Platformer jump and dash
platformer-jump-and-dash · an adoption of Input forgiveness, version 2
Use in your package
The first button opens the authoring tool with these answers and numbers already filled in. You still add the rules and tuning of your own game.
What is in the zip file
The zip file holds the adoption and its acceptance tests. In the authoring tool, choose Add contract and pick this zip file. If you edit your package outside the authoring tool, unpack the zip file in your package folder. The files of the zip file go into contracts/.
The contract that this adoption uses
This contract 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 (makes it ready to accept or save an input), and when a saved action fires (becomes ready for the game to try). This contract does not cover physical controls, ordinary action rules, or small position corrections such as corner correction. The Control options contract covers physical controls.
Questions
The supplied answer is marked on each question. Pick other answers to see what changes. Nothing is saved here: the zip file and the authoring tool use the supplied answers.
Several inputs that receive this help become ready at the same moment. 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 ready.
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
| Id | Action | Action declared in | Arms when declared in | Window declared in | Cancels when declared in |
|---|---|---|---|---|---|
jump-after-ground | jump | movement.jump-action | movement.walk-off-ground-arms-jump | movement.jump-six-frame-late-window | movement.jump-late-window-cancellation |
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 |
|---|---|---|---|---|---|---|---|---|
jump-before-landing | jump | movement.jump-action | movement.airborne-jump-input | movement.jump-four-frame-buffer | movement.first-walkable-ground-contact | movement.jump-buffer-cancellation | first-press-stays | fresh-press-required |
dash-before-ready | dash | movement.dash-action | movement.dash-input-before-ready | movement.dash-four-frame-buffer | movement.dash-first-ready-moment | movement.dash-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 no test inputs. Every test uses its default inputs.
Acceptance tests42 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 the mapped action input and cited openness
Applies to platformer-jump-and-dash.
For a declared row, an action input is the event that the game receives 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. Where this adoption has no row in a row set, this test checks nothing for that row set.
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 event that the game receives 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
- where this adoption has no row in a row set, this test checks nothing for that row set
- Diagnostics
platformer-jump-and-dash-input-receiptplatformer-jump-and-dash-window-instancesplatformer-jump-and-dash-ready-set
unmatched-input-receives-no-forgiveness
an unmatched action input receives no forgiveness
Applies to platformer-jump-and-dash.
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
platformer-jump-and-dash-input-receiptplatformer-jump-and-dash-ready-setplatformer-jump-and-dash-waiting-press-state
empty-row-families-create-no-forgiveness
empty row sets create no forgiveness state
Applies to platformer-jump-and-dash.
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 a named set has a row, this test checks nothing for that set. If all three forgiveness row sets are empty, no forgiveness row can make an input ready and the competition-rules description allows no competition rows; any competition row then makes the adoption invalid, and this test fails. Where any forgiveness row set has a row, this test checks nothing for that last case.
Test steps and diagnostics
- Given
the
platformer-jump-and-dashadoption 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 test checks nothing in this line
- where input-buffers is empty, no early press waits for an action to become ordinarily permitted; where a row exists, this test checks nothing in this line
- where target-moment-windows is empty, no input is forgiven because it arrives near a target moment; where a row exists, this test checks nothing in this line
- where competition-rules is empty, no competition priority rule is declared; where a row exists, this test checks nothing in this line
- where all three forgiveness row sets are empty, no forgiveness row can make an input ready; where any of them has a row, this test checks nothing in this line
- where all three forgiveness row sets are empty, competition-rules has no rows; any row in it then makes the adoption invalid, and this test fails; where any forgiveness row set has a row, this test checks nothing in this line
- Diagnostics
platformer-jump-and-dash-declaration-record
late-window-arms-on-cited-event · jump-after-ground
jump-after-ground arms one late window on its cited event
Applies to the jump-after-ground row.
The loss-of-permission event at movement.walk-off-ground-arms-jump creates one jump-after-ground window instance under movement.jump-six-frame-late-window before and independently of input. A similar transition excluded by the arming citation creates none.
Test steps and diagnostics
- Given
two trials, one with the loss-of-permission transition cited at
movement.walk-off-ground-arms-jumpand one with a similar transition that citation excludes- When
- each transition occurs before any action input
- Then
- the cited arming event creates one
jump-after-groundwindow instance for that loss of permission undermovement.jump-six-frame-late-windowbefore and independently of input - the excluded transition creates no
jump-after-groundwindow instance
- the cited arming event creates one
- Diagnostics
platformer-jump-and-dash-arming-logplatformer-jump-and-dash-window-instances
target-instance-arms-on-cited-event
Row.id creates one instance for each cited target
Does not apply to platformer-jump-and-dash: target-moment-windows has no rows.
buffer-arms-on-qualifying-press · jump-before-landing
jump-before-landing creates no instance before its qualifying press
Applies to the jump-before-landing row.
jump-before-landing has no window instance before a qualifying press. When a qualifying press named by movement.airborne-jump-input is stored, it creates one per-press instance under movement.jump-four-frame-buffer at that input moment.
Test steps and diagnostics
- Given
the early state and matching action input named by
movement.airborne-jump-input- When
- the early state begins and then the qualifying press is stored
- Then
- no
jump-before-landingper-press window instance exists merely because the early state began - storing the qualifying press creates one
jump-before-landinginstance at that press's input moment undermovement.jump-four-frame-buffer
- no
- Diagnostics
platformer-jump-and-dash-arming-logplatformer-jump-and-dash-waiting-press-stateplatformer-jump-and-dash-window-instances
buffer-arms-on-qualifying-press · dash-before-ready
dash-before-ready creates no instance before its qualifying press
Applies to the dash-before-ready row.
dash-before-ready has no window instance before a qualifying press. When a qualifying press named by movement.dash-input-before-ready is stored, it creates one per-press instance under movement.dash-four-frame-buffer at that input moment.
Test steps and diagnostics
- Given
the early state and matching action input named by
movement.dash-input-before-ready- When
- the early state begins and then the qualifying press is stored
- Then
- no
dash-before-readyper-press window instance exists merely because the early state began - storing the qualifying press creates one
dash-before-readyinstance at that press's input moment undermovement.dash-four-frame-buffer
- no
- Diagnostics
platformer-jump-and-dash-arming-logplatformer-jump-and-dash-waiting-press-stateplatformer-jump-and-dash-window-instances
receipt-maps-before-settlement
input receipt maps the control before reading forgiveness
Applies to platformer-jump-and-dash.
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; where the adoption has neither a late row nor a target row, this test checks nothing about that control.
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, this test checks nothing about the control that is already held
- Diagnostics
platformer-jump-and-dash-input-receiptplatformer-jump-and-dash-arming-log
receipt-family-order
target, late, buffer, and ordinary receipt keep their fixed order
Applies to platformer-jump-and-dash.
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 a target row nor a late row accepts. Where this adoption has no row in a row set, this test checks nothing for that row set.
Test steps and diagnostics
- Given
action-input receipts that exercise every forgiveness row set in which the
platformer-jump-and-dashadoption has a row- 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 a target row nor a late row accepts
- where this adoption has no row in a row set, this test checks nothing for that row set
- Diagnostics
platformer-jump-and-dash-input-receiptplatformer-jump-and-dash-submission-logplatformer-jump-and-dash-waiting-press-state
target-input-accepts-and-grades
Row.id accepts and grades only an open, otherwise-legal attempt
Does not apply to platformer-jump-and-dash: target-moment-windows has no rows.
late-input-accepts-only-while-open · jump-after-ground
jump-after-ground accepts through its cited last moment and not later
Applies to the jump-after-ground row.
After the event at movement.walk-off-ground-arms-jump, jump-after-ground accepts a jump input without ordinary permission while movement.jump-six-frame-late-window records the instance open, including its cited last moment, and makes it ready now. The first input after that rule records the instance closed is not accepted.
Test steps and diagnostics
- Given
two
jumpinput trials without ordinary permission, and for which no target row accepts, after the arming event atmovement.walk-off-ground-arms-jump- When
- one input arrives while
movement.jump-six-frame-late-windowrecords the instance open, including its cited inclusive last moment, and the other arrives at the first moment it records closed
- one input arrives while
- Then
- the open-window input is accepted and becomes one ready forgiven input now
- the closed-window input is not accepted by
jump-after-ground
- Diagnostics
platformer-jump-and-dash-input-receiptplatformer-jump-and-dash-window-instancesplatformer-jump-and-dash-ready-set
buffer-captures-one-press · jump-before-landing
jump-before-landing stores one press and follows first-press-stays
Applies to the jump-before-landing row.
While movement.airborne-jump-input holds, jump-before-landing stores one qualifying press of an action this row covers (jump), its input moment, and one instance under movement.jump-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, this test checks nothing about a press of a different action; for the reserved all-actions spelling, the contract makes a press of any covered action a matching press, so it follows the repeated-press rule above.
Test steps and diagnostics
- Given
a press of an action this row covers (
jump) for which no target or late row accepts, plus a second matching press while one already waits and a separate press whilemovement.airborne-jump-inputdoes not hold- When
- the first press arrives while
movement.airborne-jump-inputholds, 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
movement.jump-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
jump-before-landing - 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 line above; for a named action, this test checks nothing about a press of a different action
- the first qualifying press stores its action, input moment, and one per-press instance under
- Diagnostics
platformer-jump-and-dash-input-receiptplatformer-jump-and-dash-waiting-press-stateplatformer-jump-and-dash-window-instancesplatformer-jump-and-dash-clearing-log
buffer-captures-one-press · dash-before-ready
dash-before-ready stores one press and follows first-press-stays
Applies to the dash-before-ready row.
While movement.dash-input-before-ready holds, dash-before-ready stores one qualifying press of an action this row covers (dash), its input moment, and one instance under movement.dash-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, this test checks nothing about a press of a different action; for the reserved all-actions spelling, the contract makes a press of any covered action a matching press, so it follows the repeated-press rule above.
Test steps and diagnostics
- Given
a press of an action this row covers (
dash) for which no target or late row accepts, plus a second matching press while one already waits and a separate press whilemovement.dash-input-before-readydoes not hold- When
- the first press arrives while
movement.dash-input-before-readyholds, 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
movement.dash-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
dash-before-ready - 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 line above; for a named action, this test checks nothing about a press of a different action
- the first qualifying press stores its action, input moment, and one per-press instance under
- Diagnostics
platformer-jump-and-dash-input-receiptplatformer-jump-and-dash-waiting-press-stateplatformer-jump-and-dash-window-instancesplatformer-jump-and-dash-clearing-log
late-window-clears-on-four-ends · jump-after-ground
jump-after-ground ends on execution, permission, close, or early clearing
Applies to the jump-after-ground row.
A live jump-after-ground instance ends when jump executes, ordinary permission returns, movement.jump-six-frame-late-window closes it, or the event at movement.jump-late-window-cancellation occurs. It accepts nothing afterward, and execution does not arm a replacement.
Test steps and diagnostics
- Given
four otherwise identical live
jump-after-groundinstances- When
jumpexecutes in one, ordinary permission returns in one,movement.jump-six-frame-late-windowrecords one closed, and the early-clearing event atmovement.jump-late-window-cancellationoccurs in one
- Then
- each affected
jump-after-groundinstance ends at its named event and accepts no later input - the action execution creates no replacement
jump-after-groundinstance
- each affected
- Diagnostics
platformer-jump-and-dash-clearing-logplatformer-jump-and-dash-window-instancesplatformer-jump-and-dash-input-receipt
buffer-fires-or-clears-at-first-boundary · jump-before-landing
jump-before-landing fires once at its first cited event or clears without firing
Applies to the jump-before-landing row.
If neither clearing path arrives first, jump-before-landing fires once at the first event named by movement.first-walkable-ground-contact, with no later poll or extra delay. A prior close at movement.jump-four-frame-buffer or early event at movement.jump-buffer-cancellation clears it without firing. The records distinguish firing from each clearing path.
Test steps and diagnostics
- Given
three otherwise identical waiting
jump-before-landingsaved presses- When
- the first ordinary permission event at
movement.first-walkable-ground-contactarrives before clearing in one trial,movement.jump-four-frame-buffercloses before firing in another, and the event atmovement.jump-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
platformer-jump-and-dash-waiting-press-stateplatformer-jump-and-dash-ready-setplatformer-jump-and-dash-clearing-logplatformer-jump-and-dash-submission-log
buffer-fires-or-clears-at-first-boundary · dash-before-ready
dash-before-ready fires once at its first cited event or clears without firing
Applies to the dash-before-ready row.
If neither clearing path arrives first, dash-before-ready fires once at the first event named by movement.dash-first-ready-moment, with no later poll or extra delay. A prior close at movement.dash-four-frame-buffer or early event at movement.dash-buffer-cancellation clears it without firing. The records distinguish firing from each clearing path.
Test steps and diagnostics
- Given
three otherwise identical waiting
dash-before-readysaved presses- When
- the first ordinary permission event at
movement.dash-first-ready-momentarrives before clearing in one trial,movement.dash-four-frame-buffercloses before firing in another, and the event atmovement.dash-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
platformer-jump-and-dash-waiting-press-stateplatformer-jump-and-dash-ready-setplatformer-jump-and-dash-clearing-logplatformer-jump-and-dash-submission-log
target-instance-stops-accepting
Row.id accepts nothing after close, settlement, or early clearing
Does not apply to platformer-jump-and-dash: target-moment-windows has no rows.
ready-input-exists-once
each ready forgiven input exists once
Applies to platformer-jump-and-dash.
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, this test checks nothing about it.
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 two adoptions can never produce ready inputs at one moment, this test checks nothing about that case
- Diagnostics
platformer-jump-and-dash-ready-setplatformer-jump-and-dash-submission-log
all-ready-actions-submit-every-input
all-ready-actions submits every ready input once
Applies to platformer-jump-and-dash.
Under all-ready-actions, every ready forgiven input is submitted exactly once at the settlement moment. Input forgiveness removes none by priority.
Test steps and diagnostics
- Given
two or more ready forgiven inputs at one game moment
- When
- the adoption settles their competition
- Then
- every ready forgiven input is submitted exactly once as an action proposal at that moment
- none is removed by an input-forgiveness priority
- Diagnostics
platformer-jump-and-dash-ready-setplatformer-jump-and-dash-submission-log
declared-priority-submits-one-winner
declared-priority submits one input by a stable priority
Does not apply to platformer-jump-and-dash: ready together is all ready actions, not declared priority.
cannot-coincide-invalidates-two-ready-inputs
cannot-coincide allows no reachable pair of ready inputs
Does not apply to platformer-jump-and-dash: ready together is all ready actions, not cannot coincide.
selected-inputs-stop-at-proposal-boundary
selected inputs become proposals at this moment
Applies to platformer-jump-and-dash.
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 refusal. 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, refusal because of a conflict, and proposal order are absent from input-forgiveness settlement and remain owned by the cited action rules and Event resolution
- Diagnostics
platformer-jump-and-dash-submission-logplatformer-jump-and-dash-ready-set
buffer-clears-after-submission · jump-before-landing
jump-before-landing clears after submission
Applies to the jump-before-landing row.
A selected jump-before-landing saved press clears immediately on submission.
Test steps and diagnostics
- Given
one ready
jump-before-landingsaved press selected for submission- When
- the selected press is submitted
- Then
- the selected saved press clears immediately on submission
- Diagnostics
platformer-jump-and-dash-submission-logplatformer-jump-and-dash-waiting-press-stateplatformer-jump-and-dash-clearing-log
buffer-clears-after-submission · dash-before-ready
dash-before-ready clears after submission
Applies to the dash-before-ready row.
A selected dash-before-ready saved press clears immediately on submission.
Test steps and diagnostics
- Given
one ready
dash-before-readysaved press selected for submission- When
- the selected press is submitted
- Then
- the selected saved press clears immediately on submission
- Diagnostics
platformer-jump-and-dash-submission-logplatformer-jump-and-dash-waiting-press-stateplatformer-jump-and-dash-clearing-log
buffer-clears-after-competition-loss
Row.id clears when its input is not selected
Does not apply to platformer-jump-and-dash: ready together is all ready actions, not declared priority.
late-window-clears-after-submission · jump-after-ground
jump-after-ground clears on submission
Applies to the jump-after-ground row.
Submission clears the accepting jump-after-ground window immediately.
Test steps and diagnostics
- Given
one ready input accepted by
jump-after-groundand selected for submission- When
- the selected input is submitted
- Then
- the submitted input's
jump-after-groundwindow clears immediately
- the submitted input's
- Diagnostics
platformer-jump-and-dash-submission-logplatformer-jump-and-dash-window-instancesplatformer-jump-and-dash-clearing-log
late-window-survives-competition-loss
Row.id does not end when its input is not selected
Does not apply to platformer-jump-and-dash: ready together is all ready actions, not declared priority.
target-input-after-submission
Row.id leaves no saved press after submission
Does not apply to platformer-jump-and-dash: target-moment-windows has no rows.
target-instance-after-competition-loss
Row.id remains open when its input is not selected, until settled or closed
Does not apply to platformer-jump-and-dash: ready together is all ready actions, not declared priority.
held-control-after-buffer-fire · jump-before-landing
jump-before-landing follows fresh-press-required after its action fires
Applies to the jump-before-landing row.
The contract starts held-input handling only after jump-before-landing's action fires and its saved press has been cleared. Then the uninterrupted held state creates no press; the new qualifying press creates one saved press, which becomes ready once at the firing event. The course reads the arming condition at movement.airborne-jump-input, the window at movement.jump-four-frame-buffer, and the firing event at movement.first-walkable-ground-contact. At most one press waits. The test reads both waiting state and submissions so renewal and a new physical press remain distinguishable.
Test steps and diagnostics
- Given
jump-before-landinghas 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 pressed again 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 new qualifying press creates one saved press, which becomes ready once at the firing event
- at most one press waits in
jump-before-landing - the waiting-press state and submission log distinguish renewal from a new physical press
- Diagnostics
platformer-jump-and-dash-waiting-press-stateplatformer-jump-and-dash-submission-logplatformer-jump-and-dash-clearing-log
held-control-after-buffer-fire · dash-before-ready
dash-before-ready follows fresh-press-required after its action fires
Applies to the dash-before-ready row.
The contract starts held-input handling only after dash-before-ready's action fires and its saved press has been cleared. Then the uninterrupted held state creates no press; the new qualifying press creates one saved press, which becomes ready once at the firing event. The course reads the arming condition at movement.dash-input-before-ready, the window at movement.dash-four-frame-buffer, and the firing event at movement.dash-first-ready-moment. At most one press waits. The test reads both waiting state and submissions so renewal and a new physical press remain distinguishable.
Test steps and diagnostics
- Given
dash-before-readyhas 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 pressed again 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 new qualifying press creates one saved press, which becomes ready once at the firing event
- at most one press waits in
dash-before-ready - the waiting-press state and submission log distinguish renewal from a new physical press
- Diagnostics
platformer-jump-and-dash-waiting-press-stateplatformer-jump-and-dash-submission-logplatformer-jump-and-dash-clearing-log
rejected-proposal-restores-nothing
a refused proposal restores no forgiveness state
Applies to platformer-jump-and-dash.
Refusing a submitted action proposal restores no cleared forgiveness state. A new attempt needs a new qualifying arming event or press. The consequences of the refusal belong to Event resolution, and this test checks nothing about them.
Test steps and diagnostics
- Given
a submitted forgiven action proposal after the submission-time clearing for its row set
- When
- the cited action rule or Event resolution refuses the proposal
- Then
- the cleared forgiveness state remains absent
- a new attempt appears only after a new qualifying arming event or press
- this test checks nothing about the consequences of the refusal
- Diagnostics
platformer-jump-and-dash-submission-logplatformer-jump-and-dash-clearing-logplatformer-jump-and-dash-window-instancesplatformer-jump-and-dash-waiting-press-state
forgiveness-authority-order
a later step of the forgiveness order never rewrites earlier moments
Applies to platformer-jump-and-dash.
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 order. No later step rewrites an earlier input moment or target moment. Where a step does not occur in the case, this test checks nothing for that step.
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 steps occur
- When
- the trace is compared with the mechanism's order of the steps
- Then
- each step reads the result of every earlier applicable step in the listed order
- no later step rewrites an earlier input moment or target moment
- where a step does not occur in the constructed case, this test checks nothing for that step
- Diagnostics
platformer-jump-and-dash-input-receiptplatformer-jump-and-dash-arming-logplatformer-jump-and-dash-ready-setplatformer-jump-and-dash-submission-logplatformer-jump-and-dash-clearing-log
row-families-do-not-overlap
declaration check: no row set has two rows matching one input
Applies to platformer-jump-and-dash.
This declaration check reads the adoption and its cited prose, not the running game. The contract makes two rows of one row set matching one input in the same situation an invalid adoption rather than an implicit choice. An overlapping pair makes the adoption invalid, and this test fails. For a row set with fewer than two rows, this test checks nothing for that row set.
Test steps and diagnostics
- Given
the
platformer-jump-and-dashadoption 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 row set can match one action input in the same situation
- an overlapping pair makes the adoption invalid, and this test fails; for a row set with fewer than two rows, this test checks nothing for that row set
- Diagnostics
platformer-jump-and-dash-declaration-record
declared-priority-has-one-matching-rule
declaration check: declared-priority has one matching competition row
Does not apply to platformer-jump-and-dash: ready together is all ready actions, not declared priority.
non-priority-answers-have-no-competition-rows
declaration check: non-priority answers declare no competition rows
Applies to platformer-jump-and-dash.
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 makes the adoption invalid, and this test fails.
Test steps and diagnostics
- Given
the
platformer-jump-and-dashadoption document, not the running game- When
- a reviewer counts competition-rules rows
- Then
- competition-rules has no rows
- any competition-rules row makes the adoption invalid, and this test fails
- Diagnostics
platformer-jump-and-dash-declaration-record
no-external-rule-promises-forgiveness
declaration check: unmatched actions have no external forgiveness promise
Applies to platformer-jump-and-dash.
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 makes the adoption invalid, and this test fails.
Test steps and diagnostics
- Given
the
platformer-jump-and-dashadoption 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 makes the adoption invalid, and this test fails
- Diagnostics
platformer-jump-and-dash-declaration-record
late-action-citation-duty · jump-after-ground
declaration check: jump-after-ground's action citation states its duty
Applies to the jump-after-ground row.
This declaration check reads the adoption and movement.jump-action, not the running game. The action-declared-in description requires the citation to identify jump 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 makes the adoption invalid, and this test fails. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
platformer-jump-and-dashadoption and the prose atmovement.jump-action, not the running game- When
- a reviewer checks the citation's meaning
- Then
movement.jump-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 makes the adoption invalid, and this test fails
- Diagnostics
platformer-jump-and-dash-declaration-record
late-arming-citation-duty · jump-after-ground
declaration check: jump-after-ground's arming citation states its duty
Applies to the jump-after-ground row.
This declaration check reads the adoption and movement.walk-off-ground-arms-jump, not the running game. The citation must name every transition that starts jump-after-ground and every similar transition that does not. A missing duty makes the adoption invalid, and this test fails. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
platformer-jump-and-dashadoption and the prose atmovement.walk-off-ground-arms-jump, not the running game- When
- a reviewer checks the citation's meaning
- Then
movement.walk-off-ground-arms-jumpnames every transition that startsjump-after-groundand every similar transition that does not- a missing duty makes the adoption invalid, and this test fails
- Diagnostics
platformer-jump-and-dash-declaration-record
late-window-citation-duty · jump-after-ground
declaration check: jump-after-ground's window citation states its duty
Applies to the jump-after-ground row.
This declaration check reads the adoption and movement.jump-six-frame-late-window, not the running game. The window-declared-in description requires the citation to state a positive duration, unit, inclusive last moment, clock, pause behavior, and open-state test for jump-after-ground. A missing duty makes the adoption invalid, and this test fails. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
platformer-jump-and-dashadoption and the prose atmovement.jump-six-frame-late-window, not the running game- When
- a reviewer checks the citation's meaning
- Then
movement.jump-six-frame-late-windowstates a positive duration, unit, inclusive last moment, clock, pause behavior, and open-state test forjump-after-ground, as the window-declared-in description requires- a missing duty makes the adoption invalid, and this test fails
- Diagnostics
platformer-jump-and-dash-declaration-record
late-cancellation-citation-duty · jump-after-ground
declaration check: jump-after-ground's cancellation citation states its duty
Applies to the jump-after-ground row.
This declaration check reads the adoption and movement.jump-late-window-cancellation, not the running game. The citation must name every event that ends jump-after-ground before its window closes or state that no extra event does. A missing duty makes the adoption invalid, and this test fails. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
platformer-jump-and-dashadoption and the prose atmovement.jump-late-window-cancellation, not the running game- When
- a reviewer checks the citation's meaning
- Then
movement.jump-late-window-cancellationnames every event that endsjump-after-groundbefore its cited window closes or states that no extra event does- a missing duty makes the adoption invalid, and this test fails
- Diagnostics
platformer-jump-and-dash-declaration-record
buffer-action-citation-duty · jump-before-landing
declaration check: jump-before-landing's action citation states its duty
Applies to the jump-before-landing row.
This declaration check reads the adoption and movement.jump-action, not the running game. The action-declared-in description requires the citation to identify jump 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 makes the adoption invalid, and this test fails. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
platformer-jump-and-dashadoption and the prose atmovement.jump-action, not the running game- When
- a reviewer checks the citation's meaning
- Then
movement.jump-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 makes the adoption invalid, and this test fails
- Diagnostics
platformer-jump-and-dash-declaration-record
buffer-action-citation-duty · dash-before-ready
declaration check: dash-before-ready's action citation states its duty
Applies to the dash-before-ready row.
This declaration check reads the adoption and movement.dash-action, not the running game. The action-declared-in description requires the citation to identify dash 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 makes the adoption invalid, and this test fails. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
platformer-jump-and-dashadoption and the prose atmovement.dash-action, not the running game- When
- a reviewer checks the citation's meaning
- Then
movement.dash-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 makes the adoption invalid, and this test fails
- Diagnostics
platformer-jump-and-dash-declaration-record
buffer-arming-citation-duty · jump-before-landing
declaration check: jump-before-landing's arming citation states its duty
Applies to the jump-before-landing row.
This declaration check reads the adoption and movement.airborne-jump-input, 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 jump-before-landing. A missing duty makes the adoption invalid, and this test fails. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
platformer-jump-and-dashadoption and the prose atmovement.airborne-jump-input, not the running game- When
- a reviewer checks the citation's meaning
- Then
movement.airborne-jump-inputnames every accepted early state, the matching action input, and the excluded cases forjump-before-landing, as the arms-when-declared-in description requires- a missing duty makes the adoption invalid, and this test fails
- Diagnostics
platformer-jump-and-dash-declaration-record
buffer-arming-citation-duty · dash-before-ready
declaration check: dash-before-ready's arming citation states its duty
Applies to the dash-before-ready row.
This declaration check reads the adoption and movement.dash-input-before-ready, 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 dash-before-ready. A missing duty makes the adoption invalid, and this test fails. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
platformer-jump-and-dashadoption and the prose atmovement.dash-input-before-ready, not the running game- When
- a reviewer checks the citation's meaning
- Then
movement.dash-input-before-readynames every accepted early state, the matching action input, and the excluded cases fordash-before-ready, as the arms-when-declared-in description requires- a missing duty makes the adoption invalid, and this test fails
- Diagnostics
platformer-jump-and-dash-declaration-record
buffer-window-citation-duty · jump-before-landing
declaration check: jump-before-landing's window citation states its duty
Applies to the jump-before-landing row.
This declaration check reads the adoption and movement.jump-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 behavior, and open-state test for jump-before-landing. A missing duty makes the adoption invalid, and this test fails. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
platformer-jump-and-dashadoption and the prose atmovement.jump-four-frame-buffer, not the running game- When
- a reviewer checks the citation's meaning
- Then
movement.jump-four-frame-bufferstates a positive duration, unit, inclusive last moment, clock, pause behavior, and open-state test forjump-before-landing, as the window-declared-in description requires- a missing duty makes the adoption invalid, and this test fails
- Diagnostics
platformer-jump-and-dash-declaration-record
buffer-window-citation-duty · dash-before-ready
declaration check: dash-before-ready's window citation states its duty
Applies to the dash-before-ready row.
This declaration check reads the adoption and movement.dash-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 behavior, and open-state test for dash-before-ready. A missing duty makes the adoption invalid, and this test fails. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
platformer-jump-and-dashadoption and the prose atmovement.dash-four-frame-buffer, not the running game- When
- a reviewer checks the citation's meaning
- Then
movement.dash-four-frame-bufferstates a positive duration, unit, inclusive last moment, clock, pause behavior, and open-state test fordash-before-ready, as the window-declared-in description requires- a missing duty makes the adoption invalid, and this test fails
- Diagnostics
platformer-jump-and-dash-declaration-record
buffer-firing-citation-duty · jump-before-landing
declaration check: jump-before-landing's firing citation states its duty
Applies to the jump-before-landing row.
This declaration check reads the adoption and movement.first-walkable-ground-contact, not the running game. The citation must name the first ordinary permission event that releases jump-before-landing and add no extra delay. A missing duty makes the adoption invalid, and this test fails. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
platformer-jump-and-dashadoption and the prose atmovement.first-walkable-ground-contact, not the running game- When
- a reviewer checks the citation's meaning
- Then
movement.first-walkable-ground-contactnames the first ordinary permission event that releasesjump-before-landingand adds no extra delay- a missing duty makes the adoption invalid, and this test fails
- Diagnostics
platformer-jump-and-dash-declaration-record
buffer-firing-citation-duty · dash-before-ready
declaration check: dash-before-ready's firing citation states its duty
Applies to the dash-before-ready row.
This declaration check reads the adoption and movement.dash-first-ready-moment, not the running game. The citation must name the first ordinary permission event that releases dash-before-ready and add no extra delay. A missing duty makes the adoption invalid, and this test fails. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
platformer-jump-and-dashadoption and the prose atmovement.dash-first-ready-moment, not the running game- When
- a reviewer checks the citation's meaning
- Then
movement.dash-first-ready-momentnames the first ordinary permission event that releasesdash-before-readyand adds no extra delay- a missing duty makes the adoption invalid, and this test fails
- Diagnostics
platformer-jump-and-dash-declaration-record
buffer-cancellation-citation-duty · jump-before-landing
declaration check: jump-before-landing's cancellation citation states its duty
Applies to the jump-before-landing row.
This declaration check reads the adoption and movement.jump-buffer-cancellation, not the running game. The citation must name every event that discards jump-before-landing before firing or state that no extra event does. A missing duty makes the adoption invalid, and this test fails. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
platformer-jump-and-dashadoption and the prose atmovement.jump-buffer-cancellation, not the running game- When
- a reviewer checks the citation's meaning
- Then
movement.jump-buffer-cancellationnames every event that discardsjump-before-landingbefore firing or states that no extra event does- a missing duty makes the adoption invalid, and this test fails
- Diagnostics
platformer-jump-and-dash-declaration-record
buffer-cancellation-citation-duty · dash-before-ready
declaration check: dash-before-ready's cancellation citation states its duty
Applies to the dash-before-ready row.
This declaration check reads the adoption and movement.dash-buffer-cancellation, not the running game. The citation must name every event that discards dash-before-ready before firing or state that no extra event does. A missing duty makes the adoption invalid, and this test fails. The test names the address and restates nothing from it.
Test steps and diagnostics
- Given
the
platformer-jump-and-dashadoption and the prose atmovement.dash-buffer-cancellation, not the running game- When
- a reviewer checks the citation's meaning
- Then
movement.dash-buffer-cancellationnames every event that discardsdash-before-readybefore firing or states that no extra event does- a missing duty makes the adoption invalid, and this test fails
- Diagnostics
platformer-jump-and-dash-declaration-record
target-action-citation-duty
declaration check: Row.id's action citation states its duty
Does not apply to platformer-jump-and-dash: target-moment-windows has no rows.
target-moment-citation-duty
declaration check: Row.id's target citation states its duty
Does not apply to platformer-jump-and-dash: target-moment-windows has no rows.
target-arming-citation-duty
declaration check: Row.id's arming citation states its duty
Does not apply to platformer-jump-and-dash: target-moment-windows has no rows.
target-window-citation-duty
declaration check: Row.id's window citation states its duty
Does not apply to platformer-jump-and-dash: target-moment-windows has no rows.
target-result-citation-duty
declaration check: Row.id's result citation states its duty
Does not apply to platformer-jump-and-dash: target-moment-windows has no rows.
target-cancellation-citation-duty
declaration check: Row.id's cancellation citation states its duty
Does not apply to platformer-jump-and-dash: target-moment-windows has no rows.
competition-citation-duty
declaration check: Row.id's competition citation states its duty
Does not apply to platformer-jump-and-dash: competition-rules has no rows.
forgiveness-holds
input forgiveness holds for the whole run
Applies to platformer-jump-and-dash.
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 refusal restores no cleared state. Where this adoption cannot construct a case, this test checks nothing for that case.
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 refused proposal restored cleared forgiveness state; where the adoption cannot construct a case, this test checks nothing for that case
- Seeds
["audit-a","audit-b"]- Scope
every armed window, saved press, and target instance of the audited run- Diagnostics
platformer-jump-and-dash-arming-logplatformer-jump-and-dash-input-receiptplatformer-jump-and-dash-waiting-press-stateplatformer-jump-and-dash-window-instancesplatformer-jump-and-dash-ready-setplatformer-jump-and-dash-submission-logplatformer-jump-and-dash-clearing-logplatformer-jump-and-dash-target-grades
JSONthe adoption as one file
Answers you try on this page do not change this file. To change an adoption, open it in the authoring tool.
{
"contract": "input-forgiveness",
"version": 2,
"summary": "This contract 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 (makes it ready to accept or save an input), and when a saved action fires (becomes ready for the game to try). This contract does not cover physical controls, ordinary action rules, or small position corrections such as corner correction. The Control options contract covers physical controls.",
"questions": {
"ready-together": {
"asks": "Several inputs that receive this help become ready at the same moment. 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 ready.",
"options": {
"all-ready-actions": {
"meaning": "The game tries every helped input that becomes ready. A twin-stick hero may dodge and shoot 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 refuse incompatible actions."
},
"declared-priority": {
"meaning": "The game tries only one ready input. A fixed priority in your game's rules chooses it. A farm tool may water, and not plant, 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 become ready at the same moment. 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 short name in your game's words, such as jump-after-ground."
},
"action": {
"type": "string",
"required": true,
"pattern": "kebab-case",
"description": "The game action receiving late forgiveness, such as jump. Write all-actions to cover every action in the game."
},
"action-declared-in": {
"type": "citation",
"required": true,
"description": "Where your game's rules say what the action is, when the game ordinarily permits it, and what its complete effect is. When this row uses all-actions, the rules say these things for every action in the game."
},
"arms-when-declared-in": {
"type": "citation",
"required": true,
"description": "Where your game's rules say which transitions start this late case. The rules name every transition that starts it 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": "Where your game's rules say how this late window is timed. The rules give its duration, which is above zero. They give the unit of the duration. They name the last moment at which the window is still open. They name the clock that measures the window. They say what a pause does to the window. They say how to test whether the window is open."
},
"cancels-when-declared-in": {
"type": "citation",
"required": true,
"description": "Where your game's rules say which game events end this forgiveness before the cited window closes. The rules name every such event, or they say that there is no such event."
}
}
},
"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 short name in your game's words, 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. Write all-actions to cover every action in the game."
},
"action-declared-in": {
"type": "citation",
"required": true,
"description": "Where your game's rules say what the action is, when the game ordinarily permits it, and what its complete effect is. When this row uses all-actions, the rules say these things for every action in the game."
},
"arms-when-declared-in": {
"type": "citation",
"required": true,
"description": "Where your game's rules say in which early states the game saves a press. The rules name 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": "Where your game's rules say how the window of this saved press is timed. The rules give its duration, which is above zero. They give the unit of the duration. They name the last moment at which the window is still open. They name the clock that measures the window. They say what a pause does to the window. They say how to test whether the window is open."
},
"fires-when-declared-in": {
"type": "citation",
"required": true,
"description": "Where your game's rules say which event releases the saved action. It is the first event at which the game ordinarily permits the action. A landing may release jump; the end of recovery may release dodge."
},
"cancels-when-declared-in": {
"type": "citation",
"required": true,
"description": "Where your game's rules say which events discard the saved press before it fires. The rules name every such event, or they say that there is no such event."
},
"waiting-press": {
"type": "string",
"required": true,
"options": [
"first-press-stays",
"latest-press-replaces"
],
"description": "Which press this row keeps when a matching press arrives while the row already holds one: the first press stays, or the latest press 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 a control that stays held after this saved press fires needs a release and a new press, or may save another press. 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 arrives near a target moment.",
"record": {
"id": {
"type": "string",
"required": true,
"pattern": "kebab-case",
"unique": true,
"description": "A short name in your game's words, 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. Write all-actions to cover every action in the game."
},
"action-declared-in": {
"type": "citation",
"required": true,
"description": "Where your game's rules say what the action input is, when the game ordinarily permits the action, and what its complete attempt is. This target row grades an attempt; it does not grant permission. When this row uses all-actions, the rules say these things for every action in the game."
},
"target-moment-declared-in": {
"type": "citation",
"required": true,
"description": "Where your game's rules say what the target moment is."
},
"arms-when-declared-in": {
"type": "citation",
"required": true,
"description": "Where your game's rules say which event creates the current target instance and which input events are associated with it."
},
"window-declared-in": {
"type": "citation",
"required": true,
"description": "Where your game's rules say how the outer window around the target moment is timed. One rule gives all of this timing. It gives the early and late bounds of the window, which have a positive width. It names the early and late moments that are still inside the window. It gives the unit. It names the clock that measures the window. It says what a pause does to the window. It says how to test whether the window is open."
},
"result-declared-in": {
"type": "citation",
"required": true,
"description": "Where your game's rules say what result an accepted input gets. The same rules define any grade boundaries inside this row's one outer window; a rhythm note may record perfect, great, or good. By default, the target accepts no further input after the first accepted input. If your game does this differently, the rules say how."
},
"cancels-when-declared-in": {
"type": "citation",
"required": true,
"description": "Where your game's rules say which events stop this target instance from accepting input before the cited window closes. The rules name every such event, or they say that there is no such event."
}
}
},
"competition-rules": {
"description": "Situations where several helped 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 short name in your game's words, such as recovery-end-actions."
},
"declared-in": {
"type": "citation",
"required": true,
"description": "Where your game's rules say what the situation is. The rules give one complete priority order, with no ties, over every helped input that can be ready there."
}
}
}
}
},
"rules": {},
"origin": "https://opengdd.org/contracts/input-forgiveness-2",
"mechanism": [
"This text decides the order of the steps 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. The questions and rows supply choices and cited game rules. They do not change the order.",
"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 input event that the game receives 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 forgiveness row set, 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 row sets. 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 row set 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 a target row nor a late row 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 new 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 refusal after submission. Forgiveness does not force an otherwise conflicting action to succeed.",
"13. Clear each buffered press that was submitted, and each buffered press that was a lower-priority ready input in step 11, immediately. Clear a submitted late window. A late window whose input was a lower-priority ready input in step 11 stays open 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 target instance whose input was a lower-priority ready input in step 11 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 new 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 new waiting press immediately. At most one waits in the row.",
"15. A refused 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 refusal; this contract owns only the cleared forgiveness state.",
"The order of the steps is: 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 step never rewrites an earlier input moment or target moment."
],
"pack": "sha256:3312fb675aadc6b6160b2ee5ae71f1023a73fd544a1e5489d645188e72f8e4cd",
"answers": {
"ready-together": "all-ready-actions"
},
"values": {},
"rows": {
"late-input-windows": [
{
"id": "jump-after-ground",
"action": "jump",
"action-declared-in": "movement.jump-action",
"arms-when-declared-in": "movement.walk-off-ground-arms-jump",
"window-declared-in": "movement.jump-six-frame-late-window",
"cancels-when-declared-in": "movement.jump-late-window-cancellation"
}
],
"input-buffers": [
{
"id": "jump-before-landing",
"action": "jump",
"action-declared-in": "movement.jump-action",
"arms-when-declared-in": "movement.airborne-jump-input",
"window-declared-in": "movement.jump-four-frame-buffer",
"fires-when-declared-in": "movement.first-walkable-ground-contact",
"cancels-when-declared-in": "movement.jump-buffer-cancellation",
"waiting-press": "first-press-stays",
"held-after-fire": "fresh-press-required"
},
{
"id": "dash-before-ready",
"action": "dash",
"action-declared-in": "movement.dash-action",
"arms-when-declared-in": "movement.dash-input-before-ready",
"window-declared-in": "movement.dash-four-frame-buffer",
"fires-when-declared-in": "movement.dash-first-ready-moment",
"cancels-when-declared-in": "movement.dash-buffer-cancellation",
"waiting-press": "first-press-stays",
"held-after-fire": "fresh-press-required"
}
],
"target-moment-windows": [],
"competition-rules": []
}
}