feat(player): #6 fold enchantment buffs into vital max via EnchantmentMath
Ports CEnchantmentRegistry::EnchantAttribute (PDB 0x00594570, see
docs/research/named-retail/acclient_2013_pseudo_c.txt line 416110).
The retail formula:
real_max = (vital.(ranks+start) + attribute_contribution) * mult_buff + add_buff
clamp >= 5 if base >= 5 else >= 1
is now applied in LocalPlayerState.GetMaxApprox.
EnchantmentMath.GetMod(activeEnchantments, table, statKey)
- Family-stacking dedup via SpellTable.Family (only one buff per
family-bucket wins, by highest spell-id as a generation proxy).
- Family=0 means "no bucket" — each layer is its own bucket.
- Returns (Multiplier, Additive) ready to apply.
- StatKey constants: MaxHealth=1, MaxStamina=3, MaxMana=5
(verified against named-retail/acclient.h line 37287-37301).
Spellbook.GetVitalMod(statKey) delegates to EnchantmentMath using
its constructor-injected SpellTable.
LocalPlayerState.GetMaxApprox now applies the full formula with
the min-vital floor (matches CreatureVital::GetMaxValue at PDB
0x0058F2DD). When Spellbook is null (back-compat), falls back to
Identity (no buff modification) — existing tests stay green.
GameWindow constructor wires SpellBook -> LocalPlayer so the chain
is complete in the live session.
Architecture in place; data still flat.
Until ISSUES.md #12 lands the wire-format extension that captures
StatMod (type/key/val) on ActiveEnchantmentRecord, the per-enchantment
modifier value isn't aggregated yet — GetMod returns Identity. Once
#12 wires the data, the existing aggregator + formula light up
automatically. Live +Acdream Stam/Mana will keep reading ~95% until
#12 lands.
6 new EnchantmentMathTests cover: empty list returns Identity,
no-table-entries returns Identity, stat-key constants match ACE,
Identity is (1, 0), family-stacking dedup, family=0 (no-bucket).
Total tests: 828 -> 834.
Closes #6 architecturally. Files #12 to track the wire-data follow-up.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
This commit is contained in:
parent
4ceac5cb40
commit
b153bbe5ad
6 changed files with 351 additions and 14 deletions
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@ -288,7 +288,9 @@ public sealed class GameWindow : IDisposable
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public readonly AcDream.Core.Items.ItemRepository Items = new();
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// Issue #5 — caches CreatureProfile.{Stamina, Mana, *Max} from
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// PlayerDescription so the Vitals HUD can render those bars.
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public readonly AcDream.Core.Player.LocalPlayerState LocalPlayer = new();
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// Issue #6 — wired to SpellBook so GetMaxApprox folds enchantment
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// buffs into the max formula via Spellbook.GetVitalMod.
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public readonly AcDream.Core.Player.LocalPlayerState LocalPlayer = null!;
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// Phase D.2a — ImGui devtools UI overlay. Null unless ACDREAM_DEVTOOLS=1.
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// See docs/plans/2026-04-24-ui-framework.md for the staged UI strategy.
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@ -397,6 +399,7 @@ public sealed class GameWindow : IDisposable
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_worldGameState = worldGameState;
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_worldEvents = worldEvents;
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SpellBook = new AcDream.Core.Spells.Spellbook(SpellTable);
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LocalPlayer = new AcDream.Core.Player.LocalPlayerState(SpellBook);
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}
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/// <summary>
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@ -1,4 +1,5 @@
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using System.Collections.Generic;
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using AcDream.Core.Spells;
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namespace AcDream.Core.Player;
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@ -90,6 +91,19 @@ public sealed class LocalPlayerState
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private VitalSnapshot? _stamina;
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private VitalSnapshot? _mana;
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private readonly Dictionary<AttributeKind, AttributeSnapshot> _attrs = new();
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private readonly Spellbook? _spellbook;
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/// <summary>
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/// Build a LocalPlayerState. Optional <see cref="Spellbook"/>
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/// reference unlocks issue #6 — vital-max calc folds in active
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/// enchantment buffs via <see cref="Spellbook.GetVitalMod"/>. When
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/// absent (back-compat for tests / older callers), buff modifiers
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/// are skipped (identity).
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/// </summary>
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public LocalPlayerState(Spellbook? spellbook = null)
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{
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_spellbook = spellbook;
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}
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/// <summary>Fires after any vital field changes.</summary>
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public event System.Action<VitalKind>? Changed;
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@ -145,9 +159,17 @@ public sealed class LocalPlayerState
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_attrs.TryGetValue(kind, out var a) ? a : null;
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/// <summary>
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/// Compute the unenchanted max for a vital, using the retail formula:
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/// <c>vital.(ranks+start) + attribute_contribution</c>. Returns
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/// <c>null</c> if the vital snapshot doesn't exist yet.
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/// Compute the buffed max for a vital, using the full retail formula:
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/// <c>(vital.(ranks+start) + attribute_contribution) × multiplier_buff + additive_buff</c>
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/// with a <c>>= 5 if base >= 5 else >= 1</c> minimum-vital clamp
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/// (matches <c>CreatureVital::GetMaxValue</c> at PDB
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/// <c>0x0058F2DD</c>). Buffs are pulled from the optional
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/// <see cref="Spellbook"/> via <see cref="EnchantmentMath.GetMod"/>;
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/// when absent, returns the unenchanted max.
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///
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/// <para>
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/// Returns <c>null</c> if the vital snapshot doesn't exist yet.
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/// </para>
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/// </summary>
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public uint? GetMaxApprox(VitalKind kind)
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{
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@ -155,9 +177,31 @@ public sealed class LocalPlayerState
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if (v is null) return null;
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uint baseMax = v.Value.Ranks + v.Value.Start;
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uint contrib = AttributeContribution(kind);
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return baseMax + contrib;
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uint unbuffed = baseMax + contrib;
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// Preserve the "no data" sentinel — when the unbuffed max is 0
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// we lack the inputs to compute anything reasonable. The retail
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// min-vital floor only kicks in once we know the base.
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if (unbuffed == 0) return 0;
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var mod = _spellbook?.GetVitalMod(StatKeyForKind(kind))
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?? EnchantmentMath.VitalMod.Identity;
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// Apply: (unbuffed * mult) + additive, then clamp to retail's
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// min-vital floor (5 if base >= 5 else 1) — matches
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// CreatureVital::GetMaxValue at PDB 0x0058F2DD.
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float buffed = (unbuffed * mod.Multiplier) + mod.Additive;
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uint minFloor = unbuffed >= 5 ? 5u : 1u;
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if (buffed < minFloor) buffed = minFloor;
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return (uint)System.Math.Round(buffed);
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}
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private static uint StatKeyForKind(VitalKind kind) => kind switch
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{
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VitalKind.Health => EnchantmentMath.StatKey.MaxHealth,
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VitalKind.Stamina => EnchantmentMath.StatKey.MaxStamina,
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VitalKind.Mana => EnchantmentMath.StatKey.MaxMana,
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_ => 0u,
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};
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/// <summary>Stamina percent (0..1) or null when not yet received.</summary>
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public float? StaminaPercent => Percent(VitalKind.Stamina);
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138
src/AcDream.Core/Spells/EnchantmentMath.cs
Normal file
138
src/AcDream.Core/Spells/EnchantmentMath.cs
Normal file
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@ -0,0 +1,138 @@
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using System.Collections.Generic;
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namespace AcDream.Core.Spells;
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/// <summary>
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/// Aggregates active-enchantment buffs into per-stat <c>(multiplier,
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/// additive)</c> modifier pairs, mirroring retail
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/// <c>CEnchantmentRegistry::EnchantAttribute</c> at PDB
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/// <c>0x00594570</c> (see
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/// <c>docs/research/named-retail/acclient_2013_pseudo_c.txt</c>
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/// line 416110).
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///
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/// <para>
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/// <b>Retail formula:</b>
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/// </para>
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/// <code>
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/// for each enchantment in _mult_list (after CullEnchantmentsFromList):
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/// if statMod.key == requested_key && mod-type is multiplicative:
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/// multiplier *= statMod.val
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/// for each enchantment in _add_list:
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/// if statMod.key == requested_key && mod-type is additive:
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/// additive += statMod.val
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/// apply family-stacking: only one enchantment per Family wins
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/// (highest Generation; tie-broken by latest cast).
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/// </code>
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///
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/// <para>
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/// <b>Vitae</b> (death penalty) is a singleton on
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/// <c>CEnchantmentRegistry._vitae</c>, applied multiplicatively after
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/// the buff lists. We don't yet wire it through.
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/// </para>
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///
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/// <para>
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/// <b>Current implementation status:</b> the aggregator iterates
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/// <see cref="Spellbook.ActiveEnchantments"/> and applies
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/// <see cref="SpellTable"/> family-stacking deduplication, but
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/// **returns identity (1.0, 0.0) for stat modifiers** because our
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/// <see cref="ActiveEnchantmentRecord"/> doesn't yet carry the
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/// <c>StatMod (type/key/val)</c> triad — that requires extending
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/// <c>ParseMagicUpdateEnchantment</c> to read the full Enchantment
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/// payload (60-64 bytes per holtburger
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/// <c>messages/magic/types.rs</c>) and storing it on the record.
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/// Filed as ISSUES.md #12. Once that lands, the aggregator's
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/// `effectiveMult * mod.Val` and `additive + mod.Val` paths fire and
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/// the Vitals HUD percent gap closes.
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/// </para>
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///
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/// <para>
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/// <b>Stat keys</b> (ACE <c>PropertyAttribute2nd</c>):
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/// <c>MaxHealth=1</c>, <c>MaxStamina=3</c>, <c>MaxMana=5</c>.
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/// Verified against
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/// <c>docs/research/named-retail/acclient.h</c> line 37287-37301
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/// (<c>SecondaryAttribute</c> family).
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/// </para>
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/// </summary>
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public static class EnchantmentMath
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{
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/// <summary>
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/// Combined multiplicative + additive modifier for a stat key.
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/// </summary>
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public readonly record struct VitalMod(float Multiplier, float Additive)
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{
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/// <summary>Identity modifier — <c>(1.0, 0.0)</c>. No active
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/// buffs apply.</summary>
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public static readonly VitalMod Identity = new(1.0f, 0.0f);
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}
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/// <summary>
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/// Compute the combined buff modifier for a given stat key from
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/// the player's active enchantments. Returns <see cref="VitalMod.Identity"/>
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/// when no relevant buffs are active.
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/// </summary>
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/// <param name="enchantments">All active enchantment layers
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/// (typically <see cref="Spellbook.ActiveEnchantments"/>).</param>
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/// <param name="table">Spell metadata table for family-stacking
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/// (only one buff per <see cref="SpellMetadata.Family"/> wins).</param>
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/// <param name="statKey">Target stat key (ACE
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/// <c>PropertyAttribute2nd</c> enum value: 1=MaxHealth,
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/// 3=MaxStamina, 5=MaxMana).</param>
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public static VitalMod GetMod(
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IEnumerable<ActiveEnchantmentRecord> enchantments,
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SpellTable table,
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uint statKey)
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{
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// Family-stacking: bucket the active enchantments by Family and
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// keep the strongest one per bucket (the one with the largest
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// SpellId, which in retail correlates with generation level —
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// higher level = higher id within a family. Without the
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// Generation field, this is a faithful approximation.)
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var stronger = new Dictionary<uint, ActiveEnchantmentRecord>();
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foreach (var ench in enchantments)
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{
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if (!table.TryGet(ench.SpellId, out var meta))
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continue;
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// Family 0 means "no stacking bucket" — these don't dedup;
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// pass them through with a synthetic key per layer.
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uint bucket = meta.Family == 0 ? ench.LayerId | 0x80000000u : meta.Family;
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if (!stronger.TryGetValue(bucket, out var current) ||
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ench.SpellId > current.SpellId)
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{
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stronger[bucket] = ench;
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}
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}
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// Aggregate StatMod values from the deduplicated set.
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// Note: ActiveEnchantmentRecord doesn't currently carry
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// StatMod (type/key/val). Until ISSUES.md #12 lands the wire
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// extension, this loop produces no aggregation effect — we
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// keep the architecture in place so the swap-in is local.
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float multiplier = 1.0f;
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float additive = 0.0f;
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foreach (var ench in stronger.Values)
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{
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// TODO ISSUES.md #12: filter by ench.StatModKey == statKey
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// and apply ench.StatModType (multiplicative vs additive)
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// with ench.StatModValue. For now, stat-key filtering is
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// a no-op since the data isn't on the record yet.
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_ = ench;
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_ = statKey;
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}
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return multiplier == 1.0f && additive == 0.0f
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? VitalMod.Identity
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: new VitalMod(multiplier, additive);
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}
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/// <summary>
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/// Stat-key constants matching ACE <c>PropertyAttribute2nd</c>
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/// (verified against <c>docs/research/named-retail/acclient.h</c>
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/// line 37287-37301). Used by <see cref="LocalPlayerState"/> to
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/// look up the right buff bucket per vital kind.
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/// </summary>
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public static class StatKey
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{
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public const uint MaxHealth = 1;
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public const uint MaxStamina = 3;
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public const uint MaxMana = 5;
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}
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}
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@ -46,6 +46,17 @@ public sealed class Spellbook
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/// Returns <see cref="SpellTable.Empty"/> if none was provided.</summary>
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public SpellTable Metadata => _table;
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/// <summary>
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/// Issue #6 — combined buff modifier for a vital stat. Aggregates
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/// over <see cref="ActiveEnchantments"/> through
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/// <see cref="EnchantmentMath.GetMod"/> with family-stacking dedup
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/// from the spell metadata table. Returns
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/// <see cref="EnchantmentMath.VitalMod.Identity"/> when no buffs
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/// apply (or when no SpellTable was wired).
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/// </summary>
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public EnchantmentMath.VitalMod GetVitalMod(uint statKey) =>
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EnchantmentMath.GetMod(ActiveEnchantments, _table, statKey);
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/// <summary>Fires when a spell is added to the player's spellbook.</summary>
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public event Action<uint>? SpellLearned;
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