fix: airborne jump refusal fires at RELEASE, not press (user retail
gate; supersedes CH round-1 item A) The user's retail description matches the decomp exactly: charge_jump @0x005281c0 has NO grounded check - it refuses only 0x49 (CanJump encumbrance) and 0x48 (fallen/crouch-family forward commands). Pressing jump while airborne begins the powerbar and charges normally. The 0x24 "You can't jump while in the air" comes exclusively from the RELEASE path (ClientCombatSystem::DoJump @0x0056B110 -> CMotionInterp::jump -> jump_is_allowed, whose airborne 0x24 our port already carries test-pinned). A charge held through landing executes a normal jump on the grounded release. PlayerMovementController's input orchestration now mirrors CommenceJump/DoJump: - Press edge: ChargeJump() decides; a refused charge (0x48/0x49) reports and never begins the bar (retail's jump_pending stays 0). The invented airborne press-edge 0x24 report (CH user-gate round 1 item A - added when the press/release split was not yet known) is deleted; CommenceJump's in-air fallback text is unreachable with a faithful charge_jump. - Hold: accumulates grounded OR airborne; leaving the ground mid-charge no longer force-fires the jump. - Release: fires jump(); an airborne release refuses 0x24 there. Tests: the round-1 press-edge test is replaced by two release-semantics tests (airborne release reports once; held-through-landing grounded release jumps silently). Runtime 1,619, App 4,987/3, Core jump family 159. Co-Authored-By: Claude Fable 5 <noreply@anthropic.com>
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2 changed files with 87 additions and 56 deletions
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@ -940,17 +940,24 @@ public class PlayerMovementControllerTests
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Assert.Null(exception);
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}
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// ── Campaign CH user-gate round 1 (item A): airborne jump refusal ──────
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// ── Airborne jump semantics (2026-08-14 user retail gate; supersedes CH
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// user-gate round 1 item A's press-edge report) ─────────────────────────
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//
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// charge_jump @0x005281c0 has NO grounded check, so pressing jump while
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// airborne CHARGES the bar normally; the 0x24 "You can't jump while in
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// the air" fires only from the RELEASE path's jump_is_allowed
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// (ClientCombatSystem::DoJump @0x0056B110 → CMotionInterp::jump). A
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// charge held through landing executes a normal jump on release.
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[Fact]
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public void JumpPress_RisingEdgeWhileAirborne_ReportsCantJumpInAir_HeldOnlyOnce_NoneAfterLanding()
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public void JumpPressWhileAirborne_ChargesSilently_AirborneReleaseReportsCantJumpInAir()
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
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// Launch into the air with an ordinary charged jump — the fix must
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// not touch this grounded charge/fire path at all.
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// Launch into the air with an ordinary charged jump — the grounded
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// charge/fire path stays untouched.
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controller.Update(1.0f, new MovementInput(Jump: true)); // full charge
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controller.Update(0.016f, new MovementInput(Jump: false)); // release -> jump fires
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Assert.True(controller.IsAirborne);
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@ -959,30 +966,51 @@ public class PlayerMovementControllerTests
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var reported = new List<string>();
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controller.OnInterfaceText = (text, _) => reported.Add(text);
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// Rising edge while airborne: exactly one "You can't jump while in
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// the air" report.
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controller.Update(0.016f, new MovementInput(Jump: true));
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var report = Assert.Single(reported);
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Assert.Equal(ClientTextRefusals.CantJumpInAir, report);
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// Holding the key across multiple further updates raises no
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// additional reports.
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controller.Update(0.016f, new MovementInput(Jump: true));
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controller.Update(0.016f, new MovementInput(Jump: true));
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controller.Update(0.016f, new MovementInput(Jump: true));
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Assert.Single(reported);
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// Release, then land.
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controller.Update(0.016f, new MovementInput(Jump: false));
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for (int i = 0; i < 60 && controller.IsAirborne; i++)
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controller.Update(0.05f, new MovementInput());
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Assert.False(controller.IsAirborne, "should have landed");
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// Landing then pressing again while grounded raises none (the
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// grounded charge succeeds normally for an unburdened character).
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reported.Clear();
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// Rising edge while airborne: NO report — the bar charges normally.
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controller.Update(0.016f, new MovementInput(Jump: true));
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Assert.Empty(reported);
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Assert.True(controller.JumpCharge.IsCharging);
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// Holding stays silent and keeps charging.
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controller.Update(0.016f, new MovementInput(Jump: true));
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controller.Update(0.016f, new MovementInput(Jump: true));
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Assert.Empty(reported);
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// RELEASING while still airborne: exactly one 0x24 report, and no
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// second launch.
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Assert.True(controller.IsAirborne);
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controller.Update(0.016f, new MovementInput(Jump: false));
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var report = Assert.Single(reported);
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Assert.Equal(ClientTextRefusals.CantJumpInAir, report);
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Assert.False(controller.JumpCharge.IsCharging);
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}
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[Fact]
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public void JumpChargedInAir_HeldThroughLanding_GroundedReleaseJumpsSilently()
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{
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var engine = MakeFlatEngine();
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var controller = new PlayerMovementController(engine);
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controller.SeedPlacementForTest(new Vector3(96f, 96f, 50f), 0x0001, new Vector3(96f, 96f, 50f));
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// First jump, then begin charging the NEXT jump while airborne.
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controller.Update(1.0f, new MovementInput(Jump: true));
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controller.Update(0.016f, new MovementInput(Jump: false));
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Assert.True(controller.IsAirborne);
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var reported = new List<string>();
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controller.OnInterfaceText = (text, _) => reported.Add(text);
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// Hold jump through the landing.
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for (int i = 0; i < 120 && controller.IsAirborne; i++)
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controller.Update(0.05f, new MovementInput(Jump: true));
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Assert.False(controller.IsAirborne, "should have landed while holding");
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Assert.True(controller.JumpCharge.IsCharging, "charge survives the landing");
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Assert.Empty(reported);
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// Grounded release: the held charge executes a normal jump.
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controller.Update(0.016f, new MovementInput(Jump: false));
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Assert.Empty(reported);
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Assert.True(controller.IsAirborne, "the held charge fires on grounded release");
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}
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// ── Campaign P Slice P5 (2026-07-30): ConstraintManager leash arming (#167) ──
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