mirror of
https://github.com/Kelsidavis/WoWee.git
synced 2026-03-24 08:00:14 +00:00
Fix armor stat in character stats panel via UNIT_FIELD_RESISTANCES
The character stats panel was showing Armor: 0 because summing armor from item query responses is fragile (depends on correct BuyCount/damage block parsing). Instead, read the server-authoritative total armor directly from UNIT_FIELD_RESISTANCES (physical resistance, index 0) in the player entity update fields. Added UNIT_FIELD_RESISTANCES to the UF enum and all four expansion JSON files with correct wire indices: WotLK 3.3.5a: 99 (NPC_FLAGS=82 + emotestate + stat×5 + posstat×5 + negstat×5) TBC 2.4.3: 185 (NPC_FLAGS=168 + same relative layout) Classic 1.12: 154 (NPC_FLAGS=147 + emotestate + stat×5, no posstat/negstat) Turtle WoW: 154 (same as Classic) Stats panel uses server armor when > 0, falls back to summed item-query armor otherwise. Armor rating resets to 0 on world entry and is updated from both CREATE_OBJECT and VALUES update blocks.
This commit is contained in:
parent
05e2b37894
commit
20cdff0790
10 changed files with 33 additions and 5 deletions
|
|
@ -1066,7 +1066,7 @@ void InventoryScreen::renderCharacterScreen(game::GameHandler& gameHandler) {
|
|||
|
||||
if (ImGui::BeginTabItem("Stats")) {
|
||||
ImGui::Spacing();
|
||||
renderStatsPanel(inventory, gameHandler.getPlayerLevel());
|
||||
renderStatsPanel(inventory, gameHandler.getPlayerLevel(), gameHandler.getArmorRating());
|
||||
ImGui::EndTabItem();
|
||||
}
|
||||
|
||||
|
|
@ -1269,15 +1269,13 @@ void InventoryScreen::renderEquipmentPanel(game::Inventory& inventory) {
|
|||
// Stats Panel
|
||||
// ============================================================
|
||||
|
||||
void InventoryScreen::renderStatsPanel(game::Inventory& inventory, uint32_t playerLevel) {
|
||||
void InventoryScreen::renderStatsPanel(game::Inventory& inventory, uint32_t playerLevel, int32_t serverArmor) {
|
||||
// Sum equipment stats
|
||||
int32_t totalArmor = 0;
|
||||
int32_t totalStr = 0, totalAgi = 0, totalSta = 0, totalInt = 0, totalSpi = 0;
|
||||
|
||||
for (int s = 0; s < game::Inventory::NUM_EQUIP_SLOTS; s++) {
|
||||
const auto& slot = inventory.getEquipSlot(static_cast<game::EquipSlot>(s));
|
||||
if (slot.empty()) continue;
|
||||
totalArmor += slot.item.armor;
|
||||
totalStr += slot.item.strength;
|
||||
totalAgi += slot.item.agility;
|
||||
totalSta += slot.item.stamina;
|
||||
|
|
@ -1285,6 +1283,15 @@ void InventoryScreen::renderStatsPanel(game::Inventory& inventory, uint32_t play
|
|||
totalSpi += slot.item.spirit;
|
||||
}
|
||||
|
||||
// Use server-authoritative armor from UNIT_FIELD_RESISTANCES when available.
|
||||
// Falls back to summing item query armors if server armor wasn't received yet.
|
||||
int32_t itemQueryArmor = 0;
|
||||
for (int s = 0; s < game::Inventory::NUM_EQUIP_SLOTS; s++) {
|
||||
const auto& slot = inventory.getEquipSlot(static_cast<game::EquipSlot>(s));
|
||||
if (!slot.empty()) itemQueryArmor += slot.item.armor;
|
||||
}
|
||||
int32_t totalArmor = (serverArmor > 0) ? serverArmor : itemQueryArmor;
|
||||
|
||||
// Base stats: 20 + level
|
||||
int32_t baseStat = 20 + static_cast<int32_t>(playerLevel);
|
||||
|
||||
|
|
|
|||
Loading…
Add table
Add a link
Reference in a new issue