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>
This commit is contained in:
Erik 2026-07-30 17:35:32 +02:00
parent 4880d7d9cf
commit f6e895c06c
3 changed files with 42 additions and 0 deletions

View file

@ -183,6 +183,18 @@ public sealed class RuntimeCharacterState : IDisposable
int jump = _jumpSkillBase >= 0
? ApplySkillEnchantments(_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
// each recompute. If vitae is active but runMod prints 1.0, the break
// 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);
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)})"));
MovementSkills.Update(run, jump);
}