Three fixes to the Vitals HUD path:
1. EnchantmentMask Vitae/Cooldown bit values (parser regression).
ACE's enum at references/ACE/Source/ACE.Entity/Enum/EnchantmentCategory.cs
has Vitae=0x4 and Cooldown=0x8. I had them swapped — when ACE wrote
the Vitae singleton with mask bit 0x4 set, my parser read it as
"Cooldown" and tried to consume a count-prefixed list (no count
present), blowing up with FormatException, returning null from
TryParse. PlayerDescription consequently failed to parse on every
live login. Fix: swap the bit values + bucket constants to match ACE.
2. Vitae applies regardless of StatModKey. Live trace showed:
vitals: PD-ench spell=666 layer=0 bucket=Vitae key=0 val=0.95
ACE's Vitae enchantment serializes with key=0 (meaning "any vital")
per retail. EnchantmentMath was filtering Vitae by key like other
buffs, so the 5% death penalty never applied to Health/Stam/Mana
max — the Vitals percent read 95% because current=276 / max=290
(server already reduced current; our max didn't match). Fix:
Vitae bucket short-circuits the per-key check and applies its
multiplier to all vitals.
3. Absolute current/max in HUD overlay. VitalsVM exposes
HealthCurrent/Max, StaminaCurrent/Max, ManaCurrent/Max from
LocalPlayerState. VitalsPanel overlay format is now
"current / max (percent%)" when absolutes are available; falls
back to percent-only pre-PlayerDescription. Matches the retail
look the user requested ("HP 400/400" style).
Test deltas (841 -> 842):
- Existing Vitae test still passes (key matches statKey case).
- New Vitae key=0 test pins the "any vital" semantics.
- Existing PlayerDescription Vitae singleton test updated to
write mask=0x4 (was 0x8 with the swapped enum).
Live verification: with +Acdream's Vitae-666 active and Endurance.current=290:
HP : current=138, max=145×0.95≈138 → bar 100% (was 95%)
Stam : current=276, max=290×0.95≈276 → bar 100%
Mana : current=190, max=200×0.95≈190 → bar 100%
Overlay reads e.g. "276 / 276 (100%)".
Co-Authored-By: Claude Opus 4.7 (1M context) <noreply@anthropic.com>
245 lines
11 KiB
C#
245 lines
11 KiB
C#
using System.Collections.Generic;
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using AcDream.Core.Spells;
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namespace AcDream.Core.Tests.Spells;
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/// <summary>
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/// Tests for <see cref="EnchantmentMath"/>. Issue #6 architecture
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/// validation — confirms the family-stacking dedup + identity
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/// semantics work correctly.
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///
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/// <para>
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/// Note: until ISSUES.md #12 lands the wire-format extension that
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/// captures StatMod (type/key/val) on <see cref="ActiveEnchantmentRecord"/>,
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/// the per-enchantment modifier value isn't aggregated yet — we
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/// always return <see cref="EnchantmentMath.VitalMod.Identity"/>.
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/// These tests confirm the architectural shape is correct for the
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/// follow-up wire wiring.
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/// </para>
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/// </summary>
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public sealed class EnchantmentMathTests
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{
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[Fact]
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public void Empty_ReturnsIdentity()
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{
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var mod = EnchantmentMath.GetMod(
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new List<ActiveEnchantmentRecord>(),
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SpellTable.Empty,
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EnchantmentMath.StatKey.MaxStamina);
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Assert.Equal(EnchantmentMath.VitalMod.Identity, mod);
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}
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[Fact]
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public void NoMatchingTableEntries_ReturnsIdentity()
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{
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// Active enchantments exist but none of them have entries in the
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// SpellTable (so we can't read Family) — they're skipped.
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var enchantments = new[]
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{
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new ActiveEnchantmentRecord(SpellId: 9999u, LayerId: 1u, Duration: 60f, CasterGuid: 0u),
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new ActiveEnchantmentRecord(SpellId: 8888u, LayerId: 2u, Duration: 60f, CasterGuid: 0u),
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};
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var mod = EnchantmentMath.GetMod(enchantments, SpellTable.Empty,
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EnchantmentMath.StatKey.MaxStamina);
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Assert.Equal(EnchantmentMath.VitalMod.Identity, mod);
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}
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[Fact]
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public void StatKey_ConstantsMatchAceEnum()
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{
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// ACE PropertyAttribute2nd enum: MaxHealth=1, MaxStamina=3, MaxMana=5.
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// Verified against named-retail/acclient.h line 37287-37301.
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Assert.Equal(1u, EnchantmentMath.StatKey.MaxHealth);
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Assert.Equal(3u, EnchantmentMath.StatKey.MaxStamina);
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Assert.Equal(5u, EnchantmentMath.StatKey.MaxMana);
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}
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[Fact]
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public void Identity_IsOneAndZero()
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{
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Assert.Equal(1.0f, EnchantmentMath.VitalMod.Identity.Multiplier);
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Assert.Equal(0.0f, EnchantmentMath.VitalMod.Identity.Additive);
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}
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[Fact]
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public void FamilyStacking_DeduplicatesByFamily_KeepsHigherSpellId()
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{
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// Build a SpellTable with 2 spells in the same Family (e.g.
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// Strength I and Strength VII, both Family=1). Both are in the
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// active enchantment list; only the higher spell id should
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// survive the family-stacking dedup.
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// The aggregator currently returns Identity regardless (see
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// class doc), but the dedup behaviour is observable by
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// counting which records would be folded — exercised here to
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// pin the architecture even before ISSUES.md #12 wires data.
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// Family=1 strength buffs example.
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var table = LoadTable(
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(1u, "Strength I", 1u),
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(132u, "Strength VII", 1u)); // same family
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var enchantments = new[]
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{
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new ActiveEnchantmentRecord(SpellId: 1u, LayerId: 100u, Duration: 60f, CasterGuid: 0u),
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new ActiveEnchantmentRecord(SpellId: 132u, LayerId: 101u, Duration: 60f, CasterGuid: 0u),
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};
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// Currently: identity result (StatMod data not yet on records).
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// Test demonstrates the call doesn't throw + returns identity.
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var mod = EnchantmentMath.GetMod(enchantments, table,
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EnchantmentMath.StatKey.MaxStamina);
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Assert.Equal(EnchantmentMath.VitalMod.Identity, mod);
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}
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[Fact]
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public void Family_Zero_DoesNotDedup()
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{
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// Family 0 means "no stacking bucket" — each enchantment is
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// its own bucket (synthetic key per layer). When ISSUES.md #12
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// lands and we aggregate StatMods, both these buffs will
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// contribute simultaneously.
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var table = LoadTable(
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(10u, "Buff A", 0u),
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(20u, "Buff B", 0u));
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var enchantments = new[]
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{
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new ActiveEnchantmentRecord(SpellId: 10u, LayerId: 100u, Duration: 60f, CasterGuid: 0u),
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new ActiveEnchantmentRecord(SpellId: 20u, LayerId: 101u, Duration: 60f, CasterGuid: 0u),
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};
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var mod = EnchantmentMath.GetMod(enchantments, table,
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EnchantmentMath.StatKey.MaxStamina);
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// Identity for now; architecture confirmed via no-throw + result shape.
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Assert.Equal(EnchantmentMath.VitalMod.Identity, mod);
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}
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[Fact]
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public void GetMod_MultiplicativeBucket_AppliesProductWhenStatKeyMatches()
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{
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// Two multiplicative enchantments on MaxStamina (key=3): values
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// 1.2 and 1.1 → final multiplier = 1.2 × 1.1 = 1.32.
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// Different families so neither dedups the other.
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var table = LoadTable(
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(10u, "Buff10", 100u),
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(11u, "Buff11", 200u));
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var enchantments = new[]
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{
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MakeMultRecord(spellId: 10, layer: 1, statKey: 3u, val: 1.2f),
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MakeMultRecord(spellId: 11, layer: 2, statKey: 3u, val: 1.1f),
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};
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var mod = EnchantmentMath.GetMod(enchantments, table,
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EnchantmentMath.StatKey.MaxStamina);
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Assert.Equal(1.32f, mod.Multiplier, precision: 4);
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Assert.Equal(0.0f, mod.Additive);
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}
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[Fact]
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public void GetMod_AdditiveBucket_SumsValueWhenStatKeyMatches()
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{
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var table = LoadTable(
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(20u, "Add1", 300u),
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(21u, "Add2", 301u));
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var enchantments = new[]
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{
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MakeAddRecord(spellId: 20, layer: 1, statKey: 5u /* MaxMana */, val: 25f),
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MakeAddRecord(spellId: 21, layer: 2, statKey: 5u, val: 50f),
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};
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var mod = EnchantmentMath.GetMod(enchantments, table,
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EnchantmentMath.StatKey.MaxMana);
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Assert.Equal(1.0f, mod.Multiplier);
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Assert.Equal(75.0f, mod.Additive);
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}
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[Fact]
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public void GetMod_StatKeyMismatch_DoesNotContribute()
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{
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var table = LoadTable((30u, "Health buff", 500u));
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// Buff modifies MaxHealth (key=1) but we ask for MaxStamina (key=3).
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var enchantments = new[]
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{
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MakeMultRecord(spellId: 30, layer: 1, statKey: 1u /* MaxHealth */, val: 1.5f),
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};
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var mod = EnchantmentMath.GetMod(enchantments, table,
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EnchantmentMath.StatKey.MaxStamina);
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Assert.Equal(EnchantmentMath.VitalMod.Identity, mod);
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}
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[Fact]
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public void GetMod_VitaeBucket_AppliedMultiplicativelyAfterBuffs()
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{
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// Vitae = 0.85 (15% death penalty) on MaxHealth, plus a +10
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// additive from a Restoration buff. Family 0 means each is its
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// own bucket.
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var table = LoadTable(
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(40u, "Restoration", 0u),
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(41u, "Vitae", 0u));
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var enchantments = new[]
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{
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MakeAddRecord(spellId: 40, layer: 1, statKey: 1u /* MaxHealth */, val: 10f),
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MakeVitaeRecord(spellId: 41, layer: 2, statKey: 1u, val: 0.85f),
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};
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var mod = EnchantmentMath.GetMod(enchantments, table,
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EnchantmentMath.StatKey.MaxHealth);
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// Vitae multiplier 0.85, additive 10.
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Assert.Equal(0.85f, mod.Multiplier, precision: 3);
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Assert.Equal(10.0f, mod.Additive);
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}
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[Fact]
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public void GetMod_Vitae_AppliesEvenWhenStatModKeyIsZero()
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{
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// Retail behaviour observed in live trace (2026-04-25): ACE's
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// Vitae enchantment serializes with StatModKey = 0 (meaning
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// "any vital"). The Vitae multiplier must apply regardless of
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// the requested stat key — otherwise +Acdream's 5% death
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// penalty wouldn't show up in the Vitals HUD percent.
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var table = LoadTable((666u, "Vitae", 0u));
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var enchantments = new[]
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{
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MakeVitaeRecord(spellId: 666, layer: 0, statKey: 0u /* "any" */, val: 0.95f),
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};
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// Query for MaxStamina; Vitae key=0 should still apply.
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var mod = EnchantmentMath.GetMod(enchantments, table,
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EnchantmentMath.StatKey.MaxStamina);
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Assert.Equal(0.95f, mod.Multiplier, precision: 3);
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}
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[Fact]
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public void GetMod_FamilyStacking_PicksHigherSpellId()
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{
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// Two spells in the same family — only the one with the higher
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// SpellId should contribute.
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var table = LoadTable(
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(10u, "Strength I", 1u), // Family=1
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(132u, "Strength VII", 1u)); // same family
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var enchantments = new[]
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{
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MakeMultRecord(spellId: 10u, layer: 1, statKey: 3u, val: 1.1f),
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MakeMultRecord(spellId: 132u, layer: 2, statKey: 3u, val: 1.5f),
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};
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var mod = EnchantmentMath.GetMod(enchantments, table,
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EnchantmentMath.StatKey.MaxStamina);
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// Only the higher-id buff (1.5) applies.
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Assert.Equal(1.5f, mod.Multiplier, precision: 3);
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}
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private static ActiveEnchantmentRecord MakeMultRecord(uint spellId, uint layer, uint statKey, float val) =>
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new(spellId, layer, 60f, 0u, StatModType: 0, StatModKey: statKey, StatModValue: val, Bucket: 1u);
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private static ActiveEnchantmentRecord MakeAddRecord(uint spellId, uint layer, uint statKey, float val) =>
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new(spellId, layer, 60f, 0u, StatModType: 0, StatModKey: statKey, StatModValue: val, Bucket: 2u);
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private static ActiveEnchantmentRecord MakeVitaeRecord(uint spellId, uint layer, uint statKey, float val) =>
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new(spellId, layer, -1f, 0u, StatModType: 0, StatModKey: statKey, StatModValue: val, Bucket: 4u);
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private static SpellTable LoadTable(params (uint id, string name, uint family)[] rows)
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{
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// Build a synthetic CSV with just enough columns for SpellTable to
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// resolve Family on each spell id.
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var sb = new System.Text.StringBuilder();
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sb.AppendLine("Spell ID,Spell ID [Hex],Name,SortKey,IconId [Hex],Difficulty,Duration,Family,Flags [Hex],Generation,IsDebuff,IsFastWindup,IsFellowship,IsIrresistible,IsOffensive,IsUntargetted,Mana,School,Speed,Spell Words,CasterEffect,TargetEffect,TargetMask [Hex],Type,Description,Unknown1,Unknown2,Unknown3,Unknown4,Unknown5,Unknown6,Unknown7,Unknown8,Unknown9,Unknown10");
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foreach (var (id, name, family) in rows)
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{
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sb.Append(id).Append(',').Append("0x").Append(id.ToString("X")).Append(',')
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.Append(name).Append(",0,0x0,1,1,").Append(family).Append(",0x0,1,False,False,False,False,False,False,1,War Magic,0,Words,0,0,0x0,1,Desc,0,0,0,0,0,0,0,0,0,0")
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.AppendLine();
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}
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return SpellTable.LoadFromReader(new System.IO.StringReader(sb.ToString()));
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}
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}
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