feat(core): add loadout-session integration and cost tracking
- Added loadouts table to schema with full gear configuration - Created LoadoutDatabase for CRUD operations on loadouts - Created SessionCostTracker for real-time cost tracking based on loadout - Added cost per shot/hit/heal tracking to HUDStats - Added mindforce cost support throughout - Database schema updated with loadout_id foreign key in hunting_sessions
This commit is contained in:
parent
b58af87533
commit
af624b26e0
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# Description: Loadout database operations for Lemontropia Suite
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# Manages saving, loading, and retrieving complete gear configurations
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# Standards: Python 3.11+, type hints, Decimal precision for PED/PEC
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import json
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import logging
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from decimal import Decimal
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from typing import Optional, List, Dict, Any
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from dataclasses import asdict
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from core.database import DatabaseManager
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logger = logging.getLogger(__name__)
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class LoadoutDatabase:
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"""Database operations for loadout management."""
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def __init__(self, db_manager: Optional[DatabaseManager] = None):
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"""Initialize with database manager."""
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self.db = db_manager or DatabaseManager()
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def save_loadout(self, name: str, config: 'LoadoutConfig', description: str = "") -> int:
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"""
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Save a loadout configuration to database.
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Args:
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name: Unique loadout name
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config: LoadoutConfig object
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description: Optional description
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Returns:
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Loadout ID
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"""
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conn = self.db.get_connection()
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# Convert config to JSON-serializable dict
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plates_json = json.dumps(config.armor_plates) if config.armor_plates else "{}"
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enhancers_json = json.dumps(
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{str(k): {"name": v.name, "decay": float(v.decay)}
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for k, v in config.enhancers.items()}
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) if config.enhancers else "{}"
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accessories_json = json.dumps({
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"left_ring": config.left_ring,
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"right_ring": config.right_ring,
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"clothing": config.clothing_items,
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"pet": config.pet
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})
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cursor = conn.execute("""
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INSERT OR REPLACE INTO loadouts (
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name, description, updated_at,
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weapon_name, weapon_damage, weapon_decay_pec, weapon_ammo_pec,
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weapon_dpp, weapon_efficiency,
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amplifier_name, amplifier_decay_pec,
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scope_name, scope_decay_pec,
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absorber_name, absorber_decay_pec,
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armor_name, armor_decay_per_hp,
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plates_json,
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healing_tool_name, healing_decay_pec, healing_amount,
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mindforce_implant_name, mindforce_decay_pec,
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left_ring, right_ring, pet_name, accessories_json,
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enhancers_json,
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cost_per_shot_ped, cost_per_hit_ped, cost_per_heal_ped
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) VALUES (
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?, ?, CURRENT_TIMESTAMP,
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?, ?, ?, ?, ?, ?,
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?, ?,
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?, ?,
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?, ?,
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?, ?,
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?,
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?, ?, ?,
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?, ?,
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?, ?, ?, ?,
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?,
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?, ?, ?
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)
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""", (
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name, description,
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config.weapon_name,
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float(config.weapon_damage),
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float(config.weapon_decay_pec),
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float(config.weapon_ammo_pec),
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float(config.weapon_dpp),
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float(config.weapon_efficiency),
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config.weapon_amplifier.name if config.weapon_amplifier else None,
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float(config.weapon_amplifier.decay_pec) if config.weapon_amplifier else 0.0,
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config.weapon_scope.name if config.weapon_scope else None,
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float(config.weapon_scope.decay_pec) if config.weapon_scope else 0.0,
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config.weapon_absorber.name if config.weapon_absorber else None,
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float(config.weapon_absorber.decay_pec) if config.weapon_absorber else 0.0,
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config.armor_name,
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float(config.armor_decay_per_hp),
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plates_json,
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config.heal_name,
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float(config.heal_cost_pec),
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float(config.heal_amount),
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config.mindforce_implant,
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float(config.mindforce_decay_pec),
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config.left_ring,
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config.right_ring,
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config.pet,
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accessories_json,
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enhancers_json,
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float(config.get_cost_per_shot()),
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float(config.get_cost_per_hit()),
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float(config.get_cost_per_heal())
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))
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conn.commit()
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loadout_id = cursor.lastrowid
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logger.info(f"Saved loadout '{name}' (ID: {loadout_id})")
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return loadout_id
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def get_loadout(self, name: str) -> Optional[Dict[str, Any]]:
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"""
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Retrieve a loadout by name.
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Args:
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name: Loadout name
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Returns:
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Loadout data dict or None
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"""
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conn = self.db.get_connection()
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cursor = conn.execute(
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"SELECT * FROM loadouts WHERE name = ?",
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(name,)
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)
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row = cursor.fetchone()
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if row:
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return dict(row)
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return None
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def list_loadouts(self) -> List[Dict[str, Any]]:
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"""
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List all saved loadouts.
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Returns:
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List of loadout dicts
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"""
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conn = self.db.get_connection()
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cursor = conn.execute(
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"""SELECT id, name, description, weapon_name, armor_name,
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cost_per_shot_ped, cost_per_hit_ped, cost_per_heal_ped,
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is_active, created_at, updated_at
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FROM loadouts ORDER BY updated_at DESC"""
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)
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return [dict(row) for row in cursor.fetchall()]
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def set_active_loadout(self, loadout_id: int) -> bool:
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"""
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Set a loadout as the active one.
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Args:
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loadout_id: Loadout ID to activate
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Returns:
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True if successful
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"""
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conn = self.db.get_connection()
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# Clear all active flags first
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conn.execute("UPDATE loadouts SET is_active = 0")
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# Set new active
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cursor = conn.execute(
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"UPDATE loadouts SET is_active = 1 WHERE id = ?",
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(loadout_id,)
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)
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conn.commit()
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if cursor.rowcount > 0:
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logger.info(f"Set loadout {loadout_id} as active")
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return True
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return False
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def get_active_loadout(self) -> Optional[Dict[str, Any]]:
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"""
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Get the currently active loadout.
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Returns:
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Active loadout dict or None
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"""
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conn = self.db.get_connection()
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cursor = conn.execute(
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"SELECT * FROM loadouts WHERE is_active = 1 LIMIT 1"
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)
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row = cursor.fetchone()
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if row:
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return dict(row)
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return None
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def delete_loadout(self, name: str) -> bool:
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"""
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Delete a loadout by name.
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Args:
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name: Loadout name to delete
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Returns:
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True if deleted
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"""
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conn = self.db.get_connection()
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cursor = conn.execute(
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"DELETE FROM loadouts WHERE name = ?",
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(name,)
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)
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conn.commit()
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if cursor.rowcount > 0:
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logger.info(f"Deleted loadout '{name}'")
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return True
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return False
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def link_loadout_to_session(self, session_id: int, loadout_id: int) -> bool:
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"""
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Link a loadout to a hunting session.
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Args:
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session_id: Hunting session ID
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loadout_id: Loadout ID
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Returns:
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True if successful
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"""
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conn = self.db.get_connection()
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# Get loadout data
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loadout = conn.execute(
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"SELECT * FROM loadouts WHERE id = ?",
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(loadout_id,)
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).fetchone()
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if not loadout:
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logger.error(f"Loadout {loadout_id} not found")
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return False
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# Update hunting session with loadout reference and snapshot
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conn.execute("""
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UPDATE hunting_sessions
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SET loadout_id = ?,
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weapon_name = ?,
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armor_name = ?,
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fap_name = ?
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WHERE session_id = ?
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""", (
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loadout_id,
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loadout['weapon_name'],
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loadout['armor_name'],
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loadout['healing_tool_name'],
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session_id
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))
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conn.commit()
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logger.info(f"Linked loadout {loadout_id} to session {session_id}")
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return True
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def update_session_costs(self, session_id: int,
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shots: int = 0,
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hits: int = 0,
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heals: int = 0) -> Dict[str, Decimal]:
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"""
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Calculate and update costs for a hunting session based on loadout.
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Args:
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session_id: Hunting session ID
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shots: Number of shots fired
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hits: Number of hits taken
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heals: Number of heals used
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Returns:
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Dict with cost breakdown
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"""
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conn = self.db.get_connection()
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# Get session with linked loadout
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session = conn.execute("""
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SELECT hs.*, l.*
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FROM hunting_sessions hs
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LEFT JOIN loadouts l ON hs.loadout_id = l.id
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WHERE hs.session_id = ?
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""", (session_id,)).fetchone()
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if not session:
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logger.error(f"Session {session_id} not found")
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return {}
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# Calculate costs
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weapon_cost = Decimal(str(session['cost_per_shot_ped'] or 0)) * shots
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armor_cost = Decimal(str(session['cost_per_hit_ped'] or 0)) * hits
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healing_cost = Decimal(str(session['cost_per_heal_ped'] or 0)) * heals
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# Add enhancer costs (if applicable)
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enhancer_cost = Decimal("0")
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if session['enhancers_json']:
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try:
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enhancers = json.loads(session['enhancers_json'])
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for tier, enh in enhancers.items():
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enhancer_cost += Decimal(str(enh.get('decay', 0))) * shots
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except json.JSONDecodeError:
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pass
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# Add mindforce costs
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mindforce_cost = Decimal(str(session['mindforce_decay_pec'] or 0)) * heals * Decimal("0.01")
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total_cost = weapon_cost + armor_cost + healing_cost + enhancer_cost + mindforce_cost
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# Update session
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conn.execute("""
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UPDATE hunting_sessions
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SET weapon_cost_ped = ?,
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armor_cost_ped = ?,
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healing_cost_ped = ?,
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enhancer_cost_ped = ?,
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mindforce_cost_ped = ?,
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total_cost_ped = ?,
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shots_fired = shots_fired + ?,
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hits_taken = hits_taken + ?,
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heals_used = heals_used + ?
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WHERE session_id = ?
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""", (
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float(weapon_cost), float(armor_cost), float(healing_cost),
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float(enhancer_cost), float(mindforce_cost), float(total_cost),
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shots, hits, heals,
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session_id
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))
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conn.commit()
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costs = {
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'weapon': weapon_cost,
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'armor': armor_cost,
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'healing': healing_cost,
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'enhancer': enhancer_cost,
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'mindforce': mindforce_cost,
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'total': total_cost
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}
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logger.debug(f"Updated session {session_id} costs: {costs}")
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return costs
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@ -46,6 +46,71 @@ CREATE TABLE IF NOT EXISTS sessions (
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CREATE INDEX IF NOT EXISTS idx_sessions_project ON sessions(project_id);
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CREATE INDEX IF NOT EXISTS idx_sessions_started ON sessions(started_at);
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-- ============================================================================
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-- LOADOUTS (Complete gear configurations)
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-- ============================================================================
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CREATE TABLE IF NOT EXISTS loadouts (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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name TEXT NOT NULL UNIQUE,
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description TEXT,
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created_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP,
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updated_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP,
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-- Weapon
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weapon_name TEXT,
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weapon_damage REAL DEFAULT 0.0,
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weapon_decay_pec REAL DEFAULT 0.0,
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weapon_ammo_pec REAL DEFAULT 0.0,
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weapon_dpp REAL DEFAULT 0.0,
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weapon_efficiency REAL DEFAULT 0.0,
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-- Weapon attachments
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amplifier_name TEXT,
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amplifier_decay_pec REAL DEFAULT 0.0,
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scope_name TEXT,
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scope_decay_pec REAL DEFAULT 0.0,
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absorber_name TEXT,
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absorber_decay_pec REAL DEFAULT 0.0,
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-- Armor
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armor_name TEXT,
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armor_decay_per_hp REAL DEFAULT 0.05,
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-- Plates (JSON: {"head": "Plate Name", "torso": ...})
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plates_json TEXT,
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-- Healing
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healing_tool_name TEXT,
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healing_decay_pec REAL DEFAULT 0.0,
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healing_amount REAL DEFAULT 0.0,
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-- Mindforce
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mindforce_implant_name TEXT,
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mindforce_decay_pec REAL DEFAULT 0.0,
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-- Accessories (JSON)
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left_ring TEXT,
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right_ring TEXT,
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pet_name TEXT,
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accessories_json TEXT,
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-- Enhancers (JSON: {"1": {"name": "...", "decay": 0.01}, ...})
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enhancers_json TEXT,
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-- Per-action costs (pre-calculated)
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cost_per_shot_ped REAL DEFAULT 0.0,
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cost_per_hit_ped REAL DEFAULT 0.0,
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cost_per_heal_ped REAL DEFAULT 0.0,
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-- Metadata
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is_active BOOLEAN DEFAULT 0,
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metadata TEXT -- JSON for extensibility
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);
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CREATE INDEX IF NOT EXISTS idx_loadouts_name ON loadouts(name);
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CREATE INDEX IF NOT EXISTS idx_loadouts_active ON loadouts(is_active);
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-- ============================================================================
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-- HUNTING SESSIONS (Extended tracking for hunting activities)
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-- ============================================================================
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@ -53,6 +118,7 @@ CREATE INDEX IF NOT EXISTS idx_sessions_started ON sessions(started_at);
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CREATE TABLE IF NOT EXISTS hunting_sessions (
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id INTEGER PRIMARY KEY AUTOINCREMENT,
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session_id INTEGER NOT NULL UNIQUE,
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loadout_id INTEGER, -- Links to loadouts table
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started_at TIMESTAMP DEFAULT CURRENT_TIMESTAMP,
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ended_at TIMESTAMP,
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@ -62,12 +128,13 @@ CREATE TABLE IF NOT EXISTS hunting_sessions (
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total_universal_ammo_ped REAL DEFAULT 0.0,
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total_other_loot_ped REAL DEFAULT 0.0, -- Marketable loot excluding shrapnel/UA
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-- Cost breakdown
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-- Cost breakdown (tracked from loadout + actual events)
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weapon_cost_ped REAL DEFAULT 0.0,
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armor_cost_ped REAL DEFAULT 0.0,
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healing_cost_ped REAL DEFAULT 0.0,
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plates_cost_ped REAL DEFAULT 0.0,
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enhancer_cost_ped REAL DEFAULT 0.0,
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mindforce_cost_ped REAL DEFAULT 0.0,
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total_cost_ped REAL DEFAULT 0.0,
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-- Combat statistics
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@ -78,21 +145,25 @@ CREATE TABLE IF NOT EXISTS hunting_sessions (
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shots_missed INTEGER DEFAULT 0,
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evades INTEGER DEFAULT 0,
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kills INTEGER DEFAULT 0,
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hits_taken INTEGER DEFAULT 0, -- Number of times hit by mobs
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heals_used INTEGER DEFAULT 0, -- Number of heals performed
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-- Special events
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globals_count INTEGER DEFAULT 0,
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hofs_count INTEGER DEFAULT 0,
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-- Equipment used
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-- Equipment used (snapshot from loadout)
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weapon_name TEXT,
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weapon_dpp REAL DEFAULT 0.0,
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armor_name TEXT,
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fap_name TEXT,
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FOREIGN KEY (session_id) REFERENCES sessions(id) ON DELETE CASCADE
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FOREIGN KEY (session_id) REFERENCES sessions(id) ON DELETE CASCADE,
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FOREIGN KEY (loadout_id) REFERENCES loadouts(id) ON DELETE SET NULL
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);
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CREATE INDEX IF NOT EXISTS idx_hunting_sessions_session ON hunting_sessions(session_id);
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CREATE INDEX IF NOT EXISTS idx_hunting_sessions_loadout ON hunting_sessions(loadout_id);
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CREATE INDEX IF NOT EXISTS idx_hunting_sessions_weapon ON hunting_sessions(weapon_name);
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-- ============================================================================
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|
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@ -0,0 +1,341 @@
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# Description: Session cost tracking using loadout configuration
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# Tracks actual weapon shots, armor hits, and heals during hunting
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# Standards: Python 3.11+, type hints, Decimal precision, Observer Pattern
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import logging
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from decimal import Decimal
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from typing import Optional, Dict, Any, Callable
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from dataclasses import dataclass, field
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from datetime import datetime
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from core.loadout_db import LoadoutDatabase
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from core.database import DatabaseManager
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logger = logging.getLogger(__name__)
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@dataclass
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class SessionCostState:
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"""Real-time cost tracking state for a hunting session."""
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# Counters
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shots_fired: int = 0
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hits_taken: int = 0
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heals_used: int = 0
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# Costs (PED)
|
||||
weapon_cost: Decimal = field(default_factory=lambda: Decimal("0"))
|
||||
armor_cost: Decimal = field(default_factory=lambda: Decimal("0"))
|
||||
healing_cost: Decimal = field(default_factory=lambda: Decimal("0"))
|
||||
enhancer_cost: Decimal = field(default_factory=lambda: Decimal("0"))
|
||||
mindforce_cost: Decimal = field(default_factory=lambda: Decimal("0"))
|
||||
|
||||
@property
|
||||
def total_cost(self) -> Decimal:
|
||||
"""Total cost including all categories."""
|
||||
return self.weapon_cost + self.armor_cost + self.healing_cost + self.enhancer_cost + self.mindforce_cost
|
||||
|
||||
|
||||
class SessionCostTracker:
|
||||
"""
|
||||
Tracks real-time costs during a hunting session based on loadout configuration.
|
||||
|
||||
Uses per-action costs from loadout:
|
||||
- Cost per shot (weapon + ammo + enhancers + amp)
|
||||
- Cost per hit (armor decay)
|
||||
- Cost per heal (FAP/chip decay)
|
||||
"""
|
||||
|
||||
def __init__(self, session_id: int, loadout_id: int,
|
||||
db_manager: Optional[DatabaseManager] = None):
|
||||
"""
|
||||
Initialize cost tracker for a session.
|
||||
|
||||
Args:
|
||||
session_id: Hunting session ID
|
||||
loadout_id: Loadout ID to use for cost calculations
|
||||
db_manager: Optional database manager
|
||||
"""
|
||||
self.session_id = session_id
|
||||
self.loadout_id = loadout_id
|
||||
self.db = db_manager or DatabaseManager()
|
||||
self.loadout_db = LoadoutDatabase(self.db)
|
||||
|
||||
# Load loadout costs
|
||||
self._load_loadout_costs()
|
||||
|
||||
# State
|
||||
self.state = SessionCostState()
|
||||
self._callbacks: List[Callable[[SessionCostState], None]] = []
|
||||
|
||||
logger.info(f"Cost tracker initialized for session {session_id} with loadout {loadout_id}")
|
||||
|
||||
def _load_loadout_costs(self):
|
||||
"""Load per-action costs from loadout."""
|
||||
conn = self.db.get_connection()
|
||||
row = conn.execute(
|
||||
"SELECT cost_per_shot_ped, cost_per_hit_ped, cost_per_heal_ped, enhancers_json, mindforce_decay_pec "
|
||||
"FROM loadouts WHERE id = ?",
|
||||
(self.loadout_id,)
|
||||
).fetchone()
|
||||
|
||||
if row:
|
||||
self.cost_per_shot = Decimal(str(row['cost_per_shot_ped'] or 0))
|
||||
self.cost_per_hit = Decimal(str(row['cost_per_hit_ped'] or 0))
|
||||
self.cost_per_heal = Decimal(str(row['cost_per_heal_ped'] or 0))
|
||||
self.mindforce_decay_pec = Decimal(str(row['mindforce_decay_pec'] or 0))
|
||||
|
||||
# Parse enhancers for additional decay
|
||||
import json
|
||||
self.enhancer_decay_per_shot = Decimal("0")
|
||||
if row['enhancers_json']:
|
||||
try:
|
||||
enhancers = json.loads(row['enhancers_json'])
|
||||
for tier, enh in enhancers.items():
|
||||
self.enhancer_decay_per_shot += Decimal(str(enh.get('decay', 0)))
|
||||
except json.JSONDecodeError:
|
||||
pass
|
||||
|
||||
logger.debug(f"Loaded costs: shot={self.cost_per_shot}, hit={self.cost_per_hit}, heal={self.cost_per_heal}")
|
||||
else:
|
||||
logger.error(f"Loadout {self.loadout_id} not found")
|
||||
self.cost_per_shot = Decimal("0")
|
||||
self.cost_per_hit = Decimal("0")
|
||||
self.cost_per_heal = Decimal("0")
|
||||
self.enhancer_decay_per_shot = Decimal("0")
|
||||
self.mindforce_decay_pec = Decimal("0")
|
||||
|
||||
def register_callback(self, callback: Callable[[SessionCostState], None]):
|
||||
"""
|
||||
Register a callback to be called when costs update.
|
||||
|
||||
Args:
|
||||
callback: Function that takes SessionCostState
|
||||
"""
|
||||
self._callbacks.append(callback)
|
||||
|
||||
def unregister_callback(self, callback: Callable[[SessionCostState], None]):
|
||||
"""Unregister a callback."""
|
||||
if callback in self._callbacks:
|
||||
self._callbacks.remove(callback)
|
||||
|
||||
def _notify(self):
|
||||
"""Notify all callbacks of state change."""
|
||||
for callback in self._callbacks:
|
||||
try:
|
||||
callback(self.state)
|
||||
except Exception as e:
|
||||
logger.error(f"Callback error: {e}")
|
||||
|
||||
def record_shot(self, count: int = 1):
|
||||
"""
|
||||
Record weapon shots fired.
|
||||
|
||||
Args:
|
||||
count: Number of shots (default 1)
|
||||
"""
|
||||
self.state.shots_fired += count
|
||||
|
||||
# Calculate costs
|
||||
weapon_cost = self.cost_per_shot * count
|
||||
enhancer_cost = self.enhancer_decay_per_shot * Decimal("0.01") * count # Convert PEC to PED
|
||||
|
||||
self.state.weapon_cost += weapon_cost
|
||||
self.state.enhancer_cost += enhancer_cost
|
||||
|
||||
self._persist_update()
|
||||
self._notify()
|
||||
|
||||
logger.debug(f"Recorded {count} shot(s), cost: {weapon_cost + enhancer_cost:.4f} PED")
|
||||
|
||||
def record_hit(self, damage: Optional[Decimal] = None, count: int = 1):
|
||||
"""
|
||||
Record hits taken (armor damage).
|
||||
|
||||
Args:
|
||||
damage: Damage amount (if None, uses average from loadout)
|
||||
count: Number of hits
|
||||
"""
|
||||
self.state.hits_taken += count
|
||||
|
||||
# Calculate cost
|
||||
if damage:
|
||||
# Scale cost based on actual damage
|
||||
# Assuming cost_per_hit is for average damage
|
||||
cost = self.cost_per_hit * damage * count
|
||||
else:
|
||||
cost = self.cost_per_hit * count
|
||||
|
||||
self.state.armor_cost += cost
|
||||
|
||||
self._persist_update()
|
||||
self._notify()
|
||||
|
||||
logger.debug(f"Recorded {count} hit(s), cost: {cost:.4f} PED")
|
||||
|
||||
def record_heal(self, amount: Optional[Decimal] = None, count: int = 1,
|
||||
is_mindforce: bool = False):
|
||||
"""
|
||||
Record healing used.
|
||||
|
||||
Args:
|
||||
amount: Heal amount (if None, uses average from loadout)
|
||||
count: Number of heals
|
||||
is_mindforce: Whether using mindforce implant
|
||||
"""
|
||||
self.state.heals_used += count
|
||||
|
||||
if is_mindforce and self.mindforce_decay_pec > 0:
|
||||
# Mindforce heal
|
||||
cost = self.mindforce_decay_pec * Decimal("0.01") * count
|
||||
self.state.mindforce_cost += cost
|
||||
else:
|
||||
# Regular FAP heal
|
||||
if amount:
|
||||
cost = self.cost_per_heal * amount * count
|
||||
else:
|
||||
cost = self.cost_per_heal * count
|
||||
self.state.healing_cost += cost
|
||||
|
||||
self._persist_update()
|
||||
self._notify()
|
||||
|
||||
logger.debug(f"Recorded {count} heal(s), cost: {cost:.4f} PED")
|
||||
|
||||
def _persist_update(self):
|
||||
"""Persist current state to database."""
|
||||
try:
|
||||
conn = self.db.get_connection()
|
||||
conn.execute("""
|
||||
UPDATE hunting_sessions
|
||||
SET weapon_cost_ped = ?,
|
||||
armor_cost_ped = ?,
|
||||
healing_cost_ped = ?,
|
||||
enhancer_cost_ped = ?,
|
||||
mindforce_cost_ped = ?,
|
||||
total_cost_ped = ?,
|
||||
shots_fired = ?,
|
||||
hits_taken = ?,
|
||||
heals_used = ?
|
||||
WHERE session_id = ?
|
||||
""", (
|
||||
float(self.state.weapon_cost),
|
||||
float(self.state.armor_cost),
|
||||
float(self.state.healing_cost),
|
||||
float(self.state.enhancer_cost),
|
||||
float(self.state.mindforce_cost),
|
||||
float(self.state.total_cost),
|
||||
self.state.shots_fired,
|
||||
self.state.hits_taken,
|
||||
self.state.heals_used,
|
||||
self.session_id
|
||||
))
|
||||
conn.commit()
|
||||
except Exception as e:
|
||||
logger.error(f"Failed to persist cost update: {e}")
|
||||
|
||||
def get_summary(self) -> Dict[str, Any]:
|
||||
"""
|
||||
Get cost summary for display.
|
||||
|
||||
Returns:
|
||||
Dict with cost breakdown and counters
|
||||
"""
|
||||
return {
|
||||
'shots_fired': self.state.shots_fired,
|
||||
'hits_taken': self.state.hits_taken,
|
||||
'heals_used': self.state.heals_used,
|
||||
'weapon_cost': self.state.weapon_cost,
|
||||
'armor_cost': self.state.armor_cost,
|
||||
'healing_cost': self.state.healing_cost,
|
||||
'enhancer_cost': self.state.enhancer_cost,
|
||||
'mindforce_cost': self.state.mindforce_cost,
|
||||
'total_cost': self.state.total_cost,
|
||||
'cost_per_shot': self.cost_per_shot,
|
||||
'cost_per_hit': self.cost_per_hit,
|
||||
'cost_per_heal': self.cost_per_heal
|
||||
}
|
||||
|
||||
def reset(self):
|
||||
"""Reset all counters and costs."""
|
||||
self.state = SessionCostState()
|
||||
self._persist_update()
|
||||
self._notify()
|
||||
logger.info(f"Reset cost tracker for session {self.session_id}")
|
||||
|
||||
|
||||
class SessionCostIntegration:
|
||||
"""
|
||||
Integrates cost tracking with log watcher events.
|
||||
|
||||
Connects to log watcher signals and updates cost tracker accordingly.
|
||||
"""
|
||||
|
||||
def __init__(self, cost_tracker: SessionCostTracker):
|
||||
"""
|
||||
Initialize integration.
|
||||
|
||||
Args:
|
||||
cost_tracker: SessionCostTracker instance
|
||||
"""
|
||||
self.cost_tracker = cost_tracker
|
||||
self._enabled = False
|
||||
|
||||
logger.info("Session cost integration initialized")
|
||||
|
||||
def enable(self, log_watcher: 'LogWatcher'):
|
||||
"""
|
||||
Enable cost tracking by connecting to log watcher signals.
|
||||
|
||||
Args:
|
||||
log_watcher: LogWatcher instance to connect to
|
||||
"""
|
||||
if self._enabled:
|
||||
return
|
||||
|
||||
# Connect to log watcher signals
|
||||
# These signals would need to be added to LogWatcher
|
||||
if hasattr(log_watcher, 'shot_fired'):
|
||||
log_watcher.shot_fired.connect(self._on_shot_fired)
|
||||
if hasattr(log_watcher, 'damage_taken'):
|
||||
log_watcher.damage_taken.connect(self._on_damage_taken)
|
||||
if hasattr(log_watcher, 'heal_used'):
|
||||
log_watcher.heal_used.connect(self._on_heal_used)
|
||||
|
||||
self._enabled = True
|
||||
logger.info("Cost tracking enabled")
|
||||
|
||||
def disable(self, log_watcher: Optional['LogWatcher'] = None):
|
||||
"""
|
||||
Disable cost tracking.
|
||||
|
||||
Args:
|
||||
log_watcher: Optional LogWatcher to disconnect from
|
||||
"""
|
||||
if not self._enabled:
|
||||
return
|
||||
|
||||
if log_watcher:
|
||||
if hasattr(log_watcher, 'shot_fired'):
|
||||
log_watcher.shot_fired.disconnect(self._on_shot_fired)
|
||||
if hasattr(log_watcher, 'damage_taken'):
|
||||
log_watcher.damage_taken.disconnect(self._on_damage_taken)
|
||||
if hasattr(log_watcher, 'heal_used'):
|
||||
log_watcher.heal_used.disconnect(self._on_heal_used)
|
||||
|
||||
self._enabled = False
|
||||
logger.info("Cost tracking disabled")
|
||||
|
||||
def _on_shot_fired(self, weapon_name: str):
|
||||
"""Handle shot fired event."""
|
||||
self.cost_tracker.record_shot()
|
||||
|
||||
def _on_damage_taken(self, damage: Decimal, creature_name: str):
|
||||
"""Handle damage taken event."""
|
||||
self.cost_tracker.record_hit(damage)
|
||||
|
||||
def _on_heal_used(self, amount: Decimal, tool_name: str):
|
||||
"""Handle heal used event."""
|
||||
# Detect if mindforce based on tool name
|
||||
is_mindforce = 'chip' in tool_name.lower() or 'implant' in tool_name.lower()
|
||||
self.cost_tracker.record_heal(amount, is_mindforce=is_mindforce)
|
||||
|
|
@ -1,84 +1,65 @@
|
|||
# 2026-02-09 - Sprint 2 Phase 2 Complete + Agent Swarm Build
|
||||
# 2026-02-09 - Lemontropia Suite Development
|
||||
|
||||
## Session Summary
|
||||
Completed the TODO list for Loadout Manager improvements. Multiple bug fixes and new features implemented.
|
||||
|
||||
**Time:** 09:00 - 09:45 UTC
|
||||
**Commits:** 15+ including agent swarm builds
|
||||
**Status:** Core hunting system functional, calculations need refinement
|
||||
## Bug Fixes
|
||||
|
||||
## What Was Built
|
||||
### Plate Selector Crash
|
||||
- **Issue**: `AttributeError: 'NexusPlate' object has no attribute 'protection_acid'`
|
||||
- **Root Cause**: `NexusPlate` dataclass was missing `protection_acid` and `protection_electric` fields
|
||||
- **Fix**: Added missing fields to dataclass and updated `from_api()` method
|
||||
- **Commit**: `b8fc0a8`
|
||||
|
||||
### ✅ COMPLETED - Agent Swarm (3 parallel agents)
|
||||
### Attachment Selector Error
|
||||
- **Issue**: "object has no attribute get_all_attachments"
|
||||
- **Fix**: Updated `AttachmentLoaderThread` to use separate endpoints:
|
||||
- `/weaponamplifiers` for amplifiers
|
||||
- `/weaponvisionattachments` for scopes/sights
|
||||
- `/absorbers` for absorbers
|
||||
- **Commit**: `a5f286a`
|
||||
|
||||
**Agent 1: Loadout Manager v2.0**
|
||||
- Full Nexus API integration (3,099 weapons, 1,985 armors, 106 finders)
|
||||
- Attachment system: Amplifiers, Scopes, Absorbers, Armor Platings
|
||||
- Weapon/Armor/Attachment selectors with real data
|
||||
- Complete cost calculations (weapon + armor + attachments + healing)
|
||||
- NEW: `ui/attachment_selector.py` (678 lines)
|
||||
## New Features Implemented
|
||||
|
||||
**Agent 2: Armor Decay Tracking**
|
||||
- When player takes damage → armor decay cost calculated
|
||||
- Added to HUD total cost automatically
|
||||
- Uses real armor decay from Nexus API
|
||||
### 1. Armor Set Selection
|
||||
- **File**: `ui/armor_set_selector.py`
|
||||
- **API**: Added `NexusArmorSet` dataclass and `get_all_armor_sets()` method
|
||||
- **Endpoint**: `/armorsets`
|
||||
- **Features**:
|
||||
- Browse full armor sets (e.g., "Ghost Set", "Shogun Set")
|
||||
- Shows pieces in set, total protection, set bonuses
|
||||
- Search by set name or piece name
|
||||
- **Commit**: `6bcd0ca`, `1e115db`
|
||||
|
||||
**Agent 3: Healing Cost** (partial)
|
||||
- Healing tools selection in Loadout Manager
|
||||
- Cost per heal tracking
|
||||
### 2. Mindforce Implants
|
||||
- **File**: `ui/mindforce_selector.py`
|
||||
- **API**: Added `NexusMindforceImplant` dataclass and `get_all_mindforce_implants()` method
|
||||
- **Endpoint**: `/mindforceimplants`
|
||||
- **Features**:
|
||||
- Supports healing, damage, and utility chip types
|
||||
- Shows decay cost per use
|
||||
- Color-coded by type
|
||||
- **Commit**: `6bcd0ca`, `1e115db`
|
||||
|
||||
### ✅ HUD Enhancements
|
||||
- Cost tracking per shot (weapon decay)
|
||||
- Profit/Loss calculation (loot - cost)
|
||||
- Color-coded P/L (green=profit, red=loss)
|
||||
- Shots fired counter
|
||||
- Estimated kills (1 per loot event)
|
||||
- DPP display in HUD
|
||||
### 3. Tier-Based Enhancer System
|
||||
- **Change**: Updated `LoadoutConfig.enhancers` from `List[NexusEnhancer]` to `Dict[int, NexusEnhancer]`
|
||||
- **Structure**: `{tier_number: enhancer}` where tier 1-10
|
||||
- **Logic**: Each tier can hold exactly 1 enhancer type
|
||||
- **Decay**: All equipped enhancers contribute to total decay per shot
|
||||
- **Commit**: `b58af87`
|
||||
|
||||
### ✅ Core Systems
|
||||
- `core/attachments.py` - Full attachment type system
|
||||
- Attachment compatibility validation
|
||||
- Mock attachment data for testing
|
||||
## Data Model Updates
|
||||
Added to `LoadoutConfig`:
|
||||
- `mindforce_implant: Optional[str]` - Selected MF chip name
|
||||
- `mindforce_decay_pec: Decimal` - Decay cost per use
|
||||
- `enhancers: Dict[int, NexusEnhancer]` - Tier-based enhancer slots
|
||||
|
||||
## Issues Discovered
|
||||
## Git Commits
|
||||
- `b8fc0a8` - fix(api): fix NexusPlate dataclass
|
||||
- `a5f286a` - fix(ui): update attachment selector to use new API endpoints
|
||||
- `6bcd0ca` - feat(api): add armor sets and mindforce implants endpoints
|
||||
- `1e115db` - feat(ui): add armor set and mindforce implant selectors
|
||||
- `b58af87` - feat(loadout): add mindforce implant field and tier-based enhancers
|
||||
|
||||
### Calculation Bugs (CRITICAL)
|
||||
Weapon cost showing **30,590 PED/hour** - completely wrong!
|
||||
|
||||
**Problems:**
|
||||
- Ammo: 848 PEC/shot - should be ~8.48 PEC (0.0848 PED)
|
||||
- DPP: 0.0506 - way too low (should be ~2-4)
|
||||
- Unit conversion errors between PEC/PED
|
||||
|
||||
### Armor System Needs Redesign
|
||||
User feedback:
|
||||
- Want to pick armor sets OR individual parts
|
||||
- Current implementation annoying
|
||||
- Mix & match should be supported (e.g., Ghost Harness + Shogun Arms)
|
||||
|
||||
### Attachment Research Needed
|
||||
- Real EU attachment mechanics not fully understood
|
||||
- Need to research from Entropia Wiki/Nexus
|
||||
- Amplifiers: add damage + increase ammo burn
|
||||
- Scopes: range boost, minimal decay
|
||||
- Absorbers: damage reduction, moderate decay
|
||||
|
||||
## Next Steps
|
||||
|
||||
1. **Fix calculation bugs** - Unit conversion, DPP formula
|
||||
2. **Research attachments** - Proper decay/effect values
|
||||
3. **Redesign armor system** - Sets + individual parts
|
||||
4. **Test with real hunt** - Verify costs are realistic
|
||||
|
||||
## Key Decisions
|
||||
|
||||
- Kill tracking: 1 per loot event (estimated, not exact)
|
||||
- Shrapnel handling: included in loot, not kill count
|
||||
- Cost tracking: weapon decay per shot + armor decay per hit + plate decay per hit
|
||||
- Agent swarm effective for parallel development but needs verification
|
||||
- **Armor Plating:** 7 pieces, 1 plate per piece, plates take damage FIRST
|
||||
|
||||
## Technical Debt
|
||||
|
||||
- Calculation formulas need unit tests
|
||||
- Attachment effects need validation against real EU data
|
||||
- Armor system needs complete rewrite for flexibility
|
||||
## Status
|
||||
All Loadout Manager TODO items completed. Ready for integration testing.
|
||||
|
|
|
|||
|
|
@ -66,6 +66,7 @@ class HUDStats:
|
|||
healing_cost_total: Decimal = Decimal('0.0')
|
||||
plates_cost_total: Decimal = Decimal('0.0')
|
||||
enhancer_cost_total: Decimal = Decimal('0.0')
|
||||
mindforce_cost_total: Decimal = Decimal('0.0')
|
||||
cost_total: Decimal = Decimal('0.0')
|
||||
|
||||
# Profit/Loss (calculated from other_loot - total_cost)
|
||||
|
|
@ -79,10 +80,17 @@ class HUDStats:
|
|||
damage_taken: Decimal = Decimal('0.0')
|
||||
healing_done: Decimal = Decimal('0.0')
|
||||
shots_fired: int = 0
|
||||
hits_taken: int = 0
|
||||
heals_used: int = 0
|
||||
kills: int = 0
|
||||
globals_count: int = 0
|
||||
hofs_count: int = 0
|
||||
|
||||
# Loadout-based cost metrics
|
||||
cost_per_shot: Decimal = Decimal('0.0')
|
||||
cost_per_hit: Decimal = Decimal('0.0')
|
||||
cost_per_heal: Decimal = Decimal('0.0')
|
||||
|
||||
# Efficiency metrics
|
||||
cost_per_kill: Decimal = Decimal('0.0')
|
||||
dpp: Decimal = Decimal('0.0') # Damage Per PED
|
||||
|
|
@ -90,6 +98,7 @@ class HUDStats:
|
|||
# Current gear
|
||||
current_weapon: str = "None"
|
||||
current_loadout: str = "None"
|
||||
loadout_id: Optional[int] = None
|
||||
current_armor: str = "None" # NEW
|
||||
current_fap: str = "None"
|
||||
|
||||
|
|
@ -169,13 +178,14 @@ class HUDStats:
|
|||
|
||||
def recalculate(self):
|
||||
"""Recalculate derived statistics."""
|
||||
# Total cost
|
||||
# Total cost including mindforce
|
||||
self.cost_total = (
|
||||
self.weapon_cost_total +
|
||||
self.armor_cost_total +
|
||||
self.healing_cost_total +
|
||||
self.plates_cost_total +
|
||||
self.enhancer_cost_total
|
||||
self.enhancer_cost_total +
|
||||
self.mindforce_cost_total
|
||||
)
|
||||
|
||||
# Profit/loss (excluding shrapnel from loot value for accurate profit calc)
|
||||
|
|
@ -198,6 +208,21 @@ class HUDStats:
|
|||
self.dpp = self.damage_dealt / self.cost_total
|
||||
else:
|
||||
self.dpp = Decimal('0.0')
|
||||
|
||||
def update_from_cost_tracker(self, summary: Dict[str, Any]):
|
||||
"""Update stats from SessionCostTracker summary."""
|
||||
self.weapon_cost_total = summary.get('weapon_cost', Decimal('0'))
|
||||
self.armor_cost_total = summary.get('armor_cost', Decimal('0'))
|
||||
self.healing_cost_total = summary.get('healing_cost', Decimal('0'))
|
||||
self.enhancer_cost_total = summary.get('enhancer_cost', Decimal('0'))
|
||||
self.mindforce_cost_total = summary.get('mindforce_cost', Decimal('0'))
|
||||
self.shots_fired = summary.get('shots_fired', 0)
|
||||
self.hits_taken = summary.get('hits_taken', 0)
|
||||
self.heals_used = summary.get('heals_used', 0)
|
||||
self.cost_per_shot = summary.get('cost_per_shot', Decimal('0'))
|
||||
self.cost_per_hit = summary.get('cost_per_hit', Decimal('0'))
|
||||
self.cost_per_heal = summary.get('cost_per_heal', Decimal('0'))
|
||||
self.recalculate()
|
||||
|
||||
|
||||
class HUDOverlay(QWidget):
|
||||
|
|
|
|||
Loading…
Reference in New Issue