fix(player): EnchantmentMask bit fix + Vitae key=0 + absolute Vitals overlay

Three fixes to the Vitals HUD path:

1. EnchantmentMask Vitae/Cooldown bit values (parser regression).
   ACE's enum at references/ACE/Source/ACE.Entity/Enum/EnchantmentCategory.cs
   has Vitae=0x4 and Cooldown=0x8. I had them swapped — when ACE wrote
   the Vitae singleton with mask bit 0x4 set, my parser read it as
   "Cooldown" and tried to consume a count-prefixed list (no count
   present), blowing up with FormatException, returning null from
   TryParse. PlayerDescription consequently failed to parse on every
   live login. Fix: swap the bit values + bucket constants to match ACE.

2. Vitae applies regardless of StatModKey. Live trace showed:
     vitals: PD-ench spell=666 layer=0 bucket=Vitae key=0 val=0.95
   ACE's Vitae enchantment serializes with key=0 (meaning "any vital")
   per retail. EnchantmentMath was filtering Vitae by key like other
   buffs, so the 5% death penalty never applied to Health/Stam/Mana
   max — the Vitals percent read 95% because current=276 / max=290
   (server already reduced current; our max didn't match). Fix:
   Vitae bucket short-circuits the per-key check and applies its
   multiplier to all vitals.

3. Absolute current/max in HUD overlay. VitalsVM exposes
   HealthCurrent/Max, StaminaCurrent/Max, ManaCurrent/Max from
   LocalPlayerState. VitalsPanel overlay format is now
   "current / max (percent%)" when absolutes are available; falls
   back to percent-only pre-PlayerDescription. Matches the retail
   look the user requested ("HP 400/400" style).

Test deltas (841 -> 842):
  - Existing Vitae test still passes (key matches statKey case).
  - New Vitae key=0 test pins the "any vital" semantics.
  - Existing PlayerDescription Vitae singleton test updated to
    write mask=0x4 (was 0x8 with the swapped enum).

Live verification: with +Acdream's Vitae-666 active and Endurance.current=290:
  HP   : current=138, max=145×0.95≈138 → bar 100% (was 95%)
  Stam : current=276, max=290×0.95≈276 → bar 100%
  Mana : current=190, max=200×0.95≈190 → bar 100%
Overlay reads e.g. "276 / 276 (100%)".

Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
Erik 2026-04-25 18:15:20 +02:00
parent bb5003a849
commit 196f883c10
6 changed files with 99 additions and 19 deletions

View file

@ -153,13 +153,18 @@ public static class PlayerDescriptionParser
/// <summary>Bucket the enchantment came from in the
/// <c>EnchantmentMask</c> outer bitfield. Determines whether the
/// stat-mod aggregator multiplies or adds.</summary>
/// stat-mod aggregator multiplies or adds. **Bit values match
/// ACE's `EnchantmentMask` enum** at
/// `references/ACE/Source/ACE.Entity/Enum/EnchantmentCategory.cs` —
/// Vitae = 0x4 (bit 2), Cooldown = 0x8 (bit 3). Critically NOT the
/// reverse: getting these wrong causes the parser to read a Vitae
/// singleton as a Cooldown list-with-count and fail.</summary>
public enum EnchantmentBucket : uint
{
Multiplicative = 1,
Additive = 2,
Cooldown = 4,
Vitae = 8,
Vitae = 4,
Cooldown = 8,
}
[Flags]
@ -168,8 +173,8 @@ public static class PlayerDescriptionParser
None = 0,
Multiplicative = 0x01,
Additive = 0x02,
Cooldown = 0x04,
Vitae = 0x08,
Vitae = 0x04,
Cooldown = 0x08,
}
public readonly record struct Parsed(
@ -257,9 +262,12 @@ public static class PlayerDescriptionParser
weenieType, propertyFlags, vectorFlags, hasHealth,
bundle, positions, attributes, skills, spells, enchantments);
}
catch (FormatException)
catch (FormatException ex)
{
// Truncation mid-walk — return null so caller knows parse failed.
// Diagnostic when ACDREAM_DUMP_VITALS=1 surfaces the failure point.
if (System.Environment.GetEnvironmentVariable("ACDREAM_DUMP_VITALS") == "1")
System.Console.WriteLine($"PlayerDescriptionParser: FormatException at pos={pos}/{payload.Length}: {ex.Message}");
return null;
}
}

View file

@ -102,12 +102,12 @@ public static class EnchantmentMath
}
}
// Aggregate StatMod values from the deduplicated set. Records
// with StatModKey == statKey contribute; bucket determines
// whether the value is multiplicative or additive.
// Aggregate StatMod values from the deduplicated set. Bucket
// values match ACE's EnchantmentMask flag bits:
// Bucket 1 (Multiplicative): multiplier *= ench.StatModValue
// Bucket 2 (Additive): additive += ench.StatModValue
// Bucket 8 (Vitae): multiplier *= ench.StatModValue (post-pass)
// Bucket 4 (Vitae): multiplier *= ench.StatModValue (post-pass)
// Bucket 8 (Cooldown): skipped (doesn't affect vital max)
// Records without StatMod data (StatModKey == null) — e.g.
// those from older MagicUpdateEnchantment events that don't
// yet parse the full payload — contribute nothing.
@ -116,15 +116,27 @@ public static class EnchantmentMath
float vitae = 1.0f;
foreach (var ench in stronger.Values)
{
if (ench.StatModKey is not uint key || key != statKey) continue;
if (ench.StatModValue is not float val) continue;
// Vitae (bucket 4) is a special-case singleton on
// CEnchantmentRegistry._vitae and applies its multiplier
// to ALL vitals regardless of StatModKey (retail uses
// key=0 as "any vital"). Apply unconditionally and skip
// the per-key check.
if (ench.Bucket == 4)
{
vitae *= val;
continue;
}
// Multiplicative + Additive buffs filter by stat key —
// only those targeting the requested vital contribute.
if (ench.StatModKey is not uint key || key != statKey) continue;
switch (ench.Bucket)
{
case 1: multiplier *= val; break;
case 2: additive += val; break;
case 8: vitae *= val; break;
// Bucket 4 (Cooldown) doesn't affect vital max.
// Bucket 8 (Cooldown) doesn't affect vital max.
}
}
// Vitae is applied multiplicatively last per retail

View file

@ -42,18 +42,21 @@ public sealed class VitalsPanel : IPanel
return;
}
// HP — always available from CombatState.
// HP — always available from CombatState. If LocalPlayer has the
// absolute values too, prefer "current/max (percent)" overlay.
float hp = _vm.HealthPercent;
renderer.Text("HP");
renderer.SameLine();
renderer.ProgressBar(hp, BarWidth, overlay: $"{hp * 100f:F0}%");
renderer.ProgressBar(hp, BarWidth, overlay: FormatOverlay(
hp, _vm.HealthCurrent, _vm.HealthMax));
// Stamina — show only when the VM has a real value.
if (_vm.StaminaPercent is float stam)
{
renderer.Text("Stam");
renderer.SameLine();
renderer.ProgressBar(stam, BarWidth, overlay: $"{stam * 100f:F0}%");
renderer.ProgressBar(stam, BarWidth, overlay: FormatOverlay(
stam, _vm.StaminaCurrent, _vm.StaminaMax));
}
// Mana — show only when the VM has a real value.
@ -61,9 +64,23 @@ public sealed class VitalsPanel : IPanel
{
renderer.Text("Mana");
renderer.SameLine();
renderer.ProgressBar(mana, BarWidth, overlay: $"{mana * 100f:F0}%");
renderer.ProgressBar(mana, BarWidth, overlay: FormatOverlay(
mana, _vm.ManaCurrent, _vm.ManaMax));
}
renderer.End();
}
/// <summary>
/// Format a vital-bar overlay. Prefers <c>current / max (percent%)</c>
/// when absolute values are available; falls back to percent-only
/// when not (e.g. HP pre-PlayerDescription, where only the
/// CombatState percent has been wired).
/// </summary>
private static string FormatOverlay(float percent, uint? current, uint? max)
{
if (current is uint c && max is uint m && m > 0)
return $"{c} / {m} ({percent * 100f:F0}%)";
return $"{percent * 100f:F0}%";
}
}

View file

@ -79,4 +79,28 @@ public sealed class VitalsVM
/// <see cref="StaminaPercent"/>.
/// </summary>
public float? ManaPercent => _local?.ManaPercent;
// ── Absolute values for HUD overlays ──────────────────────────────────
/// <summary>Current health value (server-authoritative absolute) or
/// <c>null</c> if <see cref="LocalPlayerState"/> hasn't received the
/// vital snapshot yet.</summary>
public uint? HealthCurrent => _local?.Get(LocalPlayerState.VitalKind.Health)?.Current;
/// <summary>Max health value, accounting for attribute contribution
/// + active enchantment buffs + vitae. <c>null</c> if no vital
/// snapshot yet.</summary>
public uint? HealthMax => _local?.GetMaxApprox(LocalPlayerState.VitalKind.Health);
/// <summary>Current stamina value.</summary>
public uint? StaminaCurrent => _local?.Get(LocalPlayerState.VitalKind.Stamina)?.Current;
/// <summary>Max stamina including buffs + vitae.</summary>
public uint? StaminaMax => _local?.GetMaxApprox(LocalPlayerState.VitalKind.Stamina);
/// <summary>Current mana value.</summary>
public uint? ManaCurrent => _local?.Get(LocalPlayerState.VitalKind.Mana)?.Current;
/// <summary>Max mana including buffs + vitae.</summary>
public uint? ManaMax => _local?.GetMaxApprox(LocalPlayerState.VitalKind.Mana);
}

View file

@ -279,7 +279,7 @@ public sealed class PlayerDescriptionParserTests
writer.Write(1u); // has_health
writer.Write(0u); // empty attribute_flags
writer.Write(0x08u); // EnchantmentMask = VITAE
writer.Write(0x04u); // EnchantmentMask = VITAE (ACE bit 2)
WriteEnchantment(writer,
spellId: 7777, layer: 0, spellCategory: 0, hasSpellSetId: 0,
powerLevel: 0, startTime: 0.0, duration: -1.0,

View file

@ -181,6 +181,25 @@ public sealed class EnchantmentMathTests
Assert.Equal(10.0f, mod.Additive);
}
[Fact]
public void GetMod_Vitae_AppliesEvenWhenStatModKeyIsZero()
{
// Retail behaviour observed in live trace (2026-04-25): ACE's
// Vitae enchantment serializes with StatModKey = 0 (meaning
// "any vital"). The Vitae multiplier must apply regardless of
// the requested stat key — otherwise +Acdream's 5% death
// penalty wouldn't show up in the Vitals HUD percent.
var table = LoadTable((666u, "Vitae", 0u));
var enchantments = new[]
{
MakeVitaeRecord(spellId: 666, layer: 0, statKey: 0u /* "any" */, val: 0.95f),
};
// Query for MaxStamina; Vitae key=0 should still apply.
var mod = EnchantmentMath.GetMod(enchantments, table,
EnchantmentMath.StatKey.MaxStamina);
Assert.Equal(0.95f, mod.Multiplier, precision: 3);
}
[Fact]
public void GetMod_FamilyStacking_PicksHigherSpellId()
{
@ -207,7 +226,7 @@ public sealed class EnchantmentMathTests
new(spellId, layer, 60f, 0u, StatModType: 0, StatModKey: statKey, StatModValue: val, Bucket: 2u);
private static ActiveEnchantmentRecord MakeVitaeRecord(uint spellId, uint layer, uint statKey, float val) =>
new(spellId, layer, -1f, 0u, StatModType: 0, StatModKey: statKey, StatModValue: val, Bucket: 8u);
new(spellId, layer, -1f, 0u, StatModType: 0, StatModKey: statKey, StatModValue: val, Bucket: 4u);
private static SpellTable LoadTable(params (uint id, string name, uint family)[] rows)
{