Files
echoes-of-the-ash/docs/SALVAGE_AND_ARMOR_UPDATES.md
2025-11-07 15:27:13 +01:00

196 lines
6.1 KiB
Markdown

# Salvage UI & Armor Durability Updates
**Date:** 2025-11-07
## Summary
Fixed salvage UI to show item details and durability-based yield, plus implemented armor durability reduction in combat.
## Changes Implemented
### 1. Salvage Item Details Display ✅
**Files:** `pwa/src/components/Game.tsx`
**Issue:** Salvage menu was not showing which specific item you're salvaging (e.g., which knife when you have multiple).
**Solution:**
- Updated frontend to call `/api/game/salvageable` endpoint instead of filtering inventory
- Now displays for each salvageable item:
- Current/max durability and percentage
- Tier level
- Unique stats (damage, armor, etc.)
- Expected material yield adjusted for durability
**Example Display:**
```
🔪 Knife (Tier 2)
🔧 Durability: 30/100 (30%)
damage: 15
⚠️ Item condition will reduce yield by 70%
⚠️ 30% chance to lose each material
♻️ Expected yield:
🔩 Metal Scrap x4 → x1
📦 Cloth x2 → x0
* Subject to 30% random loss per material
```
### 2. Durability-Based Yield Preview ✅
**Files:** `pwa/src/components/Game.tsx`
**Issue:** Salvage menu showed full material yield even when item had low durability.
**Solution:**
- Calculate `durability_ratio = durability_percent / 100`
- Show adjusted yield: `adjusted_quantity = base_quantity * durability_ratio`
- Cross out original quantity and show reduced amount in orange
- Show warning if durability < 10% (yields nothing)
**Visual Indicators:**
- Normal durability (100%): `x4`
- Reduced durability (30%): `~~x4~~ → x1` (strikethrough and arrow)
- Too damaged (<10%): `x0` (in red)
### 3. Armor Durability Reduction in Combat ✅
**Files:** `api/main.py`
**Feature:** Equipped armor now loses durability when you take damage in combat.
**Function Added:** `reduce_armor_durability(player_id, damage_taken)`
**Formula:**
```python
# Calculate damage absorbed by armor (up to half the damage)
armor_absorbed = min(damage_taken // 2, total_armor)
# For each armor piece:
proportion = armor_value / total_armor
durability_loss = max(1, int((damage_taken * proportion / armor_value) * 0.5 * 10))
```
**How It Works:**
1. **Armor absorbs damage** - Up to half the incoming damage is blocked by armor
2. **Durability reduction** - Each armor piece loses durability proportional to damage taken
3. **Higher armor = less durability loss** - Better armor pieces are more durable
4. **Armor breaks** - When durability reaches 0, the piece breaks and is removed
**Combat Message Example:**
```
Zombie attacks for 20 damage! (Armor absorbed 8 damage)
💔 Your 🛡️ Leather Vest broke!
```
**Balance:**
- Wearing full armor set (head, chest, legs, feet) can absorb significant damage
- Base reduction rate: 0.5 (configurable)
- Higher tier armor has more max durability and higher armor value
- Encourages repairing armor between fights
## Technical Implementation
### Frontend Changes (Game.tsx)
**1. Fetch salvageable items:**
```typescript
const salvageableRes = await api.get('/api/game/salvageable')
setUncraftableItems(salvageableRes.data.salvageable_items)
```
**2. Calculate adjusted yield:**
```typescript
const durabilityRatio = item.unique_item_data
? item.unique_item_data.durability_percent / 100
: 1.0
const adjustedYield = item.base_yield.map((mat: any) => ({
...mat,
adjusted_quantity: Math.floor(mat.quantity * durability_ratio)
}))
```
**3. Display unique item stats:**
```tsx
{item.unique_item_data && (
<div className="unique-item-details">
<p className="item-durability">
🔧 Durability: {current}/{max} ({percent}%)
</p>
<div className="unique-stats">
{Object.entries(unique_stats).map(([stat, value]) => (
<span className="stat-badge">{stat}: {value}</span>
))}
</div>
</div>
)}
```
### Backend Changes (api/main.py)
**1. Armor durability reduction function:**
```python
async def reduce_armor_durability(player_id: int, damage_taken: int):
"""Reduce durability of equipped armor when taking damage"""
# Collect all equipped armor pieces
# Calculate total armor value
# Determine damage absorbed
# Reduce durability proportionally per piece
# Break and remove pieces with 0 durability
return armor_absorbed, broken_armor
```
**2. Called during NPC attack:**
```python
armor_absorbed, broken_armor = await reduce_armor_durability(player['id'], npc_damage)
actual_damage = max(1, npc_damage - armor_absorbed)
new_player_hp = max(0, player['hp'] - actual_damage)
# Report absorbed damage and broken armor
```
## Configuration
**Armor Durability Formula Constants:**
- `base_reduction_rate = 0.5` - Base multiplier for durability loss
- `armor_absorption = damage // 2` - Armor blocks up to 50% of damage
- `min_damage = 1` - Always take at least 1 damage even with high armor
To adjust armor durability loss, modify `base_reduction_rate` in `reduce_armor_durability()` function.
## Benefits
1. **Informed Salvage Decisions** - See which specific item you're salvaging
2. **Realistic Yield** - Damaged items yield fewer materials
3. **Armor Wear** - Armor degrades realistically, encouraging maintenance
4. **Combat Strategy** - Need to repair/replace armor regularly
5. **Resource Management** - Can't salvage broken items for full materials
## Testing
**Salvage UI:**
- ✅ Shows unique item details
- ✅ Shows adjusted yield based on durability
- ✅ Shows warning for low durability items
- ✅ Confirmation dialog shows expected yield
**Armor Durability:**
- ✅ Armor absorbs damage (up to 50%)
- ✅ Armor loses durability when hit
- ✅ Armor breaks at 0 durability
- ✅ Broken armor message displayed
- ✅ Player takes reduced damage with armor
## Future Enhancements
1. **Armor Repair** - Add repair functionality for armor pieces
2. **Armor Sets** - Bonus for wearing complete armor sets
3. **Armor Tiers** - Higher tier armor is more durable
4. **Repair Kits** - Special items to repair armor in the field
5. **Armor Degradation Visual** - Show armor condition in equipment UI
## Files Modified
- `pwa/src/components/Game.tsx` - Salvage UI updates
- `api/main.py` - Armor durability reduction logic
- `api/main.py` - Combat attack function updated
## Status
**DEPLOYED** - All features tested and running in production