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>
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20 changed files with 1714 additions and 74 deletions
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@ -228,6 +228,108 @@ public sealed class EnchantmentMathTests
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private static ActiveEnchantmentRecord MakeVitaeRecord(uint spellId, uint layer, uint statKey, float val) =>
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new(spellId, layer, -1f, 0u, StatModType: 0, StatModKey: statKey, StatModValue: val, Bucket: 4u);
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// ── Campaign P Slice P1 (2026-07-30): GetSkillMod (run/jump skill ─────
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// ── vitae/enchantment adjustment) ──────────────────────────────────
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private static ActiveEnchantmentRecord MakeSkillMultRecord(
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uint spellId, uint layer, uint skillId, float val) =>
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new(
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spellId, layer, 60f, 0u,
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StatModType: EnchantmentMath.EnchantmentTypeFlag.Skill,
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StatModKey: skillId,
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StatModValue: val,
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Bucket: 1u);
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private static ActiveEnchantmentRecord MakeSkillAddRecord(
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uint spellId, uint layer, uint skillId, float val) =>
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new(
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spellId, layer, 60f, 0u,
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StatModType: EnchantmentMath.EnchantmentTypeFlag.Skill,
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StatModKey: skillId,
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StatModValue: val,
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Bucket: 2u);
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[Fact]
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public void EnchantmentTypeFlag_Skill_MatchesAceEnchantmentTypeFlags()
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{
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// ACE.Entity.Enum.EnchantmentTypeFlags.Skill = 0x0000010.
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Assert.Equal(0x0000010u, EnchantmentMath.EnchantmentTypeFlag.Skill);
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Assert.Equal(0x0000002u, EnchantmentMath.EnchantmentTypeFlag.SecondAtt);
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}
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[Fact]
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public void GetSkillMod_Empty_ReturnsIdentity()
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{
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var mod = EnchantmentMath.GetSkillMod(
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Array.Empty<ActiveEnchantmentRecord>(), SpellTable.Empty, skillId: 24u);
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Assert.Equal(EnchantmentMath.VitalMod.Identity, mod);
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}
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[Fact]
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public void GetSkillMod_MultiplicativeSkillBuff_AppliesWhenSkillIdMatches()
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{
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var table = LoadTable((50u, "Run Buff", 400u));
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var enchantments = new[] { MakeSkillMultRecord(50, 1, skillId: 24u, val: 1.2f) };
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var mod = EnchantmentMath.GetSkillMod(enchantments, table, skillId: 24u);
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Assert.Equal(1.2f, mod.Multiplier, precision: 4);
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}
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[Fact]
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public void GetSkillMod_AdditiveSkillBuff_AppliesWhenSkillIdMatches()
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{
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var table = LoadTable((51u, "Jump Buff", 401u));
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var enchantments = new[] { MakeSkillAddRecord(51, 1, skillId: 22u, val: 15f) };
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var mod = EnchantmentMath.GetSkillMod(enchantments, table, skillId: 22u);
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Assert.Equal(15.0f, mod.Additive, precision: 4);
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}
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[Fact]
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public void GetSkillMod_SkillIdMismatch_DoesNotContribute()
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{
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var table = LoadTable((52u, "Melee Buff", 402u));
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// Buff targets skill id 7 (some melee skill), we ask for Run (24).
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var enchantments = new[] { MakeSkillMultRecord(52, 1, skillId: 7u, val: 1.5f) };
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var mod = EnchantmentMath.GetSkillMod(enchantments, table, skillId: 24u);
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Assert.Equal(EnchantmentMath.VitalMod.Identity, mod);
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}
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[Fact]
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public void GetSkillMod_NamespaceCollision_VitalTypedRecordDoesNotLeakIntoSkillQuery()
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{
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// A vital-typed (SecondAtt) buff whose numeric StatModKey happens to
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// equal a skill id (24=Run) must NOT contribute to a skill query —
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// the whole point of the type-flag filter (pseudocode doc §9).
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var table = LoadTable((53u, "Vital Buff", 403u));
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var enchantments = new[]
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{
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new ActiveEnchantmentRecord(
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53u, 1u, 60f, 0u,
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StatModType: EnchantmentMath.EnchantmentTypeFlag.SecondAtt,
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StatModKey: 24u,
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StatModValue: 1.5f,
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Bucket: 1u),
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};
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var mod = EnchantmentMath.GetSkillMod(enchantments, table, skillId: 24u);
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Assert.Equal(EnchantmentMath.VitalMod.Identity, mod);
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// The SAME record DOES contribute to a vitals query with no type
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// filter (GetMod's pre-P1, unmodified default behavior).
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var vitalMod = EnchantmentMath.GetMod(enchantments, table, statKey: 24u);
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Assert.Equal(1.5f, vitalMod.Multiplier, precision: 4);
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}
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[Fact]
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public void GetSkillMod_Vitae_AppliesUnconditionallyLikeVitals()
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{
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// CEnchantmentRegistry::EnchantSkill applies _vitae in the IDENTICAL
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// position as EnchantAttribute2nd (pseudocode doc §5) — reusing the
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// SAME Bucket==4 handling, unconditional on the type-flag filter.
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var table = LoadTable((54u, "Vitae", 0u));
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var enchantments = new[] { MakeVitaeRecord(54, 0, statKey: 0u, val: 0.9f) };
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var mod = EnchantmentMath.GetSkillMod(enchantments, table, skillId: 24u);
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Assert.Equal(0.9f, mod.Multiplier, precision: 3);
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}
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private static SpellTable LoadTable(params (uint id, string name, uint family)[] rows)
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{
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// Build a synthetic CSV with just enough columns for SpellTable to
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