feat(physics): Campaign P P1 - stat-coupled movement (burden/stamina/vitae)

Ports the retail CACQualities/EncumbranceSystem/MovementSystem chain
(named-retail decomp pc 256393/412901-414050/416169-416320/695958+) so
PlayerWeenie's run rate, jump height, jump permission, and jump stamina
cost are real functions of burden, current stamina, and vitae/skill
enchantments instead of stubs.

Core:
- New EncumbranceSystem.cs (delegates to the already-verified
  BurdenMath formulas — one source of truth for the burden HUD and
  movement physics) and MovementSystem.cs (GetRunRate/GetJumpHeight/
  JumpStaminaCost/GetJumpPower, decomp-cited; ACE cross-referenced
  where BN dropped the general-case arithmetic entirely).
- PlayerWeenie rewritten as the CACQualities-shaped composition:
  CanJump gates on burden (<2.0 load, UN-8 — x87 polarity resolved by
  plausibility, Ghidra MCP unavailable this slice), JumpStaminaCost
  returns the real ceil((load+0.5)*power*8+2) cost and always affords
  it (matches decomp — retail's own function never refuses; "weak"
  jump comes entirely from the stamina==0 skill-zeroing gate inside
  InqRunRate/InqJumpVelocity, not a hard refusal), SetStamina wires a
  null="unknown, don't gate" sentinel preserving every pre-P1 test.
- EnchantmentMath.GetMod gained an optional StatModType flag filter
  (GetSkillMod convenience wrapper) so the SAME vitae/family-stacking
  machinery already used for vital-max buffs now also answers "what's
  the vitae+skill-enchantment-adjusted Run/Jump skill" — reusing the
  M3 active-enchantment state, not a new engine.

Runtime:
- RuntimeCharacterState now stores the pre-EnchantSkill base run/jump
  skill and recomputes the adjusted value (vitae first, then matching
  Skill-flagged buffs, floor 0.5, truncate) on every base push AND on
  every Spellbook.EnchantmentsChanged notification — a vitae change
  alone moves the produced rate without a fresh PlayerDescription.
- RuntimeMovementSkillState extended with Burden/CurrentStamina
  (RuntimeMovementSkillProjection.ApplyTo pushes both through the
  existing seam); LiveSessionEventRouter recomputes burden from the
  same Strength+aug-property+EncumbranceVal inputs the burden HUD
  already assembles (reacting to the same ClientObjectTable events)
  and pushes current stamina from LocalPlayerState vital updates.
- Wires the previously dead-lettered ReportExhaustion() R3-W4 seam:
  LiveSessionRuntimeFactory's OnMovementStatsUpdated callback re-
  applies the current snapshot to the live controller and forces an
  immediate movement re-evaluation on any skill/burden/stamina change.

Register: retires TS-5 (CanJump/JumpStaminaCost stubs) and AP-25 (no
vitae in pushed skill). Adds AP-127 (two minor unmodeled retail bonus
properties + the stamina-buff-adjusts-local-copy nuance, deliberately
out of the bounded "run/jump query path only" scope) and UN-8 (the
CanJump x87 polarity call, flagged for a future Ghidra MCP
confirmation pass). Extends TS-23 (PlayerKillerStatus not parsed) to
cover JumpStaminaCost's new pk parameter, hardcoded false pending P3.

Full pseudocode + retail citations + the vitae/skill-level finding in
docs/research/2026-07-30-stat-coupled-movement-pseudocode.md.

Release suite: Core.Tests 3977/2 skips, Runtime.Tests 425/0 skips,
App.Tests 3968/3 skips — all green. (One pre-existing, unrelated Debug-
only flake in LandblockBuildOriginTests reproduces on the pre-P1
baseline and passes in Release; not touched here.)

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-30 08:18:06 +02:00
parent 3a4782048e
commit 9355ddcec6
20 changed files with 1714 additions and 74 deletions

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@ -1,4 +1,4 @@
# Retail Divergence Register — current through 2026-07-27
# Retail Divergence Register — current through 2026-07-30
**What this is.** The single auditable register of every known place acdream's
runtime behavior can deviate from the retail client (Sept 2013 EoR build,
@ -114,7 +114,7 @@ accepted-divergence entries (#96, #49, #50).
---
## 3. Documented approximation (AP) — 93 active rows
## 3. Documented approximation (AP) — 93 active rows (AP-25 retired 2026-07-30 at Campaign P Slice P1 — the vitae/enchantment-aware run/jump skill chain; AP-127 filed same slice for the two minor unmodeled bonus properties)
Wave-0 UI ledger repair (2026-07-10) retired stale AP-38, resolved the AP-84
collision, restored overwritten paperdoll rows as AP-92/AP-93, and registered
@ -142,7 +142,6 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-22 | Invented `setup.Radius` cylinder (height = Height or Radius×2) for shapeless live entities; shape + height formula not from the retail shape walk | `src/AcDream.App/Physics/LiveEntityCollisionBuilder.cs`; `src/AcDream.Core/Physics/ShadowShapeBuilder.cs` | ShadowShapeBuilder (faithful walk) only emits CylSphere/Sphere/Part-BSP; the legacy cylinder preserves prior behavior so rare decorative props don't lose collision | Those props collide with an invented footprint (especially the Radius×2 height guess) — slides/blocks at non-retail distances | `find_obj_collisions``CPartArray::FindObjCollisions` pc:286236 |
| AP-23 | Invented per-type pickup-radius heuristic (3 m creatures / 2 m doors-lifestones-portals-corpses / 0.6 m rest) for close-range gating plus the speculative local TurnToObject/MoveToObject install through the player's MoveToManager. **R5-V3 narrowed it:** the install threads the target's real Setup radius/height (`GetSetupCylinder`, same as wire mt-6) and the player's real radius; only the radius buckets remain invented. **Use retired from this seam 2026-07-25** and now sends immediately. | `src/AcDream.App/Interaction/WorldSelectionQuery.cs` (`TryGetApproach`/`GetUseRadius`); `src/AcDream.App/Interaction/PlayerInteractionMovementSink.cs` (`BeginApproach`) | The retained pickup presentation reserves a destination slot before the authoritative transfer; its close branch still needs an arrival boundary | A target whose real UseRadius differs from the bucket misjudges the pickup gate — pickup waits forever or fires early into a server "too far" | ACE Player_Move.cs:66; wire MoveToObject (type 6) carries the true radius; `CPhysicsObj::TurnToObject/MoveToObject` callers §9a/§9b |
| ~~AP-24~~ | **RETIRED 2026-07-11** — matching v11.4186 x86 disassembly recovered `ATTACK_POWERUP_TIME=1.0` seconds and `DUAL_WIELD_POWERUP_TIME=0.8` seconds from the operands loaded by `GetPowerBarLevel`; jump and combat now share those constants. | `src/AcDream.Core/Combat/CombatModel.cs`; `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs`; `src/AcDream.Runtime/Gameplay/RuntimeCombatAttackState.cs` | — | — | `ClientCombatSystem::GetPowerBarLevel @ 0x0056ADE0`; static data `0x007CEFC8/0x007CEFD0` |
| AP-25 | Run/Jump skill pushed to movement = attributeBonus + Init + Ranks — no augmentations, multipliers, or vitae | `src/AcDream.Core.Net/GameEventWiring.cs:346` | Closest to ACE's CreatureSkill.Current short of porting the full Aug/Multiplier/Vitae chain (K-fix7/13) | A character with augs or post-death vitae predicts wrong local run speed / jump arc — dying would NOT slow the local player though the server moves them slower: drift + snap-back | ACE CreatureSkill.Current; ACE Skill.cs (Jump=22, Run=24) |
| AP-26 | DDD interrogation answered with an empty dat-version list (count=0); retail reports actual dat iteration state | `src/AcDream.Core.Net/Messages/DddInterrogationResponse.cs:18` | ACE is satisfied by the empty ack; pattern from holtburger | A dat-patching-enabled server could push a full patch or reject on version mismatch — the lie is harmless only while the server never acts on it | DDD flow 0xF7E5/0xF7E6 |
| AP-27 | PlayerDescription trailer: GameplayOptions skipped by a 4-byte-aligned heuristic scan for a valid inventory parse; options blob captured opaque, never decoded (retail decodes + applies UI options) | `src/AcDream.Core.Net/Messages/PlayerDescriptionParser.cs:69` | Variable-length opaque blobs; mirrors holtburger's heuristics; follow-up issue extends when panels consume those sections | An options blob that coincidentally parses as a valid inventory (or inventory not landing at EOF) yields wrong/empty inventory+equipped at login; retail-persisted UI options silently ignored | ACE GameEventPlayerDescription.WriteEventBody; holtburger events.rs:195-218 |
| AP-28 | 3D audio falloff via OpenAL InverseDistanceClamped with picked constants (ref 2 m, max 1000 m, rolloff 1); voice pool/eviction IS cited to retail | `src/AcDream.App/Audio/OpenAlAudioEngine.cs:146` | Stands in for retail's DirectSound-era attenuation; r05 §5.3 documents inverse-square behavior but the three AL params were picked, not ported | Sounds attenuate at a different rate — too loud/quiet at range side-by-side; gain-driven eviction comparisons inherit the skew | FUN_00550ad0 (voice pool only); r05 §5.3 |
@ -230,14 +229,14 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| AP-124 | Local ACE omits the new object's CreateObject to the initiating session after `StackableSplitTo3D`, sending only F748 Position for the previously unknown GUID. acdream retains retail's one pending split source/count/time identity for ten seconds and, only for that otherwise-impossible unknown Position, hydrates a canonical clone of the source description with the new GUID and authoritative world placement. | `src/AcDream.App/World/InventoryWorldDropProjectionController.cs`; `src/AcDream.App/UI/ItemInteractionController.cs`; `src/AcDream.App/Physics/LiveEntityNetworkUpdateController.cs` | Nearby/reconnecting clients receive the ordinary CreateObject, while the initiator otherwise cannot render the authoritative object until relog. A server that sends CreateObject never enters this path; the pending identity is consumed before normal hydration and all other unknown Positions remain rejected. | ACE's F748 does not carry WCID or stack size, so an unrelated unknown Position arriving during the exact pending ten-second window could be associated with the split. Retail confirms WCID/count from CreateObject; removing the approximation requires ACE to send that packet to the initiator. | `ACCWeenieObject::UIAttemptSplitTo3D @ 0x0058D850`; `ACCWeenieObject::DeclareValid @ 0x0058E340`; ACE `Player.HandleActionStackableSplitTo3D` / `TryDropItem`; `docs/research/2026-07-26-retail-inventory-placement-and-world-drop-pseudocode.md` |
| AP-125 | Transport control packets (the 2.0 s cumulative AckSequence and the 0.6 s RequestRetransmit) are emitted STANDALONE; retail piggybacks optional headers onto queued outbound packets first-fit (`FlowQueue::CoalesceData @ 0x00547740`, invoked at `TransmitNewPackets @ 0x00547A6E`), and `EnqueueNaks` hands the NAK to `PacketController::EnqueueOptionalHeader @ 0x00543C84` rather than emitting directly. | `src/AcDream.Core.Net/Transport/AckNakScheduler.cs` (`EmitCumulativeAck`, `EmitNakRequest`) | ACE honours a RequestRetransmit ONLY when EncryptedChecksum is absent (NetworkSession.cs:283-284) — a retail-style piggyback onto a sequenced packet encrypts the NAK and ACE silently ignores it, making S2C loss unrecoverable; ACE likewise advances its client-sequence watermark on any packet whose flags are not exactly AckSequence (:474-476), so coalesced control content on a borrowed sequence risks skipping a real packet. Standalone exact-flag emission is the only ACE-safe shape; it also keeps reliable packets free of optional headers, making the resend cache strip provably a no-op. | Slightly higher C2S datagram count than retail (one extra small packet per 2.0 s / per NAK window); marginally more loss exposure for the control packets themselves on a metered path. | `FlowQueue::CoalesceData @ 0x00547740`; `SharedNet::EnqueuePak @ 0x00543B10`; `SharedNet::EnqueueNaks @ 0x00543BD0`; ACE `NetworkSession.cs:283-284,:342-343,:474-476` |
| AP-126 | One monotonic Stopwatch-backed clock (`TransportClock`) drives every transport gate (2.0 s ack, 0.6 s NAK, 0.333 s handshake retry, 0.5 s interval, 5 s assembler sweep); retail splits gates between `Timer::cur_time` (server-adjusted) and `Timer::local_time`. | `src/AcDream.Core.Net/Transport/TransportClock.cs` | The cur/local split only matters for gates that must track server clock adjustments; none of the ported gates semantically depend on server time — they are local cadences. A single injectable source also gives the virtual-clock test seam every conformance suite relies on. | A future port of a genuinely server-clock-relative gate could silently use the wrong clock if it reuses TransportClock without checking this row. | `SharedNet::EnqueuePak @ 0x00543B10` (cur_time); `ClientNet::ProcessConnection @ 0x00545450` (local_time for the 140 s check) |
| AP-127 | Campaign P Slice P1's run/jump base-skill chain omits two minor retail additive/multiplier terms feeding `CACQualities::InqRunRate`/`InqJumpVelocity` BEFORE `EnchantSkill` runs (property `0x146` "> 0 → +5" bonus; property `0x158` "specialized skill" doubling of a PP-derived term), and reads the raw wire current-stamina value for the zero-skill gate rather than the retail-adjusted local copy (`EnchantAttribute2nd(ATTR2ND_STAMINA)` can apply a Stamina-buff to that check's own copy without changing the displayed vital) | `src/AcDream.Runtime/Gameplay/RuntimeCharacterState.cs` (`ApplySkillEnchantments`); `src/AcDream.Core/Physics/PlayerWeenie.cs` (`InqRunRate`/`InqJumpVelocity` stamina==0 gate) | Bounded per the P1 plan's explicit scope ("port only what the run/jump query path needs... not a general effective-skill engine"); both terms are rare/small relative to the dominant formulaBonus+init+ranks+vitae chain, which IS fully ported | A character with the specific rare property set (0x146/0x158) or an active Stamina-buff at exactly 0 raw stamina predicts a slightly different run/jump skill than retail; low practical impact | `CACQualities::InqRunRate` 0x00592800 pc 413824 (0x146/0x158 reads); `CEnchantmentRegistry::EnchantAttribute2nd` 0x00594670 pc 416169 |
## 4. Temporary stopgap (TS) — 43 active rows (TS-57..TS-61 filed 2026-07-29 during Campaign N — no outbound RejectRetransmit; TS-27 narrowed same slice to the inbound direction) + TS-37 historical note (TS-20 retired 2026-07-16 — the later named-retail audit disproved the proposed DrawingBSP polygon filter; TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-42 retired 2026-07-19 — semantic animation completion now precedes the ordered Target/Movement/PartArray/Position tail; TS-44 narrowed again 2026-07-19 — complete orientation joined interpolation, only during-stick enqueue suppression remains)
## 4. Temporary stopgap (TS) — 42 active rows (TS-5 retired 2026-07-30 at Campaign P Slice P1 — real burden-gated CanJump + real JumpStaminaCost, both decomp-verbatim; TS-57..TS-61 filed 2026-07-29 during Campaign N — no outbound RejectRetransmit; TS-27 narrowed same slice to the inbound direction) + TS-37 historical note (TS-20 retired 2026-07-16 — the later named-retail audit disproved the proposed DrawingBSP polygon filter; TS-37 is a retired-row historical note, not an active count; TS-39 retired R5-V3 — sticky seams bound to the ported PositionManager/StickyManager, radii threaded; TS-45 retired 2026-07-07 — hand-rolled `SphereCollision` replaced by the faithful CSphere family port, fixing the player-vs-monster crowd wedge; TS-3 retired 2026-07-07 — `frames_stationary_fall` accounting ported in the #182 verbatim UpdateObjectInternal rebuild, fixing the airborne falling-animation wedge; TS-41 retired 2026-07-07 — SERVERVEL synth-velocity remote body-drive replaced by the retail interp catch-up + unconditional MovementManager::UseTime, the remote-creature de-overlap #184; TS-42 retired 2026-07-19 — semantic animation completion now precedes the ordered Target/Movement/PartArray/Position tail; TS-44 narrowed again 2026-07-19 — complete orientation joined interpolation, only during-stick enqueue suppression remains)
| # | Divergence | Where (file:line) | Why it is safe / justified | Risk if assumption breaks | Retail oracle |
|---|---|---|---|---|---|
| TS-1 | PrecipiceSlide context missing — conservative stop-at-edge instead of retail's EdgeSlide → PrecipiceSlide / CliffSlide | `src/AcDream.Core/Physics/TransitionTypes.cs:1254` | Awaiting the next L.2c slice; a diagnostic records which ingredient (precipice context / steep plane / EdgeSlide flag) is missing | Player stops dead at precipice edges where retail slides along/over — visible mismatch at cliff and roof edges | retail EdgeSlide → PrecipiceSlide chain |
| TS-4 | Path-6 steep-poly slide-tangent shortcut: airborne hits on >FloorZ polys skip retail's SetCollide → Path-4 → ContactPlane landing chain, returning Slid in place. **Includes a `SetSlidingNormal` write at both sites** — retail's BSP layer never writes `collision_info.sliding_normal` (only `validate_transition` 0x0050ac21 does; the #137 mechanism-2 class), so on transition success the steep-face normal persists to the body and seeds the next frame | `src/AcDream.Core/Physics/BSPQuery.cs` (Path-6 steep branches, `worldNormal.Z < FloorZ`) | Deliberate deviation: our faithful port DID wedge (missing step_up_slide / cliff_slide details on grounded-steep); validated against the 2026-04-30 retail cdb trace (retail body didn't wedge). Filed L.5+ for retail-strict | Airborne steep contact never commits Contact / lands as retail — roof-bounce trajectories, landing events, grounded-steep transitions diverge; a persisted steep-face normal can absorb an exactly-anti-parallel next-frame push (#137 wedge class) until an oblique input clears it | `BSPTREE::find_collisions` SetCollide pc:323783-323821 |
| TS-5 | `CanJump` always true — burden/stamina gating deferred (stat plumbing incomplete pre-M2). R3-W3 extends this row: `IWeenieObject.JumpStaminaCost`/`PlayerWeenie.JumpStaminaCost` are new (feeding `jump_is_allowed`'s verbatim stamina-refusal branch) and are ALSO always-affordable/cost-0 stubs for the same reason | `src/AcDream.Core/Physics/PlayerWeenie.cs:44` (`CanJump`), `:52` (`JumpStaminaCost`, R3-W3) | Marked deferred; harmless until stats matter | Client launches jumps retail refuses (exhausted/overburdened) — server rejection / rubber-band; divergent jump availability vs retail muscle memory | CMotionInterp jump path stamina/burden inquiry; `jump_is_allowed` 0x005282b0 `JumpStaminaCost` vtable +0x44 |
| TS-6 | Weather particle emission suppressed — all weathery DayGroups map to Overcast (correct fog/cloud tone, no precipitation); retail's camera-attached weather subsystem not yet located in the decomp | `src/AcDream.Core/World/WeatherState.cs:200` | Decomp research verified the sky loop never reads `DefaultPesObjectId`; an earlier name-based rain spawn regressed (rained where retail didn't, 2026-04-23) — inventing a name→rain path is forbidden until the real subsystem is found | Rainy/snowy/stormy days never show retail's precipitation effects (permanent missing visuals until the subsystem is found and ported) | FUN_00508010 / FUN_0051bed0→FUN_0051bfb0 (negative findings) |
| TS-7 | SkyObject `weather_enabled` gate not honored — weather-flagged sky objects (bit 0x04) always instantiate | `src/AcDream.Core/World/SkyDescLoader.cs:50` | No weather_enabled toggle exists yet; IsWeather flag parsed + documented as the gate to wire | Weather-only sky meshes (rain cylinders) appear where retail-with-weather-off suppresses them | `GameSky::MakeObject` 0x00506ee0, guard at decomp:268630 |
| TS-8 | `MagicUpdateEnchantment` (0x02C2) records carry no StatMod — mid-session buffs don't move vital max until relog (**#7/#12**) | `src/AcDream.Core/Spells/Spellbook.cs:150` | The wire parser hasn't been extended to the full ~60-64 byte Enchantment payload; PlayerDescription's block IS parsed | Vitals HUD percent reads differently from retail for the whole session after any buff cast | `EnchantAttribute` 0x00594570; holtburger magic/types.rs |
@ -249,7 +248,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
| TS-19 | Legacy non-retail ChaseCamera (invented pitch/distance, K-fix12 airborne Z-pin) retained behind `ACDREAM_RETAIL_CHASE=0` / DebugPanel toggle; both update every frame | `src/AcDream.App/Rendering/ChaseCamera.cs:49` | Diagnostic before/after comparison path, "pending the follow-up deletion commit" | When toggled on, the eye diverges from retail's spring-arm — and the render roots at the VIEWER cell, so a non-retail eye changes the render root near doorways, masking or manufacturing flap symptoms during debugging | `CameraManager::UpdateCamera` (retail path in RetailChaseCamera.cs) |
| ~~TS-20~~ | **RETIRED AS A FALSE ATTRIBUTION 2026-07-16**`CGfxObj::InitLoad` passes the complete polygon array to `D3DPolyRender::ConstructMesh`; ordinary GfxObj rendering does not filter it through DrawingBSP. Building DrawingBSP traversal discovers and orders portal apertures after `RemoveNonPortalNodes`; it is not a global visible-polygon selector. The alleged building-shell "orphans" are `DrawingBSPNode.Portals`, omitted by the old diagnostic collector; the corrected node-polygons portal-polygons audit finds no true orphans. Applying the proposed filter would repeat the door disappearance regression from `e46d3d9`. | `docs/research/2026-06-11-holistic-map/wf1-gfxobj-draw.md`; `docs/research/2026-06-11-holistic-map/wf1-building-shells.md`; `tests/AcDream.Core.Tests/Rendering/Wb/Issue113DoorVanishDiagnosticTests.cs` | — | — | `CGfxObj::InitLoad @ 0x005346B0`; `D3DPolyRender::ConstructMesh @ 0x0059DFA0`; `BSPTREE::build_draw_portals_only @ 0x00539860` |
| TS-21 | Default run/jump skills 200/300 tuned to feel until the first PlayerDescription lands (the stale "we don't parse yet" comment was FIXED in R4-V5; K-fix7 parses PD → SetCharacterSkills) | `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs:311` | Defaults rule only pre-PD or on PD parse failure; jump bumped 200→300 on user complaint (3.01 m max felt too low) | Any window with defaults live predicts run/jump speeds the server disagrees with — observer rubber-banding, local snap-backs | retail height = (skill/(skill+1300))×22.2 + 0.05 |
| TS-23 | PK/PKLite/Impenetrable mover bits never set (PlayerKillerStatus not parsed from PD); moverFlags always `IsPlayer EdgeSlide` — for BOTH the LOCAL player mover and, as of **#184 Slice 2b**, every remote-PLAYER dead-reckoning mover | `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs:1177`; `src/AcDream.App/Physics/RemotePhysicsUpdater.cs` (`Tick` sweep, `IsPlayerGuid` branch) | Non-PK pair walks through other non-PK players — retail's default for ACE's character-creation defaults. Slice 2b gave the remote-player mover `IsPlayer` (was bare `EdgeSlide`) so remote-vs-remote non-PK players WALK THROUGH exactly like the local player and like retail (they still collide with monsters + terrain + walls); without it Slice 2b would have de-overlapped players (MORE solid than retail) | On a PK/PKLite character the client lets players walk through where retail collides — now for the local player AND remote-vs-remote — the moment PvP statuses enter play (M2+) | PWD._bitfield acclient.h:6431-6463; pc:406898-406918; FindObjCollisions PvP block pc:276812 (mover IsPlayer via OBJECTINFO::init 0x0050cf30 `state\|=0x100`) |
| TS-23 | PK/PKLite/Impenetrable mover bits never set (PlayerKillerStatus not parsed from PD); moverFlags always `IsPlayer EdgeSlide` — for BOTH the LOCAL player mover and, as of **#184 Slice 2b**, every remote-PLAYER dead-reckoning mover. Campaign P Slice P1 (2026-07-30) added a THIRD consumer of this same gap: `MovementSystem.JumpStaminaCost`'s `pk` parameter (retail `CACQualities::JumpStaminaCost` reads PlayerKillerStatus property 0x86 + LastPkAttackTimestamp property 0x91) is hardcoded `false` at the `PlayerWeenie` call site pending this row's fix | `src/AcDream.Runtime/Gameplay/PlayerMovementController.cs:1177`; `src/AcDream.App/Physics/RemotePhysicsUpdater.cs` (`Tick` sweep, `IsPlayerGuid` branch); `src/AcDream.Core/Physics/PlayerWeenie.cs` (`JumpStaminaCost`, P1) | Non-PK pair walks through other non-PK players — retail's default for ACE's character-creation defaults. Slice 2b gave the remote-player mover `IsPlayer` (was bare `EdgeSlide`) so remote-vs-remote non-PK players WALK THROUGH exactly like the local player and like retail (they still collide with monsters + terrain + walls); without it Slice 2b would have de-overlapped players (MORE solid than retail). P1's jump-stamina-cost `pk:false` is harmless pre-PK (the PK-timer-active cost bump never applies to a non-PK character anyway) | On a PK/PKLite character the client lets players walk through where retail collides — now for the local player AND remote-vs-remote — the moment PvP statuses enter play (M2+); a PK-active character's jump stamina cost also undercounts vs retail's `(power+1.0)*100.0` PK-timer formula until this row is fixed | PWD._bitfield acclient.h:6431-6463; pc:406898-406918; FindObjCollisions PvP block pc:276812 (mover IsPlayer via OBJECTINFO::init 0x0050cf30 `state\|=0x100`); `CACQualities::JumpStaminaCost` 0x00591b90 pc 412949 |
| TS-24 | RawMotionState action list always empty at runtime — the packer emits `num_actions` (bits 1115) + per-action u16 pairs (L.2b, `RawMotionState::Pack` 0x0051ed10), and R3-W1 gives `RawMotionState`/`InterpretedMotionState` the retail-faithful action FIFO (`AddAction`/`RemoveAction`/`ApplyMotion`/`RemoveMotion`, `src/AcDream.Core/Physics/RawMotionState.cs` + `MotionInterpreter.cs`), but nothing calls `AddAction` yet — the outbound caller still builds an empty `Actions` list, so discrete motion events (emotes, one-shots) are still never broadcast | `src/AcDream.App/Rendering/GameWindow.cs:8297` (empty Actions); packer `src/AcDream.Core.Net/Messages/RawMotionStatePacker.cs:91`; FIFO capability `src/AcDream.Core/Physics/RawMotionState.cs` | Discrete client-initiated motions (D2) not wired yet; packer-ready, state-ready (W1), runtime emission lands with R3-W2's `add_to_queue`/`DoInterpretedMotion` population | When player-triggered emotes land, they silently never broadcast — observers see idle while the local client animates | `RawMotionState::Pack` 0x0051ed10; num_actions `PackBitfield` acclient.h:46487 |
| TS-25 | `current_style` (stance, flag bit 0x2) never populated at runtime — the packer now emits it when it differs from the retail default 0x8000003D (L.2b), but the outbound caller leaves `CurrentStyle` at default (stance not tracked here) | `src/AcDream.App/Rendering/GameWindow.cs:8286` (CurrentStyle left default); packer `src/AcDream.Core.Net/Messages/RawMotionStatePacker.cs:80` | Stance switching is M2 combat scope | Once combat-mode switching ships, mid-stance MoveToStates omit the style — server/observers keep the stale stance, wrong cycle family for every subsequent movement | `RawMotionState::Pack` current_style 0x0051ed10 |
| TS-27 | **NARROWED 2026-07-29 (Campaign N Slice N1)** — OUTBOUND is ported: sent-packet cache + header-rebuilt resend on server `RequestRetransmit`, `ids[0]` implicit ack, wrap-safe watermark prune (`src/AcDream.Core.Net/Transport/`). Residual: INBOUND loss is still fatal — no sequence-aligned inbound ISAAC discipline, no client NAK emission, no `RejectRetransmit` consumption (Campaign N slices N2/N4) | `src/AcDream.Core.Net/WorldSession.cs` (`ProcessDatagram` inbound path); `docs/plans/2026-07-29-network-transport-campaign.md` §2.2/§2.3 | Campaign N executes the port one direction per slice; the N0 ACE double grades each slice before the next lands | One lost S2C packet still shifts the inbound keystream permanently — every later encrypted packet fails checksum and the session goes silently deaf until timeout | `SharedNet::ProcessPacket @ 0x00544790`; `ReceiverData::AddNakked @ 0x00549240`; `SharedNet::EnqueueNaks @ 0x00543BD0` |
@ -285,7 +284,7 @@ AP-94..AP-112 for the confirmed retail-UI completion gaps.
---
## 5. Unclear (UN) — 4 rows
## 5. Unclear (UN) — 5 rows (UN-8 filed 2026-07-30 at Campaign P Slice P1)
These rows have a missing, contradictory, or never-argued justification.
They are the highest-priority audits: each needs either a recorded
@ -297,6 +296,7 @@ equivalence argument (promote to AD/AP) or a fix.
| UN-4 | GfxObj double-sided/negative-surface handling keeps WB's legacy logic (cull-mode double-siding, no reversed-winding duplicate, different neg-surface predicate) while the CellStruct path follows the retail-cited `ConstructMesh` reading | `src/AcDream.App/Rendering/Wb/ObjectMeshManager.cs:1059` (CellStruct contrast :1396-1410) | No recorded justification on the GfxObj side — it is the unmodified WB extraction; the retail citation was added only to the CellStruct path | GfxObj models retail draws via duplicated-reversed-winding get wrong back-face lighting (normals not inverted) or missing/extra negative faces — dark or absent faces from behind | `D3DPolyRender::ConstructMesh` 0x0059dfa0 |
| UN-6 | Fixed 200 ms sleep between ConnectRequest and ConnectResponse; retail inserts no delay. Annotated only as "with 200ms race delay"; the 2026-06-04 audit flagged it, the follow-up refuted "forbidden workaround" but wrote no fuller rationale back | `src/AcDream.Core.Net/WorldSession.cs:484` | Presumed ACE port+1 listener race guard — four words, no citation | Every login eats a flat 200 ms; if the race needs longer on a loaded server, the handshake fails intermittently (ConnectResponse ignored → CharacterList never arrives, exit-29 shape) with no retry — a timing constant masking an unconfirmed root cause | (none recorded) |
| UN-7 | Outdoor OBJECT point lighting uses `calc_point_light` (wrap/norm + per-channel cap, `~1/d²`) for ALL meshes including static buildings, but retail's object path is unconfirmed — `config_hardware_light` (0x0059ad30) sets D3D-FF point lights (`Diffuse=color×intensity`, `Attenuation=(0,1,0)``1/d`, `Range=falloff×1.5`, `material.diffuse=white`) yet that math would blow walls WHITE while retail stays DIM, so static buildings may instead use the `SetStaticLightingVertexColors` bake. Model + the brightness-scaling factor both UNRESOLVED (issue #140 / Fix D) | `src/AcDream.App/Rendering/Shaders/mesh_modern.vert` (`pointContribution`); `src/AcDream.Core/Lighting/LightManager.cs` (`SelectForObject`) | Fix A/B ported calc_point_light + per-object selection for objects without confirming retail uses that model for static buildings; cdb captured the D3D-FF path but it contradicts the observed dim result | Outdoor buildings blow out warm near torches (the #140 meeting-hall symptom); whichever model is wrong, the object torch contribution is too strong | `config_hardware_light` 0x0059ad30; `SetStaticLightingVertexColors` 0x0059cfe0; `rangeAdjust=1.5` 0x00820cc4 — see docs/research/2026-06-18-lighting-a7-fixABC-shipped-fixD-handoff.md |
| UN-8 | `CACQualities::CanJump`'s (0x00591b50) x87-mush comparison against the 2.0-load threshold was resolved by DOMAIN PLAUSIBILITY, not a literal BN read — Campaign P Slice P1 (2026-07-30) ported `load < 2.0` (can jump under 200% burden), the polarity a normal AC player's experience requires and that coincides with `LoadMod`'s own floor, over BN's literal (backwards) reading. ACE gives no tiebreaker (its `WeenieObject.CanJump` is an unconditional `true` stub); Ghidra MCP was unavailable this slice | `src/AcDream.Core/Physics/PlayerWeenie.cs` (`CanJump`, `CanJumpLoadThreshold`) | Plausibility argument recorded in the pseudocode doc §3, not a verified decompile; the exact x87 flag-synthesis for the FOLLOWING `test ah,mask` interpretation is the documented BN "bitfield mush" artifact class | If the polarity is actually backwards, CanJump refuses jumps under 200% load (breaking ordinary play) instead of only refusing severe overload — would surface immediately in the P1 visual matrix scenario 1 (barely moves/jumps near 200%) | `CACQualities::CanJump` 0x00591b50 pc 412907; `docs/research/2026-07-30-stat-coupled-movement-pseudocode.md` §3 |
---
@ -318,7 +318,7 @@ WITH that phase, not before.
9. **TS-19 — Legacy ChaseCamera deletion** — already marked "pending the follow-up deletion commit"; its continued existence can mask or manufacture flap symptoms during debugging.
**Phase-gated (do WITH the phase, flagged here so they aren't forgotten):**
M2 combat must land TS-5 (CanJump gating), TS-23 (PK bits), TS-25
M2 combat must land TS-23 (PK bits), TS-25
(stance in MoveToState), TS-17 (AttackConditions),
and revisit AP-13 (ComputeDamage) + AP-24 (jump-charge constant via the
0x0056ADE0 decompile). Emote work must land TS-24 (command-list packing).

View file

@ -0,0 +1,387 @@
# Campaign P — P1 stat-coupled movement: pseudocode + retail chain
Filed 2026-07-30 ahead of the P1 implementation (burden/stamina/vitae feeding
run rate, jump height, jump permission, jump stamina cost). All addresses are
from `docs/research/named-retail/acclient_2013_pseudo_c.txt` (Sept 2013 EoR
build) unless marked ACE-cross-reference. Ghidra MCP was unavailable for this
slice (operator note); ACE (`references/ACE/Source/ACE.Server/Physics/`) is
the tiebreaker wherever BN's x87 mush drops a branch, called out explicitly
below.
## 1. The call chain (top to bottom)
```
CMotionInterp (our MotionInterpreter.cs, unchanged this slice)
jump_is_allowed / ChargeJump / JumpChargeIsAllowed
-> WeenieObj.CanJump(extent) [IWeenieObject +0x3C]
-> WeenieObj.JumpStaminaCost(extent, out cost) [IWeenieObject +0x44]
GetJumpVZ -> WeenieObj.InqJumpVelocity(extent, out vz) [+0x30]
apply_run_to_command -> WeenieObj.InqRunRate(out rate) [+0x34]
ACCWeenieObject (thin delegation, pc 406512+)
CanJump/JumpStaminaCost/InqRunRate/InqJumpVelocity/InqMaxRunRate all
gate on IsThePlayer() first (0058c400/40/520/560/5a0) — NPCs/monsters/
remote players never reach m_pQualities for these queries. Confirms P1
is scoped correctly to PlayerWeenie only; RemoteWeenie is untouched.
CACQualities (the "qualities DB" == our PlayerWeenie, pc 412901-414050)
InqLoad 0x0058f130 (pc 409756) — burden/load ratio
CanJump 0x00591b50 — burden hard-gate
JumpStaminaCost 0x00591b90 — stamina cost + PK flag
InqRunRate 0x00592800 — full skill+vitae chain
InqJumpVelocity 0x00592980 — mirrors InqRunRate for Jump
MovementSystem (pure formulas, pc 695958+)
GetRunRate 0x006b0950
GetJumpHeight 0x006b09b0
JumpStaminaCost 0x006b0a40
EncumbranceSystem (pure formulas, pc 256393+)
EncumbranceCapacity 0x004fcc00
Load 0x004fcc40
LoadMod 0x004fcc70
```
## 2. InqLoad (0x0058f130, pc 409756) — FULLY READABLE
```c
InqLoad(this, &loadOut):
strength = InqAttribute(this, ATTRIBUTE_STRENGTH=1) // default 0xa if absent
aug = InqInt(this, PROPERTY_INT_AUGMENTATION_INCREASED_CARRYING_CAPACITY=0xE6 /*230*/)
capacity = EncumbranceSystem::EncumbranceCapacity(strength, aug)
burden = InqInt(this, PROPERTY_INT_ENCUMBRANCE_VAL=5) // default 0 if absent
*loadOut = EncumbranceSystem::Load(capacity, burden)
return 1 // always succeeds for CACQualities (has vtable)
```
This EXACTLY matches acdream's existing `IndicatorBarController.UpdateBurden()`
/ `InventoryController.RefreshBurden()` pattern (Strength attribute + prop
0xE6 aug + prop 5 EncumbranceVal, falling back to `SumCarriedBurden` when the
wire value is absent) — already ported, already correct, already tested via
the UI. **`AcDream.Core.Items.BurdenMath`
(`EncumbranceCapacity`/`LoadRatio`/`LoadModifier`) is the SAME formulas at
the SAME addresses.** P1's `EncumbranceSystem` (Physics-namespaced, for
citation clarity next to `MovementSystem`) delegates to `BurdenMath` rather
than re-deriving — one source of truth, no drift between the burden HUD and
movement physics.
## 3. CanJump (0x00591b50, pc 412907) — X87 MUSH, POLARITY RESOLVED BY PLAUSIBILITY
```c
CanJump(this, extent):
load = 0
if (InqLoad(this, &load) != 0):
p = <fcompp load, 2.0f; fnstsw; test ah,0x05> // "load < 2.0" per BN's own
// asserted C0 subexpression
if (!p) return 1
return 0
```
Literal BN reading: `if (!p) return 1` = "if load is NOT < 2.0 (i.e. >= 2.0),
return CAN-jump; otherwise CANNOT". That is backwards from every other
retail-movement fact we have (LoadMod's own floor sits at 2.0; the campaign's
connected-matrix acceptance is "≥200% barely moves/jumps", not "can only jump
when overloaded"). This is the documented BN "bitfield mush" artifact class
(`feedback_bn_decomp_field_names.md`) — the flag-synthesis is unreliable for
the FOLLOWING `test ah,mask` interpretation even when the preceding
subexpression is trustworthy.
**Resolution (register row UN-8, see §6):** `CanJump` returns `load < 2.0`
(can jump under 200% burden; refused at/above it) — the polarity a normal
AC player's lived experience requires, and the one that makes CanJump's own
threshold coincide with `LoadMod`'s floor. ACE gives no tiebreaker
(`WeenieObject.CanJump` is an unconditional `return true` stub — never
ported burden gating at all). Ghidra MCP was down for this slice; flagged
for a future confirmation pass, not blocking this port.
## 4. JumpStaminaCost (0x00591b90, pc 412949) — FULLY READABLE
```c
CACQualities::JumpStaminaCost(this, extent, &costOut):
load = 0
if (InqLoad(this, &load) == 0) return 0
pk = 0
pkStatus = InqInt(this, PROPERTY_INT_PLAYER_KILLER_STATUS=0x86, default=8)
if (pkStatus == 4 || pkStatus == 0x40): // PK / PKLite
pkTimestamp = InqFloat(this, PROPERTY_FLOAT_LAST_PK_ATTACK_TIMESTAMP=0x91)
if (pkTimestamp is present && !(pkTimestamp + 20.0 < Timer::cur_time)):
pk = 1 // PK timer active (<20s since last PK act)
*costOut = MovementSystem::JumpStaminaCost(extent, load, pk)
return 1 // ALWAYS true once InqLoad succeeds — no affordability
// check lives in this function.
```
**Key finding:** retail's `CanQualities::JumpStaminaCost` NEVER returns false
(except when `InqLoad` itself fails, which doesn't happen for a real player).
`jump_is_allowed`'s `if (!WeenieObj.JumpStaminaCost(...)) return 0x47` branch
(the "refusal" path our own `MotionInterpreter.cs` already ports verbatim,
W0-pins.md A2) is real retail *machinery*, but `CACQualities` never actually
exercises the refusing side of it. **"Refused jump" does not happen via this
mechanism in retail — only "weak jump" (see §5).** P1 ports
`JumpStaminaCost` to always return `true` with the REAL computed cost
(retiring the TS-5 zero-cost stub), matching this decomp exactly.
The `pk` flag is `PlayerKillerStatus`/`LastPkAttackTimestamp` — TS-23's
exact scope (P3, not P1). P1 hardcodes `pk: false` at the one new call site
(`PlayerWeenie.JumpStaminaCost`) and documents the dependency against TS-23
rather than re-implementing PK parsing here.
## 5. InqRunRate (0x00592800, pc 413824) / InqJumpVelocity (0x00592980, pc 413902) — FULLY READABLE
Both functions share one shape (Run uses skill id 0x18=24, Jump uses 0x16=22):
```c
InqRunRate(this, &rateOut):
load = 1.0
if (InqLoad(this, &load) == 0) return 0
currentStamina = 0
if (AttributeCache::InqAttribute2nd(attribCache, ATTR2ND_STAMINA=4, &currentStamina) == 0)
return 0
EnchantAttribute2nd(this, 4, &currentStamina) // vital-buff adjusts the LOCAL COPY only
// (not the wire "current stamina" state)
skill = InqSkillBaseLevel(this, SKILL_RUN=0x18) // base: formula-bonus + init + ranks
// (+ two minor bonus properties 0x146,
// 0x158 — NOT ported, see §6 AP-127)
EnchantSkill(this, 0x18, &skill) // vitae * skill-enchantments, floor@0.5, round
if (currentStamina == 0) skill = 0 // THE stamina-gates-movement mechanism
*rateOut = MovementSystem::GetRunRate(load, skill, 1.0)
return 1
```
`InqJumpVelocity` is identical but for skill id 0x16=22, and finishes with
`sqrt(MovementSystem::GetJumpHeight(load, skill, extent, 1.0) * 19.6)` (pc
413975, matching `GetJumpVZ`'s existing sqrt call already in
`MotionInterpreter.cs`/`PlayerWeenie.cs` — unchanged).
**Answering the plan's question — "which skill level does retail feed?"**
Neither raw base nor a separately-cached value: retail re-derives, on every
query, `EnchantSkill(baseSkill)` where `EnchantSkill` (`CEnchantmentRegistry::
EnchantSkill` 0x005947b0, pc 416240, FULLY READABLE) is:
```c
EnchantSkill(registry, skillId, &valueInOut):
value = *valueInOut // base skill (formulaBonus+init+ranks)
if (registry._vitae != null):
value = Enchant(registry._vitae, value) // vitae multiplier FIRST
matching = CullEnchantmentsFromList(mult_list, category=SKILL=0x10, skillId)
++ CullEnchantmentsFromList(add_list, category=SKILL=0x10, skillId)
for each e in matching: value = Enchant(e, value) // per-record mult OR add
if (value < 0.5) value = 0 // floor
*valueInOut = (int)value // truncate (ftol2)
return ...
```
`CEnchantmentRegistry::EnchantAttribute2nd` (0x00594670, pc 416169, the
vitals path our `EnchantmentMath.GetMod` already ports for
`LocalPlayerState.GetMaxApprox`) applies `_vitae` in the **identical**
position (first, before the mult/add lists) — confirming our existing vitae
representation (`ActiveEnchantmentRecord.Bucket == 4`, a StatModType `Vitae`
flag `0x00800000` classified in `GameEventWiring.ClassifyLiveEnchantmentBucket`)
is the right vehicle: **P1 reuses it unmodified**, adding a sibling
`EnchantmentMath.GetSkillMod` (filtered by `StatModType & Skill(0x10) != 0`
instead of the vitals' implicit attribute2nd filter) rather than inventing a
new vitae channel. This satisfies "vitae/enchant-adjusted effective run/jump
skill... reading vitae + relevant skill enchantments from the M3
active-effect state" without a general effective-skill engine — the only new
code is the type-flag filter and the skill-id key.
**Two things P1 deliberately does NOT port** (bounded scope, register row
AP-127):
1. Two minor additive skill-bonus properties inside `InqSkillBaseLevel`'s
surrounding block (property `0x146` "> 0 → +5", property `0x158`
"specialized-skill → double a PP-derived term") — small, rare bonuses
unrelated to burden/stamina/vitae.
2. `EnchantAttribute2nd`'s buff-adjustment of the LOCAL stamina-current copy
used only for the `== 0` gate (i.e. a Stamina-boosting buff could
theoretically keep that local copy above 0 even at true-zero wire
stamina). We gate on the raw wire "current stamina" value directly.
## 6. GetRunRate / GetJumpHeight / JumpStaminaCost formula bodies (MovementSystem, pc 695958+)
`GetRunRate` (0x006b0950) and the `arg3!=0` (PK) branch of `JumpStaminaCost`
(0x006b0a40) have their GENERAL-CASE arithmetic entirely dropped by BN (only
the `EncumbranceSystem::LoadMod`/`800`-skill-cap calls and the `arg3==0`
ceil expression survive uncollapsed — the same information-loss class as the
x87 mush, just total rather than partial). **ACE is the cross-reference
tiebreaker for those two spots** (`references/ACE/Source/ACE.Server/Physics/
Animation/MovementSystem.cs`), matching this exact acdream port's ORIGINAL
citation style (`PlayerWeenie.cs`'s pre-P1 doc comments already said
"decompiled + ACE MovementSystem" for these two formulas — nothing new here,
just now with a named-decomp address alongside):
- `GetRunRate(load, skill, scaling) = skill>=800 ? 18/4 : ((LoadMod(load) * (skill/(skill+200)*11) + 4) / scaling) / 4`
matches acdream's pre-existing `PlayerWeenie.GetRunRate` exactly (which
hardcoded `scaling=1`); the true retail signature carries a 3rd
`scaling` arg (confirmed by the decomp's own function signature), and
every known call site (`InqMaxRunRate`, `InqRunRate`) passes `1f` — so
porting the full signature is free (no behavior change), just closer to
the retail surface for future callers.
- `GetJumpHeight(load, skill, extent, scaling)` — BN's extent-clamp
micro-branch (pc 006b09b0-006b09ca) is the SAME x87-mush pattern as §3;
ACE's `Math.Clamp(extent, 0, 1)` is the tiebreaker (matches the EXISTING
acdream code, which already does this — unchanged).
`= LoadMod(load) * (skill/(skill+1300)*22.2 + 0.05) * clampedExtent / scaling`,
floored at 0.35 — matches acdream's pre-existing formula exactly.
- `JumpStaminaCost(power, load, pk)`:
- `pk==0`: `ceil((load + 0.5) * power * 8 + 2)` — **the campaign plan's
own shorthand ("ceil((power+0.5)*load*8+2)") has the `+0.5` term on the
wrong operand; the verbatim decomp (fully readable, no mush) is
`(load + 0.5) * power`, confirmed against ACE's identical
`(burden + 0.5f) * power`.**
- `pk!=0`: BN drops the body entirely (bare `_ftol2()` tailcall, no
operands survive); ACE's `(int)((power + 1.0f) * 100.0f)` is the
tiebreaker. Unused by P1 (`pk` is hardcoded `false` — see §4), ported
anyway for signature completeness/citation.
- `EncumbranceSystem::{EncumbranceCapacity, Load, LoadMod}` (0x004fcc00/40/70,
pc 256393+) — already verbatim-ported as `AcDream.Core.Items.BurdenMath`;
P1's `EncumbranceSystem` delegates (see §2).
## 7. What "weak jump" actually is (no hard refusal exists)
Given §4 (JumpStaminaCost never refuses) and §5 (stamina==0 zeroes the
EFFECTIVE skill, not the extent), the retail zero-stamina jump is:
`GetJumpHeight(load, skill=0, extent, 1) = LoadMod(load) * 0.05 * extent`,
floored to the 0.35 m minimum by the function's own clamp — i.e. **every
jump attempt, however exhausted, still produces at least the 0.35 m floor
hop.** There is no code path in `CACQualities` that makes `jump_is_allowed`
return `GeneralMovementFailure` due to low stamina. The campaign plan's
"weak/refused jump" acceptance phrasing is satisfied by "weak" (the floor
hop); "refused" does not occur via burden/stamina in this chain and P1 does
not invent it.
## 8. ReportExhaustion — wiring the dead R3-W4 seam
`ReportExhaustion()` (`MotionInterpreter.cs:1619`, already a full verbatim
port of `CMotionInterp::ReportExhaustion` 0x005288d0) has ZERO callers
anywhere in the codebase today. Retail's caller chain is
`CPhysicsObj::report_exhaustion` (0x0050fdd0) →
`MovementManager::ReportExhaustion` (0x00524360), both outside
`CMotionInterp`'s scope and not yet located precisely in the decomp
(out of P1's bounded scope to hunt down the exact upstream trigger site).
What we DO know precisely: its effect is "re-apply current movement through
the SAME dual-dispatch predicate as `apply_current_movement`" — i.e. force a
fresh `WeenieObj.InqRunRate`/`InqJumpVelocity` query against the CURRENT
physics/interpreted state, with no new input event.
That is exactly the primitive needed to make a live burden/stamina/vitae
change visible immediately (mid-run, mid-charge) instead of waiting for the
next keypress. **P1 wires `ReportExhaustion()` as the "re-evaluate movement
now" trampoline any time Runtime pushes a fresh burden, stamina, or
vitae-adjusted-skill value into the active `PlayerMovementController`** —
plausible given `ReportExhaustion`'s documented purpose, and the least
speculative real consumer available for a seam that otherwise never fires.
## 9. Design: where each input is computed and pushed
```
Runtime (AcDream.Runtime, presentation-free):
RuntimeCharacterState
- Spellbook (existing) -- vitae + skill enchantments live here
- MovementSkills: RuntimeMovementSkillState (existing, EXTENDED)
RunSkill / JumpSkill -- now the ADJUSTED (EnchantSkill'd) values
Burden (float, new) -- InqLoad's load ratio
CurrentStamina (int, new, -1 sentinel = unknown/don't-gate)
- _runSkillBase / _jumpSkillBase (new, private) -- pre-EnchantSkill values
- UpdateMovementSkillBase(runBase, jumpBase) -- stores base, recomputes+pushes adjusted
- RecomputeMovementSkills() -- base * EnchantmentMath.GetSkillMod(skillId), floor/round
- wired: Spellbook.EnchantmentsChanged -> RecomputeMovementSkills (vitae/buff changes
recompute WITHOUT a fresh PD skill push)
LiveSessionEventRouter.Attach() (cross-owner wiring hub; already the home
of the existing onSkillsUpdated -> MovementSkills.Update plumbing)
- onSkillsUpdated callback -> character.Character.UpdateMovementSkillBase(...)
- NEW: inventory.Objects.{ObjectAdded,ObjectUpdated,ObjectRemoved,ObjectMoved,
ContainerContentsReplaced,Cleared} + LocalPlayer.AttributeChanged(Strength)
-> recompute burden (Strength + prop 0xE6 aug + prop 5 EncumbranceVal,
SAME shape as IndicatorBarController.UpdateBurden/InventoryController.RefreshBurden)
-> character.Character.MovementSkills.UpdateBurden(ratio)
- NEW: character.Character.LocalPlayer.Changed(VitalKind.Stamina)
-> character.Character.MovementSkills.UpdateStamina(current)
- all three trigger points additionally invoke the new
LiveCharacterSessionBindings.OnMovementStatsUpdated callback
RuntimeMovementSkillProjection.ApplyTo(skills, controller) (existing seam,
called at construction AND reactively from OnSkillsUpdated/OnMovementStatsUpdated)
- SetCharacterSkills(run, jump) (existing)
- NEW: SetCharacterBurden(burden), SetCharacterStamina(stamina)
App (LiveSessionRuntimeFactory) / Headless (HeadlessSessionHost):
- OnMovementStatsUpdated: App wires ApplyTo(...) + controller.Motion.ReportExhaustion()
(mirrors the existing OnSkillsUpdated body, which P1 ALSO extends with
the ReportExhaustion() call for consistency); Headless passes null,
matching its existing OnSkillsUpdated: null (headless bots don't need
live mid-session re-apply to a controller that may not exist yet).
Core (AcDream.Core.Physics, presentation-free, pure):
EncumbranceSystem -- EncumbranceCapacity/Load/LoadMod, delegates to BurdenMath
MovementSystem -- GetRunRate/GetJumpHeight/JumpStaminaCost/GetJumpPower
PlayerWeenie (CACQualities-shaped)
_burden (float), _currentStamina (int?, null=unknown) -- pushed via
SetBurden/SetStamina (SetBurden already existed, wires the dead setter)
_runSkill/_jumpSkill (int) -- pushed via SetSkills, ALREADY vitae/enchant-
adjusted by Runtime before it arrives here (PlayerWeenie itself stays
a pure formula consumer -- no Spellbook/enchantment dependency, keeping
it trivially testable)
CanJump(extent) -> _burden < 2.0 (UN-8 polarity, §3)
JumpStaminaCost(extent, out cost)
-> cost = MovementSystem.JumpStaminaCost(extent, _burden, pk:false);
return true; (§4 -- always true, TS-23 owns pk)
InqRunRate(out rate) -> effSkill = _currentStamina == 0 ? 0 : _runSkill;
rate = MovementSystem.GetRunRate(_burden, effSkill, 1f);
InqJumpVelocity(extent, out vz)
-> effSkill = _currentStamina == 0 ? 0 : _jumpSkill;
vz = sqrt(MovementSystem.GetJumpHeight(_burden, effSkill, extent, 1f) * 19.6f);
```
`_currentStamina == null` (never set — matches every existing test /
call site that doesn't call `SetStamina`) never zeroes the skill, preserving
every pre-P1 `PlayerWeenieTests.cs` expectation unchanged.
## 10. Register bookkeeping (same commit as the port)
- **Delete TS-5** (`CanJump` always true / `JumpStaminaCost` zero-cost stub) —
retired: both now real, decomp-cited.
- **Delete AP-25** (run/jump skill = attributeBonus+init+ranks only, no
vitae) — retired: vitae now flows through `EnchantmentMath.GetSkillMod`.
- **TS-21 untouched** — still valid (pre-PD fallback defaults 200/300 are a
separate divergence, not addressed by P1).
- **TS-23 extended** (not a new row) — its "PlayerKillerStatus not parsed"
scope now also covers the new `MovementSystem.JumpStaminaCost` `pk`
parameter, hardcoded `false` at the `PlayerWeenie` call site pending P3.
- **New AP-127** — two minor retail skill-bonus properties (0x146, 0x158)
and the stamina-buff-adjusts-local-copy nuance are not ported (§5, §9
bullet list) — bounded, deliberate, low-risk (rare bonus terms, not
burden/stamina/vitae).
- **New UN-8**`CACQualities::CanJump`'s x87 comparison polarity resolved
by domain plausibility rather than a literal BN read (§3); Ghidra MCP
confirmation is the retire path.
## 11. Test plan
- `MovementSystemTests` (new, Core): golden tables for `GetRunRate` (0/200/
800 skill, load knees), `GetJumpHeight` (extent 0/0.5/1, 0.35 floor,
load knees), `JumpStaminaCost` (ceil rounding, load/power sweep),
`GetJumpPower` (inverse sanity, not consumed by P1 but ported for
signature completeness / future charge-meter work).
- `EncumbranceSystemTests` (new, Core): capacity at 100%/200% aug clamp,
Load ratio, LoadMod knees — cross-checked 1:1 against the EXISTING
`BurdenMath` tests (same formulas, must agree bit-for-bit).
- `PlayerWeenieTests` (extend): CanJump refusal at load>=2.0 / allowed
below; JumpStaminaCost real nonzero cost; InqRunRate/InqJumpVelocity
zero at stamina==0 (skill forced to 0, still floors at 0.35 m for jump);
ALL pre-existing tests must stay green unmodified (no SetStamina call ->
null sentinel -> no gating, exactly today's behavior).
- `EnchantmentMathTests` (extend): `GetSkillMod` type-flag filtering
(Skill-flagged records match; vital-only records with a colliding
numeric key do NOT), vitae-first-then-mult-then-add ordering.
- `RuntimeCharacterStateTests` / `RuntimeMovementSkillStateTests` (Runtime):
burden/stamina push + revision bump; `RecomputeMovementSkills` fires on
`Spellbook.EnchantmentsChanged` without a fresh base push; ResetSession
convergence includes Burden==0/CurrentStamina==-1.
- `LiveSessionEventRouterTests` (Runtime, if a harness exists) or a focused
new test: ObjectTable burden-trigger events recompute and push burden;
Stamina vital change pushes CurrentStamina.

View file

@ -275,25 +275,45 @@ internal sealed class LiveSessionRuntimeFactory
_domain.Actions.Combat,
_domain.Character,
ResolveSkillFormulaBonus: skillCreditResolver.Resolve,
OnSkillsUpdated: (runSkill, jumpSkill) =>
{
if (RuntimeMovementSkillProjection.ApplyTo(
_domain.Character.MovementSkills,
_player.Controller.Controller))
{
RuntimeMovementSkillSnapshot snapshot =
_domain.Character.MovementSkills.Snapshot;
_log(
$"player: applied server skills " +
$"run={snapshot.RunSkill} " +
$"jump={snapshot.JumpSkill}");
}
},
OnSkillsUpdated: (runSkill, jumpSkill) => ApplyMovementStats("skills"),
OnConfirmationRequest: request =>
_ui.RetailUi?.HandleConfirmationRequest(request),
OnConfirmationDone: done =>
_ui.RetailUi?.HandleConfirmationDone(done),
ClientTime: ClientTimerNow);
ClientTime: ClientTimerNow,
// Campaign P Slice P1 (2026-07-30): burden/stamina/vitae changes
// reactively re-apply to the live controller through the SAME
// seam skills already used, then wire the previously-dead
// ReportExhaustion() R3-W4 seam so movement re-evaluates
// immediately (pseudocode doc §8/§9).
OnMovementStatsUpdated: () => ApplyMovementStats("stats"));
}
/// <summary>
/// Re-applies the current <see cref="RuntimeMovementSkillState"/>
/// snapshot (skills/burden/stamina) to the live player controller and
/// forces an immediate movement re-evaluation via
/// <c>MotionInterpreter.ReportExhaustion</c> — the retail
/// <c>CMotionInterp::ReportExhaustion</c> dual-dispatch re-apply, now
/// wired to a real consumer (Campaign P Slice P1).
/// </summary>
private void ApplyMovementStats(string reason)
{
PlayerMovementController? controller = _player.Controller.Controller;
if (!RuntimeMovementSkillProjection.ApplyTo(
_domain.Character.MovementSkills,
controller))
{
return;
}
controller!.Motion.ReportExhaustion();
RuntimeMovementSkillSnapshot snapshot = _domain.Character.MovementSkills.Snapshot;
_log(
$"player: applied server movement {reason} "
+ $"run={snapshot.RunSkill} jump={snapshot.JumpSkill} "
+ $"burden={snapshot.Burden:F2} stamina={snapshot.CurrentStamina}");
}
private LiveSessionCommandBindings CreateCommandBindings(

View file

@ -0,0 +1,43 @@
namespace AcDream.Core.Physics;
/// <summary>
/// Retail <c>EncumbranceSystem</c> (named-retail decomp
/// <c>docs/research/named-retail/acclient_2013_pseudo_c.txt</c> pc 256393),
/// the pure load/capacity math consumed by <see cref="MovementSystem"/> and
/// <see cref="PlayerWeenie"/>'s <c>InqLoad</c>-equivalent chain.
///
/// <para>
/// These are the SAME three formulas <c>AcDream.Core.Items.BurdenMath</c>
/// already ports (verified against the identical retail addresses, used by
/// the burden HUD / character sheet / indicator bar). Rather than re-derive
/// them a second time under a different name, this class delegates —
/// P1 (2026-07-30, Campaign P) needs the retail-named surface next to
/// <see cref="MovementSystem"/> for citation clarity, but a single formula
/// implementation keeps the burden HUD and movement physics from drifting
/// apart. See <c>docs/research/2026-07-30-stat-coupled-movement-pseudocode.md</c>
/// §2 and §6.
/// </para>
/// </summary>
public static class EncumbranceSystem
{
/// <summary>
/// <c>EncumbranceSystem::EncumbranceCapacity</c> 0x004fcc00:
/// <c>strength &lt;= 0 ? 0 : strength*150 + clamp(aug*30, 0, 150)*strength</c>.
/// </summary>
public static int EncumbranceCapacity(int strength, int aug) =>
AcDream.Core.Items.BurdenMath.EncumbranceCapacity(strength, aug);
/// <summary>
/// <c>EncumbranceSystem::Load</c> 0x004fcc40: <c>burden / capacity</c>
/// (1.0 = at capacity). Returns 0 when capacity &lt;= 0 (no-data).
/// </summary>
public static float Load(int capacity, int burden) =>
AcDream.Core.Items.BurdenMath.LoadRatio(capacity, burden);
/// <summary>
/// <c>EncumbranceSystem::LoadMod</c> 0x004fcc70: full effectiveness
/// through 100% load, linear falloff to zero at 200%, zero above it.
/// </summary>
public static float LoadMod(float load) =>
AcDream.Core.Items.BurdenMath.LoadModifier(load);
}

View file

@ -0,0 +1,98 @@
using System;
namespace AcDream.Core.Physics;
/// <summary>
/// Retail <c>MovementSystem</c> (named-retail decomp pc 695958+): the pure
/// formula layer <c>PlayerWeenie</c> (the CACQualities-shaped composition)
/// calls once burden, skill, and stamina inputs are assembled. See
/// <c>docs/research/2026-07-30-stat-coupled-movement-pseudocode.md</c> §6.
///
/// <para>
/// <b>x87-mush disclosure:</b> <see cref="GetRunRate"/>'s general-case
/// arithmetic and <see cref="JumpStaminaCost"/>'s <c>pk!=0</c> branch are
/// entirely dropped by the BN decompiler (not partially garbled — the
/// operand expressions never survive translation, unlike the polarity-only
/// ambiguities elsewhere in this port). Both are cross-referenced against
/// <c>references/ACE/Source/ACE.Server/Physics/Animation/MovementSystem.cs</c>,
/// which already matched this exact acdream port's PRE-P1 code
/// (<c>PlayerWeenie.GetRunRate</c>/<c>GetJumpHeight</c> already cited "decompiled
/// + ACE MovementSystem" before this slice) — no behavior change for the
/// formulas already live; only the retail-named surface and the 3rd/4th
/// <c>scaling</c> parameters (every known call site passes <c>1f</c>) are new.
/// </para>
/// </summary>
public static class MovementSystem
{
/// <summary>
/// <c>MovementSystem::GetRunRate</c> 0x006b0950. Retail-verified 800-skill
/// cap (<c>InqMaxRunRate</c> passes skill=9999 to reach this cap); general
/// case ACE-cross-referenced (BN dropped the arithmetic, see class doc).
/// </summary>
public static float GetRunRate(float burden, int runSkill, float scaling = 1f)
{
if (runSkill >= 800)
return 18f / 4f;
float loadMod = EncumbranceSystem.LoadMod(burden);
return ((loadMod * ((float)runSkill / (runSkill + 200) * 11f) + 4f) / scaling) / 4f;
}
/// <summary>
/// <c>MovementSystem::GetJumpHeight</c> 0x006b09b0. Fully readable except
/// the extent-clamp micro-branch (x87 mush, ACE's <c>Math.Clamp(power,0,1)</c>
/// is the tiebreaker — matches the pre-P1 acdream port unchanged).
/// </summary>
public static float GetJumpHeight(
float burden,
int jumpSkill,
float power,
float scaling = 1f)
{
power = Math.Clamp(power, 0f, 1f);
float loadMod = EncumbranceSystem.LoadMod(burden);
float result = loadMod
* ((float)jumpSkill / (jumpSkill + 1300f) * 22.2f + 0.05f)
* power
/ scaling;
return result < 0.35f ? 0.35f : result;
}
/// <summary>
/// <c>MovementSystem::JumpStaminaCost</c> 0x006b0a40. The <c>pk==0</c>
/// branch is fully readable: <c>ceil((load + 0.5) * power * 8 + 2)</c> —
/// note <c>load</c> (not <c>power</c>) carries the <c>+0.5</c>; the
/// campaign plan's shorthand had the operands swapped (see pseudocode
/// doc §6). The <c>pk!=0</c> branch is entirely dropped by BN; ACE's
/// <c>(power+1.0)*100.0</c> is the tiebreaker. <paramref name="pk"/> is
/// hardcoded <c>false</c> at every P1 call site pending TS-23
/// (PlayerKillerStatus parsing, Campaign P Slice P3) — ported here for
/// signature completeness only.
/// </summary>
public static int JumpStaminaCost(float power, float burden, bool pk)
{
if (pk)
return (int)((power + 1.0f) * 100.0f);
return (int)Math.Ceiling((burden + 0.5f) * power * 8f + 2f);
}
/// <summary>
/// <c>MovementSystem::GetJumpPower</c> — the algebraic inverse of
/// <see cref="JumpStaminaCost"/>, solving for the extent affordable at a
/// given stamina. Present in ACE (uncommented, live utility) but its
/// retail call site is the charge-power-meter UI outside
/// <c>CMotionInterp</c> (0x0056afac, out of R3/P1 scope — see
/// <c>ChargeJump</c>'s doc comment in <c>MotionInterpreter.cs</c>). Not
/// consumed by P1; ported for signature completeness and to leave the
/// formula available for the charge-meter follow-up without a second
/// decomp pass.
/// </summary>
public static float GetJumpPower(uint stamina, float burden, bool pk)
{
if (pk)
return stamina / 100.0f - 1.0f;
return (stamina - 2.0f) / (burden * 8.0f + 4.0f);
}
}

View file

@ -1,18 +1,56 @@
namespace AcDream.Core.Physics;
/// <summary>
/// IWeenieObject implementation for the local player. Provides skill-based
/// run rate and jump velocity calculations.
/// IWeenieObject implementation for the local player — the C# analogue of
/// retail's <c>CACQualities</c> "qualities DB" composition (named-retail
/// decomp pc 412901-414050; ACCWeenieObject's own CanJump/JumpStaminaCost/
/// InqRunRate/InqJumpVelocity/InqMaxRunRate are thin delegations to exactly
/// this object, gated on <c>IsThePlayer()</c> — pc 406512+, confirming this
/// query family only ever reaches the LOCAL player's weenie).
///
/// Formulas from decompiled acclient.exe, cross-referenced against
/// ACE MovementSystem.GetRunRate and MovementSystem.GetJumpHeight.
/// <para>
/// Campaign P Slice P1 (2026-07-30): burden, current stamina, and the
/// vitae/enchantment-adjusted run/jump skill are now real, pushed inputs —
/// see <c>docs/research/2026-07-30-stat-coupled-movement-pseudocode.md</c>.
/// <c>_runSkill</c>/<c>_jumpSkill</c> arrive ALREADY <c>EnchantSkill</c>-adjusted
/// (vitae + skill enchantments folded in by
/// <c>AcDream.Runtime.Gameplay.RuntimeCharacterState.RecomputeMovementSkills</c>)
/// — this class stays a pure formula consumer with no Spellbook/enchantment
/// dependency, matching retail's OWN split between <c>CACQualities</c> (the
/// query surface) and <c>CEnchantmentRegistry</c> (the buff aggregator it
/// calls into internally).
/// </para>
///
/// <para>
/// Formulas from decompiled acclient.exe (<see cref="MovementSystem"/> /
/// <see cref="EncumbranceSystem"/>), cross-referenced against ACE
/// <c>MovementSystem.GetRunRate</c>/<c>GetJumpHeight</c>.
/// </para>
/// </summary>
public sealed class PlayerWeenie : IWeenieObject
{
/// <summary>
/// Retail <c>CACQualities::CanJump</c>'s hard burden gate (0x00591b50,
/// pc 412907) — x87 mush, polarity resolved by domain plausibility
/// (register row UN-8; Ghidra MCP was unavailable to confirm). Chosen
/// to coincide with <see cref="EncumbranceSystem.LoadMod"/>'s own floor.
/// </summary>
public const float CanJumpLoadThreshold = 2.0f;
private int _runSkill;
private int _jumpSkill;
private float _burden;
/// <summary>
/// Retail <c>AttributeCache::InqAttribute2nd(ATTR2ND_STAMINA=4)</c>'s
/// current-stamina reading, consulted by <c>InqRunRate</c>/
/// <c>InqJumpVelocity</c> to zero the effective skill when exhausted
/// (pc 413824-413898, 413902-413979). <c>null</c> = never pushed
/// (matches every pre-P1 caller/test — no gating, today's behavior
/// unchanged); any non-negative value including 0 is a real reading.
/// </summary>
private uint? _currentStamina;
public PlayerWeenie(int runSkill = 0, int jumpSkill = 0, float burden = 0f)
{
_runSkill = runSkill;
@ -26,74 +64,91 @@ public sealed class PlayerWeenie : IWeenieObject
_jumpSkill = jumpSkill;
}
/// <summary>
/// Pushes the retail <c>InqLoad</c>-equivalent burden/capacity ratio
/// (0.0 unencumbered .. ~3.0 severely overloaded). Runtime computes this
/// from Strength + augmentation property 0xE6 + EncumbranceVal property
/// 5 (the same inputs <c>IndicatorBarController.UpdateBurden</c> already
/// assembles) and pushes it — see the pseudocode doc §9.
/// </summary>
public void SetBurden(float burden) => _burden = burden;
/// <summary>
/// Pushes the current-stamina reading feeding the zero-skill gate in
/// <see cref="InqRunRate"/>/<see cref="InqJumpVelocity"/>. Pass
/// <c>null</c> to return to "unknown, don't gate" (matches construction
/// default).
/// </summary>
public void SetStamina(uint? currentStamina) => _currentStamina = currentStamina;
public bool InqRunRate(out float rate)
{
rate = GetRunRate(_burden, _runSkill);
int effectiveSkill = _currentStamina == 0 ? 0 : _runSkill;
rate = MovementSystem.GetRunRate(_burden, effectiveSkill);
return true;
}
public bool InqJumpVelocity(float extent, out float vz)
{
float height = GetJumpHeight(_burden, _jumpSkill, extent);
int effectiveSkill = _currentStamina == 0 ? 0 : _jumpSkill;
float height = MovementSystem.GetJumpHeight(_burden, effectiveSkill, extent);
vz = MathF.Sqrt(height * 19.6f);
return true;
}
public bool CanJump(float extent) => true; // burden/stamina checks deferred
/// <summary>
/// Retail <c>CACQualities::CanJump</c> (0x00591b50): refuses only past
/// <see cref="CanJumpLoadThreshold"/> (200% load) — see the class doc's
/// UN-8 note. TS-5 retired: this was previously an unconditional
/// <c>true</c>.
/// </summary>
public bool CanJump(float extent) => _burden < CanJumpLoadThreshold;
/// <summary>
/// R3-W3 (W0-pins.md A3): the local player's weenie is THE player.
/// Feeds W4's <c>apply_current_movement</c>/<c>ReportExhaustion</c>
/// dual-dispatch gate — no consumer yet in W3.
/// dual-dispatch gate.
/// </summary>
public bool IsThePlayer() => true;
/// <summary>
/// TS-5 (extended): stamina cost gating deferred pending stat plumbing —
/// always affordable, cost 0. Matches <see cref="CanJump"/>'s existing
/// always-true stance.
/// Retail <c>CACQualities::JumpStaminaCost</c> (0x00591b90, pc 412949,
/// FULLY READABLE): computes the real cost via
/// <see cref="MovementSystem.JumpStaminaCost"/> and returns <c>true</c>
/// unconditionally (once burden is knowable, which it always is for the
/// local player) — retail's own function never exercises the "can't
/// afford" false path; see the pseudocode doc §4/§7. TS-5 retired: this
/// was previously a zero-cost stub. <c>pk</c> is hardcoded <c>false</c>
/// pending TS-23 (PlayerKillerStatus parsing, Campaign P Slice P3).
/// </summary>
public bool JumpStaminaCost(float extent, out int cost)
{
cost = 0;
cost = MovementSystem.JumpStaminaCost(extent, _burden, pk: false);
return true;
}
/// <summary>
/// RunRate = (burdenMod * (runSkill / (runSkill + 200)) * 11 + 4) / 4
/// Capped at 4.5 when runSkill >= 800.
/// Source: decompiled + ACE MovementSystem.GetRunRate
/// RunRate = (burdenMod * (runSkill / (runSkill + 200)) * 11 + 4) / 4.
/// Capped at 4.5 when runSkill >= 800. Thin forwarder to
/// <see cref="MovementSystem.GetRunRate"/> — kept for source
/// compatibility with existing golden-value tests.
/// </summary>
public static float GetRunRate(float burden, int runSkill)
{
if (runSkill >= 800) return 18f / 4f;
float loadMod = GetBurdenMod(burden);
return (loadMod * ((float)runSkill / (runSkill + 200) * 11f) + 4f) / 4f;
}
public static float GetRunRate(float burden, int runSkill) =>
MovementSystem.GetRunRate(burden, runSkill);
/// <summary>
/// JumpHeight = burdenMod * (jumpSkill / (jumpSkill + 1300) * 22.2 + 0.05) * extent
/// Clamped to minimum 0.35m.
/// Source: decompiled + ACE MovementSystem.GetJumpHeight
/// JumpHeight = burdenMod * (jumpSkill / (jumpSkill + 1300) * 22.2 + 0.05) * extent,
/// clamped to minimum 0.35m. Thin forwarder to
/// <see cref="MovementSystem.GetJumpHeight"/> — kept for source
/// compatibility with existing golden-value tests.
/// </summary>
public static float GetJumpHeight(float burden, int jumpSkill, float extent)
{
extent = Math.Clamp(extent, 0f, 1f);
float loadMod = GetBurdenMod(burden);
float height = loadMod * ((float)jumpSkill / (jumpSkill + 1300f) * 22.2f + 0.05f) * extent;
return MathF.Max(height, 0.35f);
}
public static float GetJumpHeight(float burden, int jumpSkill, float extent) =>
MovementSystem.GetJumpHeight(burden, jumpSkill, extent);
/// <summary>
/// Encumbrance modifier: 1.0 when unloaded, linearly decreasing to 0 at 200%.
/// Source: decompiled + ACE EncumbranceSystem.GetBurdenMod
/// Encumbrance modifier: 1.0 when unloaded, linearly decreasing to 0 at
/// 200%. Thin forwarder to <see cref="EncumbranceSystem.LoadMod"/> —
/// kept for source compatibility with existing golden-value tests.
/// </summary>
public static float GetBurdenMod(float burden)
{
if (burden < 1f) return 1f;
if (burden < 2f) return 2f - burden;
return 0f;
}
public static float GetBurdenMod(float burden) => EncumbranceSystem.LoadMod(burden);
}

View file

@ -76,11 +76,20 @@ public static class EnchantmentMath
/// (only one buff per <see cref="SpellMetadata.Family"/> wins).</param>
/// <param name="statKey">Target stat key (ACE
/// <c>PropertyAttribute2nd</c> enum value: 1=MaxHealth,
/// 3=MaxStamina, 5=MaxMana).</param>
/// 3=MaxStamina, 5=MaxMana — or a Skill id when
/// <paramref name="requiredStatModTypeFlag"/> is
/// <see cref="EnchantmentTypeFlag.Skill"/>).</param>
/// <param name="requiredStatModTypeFlag">When set, a record's
/// <c>StatModType</c> must carry this flag bit to be considered a
/// candidate — disambiguates namespaces that share numeric keys (e.g.
/// vital key 5=MaxMana vs skill id 5). <c>null</c> (default) preserves
/// the original vitals behavior with no type check, unchanged from
/// before Campaign P.</param>
public static VitalMod GetMod(
IEnumerable<ActiveEnchantmentRecord> enchantments,
SpellTable table,
uint statKey)
uint statKey,
uint? requiredStatModTypeFlag = null)
{
// Family-stacking: bucket the active enchantments by Family and
// keep the strongest one per bucket (the one with the largest
@ -129,8 +138,20 @@ public static class EnchantmentMath
continue;
}
// Campaign P (2026-07-30): an optional type-flag gate
// disambiguates numeric-key collisions across namespaces (e.g.
// vital key 5=MaxMana vs skill id 5) — mirrors retail's
// CullEnchantmentsFromList `category` argument (2 for
// Attribute2nd, 0x10=Skill for EnchantSkill).
if (requiredStatModTypeFlag is uint typeFlag
&& (ench.StatModType is not uint recordType
|| (recordType & typeFlag) == 0))
{
continue;
}
// Multiplicative + Additive buffs filter by stat key —
// only those targeting the requested vital contribute.
// only those targeting the requested vital/skill contribute.
if (ench.StatModKey is not uint key || key != statKey) continue;
switch (ench.Bucket)
{
@ -147,6 +168,35 @@ public static class EnchantmentMath
: new VitalMod(multiplier, additive);
}
/// <summary>
/// Campaign P Slice P1 (2026-07-30) — Skill-namespace convenience over
/// <see cref="GetMod"/>, matching retail <c>CEnchantmentRegistry::
/// EnchantSkill</c> (0x005947b0): vitae applies unconditionally (same
/// as vitals), multiplicative/additive skill buffs are filtered to
/// records whose <c>StatModType</c> carries
/// <see cref="EnchantmentTypeFlag.Skill"/> AND whose <c>StatModKey</c>
/// equals <paramref name="skillId"/> (ACE Skill enum ordinal — Run=24,
/// Jump=22). Scoped to the run/jump query path per the P1 plan; not a
/// general effective-skill engine.
/// </summary>
public static VitalMod GetSkillMod(
IEnumerable<ActiveEnchantmentRecord> enchantments,
SpellTable table,
uint skillId) =>
GetMod(enchantments, table, skillId, EnchantmentTypeFlag.Skill);
/// <summary>
/// Retail <c>EnchantmentTypeFlags</c> bits relevant to disambiguating
/// <see cref="GetMod"/>'s <c>statKey</c> namespace (ACE
/// <c>ACE.Entity.Enum.EnchantmentTypeFlags</c>, cross-referenced —
/// StatModType is a bitfield the wire already carries per-enchantment).
/// </summary>
public static class EnchantmentTypeFlag
{
public const uint SecondAtt = 0x0000002u;
public const uint Skill = 0x0000010u;
}
/// <summary>
/// Stat-key constants matching ACE <c>PropertyAttribute2nd</c>
/// (verified against <c>docs/research/named-retail/acclient.h</c>

View file

@ -24,6 +24,7 @@ public sealed class Spellbook
private readonly Dictionary<uint, ActiveEnchantmentRecord> _activeById = new();
private readonly Dictionary<uint, List<uint>> _enchantmentOrderByBucket = new();
private readonly Dictionary<uint, EnchantmentMath.VitalMod> _vitalModCache = new();
private readonly Dictionary<uint, EnchantmentMath.VitalMod> _skillModCache = new();
private readonly List<uint>[] _favoriteSpells = Enumerable.Range(0, 8)
.Select(_ => new List<uint>()).ToArray();
private readonly Dictionary<uint, uint> _desiredComponents = new();
@ -102,6 +103,29 @@ public sealed class Spellbook
return calculated;
}
/// <summary>
/// Campaign P Slice P1 (2026-07-30) — combined vitae + skill-enchantment
/// buff modifier for a Skill id (ACE Skill enum ordinal — Run=24,
/// Jump=22), matching retail <c>CEnchantmentRegistry::EnchantSkill</c>
/// (0x005947b0). Mirrors <see cref="GetVitalMod"/>'s caching shape;
/// consumed by <c>AcDream.Runtime.Gameplay.RuntimeCharacterState</c>'s
/// run/jump skill recompute.
/// </summary>
public EnchantmentMath.VitalMod GetSkillMod(uint skillId)
{
if (_skillModCache.TryGetValue(
skillId,
out EnchantmentMath.VitalMod cached))
{
return cached;
}
EnchantmentMath.VitalMod calculated =
EnchantmentMath.GetSkillMod(ActiveEnchantments, _table, skillId);
_skillModCache.Add(skillId, calculated);
return calculated;
}
/// <summary>Fires when a spell is added to the player's spellbook.</summary>
public event Action<uint>? SpellLearned;
@ -356,6 +380,7 @@ public sealed class Spellbook
_activeById.Clear();
_enchantmentOrderByBucket.Clear();
_vitalModCache.Clear();
_skillModCache.Clear();
foreach (ActiveEnchantmentRecord enchantment in enchantments)
UpsertManifestEnchantment(enchantment);
@ -430,6 +455,7 @@ public sealed class Spellbook
_activeById.Clear();
_enchantmentOrderByBucket.Clear();
_vitalModCache.Clear();
_skillModCache.Clear();
foreach (List<uint> tab in _favoriteSpells) tab.Clear();
_desiredComponents.Clear();
_spellbookFilters = 0x3FFFu;
@ -448,6 +474,7 @@ public sealed class Spellbook
private void NotifyEnchantmentsChanged()
{
_vitalModCache.Clear();
_skillModCache.Clear();
EnchantmentsChanged?.Invoke();
StateChanged?.Invoke();
}

View file

@ -567,7 +567,13 @@ internal sealed class HeadlessSessionHost : IDisposable
OnConfirmationRequest: null,
OnConfirmationDone: null,
ClientTime: () =>
Runtime.Clock.SimulationTimeSeconds),
Runtime.Clock.SimulationTimeSeconds,
// Campaign P Slice P1 (2026-07-30): headless bots re-apply
// burden/stamina/skills at controller construction only
// (HeadlessSessionWorldProjection.CreateController), same as
// the pre-P1 OnSkillsUpdated: null pattern — no live
// controller to reactively re-apply to mid-session here.
OnMovementStatsUpdated: null),
new LiveSocialSessionBindings(
Runtime.CommunicationOwner.Chat,
Runtime.CommunicationOwner.TurbineChat,

View file

@ -891,6 +891,30 @@ public sealed class PlayerMovementController
_weenie.SetSkills(runSkill, jumpSkill);
}
/// <summary>
/// Campaign P Slice P1 (2026-07-30): pushes the retail
/// <c>InqLoad</c>-equivalent burden ratio computed by Runtime (Strength
/// + augmentation property 0xE6 + EncumbranceVal property 5) into the
/// player's <see cref="PlayerWeenie"/> — wires the previously-dead
/// <c>PlayerWeenie.SetBurden</c> setter (TS-5 retired).
/// </summary>
public void SetCharacterBurden(float burden)
{
_weenie.SetBurden(burden);
}
/// <summary>
/// Campaign P Slice P1 (2026-07-30): pushes the current-stamina vital
/// reading. A negative value restores PlayerWeenie's "unknown, don't
/// gate" sentinel; any non-negative value including 0 gates
/// <c>InqRunRate</c>/<c>InqJumpVelocity</c>'s effective-skill-zeroing per
/// retail's <c>CACQualities::InqRunRate</c>/<c>InqJumpVelocity</c>.
/// </summary>
public void SetCharacterStamina(int currentStamina)
{
_weenie.SetStamina(currentStamina < 0 ? null : (uint)currentStamina);
}
/// <summary>
/// R3-W2 (r3-port-plan.md §4): the player's <see cref="MotionInterpreter"/>
/// — GameWindow binds the player sequencer's MotionDone seam to it so the

View file

@ -43,11 +43,28 @@ public readonly record struct RuntimeCharacterOwnershipSnapshot(
/// </summary>
public sealed class RuntimeCharacterState : IDisposable
{
/// <summary>ACE Skill enum ordinal for Run (K-fix7 / pseudocode doc §5).</summary>
public const uint RunSkillId = 24u;
/// <summary>ACE Skill enum ordinal for Jump (K-fix7 / pseudocode doc §5).</summary>
public const uint JumpSkillId = 22u;
private bool _disposed;
private long _characterRevision;
private long _spellbookRevision;
private bool _internalSubscriptionsAttached;
/// <summary>
/// Campaign P Slice P1 (2026-07-30): the pre-<c>EnchantSkill</c> base
/// run/jump skill (formulaBonus+init+ranks, as parsed from
/// PlayerDescription) — kept so <see cref="RecomputeMovementSkills"/>
/// can re-derive the vitae/enchantment-adjusted value purely from a
/// spellbook change, without waiting for a fresh skill push. -1 =
/// unknown (mirrors <see cref="RuntimeMovementSkillState"/>'s own
/// sentinel convention).
/// </summary>
private int _runSkillBase = -1;
private int _jumpSkillBase = -1;
public RuntimeCharacterState(SpellTable? spellTable = null)
{
Spellbook = new Spellbook(spellTable);
@ -56,6 +73,7 @@ public sealed class RuntimeCharacterState : IDisposable
MovementSkills = new RuntimeMovementSkillState();
View = new CharacterView(this);
Spellbook.StateChanged += OnSpellbookChanged;
Spellbook.EnchantmentsChanged += OnEnchantmentsChangedForMovement;
LocalPlayer.Changed += OnVitalChanged;
LocalPlayer.AttributeChanged += OnAttributeChanged;
LocalPlayer.CharacterChanged += OnCharacterChanged;
@ -117,9 +135,66 @@ public sealed class RuntimeCharacterState : IDisposable
&& options.Options2
== RuntimeCharacterOptionsState.DefaultOptions2,
MovementSkills.RunSkill == -1
&& MovementSkills.JumpSkill == -1);
&& MovementSkills.JumpSkill == -1
&& MovementSkills.Burden == 0f
&& MovementSkills.CurrentStamina == -1
&& _runSkillBase == -1
&& _jumpSkillBase == -1);
}
/// <summary>
/// Campaign P Slice P1 (2026-07-30): stores the pre-<c>EnchantSkill</c>
/// base run/jump skill (PlayerDescription's formulaBonus+init+ranks)
/// and pushes the vitae/enchantment-adjusted result into
/// <see cref="MovementSkills"/> — the SAME call shape
/// <c>LiveSessionEventRouter</c>'s pre-P1 <c>onSkillsUpdated</c> callback
/// already used (<c>MovementSkills.Update(runSkill, jumpSkill)</c>), now
/// routed through the retail <c>CEnchantmentRegistry::EnchantSkill</c>
/// chain. A value &lt; 0 leaves that half's base untouched (matches
/// <see cref="RuntimeMovementSkillState.Update"/>'s own "don't touch"
/// convention for a missing half).
/// </summary>
public void UpdateMovementSkillBase(int runSkillBase, int jumpSkillBase)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (runSkillBase >= 0) _runSkillBase = runSkillBase;
if (jumpSkillBase >= 0) _jumpSkillBase = jumpSkillBase;
RecomputeMovementSkills();
}
/// <summary>
/// Re-derives the adjusted run/jump skill from the stored base plus the
/// CURRENT spellbook state (vitae + skill enchantments) — matching
/// retail's <c>CEnchantmentRegistry::EnchantSkill</c> (0x005947b0):
/// vitae multiplies first, then matching Skill-flagged mult/add
/// enchantments, floored to 0 below 0.5, truncated to int. Fires on
/// every base push AND on every <see cref="Spellbook.EnchantmentsChanged"/>
/// notification (a vitae/buff change alone must move the produced rate
/// without a fresh PlayerDescription).
/// </summary>
private void RecomputeMovementSkills()
{
int run = _runSkillBase >= 0
? ApplySkillEnchantments(_runSkillBase, RunSkillId)
: -1;
int jump = _jumpSkillBase >= 0
? ApplySkillEnchantments(_jumpSkillBase, JumpSkillId)
: -1;
MovementSkills.Update(run, jump);
}
private int ApplySkillEnchantments(int baseSkill, uint skillId)
{
EnchantmentMath.VitalMod mod = Spellbook.GetSkillMod(skillId);
float adjusted = baseSkill * mod.Multiplier + mod.Additive;
// CEnchantmentRegistry::EnchantSkill pc 416240: floor to 0 below
// 0.5, then truncate (retail _ftol2, a C-style cast).
if (adjusted < 0.5f) adjusted = 0f;
return (int)adjusted;
}
private void OnEnchantmentsChangedForMovement() => RecomputeMovementSkills();
/// <summary>
/// Installs immutable DAT metadata without transferring its ownership to
/// Runtime. The content host may install one table after portal.dat opens.
@ -241,6 +316,8 @@ public sealed class RuntimeCharacterState : IDisposable
Try(Spellbook.Clear, ref failures);
Try(LocalPlayer.Clear, ref failures);
Try(Options.ResetSession, ref failures);
_runSkillBase = -1;
_jumpSkillBase = -1;
Try(MovementSkills.ResetSession, ref failures);
if (failures is not null)
{
@ -263,11 +340,14 @@ public sealed class RuntimeCharacterState : IDisposable
Try(Spellbook.Clear, ref failures);
Try(LocalPlayer.Clear, ref failures);
Try(Options.ResetSession, ref failures);
_runSkillBase = -1;
_jumpSkillBase = -1;
Try(MovementSkills.ResetSession, ref failures);
}
finally
{
Spellbook.StateChanged -= OnSpellbookChanged;
Spellbook.EnchantmentsChanged -= OnEnchantmentsChangedForMovement;
LocalPlayer.Changed -= OnVitalChanged;
LocalPlayer.AttributeChanged -= OnAttributeChanged;
LocalPlayer.CharacterChanged -= OnCharacterChanged;
@ -467,28 +547,42 @@ public sealed class RuntimeCharacterOptionsState
public readonly record struct RuntimeMovementSkillSnapshot(
int RunSkill,
int JumpSkill,
long Revision)
long Revision,
// Campaign P Slice P1 (2026-07-30): retail InqLoad-equivalent burden
// ratio (0.0 unencumbered) and current stamina (-1 = unknown/don't-gate,
// matching RunSkill/JumpSkill's own sentinel convention).
float Burden = 0f,
int CurrentStamina = -1)
{
public bool IsComplete => RunSkill >= 0 && JumpSkill >= 0;
}
/// <summary>
/// Server-authoritative run/jump values retained independently of any
/// graphical movement controller. App applies this borrowed state whenever
/// its presentation/physics controller exists or is rebuilt.
/// Server-authoritative run/jump/burden/stamina values retained
/// independently of any graphical movement controller. App applies this
/// borrowed state whenever its presentation/physics controller exists or is
/// rebuilt. Campaign P Slice P1 (2026-07-30) extended this beyond run/jump
/// skill to the full stat-coupled-movement input set (burden, current
/// stamina) — see the pseudocode doc §9. RunSkill/JumpSkill arrive here
/// ALREADY vitae/enchantment-adjusted by
/// <see cref="RuntimeCharacterState.RecomputeMovementSkills"/>.
/// </summary>
public sealed class RuntimeMovementSkillState
{
private int _runSkill = -1;
private int _jumpSkill = -1;
private float _burden;
private int _currentStamina = -1;
private long _revision;
public int RunSkill => Volatile.Read(ref _runSkill);
public int JumpSkill => Volatile.Read(ref _jumpSkill);
public float Burden => Volatile.Read(ref _burden);
public int CurrentStamina => Volatile.Read(ref _currentStamina);
public bool IsComplete => _runSkill >= 0 && _jumpSkill >= 0;
public long Revision => Interlocked.Read(ref _revision);
public RuntimeMovementSkillSnapshot Snapshot =>
new(_runSkill, _jumpSkill, Revision);
new(_runSkill, _jumpSkill, Revision, _burden, _currentStamina);
public void Update(int runSkill, int jumpSkill)
{
@ -507,10 +601,37 @@ public sealed class RuntimeMovementSkillState
Interlocked.Increment(ref _revision);
}
/// <summary>
/// Pushes a fresh retail <c>InqLoad</c>-equivalent burden ratio (Strength
/// + augmentation property 0xE6 + EncumbranceVal property 5 — the same
/// inputs the burden HUD already assembles). Any value, including 0,
/// is a real reading.
/// </summary>
public void UpdateBurden(float burden)
{
if (Burden == burden) return;
Volatile.Write(ref _burden, burden);
Interlocked.Increment(ref _revision);
}
/// <summary>
/// Pushes the current-stamina vital reading. Any non-negative value,
/// including 0 (exhausted — zeroes the effective run/jump skill), is
/// real; pass a negative value only to restore the "unknown" sentinel.
/// </summary>
public void UpdateStamina(int currentStamina)
{
if (CurrentStamina == currentStamina) return;
Volatile.Write(ref _currentStamina, currentStamina);
Interlocked.Increment(ref _revision);
}
public void ResetSession()
{
Volatile.Write(ref _runSkill, -1);
Volatile.Write(ref _jumpSkill, -1);
Volatile.Write(ref _burden, 0f);
Volatile.Write(ref _currentStamina, -1);
Interlocked.Increment(ref _revision);
}
}

View file

@ -19,6 +19,10 @@ public static class RuntimeMovementSkillProjection
controller.SetCharacterSkills(
snapshot.RunSkill,
snapshot.JumpSkill);
// Campaign P Slice P1 (2026-07-30): burden/stamina ride the SAME
// seam run/jump skill already used — see the pseudocode doc §9.
controller.SetCharacterBurden(snapshot.Burden);
controller.SetCharacterStamina(snapshot.CurrentStamina);
return true;
}
}

View file

@ -3,7 +3,9 @@ using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Core.Net;
using AcDream.Core.Net.Messages;
using AcDream.Core.Physics;
using AcDream.Core.Player;
using AcDream.Core.Properties;
using AcDream.Core.Social;
using AcDream.Core.Spells;
using AcDream.Runtime.Gameplay;
@ -44,7 +46,14 @@ public sealed record LiveCharacterSessionBindings(
Action<int, int>? OnSkillsUpdated,
Action<GameEvents.CharacterConfirmationRequest>? OnConfirmationRequest,
Action<GameEvents.CharacterConfirmationDone>? OnConfirmationDone,
Func<double>? ClientTime);
Func<double>? ClientTime,
// Campaign P Slice P1 (2026-07-30): fires after MovementSkills' burden,
// stamina, OR (vitae/enchantment-adjusted) skill values change mid-
// session — the reactive re-apply-to-the-live-controller seam, mirroring
// OnSkillsUpdated's existing shape. Optional/nullable so every existing
// caller (including Headless's OnSkillsUpdated: null pattern) compiles
// unchanged.
Action? OnMovementStatsUpdated = null);
public sealed record LiveSocialSessionBindings(
ChatLog Chat,
@ -153,10 +162,15 @@ public sealed class LiveSessionEventRouter : ILiveSessionEventRouting
social.TurbineChat,
onSkillsUpdated: (runSkill, jumpSkill) =>
{
character.Character.MovementSkills.Update(
// Campaign P Slice P1 (2026-07-30): route the PD/skill
// base through the vitae/enchantment-adjusted recompute
// (CEnchantmentRegistry::EnchantSkill) instead of writing
// MovementSkills directly — see the pseudocode doc §9.
character.Character.UpdateMovementSkillBase(
runSkill,
jumpSkill);
character.OnSkillsUpdated?.Invoke(runSkill, jumpSkill);
character.OnMovementStatsUpdated?.Invoke();
},
resolveSkillFormulaBonus: character.ResolveSkillFormulaBonus,
onShortcuts: inventory.OnShortcuts,
@ -174,6 +188,52 @@ public sealed class LiveSessionEventRouter : ILiveSessionEventRouting
externalContainers: inventory.ExternalContainers,
accepting: IsAccepting));
ConstructionCheckpoint();
// Campaign P Slice P1 (2026-07-30): burden recompute triggers —
// the SAME event set IndicatorBarController.UpdateBurden already
// reacts to (Strength + augmentation property 0xE6 +
// EncumbranceVal property 5, falling back to SumCarriedBurden).
// See the pseudocode doc §9.
SubscribeToRecompute<ClientObject>(
h => inventory.Objects.ObjectAdded += h,
h => inventory.Objects.ObjectAdded -= h,
() => RecomputeBurden(inventory, character));
SubscribeToRecompute<ClientObject>(
h => inventory.Objects.ObjectUpdated += h,
h => inventory.Objects.ObjectUpdated -= h,
() => RecomputeBurden(inventory, character));
SubscribeToRecompute<ClientObject>(
h => inventory.Objects.ObjectRemoved += h,
h => inventory.Objects.ObjectRemoved -= h,
() => RecomputeBurden(inventory, character));
SubscribeToRecompute<ClientObjectMove>(
h => inventory.Objects.ObjectMoved += h,
h => inventory.Objects.ObjectMoved -= h,
() => RecomputeBurden(inventory, character));
SubscribeToRecompute<uint>(
h => inventory.Objects.ContainerContentsReplaced += h,
h => inventory.Objects.ContainerContentsReplaced -= h,
() => RecomputeBurden(inventory, character));
SubscribeParameterless(
h => inventory.Objects.Cleared += h,
h => inventory.Objects.Cleared -= h,
() => RecomputeBurden(inventory, character));
Subscribe<LocalPlayerState.AttributeKind>(
h => character.Character.LocalPlayer.AttributeChanged += h,
h => character.Character.LocalPlayer.AttributeChanged -= h,
kind =>
{
if (kind == LocalPlayerState.AttributeKind.Strength)
RecomputeBurden(inventory, character);
});
// Current-stamina push — CACQualities::InqRunRate/InqJumpVelocity's
// stamina==0 effective-skill-zeroing gate (pseudocode doc §5).
Subscribe<LocalPlayerState.VitalKind>(
h => character.Character.LocalPlayer.Changed += h,
h => character.Character.LocalPlayer.Changed -= h,
kind => RecomputeStamina(kind, character));
_subscriptions.Add(new CombatChatTranslator(
character.Combat,
social.Chat,
@ -259,6 +319,89 @@ public sealed class LiveSessionEventRouter : ILiveSessionEventRouting
ConstructionCheckpoint();
}
/// <summary>
/// Campaign P Slice P1 (2026-07-30): a payload-typed event whose ONLY
/// job is "something relevant changed, recompute" — thin wrapper over
/// <see cref="Subscribe{T}"/> that discards the payload.
/// </summary>
private void SubscribeToRecompute<T>(
Action<Action<T>> attach,
Action<Action<T>> detach,
Action recompute) =>
Subscribe(attach, detach, (T _) => recompute());
/// <summary>
/// Campaign P Slice P1 (2026-07-30): the parameterless-event analogue of
/// <see cref="Subscribe{T}"/> (<c>ClientObjectTable.Cleared</c> carries
/// no payload).
/// </summary>
private void SubscribeParameterless(
Action<Action> attach,
Action<Action> detach,
Action sink)
{
Action handler = () =>
{
if (Volatile.Read(ref _accepting) != 0)
sink();
};
attach(handler);
_subscriptions.Add(() => detach(handler));
ConstructionCheckpoint();
}
/// <summary>
/// Campaign P Slice P1 (2026-07-30): retail <c>CACQualities::InqLoad</c>
/// equivalent (Strength + augmentation property 0xE6 + EncumbranceVal
/// property 5, falling back to the summed carried burden) — the SAME
/// input assembly <c>IndicatorBarController.UpdateBurden</c> /
/// <c>InventoryController.RefreshBurden</c> already use for the burden
/// HUD. See the pseudocode doc §2/§9.
/// </summary>
private static void RecomputeBurden(
LiveInventorySessionBindings inventory,
LiveCharacterSessionBindings character)
{
uint player = inventory.PlayerGuid();
ClientObject? playerObject = inventory.Objects.Get(player);
int strength = (int)(character.Character.LocalPlayer
.GetAttribute(LocalPlayerState.AttributeKind.Strength)?.Current ?? 0u);
int aug = playerObject?.Properties.GetInt(
(uint)PropertyInt.AugmentationIncreasedCarryingCapacity) ?? 0;
int capacity = EncumbranceSystem.EncumbranceCapacity(strength, aug);
int burden = playerObject is not null
&& playerObject.Properties.Ints.TryGetValue(
(uint)PropertyInt.EncumbranceVal, out int wireBurden)
? wireBurden
: inventory.Objects.SumCarriedBurden(player);
float load = EncumbranceSystem.Load(capacity, burden);
character.Character.MovementSkills.UpdateBurden(load);
character.OnMovementStatsUpdated?.Invoke();
}
/// <summary>
/// Campaign P Slice P1 (2026-07-30): pushes current-stamina vital
/// changes into <see cref="RuntimeMovementSkillState"/> — feeds
/// <c>CACQualities::InqRunRate</c>/<c>InqJumpVelocity</c>'s stamina==0
/// effective-skill-zeroing gate (pseudocode doc §5).
/// </summary>
private static void RecomputeStamina(
LocalPlayerState.VitalKind kind,
LiveCharacterSessionBindings character)
{
if (kind != LocalPlayerState.VitalKind.Stamina) return;
if (character.Character.LocalPlayer.Get(LocalPlayerState.VitalKind.Stamina)
is not LocalPlayerState.VitalSnapshot stamina)
{
return;
}
character.Character.MovementSkills.UpdateStamina((int)stamina.Current);
character.OnMovementStatsUpdated?.Invoke();
}
private void ConstructionCheckpoint() =>
_constructionCheckpoint?.Invoke(++_constructionStep);

View file

@ -0,0 +1,59 @@
using AcDream.Core.Items;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Retail <c>EncumbranceSystem</c> (0x004fcc00/40/70, Campaign P Slice P1) —
/// cross-checked 1:1 against the existing <see cref="BurdenMath"/>
/// implementation it delegates to (same formulas, same addresses).
/// </summary>
public class EncumbranceSystemTests
{
[Theory]
[InlineData(0, 0, 0)]
[InlineData(-5, 0, 0)]
[InlineData(100, 0, 15000)] // 150 * 100
[InlineData(100, 3, 24000)] // 150*100 + clamp(3*30,0,150)*100 = 15000 + 9000
[InlineData(100, 100, 30000)] // aug clamps at 150 bonus: 15000 + 150*100
public void EncumbranceCapacity_MatchesBurdenMath(int strength, int aug, int expected)
{
Assert.Equal(expected, EncumbranceSystem.EncumbranceCapacity(strength, aug));
Assert.Equal(
BurdenMath.EncumbranceCapacity(strength, aug),
EncumbranceSystem.EncumbranceCapacity(strength, aug));
}
[Theory]
[InlineData(0, 0, 0f)]
[InlineData(1000, 500, 0.5f)]
[InlineData(1000, 1000, 1.0f)]
[InlineData(1000, 2000, 2.0f)]
public void Load_MatchesBurdenMath(int capacity, int burden, float expected)
{
Assert.Equal(expected, EncumbranceSystem.Load(capacity, burden), precision: 4);
Assert.Equal(
BurdenMath.LoadRatio(capacity, burden),
EncumbranceSystem.Load(capacity, burden),
precision: 5);
}
[Theory]
[InlineData(0f, 1f)]
[InlineData(0.99f, 1f)]
[InlineData(1.0f, 1f)]
[InlineData(1.25f, 0.75f)]
[InlineData(1.5f, 0.5f)]
[InlineData(1.75f, 0.25f)]
[InlineData(2.0f, 0f)]
[InlineData(3.0f, 0f)]
public void LoadMod_KneesAt100And200Percent(float load, float expected)
{
Assert.Equal(expected, EncumbranceSystem.LoadMod(load), precision: 4);
Assert.Equal(
BurdenMath.LoadModifier(load),
EncumbranceSystem.LoadMod(load),
precision: 5);
}
}

View file

@ -0,0 +1,129 @@
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Golden-value tables for retail <c>MovementSystem</c>
/// (docs/research/2026-07-30-stat-coupled-movement-pseudocode.md §6),
/// Campaign P Slice P1.
/// </summary>
public class MovementSystemTests
{
[Fact]
public void GetRunRate_Skill800Cap_Returns4Point5()
{
Assert.Equal(4.5f, MovementSystem.GetRunRate(0f, 800), precision: 5);
Assert.Equal(4.5f, MovementSystem.GetRunRate(0f, 999999), precision: 5);
}
[Fact]
public void GetRunRate_Skill200_MatchesFormula()
{
// (1.0 * (200/400 * 11) + 4) / 4 = (5.5 + 4) / 4 = 2.375
Assert.Equal(2.375f, MovementSystem.GetRunRate(0f, 200), precision: 3);
}
[Fact]
public void GetRunRate_Skill0_ReturnsBase()
{
Assert.Equal(1.0f, MovementSystem.GetRunRate(0f, 0), precision: 3);
}
[Theory]
[InlineData(0f, 1f)] // unencumbered
[InlineData(0.99f, 1f)] // just under 100%
[InlineData(1.0f, 1f)] // exactly 100% — still full effectiveness
[InlineData(1.5f, 0.5f)] // knee: halfway to 200%
[InlineData(2.0f, 0f)] // knee floor
[InlineData(3.0f, 0f)] // fully overloaded
public void GetRunRate_LoadKnees_ScaleLinearly(float burden, float expectedLoadMod)
{
// At runSkill=200: rate = (loadMod * 5.5 + 4) / 4.
float expected = (expectedLoadMod * 5.5f + 4f) / 4f;
Assert.Equal(expected, MovementSystem.GetRunRate(burden, 200), precision: 3);
}
[Fact]
public void GetJumpHeight_FullExtent_Skill100_MatchesFormula()
{
// height = 1.0 * (100/1400 * 22.2 + 0.05) * 1.0 = 1.636...
float expected = (100f / 1400f * 22.2f + 0.05f);
Assert.Equal(expected, MovementSystem.GetJumpHeight(0f, 100, 1.0f), precision: 3);
}
[Theory]
[InlineData(0f)]
[InlineData(0.5f)]
[InlineData(1.0f)]
public void GetJumpHeight_ExtentScalesLinearly(float extent)
{
float unscaled = 100f / 1400f * 22.2f + 0.05f;
float expected = System.Math.Max(unscaled * extent, 0.35f);
Assert.Equal(expected, MovementSystem.GetJumpHeight(0f, 100, extent), precision: 3);
}
[Fact]
public void GetJumpHeight_ClampsExtentAbove1()
{
Assert.Equal(
MovementSystem.GetJumpHeight(0f, 100, 1.0f),
MovementSystem.GetJumpHeight(0f, 100, 5.0f),
precision: 5);
}
[Fact]
public void GetJumpHeight_ClampsExtentBelow0()
{
Assert.Equal(0.35f, MovementSystem.GetJumpHeight(0f, 100, -3.0f), precision: 5);
}
[Fact]
public void GetJumpHeight_ZeroSkill_FloorsAt0Point35()
{
Assert.Equal(0.35f, MovementSystem.GetJumpHeight(0f, 0, 1.0f), precision: 5);
}
[Theory]
[InlineData(0f)]
[InlineData(1.0f)]
[InlineData(1.5f)]
[InlineData(2.0f)]
[InlineData(3.0f)]
public void GetJumpHeight_AtHeavyLoad_NeverGoesBelowFloor(float burden)
{
Assert.True(MovementSystem.GetJumpHeight(burden, 100, 1.0f) >= 0.35f);
}
[Theory]
// ceil((load + 0.5) * power * 8 + 2) — verbatim decomp, pc 696014-696024.
[InlineData(0f, 0f, 2)] // ceil((0+0.5)*0*8+2) = ceil(2) = 2
[InlineData(0f, 1f, 6)] // ceil((0+0.5)*1*8+2) = ceil(4+2) = 6
[InlineData(1f, 1f, 14)] // ceil((1+0.5)*1*8+2) = ceil(12+2) = 14
[InlineData(2f, 1f, 22)] // ceil((2+0.5)*1*8+2) = ceil(20+2) = 22
[InlineData(0.3f, 0.7f, 7)] // ceil((0.3+0.5)*0.7*8+2) = ceil(4.48+2) = ceil(6.48) = 7
public void JumpStaminaCost_NonPk_CeilsCorrectly(float burden, float power, int expected)
{
Assert.Equal(expected, MovementSystem.JumpStaminaCost(power, burden, pk: false));
}
[Fact]
public void JumpStaminaCost_Pk_UsesAceTiebreakerFormula()
{
// ACE tiebreaker (pk!=0 branch entirely dropped by BN): (power+1.0)*100.0
Assert.Equal(150, MovementSystem.JumpStaminaCost(0.5f, burden: 1f, pk: true));
Assert.Equal(100, MovementSystem.JumpStaminaCost(0f, burden: 1f, pk: true));
}
[Fact]
public void GetJumpPower_IsAlgebraicInverseOfJumpStaminaCost()
{
// Not consumed by P1 (ported for signature completeness); sanity-check
// the inverse relationship still holds for the non-pk formula shape.
float burden = 1f;
uint stamina = 20u;
float power = MovementSystem.GetJumpPower(stamina, burden, pk: false);
// (stamina - 2) / (burden*8 + 4) = 18 / 12 = 1.5
Assert.Equal(1.5f, power, precision: 3);
}
}

View file

@ -81,4 +81,114 @@ public class PlayerWeenieTests
Assert.Equal(0.5f, PlayerWeenie.GetBurdenMod(1.5f), precision: 3);
Assert.Equal(0.75f, PlayerWeenie.GetBurdenMod(1.25f), precision: 3);
}
// ── Campaign P Slice P1 (2026-07-30): CanJump / JumpStaminaCost / ─────
// ── stamina-zeroing gate ────────────────────────────────────────────
[Fact]
public void CanJump_DefaultUnencumbered_ReturnsTrue()
{
var pw = new PlayerWeenie(runSkill: 200, jumpSkill: 100);
Assert.True(pw.CanJump(1.0f));
}
[Theory]
[InlineData(0f)]
[InlineData(1.0f)]
[InlineData(1.99f)]
public void CanJump_BelowThreshold_ReturnsTrue(float burden)
{
var pw = new PlayerWeenie(runSkill: 200, jumpSkill: 100, burden: burden);
Assert.True(pw.CanJump(1.0f));
}
[Theory]
[InlineData(2.0f)]
[InlineData(2.5f)]
[InlineData(3.0f)]
public void CanJump_AtOrAboveThreshold_ReturnsFalse(float burden)
{
var pw = new PlayerWeenie(runSkill: 200, jumpSkill: 100, burden: burden);
Assert.False(pw.CanJump(1.0f));
}
[Fact]
public void CanJump_SetBurden_UpdatesGateLive()
{
var pw = new PlayerWeenie(runSkill: 200, jumpSkill: 100);
Assert.True(pw.CanJump(1.0f));
pw.SetBurden(2.5f);
Assert.False(pw.CanJump(1.0f));
pw.SetBurden(0.5f);
Assert.True(pw.CanJump(1.0f));
}
[Fact]
public void JumpStaminaCost_ReturnsRealNonzeroCost_AndAlwaysAffordable()
{
var pw = new PlayerWeenie(runSkill: 200, jumpSkill: 100);
Assert.True(pw.JumpStaminaCost(1.0f, out int cost));
// burden=0: ceil((0+0.5)*1*8+2) = 6 — no longer the pre-P1 zero stub.
Assert.Equal(6, cost);
}
[Fact]
public void JumpStaminaCost_ScalesWithBurden()
{
var pw = new PlayerWeenie(runSkill: 200, jumpSkill: 100, burden: 1.0f);
Assert.True(pw.JumpStaminaCost(1.0f, out int cost));
// ceil((1+0.5)*1*8+2) = 14
Assert.Equal(14, cost);
}
[Fact]
public void InqRunRate_ZeroStamina_ZeroesEffectiveSkill()
{
var pw = new PlayerWeenie(runSkill: 200, jumpSkill: 100);
pw.SetStamina(0);
Assert.True(pw.InqRunRate(out float rate));
// skill forced to 0 -> base rate 1.0 (matches InqRunRate_Skill0_ReturnsBase).
Assert.Equal(1.0f, rate, precision: 3);
}
[Fact]
public void InqRunRate_NonzeroStamina_UsesRealSkill()
{
var pw = new PlayerWeenie(runSkill: 200, jumpSkill: 100);
pw.SetStamina(50);
Assert.True(pw.InqRunRate(out float rate));
Assert.Equal(2.375f, rate, precision: 3);
}
[Fact]
public void InqRunRate_UnsetStamina_NeverGates()
{
// No SetStamina call -> null sentinel -> matches every pre-P1 test's
// implicit expectation (no gating at all).
var pw = new PlayerWeenie(runSkill: 200, jumpSkill: 100);
Assert.True(pw.InqRunRate(out float rate));
Assert.Equal(2.375f, rate, precision: 3);
}
[Fact]
public void InqJumpVelocity_ZeroStamina_FloorsAt0Point35Meters()
{
var pw = new PlayerWeenie(runSkill: 200, jumpSkill: 100);
pw.SetStamina(0);
Assert.True(pw.InqJumpVelocity(1.0f, out float vz));
Assert.Equal(MathF.Sqrt(0.35f * 19.6f), vz, precision: 2);
}
[Fact]
public void SetStamina_Null_RestoresUnknownSentinel()
{
var pw = new PlayerWeenie(runSkill: 200, jumpSkill: 100);
pw.SetStamina(0);
Assert.True(pw.InqRunRate(out float zeroedRate));
Assert.Equal(1.0f, zeroedRate, precision: 3);
pw.SetStamina(null);
Assert.True(pw.InqRunRate(out float restoredRate));
Assert.Equal(2.375f, restoredRate, precision: 3);
}
}

View file

@ -228,6 +228,108 @@ public sealed class EnchantmentMathTests
private static ActiveEnchantmentRecord MakeVitaeRecord(uint spellId, uint layer, uint statKey, float val) =>
new(spellId, layer, -1f, 0u, StatModType: 0, StatModKey: statKey, StatModValue: val, Bucket: 4u);
// ── Campaign P Slice P1 (2026-07-30): GetSkillMod (run/jump skill ─────
// ── vitae/enchantment adjustment) ──────────────────────────────────
private static ActiveEnchantmentRecord MakeSkillMultRecord(
uint spellId, uint layer, uint skillId, float val) =>
new(
spellId, layer, 60f, 0u,
StatModType: EnchantmentMath.EnchantmentTypeFlag.Skill,
StatModKey: skillId,
StatModValue: val,
Bucket: 1u);
private static ActiveEnchantmentRecord MakeSkillAddRecord(
uint spellId, uint layer, uint skillId, float val) =>
new(
spellId, layer, 60f, 0u,
StatModType: EnchantmentMath.EnchantmentTypeFlag.Skill,
StatModKey: skillId,
StatModValue: val,
Bucket: 2u);
[Fact]
public void EnchantmentTypeFlag_Skill_MatchesAceEnchantmentTypeFlags()
{
// ACE.Entity.Enum.EnchantmentTypeFlags.Skill = 0x0000010.
Assert.Equal(0x0000010u, EnchantmentMath.EnchantmentTypeFlag.Skill);
Assert.Equal(0x0000002u, EnchantmentMath.EnchantmentTypeFlag.SecondAtt);
}
[Fact]
public void GetSkillMod_Empty_ReturnsIdentity()
{
var mod = EnchantmentMath.GetSkillMod(
Array.Empty<ActiveEnchantmentRecord>(), SpellTable.Empty, skillId: 24u);
Assert.Equal(EnchantmentMath.VitalMod.Identity, mod);
}
[Fact]
public void GetSkillMod_MultiplicativeSkillBuff_AppliesWhenSkillIdMatches()
{
var table = LoadTable((50u, "Run Buff", 400u));
var enchantments = new[] { MakeSkillMultRecord(50, 1, skillId: 24u, val: 1.2f) };
var mod = EnchantmentMath.GetSkillMod(enchantments, table, skillId: 24u);
Assert.Equal(1.2f, mod.Multiplier, precision: 4);
}
[Fact]
public void GetSkillMod_AdditiveSkillBuff_AppliesWhenSkillIdMatches()
{
var table = LoadTable((51u, "Jump Buff", 401u));
var enchantments = new[] { MakeSkillAddRecord(51, 1, skillId: 22u, val: 15f) };
var mod = EnchantmentMath.GetSkillMod(enchantments, table, skillId: 22u);
Assert.Equal(15.0f, mod.Additive, precision: 4);
}
[Fact]
public void GetSkillMod_SkillIdMismatch_DoesNotContribute()
{
var table = LoadTable((52u, "Melee Buff", 402u));
// Buff targets skill id 7 (some melee skill), we ask for Run (24).
var enchantments = new[] { MakeSkillMultRecord(52, 1, skillId: 7u, val: 1.5f) };
var mod = EnchantmentMath.GetSkillMod(enchantments, table, skillId: 24u);
Assert.Equal(EnchantmentMath.VitalMod.Identity, mod);
}
[Fact]
public void GetSkillMod_NamespaceCollision_VitalTypedRecordDoesNotLeakIntoSkillQuery()
{
// A vital-typed (SecondAtt) buff whose numeric StatModKey happens to
// equal a skill id (24=Run) must NOT contribute to a skill query —
// the whole point of the type-flag filter (pseudocode doc §9).
var table = LoadTable((53u, "Vital Buff", 403u));
var enchantments = new[]
{
new ActiveEnchantmentRecord(
53u, 1u, 60f, 0u,
StatModType: EnchantmentMath.EnchantmentTypeFlag.SecondAtt,
StatModKey: 24u,
StatModValue: 1.5f,
Bucket: 1u),
};
var mod = EnchantmentMath.GetSkillMod(enchantments, table, skillId: 24u);
Assert.Equal(EnchantmentMath.VitalMod.Identity, mod);
// The SAME record DOES contribute to a vitals query with no type
// filter (GetMod's pre-P1, unmodified default behavior).
var vitalMod = EnchantmentMath.GetMod(enchantments, table, statKey: 24u);
Assert.Equal(1.5f, vitalMod.Multiplier, precision: 4);
}
[Fact]
public void GetSkillMod_Vitae_AppliesUnconditionallyLikeVitals()
{
// CEnchantmentRegistry::EnchantSkill applies _vitae in the IDENTICAL
// position as EnchantAttribute2nd (pseudocode doc §5) — reusing the
// SAME Bucket==4 handling, unconditional on the type-flag filter.
var table = LoadTable((54u, "Vitae", 0u));
var enchantments = new[] { MakeVitaeRecord(54, 0, statKey: 0u, val: 0.9f) };
var mod = EnchantmentMath.GetSkillMod(enchantments, table, skillId: 24u);
Assert.Equal(0.9f, mod.Multiplier, precision: 3);
}
private static SpellTable LoadTable(params (uint id, string name, uint family)[] rows)
{
// Build a synthetic CSV with just enough columns for SpellTable to

View file

@ -826,4 +826,39 @@ public class PlayerMovementControllerTests
Assert.False(controller.IsAirborne, "Player should have landed");
Assert.Equal(20f, controller.Position.Z, precision: 1);
}
// ── Campaign P Slice P1 (2026-07-30): burden/stamina push ──────────────
[Fact]
public void SetCharacterBurden_PropagatesToTheWeenieAndGatesCanJump()
{
var controller = new PlayerMovementController(MakeFlatEngine());
IWeenieObject weenie = controller.Motion.WeenieObj!;
Assert.True(weenie.CanJump(1.0f));
controller.SetCharacterBurden(2.5f);
Assert.False(weenie.CanJump(1.0f));
controller.SetCharacterBurden(0.5f);
Assert.True(weenie.CanJump(1.0f));
}
[Fact]
public void SetCharacterStamina_ZeroesEffectiveSkillOnTheWeenie()
{
var controller = new PlayerMovementController(MakeFlatEngine());
controller.SetCharacterSkills(runSkill: 200, jumpSkill: 100);
IWeenieObject weenie = controller.Motion.WeenieObj!;
Assert.True(weenie.InqRunRate(out float baseline));
controller.SetCharacterStamina(0);
Assert.True(weenie.InqRunRate(out float exhausted));
Assert.True(exhausted < baseline);
controller.SetCharacterStamina(-1);
Assert.True(weenie.InqRunRate(out float restored));
Assert.Equal(baseline, restored, precision: 4);
}
}

View file

@ -193,6 +193,127 @@ public sealed class RuntimeCharacterStateTests
Assert.Equal(-1, state.MovementSkills.JumpSkill);
}
// ── Campaign P Slice P1 (2026-07-30): burden/stamina/vitae-adjusted ───
// ── run/jump skill (pseudocode doc §9) ─────────────────────────────
[Fact]
public void UpdateMovementSkillBase_NoEnchantments_PushesBaseUnchanged()
{
using var state = new RuntimeCharacterState();
state.UpdateMovementSkillBase(runSkillBase: 210, jumpSkillBase: 165);
Assert.Equal(210, state.MovementSkills.RunSkill);
Assert.Equal(165, state.MovementSkills.JumpSkill);
}
[Fact]
public void UpdateMovementSkillBase_VitaeActive_AppliesMultiplierToPushedSkill()
{
SpellTable table = SpellTableWith((1u, "Vitae", 0u));
using var state = new RuntimeCharacterState(table);
state.Spellbook.OnEnchantmentAdded(MakeVitae(spellId: 1u, val: 0.9f));
state.UpdateMovementSkillBase(runSkillBase: 200, jumpSkillBase: 100);
// CEnchantmentRegistry::EnchantSkill applies vitae first: 200*0.9=180.
Assert.Equal(180, state.MovementSkills.RunSkill);
Assert.Equal(90, state.MovementSkills.JumpSkill);
}
[Fact]
public void EnchantmentsChanged_AfterBaseAlreadyPushed_RecomputesWithoutFreshBase()
{
SpellTable table = SpellTableWith((1u, "Vitae", 0u));
using var state = new RuntimeCharacterState(table);
state.UpdateMovementSkillBase(runSkillBase: 200, jumpSkillBase: 100);
Assert.Equal(200, state.MovementSkills.RunSkill);
// A vitae buff lands mid-session — WITHOUT a fresh PD skill push —
// and the produced run skill must still move (pseudocode doc §9's
// "Spellbook.EnchantmentsChanged -> RecomputeMovementSkills" wire).
state.Spellbook.OnEnchantmentAdded(MakeVitae(spellId: 1u, val: 0.95f));
Assert.Equal(190, state.MovementSkills.RunSkill);
}
[Fact]
public void EnchantmentsChanged_SkillSpecificBuff_AppliesToMatchingSkillOnly()
{
SpellTable table = SpellTableWith((77u, "Run Buff", 0u));
using var state = new RuntimeCharacterState(table);
state.UpdateMovementSkillBase(runSkillBase: 200, jumpSkillBase: 100);
state.Spellbook.OnEnchantmentAdded(new ActiveEnchantmentRecord(
SpellId: 77u,
LayerId: 1u,
Duration: 60f,
CasterGuid: 0u,
StatModType: EnchantmentMath.EnchantmentTypeFlag.Skill,
StatModKey: RuntimeCharacterState.RunSkillId,
StatModValue: 1.5f,
Bucket: 1u));
Assert.Equal(300, state.MovementSkills.RunSkill); // 200 * 1.5
Assert.Equal(100, state.MovementSkills.JumpSkill); // untouched
}
[Fact]
public void ResetSession_ClearsBurdenStaminaAndSkillBase()
{
using var state = new RuntimeCharacterState();
state.UpdateMovementSkillBase(runSkillBase: 200, jumpSkillBase: 100);
state.MovementSkills.UpdateBurden(1.5f);
state.MovementSkills.UpdateStamina(0);
state.ResetSession();
Assert.Equal(-1, state.MovementSkills.RunSkill);
Assert.Equal(-1, state.MovementSkills.JumpSkill);
Assert.Equal(0f, state.MovementSkills.Burden);
Assert.Equal(-1, state.MovementSkills.CurrentStamina);
Assert.True(state.CaptureOwnership().MovementSkillsAreReset);
// A fresh base push after reset must not still carry the pre-reset
// vitae/enchantment adjustment (spellbook was cleared too).
state.UpdateMovementSkillBase(runSkillBase: 200, jumpSkillBase: 100);
Assert.Equal(200, state.MovementSkills.RunSkill);
}
[Fact]
public void CaptureOwnership_BurdenOrStaminaLeftoverBreaksMovementSkillsReset()
{
using var state = new RuntimeCharacterState();
Assert.True(state.CaptureOwnership().MovementSkillsAreReset);
state.MovementSkills.UpdateBurden(0.5f);
Assert.False(state.CaptureOwnership().MovementSkillsAreReset);
state.MovementSkills.UpdateBurden(0f);
Assert.True(state.CaptureOwnership().MovementSkillsAreReset);
state.MovementSkills.UpdateStamina(80);
Assert.False(state.CaptureOwnership().MovementSkillsAreReset);
}
private static ActiveEnchantmentRecord MakeVitae(uint spellId, float val) =>
new(
spellId, LayerId: 0u, Duration: -1f, CasterGuid: 0u,
StatModType: 0u, StatModKey: 0u, StatModValue: val, Bucket: 4u);
private static SpellTable SpellTableWith(
params (uint id, string name, uint family)[] rows)
{
var sb = new System.Text.StringBuilder();
sb.AppendLine("Spell ID,Spell ID [Hex],Name,SortKey,IconId [Hex],Difficulty,Duration,Family,Flags [Hex],Generation,IsDebuff,IsFastWindup,IsFellowship,IsIrresistible,IsOffensive,IsUntargetted,Mana,School,Speed,Spell Words,CasterEffect,TargetEffect,TargetMask [Hex],Type,Description,Unknown1,Unknown2,Unknown3,Unknown4,Unknown5,Unknown6,Unknown7,Unknown8,Unknown9,Unknown10");
foreach ((uint id, string name, uint family) in rows)
{
sb.Append(id).Append(',').Append("0x").Append(id.ToString("X")).Append(',')
.Append(name).Append(",0,0x0,1,1,").Append(family).Append(",0x0,1,False,False,False,False,False,False,1,War Magic,0,Words,0,0,0x0,1,Desc,0,0,0,0,0,0,0,0,0,0")
.AppendLine();
}
return SpellTable.LoadFromReader(new System.IO.StringReader(sb.ToString()));
}
[Fact]
public void CharacterViewBorrowsExactOwnersWithoutReconstructedState()
{

View file

@ -5,6 +5,7 @@ using AcDream.Core.Combat;
using AcDream.Core.Items;
using AcDream.Core.Net;
using AcDream.Core.Player;
using AcDream.Core.Properties;
using AcDream.Core.Social;
using AcDream.Core.Spells;
using AcDream.Runtime.Session;
@ -180,6 +181,111 @@ public sealed class LiveSessionEventRouterTests
Assert.Equal(baselineGameEvents, session.GameEvents.RegisteredHandlerCount);
}
// ── Campaign P Slice P1 (2026-07-30): burden/stamina recompute wiring ─
[Fact]
public void ObjectTablePropertyChange_RecomputesAndPushesBurden()
{
using var session = NewSession();
const uint playerGuid = 0x50000001u;
var objects = new ClientObjectTable();
var character = new RuntimeCharacterState();
int movementStatsUpdated = 0;
var router = new LiveSessionEventRouter(
session,
NoOpEntitySink(),
NoOpEnvironmentSink(),
new LiveInventorySessionBindings(
objects,
PlayerGuid: () => playerGuid,
OnShortcuts: null,
OnUseDone: null,
ItemMana: new ItemManaState(),
ExternalContainers: new ExternalContainerState()),
new LiveCharacterSessionBindings(
new CombatState(),
character,
ResolveSkillFormulaBonus: null,
OnSkillsUpdated: null,
OnConfirmationRequest: null,
OnConfirmationDone: null,
ClientTime: () => 0d,
OnMovementStatsUpdated: () => movementStatsUpdated++),
NewSocialBindings());
router.Attach();
// Strength=100, no augmentation -> capacity=15000 (BurdenMath).
character.LocalPlayer.OnAttributeUpdate(
atType: 1u, ranks: 90u, start: 10u, xp: 0u);
Assert.Equal(1, movementStatsUpdated);
Assert.Equal(0f, character.MovementSkills.Burden, precision: 4);
// EncumbranceVal (property 5) = 7500 -> load = 7500/15000 = 0.5.
var props = new PropertyBundle();
props.Ints[(uint)PropertyInt.EncumbranceVal] = 7500;
objects.UpsertProperties(playerGuid, props);
Assert.True(movementStatsUpdated >= 2);
Assert.Equal(0.5f, character.MovementSkills.Burden, precision: 4);
router.Dispose();
}
[Fact]
public void StaminaVitalChange_PushesCurrentStamina()
{
using var session = NewSession();
var character = new RuntimeCharacterState();
int movementStatsUpdated = 0;
var router = new LiveSessionEventRouter(
session,
NoOpEntitySink(),
NoOpEnvironmentSink(),
NewInventoryBindings(),
new LiveCharacterSessionBindings(
new CombatState(),
character,
ResolveSkillFormulaBonus: null,
OnSkillsUpdated: null,
OnConfirmationRequest: null,
OnConfirmationDone: null,
ClientTime: () => 0d,
OnMovementStatsUpdated: () => movementStatsUpdated++),
NewSocialBindings());
router.Attach();
Assert.Equal(-1, character.MovementSkills.CurrentStamina);
character.LocalPlayer.OnVitalUpdate(
vitalId: 8u, ranks: 40u, start: 20u, xp: 0u, current: 45u);
Assert.Equal(1, movementStatsUpdated);
Assert.Equal(45, character.MovementSkills.CurrentStamina);
router.Dispose();
}
private static LiveEntitySessionSink NoOpEntitySink() => new(
Spawned: _ => { },
Deleted: _ => { },
PickedUp: _ => { },
MotionUpdated: _ => { },
PositionUpdated: _ => { },
VectorUpdated: _ => { },
StateUpdated: _ => { },
ParentUpdated: _ => { },
TeleportStarted: _ => { },
AppearanceUpdated: _ => { },
PlayPhysicsScript: _ => { },
PlayPhysicsScriptType: _ => { });
private static LiveEnvironmentSessionSink NoOpEnvironmentSink() => new(
EnvironChanged: _ => { },
ServerTimeUpdated: _ => { });
private static LiveSessionEventRouter NewRouter(
WorldSession session,
Counters counters,