feat: track UNIT_FIELD_STAT0-4 from server update fields for accurate character stats

Add UNIT_FIELD_STAT0-4 (STR/AGI/STA/INT/SPI) to the UF enum and wire up
per-expansion indices in all four expansion JSON files (WotLK: 84-88,
Classic/Turtle: 138-142, TBC: 159-163). Read the values in both CREATE
and VALUES player update handlers and store in playerStats_[5].

renderStatsPanel now uses the server-authoritative totals when available,
falling back to the previous 20+level estimate only if the server hasn't
sent UNIT_FIELD_STAT* yet. Item-query bonuses are still shown as (+N)
alongside the server total for both paths.
This commit is contained in:
Kelsi 2026-03-10 23:08:15 -07:00
parent d95abfb607
commit 99de1fa3e5
10 changed files with 115 additions and 30 deletions

View file

@ -6098,6 +6098,7 @@ void GameHandler::selectCharacter(uint64_t characterGuid) {
onlineEquipDirty_ = false;
playerMoneyCopper_ = 0;
playerArmorRating_ = 0;
std::fill(std::begin(playerStats_), std::end(playerStats_), -1);
knownSpells.clear();
spellCooldowns.clear();
actionBar = {};
@ -8142,6 +8143,11 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
const uint16_t ufCoinage = fieldIndex(UF::PLAYER_FIELD_COINAGE);
const uint16_t ufArmor = fieldIndex(UF::UNIT_FIELD_RESISTANCES);
const uint16_t ufPBytes2 = fieldIndex(UF::PLAYER_BYTES_2);
const uint16_t ufStats[5] = {
fieldIndex(UF::UNIT_FIELD_STAT0), fieldIndex(UF::UNIT_FIELD_STAT1),
fieldIndex(UF::UNIT_FIELD_STAT2), fieldIndex(UF::UNIT_FIELD_STAT3),
fieldIndex(UF::UNIT_FIELD_STAT4)
};
for (const auto& [key, val] : block.fields) {
if (key == ufPlayerXp) { playerXp_ = val; }
else if (key == ufPlayerNextXp) { playerNextLevelXp_ = val; }
@ -8170,6 +8176,14 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
uint8_t restStateByte = static_cast<uint8_t>((val >> 24) & 0xFF);
isResting_ = (restStateByte != 0);
}
else {
for (int si = 0; si < 5; ++si) {
if (ufStats[si] != 0xFFFF && key == ufStats[si]) {
playerStats_[si] = static_cast<int32_t>(val);
break;
}
}
}
// Do not synthesize quest-log entries from raw update-field slots.
// Slot layouts differ on some classic-family realms and can produce
// phantom "already accepted" quests that block quest acceptance.
@ -8454,6 +8468,11 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
const uint16_t ufPlayerFlags = fieldIndex(UF::PLAYER_FLAGS);
const uint16_t ufArmor = fieldIndex(UF::UNIT_FIELD_RESISTANCES);
const uint16_t ufPBytes2v = fieldIndex(UF::PLAYER_BYTES_2);
const uint16_t ufStatsV[5] = {
fieldIndex(UF::UNIT_FIELD_STAT0), fieldIndex(UF::UNIT_FIELD_STAT1),
fieldIndex(UF::UNIT_FIELD_STAT2), fieldIndex(UF::UNIT_FIELD_STAT3),
fieldIndex(UF::UNIT_FIELD_STAT4)
};
for (const auto& [key, val] : block.fields) {
if (key == ufPlayerXp) {
playerXp_ = val;
@ -8510,6 +8529,14 @@ void GameHandler::handleUpdateObject(network::Packet& packet) {
if (ghostStateCallback_) ghostStateCallback_(false);
}
}
else {
for (int si = 0; si < 5; ++si) {
if (ufStatsV[si] != 0xFFFF && key == ufStatsV[si]) {
playerStats_[si] = static_cast<int32_t>(val);
break;
}
}
}
}
// Do not auto-create quests from VALUES quest-log slot fields for the
// same reason as CREATE_OBJECT2 above (can be misaligned per realm).

View file

@ -37,6 +37,11 @@ static const UFNameEntry kUFNames[] = {
{"UNIT_NPC_FLAGS", UF::UNIT_NPC_FLAGS},
{"UNIT_DYNAMIC_FLAGS", UF::UNIT_DYNAMIC_FLAGS},
{"UNIT_FIELD_RESISTANCES", UF::UNIT_FIELD_RESISTANCES},
{"UNIT_FIELD_STAT0", UF::UNIT_FIELD_STAT0},
{"UNIT_FIELD_STAT1", UF::UNIT_FIELD_STAT1},
{"UNIT_FIELD_STAT2", UF::UNIT_FIELD_STAT2},
{"UNIT_FIELD_STAT3", UF::UNIT_FIELD_STAT3},
{"UNIT_FIELD_STAT4", UF::UNIT_FIELD_STAT4},
{"UNIT_END", UF::UNIT_END},
{"PLAYER_FLAGS", UF::PLAYER_FLAGS},
{"PLAYER_BYTES", UF::PLAYER_BYTES},

View file

@ -1086,7 +1086,10 @@ void InventoryScreen::renderCharacterScreen(game::GameHandler& gameHandler) {
if (ImGui::BeginTabItem("Stats")) {
ImGui::Spacing();
renderStatsPanel(inventory, gameHandler.getPlayerLevel(), gameHandler.getArmorRating());
int32_t stats[5];
for (int i = 0; i < 5; ++i) stats[i] = gameHandler.getPlayerStat(i);
const int32_t* serverStats = (stats[0] >= 0) ? stats : nullptr;
renderStatsPanel(inventory, gameHandler.getPlayerLevel(), gameHandler.getArmorRating(), serverStats);
ImGui::EndTabItem();
}
@ -1376,18 +1379,18 @@ void InventoryScreen::renderEquipmentPanel(game::Inventory& inventory) {
// Stats Panel
// ============================================================
void InventoryScreen::renderStatsPanel(game::Inventory& inventory, uint32_t playerLevel, int32_t serverArmor) {
// Sum equipment stats
int32_t totalStr = 0, totalAgi = 0, totalSta = 0, totalInt = 0, totalSpi = 0;
void InventoryScreen::renderStatsPanel(game::Inventory& inventory, uint32_t playerLevel,
int32_t serverArmor, const int32_t* serverStats) {
// Sum equipment stats for item-query bonus display
int32_t itemStr = 0, itemAgi = 0, itemSta = 0, itemInt = 0, itemSpi = 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;
totalStr += slot.item.strength;
totalAgi += slot.item.agility;
totalSta += slot.item.stamina;
totalInt += slot.item.intellect;
totalSpi += slot.item.spirit;
itemStr += slot.item.strength;
itemAgi += slot.item.agility;
itemSta += slot.item.stamina;
itemInt += slot.item.intellect;
itemSpi += slot.item.spirit;
}
// Use server-authoritative armor from UNIT_FIELD_RESISTANCES when available.
@ -1399,9 +1402,6 @@ void InventoryScreen::renderStatsPanel(game::Inventory& inventory, uint32_t play
}
int32_t totalArmor = (serverArmor > 0) ? serverArmor : itemQueryArmor;
// Base stats: 20 + level
int32_t baseStat = 20 + static_cast<int32_t>(playerLevel);
ImVec4 green(0.0f, 1.0f, 0.0f, 1.0f);
ImVec4 white(1.0f, 1.0f, 1.0f, 1.0f);
ImVec4 gold(1.0f, 0.84f, 0.0f, 1.0f);
@ -1414,23 +1414,41 @@ void InventoryScreen::renderStatsPanel(game::Inventory& inventory, uint32_t play
ImGui::TextColored(gray, "Armor: 0");
}
// Helper to render a stat line
auto renderStat = [&](const char* name, int32_t equipBonus) {
int32_t total = baseStat + equipBonus;
if (equipBonus > 0) {
ImGui::TextColored(white, "%s: %d", name, total);
ImGui::SameLine();
ImGui::TextColored(green, "(+%d)", equipBonus);
} else {
ImGui::TextColored(gray, "%s: %d", name, total);
if (serverStats) {
// Server-authoritative stats from UNIT_FIELD_STAT0-4: show total and item bonus.
// serverStats[i] is the server's effective base stat (items included, buffs excluded).
const char* statNames[5] = {"Strength", "Agility", "Stamina", "Intellect", "Spirit"};
const int32_t itemBonuses[5] = {itemStr, itemAgi, itemSta, itemInt, itemSpi};
for (int i = 0; i < 5; ++i) {
int32_t total = serverStats[i];
int32_t bonus = itemBonuses[i];
if (bonus > 0) {
ImGui::TextColored(white, "%s: %d", statNames[i], total);
ImGui::SameLine();
ImGui::TextColored(green, "(+%d)", bonus);
} else {
ImGui::TextColored(gray, "%s: %d", statNames[i], total);
}
}
};
renderStat("Strength", totalStr);
renderStat("Agility", totalAgi);
renderStat("Stamina", totalSta);
renderStat("Intellect", totalInt);
renderStat("Spirit", totalSpi);
} else {
// Fallback: estimated base (20 + level) plus item query bonuses.
int32_t baseStat = 20 + static_cast<int32_t>(playerLevel);
auto renderStat = [&](const char* name, int32_t equipBonus) {
int32_t total = baseStat + equipBonus;
if (equipBonus > 0) {
ImGui::TextColored(white, "%s: %d", name, total);
ImGui::SameLine();
ImGui::TextColored(green, "(+%d)", equipBonus);
} else {
ImGui::TextColored(gray, "%s: %d", name, total);
}
};
renderStat("Strength", itemStr);
renderStat("Agility", itemAgi);
renderStat("Stamina", itemSta);
renderStat("Intellect", itemInt);
renderStat("Spirit", itemSpi);
}
}
void InventoryScreen::renderBackpackPanel(game::Inventory& inventory, bool collapseEmptySections) {