feat(diag): #266 - [stat-chain] apparatus across the vitae-to-movement chain
Three permanent low-volume probes: installed vitae record (id/type/key/ value) at ReplaceManifest, any vitae record dropped by GetMod's spell-table prepass (retail's _vitae singleton never runs family stacking - if this fires, hoist the Bucket-4 branch), and the full recompute state (base skills, runMod, effective skills, active count). One instrumented relog decides the break point. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
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@ -100,7 +100,23 @@ public static class EnchantmentMath
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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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{
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// #266 apparatus (permanent, rare): a VITAE record silently
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// dropped by the spell-table lookup would zero the whole
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// stat-chain effect — surface it. (Retail keeps _vitae on a
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// dedicated singleton slot that never runs family stacking;
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// if this line ever fires the faithful fix is hoisting the
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// Bucket-4 branch above the table lookup.)
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if (ench.Bucket == 4)
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{
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System.Console.WriteLine(
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System.FormattableString.Invariant(
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$"[stat-chain] VITAE DROPPED by spell-table lookup: "
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+ $"spell={ench.SpellId} value="
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+ $"{(ench.StatModValue is float dv ? dv.ToString("F4") : "NULL")}"));
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}
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continue;
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}
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// Family 0 means "no stacking bucket" — these don't dedup;
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// pass them through with a synthetic key per layer.
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uint bucket = meta.Family == 0 ? ench.LayerId | 0x80000000u : meta.Family;
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@ -382,7 +382,21 @@ public sealed class Spellbook
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_vitalModCache.Clear();
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_skillModCache.Clear();
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foreach (ActiveEnchantmentRecord enchantment in enchantments)
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{
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UpsertManifestEnchantment(enchantment);
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// #266 apparatus (permanent, login-only volume): surface every
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// installed VITAE record so the stat-chain break point is
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// decidable from one log. Bucket 4 = vitae singleton class.
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if (enchantment.Bucket == 4)
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{
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System.Console.WriteLine(
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System.FormattableString.Invariant(
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$"[stat-chain] login vitae installed: spell={enchantment.SpellId} "
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+ $"statModType=0x{enchantment.StatModType ?? 0:X} "
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+ $"key={enchantment.StatModKey ?? 0} "
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+ $"value={(enchantment.StatModValue is float v ? v.ToString("F4") : "NULL")}"));
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}
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}
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for (int i = 0; i < _favoriteSpells.Length; i++)
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{
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@ -183,6 +183,18 @@ public sealed class RuntimeCharacterState : IDisposable
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int jump = _jumpSkillBase >= 0
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? ApplySkillEnchantments(_jumpSkillBase, JumpSkillId)
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: -1;
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// #266 apparatus (permanent, low-volume — fires only on skill-base or
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// enchantment changes, the [snap] class): the full stat-chain state at
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// each recompute. If vitae is active but runMod prints 1.0, the break
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// is in GetSkillMod's record handling; if runMod is right but the
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// felt speed doesn't change, the break is downstream of MovementSkills.
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EnchantmentMath.VitalMod runMod = Spellbook.GetSkillMod(RunSkillId);
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System.Console.WriteLine(
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System.FormattableString.Invariant(
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$"[stat-chain] base run={_runSkillBase} jump={_jumpSkillBase} "
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+ $"runMod={runMod.Multiplier:F4}x+{runMod.Additive:F1} "
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+ $"-> eff run={run} jump={jump} "
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+ $"(activeEnchantments={System.Linq.Enumerable.Count(Spellbook.ActiveEnchantments)})"));
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MovementSkills.Update(run, jump);
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}
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