Fighting game action classes
fighting-game-action-classes · an adoption of Input forgiveness, 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 inputs accepted just before the game allows the action, just after it stops allowing it, or near a target moment such as a beat or impact. It records which game actions receive that help, what arms each case, and when a saved action fires. Physical controls, ordinary action rules, and spatial nudges such as corner correction 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.
When several helped inputs come due together, which ones does the game try?
- Asked when
- the late input windows list has at least one row, or the input buffers list has at least one row, or the target moment windows list has at least one row.
- If not asked
- No forgiveness row can make an input due.
Why this is asked
A landing, beat, or recovery end can make several helped inputs ready. The game must decide which ones to try.
Numbersno numbers
This contract has no numbers to set.
Rulesno rules
A rule is a check between the numbers. Validation reports a rule that fails.
This contract has no rules between its numbers.
Lists4 lists
Each list holds the rows this adoption supplies. A list can be empty.
Late input windows
late-input-windows
This adoption declares no late input windows.
Input buffers
input-buffers
| Id | Action | Action declared in | Arms when declared in | Window declared in | Fires when declared in | Cancels when declared in | Waiting press | Held after fire |
|---|---|---|---|---|---|---|---|---|
strike-normal-buffer | strike-input | combat.strike-action | combat.normal-strike-input-state | combat.normal-four-frame-buffer | combat.normal-first-actionable-frame | combat.normal-buffer-cancellation | first-press-stays | fresh-press-required |
strike-wake-up-buffer | strike-input | combat.strike-action | combat.wake-up-strike-input-state | combat.wake-up-seven-frame-buffer | combat.wake-up-first-actionable-frame | combat.wake-up-buffer-cancellation | first-press-stays | fresh-press-required |
strike-reversal-buffer | strike-input | combat.strike-action | combat.reversal-strike-input-state | combat.reversal-ten-frame-buffer | combat.reversal-first-actionable-frame | combat.reversal-buffer-cancellation | first-press-stays | fresh-press-required |
Target moment windows
target-moment-windows
This adoption declares no target moment windows.
Competition rules
competition-rules
This adoption declares no competition rules.
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 tests44 tests apply
The contract comes with 49 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.
forgiveness-vocabulary-and-openness
input forgiveness uses game-facing input and cited openness
Applies to fighting-game-action-classes.
For a declared row, an action input is the game-facing event after Control options maps a physical control; device identity does not change settlement. Ordinary permission is the action's legal state before forgiveness, and a press uses the edge named by the cited action rule. Openness comes from the agreeing Timed window adoption where one exists, otherwise from the cited Fixed timing rule. A family this adoption does not declare asserts nothing in the clause that names it.
Test steps and diagnostics
- Given
a physical control mapped through Control options to an action input that reaches a declared forgiveness row
- When
- the row reads ordinary permission, its input edge, and whether its window instance is open
- Then
- the action input is the game-facing event after mapping, independent of physical device identity
- ordinary permission is the action's legal state before forgiveness
- the press arrives on the edge named by the cited action rule, including a release edge where that rule names one
- openness comes from the agreeing Timed window adoption where one exists and otherwise from the row's cited Fixed timing rule
- an accepted late or target input, or a saved press whose firing event has arrived, is one ready forgiven input
- a family this adoption does not declare asserts nothing in the clause that names it
- Diagnostics
fighting-game-action-classes-input-receiptfighting-game-action-classes-window-instancesfighting-game-action-classes-ready-set
unmatched-input-receives-no-forgiveness
an unmatched action input receives no forgiveness
Applies to fighting-game-action-classes.
An action input with no matching row in the current situation receives no forgiveness. Ordinary permission alone decides whether the action is submitted.
Test steps and diagnostics
- Given
an action input with no matching late-input-windows, input-buffers, or target-moment-windows row in the current situation
- When
- the game receives that action input
- Then
- ordinary permission alone decides whether the action is submitted
- the adoption creates no ready forgiven input, saved press, or target grade for it
- Diagnostics
fighting-game-action-classes-input-receiptfighting-game-action-classes-ready-setfighting-game-action-classes-waiting-press-state
empty-row-families-create-no-forgiveness
empty row families create no forgiveness state
Applies to fighting-game-action-classes.
An empty late-input-windows set keeps no action available after ordinary permission ends; an empty input-buffers set means no early press waits for an action to become ordinarily permitted; an empty target-moment-windows set forgives no input near a target moment; and an empty competition-rules set declares no priority. Where the named set has a row, that clause asserts nothing. If all three forgiveness families are empty, no forgiveness row can make an input due and the competition-rules description requires no competition rows; any row is a defect this test fails by construction. Where any forgiveness family has a row, that last clause asserts nothing.
Test steps and diagnostics
- Given
the
fighting-game-action-classesadoption document and its row sets- When
- each empty row set's declared consequence is read
- Then
- where late-input-windows is empty, no action remains available through forgiveness after ordinary permission ends; where a row exists, this clause asserts nothing
- where input-buffers is empty, no early press waits for an action to become ordinarily permitted; where a row exists, this clause asserts nothing
- where target-moment-windows is empty, no input is forgiven because it falls near a target moment; where a row exists, this clause asserts nothing
- where competition-rules is empty, no competition priority rule is declared; where a row exists, this clause asserts nothing
- where all three forgiveness row families are empty, no forgiveness row can make an input due; where any family has a row, this clause asserts nothing
- where all three forgiveness row families are empty, competition-rules has no rows and any row is a defect this test fails by construction; where any family has a row, this clause asserts nothing
- Diagnostics
fighting-game-action-classes-declaration-record
late-window-arms-on-cited-event
Row.id arms one late window on its cited event
Does not apply to fighting-game-action-classes: late-input-windows has no rows.
target-instance-arms-on-cited-event
Row.id creates one instance for each cited target
Does not apply to fighting-game-action-classes: target-moment-windows has no rows.
buffer-arms-on-qualifying-press · strike-normal-buffer
strike-normal-buffer creates no instance before its qualifying press
Applies to the strike-normal-buffer row.
strike-normal-buffer has no window instance before a qualifying press. When a qualifying press named by combat.normal-strike-input-state is stored, it creates one per-press instance under combat.normal-four-frame-buffer at that input moment.
Test steps and diagnostics
- Given
the early state and matching action input named by
combat.normal-strike-input-state- When
- the early state begins and then the qualifying press is stored
- Then
- no
strike-normal-bufferper-press window instance exists merely because the early state began - storing the qualifying press creates one
strike-normal-bufferinstance at that press's input moment undercombat.normal-four-frame-buffer
- no
- Diagnostics
fighting-game-action-classes-arming-logfighting-game-action-classes-waiting-press-statefighting-game-action-classes-window-instances
buffer-arms-on-qualifying-press · strike-wake-up-buffer
strike-wake-up-buffer creates no instance before its qualifying press
Applies to the strike-wake-up-buffer row.
strike-wake-up-buffer has no window instance before a qualifying press. When a qualifying press named by combat.wake-up-strike-input-state is stored, it creates one per-press instance under combat.wake-up-seven-frame-buffer at that input moment.
Test steps and diagnostics
- Given
the early state and matching action input named by
combat.wake-up-strike-input-state- When
- the early state begins and then the qualifying press is stored
- Then
- no
strike-wake-up-bufferper-press window instance exists merely because the early state began - storing the qualifying press creates one
strike-wake-up-bufferinstance at that press's input moment undercombat.wake-up-seven-frame-buffer
- no
- Diagnostics
fighting-game-action-classes-arming-logfighting-game-action-classes-waiting-press-statefighting-game-action-classes-window-instances
buffer-arms-on-qualifying-press · strike-reversal-buffer
strike-reversal-buffer creates no instance before its qualifying press
Applies to the strike-reversal-buffer row.
strike-reversal-buffer has no window instance before a qualifying press. When a qualifying press named by combat.reversal-strike-input-state is stored, it creates one per-press instance under combat.reversal-ten-frame-buffer at that input moment.
Test steps and diagnostics
- Given
the early state and matching action input named by
combat.reversal-strike-input-state- When
- the early state begins and then the qualifying press is stored
- Then
- no
strike-reversal-bufferper-press window instance exists merely because the early state began - storing the qualifying press creates one
strike-reversal-bufferinstance at that press's input moment undercombat.reversal-ten-frame-buffer
- no
- Diagnostics
fighting-game-action-classes-arming-logfighting-game-action-classes-waiting-press-statefighting-game-action-classes-window-instances
receipt-maps-before-settlement
input receipt maps the control before reading forgiveness
Applies to fighting-game-action-classes.
Control options maps a physical control before forgiveness reads ordinary permission and matching rows. Device identity does not change settlement. A control already held when a late or target row arms creates no action input unless its cited action rule defines one; without either family, that observation asserts nothing.
Test steps and diagnostics
- Given
two physical devices mapped by Control options to the same action input, plus a control already held when a late or target row arms where the adoption can construct one
- When
- the game receives each mapped input and observes the already-held control
- Then
- both mapped action inputs read the same ordinary permission and matching rows regardless of device identity
- the already-held control creates no action input at arming unless the cited action rule explicitly defines one
- where the adoption has no late or target row, the already-held observation asserts nothing
- Diagnostics
fighting-game-action-classes-input-receiptfighting-game-action-classes-arming-log
receipt-family-order
target, late, buffer, and ordinary receipt keep their fixed order
Applies to fighting-game-action-classes.
A receipt evaluates target rows first whether ordinary permission exists or not. If none accepts and permission exists, it submits the ordinary attempt without forgiveness. Without permission, late rows run next and a buffer captures only if neither immediate family accepts. A family this adoption does not declare asserts nothing in the clause that names it.
Test steps and diagnostics
- Given
action-input receipts that exercise every forgiveness family the
fighting-game-action-classesadoption declares- When
- ordinary permission is present in one receipt and absent in another
- Then
- every matching target row is evaluated regardless of ordinary permission before any late or buffer row
- ordinary permission prevents late and buffer evaluation but does not prevent target evaluation
- if no target row accepts and ordinary permission exists, the ordinary attempt is submitted without forgiveness and the receipt ends
- with no ordinary permission, late rows run before buffer rows, and a buffer captures only if neither immediate family accepts
- a family absent from this adoption asserts nothing in the clauses that name it
- Diagnostics
fighting-game-action-classes-input-receiptfighting-game-action-classes-submission-logfighting-game-action-classes-waiting-press-state
target-input-accepts-and-grades
Row.id accepts and grades only an open, otherwise-legal attempt
Does not apply to fighting-game-action-classes: target-moment-windows has no rows.
late-input-accepts-only-while-open
Row.id accepts through its cited last moment and not later
Does not apply to fighting-game-action-classes: late-input-windows has no rows.
buffer-captures-one-press · strike-normal-buffer
strike-normal-buffer stores one press and follows first-press-stays
Applies to the strike-normal-buffer row.
While combat.normal-strike-input-state holds, strike-normal-buffer stores one qualifying press of an action this row covers (strike-input), its input moment, and one instance under combat.normal-four-frame-buffer. If another matching press arrives, the later matching press is ignored and the first press, its input moment, and its original window instance remain. The row holds at most one press; a press outside the cited early state is not saved. For a named action, a press of a different action asserts nothing; for the reserved all-actions spelling, the contract makes a press of any covered action a matching press, so it follows the repeated-press clause above.
Test steps and diagnostics
- Given
a press of an action this row covers (
strike-input) for which no target or late row accepts, plus a second matching press while one already waits and a separate press whilecombat.normal-strike-input-statedoes not hold- When
- the first press arrives while
combat.normal-strike-input-stateholds, the repeated press arrives, and the separate outside-state press is received
- the first press arrives while
- Then
- the first qualifying press stores its action, input moment, and one per-press instance under
combat.normal-four-frame-buffer - the later matching press is ignored and the first press, its input moment, and its original window instance remain
- the row holds at most one saved press
- the outside-state press is not saved by
strike-normal-buffer - where this row's action is the reserved all-actions spelling, a press of any covered action is a matching press of this row and follows the repeated-press clause above; for a named action, a press of a different action asserts nothing
- the first qualifying press stores its action, input moment, and one per-press instance under
- Diagnostics
fighting-game-action-classes-input-receiptfighting-game-action-classes-waiting-press-statefighting-game-action-classes-window-instancesfighting-game-action-classes-clearing-log
buffer-captures-one-press · strike-wake-up-buffer
strike-wake-up-buffer stores one press and follows first-press-stays
Applies to the strike-wake-up-buffer row.
While combat.wake-up-strike-input-state holds, strike-wake-up-buffer stores one qualifying press of an action this row covers (strike-input), its input moment, and one instance under combat.wake-up-seven-frame-buffer. If another matching press arrives, the later matching press is ignored and the first press, its input moment, and its original window instance remain. The row holds at most one press; a press outside the cited early state is not saved. For a named action, a press of a different action asserts nothing; for the reserved all-actions spelling, the contract makes a press of any covered action a matching press, so it follows the repeated-press clause above.
Test steps and diagnostics
- Given
a press of an action this row covers (
strike-input) for which no target or late row accepts, plus a second matching press while one already waits and a separate press whilecombat.wake-up-strike-input-statedoes not hold- When
- the first press arrives while
combat.wake-up-strike-input-stateholds, the repeated press arrives, and the separate outside-state press is received
- the first press arrives while
- Then
- the first qualifying press stores its action, input moment, and one per-press instance under
combat.wake-up-seven-frame-buffer - the later matching press is ignored and the first press, its input moment, and its original window instance remain
- the row holds at most one saved press
- the outside-state press is not saved by
strike-wake-up-buffer - where this row's action is the reserved all-actions spelling, a press of any covered action is a matching press of this row and follows the repeated-press clause above; for a named action, a press of a different action asserts nothing
- the first qualifying press stores its action, input moment, and one per-press instance under
- Diagnostics
fighting-game-action-classes-input-receiptfighting-game-action-classes-waiting-press-statefighting-game-action-classes-window-instancesfighting-game-action-classes-clearing-log
buffer-captures-one-press · strike-reversal-buffer
strike-reversal-buffer stores one press and follows first-press-stays
Applies to the strike-reversal-buffer row.
While combat.reversal-strike-input-state holds, strike-reversal-buffer stores one qualifying press of an action this row covers (strike-input), its input moment, and one instance under combat.reversal-ten-frame-buffer. If another matching press arrives, the later matching press is ignored and the first press, its input moment, and its original window instance remain. The row holds at most one press; a press outside the cited early state is not saved. For a named action, a press of a different action asserts nothing; for the reserved all-actions spelling, the contract makes a press of any covered action a matching press, so it follows the repeated-press clause above.
Test steps and diagnostics
- Given
a press of an action this row covers (
strike-input) for which no target or late row accepts, plus a second matching press while one already waits and a separate press whilecombat.reversal-strike-input-statedoes not hold- When
- the first press arrives while
combat.reversal-strike-input-stateholds, the repeated press arrives, and the separate outside-state press is received
- the first press arrives while
- Then
- the first qualifying press stores its action, input moment, and one per-press instance under
combat.reversal-ten-frame-buffer - the later matching press is ignored and the first press, its input moment, and its original window instance remain
- the row holds at most one saved press
- the outside-state press is not saved by
strike-reversal-buffer - where this row's action is the reserved all-actions spelling, a press of any covered action is a matching press of this row and follows the repeated-press clause above; for a named action, a press of a different action asserts nothing
- the first qualifying press stores its action, input moment, and one per-press instance under
- Diagnostics
fighting-game-action-classes-input-receiptfighting-game-action-classes-waiting-press-statefighting-game-action-classes-window-instancesfighting-game-action-classes-clearing-log
late-window-clears-on-four-ends
Row.id ends on execution, permission, close, or early clearing
Does not apply to fighting-game-action-classes: late-input-windows has no rows.
buffer-fires-or-clears-at-first-boundary · strike-normal-buffer
strike-normal-buffer fires once at its first cited event or clears without firing
Applies to the strike-normal-buffer row.
If neither clearing path arrives first, strike-normal-buffer fires once at the first event named by combat.normal-first-actionable-frame, with no later poll or extra delay. A prior close at combat.normal-four-frame-buffer or early event at combat.normal-buffer-cancellation clears it without firing. The records distinguish firing from each clearing path.
Test steps and diagnostics
- Given
three otherwise identical waiting
strike-normal-buffersaved presses- When
- the first ordinary permission event at
combat.normal-first-actionable-framearrives before clearing in one trial,combat.normal-four-frame-buffercloses before firing in another, and the event atcombat.normal-buffer-cancellationoccurs before firing in the third
- the first ordinary permission event at
- Then
- the first trial makes the saved press ready exactly once at that firing event with no later input poll or extra delay
- the window-close trial clears the saved press and submits nothing from it
- the early-clearing trial clears the saved press and submits nothing from it
- the firing, window-close, and early-clearing records distinguish the three results
- Diagnostics
fighting-game-action-classes-waiting-press-statefighting-game-action-classes-ready-setfighting-game-action-classes-clearing-logfighting-game-action-classes-submission-log
buffer-fires-or-clears-at-first-boundary · strike-wake-up-buffer
strike-wake-up-buffer fires once at its first cited event or clears without firing
Applies to the strike-wake-up-buffer row.
If neither clearing path arrives first, strike-wake-up-buffer fires once at the first event named by combat.wake-up-first-actionable-frame, with no later poll or extra delay. A prior close at combat.wake-up-seven-frame-buffer or early event at combat.wake-up-buffer-cancellation clears it without firing. The records distinguish firing from each clearing path.
Test steps and diagnostics
- Given
three otherwise identical waiting
strike-wake-up-buffersaved presses- When
- the first ordinary permission event at
combat.wake-up-first-actionable-framearrives before clearing in one trial,combat.wake-up-seven-frame-buffercloses before firing in another, and the event atcombat.wake-up-buffer-cancellationoccurs before firing in the third
- the first ordinary permission event at
- Then
- the first trial makes the saved press ready exactly once at that firing event with no later input poll or extra delay
- the window-close trial clears the saved press and submits nothing from it
- the early-clearing trial clears the saved press and submits nothing from it
- the firing, window-close, and early-clearing records distinguish the three results
- Diagnostics
fighting-game-action-classes-waiting-press-statefighting-game-action-classes-ready-setfighting-game-action-classes-clearing-logfighting-game-action-classes-submission-log
buffer-fires-or-clears-at-first-boundary · strike-reversal-buffer
strike-reversal-buffer fires once at its first cited event or clears without firing
Applies to the strike-reversal-buffer row.
If neither clearing path arrives first, strike-reversal-buffer fires once at the first event named by combat.reversal-first-actionable-frame, with no later poll or extra delay. A prior close at combat.reversal-ten-frame-buffer or early event at combat.reversal-buffer-cancellation clears it without firing. The records distinguish firing from each clearing path.
Test steps and diagnostics
- Given
three otherwise identical waiting
strike-reversal-buffersaved presses- When
- the first ordinary permission event at
combat.reversal-first-actionable-framearrives before clearing in one trial,combat.reversal-ten-frame-buffercloses before firing in another, and the event atcombat.reversal-buffer-cancellationoccurs before firing in the third
- the first ordinary permission event at
- Then
- the first trial makes the saved press ready exactly once at that firing event with no later input poll or extra delay
- the window-close trial clears the saved press and submits nothing from it
- the early-clearing trial clears the saved press and submits nothing from it
- the firing, window-close, and early-clearing records distinguish the three results
- Diagnostics
fighting-game-action-classes-waiting-press-statefighting-game-action-classes-ready-setfighting-game-action-classes-clearing-logfighting-game-action-classes-submission-log
target-instance-stops-accepting
Row.id accepts nothing after close, settlement, or early clearing
Does not apply to fighting-game-action-classes: target-moment-windows has no rows.
ready-input-exists-once
each ready forgiven input exists once
Applies to fighting-game-action-classes.
A stored press or accepted input contributes one ready forgiven input, and repeated updates create no copy. If two adoptions produce ready inputs at one moment, each settles independently and both selected sets are submitted together; where that case cannot occur, the clause asserts nothing.
Test steps and diagnostics
- Given
a stored press or accepted input that becomes ready, plus two adoptions producing ready inputs at one moment where the game can construct that case
- When
- the game updates the ready state repeatedly and settles the moment
- Then
- the same stored press or accepted input contributes exactly one ready forgiven input
- a repeated update creates no copy
- where two adoptions contribute, each settles independently and the inputs selected by both are submitted together
- where no shared-adoption moment can occur, the shared-adoption clause asserts nothing
- Diagnostics
fighting-game-action-classes-ready-setfighting-game-action-classes-submission-log
all-ready-actions-submit-every-input
all-ready-actions submits every ready input once
Does not apply to fighting-game-action-classes: ready together is cannot coincide, not all ready actions.
declared-priority-submits-one-winner
declared-priority submits one stable winner
Does not apply to fighting-game-action-classes: ready together is cannot coincide, not declared priority.
cannot-coincide-invalidates-two-ready-inputs
cannot-coincide rejects a reachable pair of ready inputs
Applies to fighting-game-action-classes.
Under cannot-coincide, no reachable game state has two ready forgiven inputs at one moment. One observed pair invalidates the design claim; this contract does not choose a winner.
Test steps and diagnostics
- Given
the adoption's reachable-state claim for ready forgiven inputs
- When
- the audit searches for a game moment with two ready forgiven inputs
- Then
- no reachable game state contains that pair
- one observed pair invalidates the design claim rather than selecting an implicit winner
- Diagnostics
fighting-game-action-classes-ready-setfighting-game-action-classes-coincidence-violation
selected-inputs-stop-at-proposal-boundary
selected inputs become proposals at this moment
Applies to fighting-game-action-classes.
A selected input becomes an action proposal at the current game moment. Event resolution owns same-moment proposal order, and the action's Fixed rules own cost, effect, and rejection. This contract stops at submission and does not force a conflicting action to succeed.
Test steps and diagnostics
- Given
one or more inputs selected for submission
- When
- input forgiveness submits them
- Then
- each selected input enters Event resolution as an action proposal at the current game moment
- the input-forgiveness trace performs no ordering of proposals that share the moment
- cost, effect, conflict rejection, and proposal order are absent from input-forgiveness settlement and remain owned by the cited action rules and Event resolution
- Diagnostics
fighting-game-action-classes-submission-logfighting-game-action-classes-ready-set
buffer-clears-after-submission · strike-normal-buffer
strike-normal-buffer clears after submission
Applies to the strike-normal-buffer row.
A selected strike-normal-buffer saved press clears immediately on submission.
Test steps and diagnostics
- Given
one ready
strike-normal-buffersaved press selected for submission- When
- the selected press is submitted
- Then
- the selected saved press clears immediately on submission
- Diagnostics
fighting-game-action-classes-submission-logfighting-game-action-classes-waiting-press-statefighting-game-action-classes-clearing-log
buffer-clears-after-submission · strike-wake-up-buffer
strike-wake-up-buffer clears after submission
Applies to the strike-wake-up-buffer row.
A selected strike-wake-up-buffer saved press clears immediately on submission.
Test steps and diagnostics
- Given
one ready
strike-wake-up-buffersaved press selected for submission- When
- the selected press is submitted
- Then
- the selected saved press clears immediately on submission
- Diagnostics
fighting-game-action-classes-submission-logfighting-game-action-classes-waiting-press-statefighting-game-action-classes-clearing-log
buffer-clears-after-submission · strike-reversal-buffer
strike-reversal-buffer clears after submission
Applies to the strike-reversal-buffer row.
A selected strike-reversal-buffer saved press clears immediately on submission.
Test steps and diagnostics
- Given
one ready
strike-reversal-buffersaved press selected for submission- When
- the selected press is submitted
- Then
- the selected saved press clears immediately on submission
- Diagnostics
fighting-game-action-classes-submission-logfighting-game-action-classes-waiting-press-statefighting-game-action-classes-clearing-log
buffer-clears-after-competition-loss
Row.id clears after competition loss
Does not apply to fighting-game-action-classes: ready together is cannot coincide, not declared priority.
late-window-clears-after-submission
Row.id clears on submission
Does not apply to fighting-game-action-classes: late-input-windows has no rows.
late-window-survives-competition-loss
Row.id is not ended by a competition loss
Does not apply to fighting-game-action-classes: ready together is cannot coincide, not declared priority.
target-input-after-submission
Row.id leaves no saved press after submission
Does not apply to fighting-game-action-classes: target-moment-windows has no rows.
target-instance-after-competition-loss
Row.id remains open after competition loss until settled or closed
Does not apply to fighting-game-action-classes: ready together is cannot coincide, not declared priority.
held-control-after-buffer-fire · strike-normal-buffer
strike-normal-buffer follows fresh-press-required after its action fires
Applies to the strike-normal-buffer row.
The contract starts held-input handling only after strike-normal-buffer's action fires and its saved press has been cleared. Then the uninterrupted held state creates no press; the fresh qualifying press creates one saved press, which becomes ready once at the firing event. The course reads the arming condition at combat.normal-strike-input-state, the window at combat.normal-four-frame-buffer, and the firing event at combat.normal-first-actionable-frame. At most one press waits. The test reads both waiting state and submissions so renewal and a fresh physical press remain distinguishable.
Test steps and diagnostics
- Given
strike-normal-bufferhas submitted its saved press, the action fires, and the physical control remains held- When
- the control remains held through a later accepted early state, is then released and freshly pressed while that state holds, and the firing event arrives
- Then
- held-input handling begins only after the action fires and the saved press has been cleared
- the uninterrupted held state creates no press; the fresh qualifying press creates one saved press, which becomes ready once at the firing event
- at most one press waits in
strike-normal-buffer - the waiting-press state and submission log distinguish renewal from a fresh physical press
- Diagnostics
fighting-game-action-classes-waiting-press-statefighting-game-action-classes-submission-logfighting-game-action-classes-clearing-log
held-control-after-buffer-fire · strike-wake-up-buffer
strike-wake-up-buffer follows fresh-press-required after its action fires
Applies to the strike-wake-up-buffer row.
The contract starts held-input handling only after strike-wake-up-buffer's action fires and its saved press has been cleared. Then the uninterrupted held state creates no press; the fresh qualifying press creates one saved press, which becomes ready once at the firing event. The course reads the arming condition at combat.wake-up-strike-input-state, the window at combat.wake-up-seven-frame-buffer, and the firing event at combat.wake-up-first-actionable-frame. At most one press waits. The test reads both waiting state and submissions so renewal and a fresh physical press remain distinguishable.
Test steps and diagnostics
- Given
strike-wake-up-bufferhas submitted its saved press, the action fires, and the physical control remains held- When
- the control remains held through a later accepted early state, is then released and freshly pressed while that state holds, and the firing event arrives
- Then
- held-input handling begins only after the action fires and the saved press has been cleared
- the uninterrupted held state creates no press; the fresh qualifying press creates one saved press, which becomes ready once at the firing event
- at most one press waits in
strike-wake-up-buffer - the waiting-press state and submission log distinguish renewal from a fresh physical press
- Diagnostics
fighting-game-action-classes-waiting-press-statefighting-game-action-classes-submission-logfighting-game-action-classes-clearing-log
held-control-after-buffer-fire · strike-reversal-buffer
strike-reversal-buffer follows fresh-press-required after its action fires
Applies to the strike-reversal-buffer row.
The contract starts held-input handling only after strike-reversal-buffer's action fires and its saved press has been cleared. Then the uninterrupted held state creates no press; the fresh qualifying press creates one saved press, which becomes ready once at the firing event. The course reads the arming condition at combat.reversal-strike-input-state, the window at combat.reversal-ten-frame-buffer, and the firing event at combat.reversal-first-actionable-frame. At most one press waits. The test reads both waiting state and submissions so renewal and a fresh physical press remain distinguishable.
Test steps and diagnostics
- Given
strike-reversal-bufferhas submitted its saved press, the action fires, and the physical control remains held- When
- the control remains held through a later accepted early state, is then released and freshly pressed while that state holds, and the firing event arrives
- Then
- held-input handling begins only after the action fires and the saved press has been cleared
- the uninterrupted held state creates no press; the fresh qualifying press creates one saved press, which becomes ready once at the firing event
- at most one press waits in
strike-reversal-buffer - the waiting-press state and submission log distinguish renewal from a fresh physical press
- Diagnostics
fighting-game-action-classes-waiting-press-statefighting-game-action-classes-submission-logfighting-game-action-classes-clearing-log
rejected-proposal-restores-nothing
a rejected proposal restores no forgiveness state
Applies to fighting-game-action-classes.
Rejecting a submitted action proposal restores no cleared forgiveness state. A new attempt needs a new qualifying arming event or press. Rejection consequences belong to Event resolution and assert nothing here.
Test steps and diagnostics
- Given
a submitted forgiven action proposal after the submission-time clearing for its family
- When
- the cited action rule or Event resolution rejects the proposal
- Then
- the cleared forgiveness state remains absent
- a new attempt appears only after a new qualifying arming event or press
- the consequences of rejection assert nothing in this contract
- Diagnostics
fighting-game-action-classes-submission-logfighting-game-action-classes-clearing-logfighting-game-action-classes-window-instancesfighting-game-action-classes-waiting-press-state
forgiveness-authority-order
the forgiveness authority order never rewrites earlier moments
Applies to fighting-game-action-classes.
Arming, input mapping, ordinary permission, target acceptance, late acceptance, buffer capture, repeated-press choice, open and early-clearing state, firing, competition, Event resolution order, action rules, clearing, and held-input renewal remain in that authority order. No later stage rewrites an earlier input moment or target moment. A stage absent from the case asserts nothing.
Test steps and diagnostics
- Given
a receipt and settlement trace with distinguishable arming, mapped input, ordinary permission, acceptance or capture, open state, firing, competition, submission, action result, clearing, and held-input records where those stages occur
- When
- the trace is compared with the mechanism's authority order
- Then
- each stage reads the result of every earlier applicable stage in the listed order
- no later stage rewrites an earlier input moment or target moment
- a stage absent from the constructed case asserts nothing
- Diagnostics
fighting-game-action-classes-input-receiptfighting-game-action-classes-arming-logfighting-game-action-classes-ready-setfighting-game-action-classes-submission-logfighting-game-action-classes-clearing-log
row-families-do-not-overlap
declaration check: no family has two rows matching one input
Applies to fighting-game-action-classes.
This declaration check reads the adoption and its cited prose, not the running game. The contract makes two rows of one family matching one input in the same situation an invalid adoption rather than an implicit choice. An overlapping pair is a defect this test fails by construction. For a family with fewer than two rows, its pair comparison asserts nothing.
Test steps and diagnostics
- Given
the
fighting-game-action-classesadoption and its cited prose, not the running game- When
- a reviewer compares every pair of rows within late-input-windows, input-buffers, and target-moment-windows
- Then
- no two rows in one family can match one action input in the same situation
- an overlapping pair is a defect this test fails by construction; for a family with fewer than two rows, its pair comparison asserts nothing
- Diagnostics
fighting-game-action-classes-declaration-record
declared-priority-has-one-matching-rule
declaration check: declared-priority has one matching competition row
Does not apply to fighting-game-action-classes: ready together is cannot coincide, not declared priority.
non-priority-answers-have-no-competition-rows
declaration check: non-priority answers declare no competition rows
Applies to fighting-game-action-classes.
This declaration check reads the adoption, not the running game. The competition-rules description says rows exist only under declared-priority, so under all-ready-actions or cannot-coincide the set must be empty. Any row is a defect this test fails by construction.
Test steps and diagnostics
- Given
the
fighting-game-action-classesadoption document, not the running game- When
- a reviewer counts competition-rules rows
- Then
- competition-rules has no rows
- any competition-rules row is a defect this test fails by construction
- Diagnostics
fighting-game-action-classes-declaration-record
no-external-rule-promises-forgiveness
declaration check: unmatched actions have no external forgiveness promise
Applies to fighting-game-action-classes.
This declaration check reads the adoption and its cited prose, not the running game. The contract says no cited game rule outside these rows promises forgiveness for an unmatched action or input. Any such promise is a defect this test fails by construction.
Test steps and diagnostics
- Given
the
fighting-game-action-classesadoption and all prose it cites, not the running game- When
- a reviewer searches outside these rows for a promise that an unmatched action or input receives forgiveness
- Then
- no cited game rule outside these rows promises forgiveness for an unmatched action or input
- any such promise is a defect this test fails by construction
- Diagnostics
fighting-game-action-classes-declaration-record
late-action-citation-duty
declaration check: Row.id's action citation states its duty
Does not apply to fighting-game-action-classes: late-input-windows has no rows.
late-arming-citation-duty
declaration check: Row.id's arming citation states its duty
Does not apply to fighting-game-action-classes: late-input-windows has no rows.
late-window-citation-duty
declaration check: Row.id's window citation states its duty
Does not apply to fighting-game-action-classes: late-input-windows has no rows.
late-cancellation-citation-duty
declaration check: Row.id's cancellation citation states its duty
Does not apply to fighting-game-action-classes: late-input-windows has no rows.
buffer-action-citation-duty · strike-normal-buffer
declaration check: strike-normal-buffer's action citation states its duty
Applies to the strike-normal-buffer row.
This declaration check reads the adoption and combat.strike-action, not the running game. The action-declared-in description requires the citation to identify strike-input as the row's action scope and name ordinary permission and the complete effect; for the reserved all-actions spelling, it names these for every action in the set. 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
fighting-game-action-classesadoption and the prose atcombat.strike-action, not the running game- When
- a reviewer checks the citation's meaning
- Then
combat.strike-actionidentifies the row's action scope and names ordinary permission and the complete effect; for the reserved all-actions spelling, it names these for every action in the set, as the action-declared-in description requires- a missing duty is a defect this test fails by construction
- Diagnostics
fighting-game-action-classes-declaration-record
buffer-action-citation-duty · strike-wake-up-buffer
declaration check: strike-wake-up-buffer's action citation states its duty
Applies to the strike-wake-up-buffer row.
This declaration check reads the adoption and combat.strike-action, not the running game. The action-declared-in description requires the citation to identify strike-input as the row's action scope and name ordinary permission and the complete effect; for the reserved all-actions spelling, it names these for every action in the set. 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
fighting-game-action-classesadoption and the prose atcombat.strike-action, not the running game- When
- a reviewer checks the citation's meaning
- Then
combat.strike-actionidentifies the row's action scope and names ordinary permission and the complete effect; for the reserved all-actions spelling, it names these for every action in the set, as the action-declared-in description requires- a missing duty is a defect this test fails by construction
- Diagnostics
fighting-game-action-classes-declaration-record
buffer-action-citation-duty · strike-reversal-buffer
declaration check: strike-reversal-buffer's action citation states its duty
Applies to the strike-reversal-buffer row.
This declaration check reads the adoption and combat.strike-action, not the running game. The action-declared-in description requires the citation to identify strike-input as the row's action scope and name ordinary permission and the complete effect; for the reserved all-actions spelling, it names these for every action in the set. 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
fighting-game-action-classesadoption and the prose atcombat.strike-action, not the running game- When
- a reviewer checks the citation's meaning
- Then
combat.strike-actionidentifies the row's action scope and names ordinary permission and the complete effect; for the reserved all-actions spelling, it names these for every action in the set, as the action-declared-in description requires- a missing duty is a defect this test fails by construction
- Diagnostics
fighting-game-action-classes-declaration-record
buffer-arming-citation-duty · strike-normal-buffer
declaration check: strike-normal-buffer's arming citation states its duty
Applies to the strike-normal-buffer row.
This declaration check reads the adoption and combat.normal-strike-input-state, not the running game. The arms-when-declared-in description requires the citation to name every accepted early state, the matching action input, and the excluded cases for strike-normal-buffer. 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
fighting-game-action-classesadoption and the prose atcombat.normal-strike-input-state, not the running game- When
- a reviewer checks the citation's meaning
- Then
combat.normal-strike-input-statenames every accepted early state, the matching action input, and the excluded cases forstrike-normal-buffer, as the arms-when-declared-in description requires- a missing duty is a defect this test fails by construction
- Diagnostics
fighting-game-action-classes-declaration-record
buffer-arming-citation-duty · strike-wake-up-buffer
declaration check: strike-wake-up-buffer's arming citation states its duty
Applies to the strike-wake-up-buffer row.
This declaration check reads the adoption and combat.wake-up-strike-input-state, not the running game. The arms-when-declared-in description requires the citation to name every accepted early state, the matching action input, and the excluded cases for strike-wake-up-buffer. 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
fighting-game-action-classesadoption and the prose atcombat.wake-up-strike-input-state, not the running game- When
- a reviewer checks the citation's meaning
- Then
combat.wake-up-strike-input-statenames every accepted early state, the matching action input, and the excluded cases forstrike-wake-up-buffer, as the arms-when-declared-in description requires- a missing duty is a defect this test fails by construction
- Diagnostics
fighting-game-action-classes-declaration-record
buffer-arming-citation-duty · strike-reversal-buffer
declaration check: strike-reversal-buffer's arming citation states its duty
Applies to the strike-reversal-buffer row.
This declaration check reads the adoption and combat.reversal-strike-input-state, not the running game. The arms-when-declared-in description requires the citation to name every accepted early state, the matching action input, and the excluded cases for strike-reversal-buffer. 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
fighting-game-action-classesadoption and the prose atcombat.reversal-strike-input-state, not the running game- When
- a reviewer checks the citation's meaning
- Then
combat.reversal-strike-input-statenames every accepted early state, the matching action input, and the excluded cases forstrike-reversal-buffer, as the arms-when-declared-in description requires- a missing duty is a defect this test fails by construction
- Diagnostics
fighting-game-action-classes-declaration-record
buffer-window-citation-duty · strike-normal-buffer
declaration check: strike-normal-buffer's window citation states its duty
Applies to the strike-normal-buffer row.
This declaration check reads the adoption and combat.normal-four-frame-buffer, not the running game. The window-declared-in description requires the citation to state a positive duration, unit, inclusive last moment, clock, pause behaviour, and open-state test for strike-normal-buffer. 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
fighting-game-action-classesadoption and the prose atcombat.normal-four-frame-buffer, not the running game- When
- a reviewer checks the citation's meaning
- Then
combat.normal-four-frame-bufferstates a positive duration, unit, inclusive last moment, clock, pause behaviour, and open-state test forstrike-normal-buffer, as the window-declared-in description requires- a missing duty is a defect this test fails by construction
- Diagnostics
fighting-game-action-classes-declaration-record
buffer-window-citation-duty · strike-wake-up-buffer
declaration check: strike-wake-up-buffer's window citation states its duty
Applies to the strike-wake-up-buffer row.
This declaration check reads the adoption and combat.wake-up-seven-frame-buffer, not the running game. The window-declared-in description requires the citation to state a positive duration, unit, inclusive last moment, clock, pause behaviour, and open-state test for strike-wake-up-buffer. 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
fighting-game-action-classesadoption and the prose atcombat.wake-up-seven-frame-buffer, not the running game- When
- a reviewer checks the citation's meaning
- Then
combat.wake-up-seven-frame-bufferstates a positive duration, unit, inclusive last moment, clock, pause behaviour, and open-state test forstrike-wake-up-buffer, as the window-declared-in description requires- a missing duty is a defect this test fails by construction
- Diagnostics
fighting-game-action-classes-declaration-record
buffer-window-citation-duty · strike-reversal-buffer
declaration check: strike-reversal-buffer's window citation states its duty
Applies to the strike-reversal-buffer row.
This declaration check reads the adoption and combat.reversal-ten-frame-buffer, not the running game. The window-declared-in description requires the citation to state a positive duration, unit, inclusive last moment, clock, pause behaviour, and open-state test for strike-reversal-buffer. 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
fighting-game-action-classesadoption and the prose atcombat.reversal-ten-frame-buffer, not the running game- When
- a reviewer checks the citation's meaning
- Then
combat.reversal-ten-frame-bufferstates a positive duration, unit, inclusive last moment, clock, pause behaviour, and open-state test forstrike-reversal-buffer, as the window-declared-in description requires- a missing duty is a defect this test fails by construction
- Diagnostics
fighting-game-action-classes-declaration-record
buffer-firing-citation-duty · strike-normal-buffer
declaration check: strike-normal-buffer's firing citation states its duty
Applies to the strike-normal-buffer row.
This declaration check reads the adoption and combat.normal-first-actionable-frame, not the running game. The citation must name the first ordinary permission event that releases strike-normal-buffer and add no extra delay. 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
fighting-game-action-classesadoption and the prose atcombat.normal-first-actionable-frame, not the running game- When
- a reviewer checks the citation's meaning
- Then
combat.normal-first-actionable-framenames the first ordinary permission event that releasesstrike-normal-bufferand adds no extra delay- a missing duty is a defect this test fails by construction
- Diagnostics
fighting-game-action-classes-declaration-record
buffer-firing-citation-duty · strike-wake-up-buffer
declaration check: strike-wake-up-buffer's firing citation states its duty
Applies to the strike-wake-up-buffer row.
This declaration check reads the adoption and combat.wake-up-first-actionable-frame, not the running game. The citation must name the first ordinary permission event that releases strike-wake-up-buffer and add no extra delay. 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
fighting-game-action-classesadoption and the prose atcombat.wake-up-first-actionable-frame, not the running game- When
- a reviewer checks the citation's meaning
- Then
combat.wake-up-first-actionable-framenames the first ordinary permission event that releasesstrike-wake-up-bufferand adds no extra delay- a missing duty is a defect this test fails by construction
- Diagnostics
fighting-game-action-classes-declaration-record
buffer-firing-citation-duty · strike-reversal-buffer
declaration check: strike-reversal-buffer's firing citation states its duty
Applies to the strike-reversal-buffer row.
This declaration check reads the adoption and combat.reversal-first-actionable-frame, not the running game. The citation must name the first ordinary permission event that releases strike-reversal-buffer and add no extra delay. 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
fighting-game-action-classesadoption and the prose atcombat.reversal-first-actionable-frame, not the running game- When
- a reviewer checks the citation's meaning
- Then
combat.reversal-first-actionable-framenames the first ordinary permission event that releasesstrike-reversal-bufferand adds no extra delay- a missing duty is a defect this test fails by construction
- Diagnostics
fighting-game-action-classes-declaration-record
buffer-cancellation-citation-duty · strike-normal-buffer
declaration check: strike-normal-buffer's cancellation citation states its duty
Applies to the strike-normal-buffer row.
This declaration check reads the adoption and combat.normal-buffer-cancellation, not the running game. The citation must name every event that discards strike-normal-buffer before firing or state that no extra event does. 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
fighting-game-action-classesadoption and the prose atcombat.normal-buffer-cancellation, not the running game- When
- a reviewer checks the citation's meaning
- Then
combat.normal-buffer-cancellationnames every event that discardsstrike-normal-bufferbefore firing or states that no extra event does- a missing duty is a defect this test fails by construction
- Diagnostics
fighting-game-action-classes-declaration-record
buffer-cancellation-citation-duty · strike-wake-up-buffer
declaration check: strike-wake-up-buffer's cancellation citation states its duty
Applies to the strike-wake-up-buffer row.
This declaration check reads the adoption and combat.wake-up-buffer-cancellation, not the running game. The citation must name every event that discards strike-wake-up-buffer before firing or state that no extra event does. 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
fighting-game-action-classesadoption and the prose atcombat.wake-up-buffer-cancellation, not the running game- When
- a reviewer checks the citation's meaning
- Then
combat.wake-up-buffer-cancellationnames every event that discardsstrike-wake-up-bufferbefore firing or states that no extra event does- a missing duty is a defect this test fails by construction
- Diagnostics
fighting-game-action-classes-declaration-record
buffer-cancellation-citation-duty · strike-reversal-buffer
declaration check: strike-reversal-buffer's cancellation citation states its duty
Applies to the strike-reversal-buffer row.
This declaration check reads the adoption and combat.reversal-buffer-cancellation, not the running game. The citation must name every event that discards strike-reversal-buffer before firing or state that no extra event does. 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
fighting-game-action-classesadoption and the prose atcombat.reversal-buffer-cancellation, not the running game- When
- a reviewer checks the citation's meaning
- Then
combat.reversal-buffer-cancellationnames every event that discardsstrike-reversal-bufferbefore firing or states that no extra event does- a missing duty is a defect this test fails by construction
- Diagnostics
fighting-game-action-classes-declaration-record
target-action-citation-duty
declaration check: Row.id's action citation states its duty
Does not apply to fighting-game-action-classes: target-moment-windows has no rows.
target-moment-citation-duty
declaration check: Row.id's target citation states its duty
Does not apply to fighting-game-action-classes: target-moment-windows has no rows.
target-arming-citation-duty
declaration check: Row.id's arming citation states its duty
Does not apply to fighting-game-action-classes: target-moment-windows has no rows.
target-window-citation-duty
declaration check: Row.id's window citation states its duty
Does not apply to fighting-game-action-classes: target-moment-windows has no rows.
target-result-citation-duty
declaration check: Row.id's result citation states its duty
Does not apply to fighting-game-action-classes: target-moment-windows has no rows.
target-cancellation-citation-duty
declaration check: Row.id's cancellation citation states its duty
Does not apply to fighting-game-action-classes: target-moment-windows has no rows.
competition-citation-duty
declaration check: Row.id's competition citation states its duty
Does not apply to fighting-game-action-classes: competition-rules has no rows.
forgiveness-holds
input forgiveness holds for the whole run
Applies to fighting-game-action-classes.
Across every armed window, saved press, and target instance of the audited run, every forgiven input follows its row and cited rules; unmatched inputs receive no forgiveness; no row holds more than one press; no press is stored or fired twice; every competition follows its declaration; and rejection restores no cleared state. A case this adoption cannot construct asserts nothing.
Test steps and diagnostics
- Holds
across every armed window, saved press, and target instance of the audited run, every forgiven input was accepted, stored, fired, submitted, or cleared exactly as its row and cited rules state; no unmatched input received forgiveness; no row held more than one press; no press was stored twice or fired twice; every competition selected as declared; no rejected proposal restored cleared forgiveness state; a case the adoption cannot construct asserts nothing
- Seeds
["audit-a","audit-b"]- Scope
every armed window, saved press, and target instance of the audited run- Diagnostics
fighting-game-action-classes-arming-logfighting-game-action-classes-input-receiptfighting-game-action-classes-waiting-press-statefighting-game-action-classes-window-instancesfighting-game-action-classes-ready-setfighting-game-action-classes-submission-logfighting-game-action-classes-clearing-logfighting-game-action-classes-target-grades
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": "input-forgiveness",
"version": 1,
"summary": "Covers inputs accepted just before the game allows the action, just after it stops allowing it, or near a target moment such as a beat or impact. It records which game actions receive that help, what arms each case, and when a saved action fires. Physical controls, ordinary action rules, and spatial nudges such as corner correction stay elsewhere.",
"questions": {
"ready-together": {
"asks": "When several helped inputs come due together, which ones does the game try?",
"rationale": "A landing, beat, or recovery end can make several helped inputs ready. The game must decide which ones to try.",
"when": {
"any": [
{
"row-count": {
"late-input-windows": "non-empty"
}
},
{
"row-count": {
"input-buffers": "non-empty"
}
},
{
"row-count": {
"target-moment-windows": "non-empty"
}
}
]
},
"otherwise": "No forgiveness row can make an input due.",
"options": {
"all-ready-actions": {
"meaning": "The game tries every helped input that comes due. A twin-stick hero may dodge and fire at the same moment.",
"semantics": "Every ready forgiven input is submitted once as an action proposal. Event resolution owns their order and the game rules may still reject incompatible actions."
},
"declared-priority": {
"meaning": "One ready input wins by a fixed game priority. A farm tool may water before planting when both become ready.",
"semantics": "Exactly one ready forgiven input is submitted. The matching competition-rules row supplies one total priority over every input that can be ready in that situation."
},
"cannot-coincide": {
"meaning": "Two helped inputs can never come due together. A one-button rhythm lane has at most one note action at a beat.",
"semantics": "The adoption guarantees that no reachable game state presents two ready forgiven inputs at one moment. Reaching such a state invalidates the design claim."
}
}
}
},
"declares": {
"values": {},
"rows": {
"late-input-windows": {
"description": "Actions accepted just after ordinary permission ends, such as a platformer jump after leaving walkable ground.",
"when-empty": "No action remains available through input forgiveness after its ordinary permission ends.",
"record": {
"id": {
"type": "string",
"required": true,
"pattern": "kebab-case",
"unique": true,
"description": "A stable game-facing name, such as jump-after-ground."
},
"action": {
"type": "string",
"required": true,
"pattern": "kebab-case",
"description": "The game action receiving late forgiveness, such as jump. The reserved all-actions spelling covers the game's complete action set."
},
"action-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed rule naming the action, its ordinary permission, and its complete effect. For the reserved all-actions spelling, it names these for every action in the set."
},
"arms-when-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed rule naming every transition that starts this late case and every similar transition that does not. A platformer may name walking off ground and exclude jumping from it."
},
"window-declared-in": {
"type": "citation",
"required": true,
"description": "The game's Fixed timing rule for this late window, including its positive duration, unit, inclusive last moment, clock, pause behaviour, and open-state test."
},
"cancels-when-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed rule naming every game event that ends this forgiveness before the cited window closes, or stating that no extra event does."
}
}
},
"input-buffers": {
"description": "Early presses saved until an action first becomes ordinarily permitted, such as dodge pressed during attack recovery.",
"when-empty": "No early press waits for an action to become ordinarily permitted.",
"record": {
"id": {
"type": "string",
"required": true,
"pattern": "kebab-case",
"unique": true,
"description": "A stable game-facing name, such as dodge-during-recovery."
},
"action": {
"type": "string",
"required": true,
"pattern": "kebab-case",
"description": "The game action whose early press may wait, such as dodge. The reserved all-actions spelling covers the game's complete action set."
},
"action-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed rule naming the action, its ordinary permission, and its complete effect. For the reserved all-actions spelling, it names these for every action in the set."
},
"arms-when-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed rule naming the accepted early states, the excluded states, and the matching action input. A soulslike may accept dodge during recovery but exclude menus, stun, and defeat."
},
"window-declared-in": {
"type": "citation",
"required": true,
"description": "The game's Fixed timing rule for this saved press, including its positive duration, unit, inclusive last moment, clock, pause behaviour, and open-state test."
},
"fires-when-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed rule naming the first ordinary permission event that releases the saved action. A landing may release jump; recovery end may release dodge."
},
"cancels-when-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed rule naming every event that discards the saved press before it fires, or stating that no extra event does."
},
"waiting-press": {
"type": "string",
"required": true,
"options": [
"first-press-stays",
"latest-press-replaces"
],
"description": "Which matching press survives while this row already holds one: the first stays, or the latest replaces it. A menu confirm may keep the first click or replace it with the second."
},
"held-after-fire": {
"type": "string",
"required": true,
"options": [
"fresh-press-required",
"hold-can-repeat"
],
"description": "Whether an uninterrupted hold needs a release and fresh press or may prepare another action after this buffer fires. A racing boost may repeat from one hold."
}
}
},
"target-moment-windows": {
"description": "Inputs accepted near a cited target moment, such as a rhythm beat or an incoming strike's impact.",
"when-empty": "No input is forgiven because it falls near a target moment.",
"record": {
"id": {
"type": "string",
"required": true,
"pattern": "kebab-case",
"unique": true,
"description": "A stable game-facing name, such as lead-note-hit or sword-impact-parry."
},
"action": {
"type": "string",
"required": true,
"pattern": "kebab-case",
"description": "The game action judged against the target moment, such as hit-note or parry. The reserved all-actions spelling covers the game's complete action set."
},
"action-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed rule naming the action input, its ordinary permission, and its complete attempt. This target row grades an attempt; it does not grant permission. For the reserved all-actions spelling, it names these for every action in the set."
},
"target-moment-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed rule naming the target moment."
},
"arms-when-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed rule naming the event that creates the current target instance and which input events are associated with it."
},
"window-declared-in": {
"type": "citation",
"required": true,
"description": "The game's one Fixed timing rule for the outer target-relative window, including its early and late bounds of positive width, inclusive last moments, unit, clock, pause behaviour, and open-state test."
},
"result-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed result rule for an accepted input. It owns any grade boundaries inside this row's one outer window and states any departure from first-accepted settlement; a rhythm note may record perfect, great, or good."
},
"cancels-when-declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed rule naming every event that stops this target instance from accepting input before the cited window closes, or stating that no extra event does."
}
}
},
"competition-rules": {
"description": "Situations where several forgiven inputs are ready together and one fixed game priority selects a single attempt. Rows exist only under the declared-priority answer; an adoption answering otherwise, or answering nothing, has none.",
"when-empty": "No competition priority rule is declared.",
"record": {
"id": {
"type": "string",
"required": true,
"pattern": "kebab-case",
"unique": true,
"description": "A stable game-facing name, such as recovery-end-actions."
},
"declared-in": {
"type": "citation",
"required": true,
"description": "The Fixed rule identifying the situation and giving one total priority over every forgiven input that can be ready there."
}
}
}
}
},
"rules": {},
"origin": "https://opengdd.org/contracts/input-forgiveness-1",
"mechanism": [
"This is the single normative authority for when forgiveness arms, what input it captures or accepts, how repeated and competing inputs settle, when an action fires, and what clears the forgiveness state. Questions and rows describe the game's choices and cite its rules; they do not define another sequence.",
"An action or input not matched by a row in the current situation receives no forgiveness from this adoption, and no cited game rule outside these rows promises it any.",
"An **action input** is the game-facing input event supplied after Control options maps a physical control. **Ordinary permission** is the action's legal state before any forgiveness. A **ready forgiven input** is either an input accepted for immediate submission by a late or target row, or a saved buffered press whose cited firing event has arrived. A **target moment** is the cited beat, impact, cue, or comparable game instant against which input timing is judged. A target instance is **settled** when it may accept no further input; the first accepted input settles it unless the cited result rule says otherwise. A **press** is the arrival of the action input, whichever physical edge the cited action rule uses — a release-triggered action counts. For every family, when §4's agreeing Timed window adoption exists for a cited window, runtime openness reads from it; otherwise the cited Fixed timing rule decides.",
"### Arm forgiveness windows",
"1. Arming runs on game events, not on input receipt. Whenever a row's cited arming event occurs, it creates one window instance under the cited Fixed timing rule: a late event creates one instance for that loss of permission, and a target event creates one per-target instance, in both cases before and independently of any input. A buffer's per-press instance is the exception: the qualifying press itself creates it at the moment step 6 stores the press. This contract owns those instance scopes.",
"### Receive an action input",
"2. Map the physical control to its game action through Control options. Read the action's ordinary permission and every matching row for the current situation. Physical device identity does not change a row's settlement. By default, a control already held when a late or target row arms creates no action input; the cited action rule may explicitly define a different input. 3. Ordinary permission gates only late-input and buffer evaluation. When the action is ordinarily permitted, do not evaluate those two families. Do not submit yet: the target branch in step 4 runs whether ordinary permission is present or absent. 4. Evaluate every matching target row for its associated target instance, regardless of ordinary permission. An open row can grade only an otherwise-legal attempt; it never grants ordinary permission. The accepted input becomes ready now, and the first accepted input settles the target unless that result rule says otherwise. Two rows of one family matching one input in the same situation are an invalid adoption rather than an implicit choice. 5. If a target row accepted this input, end this receipt. If no target row accepts and ordinary permission exists, submit the ordinary attempt without forgiveness and end this receipt. Otherwise — ordinary permission is absent — a matching late row may accept after its cited arming event while its window is open. An accepted late input becomes ready now. 6. If neither immediate family accepts, a matching input-buffer row may save the press only while its cited arming rule holds. Storing the press creates its per-press window instance. The row stores at most one press, its action, input moment, and that instance. For a row whose action is the reserved `all-actions` spelling, a press of any covered action is a matching press of that row. If one already waits, apply that row's `waiting-press` field: `first-press-stays` ignores the later press, while `latest-press-replaces` clears the earlier press and creates a fresh instance for the later one.",
"### Advance, fire, and clear rows",
"7. A live late-input row ends when its action executes, ordinary permission returns, the cited timing window closes, or its cited early-clearing event occurs. Action execution cannot arm a replacement late window. 8. A waiting buffer clears without firing when its cited timing window closes or its cited early-clearing event occurs. If neither happens, the first cited ordinary permission event makes it ready. No later input poll or extra delay is inserted. 9. A target-moment row accepts no further input for a target instance after the cited timing window closes, the target is settled, or its cited early-clearing event occurs. Whether the window was open at the input moment follows the openness rule in this section's definitions. 10. Collect every ready forgiven input at this game moment. A ready input exists once; a repeated update cannot create another copy from the same stored press or accepted input. When two adoptions of this contract produce ready inputs at one moment, settle each adoption independently, then submit all inputs selected by either adoption together.",
"### Settle competition and submit attempts",
"11. Under `all-ready-actions`, submit every ready forgiven input once. Under `declared-priority`, find the one matching competition row and submit only its highest-priority input; every situation in which forgiven inputs can be ready together has exactly one such row; the cited priority holds stable for the whole settlement moment. Clear every lower-priority ready input without submitting it. Under `cannot-coincide`, two ready inputs invalidate the design claim. 12. Submit selected inputs as action proposals at this moment. Event resolution owns the order of proposals that share the moment. The action's Fixed rules own cost, effect, and any rejection after submission. Forgiveness does not force an otherwise conflicting action to succeed. 13. Clear each submitted or competition-losing buffered press immediately. Clear a submitted late window. A competition-losing late window survives until its own close or clearing event; while it remains open it may accept a new press, and the cleared input is not restored. A losing target instance stays open until settled or closed; under the default first-accepted rule it is already settled. A target input has no saved press after submission. 14. Apply the firing buffer row's `held-after-fire` field only after its action fires and its saved press has been cleared. Under `fresh-press-required`, held state creates nothing until release and a fresh press. Under `hold-can-repeat`, the uninterrupted hold creates one new press when that row's arming condition next holds. If its cited window later closes while the hold and arming condition still hold, clear it and create one fresh waiting press immediately. At most one waits in the row. 15. A rejected action proposal does not restore its cleared forgiveness state. A new attempt needs a new qualifying arming event or press. Event resolution owns the consequences of the rejection; this contract owns only the cleared forgiveness state.",
"The authority order is therefore: arming, physical input mapping, ordinary permission, target acceptance, late acceptance, buffer capture, repeated-press choice, cited open-window and early-clearing state, firing event, competition selection, same-moment event order, action rules, clearing, and held-input renewal. A later stage never rewrites an earlier input moment or target moment."
],
"answers": {
"ready-together": "cannot-coincide"
},
"values": {},
"rows": {
"late-input-windows": [],
"input-buffers": [
{
"id": "strike-normal-buffer",
"action": "strike-input",
"action-declared-in": "combat.strike-action",
"arms-when-declared-in": "combat.normal-strike-input-state",
"window-declared-in": "combat.normal-four-frame-buffer",
"fires-when-declared-in": "combat.normal-first-actionable-frame",
"cancels-when-declared-in": "combat.normal-buffer-cancellation",
"waiting-press": "first-press-stays",
"held-after-fire": "fresh-press-required"
},
{
"id": "strike-wake-up-buffer",
"action": "strike-input",
"action-declared-in": "combat.strike-action",
"arms-when-declared-in": "combat.wake-up-strike-input-state",
"window-declared-in": "combat.wake-up-seven-frame-buffer",
"fires-when-declared-in": "combat.wake-up-first-actionable-frame",
"cancels-when-declared-in": "combat.wake-up-buffer-cancellation",
"waiting-press": "first-press-stays",
"held-after-fire": "fresh-press-required"
},
{
"id": "strike-reversal-buffer",
"action": "strike-input",
"action-declared-in": "combat.strike-action",
"arms-when-declared-in": "combat.reversal-strike-input-state",
"window-declared-in": "combat.reversal-ten-frame-buffer",
"fires-when-declared-in": "combat.reversal-first-actionable-frame",
"cancels-when-declared-in": "combat.reversal-buffer-cancellation",
"waiting-press": "first-press-stays",
"held-after-fire": "fresh-press-required"
}
],
"target-moment-windows": [],
"competition-rules": []
},
"pack": "sha256:dc06d707164dbb72befb35426803f2adc6e4bedee5496e3a30a9c8a9c2491120"
}