The trainer keeps upstream's page and naming (SANDBOX; noclip, No Bail and
the boosts on Skater > Cheats; the full screen controller menu) with its own
TUNE sections, presets card and search inside. The MOVEMENT tab is gone:
`trainer open movement` opens Skater > Cheats, where the Revert Boost rows
now sit. Upstream's Hardcore preset sits beside Realistic; saving
trainer.json and reading the map file stay off the client thread.
Board Break's wear and the trainer no longer undo each other: wear writes
four tuning values itself, and every trainer write used to put them back to
the trainer's copy (and a level loaded on a worn board took them as stock).
board_break::handling_value() tells the trainer what wear wants; values the
player has not changed are handed back to it, their stock is the game's own.
Tests: Hardcore's check follows the sections (topic, not the old lists);
the session test pokes a flip speed past the trainer's own limit (100).
Co-Authored-By: Claude Opus 5.5 (1M context) <noreply@anthropic.com>
Apply and remove look at the player's own presets before the built-in
ones, and loading took saved names as they were. A preset saved under a
name a built-in preset took later (Hardcore now, any new one later) hid
it: the built-in's button and `trainer preset apply` applied the
player's preset instead, and the menu showed the name twice.
When the trainer loads, such a preset is renamed to "<name> (yours)",
numbered when that is taken; the applied list and the maps that apply
it follow, and the log says so. Saving and loading now share one rule
for which names are reserved (reserved_preset_name) and one length
limit (max_preset_name). The rule and the rename live in
trainer_presets.cpp, where the trainer_presets test covers them.
Co-Authored-By: Claude Opus 5.5 <noreply@anthropic.com>
Claude-Session: https://claude.ai/code/session_01BoGm9ocG379TYfL2WC7yks
Realistic with the game's help turned down, for players used to skating
games without it (Session, Skater XL). Everything Realistic changes goes
at least as far; on top of that, grinds only lock on from close and lined
up (lock-on distance x0.5, landing angle x0.6), grinds and powerslides
lose speed (friction x1.3, x1.5), body flips and spins are slower, and
bails come sooner (bail limits x0.7, bad landings bail). Grinds still
take a fast drop onto a rail. The amounts are a starting point and have
not been measured in game.
A new trainer_presets test checks that Hardcore never goes easier than
Realistic, that it shows on the REALISTIC list, and that their rules for
the game's data-defined classes name fields those classes have: a
misspelt pattern matches nothing and is skipped without a word in game.