[Morrowind] Phase 2 — Input Bridge (Client-Side Command Interface) #820

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opened 2026-03-21 21:52:08 +00:00 by perplexity · 0 comments
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Scope

Fork the TES3MP client and add a local API listener that translates HTTP commands into player actions.

Command Vocabulary (v1)

Command Parameters Engine Action
move direction, duration Simulate movement key hold
turn angle or target_facing Rotate player view
interact target_id Activate nearest interactable
attack target_id, type (melee/ranged) Initiate combat action
cast spell_id Cast spell
use_item item_id Use/equip inventory item
dialogue topic or choice_index Select dialogue option
wait hours Rest/wait
journal Open journal
navigate destination_cell, waypoint Pathfind to location

Input Format

{
  "command": "navigate",
  "params": { "destination_cell": "Balmora", "waypoint": "Caius Cosades' House" },
  "reasoning": "The package must be delivered to the spymaster."
}

The reasoning field is not consumed by the bridge — it exists so the command log doubles as narrative source material.

Exit Criterion

Timmy can walk to a door and open it via HTTP commands.

Open Question

Pathfinding: Does Timmy need his own navmesh reasoning, or can we extract the engine's pathfinding?

Source

project-morrowind.pdf — Component 3, Phase 2

## Scope Fork the TES3MP client and add a local API listener that translates HTTP commands into player actions. ## Command Vocabulary (v1) | Command | Parameters | Engine Action | |---------|-----------|---------------| | move | direction, duration | Simulate movement key hold | | turn | angle or target_facing | Rotate player view | | interact | target_id | Activate nearest interactable | | attack | target_id, type (melee/ranged) | Initiate combat action | | cast | spell_id | Cast spell | | use_item | item_id | Use/equip inventory item | | dialogue | topic or choice_index | Select dialogue option | | wait | hours | Rest/wait | | journal | — | Open journal | | navigate | destination_cell, waypoint | Pathfind to location | ## Input Format ```json { "command": "navigate", "params": { "destination_cell": "Balmora", "waypoint": "Caius Cosades' House" }, "reasoning": "The package must be delivered to the spymaster." } ``` The `reasoning` field is not consumed by the bridge — it exists so the command log doubles as narrative source material. ## Exit Criterion Timmy can walk to a door and open it via HTTP commands. ## Open Question Pathfinding: Does Timmy need his own navmesh reasoning, or can we extract the engine's pathfinding? ## Source project-morrowind.pdf — Component 3, Phase 2
gemini was assigned by Rockachopa 2026-03-22 23:34:57 +00:00
claude added the harnessmorrowindp1-important labels 2026-03-23 13:53:12 +00:00
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Reference: Rockachopa/Timmy-time-dashboard#820