acdream/tests/AcDream.Core.Tests/Physics/EncumbranceSystemTests.cs
Erik 9355ddcec6 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>
2026-07-30 08:18:06 +02:00

59 lines
2 KiB
C#

using AcDream.Core.Items;
using AcDream.Core.Physics;
using Xunit;
namespace AcDream.Core.Tests.Physics;
/// <summary>
/// Retail <c>EncumbranceSystem</c> (0x004fcc00/40/70, Campaign P Slice P1) —
/// cross-checked 1:1 against the existing <see cref="BurdenMath"/>
/// implementation it delegates to (same formulas, same addresses).
/// </summary>
public class EncumbranceSystemTests
{
[Theory]
[InlineData(0, 0, 0)]
[InlineData(-5, 0, 0)]
[InlineData(100, 0, 15000)] // 150 * 100
[InlineData(100, 3, 24000)] // 150*100 + clamp(3*30,0,150)*100 = 15000 + 9000
[InlineData(100, 100, 30000)] // aug clamps at 150 bonus: 15000 + 150*100
public void EncumbranceCapacity_MatchesBurdenMath(int strength, int aug, int expected)
{
Assert.Equal(expected, EncumbranceSystem.EncumbranceCapacity(strength, aug));
Assert.Equal(
BurdenMath.EncumbranceCapacity(strength, aug),
EncumbranceSystem.EncumbranceCapacity(strength, aug));
}
[Theory]
[InlineData(0, 0, 0f)]
[InlineData(1000, 500, 0.5f)]
[InlineData(1000, 1000, 1.0f)]
[InlineData(1000, 2000, 2.0f)]
public void Load_MatchesBurdenMath(int capacity, int burden, float expected)
{
Assert.Equal(expected, EncumbranceSystem.Load(capacity, burden), precision: 4);
Assert.Equal(
BurdenMath.LoadRatio(capacity, burden),
EncumbranceSystem.Load(capacity, burden),
precision: 5);
}
[Theory]
[InlineData(0f, 1f)]
[InlineData(0.99f, 1f)]
[InlineData(1.0f, 1f)]
[InlineData(1.25f, 0.75f)]
[InlineData(1.5f, 0.5f)]
[InlineData(1.75f, 0.25f)]
[InlineData(2.0f, 0f)]
[InlineData(3.0f, 0f)]
public void LoadMod_KneesAt100And200Percent(float load, float expected)
{
Assert.Equal(expected, EncumbranceSystem.LoadMod(load), precision: 4);
Assert.Equal(
BurdenMath.LoadModifier(load),
EncumbranceSystem.LoadMod(load),
precision: 5);
}
}