using System;
namespace AcDream.Core.Physics;
///
/// Retail MovementSystem (named-retail decomp pc 695958+): the pure
/// formula layer PlayerWeenie (the CACQualities-shaped composition)
/// calls once burden, skill, and stamina inputs are assembled. See
/// docs/research/2026-07-30-stat-coupled-movement-pseudocode.md §6.
///
///
/// x87-mush disclosure: 's general-case
/// arithmetic and 's pk!=0 branch are
/// entirely dropped by the BN decompiler (not partially garbled — the
/// operand expressions never survive translation, unlike the polarity-only
/// ambiguities elsewhere in this port). Both are cross-referenced against
/// references/ACE/Source/ACE.Server/Physics/Animation/MovementSystem.cs,
/// which already matched this exact acdream port's PRE-P1 code
/// (PlayerWeenie.GetRunRate/GetJumpHeight already cited "decompiled
/// + ACE MovementSystem" before this slice) — no behavior change for the
/// formulas already live; only the retail-named surface and the 3rd/4th
/// scaling parameters (every known call site passes 1f) are new.
///
///
public static class MovementSystem
{
///
/// MovementSystem::GetRunRate 0x006b0950. The 800 branch is an
/// EXACT-EQUALITY sentinel, not a cap: raw byte decode of the PDB-paired
/// binary (#266, 2026-07-30) shows fild skill; fcom [800f]; fnstsw;
/// test ah, 0x44; jp general — the C2/C3 parity idiom that falls
/// through to 18/4 ONLY when skill == 800 (<, >, and
/// unordered all take the general path). InqMaxRunRate (0x00591b20)
/// passes skill=9999 and therefore gets the general formula's ~3.6961,
/// NOT 4.5. The general-path arithmetic is byte-verified
/// instruction-by-instruction: (loadMod * (skill/(skill+200) * 11) +
/// 4) / scaling / 4.
///
///
/// ACE's MovementSystem.GetRunRate reads this branch as
/// >= 800 ("max run speed?") — that is ACE's misread of the
/// same x87 mush, NOT a tiebreaker. Porting >= made every
/// maxed character run a flat 4.5 (vs retail's ~3.70) and erased the
/// vitae speed differential entirely (#266). Do not "fix" this back
/// from ACE.
///
public static float GetRunRate(float burden, int runSkill, float scaling = 1f)
{
if (runSkill == 800)
return 18f / 4f;
float loadMod = EncumbranceSystem.LoadMod(burden);
return ((loadMod * ((float)runSkill / (runSkill + 200) * 11f) + 4f) / scaling) / 4f;
}
///
/// MovementSystem::GetJumpHeight 0x006b09b0. Fully readable except
/// the extent-clamp micro-branch (x87 mush, ACE's Math.Clamp(power,0,1)
/// is the tiebreaker — matches the pre-P1 acdream port unchanged).
///
public static float GetJumpHeight(
float burden,
int jumpSkill,
float power,
float scaling = 1f)
{
power = Math.Clamp(power, 0f, 1f);
float loadMod = EncumbranceSystem.LoadMod(burden);
float result = loadMod
* ((float)jumpSkill / (jumpSkill + 1300f) * 22.2f + 0.05f)
* power
/ scaling;
return result < 0.35f ? 0.35f : result;
}
///
/// MovementSystem::JumpStaminaCost 0x006b0a40. The pk==0
/// branch is fully readable: ceil((load + 0.5) * power * 8 + 2) —
/// note load (not power) carries the +0.5; the
/// campaign plan's shorthand had the operands swapped (see pseudocode
/// doc §6). The pk!=0 branch is entirely dropped by BN; ACE's
/// (power+1.0)*100.0 is the tiebreaker. is
/// the real PlayerKillerStatus/LastPkAttackTimestamp
/// 20-second-window predicate as of TS-23 (Campaign P Slice P3,
/// 2026-07-30) — see .
///
public static int JumpStaminaCost(float power, float burden, bool pk)
{
if (pk)
return (int)((power + 1.0f) * 100.0f);
return (int)Math.Ceiling((burden + 0.5f) * power * 8f + 2f);
}
///
/// MovementSystem::GetJumpPower — the algebraic inverse of
/// , solving for the extent affordable at a
/// given stamina. Present in ACE (uncommented, live utility) but its
/// retail call site is the charge-power-meter UI outside
/// CMotionInterp (0x0056afac, out of R3/P1 scope — see
/// ChargeJump's doc comment in MotionInterpreter.cs). Not
/// consumed by P1; ported for signature completeness and to leave the
/// formula available for the charge-meter follow-up without a second
/// decomp pass.
///
public static float GetJumpPower(uint stamina, float burden, bool pk)
{
if (pk)
return stamina / 100.0f - 1.0f;
return (stamina - 2.0f) / (burden * 8.0f + 4.0f);
}
}