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

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(