feat(player): port retail augmentation stat chain

This commit is contained in:
Erik 2026-07-31 08:08:23 +02:00
parent 0cb60d98a0
commit 461a1fb7b4
22 changed files with 953 additions and 138 deletions

View file

@ -86,6 +86,17 @@ public sealed class CharacterSheet
public int ManaCurrent { get; init; }
public int ManaMax { get; init; }
/// <summary>
/// Unenchanted max Health/Stamina/Mana in that order.
/// </summary>
public int[] VitalBaseMaxValues { get; init; } = Array.Empty<int>();
/// <summary>
/// Isolated vitae contribution to max Health/Stamina/Mana, always
/// non-positive and ordered like <see cref="VitalBaseMaxValues"/>.
/// </summary>
public int[] VitalVitaeModifiers { get; init; } = Array.Empty<int>();
// ── Innate attributes (UpdateInnateAttributeInfo 0x004b87e0) ────────────
// InqAttribute order: 1,2,4,3,5,6 = Strength, Endurance, Quickness, Coordination, Focus, Self.
@ -202,7 +213,8 @@ public sealed record CharacterSkill(
uint IconDid,
CharacterSkillAdvancementClass AdvancementClass,
int BaseLevel,
// Issue #267: CurrentLevel is now the EFFECTIVE (vitae + buff) level —
// BaseLevel is retail's pre-EnchantSkill value, including augmentation
// terms. CurrentLevel is the EFFECTIVE (vitae + buff) level —
// retail CACQualities::EnchantSkill (0x005947b0). Previously an alias of
// BaseLevel; this activates the existing CharacterStatController.
// SkillValueColor buffed/debuffed row coloring.

View file

@ -140,6 +140,18 @@ public sealed class CharacterSheetProvider
StaminaMax = VitalMax(LocalPlayerState.VitalKind.Stamina),
ManaCurrent = VitalCurrent(LocalPlayerState.VitalKind.Mana),
ManaMax = VitalMax(LocalPlayerState.VitalKind.Mana),
VitalBaseMaxValues =
[
VitalBaseMax(LocalPlayerState.VitalKind.Health),
VitalBaseMax(LocalPlayerState.VitalKind.Stamina),
VitalBaseMax(LocalPlayerState.VitalKind.Mana),
],
VitalVitaeModifiers =
[
_localPlayer.GetVitalVitaeModifier(LocalPlayerState.VitalKind.Health),
_localPlayer.GetVitalVitaeModifier(LocalPlayerState.VitalKind.Stamina),
_localPlayer.GetVitalVitaeModifier(LocalPlayerState.VitalKind.Mana),
],
// Issue #267: the panel's main attribute values are EFFECTIVE
// (post-buff) — retail CACQualities::EnchantAttribute. Base values
@ -176,7 +188,7 @@ public sealed class CharacterSheetProvider
AttrCurrent(LocalPlayerState.AttributeKind.Focus),
AttrCurrent(LocalPlayerState.AttributeKind.Self),
},
Skills = BuildLiveCharacterSkills(),
Skills = BuildLiveCharacterSkills(props),
BurdenCurrent = props.GetInt(5u),
BurdenMax = props.GetInt(96u),
EncumbranceAugmentations = props.GetInt(0xE6u),
@ -344,7 +356,8 @@ public sealed class CharacterSheetProvider
}
}
private IReadOnlyList<CharacterSkill> BuildLiveCharacterSkills()
private IReadOnlyList<CharacterSkill> BuildLiveCharacterSkills(
PropertyBundle properties)
{
var result = new List<CharacterSkill>();
var skillTable = SkillTable;
@ -374,23 +387,26 @@ public sealed class CharacterSheetProvider
// retail CACQualities::EnchantSkill (0x005947b0). VitaeModifier
// isolates vitae's own contribution for the footer's separate
// vitae parenthetical (SkillInfoRegion::GetVitaeModifier 0x004f0fa0).
int effectiveLevel = _localPlayer.GetEffectiveSkill(snapshot.SkillId)
?? checked((int)Math.Min(int.MaxValue, snapshot.CurrentLevel));
int vitaeModifier = _localPlayer.GetSkillVitaeModifier(snapshot.SkillId);
PlayerSkillMath.Value values =
_localPlayer.GetSkillValue(snapshot.SkillId, properties)
?? new PlayerSkillMath.Value(
checked((int)Math.Min(int.MaxValue, snapshot.CurrentLevel)),
checked((int)Math.Min(int.MaxValue, snapshot.CurrentLevel)),
0);
result.Add(new CharacterSkill(
snapshot.SkillId,
name,
icon,
advancement,
checked((int)Math.Min(int.MaxValue, snapshot.BaseLevel)),
effectiveLevel,
values.UnenchantedLevel,
values.EffectiveLevel,
IsUsableUntrained(snapshot.SkillId),
trainedCost,
specializedCost,
raiseCost,
raise10Cost,
vitaeModifier));
values.VitaeModifier));
}
return result;
@ -467,6 +483,11 @@ public sealed class CharacterSheetProvider
private int VitalMax(LocalPlayerState.VitalKind kind) =>
_localPlayer.GetMaxApprox(kind) is { } max ? checked((int)Math.Min(int.MaxValue, max)) : 0;
private int VitalBaseMax(LocalPlayerState.VitalKind kind) =>
_localPlayer.GetBaseMaxApprox(kind) is { } max
? checked((int)Math.Min(int.MaxValue, max))
: 0;
// ── Raise-request flow ─────────────────────────────────────────────────
/// <summary>

View file

@ -110,7 +110,11 @@ public static class CharacterStatController
/// <summary>Row highlight color — semi-translucent gold, matches retail
/// UIStateId.Highlight (0x06) sprite 0x06001397 visual intent.</summary>
private static readonly Vector4 HighlightBg = new(1f, 0.75f, 0.2f, 0.25f);
private static readonly Vector4 BuffedSkillGreen = new(0.55f, 1f, 0.55f, 1f);
// LayoutDesc 0x2100002E, FooterTitle 0x1000024E property 0x1B:
// [0]=white, [1]=green, [2]=red, [3]=light blue (#7FFFFF).
private static readonly Vector4 RetailBuffGreen = new(0f, 1f, 0f, 1f);
private static readonly Vector4 RetailDebuffRed = new(1f, 0f, 0f, 1f);
private static readonly Vector4 RetailVitaeBlue = new(127f / 255f, 1f, 1f, 1f);
// ── Row layout constants ─────────────────────────────────────────────────
// RowHeight 22px + IconSize 16px: retail spec (2026-06-26) says icons ~icon-height
@ -688,7 +692,8 @@ public static class CharacterStatController
_ => 0,
};
return v.ToString();
});
},
valueColorProvider: () => AttributeValueColor(data(), rowIndex));
row.OnClick = () =>
{
@ -719,7 +724,8 @@ public static class CharacterStatController
2 => $"{s.ManaCurrent}/{s.ManaMax}",
_ => string.Empty,
};
});
},
valueColorProvider: () => VitalValueColor(data(), rowIndex));
row.OnClick = () =>
{
@ -872,10 +878,48 @@ public static class CharacterStatController
return null;
}
private static Vector4 SkillValueColor(CharacterSkill skill)
=> skill.CurrentLevel > skill.BaseLevel ? BuffedSkillGreen
: skill.CurrentLevel < skill.BaseLevel ? new Vector4(1f, 0.45f, 0.45f, 1f)
internal static Vector4 SkillValueColor(CharacterSkill skill)
{
int withoutVitae = skill.CurrentLevel - skill.VitaeModifier;
return withoutVitae > skill.BaseLevel ? RetailBuffGreen
: withoutVitae < skill.BaseLevel ? RetailDebuffRed
: Vector4.One;
}
internal static Vector4 AttributeValueColor(
CharacterSheet sheet,
int rowIndex)
{
int delta = GetAttributeDelta(sheet, rowIndex);
return delta > 0 ? RetailBuffGreen
: delta < 0 ? RetailDebuffRed
: Vector4.One;
}
internal static Vector4 VitalValueColor(
CharacterSheet sheet,
int vitalIndex)
{
if ((uint)vitalIndex >= 3u
|| vitalIndex >= sheet.VitalBaseMaxValues.Length
|| vitalIndex >= sheet.VitalVitaeModifiers.Length)
{
return Vector4.One;
}
int effective = vitalIndex switch
{
0 => sheet.HealthMax,
1 => sheet.StaminaMax,
2 => sheet.ManaMax,
_ => 0,
};
int withoutVitae = effective - sheet.VitalVitaeModifiers[vitalIndex];
int baseline = sheet.VitalBaseMaxValues[vitalIndex];
return withoutVitae > baseline ? RetailBuffGreen
: withoutVitae < baseline ? RetailDebuffRed
: Vector4.One;
}
/// <summary>
/// Handles a row click: toggle (same row → deselect), else select new row.
@ -1315,6 +1359,64 @@ public static class CharacterStatController
return $"{name}: {value}{delta}";
}
private static IReadOnlyList<UiText.TextRun> BuildSelectedTitleRuns(
UiText target,
CharacterStatTab tab,
Func<CharacterSheet> data,
int[] attrSel,
int[] skillSel)
{
Vector4 Color(int index) =>
index >= 0 && index < target.FontColorPalette.Count
? target.FontColorPalette[index]
: index switch
{
1 => RetailBuffGreen,
2 => RetailDebuffRed,
3 => RetailVitaeBlue,
_ => Vector4.One,
};
if (tab == CharacterStatTab.Skills)
{
CharacterSkill? skill = SkillAtDisplayIndex(data(), skillSel[0]);
if (skill is null)
return [new("Select a Skill to Improve", Body)];
if (skill.AdvancementClass < CharacterSkillAdvancementClass.Trained)
return [new(skill.Name, Color(0))];
var runs = new List<UiText.TextRun>
{
new($"{skill.Name}: {skill.CurrentLevel}", Color(0)),
};
if (skill.VitaeModifier < 0)
runs.Add(new(FormatVitaeDelta(skill.VitaeModifier), Color(3)));
int buffDelta = GetSkillBuffOnlyDelta(skill);
if (buffDelta != 0)
runs.Add(new(
FormatBuffDelta(buffDelta),
Color(buffDelta > 0 ? 1 : 2)));
return runs;
}
if (attrSel[0] < 0)
return [new("Select an Attribute to Improve", Body)];
CharacterSheet sheet = data();
var attributeRuns = new List<UiText.TextRun>
{
new(
$"{GetRowName(attrSel[0])}: {GetRowValueString(sheet, attrSel[0])}",
Color(0)),
};
int delta = GetAttributeDelta(sheet, attrSel[0]);
if (delta != 0)
attributeRuns.Add(new(
FormatBuffDelta(delta),
Color(delta > 0 ? 1 : 2)));
return attributeRuns;
}
/// <summary>
/// Add a single attribute/vital row to <paramref name="list"/> as a
/// <see cref="UiClickablePanel"/> containing icon + name + value children.
@ -1512,6 +1614,12 @@ public static class CharacterStatController
// Centered=true comes from the dat (HJustify=Center) via BuildText — not overridden here.
// RightAligned stays false (BuildText default for a Center element).
titleEl.ClickThrough = true;
titleEl.RunsProvider = () => BuildSelectedTitleRuns(
titleEl,
activeTab[0],
data,
attrSel,
skillSel);
titleEl.LinesProvider = () =>
{
string title = BuildSelectedTitleText(activeTab[0], data, attrSel, skillSel);

View file

@ -32,6 +32,11 @@ public sealed class UiText : UiElement, IUiDatStateful
/// <summary>One display line: pre-formatted text + its colour.</summary>
public readonly record struct Line(string Text, Vector4 Color);
/// <summary>
/// One inline fragment in a retail <c>AppendTextWithFont</c> line.
/// </summary>
public readonly record struct TextRun(string Text, Vector4 Color);
/// <summary>A caret position: a line index into the cached line list plus a
/// character index (0..line.Text.Length, i.e. a caret slot between glyphs).</summary>
public readonly record struct Pos(int Line, int Col);
@ -39,6 +44,13 @@ public sealed class UiText : UiElement, IUiDatStateful
/// <summary>Provider of the lines to show, oldest-first. Polled each frame.</summary>
public Func<IReadOnlyList<Line>> LinesProvider { get; set; } = static () => Array.Empty<Line>();
/// <summary>
/// Optional inline fragments for a static one-line element. When present
/// this reproduces retail's per-append font-state colors while preserving
/// the element's authored alignment as one composed line.
/// </summary>
public Func<IReadOnlyList<TextRun>>? RunsProvider { get; set; }
/// <summary>Font for the transcript; falls back to the context default.</summary>
public BitmapFont? Font { get; set; }
@ -381,6 +393,12 @@ public sealed class UiText : UiElement, IUiDatStateful
private void DrawClippedText(UiRenderContext ctx)
{
if (OneLine && RunsProvider is { } runsProvider)
{
DrawSingleLineRuns(ctx, runsProvider());
return;
}
// Static centered single-line mode (vitals cur/max numbers etc.): draw the first
// line centered H+V (or H+Top/Bottom per VerticalJustify) with the SAME formula
// UIElement_Meter used for its label, then skip the scroll/selection machinery entirely.
@ -533,6 +551,54 @@ public sealed class UiText : UiElement, IUiDatStateful
}
}
private void DrawSingleLineRuns(
UiRenderContext ctx,
IReadOnlyList<TextRun> runs)
{
if (runs.Count == 0) return;
UiDatFont? datFont = DatFont;
BitmapFont? bitmapFont = datFont is null
? Font ?? ctx.DefaultFont
: null;
if (datFont is null && bitmapFont is null) return;
float totalWidth = 0f;
foreach (TextRun run in runs)
{
totalWidth += datFont is not null
? datFont.MeasureWidth(run.Text)
: bitmapFont!.MeasureWidth(run.Text);
}
float x = Centered
? Math.Max(Padding, (Width - totalWidth) * 0.5f)
: RightAligned
? Math.Max(Padding, Width - Padding - totalWidth)
: Padding;
float lineHeight = datFont?.LineHeight ?? bitmapFont!.LineHeight;
float y = VOffset(
Height,
lineHeight,
Padding,
VerticalJustify);
foreach (TextRun run in runs)
{
if (run.Text.Length == 0) continue;
if (datFont is not null)
{
ctx.DrawStringDat(datFont, run.Text, x, y, run.Color);
x += datFont.MeasureWidth(run.Text);
}
else
{
ctx.DrawString(run.Text, x, y, run.Color, bitmapFont);
x += bitmapFont!.MeasureWidth(run.Text);
}
}
}
/// <summary>
/// True when any vertical portion of a line intersects a text viewport. Retail
/// clips the glyphs at the viewport edge; it does not require the full line box to fit.

View file

@ -47,12 +47,10 @@ namespace AcDream.Core.Player;
/// </para>
///
/// <para>
/// <b>Enchantment buffs</b> (multiplicative + additive) and the
/// 5-min-vital clamp are <b>not yet applied</b> — adding those
/// requires the <see cref="AcDream.Core.Spells.Spellbook"/>'s active
/// enchantment list. The unenchanted max is correct for clean
/// characters; buffed players will read percent slightly higher than
/// retail until enchantment integration lands.
/// <b>Enchantment buffs</b> (multiplicative + additive), vitae, and the
/// retail five-point minimum are applied through the attached
/// <see cref="AcDream.Core.Spells.Spellbook"/>. Base-value accessors retain
/// the unenchanted values needed by the character-panel comparison logic.
/// </para>
/// </summary>
public sealed class LocalPlayerState
@ -226,13 +224,37 @@ public sealed class LocalPlayerState
/// skill hasn't arrived yet.
/// </summary>
public int? GetEffectiveSkill(uint skillId)
=> GetSkillValue(skillId)?.EffectiveLevel;
/// <summary>
/// Full retail <c>CACQualities::InqSkill</c> projection, including the
/// augmentation terms on both sides of <c>EnchantSkill</c>. Callers with a
/// fresher player-object property bundle may supply it; otherwise the
/// PlayerDescription snapshot is used.
/// </summary>
public PlayerSkillMath.Value? GetSkillValue(
uint skillId,
PropertyBundle? properties = null)
{
SkillSnapshot? skill = GetSkill(skillId);
if (skill is null) return null;
uint baseValue = skill.Value.CurrentLevel;
if (_spellbook is null) return (int)baseValue;
EnchantmentMath.VitalMod mod = _spellbook.GetSkillMod(skillId);
return EnchantmentMath.EnchantSkill(mod, baseValue);
PlayerSkillMath.AugmentationBonuses augmentations =
PlayerSkillMath.AugmentationBonuses.FromProperties(
properties ?? _properties);
EnchantmentMath.VitalMod mod = _spellbook?.GetSkillMod(skillId)
?? EnchantmentMath.VitalMod.Identity;
float vitae = _spellbook is null
? 1f
: EnchantmentMath.GetVitaeMultiplier(
_spellbook.ActiveEnchantments);
return PlayerSkillMath.Calculate(
checked((int)Math.Min(int.MaxValue, skill.Value.CurrentLevel)),
skillId,
skill.Value.Status,
augmentations,
mod,
vitae);
}
/// <summary>
@ -242,14 +264,7 @@ public sealed class LocalPlayerState
/// is wired, no vitae is active, or the skill hasn't arrived yet.
/// </summary>
public int GetSkillVitaeModifier(uint skillId)
{
if (_spellbook is null) return 0;
SkillSnapshot? skill = GetSkill(skillId);
if (skill is null) return 0;
return EnchantmentMath.SkillVitaeModifier(
_spellbook.ActiveEnchantments,
skill.Value.CurrentLevel);
}
=> GetSkillValue(skillId)?.VitaeModifier ?? 0;
/// <summary>Snapshot of the local player's current property bundle.</summary>
public PropertyBundle Properties => _properties;
@ -290,11 +305,8 @@ public sealed class LocalPlayerState
/// </summary>
public uint? GetMaxApprox(VitalKind kind)
{
var v = Get(kind);
if (v is null) return null;
uint baseMax = v.Value.Ranks + v.Value.Start;
uint contrib = AttributeContribution(kind);
uint unbuffed = baseMax + contrib;
uint? baseValue = GetBaseMaxApprox(kind);
if (baseValue is not uint unbuffed) return null;
// Preserve the "no data" sentinel — when the unbuffed max is 0
// we lack the inputs to compute anything reasonable. The retail
// min-vital floor only kicks in once we know the base.
@ -311,6 +323,37 @@ public sealed class LocalPlayerState
return (uint)System.Math.Round(buffed);
}
/// <summary>
/// Unenchanted secondary-attribute maximum used by retail's
/// <c>Attribute2ndInfoRegion::Update @ 0x004F19E0</c> comparison.
/// </summary>
public uint? GetBaseMaxApprox(VitalKind kind)
{
VitalSnapshot? vital = Get(kind);
if (vital is null) return null;
return vital.Value.Ranks
+ vital.Value.Start
+ AttributeContribution(kind);
}
/// <summary>
/// Isolated vitae contribution to a secondary attribute, matching
/// <c>Attribute2ndInfoRegion::GetVitaeModifier @ 0x004F1130</c>.
/// </summary>
public int GetVitalVitaeModifier(VitalKind kind)
{
if (_spellbook is null
|| GetBaseMaxApprox(kind) is not uint baseValue)
{
return 0;
}
return EnchantmentMath.SkillVitaeModifier(
EnchantmentMath.GetVitaeMultiplier(
_spellbook.ActiveEnchantments),
baseValue);
}
private static uint StatKeyForKind(VitalKind kind) => kind switch
{
VitalKind.Health => EnchantmentMath.StatKey.MaxHealth,

View file

@ -0,0 +1,108 @@
using AcDream.Core.Items;
using AcDream.Core.Properties;
using AcDream.Core.Spells;
namespace AcDream.Core.Player;
/// <summary>
/// Retail <c>CACQualities::InqSkill @ 0x00592660</c> composition.
/// Keeps the augmentation/enchantment ordering in one presentation-independent
/// place so character UI and movement consume the same effective skill.
/// </summary>
public static class PlayerSkillMath
{
public readonly record struct AugmentationBonuses(
int AllSkills,
bool JackOfAllTrades,
int SkilledSpecialized,
bool SkilledMelee,
bool SkilledMissile,
bool SkilledMagic)
{
public static AugmentationBonuses FromProperties(PropertyBundle properties)
{
ArgumentNullException.ThrowIfNull(properties);
return new(
Positive(properties.GetInt((uint)PropertyInt.LumAugAllSkills)),
properties.GetInt((uint)PropertyInt.AugmentationJackOfAllTrades) > 0,
Positive(properties.GetInt((uint)PropertyInt.LumAugSkilledSpec)),
properties.GetInt((uint)PropertyInt.AugmentationSkilledMelee) > 0,
properties.GetInt((uint)PropertyInt.AugmentationSkilledMissile) > 0,
properties.GetInt((uint)PropertyInt.AugmentationSkilledMagic) > 0);
}
public int BeforeEnchantments(uint skillId)
{
int category = skillId switch
{
// Retail switch at pc 0x005926F6. A positive category
// augmentation adds ten once; its stored rank is not multiplied.
0x29u or 0x2Cu or 0x2Du or 0x2Eu or 0x31u when SkilledMelee => 10,
0x2Fu when SkilledMissile => 10,
0x1Fu or 0x20u or 0x21u or 0x22u or 0x2Bu when SkilledMagic => 10,
_ => 0,
};
return SaturatingAdd(AllSkills, category);
}
public int AfterEnchantments(uint advancementClass)
{
int result = JackOfAllTrades ? 5 : 0;
if (advancementClass == 3u)
result = SaturatingAdd(result, SaturatingMultiply(SkilledSpecialized, 2));
return result;
}
}
public readonly record struct Value(
int UnenchantedLevel,
int EffectiveLevel,
int VitaeModifier);
/// <summary>
/// Compose one skill exactly in retail order:
/// intrinsic + LumAugAllSkills/category bonus; EnchantSkill; then
/// Jack of All Trades and the specialized luminance bonus.
/// </summary>
public static Value Calculate(
int intrinsicLevel,
uint skillId,
uint advancementClass,
AugmentationBonuses augmentations,
EnchantmentMath.VitalMod enchantment,
float vitaeMultiplier)
{
int intrinsic = Math.Max(0, intrinsicLevel);
int unenchanted = SaturatingAdd(
intrinsic,
augmentations.BeforeEnchantments(skillId));
int enchanted = EnchantmentMath.EnchantSkill(
enchantment,
(uint)unenchanted);
int effective = SaturatingAdd(
enchanted,
augmentations.AfterEnchantments(advancementClass));
int vitaeModifier = EnchantmentMath.SkillVitaeModifier(
vitaeMultiplier,
(uint)unenchanted);
return new Value(unenchanted, effective, vitaeModifier);
}
private static int Positive(int value) => value > 0 ? value : 0;
private static int SaturatingAdd(int left, int right)
{
long result = (long)left + right;
return result > int.MaxValue
? int.MaxValue
: result < int.MinValue ? int.MinValue : (int)result;
}
private static int SaturatingMultiply(int left, int right)
{
long result = (long)left * right;
return result > int.MaxValue
? int.MaxValue
: result < int.MinValue ? int.MinValue : (int)result;
}
}

View file

@ -28,22 +28,15 @@ namespace AcDream.Core.Spells;
/// <para>
/// <b>Vitae</b> (death penalty) is a singleton on
/// <c>CEnchantmentRegistry._vitae</c>, applied multiplicatively after
/// the buff lists. We don't yet wire it through.
/// the buff lists.
/// </para>
///
/// <para>
/// <b>Current implementation status:</b> the aggregator iterates
/// <see cref="Spellbook.ActiveEnchantments"/> and applies
/// <see cref="SpellTable"/> family-stacking deduplication, but
/// **returns identity (1.0, 0.0) for stat modifiers** because our
/// <see cref="ActiveEnchantmentRecord"/> doesn't yet carry the
/// <c>StatMod (type/key/val)</c> triad — that requires extending
/// <c>ParseMagicUpdateEnchantment</c> to read the full Enchantment
/// payload (60-64 bytes per holtburger
/// <c>messages/magic/types.rs</c>) and storing it on the record.
/// Filed as ISSUES.md #12. Once that lands, the aggregator's
/// `effectiveMult * mod.Val` and `additive + mod.Val` paths fire and
/// the Vitals HUD percent gap closes.
/// <b>Current implementation status:</b> the aggregator consumes the same
/// complete <c>StatMod (type/key/value)</c> record shape from both the
/// PlayerDescription snapshot and live <c>MagicUpdateEnchantment</c>
/// (0x02C2), applies retail family stacking, then evaluates the selected
/// attribute, secondary attribute, or skill domain.
/// </para>
///
/// <para>
@ -167,9 +160,8 @@ public static class EnchantmentMath
// Bucket 2 (Additive): additive += ench.StatModValue
// 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.
// Records without StatMod data (StatModKey == null) are valid for
// non-stat enchantment classes and contribute nothing here.
float multiplier = 1.0f;
float additive = 0.0f;
float vitae = 1.0f;
@ -283,10 +275,17 @@ public static class EnchantmentMath
public static int SkillVitaeModifier(
IEnumerable<ActiveEnchantmentRecord> enchantments,
uint baseValue)
=> SkillVitaeModifier(GetVitaeMultiplier(enchantments), baseValue);
/// <summary>
/// Value overload for callers that already captured the registry's vitae
/// singleton. Keeping the truncation here prevents the movement and UI
/// paths from growing subtly different copies of retail's calculation.
/// </summary>
public static int SkillVitaeModifier(float vitaeMultiplier, uint baseValue)
{
float vitae = GetVitaeMultiplier(enchantments);
if (vitae == 1.0f) return 0;
return (int)(baseValue * vitae) - (int)baseValue;
if (vitaeMultiplier == 1.0f) return 0;
return (int)(baseValue * vitaeMultiplier) - (int)baseValue;
}
/// <summary>

View file

@ -267,11 +267,9 @@ public sealed class Spellbook
}
/// <summary>
/// Issue #7 / #12 — accept a fully-populated record from
/// <c>PlayerDescription</c>'s enchantment block (which carries
/// the StatMod triad + bucket). Used when the wire-format extension
/// gives us the full per-enchantment payload, rather than the
/// 4-field summary from <c>MagicUpdateEnchantment</c>.
/// Accept the canonical fully-populated enchantment record shared by
/// <c>PlayerDescription</c> and live <c>MagicUpdateEnchantment</c>
/// (0x02C2), including the StatMod triad and bucket classification.
/// </summary>
public void OnEnchantmentAdded(ActiveEnchantmentRecord record)
{

View file

@ -64,6 +64,7 @@ public sealed class RuntimeCharacterState : IDisposable
/// </summary>
private int _runSkillBase = -1;
private int _jumpSkillBase = -1;
private PlayerSkillMath.AugmentationBonuses _movementSkillAugmentations;
public RuntimeCharacterState(SpellTable? spellTable = null)
{
@ -142,13 +143,14 @@ public sealed class RuntimeCharacterState : IDisposable
&& MovementSkills.PlayerKillerStatus == -1
&& MovementSkills.LastPkAttackTimestamp is null
&& _runSkillBase == -1
&& _jumpSkillBase == -1);
&& _jumpSkillBase == -1
&& _movementSkillAugmentations == default);
}
/// <summary>
/// Campaign P Slice P1 (2026-07-30): stores the pre-<c>EnchantSkill</c>
/// base run/jump skill (PlayerDescription's formulaBonus+init+ranks)
/// and pushes the vitae/enchantment-adjusted result into
/// and pushes the augmentation/vitae/enchantment-adjusted result into
/// <see cref="MovementSkills"/> — the SAME call shape
/// <c>LiveSessionEventRouter</c>'s pre-P1 <c>onSkillsUpdated</c> callback
/// already used (<c>MovementSkills.Update(runSkill, jumpSkill)</c>), now
@ -165,6 +167,22 @@ public sealed class RuntimeCharacterState : IDisposable
RecomputeMovementSkills();
}
/// <summary>
/// Installs the player-quality augmentation terms consumed by retail
/// <c>CACQualities::InqRunRate</c>/<c>InqJumpVelocity</c>. The object
/// table remains authoritative for live PropertyInt updates; Runtime
/// retains only this immutable derived snapshot.
/// </summary>
public void UpdateMovementSkillAugmentations(
PlayerSkillMath.AugmentationBonuses augmentations)
{
ObjectDisposedException.ThrowIf(_disposed, this);
if (_movementSkillAugmentations == augmentations)
return;
_movementSkillAugmentations = augmentations;
RecomputeMovementSkills();
}
/// <summary>
/// Re-derives the adjusted run/jump skill from the stored base plus the
/// CURRENT spellbook state (vitae + skill enchantments) — matching
@ -178,10 +196,10 @@ public sealed class RuntimeCharacterState : IDisposable
private void RecomputeMovementSkills()
{
int run = _runSkillBase >= 0
? ApplySkillEnchantments(_runSkillBase, RunSkillId)
? CalculateMovementSkill(_runSkillBase, RunSkillId)
: -1;
int jump = _jumpSkillBase >= 0
? ApplySkillEnchantments(_jumpSkillBase, JumpSkillId)
? CalculateMovementSkill(_jumpSkillBase, JumpSkillId)
: -1;
// #266 apparatus (permanent, low-volume — fires only on skill-base or
// enchantment changes, the [snap] class): the full stat-chain state at
@ -196,14 +214,19 @@ public sealed class RuntimeCharacterState : IDisposable
MovementSkills.Update(run, jump);
}
private int ApplySkillEnchantments(int baseSkill, uint skillId)
private int CalculateMovementSkill(int baseSkill, uint skillId)
{
EnchantmentMath.VitalMod mod = Spellbook.GetSkillMod(skillId);
float adjusted = baseSkill * mod.Multiplier + mod.Additive;
// CEnchantmentRegistry::EnchantSkill pc 416240: floor to 0 below
// 0.5, then truncate (retail _ftol2, a C-style cast).
if (adjusted < 0.5f) adjusted = 0f;
return (int)adjusted;
float vitae = EnchantmentMath.GetVitaeMultiplier(
Spellbook.ActiveEnchantments);
uint advancementClass = LocalPlayer.GetSkill(skillId)?.Status ?? 0u;
return PlayerSkillMath.Calculate(
baseSkill,
skillId,
advancementClass,
_movementSkillAugmentations,
mod,
vitae).EffectiveLevel;
}
private void OnEnchantmentsChangedForMovement() => RecomputeMovementSkills();
@ -331,6 +354,7 @@ public sealed class RuntimeCharacterState : IDisposable
Try(Options.ResetSession, ref failures);
_runSkillBase = -1;
_jumpSkillBase = -1;
_movementSkillAugmentations = default;
Try(MovementSkills.ResetSession, ref failures);
if (failures is not null)
{
@ -355,6 +379,7 @@ public sealed class RuntimeCharacterState : IDisposable
Try(Options.ResetSession, ref failures);
_runSkillBase = -1;
_jumpSkillBase = -1;
_movementSkillAugmentations = default;
Try(MovementSkills.ResetSession, ref failures);
}
finally

View file

@ -200,27 +200,27 @@ public sealed class LiveSessionEventRouter : ILiveSessionEventRouting
SubscribeToRecompute<ClientObject>(
h => inventory.Objects.ObjectAdded += h,
h => inventory.Objects.ObjectAdded -= h,
() => { RecomputeBurden(inventory, character); RecomputePvpStatus(inventory, character); });
() => RecomputePlayerQualities(inventory, character));
SubscribeToRecompute<ClientObject>(
h => inventory.Objects.ObjectUpdated += h,
h => inventory.Objects.ObjectUpdated -= h,
() => { RecomputeBurden(inventory, character); RecomputePvpStatus(inventory, character); });
() => RecomputePlayerQualities(inventory, character));
SubscribeToRecompute<ClientObject>(
h => inventory.Objects.ObjectRemoved += h,
h => inventory.Objects.ObjectRemoved -= h,
() => { RecomputeBurden(inventory, character); RecomputePvpStatus(inventory, character); });
() => RecomputePlayerQualities(inventory, character));
SubscribeToRecompute<ClientObjectMove>(
h => inventory.Objects.ObjectMoved += h,
h => inventory.Objects.ObjectMoved -= h,
() => { RecomputeBurden(inventory, character); RecomputePvpStatus(inventory, character); });
() => RecomputePlayerQualities(inventory, character));
SubscribeToRecompute<uint>(
h => inventory.Objects.ContainerContentsReplaced += h,
h => inventory.Objects.ContainerContentsReplaced -= h,
() => { RecomputeBurden(inventory, character); RecomputePvpStatus(inventory, character); });
() => RecomputePlayerQualities(inventory, character));
SubscribeParameterless(
h => inventory.Objects.Cleared += h,
h => inventory.Objects.Cleared -= h,
() => { RecomputeBurden(inventory, character); RecomputePvpStatus(inventory, character); });
() => RecomputePlayerQualities(inventory, character));
Subscribe<LocalPlayerState.AttributeKind>(
h => character.Character.LocalPlayer.AttributeChanged += h,
h => character.Character.LocalPlayer.AttributeChanged -= h,
@ -365,7 +365,8 @@ public sealed class LiveSessionEventRouter : ILiveSessionEventRouting
/// </summary>
private static void RecomputeBurden(
LiveInventorySessionBindings inventory,
LiveCharacterSessionBindings character)
LiveCharacterSessionBindings character,
bool notify = true)
{
uint player = inventory.PlayerGuid();
ClientObject? playerObject = inventory.Objects.Get(player);
@ -381,6 +382,22 @@ public sealed class LiveSessionEventRouter : ILiveSessionEventRouting
: inventory.Objects.SumCarriedBurden(player);
float load = EncumbranceSystem.Load(capacity, burden);
character.Character.MovementSkills.UpdateBurden(load);
if (notify)
character.OnMovementStatsUpdated?.Invoke();
}
private static void RecomputePlayerQualities(
LiveInventorySessionBindings inventory,
LiveCharacterSessionBindings character)
{
RecomputeBurden(inventory, character, notify: false);
RecomputePvpStatus(inventory, character, notify: false);
uint player = inventory.PlayerGuid();
PropertyBundle properties = inventory.Objects.Get(player)?.Properties
?? character.Character.LocalPlayer.Properties;
character.Character.UpdateMovementSkillAugmentations(
PlayerSkillMath.AugmentationBonuses.FromProperties(properties));
character.OnMovementStatsUpdated?.Invoke();
}
@ -397,7 +414,8 @@ public sealed class LiveSessionEventRouter : ILiveSessionEventRouting
/// </summary>
private static void RecomputePvpStatus(
LiveInventorySessionBindings inventory,
LiveCharacterSessionBindings character)
LiveCharacterSessionBindings character,
bool notify = true)
{
uint player = inventory.PlayerGuid();
ClientObject? playerObject = inventory.Objects.Get(player);
@ -415,7 +433,8 @@ public sealed class LiveSessionEventRouter : ILiveSessionEventRouting
character.Character.MovementSkills.UpdatePlayerKillerStatus(
pkStatus,
lastPkAttackTimestamp);
character.OnMovementStatsUpdated?.Invoke();
if (notify)
character.OnMovementStatsUpdated?.Invoke();
}
/// <summary>