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A test checks every scoped enchantment action row keeps its required tags (#2577)
A test now checks that every enchantment ACTION row limited to certain skills keeps that limit on the action it builds, and that every scoped consecutive-hit row's stack keeps its limit (#2577). The companion to #1659's test for stat rows. ## Why it matters The limit is read in play: `UCataclysmAbilitySystemComponent::PoolActionAllowed` refuses an action unless the event's tags hold every required tag. If the tags were not copied onto the action, every scoped action would fire on every skill's event, and no test caught that. ## What changed - `game/Source/Cataclysm/Tests/CataclysmEnchantmentEffectTests.cpp`: one test, `Cataclysm.ScopedEnchantmentActions.EveryScopedActionRowKeepsItsRequiredTags`. A control first: an unscoped action row (health on block) gives exactly one action with empty RequiredTags. Then each of the 33 scoped action rows and the 2 scoped consecutive-hit rows is worn alone (or as its whole set) through `AccumulateEnchantmentsInto` with an actions array, and its action or stack must carry exactly the row's tags. - `docs/DECISIONS.md`: the rulings, and window t201w's record. Not covered: `PoolActionAllowed` itself is not driven by this test. No game code, no data, no workbook. ## Evidence: window t201w, at 7b227d9 on development c88a873 - The new test alone: 1 performed, 1 succeeded. - Whole Unreal suite: 4349 performed, 4349 succeeded, 0 failed (registered 4348 + 1; 4349 declared in the tree, gap 0). Memory: peak 8,088 MB, final 7,790 MB. - Python: "7022 passed, 8 skipped"; JUnit tests=7030, failures=0, errors=0, skipped=8. ruff: "All checks passed!". - Proof AG-G1 (the action's tags not stored): PROVED. With the break in, the test failed exactly one assertion, the action-tags list, which named 33 rows, each carrying []; restored, it passed. - Proof AG-G2 (the consecutive-hit stack's tags not stored): PROVED. With the break in, exactly one assertion failed, the stack-tags list, naming 2 rows; restored, it passed. - The row counts were read from the broken runs' whole engine logs, kept on disk this time, and counted again by the coordinator: 33 and 2. After the tested commit, only `docs/DECISIONS.md` changed (the record). 🤖 Generated with [Claude Code](https://claude.com/claude-code)
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Decisions made outside the Google Drive documents, newest first.
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## 2026-10-28 — Every scoped enchantment action row's required tags reach its action, and a test over the real table says so (#2577)
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**Affects:** one new Unreal test, `Cataclysm.ScopedEnchantmentActions.EveryScopedActionRowKeepsItsRequiredTags`, appended to
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`game/Source/Cataclysm/Tests/CataclysmEnchantmentEffectTests.cpp`; this file. No game code, no workbook, no CSV, no
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asset. **Closes [#2577](https://github.com/sdubois777/Cataclysm/issues/2577)**, the companion of
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[#1659](https://github.com/sdubois777/Cataclysm/issues/1659), whose test
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`Cataclysm.ScopedEnchantmentRows.EveryScopedStatRowKeepsItsRequiredTags` covers the stat rows.
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### SAID FIRST
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- **NOT COMPILED AND NOT RUN WHEN THIS WAS WRITTEN.** The test and its two proofs are registered below for the
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enchantment session's window.
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- **NOTHING CHANGES IN PLAY.** A test only.
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- **THE TEST GOES THROUGH THE CONVERTER AND NOT THROUGH A CHARACTER.** It reads the actions
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`UCataclysmItemModifiers::AccumulateEnchantmentsInto` builds when it is handed an actions array, and raises no event.
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**NOT COVERED: `PoolActionAllowed`, the reader that refuses a scoped action in play, is not driven by this test**
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(ruling 5). Driving `ActOnEvent` for all 33 rows would need, for each, its own event, its own skill tags, a target
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and whatever its action acts on: a trap, a gadget, a held skill, a pool. That is 33 small worlds, and the tags are
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lost or kept in the converter before any of them is reached.
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- **BUILT ON DEVELOPMENT `c88a87302`, WHERE #1659'S TEST HAS MERGED** ([#2579](https://github.com/sdubois777/Cataclysm/pull/2579)).
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This test is appended after it, at the end of the file. It copies that test's shape and defines its own copy of the
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tag reader inside its own body, so the two share no helper. The work was begun on `4e8d2b7f1` and carried onto
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`c88a87302` before any commit; `CataclysmItem.cpp`, `EnchantmentEffects.csv` and every line cited below are the same
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at both.
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- **TWO SCOPED ACTION ROWS ARE SET ROWS**, the Spellblade's Will 2-piece and 10-piece bonuses, which no single item
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grants. For those the test wears the whole set, as #1659's does.
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### THE RULINGS, VERBATIM (the coordinating session, 2026-10-28)
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> #2577: design approved as written, with these rulings.
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> 1. Take the second proof as well. AG-G2: `Stack.RequiredTags.AddTag(` -> `FGameplayTagContainer().AddTag(`. Reason:
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> the test makes a claim about the consecutive-hit stacks, and without a proof nothing shows that part can fail. Two
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> proofs are within the budget of three, and they share one window. Predict each separately: AG-G1 fails only the
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> action tags list, and AG-G2 fails only the consecutive stack tags list. Each passes when restored.
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> 2. Keep each proof's broken-run log on disk this time, or at least the whole failing message, so the "names every row"
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> part can be measured rather than stated. If that needs a change to your proof script, make it in your scratchpad
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> copy, not in tools/. Register what you will read: AG-G1's list names 33 rows, and AG-G2's names 2.
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> 3. The control must be a real unscoped action row, named in the brief before building. Assert it is found exactly
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> once with empty RequiredTags.
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> 4. The prefix `Cataclysm.ScopedEnchantmentActions.` with the trailing dot, registered at 4348 + 1 = 4349, on the
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> development I give you after #2579 merges. Branch test/every-scoped-enchantment-action-keeps-its-tags.
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> 5. Not driving ActOnEvent for all 33: agreed, for the reason you gave. State it as not covered in the DECISIONS entry,
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> naming PoolActionAllowed as the reader the test does not exercise.
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Where each is in the code: ruling 1 is the two separate "lost" assertions (12 and 13 below); ruling 2's counts are
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the rows each of those messages names, joined with "; "; ruling 3 is assertions 1 to 5, before any scoped row is read; ruling 4 is the test's
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name; ruling 5 is the bullet above and "Not tested" below.
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### THE READING, AT `4e8d2b7f1` AND AGAIN AT `c88a87302`
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Every line below was read at `4e8d2b7f1`. Between that and `c88a87302` the diff touches only
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`CataclysmEnchantmentEffectTests.cpp` and this file, so every line cited is the same at both.
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- `UCataclysmItemModifiers::AccumulateEnchantmentsInto` is defined at `CataclysmItem.cpp` 1096 and declared at
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`CataclysmItem.h` 755 (public, `Actions` defaulting to null). Its `GrantRows` lambda takes each granted row once.
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- **A counted row** (`Scale` = `consecutive_hits`, no `Action`) adds a stack, 1155 to 1200, only when `Actions` is not
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null: `Stack.Event` is the row's `ActionEvent` (1160), `Stack.StackKey` is
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`UCataclysmItemModifiers::OwnStackKeyFor(*Effect)` (1161), the enchantment and the stat joined by a colon (1020),
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`Stack.bConsecutiveHits = true` (1182), and the row's tags are parsed, trimmed and added with
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`Stack.RequiredTags.AddTag(` (1193, once in the file). The stack is added whatever the row's condition; the row then
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goes on to `EnchantmentModifierFor` as a stat row.
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- **An action row** (non-empty `Action`) leaves by the branch `if (!Effect->Action.IsEmpty())` (1209). It builds ONE
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`FCataclysmPoolAction` with `Event = FName(*Effect->ActionEvent)` (1214) and `Pool = FName(*Effect->Action)` (1215)
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for every action kind: the kinds that follow (next-use charges, every-Nth, resets, placed stacks, kept stacks,
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statuses and the rest, 1216 to 1643) set further fields and never change `Pool` or `Event`, and none adds a second
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action. Its tags are parsed at 1645 to 1656 and added with `Action.RequiredTags.AddTag(` (1653, once in the file). A
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row whose `Condition` the build does not know is dropped with a warning (1662 to 1675); a second condition is not
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read on an action row. The action is added at 1677. Nothing the enchantment session's reading said is otherwise.
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- **What reads them in play:** `UCataclysmAbilitySystemComponent::PoolActionAllowed` (`CataclysmAbilitySystemComponent.cpp`
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7196, declared protected at `CataclysmAbilitySystemComponent.h` 5352) refuses an action whose required tags the
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event's tags do not all hold, and refuses a scoped action on an event with no tags. `ActOnEvent` calls it at 6211 and
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6321, and the count of hits in a row runs after it, 6397 to 6406, so a hit outside the stack's scope neither counts
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nor starts the count again.
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### THE MEASUREMENT
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`game/Data/EnchantmentEffects.csv` at `4e8d2b7f1` and at `c88a87302`, read by a script: 707 rows. **33 action rows
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carry `RequiredTags`, one each on 33 enchantments**: Type.Trap 8, Type.Melee 6, Type.Strike 5, Type.Deployable 3, Type.Spell 3, Slot.Ultimate 2,
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Type.Ranged 2, Type.AOE.PointBlank 1, Slot.Heavy 1, Type.Projectile 1, Keyword.Charge 1, the enchantment session's
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figures. 27 are benefits and 6 drawbacks; 31 are ordinary enchantments and 2 set rows
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(`Positive_Spellblade_s_Will_2_Piece_Bonus_Your_melee_at#1`, `trigger_held_skill`, and
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`Positive_Spellblade_s_Will_10_Piece_Bonus_Your_melee_a#1`, `trigger_held_spell`, both on `attack_use`); 2 carry a
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condition (`target_health_below`, `stationary_for_seconds`). **2 counted rows carry `RequiredTags`**, both `Type.Melee`,
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both on "Each consecutive melee hit on the same enemy..." (`#1` on `attack_damage`, `#2` on `spell_damage`, event
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`hit_dealt`); the two counted rows of the drawback "Each consecutive hit against the same enemy..." carry none. Every
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cell names a single tag, and no enchantment has two action rows on one action and one event.
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### THE CONTROL (ruling 3)
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`Positive_Blocking_an_attack_restores_3_6_of_your_maximu`, its one effect row `#1`: Action `health`, Action Event
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`block`, no required tag, no condition, an ordinary benefit and not a set row. It is the only row on `health` and
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`block`. Worn alone beside `Negative_Can_t_use_a_basic_attack`, which has no effect row, the actions array holds exactly
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one action on `health` and `block`, and that action's `RequiredTags` is empty. Neither break touches it: an unscoped row
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gives an empty container with or without the parse, which is why it shows that an empty container is a fault only for a
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row that names a tag.
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### JUDGEMENTS OF MY OWN, WITH THE OPTION NOT TAKEN
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- **An action is matched to its row by count on its pool and its event**, the action-row form of #1659's match on a
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stat. For each row, the granted action rows with the same `Action` and `ActionEvent`, a condition the build knows,
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and parsed tags equal to the row's, against the actions with that `Pool` and `Event` whose `RequiredTags` equal those
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tags exactly (`FGameplayTagContainer::operator==`). Both counts are 1 for every row today. Not taken: asserting
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exactly one action on the pool and event, which would fail spuriously the day a set holds two rows on one action and
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one event; and matching on `TriggerKey`, which not every action kind keys the same way.
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- **A counted row is matched on its stack key**: exactly one action with `bConsecutiveHits` and
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`StackKey == OwnStackKeyFor(row)`, carrying exactly the row's tags. The generator never lets two rows share an
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enchantment and a stat, so there is no count to match. Not taken: matching any `bConsecutiveHits` action, which would
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let the `#1` and `#2` stacks stand in for each other.
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- **The condition check reads `Condition` alone, and only for action rows**, because that is what the converter
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reads: it drops an action row with an unknown condition and never reads a second, and it builds a counted row's stack
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whatever the condition. Not taken: #1659's check of both conditions and the scale, which would list rows the
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converter does not drop.
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- **A set's row is checked by wearing the whole set**, as #1659's test does. Not taken: passing the row as `ExtraRows`,
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which is the random buff's door and not the worn one.
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- **A row naming a tag the build does not register is its own failure**, as in #1659's test.
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- **The failing rows are joined with "; "** in every list, so the rows a failure names can be counted by splitting the
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message. No row name or tag contains a semicolon.
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- **The group is `Cataclysm.ScopedEnchantmentActions.`**, as ruled. A sweep of every quoted `Cataclysm.` name in
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`game/Source` at `c88a87302` (5,017) found none beginning with it, with or without the dot; the control prefix
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`Cataclysm.Enchantments.` found 366, and `Cataclysm.ScopedEnchantmentRows.` found #1659's 1, which the new prefix
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does not select. With this test, 5,018 names and 1 each, with and without the dot.
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### NO GENRE SOURCE
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None. This is a test of the data's path into the game, not a mechanic.
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### WHAT WAS BUILT
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`Cataclysm.ScopedEnchantmentActions.EveryScopedActionRowKeepsItsRequiredTags`, appended at the end of
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`CataclysmEnchantmentEffectTests.cpp` and reusing its `LoadAll`, `FTables`, `Carrying`, `DrawbackWithNoEffect` and the
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real tables. It reads the control; gathers every row of `EnchantmentEffects.csv` with a non-empty `RequiredTags` and
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either an `Action` (an action row) or the `consecutive_hits` scale (a counted row), each kind sorted by row name; and
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for each row finds its enchantment in the table its name says, parses its tags as the generator writes them, checks an
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action row's condition is known, wears one `Head_Helm` carrying the enchantment on its own side at the default roll (a
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set row: the whole set), calls `AccumulateEnchantmentsInto` with an actions array, and compares as above.
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### THE TEST, EVERY ASSERTION IN ORDER
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Thirteen assertions when the set-up holds, the same number whatever the row count; `LoadAll`'s own checks come first,
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as in every test of the file. Assertions 1 to 3 are joined by `||` and return early together, 4 returns early alone, and
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6 and 7 return early together, so a broken set-up stops the test with fewer assertions rather than reading on.
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1. `control: the block row is a row of EnchantmentEffects.csv`.
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2. `control: its enchantment is a row of EnchantmentsPositive.csv`.
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3. `control: it moves health on a block, names no required tag and no condition, and is no set row` — so the control
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stays a real unscoped action row if the data moves.
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4. `control: worn alone, exactly one action moves health on a block` — found exactly once (ruling 3).
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5. `control: and it carries no required tag` — empty (ruling 3).
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6. `the table holds scoped action rows: N` — N above 0, and printed (33 at `c88a87302`; not asserted exactly).
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7. `the table holds scoped consecutive-hit rows: N` — above 0, printed (2).
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8. `every scoped action or counted row's enchantment is a row of its own table: <rows>` — none.
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9. `every scoped action or counted row names registered tags: <rows>` — none.
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10. `every scoped action row's condition is known to this build: <rows>` — none.
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11. `every scoped set row's set can be worn whole: <rows>` — none.
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12. `every scoped action row's action carries exactly the row's required tags: <rows>` — none; each failing row is
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named with its action, its event, the count and tags it wants and the tags the actions on that pool and event carry
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(ruling 1's "action tags list").
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13. `every scoped consecutive-hit row's stack carries exactly the row's required tags: <rows>` — none; each failing row is
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named with its stack key, the tags it wants and the stacks found (ruling 1's "consecutive stack tags list").
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An `AddInfo` line reports how many action and counted rows were read and how many were worn as a whole set (2).
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### NOT TESTED
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- **`PoolActionAllowed`, the reader that refuses a scoped action in play, is not driven by this test** (ruling 5), for
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the reason in SAID FIRST. What a scoped action then does is covered row by row by the tests named under the proofs
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below, and by no test over the whole table.
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- The count of hits in a row after `PoolActionAllowed` (6397 to 6406): covered for the one row by
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`Cataclysm.Enchantments.TheConsecutiveMeleeRowRaisesDamageOnOneEnemyUpTo8`, not here.
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- A roll other than 1. The tags do not read the roll.
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- The held random buff's door (`ExtraRows`), which reaches the same `GrantRows`.
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- The counted rows' stat modifiers, which are stat rows and #1659's.
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### GUARD PROOFS PROPOSED
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Two, with `prove_cpp_guard` and the prefix `Cataclysm.ScopedEnchantmentActions.` (1 test). Each anchor was counted in
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`game/Source/Cataclysm/Items/CataclysmItem.cpp` by `Path.read_text(encoding="utf-8").count(...)` at `4e8d2b7f1` and again with this test in place on
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`c88a87302`: 1 each, and the new text 0. **Keep each broken run's whole log on disk** (ruling 2), so the rows each message names can be
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counted by splitting it on "; ".
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| | AG-G1, an action row's tags are not read | AG-G2, a counted row's tags are not read |
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|---|---|---|
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| File | `game/Source/Cataclysm/Items/CataclysmItem.cpp` | the same |
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| Old text | `Action.RequiredTags.AddTag(` (count 1) | `Stack.RequiredTags.AddTag(` (count 1) |
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| New text | `FGameplayTagContainer().AddTag(` | `FGameplayTagContainer().AddTag(` |
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| Compiles | `FGameplayTagContainer::AddTag(const FGameplayTag&)` is not reference-qualified, so it may be called on a temporary; the argument and the closing brackets are unchanged; `Action` is read on every later line | the same; `Stack` is read on the next line |
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| Predicted, broken | 1 test performed, 1 failed, on assertion 12 alone, which names **33 rows**, each "wants 1 action(s) carrying [<tag>], carries []"; assertions 1 to 11 and 13 pass | 1 test performed, 1 failed, on assertion 13 alone, which names **2 rows**, each "wants one stack carrying [Type.Melee], finds 1 carrying []"; 1 to 12 pass |
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| Predicted, restored | 1 test performed, 1 succeeded | the same |
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**Outside the prefix, by reading and not measured.** AG-G1: every test that wears a scoped action row and asserts a
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skill of another kind is refused. A script over the tests naming each of the 33 enchantments printed each one's
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assertion labels; those with a refusal of another kind of skill or blow are, in `CataclysmEnchantmentEffectTests.cpp`,
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`Cataclysm.Enchantments.` + `TheMeleeSkillsHitYouInsteadRowRollsForAMeleeSkillAndRecordsTheWholeHit`,
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`TheProjectilesExplodePrematurelyRowRollsForEveryProjectileUseTheBasicAttackIncluded`,
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`TheSpellsBackfireRowRollsForASpellAndRecordsHalfTheHit`,
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`TheStrikeSkillsMissRowRollsForAStrikeSkillAndNotForASpellOrABasicAttack`,
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`TheOwnPointBlankDamageRowTakesItsShareOfEveryPointBlankHitAndCannotKill`,
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`TheMeleeSkillsHitAllRowRollsThreeMetresForAMeleeSkillAndNotForABasicAttack`,
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`TheRangedKillResetRowRefundsTheKillingSkillsOwnSlot`,
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`SpellbladesWillTenPiecesRollToTriggerAHeldSpellOnAMeleeAttack`,
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`SpellbladesWillTwoPiecesTriggerAHeldSkillOnAMeleeAttackAndHalveMeleeDamage`,
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`TheSpellsCastASecondTimeRowRepeatsASpellUnderItsTopRollAndNothingElse`,
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`TheStrikeRandomDebuffRowReachesAStrikeSkillsHitAndNotAPlainBlow`, `TheStrikeArmourRowTakes6PercentPerHitUpTo6`,
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`TheEvadedRangedAttackRowHandsItsWearerAStrikeOnADodgeScopedToRanged` (which reads the action's tags directly),
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`TheHeavyAttackTwiceRowRepeatsAHeavyAttackOnlyAfterTwoSecondsStandingStill`,
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`TheMeleeAttacksTwiceRowRepeatsAMeleeBasicAttackAndAMeleeSkillUnderItsTopRoll`,
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`TheSpellsEchoRowRepeatsEverySpellAndNothingElse` and `TheUltimateTwiceRowRepeatsEveryUltimateAndNothingElse`: 17,
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not a closed list. The trap-layer tests and `TheGadgetArmorRowStripsArmorFromWhatAMachineHitsFor3Seconds` may also
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fail, and the set-bonus test files that read an action's `RequiredTags`
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(`CataclysmSetBonusReaperTenTests.cpp` and its siblings) were not read line by line. AG-G2:
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`Cataclysm.Enchantments.TheConsecutiveMeleeRowRaisesDamageOnOneEnemyUpTo8`, whose blow with no skill on the second enemy
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would count once the stack is unscoped, so "so the fourth on the first enemy adds three times it" and the assertions
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after it would be expected to fail. None of these is under the proofs' prefix.
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### THE WINDOW'S RUN, t201w
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Window t201w, run 2026-10-28 under the lock as `enchant-t201w`, at `7b227d9c2` on development `c88a87302`. Free memory
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immediately before the lock, at 17:34:12, was 11,247 MB, against the floor of 10 GiB (10,240 MB). No new source file and
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no data, so no build-cache step and no asset rebuild. Every step exited 0:
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| Step | Result |
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|---|---|
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| The new test, alone | 1 of 1; the build compiled 1 file in 4 actions |
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| The whole Unreal suite | "4349 tests performed, 4349 succeeded, 0 failed"; 4349 declared, gap 0 |
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| Memory | `tests=4956 peak_used_virtual_mb=8088 final_used_virtual_mb=7790` |
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| Python of record | "7022 passed, 8 skipped"; JUnit 7030 tests, 0 failures, 0 errors, 8 skipped; ruff "All checks passed!" |
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| AG-G1, an action row's required tags are not stored (prefix `Cataclysm.ScopedEnchantmentActions.`, 1 test) | PROVED: 1 of 1 assertion failed as registered, the action-tags list; 1 of 1 passed restored |
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| AG-G2, a consecutive-hit stack's required tags are not stored (same prefix) | PROVED: 1 of 1 assertion failed as registered, the stack-tags list; 1 of 1 passed restored |
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**THE ROW COUNTS, MEASURED FROM THE KEPT LOGS.** Each proof run's whole engine log was written to disk this time (ruled
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2026-10-28), so the failing messages were read in full rather than up to their first " [", which is where the earlier
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runner's extraction cut them. AG-G1's broken run had exactly one failing assertion, the action-tags list, naming **33**
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rows, all distinct and well formed, every one "carries []"; first `Negative_After_using_a_charge_skill_you_are_briefly_stunn#1`
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(`apply_status_to_self_seconds` on `skill_end`, wanting `Keyword.Charge`), last
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`Positive_Your_ultimate_ability_applies_its_effect_twice#1` (`repeat_skill` on `skill_use`, wanting `Slot.Ultimate`).
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AG-G2's broken run had exactly one failing assertion, the stack-tags list, naming **2** rows, both carrying [], the two
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rows of "Each consecutive melee hit on the same enemy..." (its `attack_damage` and `spell_damage` stacks). Both restored
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runs had no failing assertion. As registered: 33 and 2.
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---
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## 2026-10-28 — Every scoped enchantment stat row's required tags reach its modifier, and a test over the real table says so (#1659)
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**Affects:** one new Unreal test, `Cataclysm.ScopedEnchantmentRows.EveryScopedStatRowKeepsItsRequiredTags`, appended to

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