fix(diag): stat-chain recompute probe string build

Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
This commit is contained in:
Erik 2026-07-30 17:37:10 +02:00
parent 76776aaff8
commit a814c1c73b

View file

@ -189,12 +189,10 @@ public sealed class RuntimeCharacterState : IDisposable
// is in GetSkillMod's record handling; if runMod is right but the
// felt speed doesn't change, the break is downstream of MovementSkills.
EnchantmentMath.VitalMod runMod = Spellbook.GetSkillMod(RunSkillId);
int activeCount = System.Linq.Enumerable.Count(Spellbook.ActiveEnchantments);
System.Console.WriteLine(
System.FormattableString.Invariant(
$"[stat-chain] base run={_runSkillBase} jump={_jumpSkillBase} "
+ $"runMod={runMod.Multiplier:F4}x+{runMod.Additive:F1} "
+ $"-> eff run={run} jump={jump} "
+ $"(activeEnchantments={System.Linq.Enumerable.Count(Spellbook.ActiveEnchantments)})"));
$"[stat-chain] base run={_runSkillBase} jump={_jumpSkillBase} runMod={runMod.Multiplier:F4}x+{runMod.Additive:F1} -> eff run={run} jump={jump} (activeEnchantments={activeCount})"));
MovementSkills.Update(run, jump);
}