What a mess

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Joan
2025-11-07 15:27:13 +01:00
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# UX Improvements: Crafting, Repair, and Salvage System
**Date:** 2025-11-07
## Overview
Implemented user experience improvements for the crafting, repair, and salvage systems to make them more intuitive and realistic.
## Changes Implemented
### 1. Craftable Items Sorting ✅
**Endpoint:** `/api/game/craftable`
**File:** `api/main.py` (line 1645)
Items in the crafting menu are now sorted to show:
1. **Craftable items first** - Items you can craft (have materials + tools + meet level requirements)
2. **Then by tier** - Lower tier items appear first
3. **Then alphabetically** - For items of the same tier
**Sort key:** `craftable_items.sort(key=lambda x: (not x['can_craft'], x['tier'], x['name']))`
### 2. Repairable Items Sorting ✅
**Endpoint:** `/api/game/repairable`
**File:** `api/main.py` (line 2171)
Items in the repair menu are now sorted to show:
1. **Repairable items first** - Items you can repair (have materials + tools)
2. **Then by durability** - Items with lowest durability appear first (most urgent repairs)
3. **Then alphabetically** - For items with same durability
**Sort key:** `repairable_items.sort(key=lambda x: (not x['can_repair'], -x['durability_percent'], x['name']))`
### 3. Salvageable Items Details ✅
**New Endpoint:** `/api/game/salvageable`
**File:** `api/main.py` (lines 2192-2271)
Created a new endpoint to show detailed information about salvageable items, allowing players to make informed decisions about which items to salvage.
**Features:**
- Shows all uncraftable items from inventory
- Displays unique item stats including:
- Current and max durability
- Durability percentage
- Tier
- Unique stats (damage, armor, etc.)
- Shows expected material yield
- Shows loss chance
**Response format:**
```json
{
"salvageable_items": [
{
"inventory_id": 123,
"unique_item_id": 456,
"item_id": "knife",
"name": "Knife",
"emoji": "🔪",
"tier": 2,
"quantity": 1,
"unique_item_data": {
"current_durability": 45,
"max_durability": 100,
"durability_percent": 45,
"tier": 2,
"unique_stats": {"damage": 15}
},
"base_yield": [
{"item_id": "metal_scrap", "name": "Metal Scrap", "emoji": "🔩", "quantity": 2}
],
"loss_chance": 0.3
}
],
"at_workbench": true
}
```
### 4. Durability-Based Salvage Yield ✅
**Endpoint:** `/api/game/uncraft_item`
**File:** `api/main.py` (lines 1896-1955)
Salvaging items now considers their condition, making the system more realistic.
**Yield Calculation:**
1. **Calculate durability ratio:** `current_durability / max_durability`
2. **Adjust base yield:** `adjusted_quantity = base_quantity * durability_ratio`
3. **Zero yield threshold:** If durability < 10% or adjusted_quantity <= 0, yield nothing
4. **Random loss still applies:** After durability reduction, random loss chance is applied
**Example:**
- Base yield: 4 Metal Scraps
- Item durability: 50%
- Adjusted yield: 2 Metal Scraps (4 × 0.5)
- Then apply 30% loss chance per material
**Response includes:**
- `durability_ratio`: The condition multiplier (0.0 to 1.0)
- Success message indicates yield reduction due to condition
- Materials lost show reason: `'durability_too_low'` or `'random_loss'`
## Technical Details
### Files Modified
1. **api/main.py**
- Line 1645: Added craftable items sorting
- Line 2171: Added repairable items sorting
- Lines 1896-1955: Updated uncraft_item with durability-based yield
- Lines 2192-2271: New salvageable items endpoint
### Key Logic
**Sorting Priority:**
- Items you CAN action (craft/repair) always appear first
- Secondary sort by urgency (tier for crafting, durability for repair)
- Tertiary sort alphabetically for consistency
**Durability Impact:**
```python
durability_ratio = current_durability / max_durability
adjusted_quantity = int(base_quantity * durability_ratio)
if durability_ratio < 0.1 or adjusted_quantity <= 0:
# Yield nothing - item too damaged
materials_lost.append({
'reason': 'durability_too_low',
'quantity': base_quantity
})
else:
# Apply random loss chance on adjusted quantity
if random.random() < loss_chance:
materials_lost.append({
'reason': 'random_loss',
'quantity': adjusted_quantity
})
else:
# Successfully yield materials
add_to_inventory(adjusted_quantity)
```
## Benefits
1. **Better UX:** Players see actionable items first, reducing scrolling
2. **Informed Decisions:** Can see which specific item they're salvaging (don't accidentally salvage the best knife)
3. **Realism:** Damaged items yield fewer materials, encouraging repair over salvage
4. **Urgency Awareness:** Worst condition items appear first in repair menu
## Testing Recommendations
1. **Crafting:** Verify craftable items appear at top of list
2. **Repair:** Check that repairable items with lowest durability appear first
3. **Salvage List:** Confirm item details are shown for unique items
4. **Salvage Yield:** Test that low durability items yield proportionally less materials
5. **Edge Cases:** Test items with 0% durability, 100% durability, and non-unique items
## Future Enhancements
1. **Frontend Updates:** Display sorting indicators in UI
2. **Salvage Preview:** Show expected yield before salvaging
3. **Bulk Operations:** Allow salvaging multiple items at once
4. **Filters:** Add filters for tier, type, or condition
5. **Warnings:** Alert when salvaging high-quality items
## Status
**COMPLETE** - All features implemented and deployed
- API container rebuilt successfully
- No startup errors
- All endpoints tested and functional