# Equipment Visual Enhancements ## Summary Enhanced the equipment system with visual improvements and better user feedback. ## Changes Made ### 1. Visual Equipment Grid in Character Sheet ✅ **Location:** `pwa/src/components/Game.tsx` (lines 1211-1336) Added a dedicated equipment display section that shows all 7 equipment slots in a visual grid layout: ``` [Head] [Shield] [Torso] [Backpack] [Weapon] [Legs] [Feet] ``` **Features:** - Empty slots show placeholder icons and labels (e.g., 🪖 Head, ⚔️ Weapon) - Filled slots show item emoji, name, and durability (e.g., 50/80) - Click equipped items to unequip them - Color-coded borders (red for equipment vs blue for inventory) - Responsive layout with three-column middle row **Styling:** `pwa/src/components/Game.css` (lines 1321-1412) - `.equipment-sidebar` - Container styling - `.equipment-grid` - Flex column layout - `.equipment-row` - Individual slot rows - `.equipment-slot` - Individual slot styling - `.equipment-slot.empty` - Empty slot appearance (grayed out) - `.equipment-slot.filled` - Filled slot appearance (red border, hover effects) ### 2. Improved Equip Messaging ✅ **Location:** `api/main.py` (lines 1108-1150) Enhanced the equip endpoint to provide better feedback when replacing equipped items: **Before:** ```json { "success": true, "message": "Equipped Rusty Knife" } ``` **After (when slot occupied):** ```json { "success": true, "message": "Unequipped Old Knife, equipped Rusty Knife", "unequipped_item": "Old Knife" } ``` **Behavior:** - Automatically unequips the old item when equipping to an occupied slot - No need for manual unequip first - Clear messaging about what was replaced - Old item returns to inventory ### 3. Durability Display in Item Info ✅ **Location:** `pwa/src/components/Game.tsx` (lines 1528-1542) Added durability and tier information to the item info tooltip: ``` 📦 Item Name Weight: 2kg Volume: 1L ⚔️ Damage: 3-7 🔧 Durability: 65/80 [NEW] ⭐ Tier: 2 [NEW] ``` Shows for all equipment items with durability tracking. ## Known Limitations ### Durability-Based Item Stacking ⚠️ **Current Behavior:** Items with different durability values currently stack together and show as a single inventory line. For example: - Knife (80/80 durability) - Knife (50/80 durability) These appear as "Knife ×2" in inventory. **Why This Happens:** The `add_item_to_inventory()` function in `api/database.py` (line 336) groups items by `item_id` only: ```python result = await session.execute( select(inventory).where( and_( inventory.c.player_id == player_id, inventory.c.item_id == item_id # Only checks item type, not durability ) ) ) ``` **Required Fix:** To make items with different durability separate inventory lines, we would need to: 1. Change `add_item_to_inventory()` to check durability as well 2. Modify pickup, drop, and loot systems to handle durability-unique items 3. Update combat loot generation to create unique inventory rows per item 4. Adjust inventory queries to NOT group by durability for equipment **Complexity:** This is a significant change that affects: - Pickup system - Drop system - Combat loot - Inventory management - Database queries across multiple endpoints **Recommendation:** Create this as a separate task since it requires careful testing to avoid: - Breaking existing inventory stacks - Creating duplicate item issues - Affecting non-equipment items (consumables should still stack) ## Testing Checklist - [x] Equipment grid displays in character section - [x] Empty slots show placeholder icons - [x] Equipped items show name and durability - [x] Click equipped item to unequip - [x] Equipping to occupied slot auto-unequips old item - [x] Message shows what was unequipped - [x] Item info tooltip shows durability and tier - [x] Styling matches game theme (red borders for equipment) - [x] Build succeeds without errors - [ ] Durability stacking (NOT FIXED - see limitations above) ## Files Modified 1. `pwa/src/components/Game.tsx` - Added equipment grid display (lines 1211-1336) - Added durability to item info tooltip (lines 1528-1542) 2. `pwa/src/components/Game.css` - Added equipment sidebar styling (lines 1321-1412) 3. `api/main.py` - Enhanced equip endpoint messaging (lines 1108-1150) ## Next Steps (Optional Future Work) 1. **Durability-Based Stacking:** - Refactor `add_item_to_inventory()` to check durability - Update all item acquisition paths (pickup, loot, crafting) - Add migration to separate existing stacked items by durability - Test thoroughly with edge cases 2. **Additional Equipment Items:** - Create armor items for head, torso, legs, feet slots - Add shields for offhand slot - Balance encumbrance and stats 3. **Weapon Upgrade System:** - Repair mechanics (restore durability) - Upgrade mechanics (increase tier) - Crafting system integration 4. **Visual Polish:** - Add item rarity colors (common, uncommon, rare, epic) - Animated durability bars - Slot hover effects with preview - Drag-and-drop equip from inventory to equipment grid