Raw byte decode of MovementSystem::GetRunRate (0x006b0950, PDB-paired
binary): fild skill; fcom [800f]; fnstsw; test ah, 0x44; jp general —
the C2/C3 parity idiom whose 18/4 fall-through executes ONLY at
skill == 800 exactly. ACE read this as >= 800 ('max run speed?') and
Campaign P P1 inherited that misread when BN dropped the arithmetic,
flat-lining every maxed character at 4.5 (retail-true ~3.70, +21%) and
erasing the vitae differential (both 10200 and 15225 sat above 800).
The [stat-chain] live capture proved the enchant chain correct end to
end (vitae 0.67 -> eff run 10200 -> controller), isolating the formula.
General path byte-verified: (loadMod*(skill/(skill+200)*11)+4)/scaling/4.
InqMaxRunRate's skill=9999 probe gets ~3.6961, not 4.5.
Golden tests pin the 799/800/801 straddle and the maxed-skill vitae
differential; pseudocode doc §6 carries the decode plus a do-not-
reimport-ACE warning. Complete Release suite: 10,025 passed / 5 skips.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
Campaign P Slice P3 item 3. The wire parse (CreateObject's
PublicWeenieDesc._bitfield), the decode (EntityCollisionFlagsExt.
FromPwdBitfield), the per-GUID storage (ClientObjectTable.
PublicWeenieBitfield), and the exemption logic (CollisionExemption.
ShouldSkip) all already existed and were already correct -- every
mover-flags call site just fed a GUID-prefix IsPlayer heuristic instead
of the real per-entity PK/PKLite/Impenetrable state (retail
OBJECTINFO::init 0x0050cf30 state |= 0x80/0x800/0x1000).
Port:
- EntityCollisionFlagsExt.ToMoverState translates the decoded PWD
bit-space into the ObjectInfoState bit-space FindObjCollisions
actually reads -- two different numberings that must not be
confused. Deliberately does not translate IsPlayer (every call site
already derives that correctly from its own GUID heuristic per
#184 Slice 2b).
- EntityCollisionFlagsExt.ResolveMoverPvpState is the one shared
ClientObjectTable-backed lookup (guid -> ObjectInfoState), replacing
what would otherwise have been three separate inline copies across
GameWindow/LivePresentationComposition/RemoteTeleportController.
- Threaded as a new optional moverPvpState parameter through
RuntimeRemotePhysicsUpdater.Tick/TickHidden and
RuntimeOrdinaryPhysicsUpdater.TryBegin (default None preserves every
pre-P3 caller unchanged), and as PlayerMovementController.OwnPvpFlags
for the local player's own two resolve call sites.
- TS-23 section 12b: PlayerWeenie.JumpStaminaCost's pk parameter now
reads the real PlayerKillerStatus(0x86)/LastPkAttackTimestamp(0x91)
pair against retail's 20-second recency window
(pkStatus in {4, 0x40} && (timestamp + 20.0) >= now), replacing the
P1 hardcoded false. RuntimeMovementSkillState/Snapshot and
LiveSessionEventRouter.RecomputePvpStatus push both the PWD bitfield
and the PlayerKillerStatus pair reactively, riding the SAME
ClientObject event triggers RecomputeBurden already uses.
- A conformance test caught a genuine precision bug in the first
PK-timer clock choice: DateTimeOffset.UtcNow's Unix-epoch seconds
(~1.7 billion) loses ~128 seconds of precision in a 32-bit float,
silently swallowing the entire 20-second window. Switched to
Environment.TickCount64 (small, monotonic magnitude) -- also the more
retail-plausible basis, since LastPkAttackTimestamp is itself a wire
PropertyFloat and retail's Timer::cur_time is almost certainly a
process/session-relative counter for the same precision reason, not
an absolute epoch.
Non-PK invariant (the acceptance criterion): an entity with no
ClientObjectTable row, or a row whose PublicWeenieBitfield is null or
0, resolves to ObjectInfoState.None -- a no-op OR into moverFlags,
bit-identical to every pre-P3 caller's hardcoded value. A dedicated
test drives two real ClientObjectTable rows through
CollisionExemption.ShouldSkip and confirms PK-vs-PK collides while
PK-vs-non-PK and non-PK-vs-non-PK both stay exempt (walk through).
Register: TS-23 retired (both the collision-flags and PK-timer halves);
the stale "M2 combat must land TS-23" phase-gate note removed.
dotnet build + dotnet test (Core.Tests 4008/2 skip, Runtime.Tests
425/0, App.Tests 3968/3 skip, complete solution build) all green.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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>