Worn equipment does not affect a character's stats - #2293
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`CombatComponent` is created all zeros in `MapWorld` and nothing ever writes to it. `BattleStatsProvider.ReadCombat` reads it, gets zeros, and falls back to the level+class base tables - which its own comment describes as the fallback "when the inventory system hasn't populated CombatComponent yet". Nothing populates it, so that fallback is the only path there has ever been. The consequence is that a character in full gear fights exactly like a naked one. It raises nothing and looks fine, because the base tables give plausible numbers: the only way to see it is to put two characters side by side. `EquipmentStatsService` reads the worn pieces and sums what they carry; `BattleStatsProvider` folds that in before the buffs, so a buff that multiplies attack sees the weapon. `CardCatalog` comes with it because the item BCards need a way back from a Card id to the Card - a third of every skill's effects go through that reference. Two things the service gets right that are easy to get wrong, both noted in place: an item's stats live BOTH on the static Item and on the instance (the part that changes with upgrade and rarity) and both have to be added; and a hat contributes defence but no damage. 12 tests. Build clean, 392 green in GameObject (was 380), everything else unchanged.
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Included review availability: Your plan provides up to 2 included reviews per hour; 0 remain after this review. WalkthroughAdds card lookup and equipment-stat services. Worn equipment now contributes combat, vitality, resistance, upgrade, and B-card values. ChangesEquipment combat statistics
Estimated code review effort: 4 (Complex) | ~45 minutes Merge Risk: ⚪ Minimal · up to Worn equipment is incorporated into character combat stats, including item and instance bonuses, with buffs applied afterward; no actionable merge-blocking risk remains after normal checks and review. Sequence Diagram(s)sequenceDiagram
participant BattleStatsProvider
participant IEquipmentStatsService
participant EquipmentStatsService
participant ICardCatalog
participant IBuffService
BattleStatsProvider->>IEquipmentStatsService: resolve character equipment
IEquipmentStatsService->>EquipmentStatsService: aggregate worn-item statistics
EquipmentStatsService->>ICardCatalog: resolve item B-cards
ICardCatalog-->>EquipmentStatsService: return B-card effects
EquipmentStatsService-->>BattleStatsProvider: return EquipmentStats
BattleStatsProvider->>BattleStatsProvider: apply equipment statistics
BattleStatsProvider->>IBuffService: apply buff and equipment B-cards
🚥 Pre-merge checks | ✅ 5✅ Passed checks (5 passed)
✨ Finishing Touches🧪 Generate unit tests (beta)
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Actionable comments posted: 1
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Inline comments:
In `@src/NosCore.GameObject/Services/BattleService/BattleStatsProvider.cs`:
- Around line 33-34: Update the equipment branch in the combat-stat calculation
around ApplyEquipment so the resolved gear BCards are folded through the
existing BCard application path before CombatStats is returned; preserve scalar
equipment bonuses and active-buff handling, and add an integration test covering
an equipped Defence.AllIncreased BCard.
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src/NosCore.GameObject/Services/BattleService/BattleStatsProvider.cssrc/NosCore.GameObject/Services/BattleService/CardCatalog.cssrc/NosCore.GameObject/Services/BattleService/ICardCatalog.cssrc/NosCore.GameObject/Services/EquipmentService/EquipmentStatsService.cssrc/NosCore.GameObject/Services/EquipmentService/IEquipmentStatsService.cstest/NosCore.GameObject.Tests/Services/EquipmentService/EquipmentStatsServiceTests.cs
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EquipmentStatsService collected the BCards declared by every worn piece and the caller dropped them: ApplyEquipment added the flat fields only, and the fold ran over the active buffs alone. Gloves promising "defence +25%" were parsed right, stored right, listed right, and never applied. Worn pieces and buffs now fold in a single pass, the way GetStuffBuff sums both in the sibling codebase. One pass and not two because the percentages multiply: folding them separately would give each a different base. The test equips a piece whose only contribution is a Defence.AllIncreased card and reads the resulting CombatStats. It is the shape of bug that raises nothing - the item looks correct everywhere the player can see it. Also finishes the English pass on these files and trims the comments.
…hould The comment promised a VitalityService that writes the entity's ceiling. That service does not exist here: max HP is still class and level alone, computed once at login. A reader would grep for it and find nothing. Co-Authored-By: Claude Opus 5 <noreply@anthropic.com>
…alogo CardCatalog compare identico in NosCoreIO#2293 e NosCoreIO#2304 - sta in tutt'e due perche' e' autonomo e l'ha chiesto prima l'equipaggiamento. Avevo stretto quel commento solo sul secondo, e la differenza avrebbe reso il conflitto add/add una scelta invece che un 'prendi uno dei due'. Adesso i due file sono identici byte per byte.
CombatComponentis created all zeros inMapWorldand nothing ever writes to it.BattleStatsProvider.ReadCombatreads it, gets zeros, and falls back to the level+class base tables — which its own comment describes as the fallback "when the inventory system hasn't populated CombatComponent yet". Nothing populates it, so that fallback is the only path there has ever been.So a character in full gear fights exactly like a naked one. It throws nothing and looks fine, because the base tables give plausible numbers — the only way to see it is to stand two characters side by side.
What is here.
EquipmentStatsServicereads the worn pieces and sums what they carry, andBattleStatsProviderfolds that in before the buffs, so a buff that multiplies attack sees the weapon.CardCatalogcomes along because the item BCards need a way back from a Card id to the Card — a third of every skill's effects go through that reference, and the item does not carry it.Two things that are easy to get wrong, both noted in place:
Itemand on the instance (the part that changes with upgrade and rarity), and both have to be added. Taking one is the classic silent mistake: the weapon works, deals damage, and deals systematically less than it should.12 tests. Build clean at 0 warnings; GameObject goes 380 → 392, everything else unchanged.
This is the foundation the rest of the combat work sits on —
PlayerBonusService,VitalityService,EntityEffectsServiceandAttackRestrictionServiceall resolve throughIEquipmentStatsService, so they can follow as separate PRs once this is settled.🤖 Generated with Claude Code
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