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:
parent
3a4782048e
commit
9355ddcec6
20 changed files with 1714 additions and 74 deletions
|
|
@ -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,
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue