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>
43 lines
1.9 KiB
C#
43 lines
1.9 KiB
C#
namespace AcDream.Core.Physics;
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/// <summary>
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/// Retail <c>EncumbranceSystem</c> (named-retail decomp
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/// <c>docs/research/named-retail/acclient_2013_pseudo_c.txt</c> pc 256393),
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/// the pure load/capacity math consumed by <see cref="MovementSystem"/> and
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/// <see cref="PlayerWeenie"/>'s <c>InqLoad</c>-equivalent chain.
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///
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/// <para>
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/// These are the SAME three formulas <c>AcDream.Core.Items.BurdenMath</c>
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/// already ports (verified against the identical retail addresses, used by
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/// the burden HUD / character sheet / indicator bar). Rather than re-derive
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/// them a second time under a different name, this class delegates —
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/// P1 (2026-07-30, Campaign P) needs the retail-named surface next to
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/// <see cref="MovementSystem"/> for citation clarity, but a single formula
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/// implementation keeps the burden HUD and movement physics from drifting
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/// apart. See <c>docs/research/2026-07-30-stat-coupled-movement-pseudocode.md</c>
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/// §2 and §6.
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/// </para>
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/// </summary>
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public static class EncumbranceSystem
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{
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/// <summary>
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/// <c>EncumbranceSystem::EncumbranceCapacity</c> 0x004fcc00:
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/// <c>strength <= 0 ? 0 : strength*150 + clamp(aug*30, 0, 150)*strength</c>.
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/// </summary>
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public static int EncumbranceCapacity(int strength, int aug) =>
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AcDream.Core.Items.BurdenMath.EncumbranceCapacity(strength, aug);
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/// <summary>
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/// <c>EncumbranceSystem::Load</c> 0x004fcc40: <c>burden / capacity</c>
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/// (1.0 = at capacity). Returns 0 when capacity <= 0 (no-data).
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/// </summary>
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public static float Load(int capacity, int burden) =>
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AcDream.Core.Items.BurdenMath.LoadRatio(capacity, burden);
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/// <summary>
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/// <c>EncumbranceSystem::LoadMod</c> 0x004fcc70: full effectiveness
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/// through 100% load, linear falloff to zero at 200%, zero above it.
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/// </summary>
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public static float LoadMod(float load) =>
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AcDream.Core.Items.BurdenMath.LoadModifier(load);
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}
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