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:
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6 changed files with 99 additions and 19 deletions
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@ -42,18 +42,21 @@ public sealed class VitalsPanel : IPanel
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return;
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}
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// HP — always available from CombatState.
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// HP — always available from CombatState. If LocalPlayer has the
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// absolute values too, prefer "current/max (percent)" overlay.
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float hp = _vm.HealthPercent;
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renderer.Text("HP");
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renderer.SameLine();
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renderer.ProgressBar(hp, BarWidth, overlay: $"{hp * 100f:F0}%");
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renderer.ProgressBar(hp, BarWidth, overlay: FormatOverlay(
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hp, _vm.HealthCurrent, _vm.HealthMax));
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// Stamina — show only when the VM has a real value.
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if (_vm.StaminaPercent is float stam)
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{
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renderer.Text("Stam");
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renderer.SameLine();
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renderer.ProgressBar(stam, BarWidth, overlay: $"{stam * 100f:F0}%");
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renderer.ProgressBar(stam, BarWidth, overlay: FormatOverlay(
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stam, _vm.StaminaCurrent, _vm.StaminaMax));
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}
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// Mana — show only when the VM has a real value.
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@ -61,9 +64,23 @@ public sealed class VitalsPanel : IPanel
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{
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renderer.Text("Mana");
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renderer.SameLine();
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renderer.ProgressBar(mana, BarWidth, overlay: $"{mana * 100f:F0}%");
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renderer.ProgressBar(mana, BarWidth, overlay: FormatOverlay(
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mana, _vm.ManaCurrent, _vm.ManaMax));
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}
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renderer.End();
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}
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/// <summary>
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/// Format a vital-bar overlay. Prefers <c>current / max (percent%)</c>
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/// when absolute values are available; falls back to percent-only
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/// when not (e.g. HP pre-PlayerDescription, where only the
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/// CombatState percent has been wired).
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/// </summary>
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private static string FormatOverlay(float percent, uint? current, uint? max)
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{
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if (current is uint c && max is uint m && m > 0)
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return $"{c} / {m} ({percent * 100f:F0}%)";
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return $"{percent * 100f:F0}%";
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}
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}
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@ -79,4 +79,28 @@ public sealed class VitalsVM
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/// <see cref="StaminaPercent"/>.
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/// </summary>
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public float? ManaPercent => _local?.ManaPercent;
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// ── Absolute values for HUD overlays ──────────────────────────────────
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/// <summary>Current health value (server-authoritative absolute) or
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/// <c>null</c> if <see cref="LocalPlayerState"/> hasn't received the
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/// vital snapshot yet.</summary>
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public uint? HealthCurrent => _local?.Get(LocalPlayerState.VitalKind.Health)?.Current;
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/// <summary>Max health value, accounting for attribute contribution
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/// + active enchantment buffs + vitae. <c>null</c> if no vital
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/// snapshot yet.</summary>
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public uint? HealthMax => _local?.GetMaxApprox(LocalPlayerState.VitalKind.Health);
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/// <summary>Current stamina value.</summary>
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public uint? StaminaCurrent => _local?.Get(LocalPlayerState.VitalKind.Stamina)?.Current;
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/// <summary>Max stamina including buffs + vitae.</summary>
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public uint? StaminaMax => _local?.GetMaxApprox(LocalPlayerState.VitalKind.Stamina);
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/// <summary>Current mana value.</summary>
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public uint? ManaCurrent => _local?.Get(LocalPlayerState.VitalKind.Mana)?.Current;
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/// <summary>Max mana including buffs + vitae.</summary>
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public uint? ManaMax => _local?.GetMaxApprox(LocalPlayerState.VitalKind.Mana);
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}
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