
Does not apply to held-repair: no matching row in action-bindings has every field this test uses (preset).
optional-motion-has-no-motion-sibling
declaration check: optional-motion binding Row.id has a no-motion sibling
Does not apply to held-repair: no row in action-bindings matches motion-use optional motion.
simpler-binding-join · repair-button-alternative
declaration check: simpler route repair-button-alternative names a binding in this adoption
Applies to the repair-button-alternative row.
This declaration check reads the adoption, not the running game. The contract limits simpler-inputs rows to bindings whose effective demanding-input answer promises an alternative. Simpler route repair-button-alternative must name an existing action-bindings row in this adoption, console-repair-hold, and that binding's effective answer must be simpler-alternative. A missing, misspelled, or wrongly answered join is a defect this test fails by construction.
Test steps and diagnostics
- Given
the
held-repairadoption and simpler routerepair-button-alternative, not the running game- When
- a reviewer checks its action-binding join
- Then
- an action-bindings row with id
console-repair-holdexists in this adoption - that binding's effective demanding-input answer is simpler-alternative
- a missing, misspelled, or wrongly answered binding is a defect this test fails by construction
- an action-bindings row with id
- Diagnostics
held-repair-declaration-record
presets-only-has-complete-choice
declaration check: every presets-only platform has two selectable complete presets
Applies to held-repair.
This declaration check reads the adoption, not the running game. Under the contract, every platform whose effective answer is presets-only must have at least two presets whose availability is starting-and-selectable or player-selectable, and every preset maps every action bound on that platform. Another effective answer asserts nothing in this comparison. A missing choice or incomplete preset is a defect this test fails by construction.
Test steps and diagnostics
- Given
the
held-repairadoption, not the running game- When
- a reviewer resolves each platform row's effective remapping answer and compares its preset and binding rows
- Then
- each platform whose effective answer is presets-only has at least two control-presets rows whose availability is starting-and-selectable or player-selectable
- every preset for that platform maps every action bound on the platform with a matching action-bindings row
- a platform with another effective answer asserts nothing in this comparison
- a missing choice or incomplete preset is a defect this test fails by construction
- Diagnostics
held-repair-declaration-record
simpler-answer-has-row · console-repair-hold
declaration check: every demanding simpler-alternative binding has a simpler row
Applies to the console-repair-hold row.
This declaration check reads the adoption, not the running game. If console-repair-hold has a demanding press style or requires device motion, and its effective answer is simpler-alternative, at least one simpler-inputs row must name it. Otherwise the requirement asserts nothing. A missing simpler row is a defect this test fails by construction.
Test steps and diagnostics
- Given
the
held-repairadoption and bindingconsole-repair-hold, not the running game- When
- a reviewer resolves the binding's effective demanding-input answer and classifies its cited performance
- Then
- if
console-repair-holdhas a demanding press style or requires device motion, and its effective answer is simpler-alternative, at least one simpler-inputs row names it - otherwise this requirement asserts nothing
- a missing simpler row is a defect this test fails by construction
- if
- Diagnostics
held-repair-declaration-record
no-demanding-answer-has-ordinary-route · console-repair-hold
declaration check: every no-demanding binding has an ordinary route
Applies to the console-repair-hold row.
This declaration check reads the adoption and its cited prose, not the running game. Under an effective no-demanding-presses answer, console-repair-hold must have a non-demanding press style and not require device motion, or have a cited ordinary route to the same action. Another answer asserts nothing here. A demanding-only route is a defect this test fails by construction.
Test steps and diagnostics
- Given
the
held-repairadoption, bindingconsole-repair-hold, and its cited prose, not the running game- When
- a reviewer resolves the binding's effective demanding-input answer
- Then
- if the effective answer is no-demanding-presses,
console-repair-holdhas a non-demanding press style and does not require device motion, or its cited prose states an ordinary route to the same action - otherwise this requirement asserts nothing
- a demanding-only route is a defect this test fails by construction
- if the effective answer is no-demanding-presses,
- Diagnostics
held-repair-declaration-record
forbidden-effective-pair-does-not-reappear
declaration check: no platform or binding recreates the forbidden effective pair
Applies to held-repair.
This declaration check reads the adoption, not the running game. The contract's demanding-input field forbids a binding from having effective required-as-written on a platform with effective action-and-press-style. A row override that recreates this forbidden pair is a defect this test fails by construction.
Test steps and diagnostics
- Given
the
held-repairadoption, not the running game- When
- a reviewer resolves every platform's effective remapping answer and every binding's effective demanding-input answer
- Then
- no binding has effective required-as-written on a platform with effective action-and-press-style
- any platform-row or binding-row override that recreates that pair is a defect this test fails by construction
- Diagnostics
held-repair-declaration-record
settings-citation-covers-effective-change-policy · console
declaration check: console's settings citation covers its effective policy
Applies to the console row.
This declaration check reads the adoption and controls.fixed-gamepad, not the running game. Under any-action-any-input or action-and-press-style, that citation must state visible conflict handling before use; action-and-press-style must also state the press styles offered for each action. Under swap-only, it must state that a swap exchanges two existing assignments. Under presets-only, it must state that selection replaces the whole set and an individual binding change is refused. Under fixed-bindings, it must state the absence of changes. A missing duty is a defect this test fails by construction, and the test asserts nothing about reachability beyond what the citation states.
Test steps and diagnostics
- Given
the
held-repairadoption, platform rowconsole, andcontrols.fixed-gamepad, not the running game- When
- a reviewer resolves the row's effective remapping answer and checks the cited rule
- Then
- under any-action-any-input or action-and-press-style, the citation states visible conflict handling before use
- under action-and-press-style, the citation states the press styles offered for each action
- under swap-only, the citation states that a swap exchanges two existing assignments
- under presets-only, the citation states that selection replaces the whole set and an individual binding change is refused
- under fixed-bindings, the citation states the absence of changes
- a missing duty is a defect this test fails by construction
- the test asserts nothing about reachability beyond what the citation states
- Diagnostics
held-repair-declaration-record
shared-action-input-declaration-agrees
declaration check: rows sharing an activation agree on one action input
Applies to held-repair.
This declaration check reads the adoption and its cited physical activations and contexts, not the running game. Under the contract, one group contains only rows that can be current together: they use the same platform row, either all omit a preset or all name the same preset, have no disjoint cited contexts, and share one physical activation. Rows in mutually exclusive presets or disjoint contexts are not one group and assert nothing about each other's action-input value. Every row in a multi-binding group supplies and agrees on one value, and the emitted input carries every matched action as a candidate. A lone binding's name can remain implicit and asserts nothing in the shared-value comparison. A missing, different, or split value is a defect this test fails by construction. The check asserts nothing about a paired Action legibility adoption.
Test steps and diagnostics
- Given
the
held-repairadoption and the physical activations, platforms, presets, and contexts described by its binding rows and citations, not the running game- When
- a reviewer groups rows that can be current together and share one physical activation
- Then
- one group contains only rows on the same platform row that either all omit a preset or all name the same preset, have no disjoint cited contexts, and share one physical activation
- rows in mutually exclusive presets or disjoint cited contexts are not one group and assert nothing about each other's action-input value
- every group with several bindings supplies one action-input value shared by every row in that group
- the emitted input carries every matched binding's action as a candidate
- a lone binding's action-input name can remain implicit and asserts nothing in the shared-value comparison
- a missing, different, or split shared value is a defect this test fails by construction
- the test asserts nothing about a paired Action legibility adoption
- Diagnostics
held-repair-declaration-recordheld-repair-candidate-set
rows-do-not-duplicate-meaning
declaration check: no two rows mean the same platform, preset, or binding
Applies to held-repair.
This declaration check reads the adoption and its cited prose, not the running game. No two rows can mean the same platform, preset, binding, or simpler alternative for one binding. The contract sets no maximum row count. A duplicate meaning is a defect this test fails by construction.
Test steps and diagnostics
- Given
the
held-repairadoption and its cited prose, not the running game- When
- a reviewer compares every pair of rows in each row set
- Then
- no two platform-control-sets rows mean the same platform, edition, devices, and policy scope
- no two control-presets rows mean the same preset
- no two action-bindings rows mean the same binding
- no two simpler-inputs rows mean the same alternative for one binding
- the contract imposes no maximum row count
- a duplicate meaning is a defect this test fails by construction
- Diagnostics
held-repair-declaration-record
platform-citation-duty · console
declaration check: console's platform citation states its duty
Applies to the console row.
This declaration check reads the adoption and platforms.console, not the running game. The citation must name one platform or edition and its supported devices; different control behavior belongs in another row. A missing duty is a defect this test fails by construction. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
held-repairadoption andplatforms.console, not the running game- When
- a reviewer checks the citation's meaning
- Then
platforms.consolenames one platform or edition and its supported devices, with different control behavior in another row- a missing duty is a defect this test fails by construction
- Diagnostics
held-repair-declaration-record
methods-citation-duty · console
declaration check: console's methods citation states its duty
Applies to the console row.
This declaration check reads the adoption and controls.gamepad, not the running game. The citation must list every complete input method for console and any required switch. A missing duty is a defect this test fails by construction. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
held-repairadoption andcontrols.gamepad, not the running game- When
- a reviewer checks the citation's meaning
- Then
controls.gamepadlists every complete input method forconsoleand any required switch between methods- a missing duty is a defect this test fails by construction
- Diagnostics
held-repair-declaration-record
settings-rule-citation-duty · console
declaration check: console's settings citation states its duty
Applies to the console row.
This declaration check reads the adoption and controls.fixed-gamepad, not the running game. The citation must always state console's control menu. Where the platform declares a preset, it must state preset selection. Under effective any-action-any-input or action-and-press-style, it must state conflict handling; action-and-press-style must also state the press styles offered for each action. Under effective fixed-bindings, it must state the explicit absence of changes. A duty outside its stated condition asserts nothing. A missing duty is a defect this test fails by construction. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
held-repairadoption andcontrols.fixed-gamepad, not the running game- When
- a reviewer resolves
console's effective remapping answer and checks the citation's meaning
- a reviewer resolves
- Then
controls.fixed-gamepadstatesconsole's control menu- where the platform has a control-presets row, the citation states preset selection; where it has none, this clause asserts nothing
- under effective any-action-any-input or action-and-press-style, the citation states conflict handling; under another effective answer, this clause asserts nothing
- under effective action-and-press-style, the citation states the press styles offered for each action; under another effective answer, this clause asserts nothing
- under effective fixed-bindings, the citation states the explicit absence of changes; under another effective answer, this clause asserts nothing
- a missing duty is a defect this test fails by construction
- Diagnostics
held-repair-declaration-record
preset-selection-citation-duty
declaration check: preset Row.id's selection citation states its duty
Does not apply to held-repair: control-presets has no rows.
binding-action-citation-duty · console-repair-hold
declaration check: console-repair-hold's action citation states its duty
Applies to the console-repair-hold row.
This declaration check reads the adoption and workshop.repair, not the running game. The citation must name the game-facing action that console-repair-hold contributes as a candidate. A missing duty is a defect this test fails by construction. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
held-repairadoption andworkshop.repair, not the running game- When
- a reviewer checks the citation's meaning
- Then
workshop.repairnames the game-facing action thatconsole-repair-holdcontributes as a candidate- a missing duty is a defect this test fails by construction
- Diagnostics
held-repair-declaration-record
binding-physical-input-citation-duty · console-repair-hold
declaration check: console-repair-hold's physical-input citation states its duty
Applies to the console-repair-hold row.
This declaration check reads the adoption and controls.right-trigger, not the running game. The citation must name console-repair-hold's physical input, supplying device, and the hold completion. A missing duty is a defect this test fails by construction. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
held-repairadoption andcontrols.right-trigger, not the running game- When
- a reviewer checks the citation's meaning
- Then
controls.right-triggernames the physical input, its supplying device, and the hold completion forconsole-repair-hold- a missing duty is a defect this test fails by construction
- Diagnostics
held-repair-declaration-record
binding-context-citation-duty
declaration check: Row.id's context citation states its duty
Does not apply to held-repair: no matching row in action-bindings has every field this test uses (context-declared-in).
simpler-alternative-citation-duty · repair-button-alternative
declaration check: repair-button-alternative's alternative citation states its duty
Applies to the repair-button-alternative row.
This declaration check reads the adoption and controls.repair-face-button, not the running game. The citation must state the physical input and ordinary press style that perform the same action as binding console-repair-hold without a setting change. A missing duty is a defect this test fails by construction. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
held-repairadoption andcontrols.repair-face-button, not the running game- When
- a reviewer checks the citation's meaning
- Then
controls.repair-face-buttonstates the physical input and ordinary press style that perform the same action as bindingconsole-repair-holdwithout a setting change- a missing duty is a defect this test fails by construction
- Diagnostics
held-repair-declaration-record
simpler-distinction-citation-duty · repair-button-alternative
declaration check: repair-button-alternative's distinction citation states its duty
Applies to the repair-button-alternative row.
This declaration check reads the adoption and workshop.separate-repair-inputs, not the running game. The citation must prove that success on repair-button-alternative cannot be mistaken for failure to finish binding console-repair-hold. A missing duty is a defect this test fails by construction. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
held-repairadoption andworkshop.separate-repair-inputs, not the running game- When
- a reviewer checks the citation's meaning
- Then
workshop.separate-repair-inputsproves that success onrepair-button-alternativecannot be mistaken for failure to finish bindingconsole-repair-hold- a missing duty is a defect this test fails by construction
- Diagnostics
held-repair-declaration-record
control-options-hold
control options holds for the whole run
Applies to held-repair.
Across every platform row on its cited devices, every preset, every binding, and every simpler route of the audited run, every accepted control change follows the platform's effective remapping answer and every refused change is refused; every binding matches only under its cited performance and emits one action input; every demanding binding meets its effective answer; every simpler route produces the same action distinguishably; every device-motion rule holds; and no physical activation produces more than one action input.
Test steps and diagnostics
- Holds
every accepted control change followed the platform's effective remapping answer and every refused change was refused; every binding matched only under its cited performance and emitted one action input; every demanding binding met its effective answer; every simpler route produced the same action distinguishably; every device-motion rule held; no physical activation produced more than one action input
- Seeds
["audit-a","audit-b"]- Scope
every platform row on its cited devices, every preset, every binding, and every simpler route of the audited run- Diagnostics
held-repair-platform-selectionheld-repair-change-logheld-repair-current-setheld-repair-match-traceheld-repair-action-input-logheld-repair-observer-resultheld-repair-setting-state
JSONthe adoption as one file
The adoption file as supplied. Answers you try on this page are not written into it; to change an adoption, open it in the authoring tool.
{
"contract": "control-options",
"version": 1,
"summary": "Covers which physical inputs produce each action on every platform. It also covers complete input methods, named control presets, remapping, press styles, simpler alternatives, and device-motion inputs. Action prompts, input timing help, shared-action choice, and event order stay elsewhere.",
"questions": {
"remapping-default": {
"asks": "How can players normally change the controls?",
"rationale": "A platform may offer fixed controls, named layouts, or free changes. This answer supplies the ordinary choice before a platform states another one.",
"when": {
"row-count": {
"platform-control-sets": "non-empty"
}
},
"otherwise": "With no platform control set, this adoption makes no game-wide remapping promise.",
"options": {
"fixed-bindings": {
"meaning": "The controls cannot be changed in the game. A puzzle game always keeps rotate on the space bar.",
"semantics": "No player-facing setting changes an action's physical input or press style."
},
"swap-only": {
"meaning": "Existing controls can only exchange actions. A platformer can swap jump and dash, but an unused button cannot receive either action.",
"semantics": "A supported binding can exchange its current action with another supported binding; no action can move independently to an otherwise unused input."
},
"presets-only": {
"meaning": "Players can choose only from named control sets. An action game offers Default and Alternate layouts without individual button changes.",
"semantics": "The player may select a complete declared preset but cannot change one binding independently inside that preset. The platform offers at least two presets whose availability is starting-and-selectable or player-selectable."
},
"any-action-any-input": {
"meaning": "Any action can move to any supported input. A strategy game can move end turn from Enter to an unused mouse button.",
"semantics": "Every covered action can be assigned independently to any supported remappable input, including an otherwise unassigned input; conflicts are resolved visibly before use."
},
"action-and-press-style": {
"meaning": "Both the input and the press style can change. An adventure game can move interact to another button and change a hold into one press.",
"semantics": "Every covered action can change to a supported input and to any press style that its cited platform rule offers for that action."
}
}
},
"demanding-input-default": {
"asks": "What normally happens when an action needs a difficult press?",
"rationale": "Holds, rapid presses, double presses, and button combinations can block an otherwise known action. This answer supplies the ordinary choice.",
"when": {
"row-count": {
"platform-control-sets": "non-empty"
}
},
"otherwise": "With no platform control set, this adoption makes no game-wide demanding-input promise.",
"options": {
"no-demanding-presses": {
"meaning": "No action needs a demanding press. A card game plays a selected card with one ordinary activation.",
"semantics": "No covered binding requires timed, held, rapid, repeated, double, simultaneous, directional-sequence, or device-motion input as its only route to the action."
},
"simpler-alternative": {
"meaning": "Every demanding press has a distinct simpler route with no setting change. A repair game offers a separate tap button beside its hold-to-repair control.",
"semantics": "Every covered demanding binding has a declared alternative that performs the same action without configuration."
},
"player-can-change-it": {
"meaning": "A setting can make the press easier. A racing game can change a held pit command into one ordinary press.",
"semantics": "A player-facing setting replaces each covered demanding press with a declared easier press style before play uses the binding."
},
"required-as-written": {
"meaning": "The demanding press remains required. A rhythm special still needs two buttons together and has no simpler route from this contract.",
"semantics": "The covered demanding binding has no simpler alternative or press-style setting promised by this adoption."
}
}
}
},
"declares": {
"values": {},
"rows": {
"platform-control-sets": {
"description": "Supported platforms or editions and their complete control policies. A separate row is required whenever mappings or options differ.",
"when-empty": "No platform receives a physical-control promise from this adoption.",
"record": {
"id": {
"type": "string",
"required": true,
"pattern": "kebab-case",
"unique": true,
"description": "A stable platform or edition name, such as pc or console-gamepad."
},
"platform-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed rule naming one platform or edition and its supported devices. Different control behavior requires another row."
},
"methods-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed list of complete input methods and any required switch between them. A PC row may name keyboard and pointer as one mixed method."
},
"input-method-coverage": {
"type": "string",
"required": true,
"options": [
"one-method-covers-all",
"player-chooses-method",
"mixed-methods-needed"
],
"description": "Whether one named method covers every action bound on the platform, several named methods each do so, or the named methods must be mixed. A console may offer complete gamepad and accessibility-controller methods."
},
"remapping": {
"type": "string",
"required": true,
"options": [
"use-game-default",
"fixed-bindings",
"swap-only",
"presets-only",
"any-action-any-input",
"action-and-press-style"
],
"description": "The platform's remapping policy or the game's ordinary answer. A console edition may offer presets while the PC edition allows free assignment."
},
"settings-rule-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed rule for the platform's control menu and, as its effective remapping answer needs, preset selection, conflict handling, the press styles offered for each action, or the explicit absence of changes when bindings are fixed."
}
}
},
"control-presets": {
"description": "Named complete binding sets offered on a platform. A preset maps every action bound on its platform.",
"when-empty": "No named control preset is offered.",
"record": {
"id": {
"type": "string",
"required": true,
"pattern": "kebab-case",
"unique": true,
"description": "A stable name for the preset, such as gamepad-default or gamepad-alternate."
},
"platform-control-set": {
"type": "string",
"required": true,
"pattern": "kebab-case",
"description": "The supported platform or edition that offers this preset."
},
"label": {
"type": "string",
"required": true,
"description": "The player-facing preset name, such as Standard or Southpaw."
},
"availability": {
"type": "string",
"required": true,
"options": [
"starting-and-selectable",
"player-selectable",
"mode-selected"
],
"description": "Whether this preset is the starting set and remains selectable, is another selectable set, or follows a cited player mode. An assisted-play mode may select its own complete layout."
},
"selection-rule-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed route that selects this preset and makes its matching action-binding rows current."
}
}
},
"action-bindings": {
"description": "Physical inputs that produce actions on a platform or inside one named preset.",
"when-empty": "No physical input is promised to produce a game action.",
"record": {
"id": {
"type": "string",
"required": true,
"pattern": "kebab-case",
"unique": true,
"description": "A stable platform, action, and input name, such as pc-jump-space. A per-character control set names the character too."
},
"platform-control-set": {
"type": "string",
"required": true,
"pattern": "kebab-case",
"description": "The supported platform or edition where this binding exists."
},
"preset": {
"type": "string",
"pattern": "kebab-case",
"description": "The named complete control set containing this binding. Absence means the platform's current base or freely remappable set. On a platform whose effective remapping allows changes, the preset is the starting source set and accepted changes mutate the current copy."
},
"context-declared-in": {
"type": "citation",
"description": "The Fixed context in which this binding exists, such as a vehicle layer, menu, training mode, or unlock gate. Absence means it exists throughout the selected control set."
},
"action-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed game-facing action this binding contributes as a candidate."
},
"physical-input-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed physical key, button, axis, touch region, gesture, directional sequence, or device-motion input and the device that supplies it."
},
"action-input": {
"type": "string",
"pattern": "kebab-case",
"description": "The one game-facing input emitted by this physical activation. Name it when several bindings answer the same physical activation."
},
"press-style": {
"type": "string",
"required": true,
"options": [
"press",
"release",
"timed-press",
"hold",
"rapid-presses",
"repeated-presses",
"double-press",
"simultaneous-inputs",
"continuous-axis",
"gesture",
"input-sequence"
],
"description": "The physical performance required by this binding. A timed press has a target moment, rapid presses have a rate, repeated presses have a count, and an input sequence is a directional sequence completed by a press."
},
"motion-use": {
"type": "string",
"required": true,
"options": [
"no-motion",
"optional-motion",
"required-motion"
],
"description": "Whether this binding uses no device motion, is an optional device-motion route beside another binding, or requires device motion. A handheld aim action may offer tilt as an alternative to the stick. A required-motion binding is demanding by its motion, and a press-style setting does not relieve it, so its easier route is a simpler alternative or another binding. An optional-motion binding has a no-motion binding for the same action on the same platform and preset."
},
"demanding-input": {
"type": "string",
"required": true,
"options": [
"use-game-default",
"no-demanding-presses",
"simpler-alternative",
"player-can-change-it",
"required-as-written"
],
"description": "The action binding's demanding-input answer or the game's ordinary answer. A repeated crafting input may allow a hold even when combat combinations remain fixed. No binding answers required-as-written on a platform whose effective remapping is action-and-press-style."
}
}
},
"simpler-inputs": {
"description": "Distinct unconfigured alternatives for bindings whose effective demanding-input answer promises one.",
"when-empty": "No demanding binding promises a separate simpler input without a setting change.",
"record": {
"id": {
"type": "string",
"required": true,
"pattern": "kebab-case",
"unique": true,
"description": "A stable alternative name, such as repair-tap-alternative."
},
"action-binding": {
"type": "string",
"required": true,
"pattern": "kebab-case",
"description": "The demanding binding for which this route is the simpler alternative."
},
"alternative-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed physical input and ordinary press style that perform the same game action without a setting change."
},
"distinction-rule-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed rule proving that successful use of this alternative cannot be mistaken for failure to finish the demanding input."
}
}
}
}
},
"rules": {
"press-style-change-needs-a-setting-answer": {
"forbid": {
"all": [
{
"flag": {
"remapping-default": [
"action-and-press-style"
]
}
},
{
"flag": {
"demanding-input-default": [
"required-as-written"
]
}
}
]
},
"message": "Controls that let players change a press style cannot also require every demanding press exactly as written."
}
},
"origin": "https://opengdd.org/contracts/control-options-1",
"mechanism": [
"This is the single normative authority for platform selection, preset choice, remapping, physical-input matching, press style, simpler alternatives, device-motion use, and creation of game-facing action inputs. Questions and rows supply defaults and cited game rules; they do not define another sequence.",
"A **control set** is the complete current mapping for one platform and input method. A **preset** is a named immutable source set that can become current. A **binding** joins one physical input and press style to one candidate action. An **action input** is the one game-facing signal emitted by a physical activation; it carries every matched binding's action as a candidate. Bindings that can be current together and share one physical activation share its optional `action-input` name, while a lone binding's name may remain implicit. A **demanding input** is a timed, held, rapid, repeated, double, simultaneous, input-sequence, or required-device-motion input.",
"1. Select exactly one matching platform-control-set from the running platform, edition, and supported device rules. 2. Resolve the platform's effective remapping answer. A row value other than `use-game-default` wins; otherwise `remapping-default` applies. 3. Establish the starting control set from the platform's cited rule. When a preset is selected, copy its complete matching action-binding rows into the current set. The preset itself remains unchanged. 4. Apply control changes only through the effective remapping answer. Fixed bindings reject all changes. Swap-only exchanges two existing assignments. Presets-only replaces the whole set with another declared preset. Free assignment moves one action independently and resolves conflicts before use. Action-and-press-style also permits a supported press-style change. 5. After an accepted change, the resulting complete set becomes current. Every later binding lookup reads that set, and each binding row's promises follow its action to the input the current set assigns. Presentation of the current binding is owned by Action legibility when adopted, otherwise by the game's UI rules. 6. On physical input, read every binding with a matching physical input and performance in the current platform, device, method, and preset-derived set. A press, release, hold, repeated activation, double activation, simultaneous group, axis, gesture, directional input sequence, or device-motion input matches only under its cited Fixed rule. An optional binding context makes the match provisional: whether that context holds is settled at the accepted moment, once step 11's timing help fixes it. Rows that can be current together and share one physical activation agree on one `action-input` value. A physical input cited by a `simpler-inputs` row matches as if it were its named binding: it emits that binding's action input and contributes the same action. 7. Resolve the binding's effective demanding-input answer. A row value other than `use-game-default` wins; otherwise `demanding-input-default` applies. 8. Under no-demanding-presses, the covered action has an ordinary route. Under player-can-change-it, the selected setting supplies the easier current press style. Under required-as-written, an incomplete demanding input produces no action input from this contract. 9. Under simpler-alternative, the demanding route and every matching simpler row remain available together without configuration. The alternative produces the same action only through its distinct cited input; failure to finish the demanding route never becomes the alternative by itself. 10. A `no-motion` binding reads no device motion. An `optional-motion` binding contributes the same action as its non-device-motion alternative when its gesture completes. A `required-motion` binding produces no action input from a non-device-motion attempt. 11. Physical input → this contract emits the action input → Input forgiveness (when adopted) may shift the accepted moment → Action legibility (when adopted) selects the offered candidate at the accepted moment → one action proposal. Thus an interact buffered during a cutscene evaluates candidates in the situation where the input is accepted, not the situation where it was pressed. The emitted action input carries every matched binding's action as a candidate; it is one input with N candidates, never N inputs. 12. When Action legibility is adopted, its shared-input case consumes that one action input and selects one candidate. Otherwise the game's cited Fixed selection rule resolves shared candidates, and the game's UI rules own their presentation. Event resolution begins only after the one action proposal exists.",
"The authority order is therefore: platform, defaults, starting set, accepted control change, current set, physical match, demanding-input answer, simpler route, device-motion rule, one action-input creation, accepted-moment shared-action choice, and one action proposal."
],
"answers": {
"remapping-default": "fixed-bindings",
"demanding-input-default": "simpler-alternative"
},
"values": {},
"rows": {
"platform-control-sets": [
{
"id": "console",
"platform-declared-in": "platforms.console",
"methods-declared-in": "controls.gamepad",
"input-method-coverage": "one-method-covers-all",
"remapping": "use-game-default",
"settings-rule-declared-in": "controls.fixed-gamepad"
}
],
"control-presets": [],
"action-bindings": [
{
"id": "console-repair-hold",
"platform-control-set": "console",
"action-declared-in": "workshop.repair",
"physical-input-declared-in": "controls.right-trigger",
"press-style": "hold",
"motion-use": "no-motion",
"demanding-input": "use-game-default"
}
],
"simpler-inputs": [
{
"id": "repair-button-alternative",
"action-binding": "console-repair-hold",
"alternative-declared-in": "controls.repair-face-button",
"distinction-rule-declared-in": "workshop.separate-repair-inputs"
}
]
},
"pack": "sha256:38a15db9590840c0b288298c204a1e2320ac8160bb99e0ff53997d3f65382cd6"
}