Reworks MossTank against user feedback and the Virindi Tank feature docs
(virindi.net is reachable again over https with a self-signed cert; the
research doc's "unreachable" note is stale).
VTank's stated default is the spec: "automatically buffs every Attribute and
Skill you have trained", and "all buff spells are recast when they go below 5
minutes". The previous pass buffed the whole spellbook and refreshed at 60s;
both are corrected.
The hard problem was working out WHICH stat each buff raises. The client's
spell table has no such link -- it arrives from the server with the
enchantment -- and the naming is too irregular to infer: Invulnerability
raises Melee Defense, Impregnability raises Missile Defense, Fealty raises
Loyalty, Sprint raises Run, Arcane Enlightenment raises Arcane Lore, and the
line called Willpower raises the attribute named Self. Any name-matching
scheme dies on that last one.
Retail states it outright in each spell's own description ("Increases the
caster's Life Magic skill by 10 points"), so BuffProfile derives the whole
mapping from shipped data at runtime. It also carries the one alias the data
needs: the spell text says "Assess Monster" where the skill table says "Assess
Creature", and without that the skill silently never matches.
Two data facts that would each have caused a real bug, found by dumping the
spell table rather than assuming:
* Family is NOT a spell-line identity in general. Retail groups the
instantaneous vital transfers by SOURCE vital, so family 89 holds both
"Stamina to Health" and "Stamina to Mana". Picking the strongest tier in a
family would convert into the wrong vital about half the time. Buff lines
group by family (correct for duration buffs, which is retail's own stacking
bucket); the conversions are found by name stem instead.
* Instantaneous spells have no duration and must be excluded from buff lines
entirely, or they are treated as buffs that never appear to land.
Tier selection now follows the character's skill in the casting school against
the spell's difficulty (VTank's SpellDiffExcessThreshold-Buff), which is why
PluginSpellInfo gained School as a SKILL id -- MagicSchool is retail's 1-5
school enum, not something a character trains.
Mana upkeep is the loop asked for: convert stamina to mana when mana is low,
Revitalize when that leaves stamina too low to convert, and refuse to drain
stamina past a floor. Unknown vitals read as zero and are treated as "no
information" rather than "empty", so it will not cast on a healthy character.
Panel no longer shows at character select. IsAvailable is now the runtime's
own lifecycle state rather than a proxy, and markup gained visible="{Binding}"
plus UiElement.VisibleSource -- evaluated before the visible gate, because
TickSelfAndChildren returns early when hidden and an element could otherwise
never un-hide itself.
Also: a generated SpellId enum of all 6,266 spells (tools/SpellDump --enum),
generated from portal.dat rather than copied, so it cannot drift and carries
no third-party licence; skill and spell names now come from the retail tables
for display; and the Buff click logs unconditionally, so "nothing happened"
can be told apart from "the click never arrived".
Solution builds clean; 14,433 tests pass on the standard hermetic lane filter,
0 failures, including 21 covering the buff profile, tier selection and mana
loop.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
First consumer of acdream's plugin automation surface, and the first slice of
the VTank-class plugin milestone
(docs/research/2026-07-29-vtank-plugin-automation-requirements.md).
MossTank shows a panel with a Buff button; clicking it casts every self-buff
the character is missing, skips what is already in force at an equal or higher
tier, and refreshes what is nearly expired.
The host/plugin line is the load-bearing decision here. The host publishes
spell DATA -- family, tier, difficulty, mana, duration -- plus a cast
primitive with a preflight gate. The plugin owns the POLICY. That is the
architectural conclusion the requirements research reached: VTank's engine
lived in plugin-land, built on Decal's primitives, and baking "best buff for
skill X" into the host would start pulling the engine inward one convenience
at a time.
Why the plan is driven off the spellbook rather than off trained skills, which
is the obvious reading of "buff every trained and specialised skill": the
client cannot honestly make that mapping. The link between a spell and the
stat it modifies arrives from the SERVER in the enchantment message and is
absent from the client's own spell table. What the client does know is which
spells the character has learned -- and a character only learns buffs for the
skills they use, so the spellbook reaches the same set without inventing a
mapping the client has no grounds for.
Surface added, all BCL-only so Plugin.Abstractions keeps its zero project
references:
* ICharacterInfo, ISpellCatalog, IMagicCommands, grouped behind one
IAutomationSurface so IPluginHost grows by one member rather than three.
* IEvents.Tick. Automation is sequences, not single calls -- a buff pass casts
several spells and must wait between them. Without a host tick a plugin
would need its own timer thread re-entering the host off its update thread.
* NoOpAutomationSurface for hosts with no live session, so a plugin keeps one
code path and checks IsAvailable.
Markup gained <button> and <label>; it previously supported only <meter>, with
a comment promising the rest. Buttons bind onclick to an Action property and
FAIL THE PANEL LOAD if it does not resolve -- a silently dead button is worse
than a panel that refuses to load, because the user clicks and there is
nothing to diagnose. Labels bind through a Func so a status line tracks its
binding instead of freezing at build time.
Enchantment reads use EnchantmentsInEffectSnapshot rather than the raw active
set: retail leaves a weaker same-family enchantment in the registry while a
stronger one is in force, and a plugin asking "am I buffed?" means in force.
BuffPlan is a pure function of (known buffs, active enchantments) precisely so
it can be tested without a session; 9 tests cover tier supersede, the
family-0 no-stack bucket that must not be de-duplicated, expiry refresh, and
plan stability across the rebuilds the tick loop performs.
Solution builds clean; 14,421 tests pass on the standard hermetic lane filter,
0 failures.
Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>