feat(net): #7 PlayerDescriptionParser - enchantment block walker + StatMod flow
Extends PlayerDescriptionParser past the spell block to parse the
Enchantment trailer per holtburger events.rs:462-501 +
magic/types.rs:40. New EnchantmentEntry record carries the full
60-64 byte wire payload:
u16 spell_id, layer, spell_category, has_spell_set_id
u32 power_level
f64 start_time, duration
u32 caster_guid
f32 degrade_modifier, degrade_limit
f64 last_time_degraded
u32 stat_mod_type, stat_mod_key
f32 stat_mod_value
[u32 spell_set_id]?
+ EnchantmentBucket (Multiplicative / Additive / Cooldown / Vitae)
EnchantmentMask outer u32 selects which buckets follow; each bucket
(except Vitae) is u32 count + N records. Vitae is a singleton.
Parsed.Enchantments now exposed as IReadOnlyList<EnchantmentEntry>.
GameEventWiring routes each entry through Spellbook.OnEnchantmentAdded
with the full StatMod data + bucket. EnchantmentMath.GetMod consumes
StatMod records to produce real (Multiplier, Additive) per stat key:
Bucket 1 (Multiplicative): multiplier *= val
Bucket 2 (Additive): additive += val
Bucket 8 (Vitae): multiplier *= val (applied last)
Bucket 4 (Cooldown): skipped (not a vital mod)
ActiveEnchantmentRecord extended with optional StatModType /
StatModKey / StatModValue / Bucket fields. Existing 4-arg callers
stay compatible (defaults to null / 0). New OnEnchantmentAdded
overload accepts the full record from PlayerDescription path.
Tests: 7 new (834 -> 841):
- PlayerDescriptionParserTests (2): enchantment block schema with
multiplicative + additive buckets, Vitae singleton.
- EnchantmentMathTests (5): multiplicative buffs aggregate, additive
buffs sum, stat-key mismatch filters out, Vitae applied
multiplicatively, family-stacking picks higher spell-id.
Closes #7 (parser past spells, enchantment block parsed).
Closes #12 (StatMod flow architecture — data lights up #6's
aggregator). Files #13 (remaining trailer sections: options /
shortcuts / hotbars / desired_comps / spellbook_filters / options2 /
gameplay_options / inventory / equipped — needs the heuristic
gameplay_options walker per holtburger).
Note: ParseMagicUpdateEnchantment (live-update 0x02C2) NOT yet
extended — still uses 4-field summary. PlayerDescription is the
load-bearing path for #6; live updates can be folded in separately.
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
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7 changed files with 447 additions and 58 deletions
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@ -102,22 +102,34 @@ public static class EnchantmentMath
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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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// Aggregate StatMod values from the deduplicated set. Records
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// with StatModKey == statKey contribute; bucket determines
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// whether the value is multiplicative or additive.
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// Bucket 1 (Multiplicative): multiplier *= ench.StatModValue
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// Bucket 2 (Additive): additive += ench.StatModValue
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// Bucket 8 (Vitae): multiplier *= ench.StatModValue (post-pass)
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// Records without StatMod data (StatModKey == null) — e.g.
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// those from older MagicUpdateEnchantment events that don't
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// yet parse the full payload — contribute nothing.
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float multiplier = 1.0f;
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float additive = 0.0f;
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float vitae = 1.0f;
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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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if (ench.StatModKey is not uint key || key != statKey) continue;
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if (ench.StatModValue is not float val) continue;
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switch (ench.Bucket)
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{
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case 1: multiplier *= val; break;
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case 2: additive += val; break;
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case 8: vitae *= val; break;
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// Bucket 4 (Cooldown) doesn't affect vital max.
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}
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}
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// Vitae is applied multiplicatively last per retail
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// CEnchantmentRegistry::EnchantAttribute behaviour.
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multiplier *= vitae;
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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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