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