acdream/docs/plans/2026-07-30-physics-parity-visual-matrix.md
Erik eed29a96f2 docs: Campaign P final visual-matrix runbook - 12 scenarios with setup/outcome/ledger mapping
The one user stop of the campaign: each scenario names its setup, the
retail-correct outcome, and the register rows / issues it closes,
including the stale #172-#175/#41 gate reconciliation via scenario 8 and
the #167 leash check riding scenario 12.

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
2026-07-30 00:15:51 +02:00

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Campaign P — final connected visual matrix (runbook)

The ONE user stop of the physics parity campaign (docs/plans/2026-07-29-physics-parity-campaign.md). Run after every slice P1P7 is committed and the full Release suite is green. Each scenario names its setup, the retail-correct outcome, and the ledger items it closes. Scenarios 13 need a burden/stamina-capable character on local ACE (use @god-style commands sparingly — see reference_ace_commands cautions); scenario 8 needs the second client.

# Scenario Setup Retail-correct outcome Closes / confirms
1 Burdened movement Load the character past 100% burden (pack full of heavy loot), then ~190% Run speed visibly drops past 100%; near 200% the character can barely move and jumps only inches TS-5/AP-25 retirement (P1)
2 Exhausted jump Drain stamina (repeated full-power jumps) to near 0 Jump cost rises with burden; at insufficient stamina the jump refuses/weakens exactly like retail (no infinite full-height jumps) TS-5 retirement, ReportExhaustion consumer (P1)
3 Vitae run Die once, recover the corpse with vitae active Run/jump measurably below the no-vitae baseline; recovers as vitae expires AP-25 replacement (P1)
4 Cliff edge Walk (not jump) off a steep cliff/roof edge (Holtburg bluffs) The body slides along/over the edge (PrecipiceSlide), never a dead stop pinned at the lip TS-1 retirement (P2)
5 Downhill sled Run-jump down a long slope and land Landing glides ("sleds") with a small bounce, then friction settles it; no instant stick #166 close, AP-7 gate (P2)
6 Wall graze Run into a wall at a very shallow angle; also press into a corner and wiggle Tiny lateral slide is preserved (no dead-stop absorb); corner shuffle-out works #116 close (P2)
7 Crowd regression Stand in a packed monster camp; wiggle, jump out Spacing and shuffle-out unchanged from the accepted #182/#184 baseline P2/P3 regression guard
8 Two-client remote checks Second client (retail or acdream) observed from the first (a) remote stops at walls without sinking in (#165); (b) remote jumping into a dungeon ceiling bounces down immediately (#173); (c) Holtburg town-network portal platform steps up (#172); (d) door Use works after jumping (#174); (e) closed-door collision matches the visual door (#175); (f) no sub-decimeter blips on observed players (#41) #165 close + the stale #172#175/#41 gate reconciliation
9 Barred house Approach a house/cell the character is not a guest of Blocked at the threshold client-side (no enter-then-server-boot) AP-71 port (P4)
10 Wading Walk into shallow water at a shoreline Feet sink ~0.1 m into the water surface like retail; movement feel unchanged AP-10 restore (P4)
11 Fresh logins ×20 20 fresh-process logins (mix of outdoor/indoor saves) Zero run-on-the-spot; movement immediate every time #262 close (P6)
12 General sweep 10 min free play: walk/run/strafe/turn/jump/stairs/doors/portals incl. one far-town hop Indistinguishable from the accepted R6 baseline; no new regressions campaign regression gate; #153 connected confirmation

Rubber-band check (rides scenario 12): induce a server correction (e.g. brief packet-loss on Coldeve or a forced position reset) — the leash taper engages and jumping inside a tight leash is refused (0x47), per the #167 port (P5).

Recording the result: per scenario PASS/FAIL + a one-line note. Any FAIL reopens its slice; the campaign closes only on a clean sheet. On full pass: close #165/#166/#116/#262 (if not already), mark #172#175/#41 reconciled with this matrix as the cited gate, update the campaign plan + roadmap + CLAUDE.md current-state, and flip the goal.