Connect movement speed modifiers

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2026-05-15 14:22:00 -07:00
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commit 3a6b1da53b
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@@ -115,3 +115,49 @@ Later movement work should separate:
- stamina cost and recovery;
- injury/load/terrain modifiers;
- skill, age, care history, and condition effects.
## Movement Modifier Implementation
MVP movement speed is now calculated as:
`base speed * movement modifier`
The base speed is either the walking baseline or the short sprint baseline.
The movement modifier is clamped so early gameplay remains controllable while
still allowing meaningful penalties.
Live inputs:
- age placeholder, replicated on the character;
- physical condition placeholder, replicated on the character;
- strength placeholder, replicated on the character;
- endurance placeholder, replicated on the character;
- hunger from the survival component;
- thirst from the survival component;
- injury severity from the survival component;
- carried item weight from the inventory component;
- terrain movement multiplier hook, replicated on the character.
Current rules:
- dead characters have a `0.0` survival movement multiplier;
- hunger below `50` gradually reduces movement to `0.85`;
- thirst below `50` gradually reduces movement to `0.75`;
- injury can reduce movement down to `0.5` at maximum injury severity;
- carried weight has no penalty under comfortable carry weight;
- carried weight scales down to `0.65` as it approaches heavy carry weight;
- carried weight at or above heavy carry weight uses a `0.45` carry multiplier;
- strength increases the effective comfort and heavy carry thresholds;
- endurance improves the movement multiplier and reduces sprint stamina cost;
- terrain can slow or slightly boost movement through a replicated multiplier.
Reserved systems:
- age is currently an editable/replicated placeholder until the lifecycle system
owns it;
- physical condition is currently an editable/replicated placeholder until care,
illness, sleep, and long-term health systems own it;
- strength and endurance are currently editable/replicated placeholders until
character progression owns them;
- terrain is currently a hook for later surface, slope, mud, water, road, and
biome systems.