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

@ -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