From eed29a96f213a582f7523d11f204cf3141cc5494 Mon Sep 17 00:00:00 2001 From: Erik Date: Thu, 30 Jul 2026 00:15:51 +0200 Subject: [PATCH] docs: Campaign P final visual-matrix runbook - 12 scenarios with setup/outcome/ledger mapping The one user stop of the campaign: each scenario names its setup, the retail-correct outcome, and the register rows / issues it closes, including the stale #172-#175/#41 gate reconciliation via scenario 8 and the #167 leash check riding scenario 12. Co-Authored-By: Claude Opus 5 --- ...2026-07-30-physics-parity-visual-matrix.md | 35 +++++++++++++++++++ 1 file changed, 35 insertions(+) create mode 100644 docs/plans/2026-07-30-physics-parity-visual-matrix.md diff --git a/docs/plans/2026-07-30-physics-parity-visual-matrix.md b/docs/plans/2026-07-30-physics-parity-visual-matrix.md new file mode 100644 index 00000000..6557e064 --- /dev/null +++ b/docs/plans/2026-07-30-physics-parity-visual-matrix.md @@ -0,0 +1,35 @@ +# Campaign P — final connected visual matrix (runbook) + +**The ONE user stop of the physics parity campaign** +(`docs/plans/2026-07-29-physics-parity-campaign.md`). Run after every slice +P1–P7 is committed and the full Release suite is green. Each scenario names +its setup, the retail-correct outcome, and the ledger items it closes. +Scenarios 1–3 need a burden/stamina-capable character on local ACE (use +`@god`-style commands sparingly — see `reference_ace_commands` cautions); +scenario 8 needs the second client. + +| # | Scenario | Setup | Retail-correct outcome | Closes / confirms | +|---|---|---|---|---| +| 1 | Burdened movement | Load the character past 100% burden (pack full of heavy loot), then ~190% | Run speed visibly drops past 100%; near 200% the character can barely move and jumps only inches | TS-5/AP-25 retirement (P1) | +| 2 | Exhausted jump | Drain stamina (repeated full-power jumps) to near 0 | Jump cost rises with burden; at insufficient stamina the jump refuses/weakens exactly like retail (no infinite full-height jumps) | TS-5 retirement, ReportExhaustion consumer (P1) | +| 3 | Vitae run | Die once, recover the corpse with vitae active | Run/jump measurably below the no-vitae baseline; recovers as vitae expires | AP-25 replacement (P1) | +| 4 | Cliff edge | Walk (not jump) off a steep cliff/roof edge (Holtburg bluffs) | The body slides along/over the edge (PrecipiceSlide), never a dead stop pinned at the lip | TS-1 retirement (P2) | +| 5 | Downhill sled | Run-jump down a long slope and land | Landing glides ("sleds") with a small bounce, then friction settles it; no instant stick | #166 close, AP-7 gate (P2) | +| 6 | Wall graze | Run into a wall at a very shallow angle; also press into a corner and wiggle | Tiny lateral slide is preserved (no dead-stop absorb); corner shuffle-out works | #116 close (P2) | +| 7 | Crowd regression | Stand in a packed monster camp; wiggle, jump out | Spacing and shuffle-out unchanged from the accepted #182/#184 baseline | P2/P3 regression guard | +| 8 | Two-client remote checks | Second client (retail or acdream) observed from the first | (a) remote stops at walls without sinking in (#165); (b) remote jumping into a dungeon ceiling bounces down immediately (#173); (c) Holtburg town-network portal platform steps up (#172); (d) door Use works after jumping (#174); (e) closed-door collision matches the visual door (#175); (f) no sub-decimeter blips on observed players (#41) | #165 close + the stale #172–#175/#41 gate reconciliation | +| 9 | Barred house | Approach a house/cell the character is not a guest of | Blocked at the threshold client-side (no enter-then-server-boot) | AP-71 port (P4) | +| 10 | Wading | Walk into shallow water at a shoreline | Feet sink ~0.1 m into the water surface like retail; movement feel unchanged | AP-10 restore (P4) | +| 11 | Fresh logins ×20 | 20 fresh-process logins (mix of outdoor/indoor saves) | Zero run-on-the-spot; movement immediate every time | #262 close (P6) | +| 12 | General sweep | 10 min free play: walk/run/strafe/turn/jump/stairs/doors/portals incl. one far-town hop | Indistinguishable from the accepted R6 baseline; no new regressions | campaign regression gate; #153 connected confirmation | + +Rubber-band check (rides scenario 12): induce a server correction (e.g. +brief packet-loss on Coldeve or a forced position reset) — the leash taper +engages and jumping inside a tight leash is refused (0x47), per the #167 +port (P5). + +**Recording the result:** per scenario PASS/FAIL + a one-line note. Any FAIL +reopens its slice; the campaign closes only on a clean sheet. On full pass: +close #165/#166/#116/#262 (if not already), mark #172–#175/#41 reconciled +with this matrix as the cited gate, update the campaign plan + roadmap + +CLAUDE.md current-state, and flip the goal.