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